Transcript
Speaker: Welcome to the Good GM's Podcast. I'm E.E. Morris, and today's episode is Legends of the Fallout. And now, here's Chuck and James and James.
Speaker: Hello and welcome to
Speaker: welcome This is part two of ah ah Mo Money Mo Problems. No, what was it? Mo Diffious Better Blues. Oh, yes. Mo Better Diffious? Mo Better Diffious. No, we'll figure it out. We'll figure it out. It's a work in progress. This one is also a Spike Lee joint, I think. So cheers to you guys. ah We have we have good goodest, good GM James back with us today to show us how how the Mo Diffious 2D20 system works, specifically in a Fallout capacity. Hello and welcome. I don't represent Modiphius in any No, he's not getting paid for this. Entertainment is wonderful off in UK, but if I do something wrong, don't blame them.
Speaker: that's Well, you' you nobody said you were perfect. You just have to be good. And I'm here, of course, with with ah co-host and and scholar. Heyo! Hey, everybody. Chucky T here, ready to have some fun. There we go. um I don't have any updates from last week. I haven't played. Oh, oh no, I have. I played some Daggerheart instead of just making a character, and that was neat. I really enjoyed that. Yeah, but with that yeah I had a lot of fun with that. um Also, I want to say thanks to Kurt, who's editing this, hopefully still. I know he edited a few of our past episodes, which we're catching up to. So thank you, Kurt.
Speaker: Thank you, Kurt. Thank you, Kurt. Depending on what you cut. yeah Yeah, exactly. Don't cut the good stuff. Yeah, that's a thing too. yeah i Don't know make me look stupid. Don't make me look stupid. Just make us look good. um Have you got anything to say there, Chuck? You look like you're still getting Are you good for today's episode? Oh, yeah. No, i'm i I'm in it to win it. Let's do this. All right.
Speaker: Got my D20s. Got my my bottle caps. How how many D20s do I need? I got five. Up to five. Perfect. Usually two.
Speaker: Perfect. i got them I got my five. There you go. You're using an internet roller. Hell yeah, I am. I'm using Roll20. Because i pay for it, so yes. That's right.
Speaker: This episode is not brought to you by Roll20. It should be, though. So last week last week, we decided to do a little tiny demo, two characters, yeah mostly get a sense of the rolling system.
Speaker: I gave you two premades. and who So who's playing what? I guess I'm playing Petey Redwing. a vault dweller. He's level two, which means he's awesome.
Speaker: this is This is a very detailed backstory. i love it. That's, ah yeah. Yeah. How long how long has you been out in the wasteland? You are from Vault 101, and ah you this is your first day in the wasteland.
Speaker: Vault 101 opened after the events of Fallout 3, so it's more of a a vault village that interacts with the wasteland. So you've heard stories of above ground, but you've never been yourself.
Speaker: Nice. I'm ready. and And was I sent out with him as his faithful Mr. Handy Westmoreland? Westmoreland has been sent on a mission with Petey Redwing up to the town of Megaton.
Speaker: oh And I'm ready to serve.
Speaker: All right. You got your stuff? I got my stuff. All right. We're going to start Fallout Right. With a Ron Perlman voiceover. That goes. A picture, a ah slideshow with old-timey World II-esque pictures of atomic bombs going off and soldiers marching to war as I go, War.
Speaker: War never changes. Organized violence is humanity's constant companion. Fixed like a shadow. Ceaseless and inescapable. The atomic fire of the 21st century is long gone, and the enclave war here in the capital wasteland is a decade past.
Speaker: Having only received recently left Vault 101 on a trade expedition for the first time, you find yourself in Gob's Saloon in the village of Megaton. The sweaty interior doesn't enjoin the clean lines of the vault.
Speaker: Just about everything is made of crudely reforged scrap with a fine patina of corrosion. The bar stands in two stories, a main open floor ringed by a second story of small tables.
Speaker: It could probably accommodate a hundred patrons, but here, early in the morning, there are only two people within. There's a ghoul working the bar, a leathery man, you know to be Gobtholomew.
Speaker: You are told he's a prominent citizen here in Megaton and a friend of the vault. And up on the ring, seated at a table, there's a grizzled human woman in well-worn leather armor, covered in road dust.
Speaker: Just as you take your first steps into this saloon, Petey, your Pip-Boy starts beeping, demanding your attention. Okay, I check the Pip-Boy. What's going on? Okay, let's... Can i ask, whose mic is getting that amazing sound? I'm just... Sorry to interrupt. Cats are fighting around here. Around here? Okay. Okay.
Speaker: Fair enough. Sorry, I'm getting a lot of the the the mic drumming. and i oh Also, my phone's hitting my desk. Yeah. Do you me redo the thing? No, I heard all that. It wasn't until after you turned to start talking to us that that... You know what I mean? I just noticed it in the last couple sentences. Okay. So the Pit Boy, what's going on with the Pit The Pit Boy has a little flashing light on it. Uh-huh.
Speaker: And there appears to be an encoded recording... set to go off when you enter the bar. Okay. Let's take a look at it.
Speaker: decoying Decoding the message will require a roll. All right. What am I doing? This is your private Pip-Boy, so I'm actually going to give you an intelligent science check at difficulty zero.
Speaker: Okay. The game has just begun, so you have no action points. You have no momentum to spend to increase your die pool. You could give me threat to increase your die pool, but that might be an odd choice given that the difficulty is zero on this. You're guaranteed to.
Speaker: But any successes you get will turn into action points that the team can spend. So okay so whenever you roll dice, okay you have to figure out a target number. So the check here is intelligence science.
Speaker: Okay. to Add your intelligence attribute to your science roll. Okay, so that's six. so So your target number is six. Okay. This is not a tagged skill.
Speaker: ah Science is not tagged, no. Okay, so your a critical threshold number is going to be one. so you're going to roll two dice. Okay. If they roll six or under, you get one success. If you get ah one, you get a second one for each.
Speaker: Okay, I 13 and 14. Those are two fails. So it was difficulty zero. So you, you do it anyway, but you earn no action points for the team.
Speaker: Okay. Okay. Cause I'm trying to roll low, right? yep Yeah. Yeah. Oh, well, cra that's why a one is one would be a critical success. Turns out Petey red wing, not that smart and not that good at science. What does this say? and neither neither is neither Neither is this a trusty sidekick. Wait, what?
Speaker: right This can't be right. Westmoreland, you can give aid in a task. But when you give aid, you don't roll both your dice. You only roll one die. So was there a an ability skill that could help if you're looking over Petey's shoulder at his Pip-Boy?
Speaker: Well, I mean, I have science as well. um I also have, um i mean, repairs, not doesn't seem right to me. No, not really anything else just would be science. And what attribute would go?
Speaker: Well, again, if it's intelligence, I've got the same numbers. I doubt it's like perception. Okay. I get my, I get, I'm like, I'm seeing. Peering over shoulder no perception science. All right. That's it's one d one die. rolled an eight. So I got a success.
Speaker: The team gets one AP. Yay. ah You need to press the the yellow button, sir. Oh, the yellow. Right, right. i I remember this now. I remember this now.
Speaker: Excellent. So, yes, press the yellow button. The Pip-Boy buzzes and somewhat comes to life as an analog computer aboard your wrist, and an audio recording begins.
Speaker: And you quickly recognize the voice of your overseer saying, hi there, I'm Overseer Baines. This Pip-Boy belongs to Petey Redwing from Vault 101. If you're not him, you can return this wrist-worn computer to Vault 101 for a reward.
Speaker: Unless you kill them. ah No, seriously, a curse on you. God saw what you did. who But if you are, Petey, I recorded this message to remind you of your mission.
Speaker: The town of Megaton is a reliable producer of Brahmin offal. It's as close to rubber as we're gonna get, so we need a secure trade agreement. If Megaton can keep up a steady supply of guts, we can offer them routine medical treatment.
Speaker: I've set up a meeting for you with the town elders, but Petey, don't be too eager. Make the locals comfortable before you start pitching. We're all counting on you, buddy, but I know you're up to the task. After all, you're a vaultie.
Speaker: That's right. See that? He knows who I am. i told you I was ready for this. You absolutely are, sir. Yeah. Yes, I am. Okay. How do I turn this off again?
Speaker: It's off. It turned itself off. Right. Right. Don't hit the yellow button again. And he starts to actually replay the audio one more time and he keeps hitting the button. No turn off. No turn off. There we go. Got it. Got it.
Speaker: And we'll edit that in because that'll sound really funny. The cavernous bar is two story. It's a music venue. It's a town hall, but it's just empty today. There's one sort of a woman looking haggard and dressed in leather armor up on the the sort of circle of tables, mezzanine area. yeah And then God Tholomew, the bartender, is working the bar This place doesn't seem very sanitary, sir. Perhaps we shouldn't eat while we're here.
Speaker: And course, Petey's stomach rumbles. Right. Right. We'll eat after we secure the not so great rubber. Let's go talk.
Speaker: ah And he kind of straightens up a bit. Let's go talk to the bartender. This is going to work. te He's going to help us. He looks like a very helpful person without a nose.
Speaker: Oh, God. They really don't have noses. Okay. There have been ghoul or two coming into Vault 101 to trade from above ground, but you've never really seen one up close. And it is yep a sight to behold. yeah a leathery face just in patches. This ghoul has a wispy sort of mane of mouse brown hair sort of just kind of in the middle, zigzagging around the very top of the head.
Speaker: ah He just wears a sort of practical T-shirt and slacks, but they're clearly tailored for him. but Remember, sir, it's not it's not how they look. It's who they are.
Speaker: you see? King you know kind of thumps his fist off him. That's why we're together. You keep me remembering these important things. And he actually approached any hole. Sorry. What?
Speaker: forgotten Yeah. He holsters the gun. That's right. Talk. talk on Yeah. We're here for here for rubber. Okay. Yes, sir. Hi.
Speaker: What you drinking? Yeah, Petey's looking at the glasses and all he sees is dirt, dust and this and that. And just, oh, no, I've already drank a lot on the way here. I'm quite drunk already. um No, sir. i'm I'm here to establish, um to get stuff for our whole. Trade relations, sir. Yes, that. Trade relations. That, this, yes.
Speaker: Oh, geez. Uh-huh. Every time some faulty comes to town, they want to start up some big thing. Like they can solve everyone's problems in a day. Help me with this. I'll fix that for you. Unless your problem is needing a drink.
Speaker: I cannot help you.
Speaker: You can't point us to the elders and we can like maybe give us a little. into Hey, how about if I get a drink and then maybe you can give me some insights on how to establish good medical stuff for this great. And he looks around community. Uh-huh. Uh-huh.
Speaker: Beer's five caps. Whiskey's 10 caps. Nuka call is 20 caps. Oh, my. You're very. Entrepreneurial. Okay. Kitchen opens at sundown. Wait, why does it open at sundown?
Speaker: That's when people come here to eat. They're busy during the day. Busy during the day. Okay. He leans back to the robot and is like, all right, suggestions.
Speaker: Sir, order the cheapest thing, and I will give you can of purified water we brought with us. Oh, thank God for that. Thank you, sir. Yes, I'll take your, what was it? I think in your gear list, you don't find purified water or caps. No, we came with nothing. How far is our walk? How far was the walk? Oh, God. It's good mile or two. Petey believes that the robot is actually has in him somewhere. Perhaps I have a dispenser that's empty. Oh, God. He's going to be so mad afterwards. So, yes. He's going to order a drink.
Speaker: I don't have any caps. uh just yeah try try to continue on with the uh the the the trade agreement and all that fun stuff you're gonna try to trade pure water for what oh no caps uh caps uh hold on do i have caps for god's sake you have zero caps the vault does not used caps No, it does not. Okay. So I have no caps. Oh God. All right. Um, uh, he asked who, who the lady up on the mezzanine is. Who's a lady up, up there. Maybe she can help me.
Speaker: Maybe I'm some caravaner stumbled in here. she looks broke. Oh, I don't, I don't think she's, well, where where are, where are the, uh, your local, uh, take me to your leader.
Speaker: Or no? I don't know. This village is a communal democracy. Our alder people are elected Uh-huh.
Speaker: The next meeting is tonight. Oh. Sundown. Oh. Here. Here. During the day. We're all working. There are Brahmin ranches. There's the water purifier. There's a council of 15.
Speaker: Oh. Oh, that's quite a few of you. Oh, that's what's wonderful. oh Sir. Yes, sir. Yes, sir. Perhaps we should wander the town and try to find them before tonight's sundown.
Speaker: And we can do what you what the overseer said and make good with them. Why do you think they sent us out with no caps? Yes, thank you. oh I appreciate all the wonderful insight you gave us. Yes, let's do that, my friendly robotic friend. He's given us very little. Sir, may i ask you a question, mr Bartender, sir? Oh, wait.
Speaker: Mr. Gobtholomew, sir. I usually reserve questions for paying customers, but go ahead. Perhaps there's some people around the village that we should meet who are the village elders that might need work. Maybe then can make some caps so when we return to it, we could buy you a beer. Yeah, yeah. I'm sure each one of them has a terrible problem that requires you to walk about 200 feet.
Speaker: And then probably shoot someone. And then, yeah, they'll give you a bunch of caps, okay? We could do that. Maybe we could go clear out General Atomics of the ghoul problem. I mean, rad roaches.
Speaker: I mean, the General Atomics factory does have a feral ghoul problem, let's be honest, but. I appreciate the polite trepidation. There's a racial issue here. And the sensitivity, while not perfect, I can see your intentions. Thank I'd like to compliment you on your choice of pants, sir.
Speaker: Oh, yeah? Yeah. they're They're wasteland. They were found at a mall. And then, and then the of course, I've had some modifications made. They look like they fit you well.
Speaker: Okay. now let's let's let's Let's go back out and talk to some people. I think that's what we need to do. Let's do that. Okay. Goodbye. Hey, it's good talking I'll be back at sundown. And to help, I'm going to make great strides for your community.
Speaker: that that's That's right. Right. is they well is that that Excellent, sir. Well done. Well done. Thank you. No, thank you. This is good. All right. So, yeah, we're going we'll go out and we'll, ah look for anyone with a question mark above their head.
Speaker: There's two prominent um doors made of junk that clearly lead outside. There's sunlight pouring in. um As you approach them, you can't seem to open them as if they are painted on In a pixelated sort of way. oh As if the play area of this game doesn't proceed outside of this game. Careful, sir. If you push too hard, you'll fall halfway through the floor.
Speaker: stops. Because Petey's heard of this. Sorry, we love you, Bethesda. Petey's heard of this. And he's prepared for this. He's slowly. Hands come up. He slowly backs up. He looks around. Okay. Luke points at the ghoul. No. Perhaps we need to initiate conversation with the lady upstairs. And then he points up. Yes. Okay. And so, yes, going upstairs to chit chat with the lady upstairs.
Speaker: ah Your heavy boots make ah an echo clank through the cavernous empty bar made of junk. All the little bits of tin kind of shake as you go up and the second floor that seems like it's built to hold 50, 60 people and yet bends a little at your weight.
Speaker: um The rough customer at the table is garbed in mismatched road leathers ah marked by many repairs where probably some knives and and bullets have torn through. She's huddled over an empty beer, kind of looking for Lauren.
Speaker: A woman, a human woman in her sort of early 40s, looking a bit sallow, but but at the same time, tough. Yeah, yeah, see there.
Speaker: Oh, wastelander. We found one. This is... Oh, what a moment. You can do this, sir. I believe in you. Yes, I can do this. um Hello, ma'am. I'm from Vault 101, and I'm here to help you.
Speaker: Can I help you? She looks up from the table, um just a sort of crease of pain in her eye, and goes, ah Hey, Blue, you buy me a beer? I would, but um I'm here to negotiate trade agreements to get um some good rubbery stuff for medicals for this great community. And I have i have no caps.
Speaker: Oh, yeah. Yeah. Don't forget. Don't forget caravanners. You're going to need those for for a concentrate like that. Yeah. Yeah. They often get forgotten that there's two people at the ends. You got to save money for for good protection. Yeah. Oh, this is gold. This is important stuff right here. thank Yes. He pulls up a chair and um what's is the name, folks? ah I'm Petey and this is, well, I don't like to introduce, this is my good friend. go ahead, tell him me your name.
Speaker: Petey forgets it often. It's Westmoreland. i I believe robots have their own voice. It's important that do. I have the same voice as every other Mr. Handy. That's not true. It's an octave higher, I promise.
Speaker: You're unique. That's what I'm saying is you're unique. have the same voice as every other Mr. Handy. Don't do that. Don't do that. It confuses me. You know that. Okay, ma'am, I feel that you need help. How can I help? I see it in your face. You look forlorn.
Speaker: wise and so left Wow. Okay. Okay. I have had a rough time the last few days. My name's Shiloh.
Speaker: Shiloh. Hello, Shiloh. I was working security a caravan up at the Republic of Dave. And just a couple carts.
Speaker: We're moving it through ah the sort of Georgetown wastes. And some bandits had laid an ambush for us.
Speaker: ah We were fighting back okay, but all the ruckus, it drew deathclaws. ah Last thing I saw running out of there was the last of my caravan getting chomped. I just ran.
Speaker: i barely made it out. How very lucky for you to survive. At that moment, um you vaguely see that she's nursing her arms.
Speaker: if somebody wanted to make some kind of medicine check to see her problem. I would be more than happy to try that. Perhaps perception medicine. Perception medicine. So that gives me a total of 10 target. I'm going to give you difficulty one.
Speaker: Okay. i So i have two, have two in medicine and and eight in perception. Hey, have a question for you. Just out of curiosity, because it's on my character sheet. What are luck points and how can I use them? And when can i use them?
Speaker: Luck points are a good mechanic that get refreshed with like storytelling and stuff. So I'm going to not use them. Okay. little session No, that's fine. I just wasn't sure if it was something that there's a whole list of things they can do in, in every Modiphius rule book, there's a sort of a luck point or destiny point mechanic. Each game is different. There's a little chart of different things they can buy sort of just like Benny's.
Speaker: Savage Worlds. okay so what i I would like to do something. And and and again, um Chuck, feel free to jump in and say, no, don't do that. But I was thinking that... i So I get two dice to start with. I would like to use our um ah momentum. And the reason for that is that if we get a success, it comes back anyway. And then I was thinking as well, we only need one success to succeed, but it's a target 10. And just to keep the game interesting for the sake of it, I'd like to also...
Speaker: buy one more dice with dread. Is that okay? Or fear? or what Yeah, do it. Let's see how this works. yeah Fallout 2D20, all the momentum is called action points. action my My thread is action points. Your stuff is action points. okay Give me an action point.
Speaker: so i would send yours And i'd spend ours. so it gives wait wait now Now, buying extra dice yes costs more the more dice you buy. Okay. Buying one extra die costs one AP.
Speaker: Right. Buying two extra dice costs three AP. Oh. And buying three dice costs five AP. Okay. So here's the thing. I'm going to keep our, our action points. I'm going to keep our action point and I'm just going to buy one with you by giving you an action point.
Speaker: So we still have one. I'm just going to roll three dice then. Cause I don't want to give you two action points this early in the short session. Cause yeah. I rolled one so one success, so an eight, which is what we needed.
Speaker: Okay. Okay. So you gain no AP, but you do see the task. Yes. and So it's a good thing I did. You ah even through the clothing and leather armor on her left forearm, you can see that her arm was broken and it appears she said it herself, but did it poorly. The bone is is healing wrongly.
Speaker: She will lose use of that arm if it is not ah rehealed. How unfortunate for her.
Speaker: i Suppose I could offer assistance. Well, yes. why istc yes but Yes. This happened quietly while the conversation is going on. Meanwhile, Shiloh says, i don't have anything to trade right now.
Speaker: Just got my armor and my bat, but I need those. But I bet that that caravan is still in the Georgetown ruins. Those two carts are full of cams.
Speaker: We could go pick up that that whole caravan's worth of goods and then bring it and get the delivery fee, or we could just keep the chems and do whatever we want with them.
Speaker: What would we want to do with them? Well, give them to the the needy and and the poor, obviously. If you like, they're your chems.
Speaker: No, no, I think we should go collect them. And they were meant to go to someone. And it's only the right thing to do. Let's go get them and deliver them correctly.
Speaker: Yes. Yes. Yes. But before we do that, I would be afraid if our companion were to lose their arm during this adventure. arm. Your arm has been set wrong and it will eventually necrotize and fall off.
Speaker: Oh, that's a serious thing. that's sir I've seen that before. It's not good. Infection will set in and you will die within hours. ah ah is Is this a nurse, Andy?
Speaker: Well, he turns and looks at. No, I'm actually very, very badly skilled at medicine, but can try. i You know what?
Speaker: With your permission, ma'am, I think you should let Wes here help you out. Okay. Trust me, he hasn't broken very many arms, and he hasn't ripped much of off of other people while assisting medically.
Speaker: You might want to remove that belt of yours to bite down on. I think I can handle it. Okay. Okay. I try to reset the bump. All right. Okay.
Speaker: She will give you an assist. Could you do me a favor and hold her shoulder? Yes. absolutely Yes. Yes. I remember how to do this. I remember. um Okay. I think Petey can give an assist. Yes. So yes so I just roll one D20.
Speaker: yeah But we have to decide what skill you're using. Oh my God. We're saying you're holding her. Yeah. You could do all sorts of stuff. Oh God. Yeah.
Speaker: Where are we at? yeah I'd let you do agility survival. Survival? Yeah. OK, so I have survival at two. that means I roll two dice? No. This is how you're targeting. Add your agility to your survival.
Speaker: OK, agility is also 10. And then you are assisting, so you only get 1d20. OK. okay what's our What's our? So you have to roll 10 or lower. Oh, wow. Difficulty for this. jesus For the main thing, I would let you use intelligence medicine, and i'm going to say difficulty two. OK.
Speaker: Yeah, got a 15. I wasn't helpful. Okay. Intelligence medicine is only seven. So I will use our our action point. So that gives me three dice to get. And I need difficulty two.
Speaker: yeah I think I'm going to buy another action. Can I? do you mind? Yeah. yeah go Oh, no, but that will cost that'll cost two action points. Yeah. um Should I do it?
Speaker: Yeah, do it. yeah Okay, let's do it. So I've given you two, and I have three ds four D20 to roll. And I need a so two sevens. I got a six. No, I got a six. I got one success.
Speaker: Okay, with one success and not two, you do not worsen the situation. Right.
Speaker: Holding her arm, you know that you haven't said it right, but with no x-ray going on or anything, no one else knows whether you've said it right or not. But you know, didn't make it any worse, but you haven't improved it either.
Speaker: There. Right as rain. Ah, okay. Okay. Thanks. Thanks. See that? Pats are on the shoulder. Careful. Not too hard. oh Oh, right, right. Sorry, sorry. Still healing. Still healing. Gotcha. Yes. See that? ah No, no, no.
Speaker: Oh, oh, oh. Okay. I think I can feel, i think it feels better. All right. Feels. Does it? Good. Good. Yeah. let's go Luckily I swing, i swing my bat with my right. So faith that's, that's for the best.
Speaker: Good. Okay. Hey, show us where this stuff is and we'll assist you. Okay. That's what we do. ah Can both of you roll perception sneak? Perception sneak. And I'm not going to give you a difficulty. I'm going say more is better. Okay. So ah my difficulty my perception is eight. My sneak is one. So I'm looking for nines.
Speaker: And we're both we're both rolling this, yeah? Now, the the book always tells you to to set a difficulty. It's yeah a house rule for me that often, i as perception checks to to see what's going on in the world, I will say that there is no set difficulty. It's just more successes. I'll tell give you more information. Gotcha. got I'll find that in a book.
Speaker: Something I do. All right. So we won't be accruing any action points from this. Okay. We can negotiate. My perception's five, my sneak is three, and I have an asterisk by it. What does the asterisk do for me? Okay, so it means that if you roll eight or lower on a die, you get one success, but if you roll three or lower, an additional success comes in. by okay And I'm rolling 2d20? Yep.
Speaker: Gotcha. Unless you want to give me threat on a random check. Yeah, I'm good. i got I got a one and a 17. Okay. Oh, said nice. and And I got 13 and a nine, so no.
Speaker: neither Okay, I'm gonna say this was actually really easy to spot what's going on. So the one success you got gives you knowledge of what's going on. And then gonna turn the other one into one AP for the team.
Speaker: Nice. i have I have these 3D printed Nuka-Cola caps that I'm using to represent. Nice. Because what you notice is is that a small, bulbous robot, a humanoid form, kind of a very round torso area and a football-shaped head.
Speaker: um Like a danger Will Robinson kind of guy? But with arms and legs that are kind of dangly and only about three and a half, four feet tall. Oh, okay. um Is...
Speaker: kind of ambling away from you, waddling away from you ah because it has picked the canteen from your pocket. Oh, I didn't know. why While you were setting Shiloh's shoulder, this little robot came and grabbed the canteen from out of your vault.
Speaker: I'm going to go grab him. Get my canteen back. Sir, where are you going? They stole my canteen. Would you like me to roast the meat, sir? Yes. Yes.
Speaker: um i so I start flamethrowering. That's not what I had in mind. Just grab the little guy.
Speaker: So you have to catch him first. He's waddling away. Strength athletics okay contested with this little robot for anyone trying to catch him. I'm going to set it.
Speaker: Basically going set a difficulty by rolling his. He got nothing. Okay. So one success will catch him. All right. Can I assist Petey versus trying to catch? Because my strength athletics is seven.
Speaker: Whereas if I can offer like perception, um you know, ah and I want to say speech, even though I got zero in speech, I don't know. Well, and then you hang back with Shiloh instead of.
Speaker: flaming this yeah that's probably for the best yes i think that would be so yeah i i think even even that just gives me like eight instead of seven i don't know yeah because i got a 10 and nine yeah okay what did you need oh i think a seven my strength is five my athletics is two level two you're not great at stuff yet all right i'll rolled a six What was the... So I was rolling perception and speech to stay up here and say, sir, go left of the table.
Speaker: Yes. You throw them a success. And so Petey is able to catch this little bulbous robot. How dare you? that's My flamethrower just kind of sparks the the little pilot light goes on and I'm like, bring him here, sir. No, no, no, no, no. We're just going to have a conversation.
Speaker: Just a small conversation. Just then a shout, a shout echoes ah from the bar. It's Gobtholomew going, don't mind the schlocket bot.
Speaker: He's always taking stuff. He always gives it back. He just wants to see. Oh, really? Oh, well, and i I guess no harm done. Now, give me back my- That robot, its big eyes are like headlights. And it goes, hello, I'm Kit and you are poor.
Speaker: ah Oh, oh, oh, Petey pats it on his head. You're very astute. You're very, very astute. Thank goodness.
Speaker: ah go How about you amble away and don't touch any more of my things? You don't have any more things to touch. Okay, you know what? He's got you there, sir. Wes, don't, Wes. You're not helping. You're not helping here, Wes. Keep your flamethrower ready. He looks down at the little guy.
Speaker: Flamethrower. You understand flamethrower? How's that for something? You're threatening violence for no reason at all. Oh, my God. He's looking for a chair to hit the little thing with.
Speaker: Perhaps we should just... Focus, Pete. Yes. Okay, good. Good. Playful kick at the little robot. Let's go and collect the kebs. Keep it down, sir.
Speaker: Why? No one here would... wait He starts to loosen the little robot. Looks back. kind of Are you going to get chems? Oh, no, not at all. We're going to help this lady with ah collecting something that she drops. She's hurt very badly. no but that She's fine. Let's get her out of the place. Go on, Wes, help me out.
Speaker: You need help. You're very poor. And your friend is hurt badly. She's not my friend. She's just so someone we're trying to help because we're good vaulties. You don't even have any friends and you're going out into Deathclaw territory. I heard.
Speaker: oh After you, ma'am. ah See, the ladies and gentlemen, this is a good GM and a great NPC.
Speaker: That's true. That is very true. ah You've never seen this particular style of robot before. This doesn't look like any... It's a shot plot, you said? West...
Speaker: west you Gob said something. Yeah. Would you like to make a check? Oh, let's do a check. I call that intelligence repair or maybe intelligence science. Okay. I think I would be happier with repair. So I have a two.
Speaker: Repair is not to be specific. I'm going call that difficulty two. If you had done science, I'd say difficulty one. Oh, well then that's better. I'd rather go with, I think, I think no, strategically, I'd rather go with the one lower level. like I tell intelligence five. So six versus to get two successes on seven is going to be harder than one success on six. Right. so It depends on your target number. but Yeah. Usually. Yeah. All right. I'll just roll it. Cause we're just trying to remember a name. Right. Right.
Speaker: And I got one success. Nice. Yes, I got a 6113. Oh, yeah. You heard about this. ah Before the Great War, there was an unsuccessful competitor to Robco Industries, Schlocket Industries. ah Robco's big government contracts meant that Schlocket never really had a chance.
Speaker: So they were bankrupted right before the war. But the units were supposed to have superior processors.
Speaker: I wish I could get my hands on his processor. Wait, what? I didn't say that out loud, did Yes, yes, you did. You did. We've talked about this. We've talked about this. No. Perhaps you'd like to join us, sir.
Speaker: Wait, what? Are you doing something fun? Yes, absolutely. what you whatever Whatever your name was. i know My name is Kit.
Speaker: Kit. That's right, Kit. Come with us. Well, you certainly need it. And then all of a sudden, just out of nowhere, you hear the smash of glass ohho from downstairs. Oh, no.
Speaker: Oh, no. And the ah shiny, ah symmetrical box-like shape of a Vault-Tec lunchbox comes flying through the window. And from your Wasteland training, you identify this as a bottle cap mine.
Speaker: m It falls into the center of the bar and you can hear the fuse burning. It is about to go off. Showering Gob's saloon. Oh my. Everybody down. Kit, jump on that.
Speaker: Yeah, because Pete's flipping a table over to get something. Yeah, and I think Westmoreland's going to try, if he can, to get in front of Pete in a way of...
Speaker: protecting him, but also being protected as well. No, put Kit in front of you. I told Kit to jump on the mine for us. Okay. It's a good idea, Kit. It's a good idea. Behind the table, just pointing.
Speaker: I think hiding behind things is some sort of athletics check. Sure. And convincing Kit to jump on the grenade. That sounds like speech to me. That's speech for sure. ah what What, speech and charisma? Charisma, probably. Oh, God. Wait, wait. Okay, do you... Wait, ah so you know actually, yeah, let's do that.
Speaker: Let's do that. Yeah, because my charisma is seven and my speech is four. And tagged. And tagged. You're a talker. You were brought here Megaton to negotiate a trade agreement. Yes, as soon as Wes says that, Pete's like, yes, yes, that would be super helpful. And then we won't be poor and then we will be friends.
Speaker: Yes, we can get the processor and all the caps. What? What? Oh my God. Oh, come on. got nine and 18.
Speaker: So what was your target number? Uh, it's contested. You're trying to convince the robot. yeah I'm going to roll. but iner could we Could we not have purchased some, could have purchased more dice with AP and I can, I can assist on this by using the, genesis but I can't buy spend AP to give me more dice for these, not the assistant that pool can't grow from one. Well, let's try this. So we've got one success and I need, you said, sorry, was charisma and speech. so I got a target number four.
Speaker: No, I am. Yes. Do it for the pro at the processor. yes Kit the schlocket bot rolled three successes. Oh my gosh. What the hell? He's so much smarter than us. See, that's what I mean.
Speaker: We need that processor. No, that would be death. That would be death. Someone just defuse it. It might be a dud. It's still burning.
Speaker: Sure, go ahead and defuse it for us. Can I get there in time? good NPC. I'm kidding, yes. you would have to leap from the second floor down No, then. i can I'm not a leaper. I'm just so unleapable. Strength athletics.
Speaker: Strength athletics seven. For the leap. Okay, I'll do it. Screw it. I will do this for you, sir. Carry on the mission. and Oh, God. This one's cocked. Oops.
Speaker: ah So no, ah strength athletics would have been a seven and I rolled difficulty one difficulty one. Yeah. I rolled nothing. i wrote nothing okay I'm going to say you take, you take, you take three damage to your 13 hit points, your ah main body. What is the physical armor on your main body hit location? It's the first number in the main but what The first number on the list is head, torso, left arm. Main body is not on. Oh, torso.
Speaker: Or head being the main body. Main body. I don't have that one under hit location. Okay. So, so on your robot, but they're all the same. My standard lighting is two zero zero.
Speaker: Yeah. Okay. So you have two physical armor on every part of your body, no energy army on your body and zero radiation armor, but you don't need radiation. armor remember no but Yeah. So I rolled three, three damage.
Speaker: It should go to your torso, but you have two armor, so that is reduced to one. You lose simply one hit point. One hit point. Jumping from the second floor to the middle. You are now right in front of the lunchbox full of bottle caps and explosives. It is hissing. fuse is burning. Okay, so I will... kind Okay, can i run down?
Speaker: and like no it well Is that your best? i'm going to You stay hidden, sir. If you want to guide me through this with amazing speech abilities, that's great. Shiloh is just pulling up a table to get behind. Right beside you.
Speaker: i don't know what i'm what I'm target numbered or rolling, but I would like to buy a ah a die from you with with action points. okay um I'm assuming it's... What's the...
Speaker: Lock pick, please. Explosives. It's explosives. It is explosives. Okay. Now, now what attribute would we say? If he certainly throwers and exception showing throwing a great grenade is a perception.
Speaker: um We could, we could argue agility because you're, you're clanking this thing open, but I think perception, like noticing what's. Yeah. I'll say perception explosives difficulty three. Yes. Okay. So difficulty three, I have three dice, okay but I do have explosives is one of my tagged. So I have eight, nine, 10, 11 the target.
Speaker: um And I need three successes on three dice. Are you able to assist me? Yeah, i was going to ask. yeah From there, okay. I don't know. Does he have knowledge of how to defuse these things? Well, if he rolls high, he does. ah Maybe intelligence explosives? Charisma explosives, because you're saying it.
Speaker: You're an announcing it. You're staying cool. You know what? I might even give you a charisma speech to sort of calm him down in this bomb defusing moment. Okay, so that's 11. So that's better. He just tagged one die.
Speaker: One die. Cause it's an assist. Come on. Oh, that's not good. oh Yep. So, uh, I got 20. Okay, 20s are critical fails. Okay. I can do something they i can add a complication to this scene. Thank you. Yeah, let's do that. Let's do that.
Speaker: don Don't worry, sir. Okay, the complication I'm going to add is that you hear the smash of a second window and a second bottle cap mine falls falls right beside the first one.
Speaker: What kind of bar is this? So you're not helping. Thank you for trying. Look out for the other one that came out of nowhere because everyone hates this ghoul.
Speaker: I have three dice. I need three successes just to do this one. Yeah.
Speaker: yeah Explosives is tagged for you. yeah so Yes. So any four or less will get you two successes on that one die. who um b awesome Okay. I'm going to give you another two action points and buy another die. good Do it. I don't know how much longer we have left, but this episode is going long. All right. Here we go.
Speaker: wo i got a four, a three, a two, a six. Nicely done. I want to somehow show you this. I don't know how. No, we're good. I'm going to. We're going to. We're going to. We're going to. We're going to. HD camera. and I don't know if work. HD camera. So close. No, I can't do it. it' So close. It's not going to work.
Speaker: Yeah. There it goes. Four or three or two and a six. So that is. odd That's good pod. One, two, four, six successes. Holy shite. He takes of them out.
Speaker: Wait, what did I say? a four or three or two and a six? Seven successes. Yeah. I think your skill, I just looked up your explosive skill is actually three. So three and under gets double. Oh, okay. So for the four and the six get one each and the three and the two get two each. So six. Six successes. Yes. And I need a difficulty with three. So three AP for the team.
Speaker: Nice. Can i spend those three to defuse the other bomb to like say that I was such a good success that I know how to do it. but i can just That's not rules as written, but rule of cool, I think that works. You understand, you clank open this lunchbox and the workings of this particular bomb maker. Multiple arms. You've got three arms. so yeah oh this is how they did that.
Speaker: How crude. Crude. Maybe don't need your processor, kid.
Speaker: But I'll get it. ah well Well done, West. Well done. And you hear Gob Tholomew at the bar say, oh, no, it's the Moriarty gang come to take back their bar. If you help me out, all I'll do anything. I'll do the trade negotiations.
Speaker: can Can we ah should we should we say to be continued for? Yes. the future all I love it. Oh, that was amazing. That was awesome. And i'm pretty cool I like that.
Speaker: Not bad. Not bad. theresa ah So thanks so much for for joining us. Thanks for running us through that. And to our listeners and our Patreon supporters, thank you for being here. You're all good.
Speaker: um good and we had ah We got a new and new Patreon joined us at the gooder level. Weird Candy has joined us. well Thank you. Thank you. good time. and so you yeah thank you have a good time Be good rolling and a good ah never changes.
Speaker: It's always true. All right. See you next time. Bye.
Speaker: Hello. was our first post-credits scene. This is pretty cool. Yes, yes. So I realized after we'd stopped recording and said thanks and and goodbye to James that we we really should have taken five minutes to talk about what we learned today. um I loved that system. That was a lot of fun. I really like the mechanics of the bartering for dice.
Speaker: I mean, we didn't really get to see what he would have done to us with his multiple action points, but still, like, I'd catch it. Yeah, it's still wrapping my head around, you know, yeah, you're rolling two, but you can buy more. There he is. Welcome back. I wasn't sure he decided you weren't necessary. No, I'm done. Yeah, that's it. This is these guys. Let them talk about it. did it. You don't have any friends. Yeah. Sort talking about what we liked and Chuck saying that. Yeah. It's wrapping my head around, know, it's Rolo and then figuring out like the target number and things. I love that.
Speaker: But it's quick. It's quick. And I do like that. ah Yeah. you know, it, it, it leans well into, you know, assisting for narrative and, and, and and things law along those lines. So I, I like, I like that a lot. Yeah. There's not a lot of skills and them better, the more equipped, like maybe there's a lot of skills. I'm just saying it doesn't like there's, I don't have a whole lot of skills. Like it's not like with color Cthulhu where I have all the skills listed. So I know, you know, and I have at least something in everything. Right. But like with, with, ah with this, it's pretty simple. Like,
Speaker: the the the difficulty yeah i mean we're level two so i'm like why are we suck at that oh yeah because we're level two we're no no two we we're not that great just walking out of the damn place but yeah it's rules as rules as written rules as written each skill really uh is with a set attribute you sort of always roll intelligence science i like to wiggle that a lot like where you do perception science and things oh yeah oh that was fun i liked it that way yeah Yeah. I, I, I kind of get that from playing a lot of world of darkness where it's kind of, you put together how it makes sense to you. Well, that's funny. It's like your, it's like your game too, where you literally get to negotiate, which, which, which words you're going to use for the sake of that. You know, like I love I like that a lot. I do like that. And I do. I also like, I mean, that's a, that's a good GM tip. I think in general is if your player has a good idea for how a skill will work to do a thing,
Speaker: um Yeah. Use Yeah. Roll with it. Yeah. Yeah. and all That's a, that's a lesson I learned too from, from our, from our actual play with the ETU thing where it was like, can you use fighting as a, as a a persuasion tool? Like, sure. Why not make it an assist? It worked out. It's not going to be too unfair to everyone else. If it's, if it's not something they're going to go back to and it'll be annoying and stuff like that But if it just, if it makes sense in that moment, so well, yeah like,
Speaker: why why get in the way right agree i i do like that and and again uh like say it's just i would need to play a few more times to get like okay oh yeah yeah to get flow with it but just for that brief run through no you did an excellent job oh yeah breaking it down and it's like oh okay b bing bing bing okay here we go you know roll the dice roll into this okay cool And i like joe and and again, it's ah just as a point of good GM to, you know, like, like i I loved your characterization of all characters. They were all very, very cool. like i like to go Gob is in the game, so... Right. i It's funny, it's been a while since I've played three, but but I do See, I've never played three, so I have yeah no clue.
Speaker: Oh, right. i do But I do remember Megaton. Like, I clearly i remember Megaton. and i remember I've heard the name. I've heard the name, but I've never... Yeah. but So for me, it's like oh, okay, here we go. So no, I liked it. I liked it. It was, yeah, it was, it was a lot of fun. I am. Yeah. The luck points, you know? Yeah.
Speaker: What is, yeah, we don't know what they do yet. Yeah. So that'd be interesting to see how, how that can be very useful in combat. ah Usually it's to buy rerolls. Okay. Okay. Luck points.
Speaker: Okay. All right. So, yeah. and And off camera, we mentioned this, but I'll put it out here now as a way to to pitch this as an idea is that we do want to see what combat looks like in the system. But instead of doing a whole new episode, I suggested, why don't we yeah why don't we get two of our Patreons to play ah Shiloh and Kit, and we'll go fight a Deathclaw because that'll be fun. It's the Moriarty gang. They don't have it. Yeah. Yeah. You want them to have a deathclaw. I don't want a deathclaw. No, a level, no, level two. No, you're a sick man. You're a sick man. But yes. Yeah. We'll, we'll, we'll put together a fun little Patreon game that'll go on just for Patreon supporters. Well, so not supporters. You know what i mean? Yeah.
Speaker: It'll be free. It'll be the supporters get first crack at playing with us, but everybody else gets to watch it when we finish it. So thank you very much, James. Thank you very much. Yeah. Thank you much. james And thank you. Modiphius for a good, good, good time.
Speaker: Yeah. All right. Hey, go out there. Be good.
Speaker: Thank you for watching. If you like or dislike what you heard, let us know. If you want to suggest an idea for an episode, ask the host a question, or just tell Chuck and James what you really think of them, join our communities at patreon.com forward slash good GM's podcast, or find us on the usual social media platforms.
Speaker: For now, I'm E.E. Morris, and you're all good GMs.
Speaker: We are so grateful to all of our Patreon supporters. At the gooder level, Weird Candy.
Speaker: Yes, E.E. Morris. I put my own money to back our projects because we're all good GMs.






