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Hello and welcome to The Weekly 
Show Podcast. 

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My name is Ryan. 
And I'm Sakura Kinamoto. 

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And today, today, we're going to
be reviewing Daisy Chainsaw from

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Charlotte Laskowski. 
This is a game of magical girls,

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cosmic threats, and saving the 
world one episode at a time. 

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Hell yeah. 
Hell yeah, this is an 

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interesting game. 
I like this game a lot actually.

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The more I read this game 
though, I'm like I I really do 

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like this game so. 
Yeah, I like it. 

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I'm a big fan. 
Personally grew up on a lot of 

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magical girl shows. 
I watched Taylor Moon as a kid. 

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I obviously just referenced card
capture Sakura, which I loved as

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a kid. 
I fucking love that show. 

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This show was the best. 
So I was stoked on this, you 

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know, and I think the potential 
for characters and like the very

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like episodic like 26 episode 
anime series kind of feel that 

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you can accomplish through this 
is like very satisfying and like

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a lot of fun for a format. 
Yeah, for sure. 

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And I like, yeah, I mean, we'll 
get into the format of this 

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stuff in it. 
It's really neat. 

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I love the book, too. 
You know what I realized? 

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Almost every game we reviewed, I
think maybe except for Wolf Old.

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So far this year it has been a 
Space Penguin release, and it 

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wasn't even on purpose. 
Wow, Wow. 

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Actually it did. 
I guess what it has been, Yeah. 

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Well, we did Nielsen not and 
then we did what did we do after

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that? 
Something. 

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Yeah, we absolutely did 
something after that. 

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You are. 
You couldn't be more correct. 

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To. 
Say that that is what we did, 

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but Daisy chainsaw us a space 
Penguin release and then Swivers

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I guess was not a space Penguin 
release, but Dirt was an editor.

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OK. 
It's all German, Jason, 

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essentially is what you're 
saying. 

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Well I mean everything is pretty
much dirt adjacent 

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realistically. 
It's like 6° of separation. 

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Kevin Bacon. 
Yeah, but it's it's actually 

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just jerk, bro. 
I'm not kidding when I say I 

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would be shocked. 
I would be. 

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I don't think it's possible to 
pick up any TTRPG that exists 

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and have it be more than six 
degrees from Jarrett Crater. 

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Any any modern one or like any 
of all time like can I pick? 

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Up all time I guarantee you 
could get. 

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I guarantee you could get to 
Classic Traveler in six easily 

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because all you have to do is 
find someone who had done a 

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classic Traveler hack and then 
find a game that Jarrett Crater 

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had like edited based from that,
you know what I mean? 

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OK, so Aaron motherfucking king.
I was gonna say Aaron King is 

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the first one. 
It's. 

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The first one because he did the
the spice world, which is 

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legally distinct from Dune and 
definitely not even close. 

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Aaron King has been on the 
weekly scroll, and the weekly 

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scroll hosts boom. 
That's like, that's like 2°. 

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It's like 3° like bottom line, 
boom. 

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You know, it's, it's crazy, but 
so, so realistically. 

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Another direction So. 
Yeah, but realistically be 

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bonded in two, I guess. 
But also, like I said, jerk did 

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the Swipers episode or review 
the swipers. 

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But the Daisy Chainsaw book is a
really neat book. 

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I love I so for those in podcast
land that can't see, we'll get 

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into what it physically looks 
like in a second, but it is a 

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spiral bound book. 
Yeah, I love that. 

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I I love a spiral bound for 
table play. 

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It is so perfect. 
I mean, that's the reason I got 

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the spiral bound eco mofos was 
specifically to to be able to 

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sit at the table. 
So I really, really love the 

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form out of this book in a nice 
spiral bound. 

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It's got a nice black spiral on 
it. 

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It's still A5 sized, and we'll 
get into a little bit more of 

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that when we actually get in the
game. 

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And I think we're just going to 
do that because our goal now is,

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remember when we used to do 45 
minutes of like Kickstart the 

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podcast? 
Oh, quite. 

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A terrible idea. 
I mean, I will say it was during

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that like post lockdown 
Kickstarter boom. 

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So I think in the time it was 
like a massive use of our time, 

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but it made sense then because 
it was just blowing up at that 

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time in like 2021-2022, 2023 
ish. 

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But yeah, it makes it's fine 
that we don't do that anymore. 

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Yeah, it's funny because we, our
episodes are still kind of long.

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We definitely talk too fucking 
much, right? 

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But I can see I save things into
chunks of like hundreds in 

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folders and stuff. 
And we have a folder at 100 

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episodes and then in the next 
folder it's beyond 100. 

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It was like 130 episodes before 
we hit the same time that 100 

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episodes was. 
So we are getting slightly 

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faster and, and, and for that, 
we'll just fucking start the 

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game. 
Let's get into it. 

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So Daisy chainsaw the cover 
slaps. 

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What you're going to find 
through a lot of the book is 

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pixel art and pixel fonts. 
Beautiful. 

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Yeah, it was great. 
The book is really enjoyable to 

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go through. 
But yeah, this cover is is a cut

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above the rest of the book. 
It's really very good. 

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Yeah, I'm a big fan. 
So it has a it has a magical 

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girl on it and they have a 
chainsaw and they're chainsawing

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up some stuff looking all cute 
and deadly and that's neat. 

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Purples, greens, Reds. 
It it slaps. 

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The cover is absolutely really. 
Good color palette too. 

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Yeah, yeah, all the way through 
is fantastic. 

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Yeah, really, really good 
getting into it. 

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So first of all, before we get 
too deep, let's go to this nice 

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black page and talk about the 
fact that we got. 

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Look at this. 
We got bookmarks, baby. 

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Wow. 
Very nice to see. 

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We also get we go to the the the
the main page for Daisy chainsaw

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art layout and development and 
writing all Charlotte Oskowski 

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editing by Matthew K. 
And then there is a blood 

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splatter pixel art that is not 
hyperlinked, but it's whatever 

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from Jason Tom Lee dot itch dot 
IO slash Blood Dash FX in case 

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you want some blood splatter 
effects there and then some 

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thank yous to some people and 
then big hog dot games that's 

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also not hyperlinked. 
I would definitely if you're 

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going to hyperlink your whole 
book, hyperlink the link to your

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website of all things yeah and 
then it's the book starts with 

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two character sheets. 
Fine place. 

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I'm good with that. 
It's interesting. 

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I think in the actual book, the 
what's interesting is the 

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character seats are on the back 
of other pages. 

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It would have been I think 
interesting if they just did the

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character sheets both on the 
back of themselves because then 

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you could theoretically tear out
that one page and have like 2 

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character sheets from the book. 
But with this you can't because 

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in the book itself, it's on the 
back of the table of contents 

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and the back of the like the 
edit, the what's the sheet that 

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we, what's the page we just went
over like the one that says 

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Stacy Chainsaw and has all the 
stuff on it. 

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What would you call this page? 
The not the title and credits 

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page. 
That's not the right thing, but 

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that is technically still true 
that page. 

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But whatever that page. 
I'm missing more. 

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Yeah, and then one of the pages 
has blood all over it, which is 

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neat. 
And then I guess 1 doesn't. 

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So you get, are they both the 
same? 

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Yeah, they're both cards. 
Yeah. 

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So character sheets in the 
beginning. 

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That's cool. 
Then we get to the table of 

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contents and guess what, 
friends? 

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Guess what? 
Table of contents is completely 

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hyperlinked, which is fantastic.
It's amazing. 

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That's really nice. 
It's nice. 

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I did read this physically. 
This is definitely 1. 

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It made it so easy. 
As I said with the format, it 

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was really nice to read this 
physically. 

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So I did chop in and check the 
the other ones. 

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And one thing that I did notice 
in the PDF, I don't know if it 

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is on here, I guess it is the 
pages are Gray not white. 

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Oh yeah, which I I'm a big fan 
of. 

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It's a very light Gray, but it 
definitely makes it slightly 

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easier on the eyes, like if 
you're going to have. 

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Look at yeah. 
If you're going to have white 

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background, we've said this a 
bunch, like have a texture on 

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it, make it like eggshell even, 
because if you're looking at 

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like a a computer screen and 
it's just a white. 

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IPad at night. 
It blasts you you know in the 

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face, which is awful, but it is 
slightly Gray which I didn't 

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really notice but it is really 
nice. 

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So table of contents we have I 
think 7 sections we got playing 

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the game character creation, 
weapons, spells, the team combat

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and the DM guide. 
The whole book is roughly what 

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like 75 ish pages yeah 7475 if 
you go with the notes back it's 

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not too bad. 
No, let me. 

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See, mechanically, a pretty 
tight little game too. 

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It's it seems like a lot of fun 
to play. 

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It's very easy to kind of get 
down. 

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Yeah, yeah, yeah, yeah. 
So I said this before and. 

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You'll say it again and. 
I'll say it again and again, 

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intro into the game. 
So playing the game, I use the 

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same pixel art as the as the as 
the primary title pages. 

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They're out and it says Once 
Upon a time in a normal high 

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school, the the little the catch
phrase kind of thing. 

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Daisy Chainsaw is a game of 
magical girls, cosmic threats 

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and saving the world one episode
at a time. 

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Players role play as magical 
girls, teenagers with special 

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powers living a double life. 
So there's all section here. 

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It's to to start playing, it's 
for three to seven people and 

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the disaster master or the DM, 
that is the name that they've 

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used for their their GM, the 
disaster master. 

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I don't mind that. 
That's neat. 

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I love, I love people kind of a 
good little yeah, DMGM, little 

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little court, the dark master, 
whatever you call it. 

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There's a neat, but basically 
you need stuff people, some 6 

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headed dice, right and a 
disaster master and we'll get 

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into the rest later. 
And then as far as the rest of 

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the players, that is the next 
section. 

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The rest of the players 
basically says that the the role

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you will play as these magical 
girls and you are in CS, your 

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main characters and you have 
these special powers. 

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You're living in a double life 
and you were first noticed by a 

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mascot that enabled your magical
powers. 

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We'll talk more about mascots 
later because I do have 

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questions about the mascot 
section. 

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Like I know what it is, but I've
questions about like the way it 

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was to put in the book. 
There are transformation 

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sequences between your normal 
life and your magical girl 

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persona. 
Anyone that's ever seen a 

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magical girl anime, like again, 
Sailor Moon is going to be the 

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one that pops into people's 
heads a lot, but they're very 

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much as a clear, like whole 
fucking sequence and. 

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If you go on Crunchyroll there 
are a ton of magical girl animes

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and I'm like I've never even 
heard of this one bro like what 

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is this? 
Yeah, it gets, it's neat. 

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I like it. 
I mean, at the end of the day, 

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my it's always funny to me 
because I'll tell people this 

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and I'll be like, Sailor Moon 
would beat the fuck out of Goku.

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And you could see the like the 
dudes be like, no, And it's just

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they're universal. 
Like Sailor Moon would destroy 

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Goku. 
Like it's not even close. 

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Are you looking at me like 
that's not true? 

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As if she's not literally 
universal power. 

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I mean, I guess that is true. 
So yeah. 

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Anyway, they have transformation
sequences between the normal 

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life and their magical persona, 
trying to become strong enough 

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to deal with the big bad of the 
season, which we will also get 

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into later in the game. 
And there is a crossover between

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the their normal life and their 
transformative magic war 

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persona, which could be 
permanent scars, trauma, things 

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like that. 
That the the lives do crossover 

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between the two and then MCS 
progress as team by their power 

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level. 
That's basically what this is. 

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00:12:27,760 --> 00:12:31,080
It's a breakdown of the game 
here in the rest of the players 

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section, underneath the Playing 
the game section. 

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Then we're moving into rolling 
the dice. 

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And we've said this over and 
over again, that having a little

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primer to what the game is and 
the basics of how to play it 

226
00:12:46,000 --> 00:12:49,760
before you get into character 
creation is the ideal way, in 

227
00:12:49,760 --> 00:12:52,480
our opinion, to do a game. 
And guess what they do here 

228
00:12:52,720 --> 00:12:53,960
exactly? 
That They just give you a 

229
00:12:53,960 --> 00:12:56,240
breakdown of what you're going 
to do in the game they give you 

230
00:12:56,240 --> 00:12:59,880
a section here on rolling the 
dice So what a roll generally 

231
00:12:59,880 --> 00:13:02,360
will look like and then goes 
into character creation and our.

232
00:13:02,400 --> 00:13:04,720
Opinions are inherently correct 
in case you're wrong. 

233
00:13:05,320 --> 00:13:07,600
Yeah, it's objective, not 
subjective because we are 

234
00:13:07,600 --> 00:13:11,880
clearly authorities in the 
space, Brent. 

235
00:13:12,720 --> 00:13:15,600
So rolling the dice, basically 
how it works is MC is described,

236
00:13:15,600 --> 00:13:18,680
what they want to do, the DM 
referees and then they roll 

237
00:13:18,680 --> 00:13:21,320
stuff like it normal. 
It's a TTMPG people. 

238
00:13:21,320 --> 00:13:24,600
We know this. 
And the way it works is you roll

239
00:13:24,600 --> 00:13:27,120
a number you you're pretty much 
going to work with a primary 

240
00:13:27,120 --> 00:13:30,520
stat and a secondary stat. 
You have 4 stats all together. 

241
00:13:31,240 --> 00:13:34,360
But the way the base roll works 
is you roll a number of dice 

242
00:13:34,360 --> 00:13:38,480
equal to your primary stat and 
then if a number on the die is 

243
00:13:38,480 --> 00:13:42,200
equal to or less than your 
secondary stat, it's a hit. 

244
00:13:43,480 --> 00:13:47,400
So the example basically like if
you have a three inch arm and a 

245
00:13:47,400 --> 00:13:53,240
2IN or let's say A4 inch arm and
a 2IN power, you roll what I say

246
00:13:53,240 --> 00:13:55,880
4, you roll 4 dice for the 
charm. 

247
00:13:55,880 --> 00:14:00,160
And if one of them is A2 or less
because your power is 2, that's 

248
00:14:00,160 --> 00:14:02,640
a hit, right? 
As many as there are, right? 

249
00:14:03,000 --> 00:14:06,360
And then a six is always a miss.
A1 is always a hit no matter 

250
00:14:06,360 --> 00:14:08,640
what. 
And it explodes, but explodes in

251
00:14:08,640 --> 00:14:11,960
an interesting way because, and 
it can keep exploding. 

252
00:14:12,000 --> 00:14:14,760
It counts as another hit because
you're not exploding damage and 

253
00:14:14,760 --> 00:14:16,040
stuff like that hits for your 
damage. 

254
00:14:16,040 --> 00:14:20,920
So if you roll A1, that's a hit.
And then if you roll another 

255
00:14:20,920 --> 00:14:23,800
one, that's a hit. 
And if you rolled A2 and the 

256
00:14:23,800 --> 00:14:26,080
primary stat was a 2, that's 
another hit. 

257
00:14:26,360 --> 00:14:28,400
And you don't roll anymore. 
But that's three additional 

258
00:14:28,400 --> 00:14:30,400
hits. 
Every time you roll under it 

259
00:14:30,400 --> 00:14:33,560
counts as a hit. 
I I always think it's it's funny

260
00:14:33,560 --> 00:14:35,800
that like I'm so used to 
exploding guys happening on the 

261
00:14:35,800 --> 00:14:37,640
highest. 
You know, it's very like it's 

262
00:14:37,640 --> 00:14:40,240
fun to have the inverted just 
like, yeah, roll the lowest 

263
00:14:40,240 --> 00:14:42,360
possible. 
Your ones exploded in this game,

264
00:14:42,360 --> 00:14:43,440
which makes sense to me to roll 
under. 

265
00:14:45,840 --> 00:14:48,000
Yeah, it's named and I like 
there's a little graphic here 

266
00:14:48,480 --> 00:14:51,280
in, in, in, in pixel art of ways
to roll. 

267
00:14:51,480 --> 00:14:54,920
And it's a, a phone, which I 
assume it means electronic. 

268
00:14:54,920 --> 00:14:57,920
You can roll electronically or 
there's actually 2D sixes here 

269
00:14:57,920 --> 00:15:00,200
that are covered in blood, which
is dope. 

270
00:15:00,520 --> 00:15:03,040
Perfect. 
And there is an example here of 

271
00:15:03,040 --> 00:15:05,640
exactly what I just talked about
with like the four and the three

272
00:15:05,640 --> 00:15:07,440
and everything, and it's great. 
I like it. 

273
00:15:07,600 --> 00:15:09,800
There's some pixel art on it for
like dice and stuff too. 

274
00:15:09,800 --> 00:15:14,280
It's great. 
And then we get into character 

275
00:15:14,280 --> 00:15:15,560
creation. 
You want to take character 

276
00:15:15,560 --> 00:15:18,800
creation buddy. 
So character creation takes 4 

277
00:15:18,800 --> 00:15:22,800
easy steps, and boy do we love a
numbered list of steps for 

278
00:15:22,800 --> 00:15:25,080
character creation. 
You have to choose your weapon, 

279
00:15:25,600 --> 00:15:30,560
choose your quirk, allocate 
statistics and spells and 

280
00:15:30,560 --> 00:15:34,080
abilities. 
They all have page numbers, and 

281
00:15:34,120 --> 00:15:35,840
all of those page numbers are 
hyperlinked. 

282
00:15:35,840 --> 00:15:38,520
That's right. 
There are bookmarks, the table 

283
00:15:38,520 --> 00:15:41,680
of contents is hyperlinked, and 
there's inline hyperlinks in 

284
00:15:41,680 --> 00:15:43,200
this PDF. 
Big. 

285
00:15:43,200 --> 00:15:48,240
Claps, claps in the chat. 
Ryan's noise gate kills the 

286
00:15:48,240 --> 00:15:50,280
clapping sound, but he is 
actually clapping, right? 

287
00:15:50,440 --> 00:15:52,040
Now I that's why I say claps. 
Clap, clap, clap. 

288
00:15:52,040 --> 00:15:52,360
Clap. 
Clap. 

289
00:15:52,360 --> 00:15:53,800
Clap. 
Clap, clap, clap. 

290
00:15:54,040 --> 00:15:55,160
There you go. 
Clap, clap, clap, clap. 

291
00:15:55,440 --> 00:16:02,560
Yeah, trying to think if we, you
know what, we'll get there. 

292
00:16:02,560 --> 00:16:04,480
Don't worry guys, we're going to
get there. 

293
00:16:04,480 --> 00:16:07,560
So right after that we have a 
list of weapons. 

294
00:16:08,400 --> 00:16:10,840
This is basically just a simple 
breakdown of all the weapons. 

295
00:16:11,760 --> 00:16:15,840
It says what they are a short, 
little like fun description, not

296
00:16:15,840 --> 00:16:18,640
really abilities. 
And then the two stat options, 

297
00:16:18,640 --> 00:16:22,040
you can take from those to be 
your primary stat for your main 

298
00:16:22,040 --> 00:16:25,160
weapon or your secondary stat 
from your offhand weapon. 

299
00:16:29,000 --> 00:16:30,120
Anything you want to add there? 
Ryan No. 

300
00:16:31,920 --> 00:16:35,600
That's a it's a good list 
because what we, we, we, we get 

301
00:16:35,600 --> 00:16:38,480
the list of them here and then 
we'll get there's a whole 

302
00:16:38,480 --> 00:16:40,920
chapter that goes into detail 
about them later because they, 

303
00:16:41,160 --> 00:16:42,480
they're so important to your 
character. 

304
00:16:42,520 --> 00:16:44,280
So nothing to add the. 
Chapters. 

305
00:16:44,280 --> 00:16:46,200
Pretty neat. 
I'm wondering though if the 

306
00:16:46,200 --> 00:16:50,440
blurb under character creation 
work explains how the stat 

307
00:16:50,440 --> 00:16:52,240
works. 
Is the only place that that is. 

308
00:16:53,600 --> 00:16:55,360
Where what is? 
Under Choose Your Weapon, we're 

309
00:16:55,360 --> 00:16:57,760
going to talk about the primary 
and secondary statistics. 

310
00:16:58,720 --> 00:17:01,080
Well, it's in the beginning on 
rolling the dice and then it's 

311
00:17:01,080 --> 00:17:03,600
again under the choose your 
weapon section basically. 

312
00:17:03,680 --> 00:17:06,040
I'll summarize real quick. 
When you're picking weapons, you

313
00:17:06,040 --> 00:17:07,359
have a primary. 
You have a secondary. 

314
00:17:08,440 --> 00:17:11,000
From those, there are two stats 
under those. 

315
00:17:11,240 --> 00:17:13,880
For your primary weapon, either 
one of those stats can become 

316
00:17:13,880 --> 00:17:16,520
your primary stat. 
For your offhanded weapon, 

317
00:17:16,920 --> 00:17:18,720
either one under that can become
the secondary stat. 

318
00:17:18,720 --> 00:17:21,480
The only thing is, your primary 
and secondary stat obviously 

319
00:17:21,480 --> 00:17:23,480
cannot be the same stat. 
I guess it's not obvious, but 

320
00:17:23,599 --> 00:17:26,680
cannot be the same stat. 
So if you pick a bat and you 

321
00:17:26,680 --> 00:17:30,640
have charm as your primary, you 
cannot then pick a gun as your 

322
00:17:30,640 --> 00:17:31,920
secondary and have charm as 
well. 

323
00:17:31,920 --> 00:17:33,720
You'd have to pick focus as your
secondary. 

324
00:17:34,040 --> 00:17:36,400
I mean, those are what you know.
Like we said earlier, makes you 

325
00:17:36,400 --> 00:17:39,680
decide how many dice you roll 
and what you roll have to roll 

326
00:17:39,680 --> 00:17:41,240
under on those dice to get a 
hit. 

327
00:17:41,920 --> 00:17:43,680
There we go, I did it. 
Yep. 

328
00:17:45,760 --> 00:17:50,960
So forward to well, then you get
well, you get 2 weapons. 

329
00:17:51,480 --> 00:17:52,800
Did you do that? 
Yeah. 

330
00:17:52,840 --> 00:17:55,400
I did. 
OK, well then I I missed, I 

331
00:17:55,560 --> 00:17:57,280
missed that. 
Primary and secondary, yeah. 

332
00:17:59,360 --> 00:18:07,400
Yeah. 
Allocating statistics, yeah. 

333
00:18:09,240 --> 00:18:14,160
So you have 4 charm, focus, 
heart and power. 

334
00:18:14,920 --> 00:18:18,200
They all start at 1. 
You get 6 points to a lot 

335
00:18:18,880 --> 00:18:21,920
between them. 
The maximum any stat can reach 

336
00:18:21,920 --> 00:18:25,080
is 6. 
There are also like four kind of

337
00:18:25,080 --> 00:18:28,560
drive stats or like minor stats 
which are how many spells you 

338
00:18:28,560 --> 00:18:32,320
know, your speed, which is your 
movement speed, harm pool, which

339
00:18:32,320 --> 00:18:35,800
is your your HP and saving 
throw. 

340
00:18:37,080 --> 00:18:41,480
So charm is your ability to 
persuade or captivate when 

341
00:18:41,480 --> 00:18:46,080
you're in your magical form. 
When you transform, you know it 

342
00:18:46,080 --> 00:18:50,120
is your magical acuity equals 
the spells you, the spells you 

343
00:18:50,120 --> 00:18:54,480
know is charm -1 and it says 
spells are covered on page 49. 

344
00:18:54,480 --> 00:18:58,600
It's inline hyperlink. 
So beautiful, so beautiful. 

345
00:18:58,600 --> 00:19:00,720
Yeah. 
Focus, mental acuity, clarity, 

346
00:19:00,720 --> 00:19:02,960
thinking under pressure and 
speed. 

347
00:19:03,280 --> 00:19:09,960
Your speed is equal to your 
focus plus primary stat and five

348
00:19:09,960 --> 00:19:14,640
foot increments. 
Very standard kind of grid move.

349
00:19:14,640 --> 00:19:19,160
Every square is five feet. 
Heart is willpower, courage, 

350
00:19:19,360 --> 00:19:23,400
mental and physical harm and 
your harmful is equal to harm 

351
00:19:23,400 --> 00:19:27,520
times 3. 
Power is intimidation, show of 

352
00:19:27,520 --> 00:19:30,320
strength, show of force, and 
it's your saving role. 

353
00:19:30,640 --> 00:19:35,840
Your saving throw is roll over. 
It's the. 

354
00:19:35,840 --> 00:19:37,680
Power over. 
Focus. 

355
00:19:37,680 --> 00:19:39,760
Yeah. 
It's real power over focus. 

356
00:19:41,080 --> 00:19:43,200
Yeah. 
And then you have burnout 

357
00:19:43,200 --> 00:19:45,280
points, which are equal to your 
team level. 

358
00:19:45,280 --> 00:19:47,600
And we'll talk more about 
burnout points when we get to 

359
00:19:47,600 --> 00:19:53,360
the burnout points section. 
Really, like I mean, four sets 

360
00:19:53,360 --> 00:19:55,160
is fine for me personally, you 
know that. 

361
00:19:55,160 --> 00:19:58,760
I think 3 is ideal, 4 is great. 
But I do like that each of the 

362
00:19:58,760 --> 00:20:02,800
four have their own drives 
thing. 

363
00:20:02,800 --> 00:20:04,800
If you're going to have one 
thing be a drive thing, like 

364
00:20:04,800 --> 00:20:08,280
it's nice to have that all four 
have like a nice rounded Dr. 

365
00:20:08,280 --> 00:20:11,120
thing. 
I agree. 

366
00:20:12,000 --> 00:20:17,280
I will say I did notice before 
we move on that when we go to 

367
00:20:17,720 --> 00:20:20,560
the steps in the beginning where
it says become a main character 

368
00:20:20,560 --> 00:20:23,840
in four easy steps, it's choose 
your weapon is one, choose your 

369
00:20:23,840 --> 00:20:29,240
Quark is 2, allocate stats is 3.
But when you actually get down 

370
00:20:29,240 --> 00:20:32,320
into those, one is choose your 
weapons and then they do 2 

371
00:20:32,320 --> 00:20:35,120
allocate stats. 
So they've mixed up two and 

372
00:20:35,120 --> 00:20:39,160
three in the order compared to 
like the the list above, like 

373
00:20:39,160 --> 00:20:42,760
immediately above. 
And I think if you yeah, so 

374
00:20:42,760 --> 00:20:47,680
they've they've they flipped 
allocate stats to 2 and quirk to

375
00:20:47,680 --> 00:20:51,720
three as opposed to in the list.
So that's just, I mean, it's 

376
00:20:51,720 --> 00:20:54,480
whatever, but it is the thing 
that I noticed. 

377
00:20:55,520 --> 00:20:57,680
And that is honey, I mean, I've 
noticed, and now you've pointed 

378
00:20:57,680 --> 00:21:00,280
out. 
Yeah. 

379
00:21:00,280 --> 00:21:05,880
So choose your quirk. 
Weapon quirks are described as 

380
00:21:05,880 --> 00:21:09,080
like physical modifications you 
make to your weapon There, you 

381
00:21:09,080 --> 00:21:12,720
know, you you customize your, 
you know, your magical girl 

382
00:21:12,720 --> 00:21:16,040
sniper rifle. 
Yeah. 

383
00:21:16,040 --> 00:21:18,480
Weapon quirks. 
Yeah, abstract physical 

384
00:21:18,480 --> 00:21:22,000
modification to a main weapon 
that affects its basic function.

385
00:21:22,000 --> 00:21:25,320
And look, you only get one 
permanent quirk at a time, 

386
00:21:25,520 --> 00:21:28,600
unless you take the same weapon 
twice, in which case you get 2. 

387
00:21:29,360 --> 00:21:34,120
You can get temp quirks in 
combat through the Jury Rigging 

388
00:21:34,120 --> 00:21:37,920
maneuver, which we'll go over on
page 61 when we get there, and 

389
00:21:37,920 --> 00:21:39,920
you can change your quirks upon 
advancement. 

390
00:21:42,440 --> 00:21:47,520
Nice simple part there. 
And spells. 

391
00:21:47,960 --> 00:21:53,760
Spells and abilities. 
Like we said earlier, the number

392
00:21:53,760 --> 00:21:59,360
of spells you know is determined
by charm is charm -1 and your 

393
00:21:59,360 --> 00:22:02,760
abilities are determined by your
power level. 

394
00:22:05,120 --> 00:22:08,560
Yeah, you can replace spells 
during advancement, gaining more

395
00:22:08,560 --> 00:22:12,600
spells when charm is raised or 
in place of additional 

396
00:22:12,600 --> 00:22:16,400
abilities. 
For abilities, you pick 2 Tier 1

397
00:22:16,400 --> 00:22:20,360
abilities and gain more each 
power level. 

398
00:22:21,120 --> 00:22:26,240
Advancement Tier 2 spells and 
abilities are unlocked at power 

399
00:22:26,240 --> 00:22:29,560
level 5. 
That's PL. tier 3 at power level

400
00:22:29,560 --> 00:22:32,400
8. 
The default range for spells is 

401
00:22:32,400 --> 00:22:36,760
charm times 2 and the duration 
is defaultly one term, nice and 

402
00:22:36,760 --> 00:22:40,680
simple and abilities ranges 
equivalent to your your weapon 

403
00:22:40,680 --> 00:22:42,000
range. 
So a lot of time for melee 

404
00:22:42,000 --> 00:22:43,480
weapons, it's going to be in 
combat. 

405
00:22:43,880 --> 00:22:48,440
But listen, if you're, you know,
a cat boy made with a sniper 

406
00:22:48,440 --> 00:22:51,680
rifle, maybe not the character 
that I was writing as I went 

407
00:22:51,680 --> 00:22:53,360
through this. 
You have a longer range. 

408
00:22:55,520 --> 00:22:57,160
Actually, you know what 
character I thought of when I 

409
00:22:57,160 --> 00:23:00,120
was going through this. 
You've ever seen that vine of 

410
00:23:00,120 --> 00:23:04,640
like the guy dressed in like a 
cat girl made outfit and he he's

411
00:23:04,640 --> 00:23:07,120
like welcome to Cat Cafe where 
we're cuter and kittens. 

412
00:23:07,120 --> 00:23:10,760
I'm braid in the diversity hire 
and in his roommates walk in. 

413
00:23:10,760 --> 00:23:14,240
Have you ever seen that video? 
That's the guy I would play for 

414
00:23:14,240 --> 00:23:17,040
this. 
I'd be a magical girl cat boy, a

415
00:23:18,000 --> 00:23:21,800
cat boy maid named Braden with a
sniper rifle and it would be a 

416
00:23:21,800 --> 00:23:24,240
fucking blast. 
I'd have a great, great time 

417
00:23:24,240 --> 00:23:26,800
playing that character. 
We're gonna we need to just do 

418
00:23:26,800 --> 00:23:30,040
back-to-back games of like Daisy
chainsaws, magical girls and 

419
00:23:30,040 --> 00:23:36,360
perils and princesses. 
And like, you know, one thing, 

420
00:23:36,920 --> 00:23:38,760
you've said this numerous times.
We're going to say it as we 

421
00:23:38,760 --> 00:23:42,520
continue to go through I this 
it's so tight. 

422
00:23:42,520 --> 00:23:46,000
This game is so clean all the 
way through. 

423
00:23:46,560 --> 00:23:49,400
It definitely checks tons of 
boxes for me in the style of 

424
00:23:49,400 --> 00:23:53,760
game that I enjoy and and enjoy 
reading and would like to play 

425
00:23:54,200 --> 00:23:59,040
of just everything makes sense. 
There's no fiddly bits like it's

426
00:23:59,040 --> 00:24:02,520
been carved down to what's 
necessary and which in in my 

427
00:24:02,520 --> 00:24:06,760
opinion allows a lot more 
freedom versus the the opposite.

428
00:24:07,680 --> 00:24:10,560
Super agree. 
I think the ability to like have

429
00:24:10,640 --> 00:24:14,200
a like a tight system and like 
it just be a tool set for 

430
00:24:14,200 --> 00:24:16,640
decision making instead of 
telling you everything you 

431
00:24:16,640 --> 00:24:19,840
possibly do obviously opens up a
lot of doors for you to be to 

432
00:24:19,840 --> 00:24:21,480
make weird shit happen in your 
game. 

433
00:24:21,680 --> 00:24:24,400
And I'm a big fan of that, yeah.
Absolutely. 

434
00:24:24,920 --> 00:24:27,000
I think advancements next right?
Yeah. 

435
00:24:28,240 --> 00:24:33,040
So advancements, cool teams off 
the bat, start at power level 1,

436
00:24:33,400 --> 00:24:37,960
shortened PL. and it's very much
like milestone advancement. 

437
00:24:37,960 --> 00:24:42,680
It's not XP game, and you go 
from power level 1 to 10. 

438
00:24:42,680 --> 00:24:44,960
And what's really cool about 
this page, other than the fact I

439
00:24:44,960 --> 00:24:48,040
really like the colors and the 
use of color on this page, is 

440
00:24:48,040 --> 00:24:51,160
that every power level, it tells
you exactly what you get. 

441
00:24:52,040 --> 00:24:55,760
So power level 1, you begin with
two Tier 1 abilities and six 

442
00:24:55,760 --> 00:24:59,960
points towards your stats. 
Power level 2, you gain 1 tier 

443
00:24:59,960 --> 00:25:02,480
one ability, so on and so forth.
It's just nice not to have the 

444
00:25:02,480 --> 00:25:04,080
question to know exactly what 
you get. 

445
00:25:04,080 --> 00:25:06,960
And I just think visually, 
everything about this book is 

446
00:25:06,960 --> 00:25:10,280
really good, you know? 
I mean it's laid out super clean

447
00:25:10,280 --> 00:25:12,280
and well too. 
Like it's not 2 column. 

448
00:25:12,280 --> 00:25:14,120
I mean we're just going to beat 
the shit out of two column 

449
00:25:14,120 --> 00:25:16,480
forever. 
It can be done really well. 

450
00:25:16,480 --> 00:25:18,040
It has been a. 
Two column fine. 

451
00:25:18,040 --> 00:25:20,760
I mean I I get the your 
complaints with it but. 

452
00:25:21,160 --> 00:25:23,960
Yeah, I mean, when it's done 
well, it's I'm fine with it. 

453
00:25:24,080 --> 00:25:26,120
I just don't. 
I love the way that they did it 

454
00:25:26,120 --> 00:25:29,040
in this, though, because I think
we we said the same thing about 

455
00:25:31,400 --> 00:25:34,360
I think Wolfwald where like the 
font doesn't have to be tiny. 

456
00:25:34,360 --> 00:25:37,080
Every page has room to breathe. 
None of it feels crowded. 

457
00:25:37,080 --> 00:25:39,800
There's room for the pixel art, 
you know, and like you said, the

458
00:25:39,800 --> 00:25:41,840
color on this page, like the the
nice rainbow color. 

459
00:25:42,080 --> 00:25:43,920
It definitely it says 
advancement but I thought 

460
00:25:43,920 --> 00:25:46,720
gaveaway advance the every 
fucking time I flip asses 

461
00:25:46,720 --> 00:25:48,720
because the logo I don't know 
some reminds me of it a little 

462
00:25:48,720 --> 00:25:49,800
bit too. 
I can cast. 

463
00:25:49,880 --> 00:25:55,120
It, yeah, but it's a great page.
Great piece of art coming up for

464
00:25:55,120 --> 00:25:58,520
this character example. 
Yeah, Andromeda. 

465
00:25:58,920 --> 00:26:01,920
Andromeda. 
Yeah, she's cool. 

466
00:26:02,520 --> 00:26:05,120
Yeah. 
Yeah, really good. 

467
00:26:06,200 --> 00:26:07,680
The guitar with like a blood on 
it. 

468
00:26:08,080 --> 00:26:10,240
Yeah, she obviously beat the 
shit out of somebody with, you 

469
00:26:10,240 --> 00:26:14,000
know. 
Yeah, moving on. 

470
00:26:14,080 --> 00:26:15,520
Oh, we get to the weapon 
section. 

471
00:26:15,520 --> 00:26:18,120
OK, Woo, woo. 
Let's go over a weapon. 

472
00:26:18,120 --> 00:26:22,480
Ryan, what weapon do you want to
go over? 

473
00:26:23,000 --> 00:26:29,920
I don't well, we never we never 
read through the list of the 

474
00:26:29,920 --> 00:26:30,680
weapons. 
What? 

475
00:26:30,680 --> 00:26:33,400
Let's run through the list of 
the weapons first so that people

476
00:26:33,400 --> 00:26:36,480
have the list. 
It's I got it says we got a 

477
00:26:36,480 --> 00:26:40,400
baseball bat, brass knuckles, 
chainsaw gun. 

478
00:26:42,000 --> 00:26:44,720
Did I write hat? 
I don't think hat is. 

479
00:26:46,320 --> 00:26:51,120
Yeah, that's a great. 
One Cortana knives, microphone, 

480
00:26:52,160 --> 00:26:54,880
roller skates and a whip. 
Is it really hat and did I just 

481
00:26:54,880 --> 00:26:56,440
put a period there or did I fuck
that up? 

482
00:26:56,960 --> 00:26:58,520
It's really hat. 
No, it is hat. 

483
00:26:58,520 --> 00:27:00,000
It is hat. 
Cool, cool, cool, cool, cool. 

484
00:27:00,360 --> 00:27:01,960
I put a period. 
In there, you're familiar. 

485
00:27:01,960 --> 00:27:04,960
You get familiar with Hat. 
Yeah, so. 

486
00:27:04,960 --> 00:27:06,440
Yeah, Yeah. 
Well, that I mean then that's 

487
00:27:06,800 --> 00:27:07,920
obviously, but then that makes 
sense. 

488
00:27:08,320 --> 00:27:10,240
I mean, obviously chainsaw, I 
mean, if we're if we're going to

489
00:27:10,240 --> 00:27:11,680
get down, we have to go. 
Over chainsaw. 

490
00:27:11,720 --> 00:27:12,360
Chainsaw. 
Daisy. 

491
00:27:12,360 --> 00:27:14,000
And the game's called Daisy 
Chainsaw. 

492
00:27:14,000 --> 00:27:17,240
I mean, you. 
Did you listen to Daisy Chainsaw

493
00:27:17,240 --> 00:27:18,840
while you were reading Daisy 
Chainsaw? 

494
00:27:18,840 --> 00:27:19,920
I did not. 
So. 

495
00:27:19,960 --> 00:27:22,680
Oh, man. 
You didn't get the riot girl 

496
00:27:22,680 --> 00:27:23,960
experience, man. 
Come on. 

497
00:27:24,760 --> 00:27:26,840
I've I've messed up in this 
situation. 

498
00:27:27,120 --> 00:27:28,200
You done? 
Fucked up. 

499
00:27:29,240 --> 00:27:32,480
I do love the chainsaw one. 
Well, and as we're scrolling 

500
00:27:32,480 --> 00:27:37,440
through this too, I do want to 
say there is a magical girl art,

501
00:27:37,440 --> 00:27:42,440
like gorgeous, fucking stunning 
pixel art for every one of 

502
00:27:42,440 --> 00:27:43,760
these. 
So like the baseball one, for 

503
00:27:43,760 --> 00:27:47,440
example, is this girl with long 
hair in like purple tights and 

504
00:27:47,440 --> 00:27:49,960
like a purple like crop top and 
a purple skirt holding a 

505
00:27:49,960 --> 00:27:54,840
baseball bat covered in blood. 
And it's fantastic, you know, 

506
00:27:54,840 --> 00:27:58,280
and then moving on to, I mean, 
even within baseball still, 

507
00:27:58,280 --> 00:28:02,040
there is another girl in a like 
a pitching pitcher's pose with a

508
00:28:02,040 --> 00:28:08,720
pitcher's outfit, but every 
weapon has has one or two pieces

509
00:28:08,720 --> 00:28:12,280
of pixel art. 
So great because there hasn't 

510
00:28:12,280 --> 00:28:15,320
been a ton of art to this point,
but it definitely picks up here 

511
00:28:15,320 --> 00:28:18,440
like crazy for for all of these.
I forgot to point out in the 

512
00:28:19,400 --> 00:28:22,600
original weapon list that you we
just we just read they have a 

513
00:28:22,600 --> 00:28:25,720
little like short blurb under 
each one and the one for 

514
00:28:25,720 --> 00:28:29,720
chainsaw is a distant revving 
sound and I just thought was a 

515
00:28:29,960 --> 00:28:32,120
it's a funny description. 
Nice. 

516
00:28:32,680 --> 00:28:35,680
Yeah, I mean, and the chainsaw 
girl art here is great too, like

517
00:28:36,040 --> 00:28:40,200
a green, big puffy dress, you 
know, covered in blood, big pink

518
00:28:40,200 --> 00:28:43,320
ponytails and then just a 
chainsaw covered in blood. 

519
00:28:43,320 --> 00:28:48,920
So talk to me about no. 
You talk to me about you pick 

520
00:28:48,920 --> 00:28:51,320
chainsaw. 
OK, all right, I got it. 

521
00:28:51,360 --> 00:28:55,080
So chainsaw. 
So every every weapon we talked 

522
00:28:55,080 --> 00:28:57,440
about this before you get you 
you said as hunter said, you get

523
00:28:57,440 --> 00:28:58,880
2 weapons. 
You get a primary weapon and a 

524
00:28:58,880 --> 00:29:01,600
secondary weapon or a a main 
hand weapon and off hand weapon.

525
00:29:01,840 --> 00:29:04,600
So and then you pick one of the 
primary stats. 

526
00:29:04,600 --> 00:29:07,400
So it says heart and then the 
alt is power. 

527
00:29:07,400 --> 00:29:14,640
I do like that in the list above
it listed the two stats, but in 

528
00:29:14,640 --> 00:29:19,400
the actual three page stat block
for your weapon, because it's 

529
00:29:19,400 --> 00:29:21,560
such an important part of 
character, it does list a 

530
00:29:21,560 --> 00:29:24,760
primary stat and then what I 
believe is like the alternative,

531
00:29:24,760 --> 00:29:26,880
the alternate stat to use for 
it, right. 

532
00:29:28,440 --> 00:29:31,240
So for this one for chainsaw, 
it's heart and power. 

533
00:29:32,520 --> 00:29:35,240
And then in in all of the 
weapons you get a couple of 

534
00:29:35,240 --> 00:29:39,120
things. 
You get a trait, you get the 

535
00:29:39,120 --> 00:29:42,640
quirks you can choose from, and 
then you get a list of Tier 1 

536
00:29:42,640 --> 00:29:45,240
abilities, Tier 2 Tier 2 
abilities, and tier 3 abilities.

537
00:29:45,240 --> 00:29:48,920
So for Chainsaw, the trait is 
Dismember. 

538
00:29:49,640 --> 00:29:52,480
I'm shocked it says certain 
abilities can dismember an 

539
00:29:52,480 --> 00:29:55,800
opponent permanently crushing 
one of their body parts, limbs, 

540
00:29:55,800 --> 00:29:58,680
tentacles, or otherwise. 
Any ability that crushes body 

541
00:29:58,680 --> 00:30:03,760
part will instead dismember. 
And then the quirks you can 

542
00:30:03,760 --> 00:30:05,920
choose from. 
There's there's four here, we'll

543
00:30:05,920 --> 00:30:09,520
pick one, there's Semi chisel, 
there's Antique Kickback, 

544
00:30:09,720 --> 00:30:11,960
there's Lumberjack, and there's 
big teeth. 

545
00:30:11,960 --> 00:30:17,320
What are you thinking? 
I'm thinking big teeth. 

546
00:30:17,320 --> 00:30:19,880
I was thinking big teeth too. 
So the chainsaw is made. 

547
00:30:20,040 --> 00:30:23,080
Yeah, with dude. 
I'm just saying my chainsaw 

548
00:30:23,080 --> 00:30:24,600
would definitely be just like a 
chainsaword. 

549
00:30:24,600 --> 00:30:26,280
She just wasn't going to start 
as chainsaword. 

550
00:30:27,560 --> 00:30:30,200
Your chainsaw is made with 
resplendent monster teeth. 

551
00:30:30,480 --> 00:30:33,680
Enemies within range equal to 
your power level are bewitched 

552
00:30:33,680 --> 00:30:36,880
towards you every time you 
dismember an enemy. 

553
00:30:37,360 --> 00:30:39,760
That's dope. 
That's dope, yeah. 

554
00:30:40,520 --> 00:30:45,200
And then you get a list of Tier 
1, Tier 2 and Tier 3's ability. 

555
00:30:45,200 --> 00:30:51,080
So there is 1234, there's five. 
I think there's five in each. 

556
00:30:51,760 --> 00:30:54,720
Yeah, there's roughly 5 in each.
So let's pick like you want to 

557
00:30:54,720 --> 00:30:56,520
do 1 of each? 
I mean, I feel like we have to 

558
00:30:56,520 --> 00:30:59,200
pick Daisy Chainsaw first of 
all. 

559
00:30:59,200 --> 00:31:01,240
It's it's the biggest font on 
the page. 

560
00:31:01,240 --> 00:31:03,360
Is it a bigger font? 
No, it's it's all caps. 

561
00:31:03,480 --> 00:31:04,640
That's why it looks a little 
different. 

562
00:31:05,480 --> 00:31:07,280
But obviously you have to pick 
the one that's the name of the 

563
00:31:07,280 --> 00:31:09,000
game. 
It's like that Leo. 

564
00:31:09,000 --> 00:31:11,640
It's like that Leo meme where he
sits up in the chair and is like

565
00:31:11,640 --> 00:31:14,440
pointing. 
Oh yeah, he's like, yeah. 

566
00:31:14,800 --> 00:31:19,120
So Daisy, it's the some 
Tarantino bullshit fucking 

567
00:31:19,120 --> 00:31:24,040
hacks. 
Sure, yeah, I'm sure that's it. 

568
00:31:24,320 --> 00:31:27,480
It says David Chainsaw is harm. 
Your favorite flower grows from 

569
00:31:27,480 --> 00:31:30,880
the cuts and damage done with 
this attack, entangling your 

570
00:31:30,880 --> 00:31:32,680
target for rounds equal to your 
heart. 

571
00:31:33,080 --> 00:31:37,120
Blood splatters from the enemy 
in a burst equal to your power 

572
00:31:37,120 --> 00:31:40,280
level, spreading the flowers and
causing a tangle to anyone in 

573
00:31:40,280 --> 00:31:44,400
the burst for one round. 
Once again, it is such a clean, 

574
00:31:44,720 --> 00:31:49,840
light system, right where you 
can easily create these 

575
00:31:49,920 --> 00:31:53,880
abilities and and quirks and and
and powers and things by 

576
00:31:53,880 --> 00:31:56,480
literally is going, yes, it's 
your heart plus your charm 

577
00:31:56,480 --> 00:31:58,840
times, your magic, plus you're 
like, Oh, I totally get it 

578
00:31:58,840 --> 00:32:01,280
because there's only four and 
it's they're easy numbers and it

579
00:32:01,840 --> 00:32:04,120
does for one round for like 2 
times your heart for distance. 

580
00:32:04,120 --> 00:32:07,240
Like it's so nice to not have 
any calculations. 

581
00:32:07,240 --> 00:32:10,120
Basically, you're just like, Oh,
it does charm, so 3 and this and

582
00:32:10,120 --> 00:32:11,800
that. 
All of them are like that too. 

583
00:32:11,800 --> 00:32:14,400
They're very clever. 
They're very interesting, but 

584
00:32:14,400 --> 00:32:17,120
they're super easy to track. 
So two, what are you thinking? 

585
00:32:18,360 --> 00:32:23,160
We got carving, come and get it.
Knee chopper, spare gas can and 

586
00:32:23,160 --> 00:32:25,720
tear through. 
I don't know, I did not read 

587
00:32:25,720 --> 00:32:28,480
these as deeply. 
Honestly I was very zoned into 

588
00:32:28,640 --> 00:32:30,960
gun and hat when I breathe 
through. 

589
00:32:31,440 --> 00:32:35,040
I'm going to go tear through so 
you don't just you don't stop 

590
00:32:35,040 --> 00:32:39,360
just because they're dead. 
I think there's a typo there. 

591
00:32:39,360 --> 00:32:41,880
It says they're THEIR instead of
TGYRE. 

592
00:32:41,880 --> 00:32:43,000
Am I dumb? 
No, they are dead. 

593
00:32:43,000 --> 00:32:46,280
Yeah, that's a typo there. 
Once you cut through something, 

594
00:32:46,280 --> 00:32:48,640
you continue to cut through an 
adjacent enemy, dealing the 

595
00:32:48,640 --> 00:32:50,400
excess harm from a lethal attack
with no roll. 

596
00:32:50,400 --> 00:32:51,720
So basically tear through his 
cleave. 

597
00:32:51,960 --> 00:32:54,120
It this is your cleave with your
chainsaw, which is great. 

598
00:32:55,080 --> 00:33:00,440
And then tier 3, chain NATO, 
Daisy Chainsaw Deluxe. 

599
00:33:00,640 --> 00:33:03,640
Yeah, chain NATO is insane. 
The hedge trimmer, the 

600
00:33:03,640 --> 00:33:05,320
Lumberjack Special, and the 
Revan Perry. 

601
00:33:05,320 --> 00:33:08,520
So obviously we have to do 
Chainsaw Deluxe, Daisy Chainsaw 

602
00:33:08,520 --> 00:33:11,680
Deluxe, right? 
But if not, then obviously chain

603
00:33:11,680 --> 00:33:15,760
NATO the Daisy chainsaw deluxe 
is a passive ability that 

604
00:33:15,760 --> 00:33:18,760
requires Daisy chainsaw love 
when you can stack your 

605
00:33:18,760 --> 00:33:21,840
abilities right. 
It upgrades the Daisy chainsaw 

606
00:33:21,840 --> 00:33:24,720
ability to inflict harm to the 
target equal to your primary 

607
00:33:24,720 --> 00:33:28,200
harm and inflict harm equal to 
your secondary to all within the

608
00:33:28,200 --> 00:33:30,640
burst. 
It's dope you cut something up, 

609
00:33:30,640 --> 00:33:32,920
it grows your favorite flower 
and then you get like burst 

610
00:33:32,920 --> 00:33:34,640
abilities and stuff it's it's 
dope. 

611
00:33:35,680 --> 00:33:38,320
So that's how the weapons work. 
That's how every single weapon 

612
00:33:38,320 --> 00:33:40,880
in the game. 
How many did we, how many did we

613
00:33:40,880 --> 00:33:47,320
go through on the list? 
It's 12345678. 

614
00:33:47,560 --> 00:33:51,120
There's nine and all nine 
basically get a three page 

615
00:33:51,120 --> 00:33:53,960
spread because of this is 
basically how your characters, 

616
00:33:54,280 --> 00:33:57,240
like your weapons really dictate
your entire character. 

617
00:33:57,400 --> 00:34:00,440
Was there anything really 
special about hat or gun that 

618
00:34:00,440 --> 00:34:04,160
you wanted to go over? 
I mean, not in the way that like

619
00:34:04,160 --> 00:34:06,480
it's any more better or anything
than anything else. 

620
00:34:06,480 --> 00:34:09,040
It's just like there's a sense 
of humor that runs through these

621
00:34:09,040 --> 00:34:10,760
that like, makes you enjoy 
reading them. 

622
00:34:11,000 --> 00:34:13,880
Like Gun has. 
It's one of its abilities. 

623
00:34:13,880 --> 00:34:16,840
It's Tier 2 Court What? 
Page are you on? 

624
00:34:18,400 --> 00:34:26,560
I'm on page 23. 
It just has big fucking gun on 

625
00:34:26,920 --> 00:34:30,760
the Tier 3 ability is an even 
even bigger fucking gun. 

626
00:34:30,760 --> 00:34:33,080
And it's just, it's funny, you 
know, you read through it and 

627
00:34:33,080 --> 00:34:34,960
you're like, you know, it's 
enjoyable to go through. 

628
00:34:34,960 --> 00:34:37,040
There's a sense of humor 
throughout this, which I mean, 

629
00:34:37,040 --> 00:34:38,920
this is a great game to have a 
sense of humor about, you know? 

630
00:34:39,199 --> 00:34:41,159
Yeah. 
I mean, everything is literally 

631
00:34:41,239 --> 00:34:43,639
like all these cute girls and 
then everything is just covered 

632
00:34:43,639 --> 00:34:47,719
in blood and like every, every 
page has these pixelated blood 

633
00:34:47,719 --> 00:34:49,600
splatters and stuff. 
And it is fun. 

634
00:34:49,920 --> 00:34:52,400
But yeah, you're right. 
Like the Mad Hatter underneath 

635
00:34:52,400 --> 00:34:56,639
the hat stuff like it it, it's 
it's like you said, it's very 

636
00:34:56,639 --> 00:35:00,200
cute, It's very funny. 
It all fits extremely well. 

637
00:35:02,720 --> 00:35:03,360
Yeah. 
Big fan. 

638
00:35:03,360 --> 00:35:05,080
So we're going to, we're going 
to cruise through the weapons, 

639
00:35:06,640 --> 00:35:09,000
the knife. 
Is going through you, the 

640
00:35:09,000 --> 00:35:11,600
listener yourself, because 
there's a lot of really funny 

641
00:35:11,600 --> 00:35:13,000
stuff. 
It's really good. 

642
00:35:13,320 --> 00:35:16,160
Like, this is like Ryan said, 
like how your character is made.

643
00:35:16,200 --> 00:35:20,840
And so many of these quirks are 
like look like so much fun to 

644
00:35:20,840 --> 00:35:22,720
use and would be so satisfying 
to use. 

645
00:35:22,720 --> 00:35:25,600
And they're just clever. 
This is a well written game. 

646
00:35:26,400 --> 00:35:32,360
Yeah, it really is. 
I have to say though, I do 

647
00:35:32,360 --> 00:35:33,200
there. 
Oh, is there? 

648
00:35:33,200 --> 00:35:34,720
No. 
Oh, no. 

649
00:35:34,720 --> 00:35:38,800
OK I was going to say there's no
primary art for the hat one 

650
00:35:39,440 --> 00:35:44,440
because the hat familiar trait 
is so long that there's no room 

651
00:35:44,440 --> 00:35:47,360
for it, but there is someone on 
the next page I do. 

652
00:35:47,680 --> 00:35:51,640
I do want to say though, I do 
think I mean the microphone 1 is

653
00:35:51,640 --> 00:35:54,160
very cute but she's wearing all 
black and I'm a piece of shit so

654
00:35:54,160 --> 00:35:57,120
like that's what gets it. 
But I do think that the knives 1

655
00:35:57,160 --> 00:35:59,600
might be my favorite art for all
of them. 

656
00:35:59,920 --> 00:36:02,880
The girl is literally just like 
juggling cleavers and her fate. 

657
00:36:02,880 --> 00:36:05,320
Like you can't even see the 
details on her face because it's

658
00:36:05,320 --> 00:36:08,920
so covered in blood. 
I love that piece of art so 

659
00:36:08,920 --> 00:36:10,040
much. 
It's one of my favorite pieces 

660
00:36:10,040 --> 00:36:14,640
in the entire game. 
But but yeah, it's great. 

661
00:36:16,640 --> 00:36:18,680
All right, so we're done through
weapons. 

662
00:36:18,680 --> 00:36:21,800
Do you want to pick up spells? 
Sure. 

663
00:36:21,800 --> 00:36:23,080
Or you want. 
Me to keep going. 

664
00:36:23,840 --> 00:36:25,000
I mean, I can pick up spells. 
There's not. 

665
00:36:25,000 --> 00:36:26,520
We're not going to go through a 
ton of them. 

666
00:36:26,520 --> 00:36:29,040
There are, in fact, spells. 
I'll read a little blurb though.

667
00:36:29,920 --> 00:36:33,400
Every MC can feel the thrum of 
magic in their veins. 

668
00:36:33,400 --> 00:36:37,640
Spells are inherently known to 
the MCS and range from small 

669
00:36:37,640 --> 00:36:41,080
pieces of magical power to 
massive disruptions that change 

670
00:36:41,080 --> 00:36:43,720
the scope of the fight. 
MCS with at least two charm are 

671
00:36:43,760 --> 00:36:45,680
able to understand the spells 
they know. 

672
00:36:45,680 --> 00:36:47,080
That's right. 
You have to have two charm, 

673
00:36:47,320 --> 00:36:51,960
because it's charm -1 you have 
to have at least 2. 

674
00:36:53,960 --> 00:36:56,760
Yeah, there are spells and 
they're, they're fun. 

675
00:36:58,200 --> 00:37:00,720
Let's see, You want, you want to
pick tier one? 

676
00:37:00,720 --> 00:37:02,320
I'll pick Tier 2. 
Sure. 

677
00:37:03,120 --> 00:37:07,960
So in tier one we got Locus 
Cure, Emergency, Eyes on me, 

678
00:37:08,240 --> 00:37:11,920
Fairy Bolt and Falling Star, 
Force Field, Grasping Vine, 

679
00:37:11,920 --> 00:37:17,040
Mark, Minamorphosis Shield, and 
slow. 

680
00:37:17,080 --> 00:37:22,040
I'm going to go with let's go 
with blow kiss because I love a 

681
00:37:22,040 --> 00:37:27,520
nice nested list. 
It says it's a utility spell. 

682
00:37:27,520 --> 00:37:29,960
You blow a kiss in the direction
of a target within range equal 

683
00:37:29,960 --> 00:37:33,680
to your charm, applying one 
random status effect for one 

684
00:37:33,680 --> 00:37:38,960
round. 
And then there's AD 6 list for 

685
00:37:40,320 --> 00:37:41,840
the status effects you could 
give. 

686
00:37:41,840 --> 00:37:45,720
And then it's invoke a flame, 
entangle, poison, bewitch and 

687
00:37:45,720 --> 00:37:48,120
bolster. 
Those are these static effects 

688
00:37:48,120 --> 00:37:50,440
that you can pass out with your 
blown kiss. 

689
00:37:50,440 --> 00:37:53,720
So smooch your bewitching 
smooch, you know. 

690
00:37:54,200 --> 00:37:56,000
Hey all, my smooch is 
bewitching. 

691
00:37:56,520 --> 00:38:00,720
Yeah. 
Yeah, Tier 2 we have Afterimage,

692
00:38:00,720 --> 00:38:04,120
Blink, Glitter Bomb, Heel, 
Illusion, Looking Glass, 

693
00:38:04,360 --> 00:38:08,240
Megamorphosis as opposed to many
morphosis in tier one, Poison 

694
00:38:08,240 --> 00:38:15,320
gas, A pretty cure, rescue, soul
link, stealth, and the pit. 

695
00:38:15,560 --> 00:38:17,880
It's kind of boring one, but I 
really did like the pit. 

696
00:38:17,880 --> 00:38:21,200
Literally just you just like 
open up an endless chasm. 

697
00:38:21,880 --> 00:38:23,960
Yeah. 
So up to three adjacent enemies 

698
00:38:23,960 --> 00:38:27,080
fall into an endless pit. 
They may only escape if they can

699
00:38:27,080 --> 00:38:29,720
fly, teleport, or climb. 
It takes 2 action to do so. 

700
00:38:29,920 --> 00:38:32,360
Then you just fucking open up a 
hole to the center of the earth 

701
00:38:32,400 --> 00:38:34,440
and to them and they just fall 
forever into it. 

702
00:38:34,440 --> 00:38:36,560
It's gone. 
It's fun that this is like a 

703
00:38:36,560 --> 00:38:39,120
cute magical girl thing, but 
they're all covered in blood and

704
00:38:39,120 --> 00:38:41,640
they're like opening pits to 
hell to just there. 

705
00:38:41,720 --> 00:38:45,000
It needs to drop into you. 
Know Aswan does. 

706
00:38:46,960 --> 00:38:51,120
Yeah, very normal stuff. 
And then for Tier 3 we have 

707
00:38:51,120 --> 00:38:55,920
Fireball, magic Mirror, mirror, 
meteor shower, Pixie dust, the 

708
00:38:55,920 --> 00:39:00,320
Power of friendship, 
resuscitate, sanctuary, Skyfall,

709
00:39:00,800 --> 00:39:04,440
Rhythming rhythming vines. 
And that's it. 

710
00:39:04,440 --> 00:39:06,600
Feels like tier 3 is shorter 
list. 

711
00:39:06,960 --> 00:39:09,440
Maybe it's not, maybe it just 
might be in my imagination. 

712
00:39:10,680 --> 00:39:13,680
But I think we have to do for 
Tier 3 the power of friendship. 

713
00:39:13,680 --> 00:39:15,520
Of a friendship, yeah. 
Yeah, obviously, yeah. 

714
00:39:15,960 --> 00:39:17,800
Because that's great. 
And also we have a joke in my 

715
00:39:17,800 --> 00:39:21,120
household where we'll call the 
power of friendship on stuff 

716
00:39:21,120 --> 00:39:23,200
that we're watching when things 
happen, Especially because we 

717
00:39:23,200 --> 00:39:25,320
watch a lot of anime and 
sometimes things just like work 

718
00:39:25,320 --> 00:39:27,480
out and everyone gets a lot 
stronger suddenly and it's like 

719
00:39:27,840 --> 00:39:29,400
a friendship moment. 
Like that's the power of 

720
00:39:29,400 --> 00:39:32,880
friendship right there. 
So, power of friendship. 

721
00:39:34,800 --> 00:39:38,120
You begin channeling a giant orb
of energy from the tip of your 

722
00:39:38,120 --> 00:39:41,000
weapon, casting light across the
battlefield, beckoning your 

723
00:39:41,000 --> 00:39:43,800
allies to join. 
At the end of the round, inflict

724
00:39:43,800 --> 00:39:48,320
harm equal to the power, equal 
to power to enemies within a 

725
00:39:48,360 --> 00:39:53,560
burst, equal to primary. 
Harm dealt is multiplied by the 

726
00:39:53,560 --> 00:39:57,160
number of allies who join the 
spell with their last action. 

727
00:39:57,160 --> 00:40:00,480
On their turn, their charm is 
added to the total harm done. 

728
00:40:00,640 --> 00:40:04,240
You can genuinely do insane 
damage with this one. 

729
00:40:05,320 --> 00:40:07,720
Also I love it's like magical 
girls, you know? 

730
00:40:07,760 --> 00:40:11,680
They all shape up and pull out 
their weapons and massive energy

731
00:40:11,680 --> 00:40:13,440
ball flies. 
At the end of the day, I it's a 

732
00:40:13,440 --> 00:40:15,720
great spell. 
Yeah, it's dope. 

733
00:40:16,440 --> 00:40:18,400
It's dope. 
I mean, a lot of, a lot of them 

734
00:40:18,400 --> 00:40:21,920
are fantastic, you know? 
And this is a cool page coming 

735
00:40:21,960 --> 00:40:25,720
up, the AOE example. 
So this is an example for every 

736
00:40:25,720 --> 00:40:27,600
kind of like area of effect 
spell. 

737
00:40:28,280 --> 00:40:31,080
So you have the three length 
cone, 3 length cone diagonal. 

738
00:40:31,080 --> 00:40:32,760
I'm not going to ray them off, 
but they're here. 

739
00:40:32,760 --> 00:40:35,440
And it's a really great utility 
for something that's grid based.

740
00:40:35,680 --> 00:40:37,600
But that frankly is like mostly 
narrative. 

741
00:40:37,920 --> 00:40:40,960
Like there isn't like is a grid 
based combat system, but like 

742
00:40:41,360 --> 00:40:43,160
you're doing a lot of magical 
girl stuff, you know? 

743
00:40:43,400 --> 00:40:46,520
Yeah. 
Absolutely, it is nice to have 

744
00:40:46,520 --> 00:40:51,720
that. 
Where did I I think I think what

745
00:40:51,720 --> 00:40:54,840
I'm I think I'm ahead in my 
notes of where I thought I yeah,

746
00:40:54,840 --> 00:40:57,440
I am. 
Now do you want me to the team 

747
00:40:57,440 --> 00:40:59,000
or you want me to pick up the 
team? 

748
00:40:59,920 --> 00:41:03,440
Feel free to pick up the team. 
OK, so there's a second here. 

749
00:41:03,440 --> 00:41:07,040
It's just it talks about the 
team and it basically just says 

750
00:41:07,040 --> 00:41:10,320
that the team is the name for 
the group of magical girl MCS, 

751
00:41:10,320 --> 00:41:14,160
right? 
And it could be an actual team, 

752
00:41:14,160 --> 00:41:16,320
like a baseball team. 
It's basically like what, what, 

753
00:41:16,400 --> 00:41:17,960
why are you all together? 
Are you in a sorority? 

754
00:41:17,960 --> 00:41:20,280
Are you in a club? 
You just a bunch of friends or 

755
00:41:20,280 --> 00:41:22,680
you all join a baseball team 
together, like whatever like 

756
00:41:22,680 --> 00:41:26,280
that is, you know, you figure 
out the team and then we get to 

757
00:41:26,280 --> 00:41:28,600
and it's a great, you know, it's
a great piece of art in the 

758
00:41:28,600 --> 00:41:29,840
background. 
They put together a lot of the 

759
00:41:29,880 --> 00:41:33,920
the art pieces from the the 
weapon section, like the knives 

760
00:41:33,920 --> 00:41:37,280
girl that I'm a fan of with 
mixed with a chainsaw girl and, 

761
00:41:37,520 --> 00:41:38,920
and stuff like that here. 
It's great. 

762
00:41:38,920 --> 00:41:41,600
It's great page full page here. 
Then we get to the mascot. 

763
00:41:41,600 --> 00:41:43,240
So you're going to roll up a 
mascot for me. 

764
00:41:43,240 --> 00:41:45,440
So I have your D sixes ready, 
but I do have questions about 

765
00:41:45,440 --> 00:41:48,000
the mascot. 
So basically the way the mascot 

766
00:41:48,000 --> 00:41:51,080
works is it is important to the 
team for a ton of reasons. 

767
00:41:51,520 --> 00:41:54,160
You know, it is the the source 
of all the powers. 

768
00:41:54,320 --> 00:41:57,840
It's simply it's drawn to you 
because you have powers. 

769
00:41:58,480 --> 00:42:01,120
And sometimes the mascot may be 
the very thing that led you in 

770
00:42:01,120 --> 00:42:03,160
whatever way to gaining your 
powers in the 1st place. 

771
00:42:04,200 --> 00:42:08,880
But yeah, so you roll 4D6 for 
mascot and you do D6 for origin,

772
00:42:09,320 --> 00:42:13,960
purpose, look and attitude. 
All right, So what do you, what 

773
00:42:13,960 --> 00:42:16,040
do we got? 
So the origin of my mascot? 

774
00:42:16,240 --> 00:42:19,440
It's from outer space. 
The purpose? 

775
00:42:20,000 --> 00:42:22,960
Eldridge Agenda. 
Obviously. 

776
00:42:23,440 --> 00:42:29,080
Obviously it's me. 
Look, Alien also obviously 

777
00:42:29,160 --> 00:42:32,760
really fallen in well here. 
And two, it's attitudes. 

778
00:42:32,760 --> 00:42:36,160
Friendly Oh, I was I mean cold 
would have been fantastic, but 

779
00:42:36,160 --> 00:42:37,280
here. 
So here's my issue. 

780
00:42:37,280 --> 00:42:39,120
I think that's great. 
I think that's super cute and 

781
00:42:39,120 --> 00:42:41,080
everything. 
What the fuck is a mascot right?

782
00:42:41,080 --> 00:42:44,720
Like I know because I've watched
magical girl shit right? 

783
00:42:45,320 --> 00:42:49,000
But for someone picking up this 
game, they're going to be like, 

784
00:42:49,000 --> 00:42:52,760
is this just some some dude in a
fucking fur suit that's like 

785
00:42:52,760 --> 00:42:55,000
outside of like a store like 
what ISM? 

786
00:42:55,080 --> 00:42:55,720
You know what I mean? 
It's. 

787
00:42:55,840 --> 00:42:58,200
True, I've seen a lot of anime. 
I mean it's not just magical 

788
00:42:58,200 --> 00:43:01,040
girl anime, a lot of the animes 
have a little small mascot 

789
00:43:01,040 --> 00:43:04,680
character so I mean. 
Dan has the fucking grandma in 

790
00:43:04,680 --> 00:43:06,120
the fucking bear with, you know 
what I mean? 

791
00:43:06,120 --> 00:43:08,760
Like, yeah, yeah, right. 
We understand that, right? 

792
00:43:08,760 --> 00:43:12,160
And I understand that this is, I
mean, geared towards people that

793
00:43:12,160 --> 00:43:15,480
know what magical girl anime is,
but for people that don't like 

794
00:43:15,480 --> 00:43:18,160
if I gave this to like Kaylee or
something, you should be like, I

795
00:43:18,160 --> 00:43:19,960
don't know what fucking clue 
what a mascot is. 

796
00:43:19,960 --> 00:43:23,120
You know what I mean? 
Like, you know, it's just, I 

797
00:43:23,120 --> 00:43:27,160
think a little bit of 
clarification, but to be like, 

798
00:43:27,160 --> 00:43:30,280
it's probably a pet, It's a 
random animal, It's a bear, like

799
00:43:30,280 --> 00:43:32,200
it's. 
A cat with a moon symbol on its 

800
00:43:32,200 --> 00:43:33,560
forehead. 
Exactly. 

801
00:43:33,560 --> 00:43:37,920
There's there's a ton of 
examples in the book. 

802
00:43:38,280 --> 00:43:42,240
It would have been nice to have 
one here, I think because I it 

803
00:43:42,240 --> 00:43:45,320
just if you don't know, if 
you're, if you're not a big 

804
00:43:45,320 --> 00:43:48,240
enemy watcher or anything like 
that, I feel like you might get 

805
00:43:48,240 --> 00:43:50,600
lost here not knowing kind of 
what the mascot is supposed to 

806
00:43:50,600 --> 00:43:51,880
be. 
Yeah, that's probably fair. 

807
00:43:52,880 --> 00:43:54,560
But you know. 
Also, if you're not a big anime 

808
00:43:54,560 --> 00:43:57,000
watcher, you're a fucking nerd. 
Get cool. 

809
00:43:57,000 --> 00:44:00,800
Yeah, listen, the nerds are cool
now. 

810
00:44:01,400 --> 00:44:03,680
For the past decade. 
I say that as if it hasn't been 

811
00:44:03,680 --> 00:44:05,480
this way for the past, like 
fucking decade, right? 

812
00:44:05,560 --> 00:44:09,160
Millennials in our stunted 
childhood with our inability to 

813
00:44:09,160 --> 00:44:13,960
advance because of what boomers 
left the world to be you know we

814
00:44:13,960 --> 00:44:17,040
we, we got adult money and then 
relived our childhoods you know 

815
00:44:17,320 --> 00:44:19,600
so you're. 
Getting adult money. 

816
00:44:20,840 --> 00:44:26,640
I get, I do. 
OK, so combat. 

817
00:44:26,640 --> 00:44:28,960
So we're going to get more into 
the the kind of rules of the 

818
00:44:28,960 --> 00:44:31,480
game. 
So there's a whole combat 

819
00:44:31,480 --> 00:44:34,840
chapter, which is I think 
probably the biggest chapter in 

820
00:44:34,840 --> 00:44:37,560
the game, and then this is going
to take up the bulk of the rest 

821
00:44:37,560 --> 00:44:40,520
of the book. 
There is like a one page thing 

822
00:44:40,520 --> 00:44:41,880
for pushing your limits in the 
DM guide. 

823
00:44:41,880 --> 00:44:43,760
So these are the core rules of 
the game. 

824
00:44:43,760 --> 00:44:47,680
We're going to hop into here now
and dig a little deeper into it.

825
00:44:47,680 --> 00:44:50,360
That they work. 
So combat happens in turns and 

826
00:44:50,360 --> 00:44:51,400
rounds. 
Hey, guess what? 

827
00:44:51,400 --> 00:44:53,840
It's a TTRPG. 
It's just like all the other 

828
00:44:53,840 --> 00:44:56,120
ones. 
The initiative is really 

829
00:44:56,120 --> 00:45:00,160
interesting though. 
I think the closest, I think the

830
00:45:00,160 --> 00:45:05,880
closest initiative I remember to
this would be Death in Space. 

831
00:45:06,320 --> 00:45:11,760
And I remember reading the Death
in Space initiative and being 

832
00:45:11,760 --> 00:45:14,320
like, I don't know about that. 
And then we played the Death in 

833
00:45:14,320 --> 00:45:17,880
Space initiative and it was 
really fucking cool. 

834
00:45:18,560 --> 00:45:21,120
So that's basically how this 
works. 

835
00:45:21,560 --> 00:45:25,200
And I'm talking slow installing 
because I want Hunter here and 

836
00:45:25,200 --> 00:45:29,880
he ran away for a second to to 
to talk about this because this 

837
00:45:29,880 --> 00:45:35,640
is something I do want to 
discuss, so I will I'll read it 

838
00:45:35,640 --> 00:45:38,280
now. 
So initiative, you roll dice 

839
00:45:38,320 --> 00:45:41,440
equal to your primary ability. 
Everyone does and you count the 

840
00:45:41,440 --> 00:45:45,760
hits against the highest 
initiative value of the enemies 

841
00:45:45,880 --> 00:45:48,040
right? 
So you roll say say your highest

842
00:45:48,040 --> 00:45:49,000
ability charm and you have 
three. 

843
00:45:49,000 --> 00:45:52,120
You roll 3 dice and the 
initiative value against the the

844
00:45:52,120 --> 00:45:57,280
biggest bad on the field is 4. 
You have to roll equal to or 

845
00:45:57,280 --> 00:46:02,440
under 4 and the most hits gets 
to go 1st and then you go 

846
00:46:02,440 --> 00:46:05,400
ordered by that way. 
And if there's ties, it goes to 

847
00:46:05,400 --> 00:46:10,320
focus for for breaking the stat.
It it's an interesting way. 

848
00:46:10,320 --> 00:46:12,360
Like when I first read it, I was
like, this feels like a lot of 

849
00:46:12,360 --> 00:46:15,560
rolling to just do initiative to
have to like roll and then do 

850
00:46:15,560 --> 00:46:18,440
your hits and then find the 
initiative value and then do all

851
00:46:18,440 --> 00:46:20,440
your stuff. 
But I do enjoy the way it works 

852
00:46:20,440 --> 00:46:24,960
because what goes after that? 
Basically it says most hits go 

853
00:46:24,960 --> 00:46:28,440
first. 
I was explaining initiative and 

854
00:46:28,840 --> 00:46:30,560
and the hits versus the the bad 
guy. 

855
00:46:30,560 --> 00:46:34,640
So the most hits goes first. 
If no hits the DM chooses an 

856
00:46:34,640 --> 00:46:38,080
enemy to go. 
But say say you rolled enough to

857
00:46:38,080 --> 00:46:39,160
get a hit and you get to go 
first. 

858
00:46:39,160 --> 00:46:42,400
Whoever acts chooses who acts 
next. 

859
00:46:43,360 --> 00:46:47,880
But if you choose an ally, an 
enemy has to go after that. 

860
00:46:48,440 --> 00:46:50,800
So you can never do 2 allies in 
a well you can theoretically do 

861
00:46:50,800 --> 00:46:53,200
2 allies in a row, but you can't
pick two allies in a row. 

862
00:46:53,960 --> 00:46:58,240
If you do ally after you, it has
to be an enemy and then you go 

863
00:46:58,240 --> 00:47:00,880
go from there. 
Except that all power level 0 

864
00:47:00,880 --> 00:47:03,480
baddies a cannon fodder. 
They act as a group if they're 

865
00:47:03,480 --> 00:47:04,960
like next if they're adjacent 
right. 

866
00:47:05,160 --> 00:47:07,920
So I was saying that the the 
this is the closest thing to 

867
00:47:07,920 --> 00:47:10,440
death and space initiative that 
I've read before, because death 

868
00:47:10,440 --> 00:47:13,000
and space initiative does that. 
The difference is in death and 

869
00:47:13,000 --> 00:47:16,400
space, you can pick all of your 
allies in a row if you want, but

870
00:47:16,400 --> 00:47:18,960
then you get fucked because all 
the enemies get to go in a row, 

871
00:47:18,960 --> 00:47:20,600
right? 
So there is no. 

872
00:47:20,600 --> 00:47:23,720
Breaking up that kind of, yeah. 
Yeah. 

873
00:47:23,840 --> 00:47:26,080
So I really like this. 
I think, like I said, I when I 

874
00:47:26,080 --> 00:47:29,560
first wrote it, I thought that 
the I thought it was a little 

875
00:47:29,560 --> 00:47:32,880
clunky or it might take a little
bit of time to do everyone 

876
00:47:32,880 --> 00:47:37,000
rolling basically to hit against
the the highest initiative value

877
00:47:37,000 --> 00:47:39,440
the bad guy. 
But it makes sense and I really 

878
00:47:39,440 --> 00:47:41,280
do like the pick, the pick and 
choose initiative. 

879
00:47:41,280 --> 00:47:43,880
What do you think of it? 
I overall am actually, I feel 

880
00:47:43,880 --> 00:47:45,760
pretty positive about this. 
You know, I mean, where 

881
00:47:45,760 --> 00:47:47,160
everyone's at the roll 
initiative anyway. 

882
00:47:47,160 --> 00:47:49,160
In most other traditional games,
it's like, yeah, everyone's 

883
00:47:49,160 --> 00:47:51,800
rolling to hit, but like I trust
the people around me to be able 

884
00:47:51,800 --> 00:47:55,360
to count their own hits on their
dice without me needing to look 

885
00:47:55,360 --> 00:47:56,920
over their shoulders. 
So yeah, I feel like this is 

886
00:47:56,920 --> 00:47:59,320
cool. 
I also really do love the 

887
00:47:59,320 --> 00:48:01,920
picking the next person to go 
kind of thing, like the death in

888
00:48:01,920 --> 00:48:03,480
space thing. 
And I like this. 

889
00:48:03,560 --> 00:48:06,840
I also like that it forces like 
you to break it up, like it 

890
00:48:06,840 --> 00:48:09,440
can't just be all allies. 
Like if you pick an ally, it has

891
00:48:09,440 --> 00:48:11,240
to be an enemy afterwards. 
Like I think that's an 

892
00:48:11,240 --> 00:48:14,080
interesting way because it keeps
you from bulldozing immediately,

893
00:48:14,280 --> 00:48:16,480
You know, I think this works 
great. 

894
00:48:16,480 --> 00:48:20,240
I would love to do this. 
Yeah, I, I, I think it's so 

895
00:48:20,240 --> 00:48:22,160
interesting. 
I, I like it better than just 

896
00:48:22,160 --> 00:48:24,240
like base initiative. 
I mean, my favorite initiatives 

897
00:48:24,240 --> 00:48:27,680
are something clever like this 
or I don't give a fuck. 

898
00:48:27,680 --> 00:48:32,000
Just go yeah, yeah, Triga stack.
I'll forever say I think the 

899
00:48:32,000 --> 00:48:34,360
Triga stack might be the most 
interesting idea. 

900
00:48:34,440 --> 00:48:37,080
It's such a cool idea. 
Yeah, I just don't want to do it

901
00:48:37,080 --> 00:48:38,760
in person. 
Me neither. 

902
00:48:38,760 --> 00:48:42,080
Yeah, it's very clever. 
I think it just might be too 

903
00:48:42,080 --> 00:48:46,080
clever. 
So yeah, I really, I just really

904
00:48:46,080 --> 00:48:47,880
like, I like the initiative. 
I think it's really interesting.

905
00:48:47,880 --> 00:48:52,000
So that's basically it says here
combat, it goes combat consist 

906
00:48:52,000 --> 00:48:53,080
of stuff like that. 
And it goes from there. 

907
00:48:53,080 --> 00:48:55,600
The next section is a section 
about moving. 

908
00:48:57,320 --> 00:48:59,480
Oh, I missed some stuff. 
So actions here. 

909
00:48:59,720 --> 00:49:04,800
So MCS and enemies get 2 actions
per turn, and those actions are 

910
00:49:04,800 --> 00:49:07,760
attack, maneuver, move, or use 
an ability or spell. 

911
00:49:07,960 --> 00:49:11,520
One thing I I'd also noticed 
here, if you're going to give me

912
00:49:11,520 --> 00:49:15,320
a list of things and then give 
me a list explaining those 

913
00:49:15,320 --> 00:49:16,760
things, just put it in the same 
order. 

914
00:49:17,400 --> 00:49:20,040
You know, this is the second 
time in the book it says attack,

915
00:49:20,040 --> 00:49:22,640
maneuver, move or use an ability
or spell. 

916
00:49:22,640 --> 00:49:27,560
And then it lists it in Move, 
attack and then status effects, 

917
00:49:27,560 --> 00:49:29,720
which gives you maneuvers and 
stuff and then abilities and 

918
00:49:29,720 --> 00:49:31,320
stuff. 
So I'm like, if it's move, 

919
00:49:31,320 --> 00:49:34,320
attack, just do move and attack 
in the list at the top. 

920
00:49:34,320 --> 00:49:37,080
I don't know, it's like it's not
a big fucking deal, but it's a 

921
00:49:37,080 --> 00:49:38,760
second time. 
They they, they switch the 

922
00:49:38,760 --> 00:49:40,640
order, but it's whatever. 
So. 

923
00:49:42,480 --> 00:49:46,240
I like the action economy of 
games where you have two actions

924
00:49:46,240 --> 00:49:48,440
and you that's not forced 
movement. 

925
00:49:48,440 --> 00:49:51,520
Like movement can be an action. 
Inherently moving is an action, 

926
00:49:51,720 --> 00:49:53,920
but you can choose to forgo that
and use that. 

927
00:49:54,120 --> 00:49:55,960
Instead of just forgoing 
movement and then just getting 

928
00:49:55,960 --> 00:49:58,400
to do one thing, you can do two 
things. 

929
00:49:58,480 --> 00:50:02,320
I really, really appreciate and 
enjoy that in games that I play.

930
00:50:02,880 --> 00:50:04,240
Yeah. 
Well, and the cool thing about 

931
00:50:04,240 --> 00:50:07,800
that too is often times that 
allows you to attack twice or 

932
00:50:07,800 --> 00:50:10,800
move twice and which which 
equates to like a dash, which is

933
00:50:10,800 --> 00:50:13,800
cool. 
I also do really like that for 

934
00:50:13,800 --> 00:50:18,640
the most part this game, the bad
guys and the good guys work the 

935
00:50:18,640 --> 00:50:22,320
same, which it's nice to not 
have to learn a whole different 

936
00:50:22,320 --> 00:50:24,720
way to run bad guys if you 
already know how to run the good

937
00:50:24,720 --> 00:50:27,240
guys. 
Which really makes it where 

938
00:50:27,280 --> 00:50:28,800
anyone could really GM if they 
wanted to. 

939
00:50:28,800 --> 00:50:30,200
You know what I mean? 
You're not learning anything to 

940
00:50:30,200 --> 00:50:31,440
use it besides what you already 
know. 

941
00:50:31,960 --> 00:50:34,720
Really, if you've played this 
game as a player, you can GM it.

942
00:50:35,480 --> 00:50:39,680
Yeah, it's really nice. 
So first we get to move, and in 

943
00:50:39,680 --> 00:50:43,880
moving, you spin an action to 
move and it's in five foot 

944
00:50:43,880 --> 00:50:45,200
increments. 
It's grid combat. 

945
00:50:45,840 --> 00:50:49,440
And we've said this before, you 
move equal to your speed, which 

946
00:50:49,440 --> 00:50:53,440
is your focus stat plus your 
primary stat, right? 

947
00:50:53,520 --> 00:50:57,560
So an MC with three focus and 
two charm, which is a primary 

948
00:50:57,560 --> 00:50:59,760
stat, has five speeds. 
So 25 feet. 

949
00:50:59,800 --> 00:51:03,080
There you go. 
Rough terrain is a -, 2 to your 

950
00:51:03,080 --> 00:51:05,240
speed, which ends up being 10 
feet short. 

951
00:51:05,800 --> 00:51:09,240
And then if focus is your 
primary stat, you get to add it 

952
00:51:09,240 --> 00:51:13,600
twice. 
I'm super focused. 

953
00:51:13,960 --> 00:51:17,440
Yeah, which is nice. 
So if you do say, if you have a 

954
00:51:17,440 --> 00:51:20,080
really low, say put like one in 
focus and your primary is high, 

955
00:51:21,240 --> 00:51:22,720
you know you're not going to be 
able to move as far. 

956
00:51:22,720 --> 00:51:25,400
But that double focus is, is 
what's up next. 

957
00:51:25,400 --> 00:51:29,520
We get to attack. 
So the way attacks work, your 

958
00:51:29,520 --> 00:51:33,200
basic attack is we've, we've 
talked about this numerous 

959
00:51:33,200 --> 00:51:34,360
times. 
This is the third time we're 

960
00:51:34,360 --> 00:51:36,000
going to go over this and not in
a bad way. 

961
00:51:36,000 --> 00:51:37,800
I think every time we've talked 
about it, it's been a good way 

962
00:51:37,800 --> 00:51:39,080
to go over. 
It I think it's fine, yeah. 

963
00:51:39,480 --> 00:51:42,320
Yeah. 
So you a basic attack is an 

964
00:51:42,320 --> 00:51:45,280
action and it's it's rolling 
your prime. 

965
00:51:45,280 --> 00:51:47,280
It's rolling a number of dice 
equal to your primary stat, 

966
00:51:47,760 --> 00:51:50,520
equal to or less than the number
of your secondary stat. 

967
00:51:50,800 --> 00:51:53,320
And that is the number of hits 
that you do. 

968
00:51:53,640 --> 00:51:57,680
And the hits that you do is the 
same number of of harm that you 

969
00:51:57,680 --> 00:51:59,240
inflict. 
So if you do three hit, two hit 

970
00:51:59,240 --> 00:52:02,240
three harm again. 
This game is so clean. 

971
00:52:02,520 --> 00:52:03,440
I love it. 
Very. 

972
00:52:03,440 --> 00:52:05,120
Easy. 
Yeah. 

973
00:52:05,200 --> 00:52:08,320
And it it. 
I love a dice pool game and I 

974
00:52:08,320 --> 00:52:12,400
love a clever dice pool game. 
This is not how I written the 

975
00:52:12,400 --> 00:52:13,640
dice pool game. 
That's on out. 

976
00:52:14,400 --> 00:52:16,440
This is not how a lot of dice 
pool games work, but it works 

977
00:52:16,440 --> 00:52:17,680
really well. 
It's very clever. 

978
00:52:17,720 --> 00:52:22,840
A roll under to Hit Dice pool 
game determined by your stat 

979
00:52:22,880 --> 00:52:25,600
secondary stat. 
Very cool, let's steal the fuck 

980
00:52:25,600 --> 00:52:26,960
out of this mechanic. 
It's so good. 

981
00:52:28,160 --> 00:52:31,480
The other thing too though is 
what was I going to say? 

982
00:52:32,720 --> 00:52:37,760
Fuck my my, I'm not on my 80, my
my, my Adderalls and I keep 

983
00:52:37,760 --> 00:52:39,000
losing my train of thought 
today. 

984
00:52:42,760 --> 00:52:46,440
Nope, it's gone. 
Something about hits and attacks

985
00:52:46,440 --> 00:52:51,360
and stuff and I totally I I lost
it so I was hoping it would come

986
00:52:51,360 --> 00:52:52,160
back. 
It didn't. 

987
00:52:52,240 --> 00:52:56,080
So that is how attacks work. 
M CS ability to attack at range 

988
00:52:56,080 --> 00:52:58,720
depends on the weapon traits. 
There is an example here. 

989
00:52:59,280 --> 00:53:01,720
We talked about MC doing a basic
attack into an enemy. 

990
00:53:01,960 --> 00:53:05,680
The primary set is 4 and then 
they have a bonus die from a 

991
00:53:05,680 --> 00:53:06,840
previous invoke maneuver. 
Whatever. 

992
00:53:06,840 --> 00:53:14,280
That's not right with that. 
So no yes four and then their 

993
00:53:14,280 --> 00:53:17,920
secondary stat is 3 and they 
were all like 1223. 

994
00:53:18,240 --> 00:53:20,920
So that's four hits and they 
were all the one. 

995
00:53:20,920 --> 00:53:23,760
So they get like five hits, but 
it's based on what it's it's 

996
00:53:23,760 --> 00:53:26,600
again, it's super clever, it's 
super interesting. 

997
00:53:26,600 --> 00:53:27,920
Oh, this is what I was going to 
say. 

998
00:53:27,920 --> 00:53:31,160
I really, really love and 
there's not a ton out there when

999
00:53:31,160 --> 00:53:32,360
I can find them. 
They're really great. 

1000
00:53:32,760 --> 00:53:36,760
Are rules like tactical 
narrative games, which feels 

1001
00:53:36,800 --> 00:53:40,080
like an oxymoron, but it's not. 
But this is one of them where 

1002
00:53:40,080 --> 00:53:44,360
you can just like I just play 
tested cryo trackus with with 

1003
00:53:44,600 --> 00:53:48,320
Marco yesterday and he's working
on something that's like again, 

1004
00:53:48,320 --> 00:53:52,600
like it's rules light, but 
there's like fun narrative 

1005
00:53:52,600 --> 00:53:54,080
actions and spaceships and 
stuff. 

1006
00:53:54,080 --> 00:53:56,160
Greenhorns reminds me of that 
just a little bit, which is, you

1007
00:53:56,160 --> 00:53:58,440
know, a down we go thing. 
But this specifically, like I 

1008
00:53:58,440 --> 00:54:03,520
really love the the tight 
tactical aspects of it, but 

1009
00:54:03,560 --> 00:54:05,760
being rules light so that the 
narrative can take over, you 

1010
00:54:05,760 --> 00:54:07,240
know? 
Totally. 

1011
00:54:08,000 --> 00:54:13,040
Yeah, so going forward from 
there, we get into a cool little

1012
00:54:13,040 --> 00:54:15,360
piece here of the baseball 
Batgirl beating the shit out of 

1013
00:54:15,360 --> 00:54:19,160
like a flying creature. 
It's got stars around its head. 

1014
00:54:19,520 --> 00:54:22,080
So moving into status effects 
here. 

1015
00:54:22,480 --> 00:54:25,840
So static effects are ongoing 
conditions or modifiers, most 

1016
00:54:25,840 --> 00:54:27,880
commonly from maneuvers and 
abilities. 

1017
00:54:28,520 --> 00:54:30,640
They're counted by round, not 
turn. 

1018
00:54:30,640 --> 00:54:32,600
That's important, especially 
when we get to bosses later. 

1019
00:54:33,000 --> 00:54:36,840
And harm and saving throws are 
taken at the beginning of the 

1020
00:54:36,840 --> 00:54:40,280
round, before the 1st turn. 
This is a question I was going 

1021
00:54:40,280 --> 00:54:45,160
to ask later because it comes up
later, but might as well get 

1022
00:54:45,160 --> 00:54:49,240
now. 
The actual words in the book are

1023
00:54:49,240 --> 00:54:50,960
static. 
Status effects are counted by 

1024
00:54:50,960 --> 00:54:53,800
round, not by turn. 
Harm and saving throws for 

1025
00:54:53,800 --> 00:54:55,920
afflictions are taken at the 
beginning of each round. 

1026
00:54:56,200 --> 00:55:03,720
Which one comes first? 
Oh I you know it's funny I had a

1027
00:55:03,720 --> 00:55:07,120
very similar thought when I was 
reading this but I'm of the 

1028
00:55:07,120 --> 00:55:09,600
opinion I like to leave some 
stuff up to the table. 

1029
00:55:09,600 --> 00:55:11,840
Like I don't want everything to 
be hardline. 

1030
00:55:11,840 --> 00:55:13,640
So how do you feel like it 
should work at your table? 

1031
00:55:13,920 --> 00:55:19,480
I feel like the harm and saving 
throw happening first is more 

1032
00:55:19,480 --> 00:55:24,600
beneficial to the players. 
Does the effect? 

1033
00:55:25,760 --> 00:55:29,200
Where's the harm? 
Yeah, the harm and saving throw.

1034
00:55:29,200 --> 00:55:31,400
So you're saying the harm before
the saving throw? 

1035
00:55:32,280 --> 00:55:36,000
Yeah, yeah, yeah, yeah, yeah, 
yeah. 

1036
00:55:36,160 --> 00:55:37,800
Because the harm and saving 
throw happens before anything 

1037
00:55:37,800 --> 00:55:39,560
else, but over the first round, 
before anything beginning the 

1038
00:55:39,560 --> 00:55:42,320
round, it happens. 
And because it comes up with 

1039
00:55:42,320 --> 00:55:44,120
bosses later. 
And I was like, well, what comes

1040
00:55:44,120 --> 00:55:45,800
first? 
Do you save against the harm so 

1041
00:55:45,800 --> 00:55:46,800
you don't take the harm that 
round? 

1042
00:55:47,040 --> 00:55:49,520
Or do you take the harm and then
save and then it goes on from 

1043
00:55:49,520 --> 00:55:51,680
there? 
And it really, I guess it's like

1044
00:55:51,680 --> 00:55:54,240
if you want to be like extra 
nice or not because I would 

1045
00:55:54,240 --> 00:55:55,800
definitely do harm and then save
against it. 

1046
00:55:57,360 --> 00:56:00,840
Yeah, you would. 
Yeah, you said you would too. 

1047
00:56:01,400 --> 00:56:05,280
Yeah, I would. 
But yeah, I'm rethinking after I

1048
00:56:05,280 --> 00:56:07,280
we've said it out loud how I 
would actually do that because I

1049
00:56:07,280 --> 00:56:12,920
read this and you know me, I 
always think about games better 

1050
00:56:12,920 --> 00:56:14,720
and understand them better after
we talk about them. 

1051
00:56:15,240 --> 00:56:21,240
But yeah, you know. 
Yeah, it's a that's, it's a 

1052
00:56:21,240 --> 00:56:24,320
question I have for like for the
designer is like if, if there, 

1053
00:56:24,320 --> 00:56:27,480
if there is a, a order you do 
want that in. 

1054
00:56:28,000 --> 00:56:30,680
It does come up a couple of 
times without an explanation of 

1055
00:56:31,360 --> 00:56:33,840
because if you if there is an 
effect that would give you harm 

1056
00:56:33,840 --> 00:56:36,080
and you can't save from it, Do 
you take the harm before you 

1057
00:56:36,080 --> 00:56:38,520
save or do you save to not take 
the harm that route? 

1058
00:56:38,680 --> 00:56:42,000
You know it, it's up in there. 
So that's how static effects 

1059
00:56:42,000 --> 00:56:44,320
work. 
And then we get to maneuvers, 

1060
00:56:44,640 --> 00:56:49,680
which is one of the ways that 
you can commonly get these 

1061
00:56:49,680 --> 00:56:52,800
ongoing conditions and stuff. 
So there are a number of 

1062
00:56:52,800 --> 00:56:57,960
maneuvers and it takes an action
and some spells and abilities 

1063
00:56:57,960 --> 00:57:01,240
use them and any effects are 
considered status effects. 

1064
00:57:01,920 --> 00:57:09,200
So there are assist, bolster, 
invoke, jury, rig and protect 

1065
00:57:09,600 --> 00:57:15,640
are the the options here. 
We should read Jury Rig because 

1066
00:57:15,920 --> 00:57:18,440
it's has to do with something 
we've referenced already. 

1067
00:57:19,000 --> 00:57:20,720
Right. 
OK, so Jury Rig, whether you're 

1068
00:57:20,720 --> 00:57:23,480
channeling magic from the heart 
or tinkering with a bad idea, 

1069
00:57:23,480 --> 00:57:26,520
Jury Rig allows you to modify 
your weapon temporarily. 

1070
00:57:27,280 --> 00:57:30,040
Add another quirk to one of your
weapons until you are reduced to

1071
00:57:30,040 --> 00:57:35,040
half HP, which is the way that 
you can get temporary quirks as 

1072
00:57:35,040 --> 00:57:38,920
opposed to the primary quirk. 
Or if you take 2 weapons coming 

1073
00:57:38,920 --> 00:57:41,080
to two primary quirks, the other
one that's kind of important. 

1074
00:57:41,080 --> 00:57:43,120
I mean, they all are bolster, 
invoke the involvement. 

1075
00:57:43,120 --> 00:57:45,880
Rob is the assist one because 
through encouraging words or 

1076
00:57:45,880 --> 00:57:48,400
active assistance, you grant an 
ally additional die to their 

1077
00:57:48,400 --> 00:57:51,240
next role, whatever it may be. 
But you can assist when people 

1078
00:57:51,240 --> 00:57:56,040
are down to 0 HP to to to stop. 
We'll get to that later, but 

1079
00:57:56,040 --> 00:58:00,400
that is the thing that comes up.
There's the maneuvers you can 

1080
00:58:00,400 --> 00:58:01,960
do. 
The next is the afflictions. 

1081
00:58:02,400 --> 00:58:10,080
So the afflictions are harm from
afflictions taken at the 

1082
00:58:10,080 --> 00:58:12,600
beginning of the round, MCS and 
bosses. 

1083
00:58:13,360 --> 00:58:15,200
So harm from the affliction is 
taken at the beginning of the 

1084
00:58:15,200 --> 00:58:17,480
round. 
MCS and bosses can roll to 

1085
00:58:17,480 --> 00:58:20,560
resist afflictions when they are
first applied. 

1086
00:58:21,080 --> 00:58:23,040
And you'll see saving throws in 
64. 

1087
00:58:23,040 --> 00:58:24,800
We'll get to that. 
And it is hyperlinked, which is 

1088
00:58:24,800 --> 00:58:29,200
great. 
And and you can save at the 

1089
00:58:29,200 --> 00:58:32,080
beginning of the round once for 
each affliction, right? 

1090
00:58:32,840 --> 00:58:40,040
But it's still never says 
explicitly where if you take the

1091
00:58:40,040 --> 00:58:43,400
harm before or not. 
You MCS and bosses can resist 

1092
00:58:43,400 --> 00:58:48,360
when it's first applied, but 
then it specifically says they 

1093
00:58:48,360 --> 00:58:50,720
can save at the beginning of the
round to get rid of an 

1094
00:58:50,720 --> 00:58:54,760
affliction once for each 
affliction, but doesn't say harm

1095
00:58:54,760 --> 00:58:56,760
first or not. 
The other thing is all other 

1096
00:58:56,760 --> 00:58:58,040
enemies cannot resist 
afflictions. 

1097
00:58:58,040 --> 00:59:02,000
If you're not an MC or a boss, 
if it if you get something would

1098
00:59:02,000 --> 00:59:04,400
afflict you, you just are 
afflicted perfect. 

1099
00:59:04,600 --> 00:59:09,160
And and at the beginning of each
round, those afflicted non boss 

1100
00:59:09,160 --> 00:59:12,800
MCS roll AD 6 and on a six the 
effect ends. 

1101
00:59:12,800 --> 00:59:16,200
I like that it's clever. 
It's clean to just be like, Nah,

1102
00:59:16,200 --> 00:59:19,600
you're fucked unless you like 
roll A6 and then you're out and 

1103
00:59:19,600 --> 00:59:21,720
you can just 'cause you can just
be like, Oh, those four dudes 

1104
00:59:21,720 --> 00:59:24,760
are 46 is oh, no, they're all 
not done yet. 

1105
00:59:24,760 --> 00:59:27,680
Like super clean. 
Like it's such an easy way to to

1106
00:59:27,680 --> 00:59:30,040
do with the afflictions. 
Very easy to manage, and yeah, I

1107
00:59:30,040 --> 00:59:32,160
think I would say that at the 
beginning of turn I'd let them 

1108
00:59:32,160 --> 00:59:35,600
save against the affliction 
before taking damage. 

1109
00:59:36,080 --> 00:59:38,040
You would. 
I would, yeah. 

1110
00:59:38,040 --> 00:59:39,200
I would because I like my 
players. 

1111
00:59:39,200 --> 00:59:40,400
And I want them to have a good 
time. 

1112
00:59:40,760 --> 00:59:44,760
I mean, I, I think also me like 
making a call like that is very 

1113
00:59:44,760 --> 00:59:47,800
dependent on the game that we're
playing and the table. 

1114
00:59:48,280 --> 00:59:49,200
Yeah. 
And the table. 

1115
00:59:49,200 --> 00:59:51,960
But yeah, I mean, I, I think the
table and also the game, this is

1116
00:59:51,960 --> 00:59:55,400
very much a magical girl MC 
anime game. 

1117
00:59:55,400 --> 01:00:00,200
And I want them to feel like 
they're cool, powerful girls 

1118
01:00:00,200 --> 01:00:02,600
with chainsaws. 
So I'd let them do that. 

1119
01:00:03,200 --> 01:00:06,040
Yeah. 
It's very much a framing thing 

1120
01:00:06,040 --> 01:00:10,480
as far as like what you find joy
in. 

1121
01:00:10,680 --> 01:00:13,560
Give me a 32nd rant here. 
I started doing keto again. 

1122
01:00:13,560 --> 01:00:15,400
It's been great. 
I lost 10 lbs in the last month.

1123
01:00:16,040 --> 01:00:18,160
Here we go, some online 
influence. 

1124
01:00:18,160 --> 01:00:21,760
You're talking about trial? 
Vegan keto, it's been great so 

1125
01:00:21,760 --> 01:00:29,360
but but I find joy in the 
process of crying my carbs out 

1126
01:00:29,360 --> 01:00:32,400
to nothing and like dialing in 
the macros and all this. 

1127
01:00:32,400 --> 01:00:34,840
I find joy from that because for
me, food is enjoyable, but I 

1128
01:00:34,840 --> 01:00:37,560
don't get joy from food. 
Like I eat food because I'm 

1129
01:00:37,560 --> 01:00:40,200
hungry or I'm bored, but like I 
don't, it's not like a thing, 

1130
01:00:40,360 --> 01:00:44,200
but I know people who literally 
are like I have joy from food if

1131
01:00:44,200 --> 01:00:47,000
I don't like this is the thing 
that brings me actual happiness,

1132
01:00:47,000 --> 01:00:48,800
the food and the eating it like 
all of that. 

1133
01:00:48,800 --> 01:00:52,000
I don't even get that. 
Like food is a tasty, but it's 

1134
01:00:52,000 --> 01:00:53,680
fuel for me more than anything. 
Yeah. 

1135
01:00:53,880 --> 01:00:57,760
So it's very much like a it's 
it's a it's a mind frame and how

1136
01:00:57,760 --> 01:00:59,960
you look at things, right. 
Hence the OSR people. 

1137
01:00:59,960 --> 01:01:02,280
Like I don't get why people like
games that are hard and stuff 

1138
01:01:02,280 --> 01:01:03,440
like that. 
It's the same thing with like 

1139
01:01:03,440 --> 01:01:04,920
soul stuff. 
Like why do you want to play a 

1140
01:01:04,920 --> 01:01:06,160
game where you die a million 
times? 

1141
01:01:06,160 --> 01:01:07,800
It's challenge of it, right? 
Yeah, I. 

1142
01:01:08,480 --> 01:01:11,240
Mean I don't die a million times
in most souls games, that's 

1143
01:01:11,240 --> 01:01:15,040
just. 
Anyway, yeah, anyway, you can't.

1144
01:01:15,320 --> 01:01:18,520
Give me an anyway after talking 
about keto you online 

1145
01:01:18,520 --> 01:01:20,760
influencer. 
There's nothing wrong, no keto 

1146
01:01:20,760 --> 01:01:24,880
fucking works obviously. 
But listen, my point is what I 

1147
01:01:24,880 --> 01:01:29,160
enjoy from games are games that 
are difficult and I'll die a 

1148
01:01:29,160 --> 01:01:33,720
bunch, so to do harm first makes
sense from for me in my 

1149
01:01:33,720 --> 01:01:35,800
perspective of what I enjoy 
about games. 

1150
01:01:35,800 --> 01:01:38,520
I'd rather have a game that 
would harm me first because I 

1151
01:01:38,520 --> 01:01:42,240
find that enjoyable. 
I like the harm and the risk of 

1152
01:01:42,240 --> 01:01:44,040
death and the low stats and 
stuff like that. 

1153
01:01:44,480 --> 01:01:46,800
But you're framing what you 
said. 

1154
01:01:47,040 --> 01:01:49,680
Yeah, of course, you know, I 
mean, yes, there's only one 

1155
01:01:49,680 --> 01:01:51,600
right way and it is your own 
personal worldview. 

1156
01:01:52,760 --> 01:01:54,400
Yeah, especially of the two of 
us. 

1157
01:01:54,600 --> 01:01:59,280
My way, yeah. 
Right, but your framing makes 

1158
01:01:59,280 --> 01:02:00,720
absolute sense for like a table,
right? 

1159
01:02:00,720 --> 01:02:02,960
Of like they're magical girls, 
why wouldn't you give them every

1160
01:02:02,960 --> 01:02:07,560
option to like save before heart
like that makes that's makes so 

1161
01:02:07,560 --> 01:02:09,080
much sense. 
Anyway, that was Maria. 

1162
01:02:09,080 --> 01:02:11,360
So afflictions. 
We just talked about what what 

1163
01:02:11,360 --> 01:02:13,560
happens They get applied to you.
There are a number of them. 

1164
01:02:14,080 --> 01:02:20,480
We get a flame, bewitch, bleed, 
crush, entangled poison, stun 

1165
01:02:20,480 --> 01:02:22,520
and taunt. 
These aren't super hard. 

1166
01:02:22,520 --> 01:02:24,640
We can go over a couple of them.
Crush was interesting because we

1167
01:02:24,640 --> 01:02:28,040
talked about chainsaw. 
Anything that would apply crush 

1168
01:02:29,400 --> 01:02:31,560
if you're using your chainsaw 
you also instead. 

1169
01:02:31,960 --> 01:02:34,960
It's like dismembered. 
The static effects only affect 

1170
01:02:34,960 --> 01:02:37,240
specific weapons, attacks and 
body parts. 

1171
01:02:37,240 --> 01:02:39,560
The enemy is unable to use a 
crushed weapon, so you actually 

1172
01:02:39,560 --> 01:02:42,720
dismembered it or bleed. 
You suffer 1 harm, so that can 

1173
01:02:42,720 --> 01:02:44,240
be an ongoing thing, which is 
cool. 

1174
01:02:45,040 --> 01:02:46,680
Like bleed literally that suffer
1 harm. 

1175
01:02:46,680 --> 01:02:48,080
It's 3 words to explain that of 
fiction. 

1176
01:02:48,080 --> 01:02:50,680
I love how clean these are. 
Stunned cannot take any actions,

1177
01:02:51,000 --> 01:02:53,640
like super easy. 
Bewitched cannot take any 

1178
01:02:53,640 --> 01:02:56,400
offensive actions towards a 
target, but may take defensive 

1179
01:02:56,400 --> 01:02:57,680
utility actions. 
They're just nice. 

1180
01:02:57,680 --> 01:02:59,520
They're clean, they're really 
easy, they're super 

1181
01:02:59,520 --> 01:03:00,880
straightforward. 
I really like them a lot. 

1182
01:03:02,040 --> 01:03:03,920
Then we get into abilities and 
spells. 

1183
01:03:04,320 --> 01:03:07,640
So the way these works, we they 
work are they each take one 

1184
01:03:07,640 --> 01:03:10,160
action unless noted or labeled 
passive. 

1185
01:03:10,160 --> 01:03:13,440
We need to talk about a passive 
on the Daisy Chainsaw Deluxe was

1186
01:03:13,440 --> 01:03:15,120
passive. 
It basically just like boosted 

1187
01:03:15,120 --> 01:03:19,640
the Daisy Chainsaw. 
Whenever you use an ability or 

1188
01:03:19,640 --> 01:03:24,560
spell, you accrue burnout points
equal to the tier of the ability

1189
01:03:24,560 --> 01:03:25,920
or spell. 
So if you're using a Tier 2 

1190
01:03:25,920 --> 01:03:27,840
spell, you accrue 2 burnout 
points. 

1191
01:03:27,840 --> 01:03:28,920
We'll get to burnout points 
later. 

1192
01:03:28,920 --> 01:03:35,520
There's a whole section on that.
And then you are not required to

1193
01:03:35,520 --> 01:03:39,000
roll unless you make the spell 
as a spell attack. 

1194
01:03:39,920 --> 01:03:43,080
And then each of the spells and 
abilities have a type. 

1195
01:03:43,080 --> 01:03:46,960
There's harm, defense, familiar,
passive, and utility. 

1196
01:03:46,960 --> 01:03:49,880
And we, we, we saw those earlier
when routing to the spells and, 

1197
01:03:49,880 --> 01:03:53,800
and, and things like that. 
Each one was listed as a type. 

1198
01:03:54,520 --> 01:03:56,920
And then all ranges for spells 
and abilities are fighting 

1199
01:03:56,920 --> 01:04:01,840
increments and last a number of 
turns from when the MC used it. 

1200
01:04:02,640 --> 01:04:05,800
They have a default range double
to the caster's charm and a 

1201
01:04:05,800 --> 01:04:09,160
duration of one turn and the 
ability to share the range with 

1202
01:04:09,160 --> 01:04:11,760
a weapon. 
So we talked about AOE stuff a 

1203
01:04:11,760 --> 01:04:15,520
little bit earlier. 
You showed the the, the page of,

1204
01:04:16,240 --> 01:04:19,080
of. 
Yeah, I mean, that was a single 

1205
01:04:19,080 --> 01:04:21,640
page. 
It could have just been tossed 

1206
01:04:21,640 --> 01:04:22,840
here, I guess. 
What? 

1207
01:04:22,840 --> 01:04:24,800
Why did we do it earlier? 
Oh, cuz it was with the spell 

1208
01:04:24,800 --> 01:04:25,760
list. 
It was with the spell. 

1209
01:04:25,760 --> 01:04:26,360
List. 
Yeah, right. 

1210
01:04:26,920 --> 01:04:27,720
Makes sense. 
Makes sense. 

1211
01:04:27,720 --> 01:04:28,360
Makes sense. 
Yeah, yeah. 

1212
01:04:28,400 --> 01:04:31,200
That's a fine place for it. 
Yeah, the areas affect options 

1213
01:04:31,200 --> 01:04:32,840
here. 
We got aura, burst line and 

1214
01:04:32,840 --> 01:04:33,920
cone. 
We're not gonna read those 

1215
01:04:33,920 --> 01:04:36,120
because you've probably played 
the game before. 

1216
01:04:36,640 --> 01:04:39,920
So guess they're in the book. 
Yeah, guess what a line is. 

1217
01:04:40,520 --> 01:04:44,840
So next we get to saving throws.
This is interesting. 

1218
01:04:44,840 --> 01:04:47,640
So we talked about this a little
bit with the spell part before. 

1219
01:04:47,640 --> 01:04:52,000
So when an MC or boss is at risk
of an affliction, they get to 

1220
01:04:52,000 --> 01:04:53,680
make a saving throw. 
Nobody else, right? 

1221
01:04:53,920 --> 01:04:56,080
And you roll power against your 
focus. 

1222
01:04:56,080 --> 01:04:59,440
When I say that, I mean you 
roll, you know, primary number 

1223
01:04:59,440 --> 01:05:04,280
of dice at or below focus number
to get your hits right. 

1224
01:05:04,840 --> 01:05:08,040
And if hits are equal to or 
exceed the hits that caused the 

1225
01:05:08,040 --> 01:05:10,320
affliction, the effect is 
prevented. 

1226
01:05:10,320 --> 01:05:12,120
You don't have to. 
You don't have to do that. 

1227
01:05:12,120 --> 01:05:14,920
So if someone hit you with three
hits to give you an affliction, 

1228
01:05:14,920 --> 01:05:17,760
you have to get three or more 
hits to stop it from happening 

1229
01:05:17,760 --> 01:05:20,760
to you. 
But if the affliction is not 

1230
01:05:20,760 --> 01:05:25,120
from a roll, you save against 
the power level of the source. 

1231
01:05:26,240 --> 01:05:29,200
So whatever did its power level 
clean. 

1232
01:05:29,600 --> 01:05:30,560
Clean. 
Yeah. 

1233
01:05:30,840 --> 01:05:32,760
Absolutely. 
Another example of this game is 

1234
01:05:32,760 --> 01:05:35,480
being it's high game. 
That makes a lot of sense, and 

1235
01:05:35,480 --> 01:05:37,480
you don't have to think super 
hard about the mechanics. 

1236
01:05:39,560 --> 01:05:42,200
Harm pool. 
So your harm pool is equal three

1237
01:05:42,200 --> 01:05:47,640
times your heart and you may opt
so questions here about this. 

1238
01:05:47,640 --> 01:05:48,760
We'll we'll get to the end of 
this. 

1239
01:05:48,760 --> 01:05:53,520
So you may opt to avoid a single
killing blow per episode by 

1240
01:05:53,520 --> 01:06:00,000
taking a permanent scar dope. 
If you do that, you immediately 

1241
01:06:00,000 --> 01:06:02,760
push your limits. 
You push limits and you suffer 

1242
01:06:02,760 --> 01:06:05,000
no harm. 
So you take a scar, you suffer 

1243
01:06:05,000 --> 01:06:07,080
no harm, and then you roll the 
push limits and we'll get to 

1244
01:06:07,080 --> 01:06:10,160
that in a second. 
The scar is forever visible 

1245
01:06:10,160 --> 01:06:13,320
while you're transformed, and 
may or not be visible while you 

1246
01:06:13,320 --> 01:06:16,400
are mundane while you are not 
transformed. 

1247
01:06:16,920 --> 01:06:19,680
So you go into your high school 
and one of the girls in your 

1248
01:06:19,680 --> 01:06:22,000
high school, your Japanese high 
school, is a big scar across 

1249
01:06:22,080 --> 01:06:26,480
your face. 
So you can get knocked out if 

1250
01:06:26,480 --> 01:06:30,600
you surpass your harm pool. 
So if your harmful is 4 and and 

1251
01:06:30,600 --> 01:06:32,520
you go to five, you're knocked 
the fuck out right? 

1252
01:06:33,120 --> 01:06:35,840
Enemies tend to ignore it. 
Knocked out MCS, you must be 

1253
01:06:35,840 --> 01:06:39,160
tended with an assist maneuver 
within three turns or you die. 

1254
01:06:39,160 --> 01:06:41,000
So there's no saving throws or 
anything, it's just someone has 

1255
01:06:41,000 --> 01:06:44,680
to get to you and then an 
assisted ally stays unconscious 

1256
01:06:44,680 --> 01:06:49,200
but recovers 1 HP when the 
encounter ends. 

1257
01:06:49,400 --> 01:06:53,680
So here's my question. 
This is a clarification question

1258
01:06:53,680 --> 01:06:58,440
I have about this. 
So the way it seems, maybe it's 

1259
01:06:58,440 --> 01:07:01,400
different, maybe it's deeper 
with the the beasties and the 

1260
01:07:01,400 --> 01:07:05,320
monsters and stuff. 
If you surpass your harm pool, 

1261
01:07:06,600 --> 01:07:12,960
you get knocked unconscious. 
But on the paragraph above that 

1262
01:07:12,960 --> 01:07:16,440
it says MCS may opt to avoid a 
single killing blow per episode.

1263
01:07:16,680 --> 01:07:21,520
What is a killing blow? 
Because from what I understand 

1264
01:07:21,520 --> 01:07:27,640
from the harm pool is if you 
surpass it, you just get knocked

1265
01:07:27,640 --> 01:07:29,840
out and then you can get saved 
with an assist. 

1266
01:07:30,280 --> 01:07:36,480
So I'm not sure what the killing
blow would be unless there is 

1267
01:07:36,480 --> 01:07:41,360
like an enemy in the book that 
specifically says, hey, this is 

1268
01:07:41,360 --> 01:07:45,880
a killing blow, right? 
So I, I don't, I don't know what

1269
01:07:45,880 --> 01:07:48,600
the clarification is here for 
that. 

1270
01:07:50,120 --> 01:07:53,880
And, and yeah, Hunter, what do 
you think? 

1271
01:07:55,960 --> 01:07:58,640
Oh, just one second. 
So, so yeah. 

1272
01:07:58,680 --> 01:08:03,080
So I'm not sure about that. 
We'll we'll go to the burnout 

1273
01:08:03,080 --> 01:08:05,280
pool real quick and talk about 
that. 

1274
01:08:05,280 --> 01:08:09,720
So measure of the teams, your 
burnout pool is a measure of 

1275
01:08:09,720 --> 01:08:13,680
your teams, a stress, exertion, 
exhaustion, magical exhaustion, 

1276
01:08:13,680 --> 01:08:16,920
all that stuff all mixed 
together and you get burnout 

1277
01:08:17,000 --> 01:08:21,640
points, right, that accumulate 
as MCS cast spells or harm 

1278
01:08:21,640 --> 01:08:23,880
abilities at a value equal to 
the tier. 

1279
01:08:23,880 --> 01:08:25,479
The speller ability is. 
That's what he said before. 

1280
01:08:25,479 --> 01:08:31,680
So you, if you do a 2 tier, Tier
2 spell, it's two burnout 

1281
01:08:31,680 --> 01:08:33,560
points, right? 
And your burnout points 

1282
01:08:33,560 --> 01:08:35,439
accumulate with the spells and 
abilities. 

1283
01:08:35,720 --> 01:08:40,560
And then there is a soft cap to 
the burnout pool, right? 

1284
01:08:41,359 --> 01:08:44,240
And you can't exceed it. 
So there's a, a chart here. 

1285
01:08:44,600 --> 01:08:50,200
So at power level 1 as a team, 
you can have you have 10 burnout

1286
01:08:50,200 --> 01:08:53,760
points and then it goes from 
from 1:00 to 10:00. 

1287
01:08:53,760 --> 01:08:56,040
It basically it adds to every 
time. 

1288
01:08:56,040 --> 01:08:59,840
So it goes 10-12, fourteen, 
16/18/2022 and then it changes 

1289
01:08:59,840 --> 01:09:04,080
from there. 263034, right? 
That's how many burnout points 

1290
01:09:04,080 --> 01:09:06,560
you can get before things start 
to go bad for you. 

1291
01:09:06,680 --> 01:09:10,399
And what does that mean? 
It means that if you pass the 

1292
01:09:10,399 --> 01:09:15,760
soft cap of your burnout pool, 
then when using spells or 

1293
01:09:15,760 --> 01:09:21,399
abilities, you roll 1D6 plus one
for each point exceeding the 

1294
01:09:21,399 --> 01:09:24,760
pool. 
On 1/6, the action fails and you

1295
01:09:24,760 --> 01:09:30,120
take 1 harm. 
So that's a big deal if you 

1296
01:09:30,120 --> 01:09:34,760
decide to pass the burnout pool.
And as I said, here's a burnout 

1297
01:09:34,760 --> 01:09:39,760
pool chart. 
So fun. 

1298
01:09:39,960 --> 01:09:46,120
So a question that I had was the
the harmful issue I have here. 

1299
01:09:47,240 --> 01:09:50,160
It says MCS may out to avoid a 
single killing blow per episode,

1300
01:09:50,279 --> 01:09:52,040
right? 
With a permanent scar, right. 

1301
01:09:52,040 --> 01:09:54,080
But then the very next paragraph
says once you surpass your 

1302
01:09:54,080 --> 01:09:58,200
harmful, you're knocked out. 
So what what would a killing 

1303
01:09:58,200 --> 01:10:00,640
blow be then if you could just 
get knocked out once you pass 

1304
01:10:00,640 --> 01:10:03,240
your HP? 
There's like AI think there's a.

1305
01:10:04,080 --> 01:10:05,880
Yeah, there's a little bit of 
disconnect in the language 

1306
01:10:05,880 --> 01:10:07,440
there. 
I assume that's what they mean 

1307
01:10:07,440 --> 01:10:10,680
is like getting down to 0. 
Yeah, but then you just get 

1308
01:10:10,680 --> 01:10:12,040
knocked out. 
Why would you take a scar and 

1309
01:10:12,040 --> 01:10:14,160
not just get I mean, I guess 
that's a possibility, but like 

1310
01:10:14,320 --> 01:10:17,080
there's a big difference between
saying killing blow and knocked 

1311
01:10:17,080 --> 01:10:18,960
out. 
So I'm curious. 

1312
01:10:18,960 --> 01:10:21,600
I think it's just AI think it's 
just a clarification thing. 

1313
01:10:21,600 --> 01:10:23,560
I don't I don't, I can't I can't
remember anything in the book 

1314
01:10:23,560 --> 01:10:26,640
that would explain it better to 
be like, that's a killing blow. 

1315
01:10:26,640 --> 01:10:29,040
That's not, you know, so we'll 
see. 

1316
01:10:29,880 --> 01:10:31,040
That was just something that 
came out. 

1317
01:10:31,040 --> 01:10:33,000
There's another great piece of 
art on the bottom of that too, 

1318
01:10:33,080 --> 01:10:36,880
of the chainsaw girl, like with 
a with a chainsaw with hearts 

1319
01:10:36,880 --> 01:10:42,760
all over it coming down at like 
this eyeball, this floating 

1320
01:10:42,760 --> 01:10:46,720
eyeball thing with a, with a, 
with a sweat sweat drop on it. 

1321
01:10:47,360 --> 01:10:49,200
So we're almost done, actually. 
So we have. 

1322
01:10:50,600 --> 01:10:54,160
This book is very, it feels very
condensed, you know? 

1323
01:10:54,160 --> 01:10:55,040
Yeah. 
It's great. 

1324
01:10:55,960 --> 01:10:58,280
Then we get Pusher Limits. 
I will say Pusher Limits has a 

1325
01:10:58,360 --> 01:11:03,920
title header on it, as does 
weapons, as does combat and 

1326
01:11:03,920 --> 01:11:05,800
stuff like that. 
It's not the table of contents. 

1327
01:11:05,800 --> 01:11:09,680
So for its own thing, I know 
it's only like 1 page long, but 

1328
01:11:09,680 --> 01:11:11,600
so that's one thing that I 
thought was missing is that this

1329
01:11:11,600 --> 01:11:15,800
is not in the table of contents 
as as as a hyperlink thing to 

1330
01:11:15,800 --> 01:11:17,920
get to. 
So pushing your limits. 

1331
01:11:20,640 --> 01:11:23,520
So how does this work? 
It does not require an action, 

1332
01:11:23,960 --> 01:11:25,960
but must be done during your 
turn. 

1333
01:11:25,960 --> 01:11:28,080
So as we said, if you do take a 
scar, you roll to push your 

1334
01:11:28,080 --> 01:11:30,280
limits, right? 
And what is it? 

1335
01:11:30,280 --> 01:11:32,600
Sometimes your best just isn't 
good enough and that happens and

1336
01:11:32,600 --> 01:11:35,160
you're facing down a horde of 
enemies, your power, magic and 

1337
01:11:35,160 --> 01:11:37,080
adrenaline mixed together into 
something more potent and you 

1338
01:11:37,080 --> 01:11:39,440
push your limits, right? 
It's it's explanatory. 

1339
01:11:39,440 --> 01:11:43,200
So there are requirements and 
benefits to doing it. 

1340
01:11:43,480 --> 01:11:47,080
So there are three possible 
requirements right You there's 

1341
01:11:47,080 --> 01:11:49,880
outnumbered, almost dead, or 
burnout. 

1342
01:11:49,880 --> 01:11:52,880
We talked about the burnout one 
already outnumbered means far 

1343
01:11:52,880 --> 01:11:55,960
more enemies than you almost 
dead means you're down to like 1

1344
01:11:55,960 --> 01:11:59,120
HP and then you can push your 
limits. 

1345
01:11:59,120 --> 01:12:01,440
One of those things you have to 
meet one of those requirements, 

1346
01:12:01,520 --> 01:12:05,720
right? 
And then they're like it took, I

1347
01:12:05,720 --> 01:12:09,400
don't know if you saw that, like
it took me two reads because 

1348
01:12:09,800 --> 01:12:11,800
then it says this effect lasts 
three turns. 

1349
01:12:11,800 --> 01:12:14,280
At the start of your turn, you 
may forego one of the beneficial

1350
01:12:14,280 --> 01:12:16,520
effects in order to extend the 
duration by one turn. 

1351
01:12:16,520 --> 01:12:18,800
I was waiting for us to go over 
this because I read it through 

1352
01:12:19,040 --> 01:12:20,840
the through the first time. 
I was like, I don't know what 

1353
01:12:20,840 --> 01:12:23,280
this is I'm going to go for. 
Right, so here's the thing. 

1354
01:12:23,560 --> 01:12:25,560
The way for those that can't see
it. 

1355
01:12:25,560 --> 01:12:28,600
Outnumbered, almost had burnout,
and then harder to hit, Hit 

1356
01:12:28,600 --> 01:12:31,880
harder in second wind are all 
bolded and then all the words 

1357
01:12:31,880 --> 01:12:33,760
after them look all exactly the 
same. 

1358
01:12:34,000 --> 01:12:38,040
So it looks like the 
requirements are outnumbered, 

1359
01:12:38,040 --> 01:12:40,720
almost dead, burnout, harder to 
hit, hit harder in Second Wind. 

1360
01:12:41,640 --> 01:12:44,880
Which makes no sense because as 
I read it, I'm like three of 

1361
01:12:44,880 --> 01:12:47,080
those don't feel like 
requirements, right? 

1362
01:12:47,240 --> 01:12:50,960
What it is, what I have decided 
what it means is the first 3 of 

1363
01:12:50,960 --> 01:12:53,880
the requirements. 
The second three are the 

1364
01:12:53,880 --> 01:12:57,440
benefits that you get when you 
push your limits, but nothing, 

1365
01:12:57,440 --> 01:12:59,600
there's nothing that says 
benefits, right? 

1366
01:12:59,600 --> 01:13:03,360
There's just that little, 
there's one kind of partial line

1367
01:13:03,360 --> 01:13:06,680
between burnout and then the the
benefits of the explanations, 

1368
01:13:06,920 --> 01:13:09,160
but it never uses the word 
benefits anywhere. 

1369
01:13:10,280 --> 01:13:15,640
So if you meet the requirements,
say you are outnumbered, you get

1370
01:13:15,720 --> 01:13:20,560
I guess, I guess all three of 
these effects, which is also. 

1371
01:13:20,640 --> 01:13:23,880
This is not explained. 
Yeah, it's an interesting, like 

1372
01:13:23,880 --> 01:13:25,720
I obviously understand how it 
works now that we're reading it,

1373
01:13:25,920 --> 01:13:28,520
but like this is towards the end
of my night when I was reading 

1374
01:13:28,520 --> 01:13:31,480
this and when there wasn't a 
break there, I just read each 

1375
01:13:31,480 --> 01:13:34,240
line and I was like, wait, these
are different things. 

1376
01:13:34,560 --> 01:13:36,560
But yeah, I guess you get all 
three. 

1377
01:13:37,160 --> 01:13:39,680
Yeah, well, you would have to, 
right, Because you basically you

1378
01:13:39,680 --> 01:13:43,800
would get harder to hit, which 
means attacks against suffer -2 

1379
01:13:43,800 --> 01:13:47,880
to primary hit harder. 
You attacks gain +2 primary and 

1380
01:13:47,880 --> 01:13:49,760
then second wind. 
Your abilities do not accumulate

1381
01:13:49,760 --> 01:13:51,680
burnout points and you don't 
have to roll for failure when 

1382
01:13:51,680 --> 01:13:52,960
passing the burnout pool. 
Great. 

1383
01:13:53,280 --> 01:13:56,200
And then above that, this effect
lasts three turns, which means 

1384
01:13:56,280 --> 01:13:57,720
push your limits last three 
turns. 

1385
01:13:58,120 --> 01:14:00,800
At the start of your turn, you 
may forego one of the beneficial

1386
01:14:00,800 --> 01:14:03,240
effects in order to extend the 
duration by one turn. 

1387
01:14:03,560 --> 01:14:07,000
So my assumption is you must get
all three because then you get 

1388
01:14:07,000 --> 01:14:10,440
all all three for three turns 
and then you can sack one to 

1389
01:14:10,440 --> 01:14:11,960
extend it. 
But does that mean then you can 

1390
01:14:11,960 --> 01:14:14,520
sack a second one to extend it 
again and a third one to extend 

1391
01:14:14,520 --> 01:14:16,560
it again? 
This I honestly think push your 

1392
01:14:16,560 --> 01:14:19,000
limits needs like another half a
page of explanation because 

1393
01:14:19,400 --> 01:14:22,280
there's there's no breakup 
between requirements and 

1394
01:14:22,280 --> 01:14:24,960
benefits and there's nothing 
that says you get all three of 

1395
01:14:24,960 --> 01:14:27,240
these. 
You take one like unless I 

1396
01:14:27,240 --> 01:14:32,520
completely missed, no. 
It also says pushing your limits

1397
01:14:32,520 --> 01:14:35,280
requires at least two of the 
following to be true, but it 

1398
01:14:35,280 --> 01:14:37,680
never says you take all three 
anything. 

1399
01:14:37,680 --> 01:14:41,240
Like there's no explanation 
really of like how the benefit, 

1400
01:14:41,240 --> 01:14:45,160
how many benefits you get if you
if you get all three, if you can

1401
01:14:45,200 --> 01:14:48,280
technically extend by three 
turns by getting a 111 or if you

1402
01:14:48,280 --> 01:14:51,680
can only do it once. 
This needed another half a page,

1403
01:14:52,280 --> 01:14:54,920
I think, in my opinion, to 
explain this a little bit more 

1404
01:14:54,920 --> 01:14:59,440
effectively. 
And then we get to the DM guide.

1405
01:14:59,440 --> 01:15:01,280
Do you want to undo that or do 
you want me to just like bounce 

1406
01:15:01,280 --> 01:15:04,320
around it real quick and. 
I mean, there's some cool stuff 

1407
01:15:04,320 --> 01:15:06,520
in here. 
I read through this like 

1408
01:15:06,520 --> 01:15:09,760
lightly. 
I like the idea. 

1409
01:15:09,760 --> 01:15:12,040
I mean, I'm not necessarily 
going to read through this, but 

1410
01:15:12,040 --> 01:15:15,280
I really do like the focus on 
like Korean overarching 

1411
01:15:15,280 --> 01:15:20,480
narrative like a season of a 
show and taking the big bad evil

1412
01:15:20,480 --> 01:15:24,160
person's plan and breaking those
plans up to functional small 

1413
01:15:24,160 --> 01:15:26,680
parts. 
And those being the episodes 

1414
01:15:26,680 --> 01:15:29,640
that your characters are trying 
to like overcome. 

1415
01:15:29,640 --> 01:15:33,600
I thought it was a really great 
structure for how to build this 

1416
01:15:33,680 --> 01:15:35,400
your like adventure for. 
This. 

1417
01:15:35,480 --> 01:15:37,920
Well, yeah, I mean episodes in a
season. 

1418
01:15:38,280 --> 01:15:41,120
Yeah. 
And then the season arc is 

1419
01:15:41,120 --> 01:15:42,720
against like one primary 
antagonist. 

1420
01:15:42,720 --> 01:15:45,760
It's fucking like, first of all,
it's perfect for anime, right? 

1421
01:15:45,760 --> 01:15:48,240
That's how it works. 
But that's perfect for TTRPGS 

1422
01:15:48,240 --> 01:15:51,920
too, to just be like, every 
session is an episode and all 

1423
01:15:51,920 --> 01:15:54,600
the episodes build towards one 
primary antagonist. 

1424
01:15:54,600 --> 01:15:56,240
And then that's the season 
finale, you know? 

1425
01:15:56,640 --> 01:15:59,440
It's funny because I was reading
this and Abigail's watching The 

1426
01:15:59,440 --> 01:16:01,240
Ghost Whisperer with Jennifer 
Love Hewitt. 

1427
01:16:02,440 --> 01:16:06,680
Which but it has the same model.
Like there is an overarching, 

1428
01:16:06,680 --> 01:16:09,200
actually she's talking to ghosts
at first, and then it becomes 

1429
01:16:09,200 --> 01:16:12,760
this like there's an overarching
bad thing happening that she's 

1430
01:16:12,760 --> 01:16:14,600
working against. 
I'm like, this is exactly what 

1431
01:16:14,600 --> 01:16:17,600
I'm reading right now. 
It's just a really good format. 

1432
01:16:17,600 --> 01:16:19,760
And like, can you, when you say 
it out loud, it seems like a 

1433
01:16:19,760 --> 01:16:22,480
very obvious format, but it's 
good to have here written. 

1434
01:16:22,480 --> 01:16:24,280
I mean, it's always good to have
those things written down in 

1435
01:16:24,280 --> 01:16:28,160
front of you. 
But I like the also, I like the 

1436
01:16:28,880 --> 01:16:30,720
the emphasis in like always 
escalating. 

1437
01:16:31,280 --> 01:16:33,560
Yeah, like stakes are always 
raising. 

1438
01:16:33,800 --> 01:16:38,960
Think like a cartoon villain. 
And I really liked the the 

1439
01:16:38,960 --> 01:16:42,240
example antagonists in this too.
I thought they were really fun, 

1440
01:16:42,240 --> 01:16:44,240
cool setups for like an 
adventure. 

1441
01:16:44,800 --> 01:16:47,920
Yeah, that'd be great. 
So, so in this section you get 

1442
01:16:47,960 --> 01:16:52,920
you get guidance on creating and
running a season, creating an 

1443
01:16:52,920 --> 01:16:55,880
episode. 
There's a section on fighting 

1444
01:16:55,880 --> 01:16:58,800
strategies, which is like a 
weird kind of just like one 

1445
01:16:58,800 --> 01:17:01,120
paragraph tucked in for like 
crowd control, satisfaction 

1446
01:17:01,120 --> 01:17:03,760
important and stuff like that. 
It's a weird I I get support in 

1447
01:17:03,760 --> 01:17:05,880
the DM guide but that. 
I think it was good advice after

1448
01:17:05,880 --> 01:17:08,320
reading it like how you should 
be treating like. 

1449
01:17:08,400 --> 01:17:11,360
I mean, I think it feels fairly 
obvious, but once again, it's 

1450
01:17:11,360 --> 01:17:14,280
good to have there just in case 
you needed the idea, you know? 

1451
01:17:14,800 --> 01:17:18,080
Yeah, yeah, yeah. 
There's, there's a whole enemy 

1452
01:17:18,080 --> 01:17:22,520
section and it talks about how 
the enemies work, that there are

1453
01:17:22,520 --> 01:17:24,560
5 stats. 
They just have power level, 

1454
01:17:24,840 --> 01:17:28,560
primary, secondary, harm pool, 
and initiative and that's it. 

1455
01:17:29,520 --> 01:17:31,560
And then the power level of the 
enemy is basically their 

1456
01:17:31,560 --> 01:17:34,040
difficulty. 
So there's an example here of 

1457
01:17:34,040 --> 01:17:35,440
one that says the power level 
enemy. 

1458
01:17:35,440 --> 01:17:39,680
So a team of three MCS at power 
level 1 can reasonably handle 3 

1459
01:17:39,680 --> 01:17:43,360
power level 1 enemies. 
It's pretty like in enemies and 

1460
01:17:43,360 --> 01:17:45,440
MCS are basically the same 
thing, right? 

1461
01:17:45,800 --> 01:17:49,880
So it goes over how that stuff 
works and it actually says 

1462
01:17:49,880 --> 01:17:52,480
enemies attack works just like 
an MCS attack. 

1463
01:17:52,480 --> 01:17:54,920
So that's cool. 
There's all section around enemy

1464
01:17:54,920 --> 01:17:56,240
traits. 
You got a bunch of those. 

1465
01:17:56,240 --> 01:17:59,760
You got armored, big elusive, 
fast magic rain, strong 

1466
01:17:59,760 --> 01:18:02,920
Summoner. 
I like that little bit of like I

1467
01:18:02,920 --> 01:18:04,960
was gonna say monster of the 
wiki, but it's anything. 

1468
01:18:04,960 --> 01:18:06,920
It's just like anything, a 
monster type. 

1469
01:18:06,920 --> 01:18:08,760
Yeah. 
Then there are two other options

1470
01:18:08,760 --> 01:18:09,960
are the Canon fodder, which are 
the PL. 

1471
01:18:09,960 --> 01:18:12,720
Zeros and then the enemy 
witches, which are basically 

1472
01:18:12,720 --> 01:18:15,800
MCS. 
You just build an MC and then 

1473
01:18:16,160 --> 01:18:18,080
fight against the the MCS with 
it. 

1474
01:18:18,080 --> 01:18:19,640
So it's a little bit more 
fleshed out because they have 

1475
01:18:19,640 --> 01:18:22,000
stats and stuff, which is really
cool and they. 

1476
01:18:22,000 --> 01:18:24,840
Love cannon fodder as like a 
concept for especially for 

1477
01:18:24,840 --> 01:18:27,240
something like this. 
Like literally just nobody, zero

1478
01:18:27,240 --> 01:18:29,720
level bad guys that they just 
like are a bunch of them and 

1479
01:18:29,720 --> 01:18:32,440
they just grind through. 
They're the putties. 

1480
01:18:33,040 --> 01:18:34,920
Yeah, they're the putties. 
That's exactly what I was 

1481
01:18:34,920 --> 01:18:36,000
thinking though. 
I was thinking. 

1482
01:18:37,520 --> 01:18:42,320
Man dude I remember when Power 
Rangers like levelled up, maybe 

1483
01:18:42,320 --> 01:18:45,000
it was after the first the ninja
movie or whatever, but like the 

1484
01:18:45,000 --> 01:18:48,080
putties got like more powerful 
and you couldn't beat them 

1485
01:18:48,080 --> 01:18:49,920
unless you hit the thing in the 
middle of their chest. 

1486
01:18:50,160 --> 01:18:52,440
I don't know, it was so 
ridiculous that like the putties

1487
01:18:52,440 --> 01:18:54,520
have levelled up from cannon 
fodder to like level 1. 

1488
01:18:55,160 --> 01:18:58,560
Anyway, there's a whole page 
here on Emmy stats. 

1489
01:18:58,560 --> 01:19:03,640
It gives you power level, 
primary, secondary HP and 

1490
01:19:03,640 --> 01:19:09,000
initiative speed for zero to 10.
So if you're at power level 5, 

1491
01:19:09,000 --> 01:19:12,440
it tells you primaries 4 
secondary IS3HP9 and it should 

1492
01:19:12,440 --> 01:19:13,320
speed 3. 
It's great. 

1493
01:19:13,320 --> 01:19:16,200
So you can literally just pick 
one you want, go through, throw 

1494
01:19:16,200 --> 01:19:17,440
a type on it and you got 
enemies. 

1495
01:19:17,440 --> 01:19:20,600
And that's really great. 
There's a bunch of yeah example 

1496
01:19:20,600 --> 01:19:21,800
enemies here that are really 
neat. 

1497
01:19:21,800 --> 01:19:24,800
Did you want to? 
I mean Matilda the gun witch of 

1498
01:19:24,800 --> 01:19:26,920
the warehouse district is I 
mean, even just the names of 

1499
01:19:26,920 --> 01:19:30,680
them are dope. 
Is Exix, demon Lord of the deep 

1500
01:19:30,680 --> 01:19:32,480
dark depths? 
Those are dope. 

1501
01:19:32,560 --> 01:19:34,160
And then that's the notes page, 
and that's the entire book. 

1502
01:19:36,080 --> 01:19:37,680
We did. 
It and then back cover's got 

1503
01:19:37,680 --> 01:19:41,360
blood on it and then it doesn't 
have the writing from the back 

1504
01:19:41,360 --> 01:19:45,240
cover of the actual back cover, 
but it does have the blood 

1505
01:19:45,240 --> 01:19:47,800
splatter there. 
So that's the book that was 

1506
01:19:47,800 --> 01:19:51,400
super fun. 
I feel like, man, we are, we 

1507
01:19:51,400 --> 01:19:53,440
are. 
We didn't do it. 

1508
01:19:53,440 --> 01:19:55,760
I feel like the last two 
episodes is what we should have 

1509
01:19:55,760 --> 01:20:00,280
been doing for the last 100. 
Cruising a lot faster. 11 you 

1510
01:20:00,280 --> 01:20:02,680
learned. 
Yeah, and then you get loves. 

1511
01:20:03,960 --> 01:20:08,240
So Daisy Chainsaw, this is this 
is the book, 75 pages. 

1512
01:20:08,480 --> 01:20:11,040
So for those that don't know 
what the fuck we do here on the 

1513
01:20:11,040 --> 01:20:14,760
show, we do quantify our 
terrible opinions with metrics. 

1514
01:20:14,760 --> 01:20:18,360
We give them numbers. 
And for books, we give that five

1515
01:20:18,360 --> 01:20:20,120
metrics, right? 
There's art and layout, 

1516
01:20:20,200 --> 01:20:22,360
usability, rule set, originality
and value. 

1517
01:20:22,640 --> 01:20:26,640
Art and layout is the art of the
book, quality, quantity, usage. 

1518
01:20:27,440 --> 01:20:30,360
Layout is the visual layout of 
the book. 

1519
01:20:30,720 --> 01:20:34,720
How how it looks, how it you 
know, feels whatever usability 

1520
01:20:34,720 --> 01:20:38,760
is, how usable it is pretty at 
the table or to read right. 

1521
01:20:38,760 --> 01:20:41,600
So digitally if it's got 
hyperlinks, bookmarks in on 

1522
01:20:41,600 --> 01:20:43,880
hyperlinks, things like that at 
the table. 

1523
01:20:44,000 --> 01:20:48,680
Does it have, you know, 
bookmarks and stuff? 

1524
01:20:48,680 --> 01:20:52,720
But also are the is the book 
itself laid out in a way that 

1525
01:20:52,720 --> 01:20:54,440
makes it easy to read, easy to 
parse? 

1526
01:20:54,440 --> 01:20:56,600
Is the information readily 
available to you when you need 

1527
01:20:56,600 --> 01:20:58,920
it if you're running the game? 
Rule set is the rules of the 

1528
01:20:58,920 --> 01:21:00,160
game. 
If it's an adapted rule set, 

1529
01:21:00,160 --> 01:21:01,800
how, how, how, how do we like 
it? 

1530
01:21:02,000 --> 01:21:04,640
If it's a unique rule set, how 
do we like it? 

1531
01:21:04,640 --> 01:21:07,720
Originality is, you know, how to
use a dictionary. 

1532
01:21:07,720 --> 01:21:11,000
Its originality and value is 
bang for your buck. 

1533
01:21:11,080 --> 01:21:14,520
How much does it cost? 
And not only that, how much do 

1534
01:21:14,520 --> 01:21:17,400
you get for the money you spend?
Are there extra adventures, 

1535
01:21:18,000 --> 01:21:19,760
third party licenses, things 
like that? 

1536
01:21:19,960 --> 01:21:22,960
So art and layout. 
What are your initial thoughts? 

1537
01:21:23,800 --> 01:21:26,320
I mean, I think we have spoke 
about the whole time. 

1538
01:21:26,360 --> 01:21:27,800
There's great amount of art in 
here. 

1539
01:21:27,800 --> 01:21:30,600
There's really great art. 
It's fun to look at. 

1540
01:21:30,600 --> 01:21:34,920
It very much fits the vibe. 
This book is very easy to read. 

1541
01:21:34,920 --> 01:21:38,680
There's a good balance of like 
using kind of a, you know, the 

1542
01:21:38,720 --> 01:21:41,840
Gray background with some pops 
of color here and there, but it 

1543
01:21:41,840 --> 01:21:45,040
not being so overwhelmingly 
colorful that it's too much. 

1544
01:21:46,000 --> 01:21:47,520
I feel really good about this. 
I thought it was a really 

1545
01:21:47,520 --> 01:21:50,440
readable book. 
I'd read it again. 

1546
01:21:51,360 --> 01:21:52,960
Yeah. 
I mean, what do you think I read

1547
01:21:52,960 --> 01:21:54,240
it. 
I read it two or three times. 

1548
01:21:54,240 --> 01:21:57,160
Do you think, do you, do you 
feel really good about it or I? 

1549
01:21:57,560 --> 01:21:59,960
Yeah, I think I do. 
Yeah, I think I do. 

1550
01:22:00,880 --> 01:22:04,200
Yeah, yeah, yeah. 
I think it's a 2. 

1551
01:22:04,200 --> 01:22:06,880
I think we're probably hitting 
probably around like A7 for 

1552
01:22:06,880 --> 01:22:08,320
this. 
Yeah, I think so, yeah. 

1553
01:22:08,360 --> 01:22:11,200
Yeah, yeah, yeah. 
Cuz I mean, I love the pixel 

1554
01:22:11,200 --> 01:22:12,960
art. 
I love the pixel art, you know, 

1555
01:22:13,400 --> 01:22:15,520
blood splatter, all of it, all 
the way through. 

1556
01:22:15,520 --> 01:22:18,080
It's really, really gorgeous. 
I think this make this an 8 for 

1557
01:22:18,160 --> 01:22:22,080
you. 
I don't know, it's hard. 

1558
01:22:22,080 --> 01:22:28,680
It's hard because like art and 
layout is like when we look at 

1559
01:22:28,680 --> 01:22:31,880
things like war planned or Merck
Borg and stuff, those are like 

1560
01:22:31,880 --> 01:22:34,320
art punk books, right? 
Like they're very much like art 

1561
01:22:34,320 --> 01:22:37,960
is a primary focus of the entire
game, which you don't need. 

1562
01:22:37,960 --> 01:22:42,880
I bet you we could find like a 
nine A9 in art and layout that 

1563
01:22:42,880 --> 01:22:44,040
has like 2 pieces are in it, 
right? 

1564
01:22:44,040 --> 01:22:45,960
If the layout is just like 
stunning, right? 

1565
01:22:46,400 --> 01:22:49,120
I mean, I think the layout is 
really good and really clean 

1566
01:22:49,120 --> 01:22:57,360
throughout this. 
I mean, honestly, I mean, I do 

1567
01:22:57,360 --> 01:23:00,160
really like the layout. 
I do really like the art. 

1568
01:23:00,160 --> 01:23:03,840
I don't know what would make it 
any for you. 

1569
01:23:03,840 --> 01:23:05,800
I don't. 
Know, that's what I was trying. 

1570
01:23:05,800 --> 01:23:07,160
That's why I was asking you. 
I'm not really sure. 

1571
01:23:07,280 --> 01:23:10,960
So maybe more, maybe I don't 
know, more art, I don't know. 

1572
01:23:10,960 --> 01:23:12,400
It's hard to say. 
There's a good amount of art. 

1573
01:23:12,800 --> 01:23:14,640
There's a ton of art. 
There's art on almost every 

1574
01:23:14,640 --> 01:23:16,840
other page. 
And I really do like the layout 

1575
01:23:16,840 --> 01:23:18,760
and I like the headers. 
I like the font. 

1576
01:23:18,960 --> 01:23:21,120
I don't know man, I actually 
might be leaning towards an 8 

1577
01:23:21,200 --> 01:23:24,840
for this in art and layout. 
Yeah, Yeah, I don't know, Like, 

1578
01:23:25,080 --> 01:23:28,000
again, it's hard because like, 
again, this is a subjective. 

1579
01:23:28,000 --> 01:23:31,800
This is subjective to us, right.
If I was going to go towards 10,

1580
01:23:31,800 --> 01:23:34,120
like it would be like, let's 
make the background not white, 

1581
01:23:34,160 --> 01:23:37,080
you know, let's get some of 
those rainbow colors as 

1582
01:23:37,080 --> 01:23:39,040
background pages. 
You know, that that's pushing 

1583
01:23:39,040 --> 01:23:42,440
nines and 10s for me. 
But I'd be, I'd be good on an 8 

1584
01:23:42,440 --> 01:23:43,680
for this. 
I mean, I do. 

1585
01:23:43,880 --> 01:23:46,320
Want the background pages to be 
super colorful. 

1586
01:23:46,320 --> 01:23:50,080
I like the fact it's on like a 
white Gray but I'm I'm going to 

1587
01:23:50,080 --> 01:23:52,200
call an 8 for this one but 
you're feel free to disagree 

1588
01:23:52,200 --> 01:23:53,640
with me. 
No, I'm good on that. 

1589
01:23:53,640 --> 01:23:55,040
I'm good on that. 
I'll go 8 for this. 

1590
01:23:55,080 --> 01:23:58,400
I do really like it. 
I mean we, we will say so 

1591
01:23:58,480 --> 01:24:02,000
comparatively I think we gave an
8 to Swivers with David Hoskins,

1592
01:24:02,000 --> 01:24:07,480
art and everything. 
OK, I still. 

1593
01:24:08,080 --> 01:24:09,280
Yeah, I'm OK. 
Seven, you're right. 

1594
01:24:10,000 --> 01:24:15,520
OK, I mean I don't, I mean I 
just I do think it's just 

1595
01:24:15,520 --> 01:24:17,360
different, right? 
I do like the layout of this I. 

1596
01:24:17,360 --> 01:24:19,200
Don't know. 
I think I'm really at like a 

1597
01:24:19,200 --> 01:24:22,120
7.5, you know? 
I mean like I'm so perfectly 

1598
01:24:22,120 --> 01:24:24,120
between an 8 and A7. 
It's really hard for me. 

1599
01:24:31,780 --> 01:24:37,460
What, 7 usability. 
First of all, just the fact that

1600
01:24:37,460 --> 01:24:40,500
it's powerbound, dude, bro, just
the fact that it's powerbound 

1601
01:24:40,500 --> 01:24:43,180
for like use of the table 
automatically, bonus points for 

1602
01:24:43,180 --> 01:24:44,660
me. 
And then as far as digital 

1603
01:24:44,660 --> 01:24:49,800
tools, bookmarks, hyperlinks in 
the table of contents, inline 

1604
01:24:49,800 --> 01:24:53,520
hyperlinks even within the pages
themselves, when we hit the 

1605
01:24:53,520 --> 01:24:56,480
creating a character page, they 
were giving you page reference 

1606
01:24:56,480 --> 01:24:58,240
numbers. 
All the weapons are linked to 

1607
01:24:58,240 --> 01:25:00,000
itself. 
I mean, the only more that you 

1608
01:25:00,000 --> 01:25:02,880
could ask for digitally would be
the whole link back to the table

1609
01:25:02,880 --> 01:25:06,040
of contents from each each page 
or each chapter heading section.

1610
01:25:06,640 --> 01:25:10,280
I do think that the Pusher 
limits is missing a section of 

1611
01:25:10,280 --> 01:25:11,840
the table of contents and 
there's room for it. 

1612
01:25:12,680 --> 01:25:17,360
But as far as usability goes, I 
mean, we said at the beginning 

1613
01:25:17,360 --> 01:25:20,880
too, this is a perfect way that 
we I found to enjoy books, which

1614
01:25:20,880 --> 01:25:26,040
is what is this game kind of not
in just like what is a TTRPG 

1615
01:25:26,040 --> 01:25:27,200
like? 
What is this game? 

1616
01:25:27,520 --> 01:25:30,080
This is the basic mechanic of 
the game. 

1617
01:25:30,080 --> 01:25:31,960
And then let's give you 
characterization and then stack 

1618
01:25:31,960 --> 01:25:34,040
all the rules. 
Perfect in my opinion. 

1619
01:25:34,040 --> 01:25:38,360
I mean, I'm I'm I'm I really I 
really enjoy the usability of 

1620
01:25:38,360 --> 01:25:38,760
this. 
OK. 

1621
01:25:39,880 --> 01:25:43,440
Give me a number. 
I'm gonna, I'm probably at an 8 

1622
01:25:43,440 --> 01:25:45,240
for this, OK? 
For usability. 

1623
01:25:45,440 --> 01:25:49,800
Yeah, yeah, yeah, yeah. 
You'll allow it. 

1624
01:25:50,600 --> 01:25:53,040
You'll allow are you? 
Are you going to put the number 

1625
01:25:53,040 --> 01:25:57,000
in if I say something different?
No, because you're the one 

1626
01:25:57,000 --> 01:26:00,600
typing, so yeah. 
Rule set, Unique rule set. 

1627
01:26:00,680 --> 01:26:06,000
We talked about it. 
I am I am a dice pool guy and 

1628
01:26:06,000 --> 01:26:09,600
this is such a cool riff on like
the traditional dice pool. 

1629
01:26:10,000 --> 01:26:13,000
This number gives you a hit 
format and I think it's 

1630
01:26:13,400 --> 01:26:16,000
reinforced throughout like how 
you use it. 

1631
01:26:16,000 --> 01:26:18,080
It all fits together incredibly 
well. 

1632
01:26:18,400 --> 01:26:22,240
You you every kind of like 
mechanic and as you go through 

1633
01:26:22,240 --> 01:26:25,440
really makes a lot of sense 
within the context of this 

1634
01:26:25,440 --> 01:26:26,560
system. 
I'm into it. 

1635
01:26:27,280 --> 01:26:28,960
Yeah, I. 
Mean here's The thing is, you're

1636
01:26:28,960 --> 01:26:30,640
a dice pool guy, and what's your
second favorite? 

1637
01:26:32,720 --> 01:26:34,280
My second favorite dice pool 
game. 

1638
01:26:34,560 --> 01:26:37,760
No, no second favorite type of 
mechanic for core mechanic. 20 

1639
01:26:37,760 --> 01:26:40,080
Roll under. 
Roll Under This is a dice pool 

1640
01:26:40,080 --> 01:26:41,680
roll under game. 
It's a dice pool. 

1641
01:26:42,040 --> 01:26:45,160
It couldn't be better. 
So, and I love that interplay 

1642
01:26:45,160 --> 01:26:46,960
between the primary and 
secondary stat. 

1643
01:26:46,960 --> 01:26:49,840
You know, in other cases where 
you're like, yeah, you're going 

1644
01:26:49,840 --> 01:26:52,520
to roll your primary against a 
different stat or whatever. 

1645
01:26:52,520 --> 01:26:56,520
It's very cool. 
Yeah, well, and again, I love 

1646
01:26:56,720 --> 01:26:58,920
this, the rules like tactical 
narrative games. 

1647
01:26:58,920 --> 01:27:03,000
It's, it's is exactly where 
where my brain is for TTRPGS 

1648
01:27:03,000 --> 01:27:06,120
anymore. 
And on top of that, it, it, it's

1649
01:27:06,120 --> 01:27:08,200
all clean. 
It's a puzzle that fits together

1650
01:27:08,200 --> 01:27:10,440
well, right. 
So like you have your 4 stats 

1651
01:27:10,440 --> 01:27:13,920
with two primary, you use A2 
primary stats to do your roles, 

1652
01:27:14,280 --> 01:27:17,000
your range. 
You like the all the derived 

1653
01:27:17,000 --> 01:27:19,480
things are based on your 4 
primary stats. 

1654
01:27:19,720 --> 01:27:24,120
And then everything else like 
the harm from hits uses stats 

1655
01:27:24,120 --> 01:27:27,280
for range, the stats for speed. 
The speed is like, it all fits 

1656
01:27:27,280 --> 01:27:30,800
together so well and flows 
together so well that like at 

1657
01:27:30,800 --> 01:27:33,240
the end of the day, if you 
weren't sure, it's probably what

1658
01:27:33,240 --> 01:27:35,120
you think it is because it just 
makes sense. 

1659
01:27:35,120 --> 01:27:37,160
You're like, why wouldn't speed 
just be this or that, You know 

1660
01:27:37,160 --> 01:27:39,080
what I mean? 
Like everything just fits so 

1661
01:27:39,080 --> 01:27:40,760
well. 
It's so clean, it's so tight. 

1662
01:27:41,120 --> 01:27:45,640
Like there's like, I don't think
there's any edge cases in here 

1663
01:27:45,640 --> 01:27:48,200
based on the mechanics. 
Most of it's just clarification 

1664
01:27:48,200 --> 01:27:52,000
of of things, but the way that 
the actual dice rolls and things

1665
01:27:52,000 --> 01:27:54,360
work, I fucking love the shit 
out of it. 

1666
01:27:54,800 --> 01:27:57,520
I will say, I think under rules 
that we do have to talk about 

1667
01:27:57,520 --> 01:27:58,720
the clarity of some of the 
things. 

1668
01:27:58,720 --> 01:28:03,040
I do think that I do think that 
the entire pusher limiting could

1669
01:28:03,040 --> 01:28:04,280
probably use a whole nother 
page. 

1670
01:28:05,400 --> 01:28:09,040
I do think that a little bit of 
clarity around harm and save. 

1671
01:28:09,080 --> 01:28:11,720
I do think a little bit of 
clarity around like the kill 

1672
01:28:11,720 --> 01:28:14,760
shot versus knockout. 
Like I think there's just a 

1673
01:28:14,760 --> 01:28:18,400
couple of like lines missing 
that could clarify things just a

1674
01:28:18,400 --> 01:28:20,000
little bit more. 
I think it's one of the things 

1675
01:28:20,000 --> 01:28:22,240
that might be like in the head 
and it makes sense, but like 

1676
01:28:22,240 --> 01:28:26,440
just didn't hit paper. 
So I do think that there are 

1677
01:28:26,440 --> 01:28:29,800
like, I do probably have like 2 
or like one big question, like 

1678
01:28:29,800 --> 01:28:32,840
two or three small questions 
that do affect the game play. 

1679
01:28:33,640 --> 01:28:35,720
So I do think that has to come 
into effect. 

1680
01:28:35,720 --> 01:28:36,800
But what are you? 
What are you thinking? 

1681
01:28:37,600 --> 01:28:40,320
I don't know. 
I think if there was a lot of 

1682
01:28:40,320 --> 01:28:42,920
clarity and there's a couple 
other places where I personally 

1683
01:28:42,920 --> 01:28:45,000
would have liked some clarity 
that we really even talk about 

1684
01:28:45,000 --> 01:28:46,800
in the show. 
They're very small kind of edge 

1685
01:28:46,800 --> 01:28:53,400
cases, but like this could use 
like a solid whatever pass to 

1686
01:28:53,400 --> 01:28:56,240
clarify, but I'm thinking of 
seven but with more clarity. 

1687
01:28:56,680 --> 01:28:58,400
You know, yeah, I completely 
agree. 

1688
01:28:58,400 --> 01:29:01,840
I think, I mean, I think two 
more, two more pages worth of 

1689
01:29:01,840 --> 01:29:08,960
stuff in this book would really 
help completely clarify like any

1690
01:29:08,960 --> 01:29:10,440
of the questions. 
And I here's the thing too, is 

1691
01:29:10,440 --> 01:29:15,080
like with a game like this, that
is it's light, which allows for 

1692
01:29:15,080 --> 01:29:16,160
a lot of narrative stuff like 
that. 

1693
01:29:16,320 --> 01:29:19,920
But because the game is so 
tight, I don't like the I know 

1694
01:29:19,920 --> 01:29:22,000
at one point you brought up like
let the table decide. 

1695
01:29:22,400 --> 01:29:26,440
I for this kind of game that is 
so like, like it fits so well 

1696
01:29:26,440 --> 01:29:28,800
together. 
Having one or two things like 

1697
01:29:28,800 --> 01:29:33,440
that where like add like feels 
even more. 

1698
01:29:33,440 --> 01:29:35,720
Egregious just because it's 
everything else so dialed in. 

1699
01:29:36,240 --> 01:29:37,360
Yeah, you know what I mean. 
It feels. 

1700
01:29:37,360 --> 01:29:39,160
But so I'm good with the seven 
on this. 

1701
01:29:39,160 --> 01:29:42,120
And then, yeah, if, if there was
just a couple more bits of 

1702
01:29:42,120 --> 01:29:44,480
clarity in here, I think it 
would be a pretty easy 8 for me.

1703
01:29:45,200 --> 01:29:47,880
Originality. 
I mean, I'm sure there's magical

1704
01:29:47,880 --> 01:29:51,280
girls stuff out there. 
Not many tabletop games I know 

1705
01:29:51,280 --> 01:29:53,360
of though. 
No, not that I know of. 

1706
01:29:55,320 --> 01:29:57,640
Is there, is there? 
What's so great about magical 

1707
01:29:57,640 --> 01:29:59,960
girls Like is there, you know, 
you know, you know that that 

1708
01:29:59,960 --> 01:30:03,520
that what's so great about like 
rule set, hack set? 

1709
01:30:03,520 --> 01:30:05,360
There might have been there 
might have been one like that, 

1710
01:30:07,120 --> 01:30:08,480
there might have been one like 
that. 

1711
01:30:08,480 --> 01:30:09,640
And that's about the only one I 
know. 

1712
01:30:09,640 --> 01:30:19,760
I don't, I haven't seen a Sailor
Moon IPRPG yet, you know, so I 

1713
01:30:19,760 --> 01:30:21,920
mean, yet being the keyword, I'm
sure everything is going to be 

1714
01:30:21,920 --> 01:30:24,120
the fucking. 
You know, I like the use of a 

1715
01:30:24,120 --> 01:30:27,080
dice pool system. 
I like this dice pool system. 

1716
01:30:27,480 --> 01:30:30,400
I like it in this game. 
I like the way quirks work. 

1717
01:30:30,560 --> 01:30:35,080
I, I think this is pretty, you 
know, it's pretty good for me, 

1718
01:30:35,160 --> 01:30:41,400
you know, think about 7:00. 
Yeah, yeah. 

1719
01:30:41,400 --> 01:30:44,360
I think 7 for originality is, is
is really good for this. 

1720
01:30:45,240 --> 01:30:49,520
I mean, 7 is, is is really good 
and I do think it is really 

1721
01:30:49,520 --> 01:30:53,640
good. 
And then value wise, so I have 

1722
01:30:53,640 --> 01:31:00,400
the page from blah blah blah 
blah blah Space Penguin Inc. 

1723
01:31:00,640 --> 01:31:02,640
Space Penguin. 
Don't know if you've heard of 

1724
01:31:02,640 --> 01:31:07,440
them before. 
Yes, there is a game. 

1725
01:31:07,440 --> 01:31:16,840
What's so cool about magical 
girls from axes and orcs? 

1726
01:31:18,800 --> 01:31:22,080
Yeah, a hack of some Jerry 
Sinclair stuff. 

1727
01:31:22,080 --> 01:31:25,400
So that's honestly the only 
other magical girl, straight up 

1728
01:31:25,400 --> 01:31:27,680
magical girl teacher. 
Everybody that I'm personally 

1729
01:31:27,680 --> 01:31:30,520
aware of. 
I'm if if, if, you know, our 

1730
01:31:30,520 --> 01:31:32,480
hordes of listeners actually 
commented on our stuff. 

1731
01:31:32,480 --> 01:31:33,960
I'm sure we would get a lot of 
comments, but our. 

1732
01:31:35,040 --> 01:31:36,920
Millions of fans. 
Yeah, right. 

1733
01:31:37,200 --> 01:31:42,280
So on the for this book spiral 
bound, don't forget it is going 

1734
01:31:42,280 --> 01:31:44,680
to cost more to do this than 
just perfect bound this thing 

1735
01:31:44,920 --> 01:31:49,920
it's $30.00 for the print and 
PDF and for PDF only it's 

1736
01:31:49,920 --> 01:31:55,840
$15.00. 
So I think that's, I think 

1737
01:31:55,840 --> 01:31:57,640
that's the cost of it. 
I think. 

1738
01:31:57,680 --> 01:32:00,600
I think, yeah, I don't, there's 
not. 

1739
01:32:00,600 --> 01:32:03,320
I mean, in the context of the 
game, sure, you can make your 

1740
01:32:03,320 --> 01:32:05,760
own game. 
There's like ways to do enemies 

1741
01:32:05,760 --> 01:32:07,520
and stuff like that. 
But I think giving points for 

1742
01:32:07,520 --> 01:32:09,880
that going forward, I think 
almost all games have that. 

1743
01:32:09,880 --> 01:32:12,920
So it's kind of well. 
It for me it depends on how much

1744
01:32:12,920 --> 01:32:14,560
of that there is in the quality 
of that. 

1745
01:32:14,560 --> 01:32:17,320
Like every game has it, but some
games have better tools for 

1746
01:32:17,320 --> 01:32:18,600
generating stuff in the long 
term. 

1747
01:32:18,880 --> 01:32:20,200
This doesn't really have those 
things. 

1748
01:32:20,200 --> 01:32:23,080
Which is not a knock on the 
game, just a statement of fact. 

1749
01:32:23,800 --> 01:32:26,760
I don't, I don't see a third 
party license. 

1750
01:32:26,760 --> 01:32:29,960
I mean it's always you don't 
have to, but it is always really

1751
01:32:29,960 --> 01:32:33,560
nice if they're like feel free 
to do this or that like, you 

1752
01:32:33,560 --> 01:32:37,120
know, whatever. 
I can't with most NDT RPGs. 

1753
01:32:37,120 --> 01:32:39,720
I can't imagine someone would be
like super butthurt if you came 

1754
01:32:39,720 --> 01:32:42,040
up with like a list of new 
weapons for days of change. 

1755
01:32:42,120 --> 01:32:47,120
But it's not listed here. 
So what are you thinking for for

1756
01:32:47,120 --> 01:32:49,440
value on this? 
I think this is good. 

1757
01:32:49,480 --> 01:32:51,520
I think it's fine. 
I think it's not blowing 

1758
01:32:51,520 --> 01:32:54,960
anything out of the water. 
It's it's just slightly above 

1759
01:32:54,960 --> 01:32:58,960
average in in terms of actual 
cost of a thing, something like 

1760
01:32:58,960 --> 01:33:01,000
a six. 
I think A6 works for this too. 

1761
01:33:01,000 --> 01:33:05,120
Yeah, Yeah, nothing. 
It's, it is the cost that it is,

1762
01:33:05,120 --> 01:33:08,080
right. 55 being the average is 
average. 

1763
01:33:08,080 --> 01:33:09,720
So 6 it is slightly above 
average. 

1764
01:33:09,720 --> 01:33:16,840
I do really love the the spine. 
Yeah. 

1765
01:33:16,840 --> 01:33:23,800
So that gets us to a 35. 
It feels like a 35. 

1766
01:33:23,800 --> 01:33:26,520
What was the last game I did 37 
for for Wolfold? 

1767
01:33:27,200 --> 01:33:29,760
Yeah, yeah. 
I think something like that. 

1768
01:33:30,240 --> 01:33:31,920
Well, it was what? 
Yeah, it's what was still in 

1769
01:33:31,920 --> 01:33:34,040
there from the last one. 
So I do believe that's what it 

1770
01:33:34,040 --> 01:33:37,000
was. 
And this feels, this feels good.

1771
01:33:37,000 --> 01:33:39,520
I honestly also, though. 
So let's finish this, then we'll

1772
01:33:39,520 --> 01:33:42,280
talk about something else. 
So Daisy Chainsaw 35. 

1773
01:33:42,280 --> 01:33:45,560
This is great. 
Don't forget again, I wish, I 

1774
01:33:45,560 --> 01:33:48,000
almost wish we would have done 
season one, Season 2, Season 3 

1775
01:33:48,840 --> 01:33:51,200
so that you know, because I do 
think that like if. 

1776
01:33:51,200 --> 01:33:53,200
We're in Season 3 right now, 
right? 

1777
01:33:53,200 --> 01:33:56,680
Yeah. 
We are in Season 3, but I really

1778
01:33:56,680 --> 01:33:58,080
like this game. 
I think it slaps. 

1779
01:33:58,080 --> 01:33:59,960
I want to play it. 
It's super light. 

1780
01:33:59,960 --> 01:34:03,280
I think this is one that you 
could easily give someone like, 

1781
01:34:03,280 --> 01:34:05,920
hey, guys, we're playing this on
Friday and they could easily 

1782
01:34:06,160 --> 01:34:08,880
read this super quickly, have a 
character. 

1783
01:34:08,880 --> 01:34:10,800
I mean, even if they were like, 
oh, I didn't really get to read 

1784
01:34:10,800 --> 01:34:12,680
it. 
Yeah, like they would easily be 

1785
01:34:12,680 --> 01:34:15,640
able to make a character. 
I think it would be super fun to

1786
01:34:16,000 --> 01:34:19,080
to even like the first episode 
where just like the the club 

1787
01:34:19,080 --> 01:34:20,840
gets together and you meet the 
mascot and shit. 

1788
01:34:20,840 --> 01:34:24,280
Like I would love to play this 
game and and the rules are so 

1789
01:34:24,280 --> 01:34:27,560
clean and so tight and so nice. 
I really, really like it a lot, 

1790
01:34:27,560 --> 01:34:29,480
like I said, but just a little 
bit more clarity. 

1791
01:34:29,680 --> 01:34:33,400
I think in some of the spaces 
this definitely goes up and I 

1792
01:34:33,400 --> 01:34:35,800
would love to eventually see 
like some expanded stuff for 

1793
01:34:35,800 --> 01:34:38,880
this, some maybe some like 
seasonal adventures, you know, 

1794
01:34:38,880 --> 01:34:41,600
some, some extra, some more 
stuff. 

1795
01:34:41,600 --> 01:34:43,840
I hope this is not the only 
Daisy chainsaw that's going to 

1796
01:34:43,840 --> 01:34:46,000
exist out there. 
But I, I do highly recommend 

1797
01:34:46,000 --> 01:34:47,080
this game. 
I think it's super fun. 

1798
01:34:47,080 --> 01:34:49,960
I love the format and you can 
grab it over on Space Penguin 

1799
01:34:49,960 --> 01:34:50,440
Inc. 
We can. 

1800
01:34:50,480 --> 01:34:53,440
We'll make sure that we not only
link Space Penguin, Inc, but we 

1801
01:34:53,440 --> 01:34:57,480
link Charlotte Leskowski's each 
page and everything in there as 

1802
01:34:57,480 --> 01:35:01,240
well. 
And on top of that, on top of 

1803
01:35:01,240 --> 01:35:07,200
that, we will announce now on 
Monday, we are going to have 

1804
01:35:07,440 --> 01:35:12,480
Charlotte and Binary Star Games 
on the show to talk about, Yeah,

1805
01:35:12,480 --> 01:35:18,560
their upcoming celestial bodies.
I forget which version this one 

1806
01:35:18,560 --> 01:35:22,360
is called. 
It was the Celestial Bodies. 

1807
01:35:22,360 --> 01:35:23,800
I think it was the terrestrial 
edition. 

1808
01:35:23,800 --> 01:35:26,840
Then it was a Titan edition. 
And now there is what I guess 

1809
01:35:26,840 --> 01:35:30,560
will be the culmination edition 
of all of it together. 

1810
01:35:30,560 --> 01:35:32,840
It's going to be coming out this
coming month. 

1811
01:35:33,080 --> 01:35:35,600
Very excited for that. 
We did talk about celestial 

1812
01:35:35,600 --> 01:35:38,880
bodies really, really early when
Binary emailed us to to chat 

1813
01:35:38,880 --> 01:35:40,400
about it. 
They're like we I, I think 

1814
01:35:40,400 --> 01:35:43,320
you're the first people that 
talked about our our itch page 

1815
01:35:43,320 --> 01:35:44,640
at all. 
And we're like, fuck yeah, 

1816
01:35:44,640 --> 01:35:46,320
because it's awesome. 
And they blew up. 

1817
01:35:46,320 --> 01:35:48,400
I mean, we'll talk about it more
on the show, but they're a 

1818
01:35:48,400 --> 01:35:52,920
random itch funding thing went 
for like 8000 plus or something,

1819
01:35:52,920 --> 01:35:54,680
which is not numbers you usually
see on Itch. 

1820
01:35:55,280 --> 01:35:57,520
And that showed like how cool 
celestial bodies is. 

1821
01:35:57,520 --> 01:36:00,280
So really excited to talk to 
both them and we'll talk about a

1822
01:36:00,280 --> 01:36:02,360
little bit of their stuff. 
Daisy Chantal is obviously by 

1823
01:36:02,360 --> 01:36:03,920
Charlotte. 
So we'll talk about a little bit

1824
01:36:03,920 --> 01:36:06,200
of that binding * pad out 
apocalypse frame. 

1825
01:36:06,440 --> 01:36:09,040
And then we have again, 
Celestial Bodies primary thing 

1826
01:36:09,040 --> 01:36:12,000
we're talking about. 
So catch us on Monday for that. 

1827
01:36:12,000 --> 01:36:15,320
So quick wrap up what I wanted 
to talk about a little bit. 

1828
01:36:15,320 --> 01:36:18,280
We'll leave this page here. 
The scoring change that we've 

1829
01:36:18,280 --> 01:36:22,480
done to the show, I think after 
4, 4 episodes, it feels good. 

1830
01:36:23,120 --> 01:36:26,040
Yeah, feels great so. 
Yeah, do you? 

1831
01:36:26,160 --> 01:36:27,920
We just agreed. 
Between the two of us, we're 

1832
01:36:27,920 --> 01:36:29,280
just going to be meaner about 
everything. 

1833
01:36:29,320 --> 01:36:30,720
Actually not. 
Meaner. 

1834
01:36:30,720 --> 01:36:34,960
Just more consistent yeah. 
So we have a new internal metric

1835
01:36:34,960 --> 01:36:37,240
that we really enjoy, but I'm 
feeling that this is really 

1836
01:36:37,240 --> 01:36:38,960
good. 
I would, I mean, we're never 

1837
01:36:38,960 --> 01:36:42,280
going to ever, but I would love 
to go back through a bunch of 

1838
01:36:42,280 --> 01:36:45,520
our our past episodes like we 
did with like the the 1st 10 

1839
01:36:45,520 --> 01:36:48,520
episode re review and give new 
scores because there's stuff 

1840
01:36:48,800 --> 01:36:51,720
that is worse than this that has
a higher score than this. 

1841
01:36:51,960 --> 01:36:53,000
Yeah, because we're probably 
doing. 

1842
01:36:54,080 --> 01:36:56,720
Maybe we'll just do it quietly, 
yeah? 

1843
01:36:57,200 --> 01:36:59,160
Where in the thing that we're 
never going to update. 

1844
01:36:59,360 --> 01:37:01,600
I just what I think what I said 
last time and I even looked at 

1845
01:37:01,600 --> 01:37:03,240
numbers too. 
I was like, honestly, if you 

1846
01:37:03,240 --> 01:37:07,520
drop everything in our first 
year besides like Adam Vasa 

1847
01:37:07,520 --> 01:37:10,080
stuff by like 3 points, we're 
about where we are now. 

1848
01:37:10,880 --> 01:37:12,920
Yeah, there's stuff that there's
a lot of stuff that got 38 that 

1849
01:37:12,920 --> 01:37:14,680
should definitely be at like 30 
fours and 30 fives. 

1850
01:37:14,680 --> 01:37:17,680
And in my opinion now for 
because obviously our opinion 

1851
01:37:17,680 --> 01:37:19,000
matters so much, right? 
Like, yeah. 

1852
01:37:19,280 --> 01:37:21,440
No one cares, are you? 
You're not even listening 

1853
01:37:21,440 --> 01:37:23,120
anymore, are you? 
You're gone. 

1854
01:37:23,120 --> 01:37:25,520
You've already closed the app. 
You're listening to the podcast 

1855
01:37:25,520 --> 01:37:26,800
on. 
Yeah, absolutely. 

1856
01:37:27,240 --> 01:37:28,160
So that's it. 
That's us. 

1857
01:37:28,440 --> 01:37:29,640
Hunter, you have a wonderful 
day. 

1858
01:37:29,640 --> 01:37:34,600
Catch us again Monday to to talk
with Charlotte and Binary and, 

1859
01:37:34,720 --> 01:37:36,160
and we'll figure out what we're 
doing next Friday. 

1860
01:37:36,560 --> 01:37:39,520
And at some point in February, 
we will be talking to you, Jert 

1861
01:37:39,520 --> 01:37:41,480
and some other big events happen
in February. 

1862
01:37:41,920 --> 01:37:44,520
Whatever, we'll get to that. 
All right, We'll talk to you 

1863
01:37:44,520 --> 01:37:45,200
later. 
Bye.

