Stories with Dice
Stories with Dice is an actual-play podcast where a fellowship of everyday gamers explores fantastical worlds, distant futures, and parallel realities through tabletop role-playing games (TTRPGs) from Free League Publishing, Chaosium, Modiphius Entertainment, and more.
Over the years, we’ve told stories around our virtual table in the worlds of Tales from the Loop, Pendragon, Mutant Year Zero, Star Trek Adventures, The One Ring, The Electric State, Forbidden Lands, Legend of the Five Rings, and Symbaroum. Going forward, we’re focusing on a smaller lineup of games, giving us more opportunities to return to each story sooner. As campaigns reach their natural conclusions, we’ll add new stories from the worlds of Twilight: 2000, Vampire: The Masquerade, The Walking Dead, and more.
We’re not voice actors, professional entertainers, or trained performers—just friends from around the globe sharing virtual dice, stories, and a laugh or two as the game unfolds.
Stories with Dice
Dark Blue Sea S1 E1: A Mutant Year Zero Actual Play Podcast
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Meet our band of mutants: Caspian, the navigator, Cochrane, the chronicler, Roach, the enforcer, and Moss, the gearhead. The Odyssey 3 has always been their home, but now it’s under threat. As a ferocious storm batters the ship with howling winds and relentless waves, intruders strike, forcing the crew into a desperate fight for survival.
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Welcome to Stories with Dice.
Welcome to Stories with Dice
SPEAKER_03This is the Dark Blue Sea, a Mutant Year Zero actual play podcast. If you're enjoying our actual plays, please subscribe to Stories with Dice so you'll never miss an episode. Don't forget to rate and review us, it really helps others discover the podcast. Follow us on social media to stay updated, share your thoughts, and join the conversation. You'll find the relevant links in the description of each episode.
SPEAKER_04Evening everyone, welcome to another fun filled game by Stories of the Dice. This time, we're having a go at Mutiny Zero. I'd like to just introduce you to my wonderful players. As always, I've got my trusty I was gonna say sidekick Len Marco, but that seems wrong. My my trusty co-host Hello.
SPEAKER_03Hello. How's things? Oh, things are good. I am playing Caspian. He is a human parasite and the navigator of the group. Cheers, Marco.
SPEAKER_04Douglas, we've seen you with all our other pog with some of our other podcasts. How are you doing? Oh, I'm doing pretty well. Welcome back. As usual. Would you like to explain who you are and a quick description?
SPEAKER_02Sure. I'm playing a character called Cochran, who is the ship's chronicler slash shantyman. And he is part human tree. According to my mutation. So he has a sort of like skin like silver birch.
SPEAKER_04Okay, but but otherwise looks human. Humanoid. Yeah. Humanoid. Okay, we'll get with humanoid. Then welcome back
Meet the Players
SPEAKER_04to Pete. As it seems that you're in all of ours now. It just I think you're just gonna be part of the furniture from now on. Yeah. One day we'll be like, where's Pete gone? Don't learn it. Um Pete's the star of the show.
SPEAKER_03Yeah, of course. He's the star of every show.
SPEAKER_04Yeah, that's true. That's true. Pete, did you want to um just give us a brief description of your character or who you are and uh your character?
SPEAKER_01Yeah, uh I'm Roach. I'm an insectoid mutant. I look mostly human, but I have a few insect traits that make me a bit tougher and a bit stronger. Therefore, I use my talents as an enforcer so I can hit things or move things or threaten to hit things. That's pretty much what I do. Thank you very much, Pete.
SPEAKER_04And then a warm welcome to Chris, who I've played with before on other streams. Nice to see you, and thank you very much for offering to come along and join our merry band.
SPEAKER_00Well, thank you for having me back. I'm so excited to uh get to play some mutant again.
SPEAKER_04Yes, always fun. Could I ask you to uh explain your character briefly? A name, description, that kind of thing, please.
SPEAKER_00Wonderful. I'll be playing Mo, the amphibian mutant, gearhead, who is here to uh repair all the stuff that invariably is bound to get broken in our adventure.
The World of Mutant Year Zero
SPEAKER_04Amazing. So we've got someone who's gonna hit things, someone who's gonna fix things, someone who's gonna take you to the places to hit things and find things, and someone to record everything that's happened. Seems fair. It's like it's like a group that's made to succeed. For those listening, so Mutant Year Zero, if you don't know, is a game by Freeleague Publishing, and it is set in a post-apocalyptic world. There's no real set sort of back history other than some horrible stuff has happened, climate change, end of the war, sort of World War III kind of thing, and the world has gone to shit. Essentially, the players are all mutants. Uh they have not seen or or been around anyone other than mutants. There is a large group of them. They have only known the people called the elders who were with them on this, in this case, this um this large ship. And they pretty much looked after them from a very young age. It's very rare that any of you actually remember anything from before the ship. You're probably in sort of like real-world terms. The oldest is probably no more than a late teenager, maybe pushing 19, maybe at the most. And so you don't really sort of recall your really, really young, you're really running life. There might be a couple of the older ones, some of the bosses who might remember that. But that's from like pictures that you have spread around the um ship from when the elders were sort of younger and looking after you. Some of them have passed away, but in the process, they've trained you how to look after the ship, how to maintain the ship, how to drive the ship, how to navigate by the stars, how to fish for food, how to use the various plankton and seaweed. And you've kind of like done this for as long as you can remember. That in its core is like is the heart of Newton Year Zero, and at least the story. There is usually sort of like a larger meta plot at work, which I'm not going to be really using for this campaign. I've got my own kind of idea of what we're going to use, but we'll kind of like get on with it rather than sort of like sack around for too long. The ship you have is the Odyssey 3. It's your home, it's the place you've lived, it's huge, there are many decks. For those that can count, there are about eight decks. The actual ship itself is run by the elder or the elders. There's probably about three or four of them left by the time we see the players interacting with the world in the game. And there are three factions on board the ship. We've got the lawkeepers, run by Anwin, who is the boss. We have the mechanics, which is a gang run by the character Elson. And we have the rugged crew, which is run by Rhett. Each of them have a different sort of area of influence into sort of like the into the ship. Anwin, her back, her gang, pretty much controls the knowledge from the Elder, helming and an understanding of how to navigate that kind of stuff. Elson, on the other hand, they pretty much have the area of influence around fixing the ship. And then the last the last one is Rhett, and they are the sort of like the navigators and the fixers. So the people that kind of control the goods and all the other things that happen aboard ship, the farmers, or at least the sort of like people who can do some sort of farming and who can deal and speak to people that you might meet out in the um in the waistlands. So Mugnia Zero not only is a role-playing game where you get to play your characters, but once a session, all the players come together to look after the ship, or the arc, as we call it. In that, you can have access to all sorts of stuff. You can decide to create projects, you can decide what kind of things you're going to follow, what you're going to do. The arc itself also has development levels, which allows you to determine how much food you might have, whether or not you understand certain technologies, or whether you're really protected or can fight other people, which we'll kind of get into later on down the line. So to start
Character Dynamics
SPEAKER_04with, just like to have an understanding of your characters. You've already kind of given us a brief description. What's it you think you all do together that makes you kind of join up as a little gang? I'll throw that out to you.
SPEAKER_00Well, I'd like to believe it's that we want to find cool things to make the Odyssey better. But I mean maybe that's just how I see it in to use something else entirely.
SPEAKER_04Maybe it's it. Maybe you're the ones that are not part of the other factions, so you're kind of like the rejected bunch. Oh, we're the rejects.
SPEAKER_03We're the losers. Indeed, yeah, maybe that could be it. That could be it.
SPEAKER_04I guess that is it now. Outsiders. I like that. The the cooler version of of of the losers, right?
SPEAKER_01Outsiders. Pete. Yeah, that would work. They're they're an outside team that works independently, but I think I might be working for one of the bosses to keep an eye on them.
SPEAKER_04Okay.
SPEAKER_01Which one of those bosses do you think you'll probably be working with? Ooh, intrigue already from the off start. We like that. From the practical side of things, I think it'll be the the lot that fix stuff and keep things running. So the mechanics. Yeah, so I'm I'm there to inform on any new technology that we come across or understanding in that side of things. What would you do?
SPEAKER_04Would you you inform on what you find and then tell them they will come and find it from someone, or would it be you would steal it and then pass it on?
SPEAKER_01What sort of thing you would probably do? Um it's probably yeah a little more Yeah, I'm I'm out there to maybe pass on information or clues that might come from my faction that they wouldn't officially go looking for as a faction and then just pass back descriptions of whatever we've found and you know I don't know whether it'll be any use or not, so the boss will tell me whether I need to pass on the information or if anything needs maybe disappearing and reappearing in his possession. Okay.
SPEAKER_04Does that make sense? Douglas, what is it that you would do on a day-to-day basis, roughly, what would be your average day, just within if you were to sum it up in sort of like five lines?
SPEAKER_02Probably nothing particularly just like menial work, I suppose, so labourer stuff.
SPEAKER_04But you're a chronicler, so you probably wouldn't be doing menial labour. That would be for the uh enforcers and the ones that are less than the enforcers.
SPEAKER_02Well, you know, it's you know, I do working songs to get the rhymings for like if you're doing work, like hauling ropes and that sort of thing. You need to get the timings for these sort of things, which is why you need the shanties and the working songs. So everyone's working together for a purpose. Noble, I like that. Chris, what about yourself?
SPEAKER_00I I hope to, you know, get beyond the usual day-to-day medium of whatever, fixing that broken down sump pump each and every single day. I I just want something else. There's gotta be something else that's you know, that's gonna change our lives. You know, like all all these all these things that break every day over and over again. It's it's so futile.
SPEAKER_04So do you think Moss would have would Moss have basically got off her or its butt to uh to do something or just moan about it?
SPEAKER_00No, I I I need something else. I mean I still obviously need to fix the things that break because uh otherwise we're going to shit, but I I want something more. I'm so hungry for more than that.
SPEAKER_03Marker? Caspian spends his day working on whatever little ships the large ship has, whether it's a sail, a rowboat or you know, a small sail ship or what have you, keeping making sure it's ready at a moment's notice and that it's seaworthy and it's stocked with supplies. And he also probably checks on it regularly or hangs out by it because he doesn't trust other people in the ship might take stuff, tools, supplies, whatever they might, you know, for their own purposes, because his, you know, his his dream is not is not stay on this ship forever.
SPEAKER_04So okay, yeah. So the the main ship does have smaller sort of boats rather than being ships, and most of them are sort of scrap sailboats or scrap boats. So some of them have a few very basic engines, and that's where you would generally go out to do your fishing, or if you were to explore some old ruins that are sticking up out of the water, or anything like that. That's right.
SPEAKER_03Yeah, so when he's not out navigating, exploring either for himself and his own curiosity, or with some or because you know someone sent him somewhere, then he's with that boat, yeah, keeping an eye on it, making sure it's seaworthy. Quick question Is the ship itself stationary or is it mobile? No, no, it's mobile.
SPEAKER_04It is itself, it's very mobile. Um, and you have been drifting for as long as you can remember the majority of the things that you know of that and you tend to stay within the same sort of area. People talk of coordinates and navigation, which you kind of sort of understand. And in fact, you've probably spent a bit of time with the chroniclers mapping the areas you're around. And so there are a couple of places that you know of that you can go to. So there is uh there is uh an island, probably about four or five days westward of where of your position, where you can go and trade for supplies where other people come to you. There are not just yourselves, there are other various different factions in the waste. The other people seem to be some people have called them zoneghouse, other people have called them wanderers. There they're other traders and other people that seem to have been in the same sort of boat, uh-uh, bum bum bum. And I guess I think that leaves Douglas? No, Pete. No, yes, Pete, I suppose.
SPEAKER_01Yeah, my day-to-day job is basically delivering parts and resources around the whole ship. Yeah, basically.
SPEAKER_04Okay, cool.
The Storm Approaches
SPEAKER_04So, two days ago, a storm started to brew up and it's got worse and worse. And it continues to get worse. And so there's a lot of battening down of hatches and making sure everything's fine, and all the sort of like small tenders and all the smaller ships are kind of like hauled up, hauled aboard or kind of like are sort of like laughed to the sides and brought out of the water. Not that that makes too much difference because the waves are huge. And you all kind of have to like see in you've been through storms before that have been quite large. This is probably the largest that you can all remember. And during the course of the storm, you were in your sponks. I mean, whereabouts in the boat are you? Are you kind of like the front, the back? I'm gonna I'm not gonna I'm gonna avoid nautical terms. Are you left or right of the ship? Are you in the bowels of the ship? Whereabouts would you whereabouts have you suck have you sort of like situated yourself as well?
SPEAKER_03If we're outsider probably in the the least desirable place, right? Like the bowels of the ship somewhere.
SPEAKER_04So the mechanics generally are sort of like in the bowels of the ship because they maintain the generators and maybe not not there with them, but somewhere nearby, perhaps.
SPEAKER_03Maybe sort of towards the Maybe we're near the toilets.
SPEAKER_04Yeah, I mean you guys will probably be towards the front of the ship, I would imagine, because that's going to hit the worst amount of of sway and swell and stuff like that. So yeah, there's a lot going on. You you kind of like knocked off your bunks occasionally, you have to like strap yourself in if you want to go to sleep, that kind of thing. You know, it's it's not the best. But you're all kind of um sorting yourselves
Collision Course
SPEAKER_04out when would you have a porthole in your um Yeah. Yeah, you'd have a porthole. So yeah, so um, yeah, you're looking out at the seas at the every now and then you sort of like you get a wave kind of hit you hit the porthole, and you're just like, okay. And it's then when, in fact, Marco, I guess you're the one who uh who uh said you were looking out the porthole. Do me a favor, and could you please make a witch roll for me? So the sister works on D6 dice pool. It is a simple stat plus skill roll, and what you're looking for is sixes as successes. And I got none. You got none successes. Zip. So you don't really see anything until you then you're kind of like looking out, it's horrible weather, it's massive, massive storm. You realize that the the the water's really properly lapping up against the uh lapping is being latched against the porthole. And as you look out of there, you suddenly see another vessel. The vessel itself comes in and collides with the porthole. The porthole makes a horrible cracking noise, and a whole bunch of seawater comes pouring into the porthole where you were all sitting doing whatever it is you were doing. Did it damage the hole? Yes, there's a large crack in the hole, and your porthole smashes, letting in the sea. You can hear the horrendous crashing of waves and the sound of lightning and and thunder.
SPEAKER_03That crack in the hole is water coming through the crack as well? Indeed it is. I'm like, let's get the hell out of here.
SPEAKER_02Yep, Cochrane agrees on that. Follow Caspian.
SPEAKER_00Our room isn't isn't that big that we couldn't afford to lose it if need be right. So I'm I'm hoping that the the door to this room is something that I might be able to, you know, block up a little bit, make it make it watertight enough to keep the ship from uh everything being damaged. You look at the the very lovely wooden door that's attached to your uh No wooden door, that's not gonna cut it. Also, I wonder what the room to our left and right look like, and if we sort of you know need to hope for a like a Titanic principle here.
SPEAKER_01It it almost looks almost identical to the room that you're in. Pete, I have no idea how to fix these things. I'm looking to others for directions.
unknownYeah.
SPEAKER_00Let's get out of here first and then wonder about where we can, you know, lock off the water.
SPEAKER_04Yeah, you you you basically run out of the room and you can hear the vessel that's outside crash against the hull again, and you hear a splitting creaking noise coming from where your room is, and maybe where some of the other rooms are on the um on the side of the hull, and you see a couple of others stick their head out and look up and down the hallway. So where you've come out, there's a there's a there's almost like a hallway that goes all the way round the middle of the centre of the ship, and all the kind of rooms are all around the edges. The elder used to say that, or or you said this used to be a um a cruise liner, and it used to be one of those places where every single room was wonderful and well appointed. I mean, at least not since you've had it. You suddenly start to see water filling up on the floor. It's amazing how quickly this starts to fill, and you hear another smash against the
Chaos Unleashed
SPEAKER_04hull. Amongst all of you, who has the highest scout roles? Who has the highest scout skill?
SPEAKER_02I have zero, so it's not me.
SPEAKER_00I mean, I'd have a five from width. So Okay.
SPEAKER_04I think it's uh it's you then, Chris, if you'd like to make a witz roll. Yeah, that's not a six, I know. No, it is a success. Yeah, it is.
SPEAKER_00Is the radioactive the I thought that was the one. I thought that was the the bad thing. I thought that was the bag dies.
SPEAKER_04No, no, no, that's that's that's the little Chris, you succeeded. But you hear the sound of gunfire coming from above you.
SPEAKER_00Crap, it's an attack or an invasion or something. And I I knock on every door that we run past so that people will know to get away. Get out, get out.
SPEAKER_04Do I know where Anwen is? Where would the last place be? So so yes, he is usually towards the back of the vessel, and you are about halfway down. So it's about a three to five minute run. Okay, and Rhett the rugged? Uh so Rhett, he is up on on deck, just under the main steam vent. Okay. And then the mechanics are in the bow of the ship. Any particular thoughts about which one of the We're on the main deck? No, you're the second deck down from the main outside deck. Uh that's where Red is on the outside.
SPEAKER_03Yeah, and that's where Rhett is and you can hear gunfire. Okay. I think we should go up and to probably my boat.
SPEAKER_00We might run into that skirmish, but that's not gonna be as bad as drowning.
SPEAKER_04Exactly. No. Exactly. None of you have that much care to worry about, so you can like in a bag on your shoulder and uh okay. Are you In agreement with this? Is Cochrane and Brach in agreement with this?
SPEAKER_02Caspian seems to know what he's talking about when it comes to boats, so if he thinks it's worth like getting out of doors.
SPEAKER_01Yeah, I mean, just gonna follow these guys for now. Okay.
SPEAKER_04I've got my scrap rifle at the ready too. Sure. Do any of you others have any weapons that you want to put to hand, or are you gonna be just making your way as fast as you can?
SPEAKER_00I have a trusty bicycle chain.
SPEAKER_01Okay. I've got a knife. I've got a makeshift X kind of thing. Okay, cool.
SPEAKER_04Okay, yeah, you you basically follow the um the passageway, you're knocking on the doors as you go, people are coming out, they're asking questions, people don't know what's going on. You come to the uh stairs that take you up to the next deck, which you do. There is you there is a watertight door at that point when you get to the to that side. But you get to the door and you kind of open it. As you open it, a whole load of rain and salt spray and sound just assaults you as you go up onto the deck. You can see one of the elders laying on the floor dead at your feet, bleeding. You then see just off to your side three people carrying guns, wearing blue uniform with yellow striping and piping. They have a gas mask, and they have actual, honest to goodness, old technology pistols. As you see them step on board deck from this large gangplank, they randomly shoot another mutant who comes running past. In fact, it's Edith, who's from the same deck as you. She catches a bullet in her back and she goes sprawling on the floor. They they look towards you.
SPEAKER_03What do you want to do? I'm gonna shoot this fucker. And then I'm gonna and then I'm gonna take his fancy gun. They killed one of the elders, man. They need to die.
SPEAKER_04Well, so first and foremost, one of the guys starts to to move towards you all. He is just getting off the gangplank, and he is having problems drawing his pistol from his holster. That's what he's gonna do. Caspian, it appears you are next.
SPEAKER_03Well, as he's fumbling for his weapon, I have two in the skill, shoot, shoot, yeah, and then five in agility, so five seven dice, plus an extra die for the gun. Okay, cool. So it looks like I got one success. Success. Yep.
SPEAKER_04Yes. Out of all those damn dice. So what that does mean is that you hit and you do the thing you want to do with one success, that's all you need to do. There are things in the game called stunts, which allow you to do more, so generally in shooting, it might be doing more damage or trying to shoot like a gun out of someone's hand, or whatever it is. So those stunts allow you to do extra stuff. You didn't get any extra stunts, so you just shot in. Unfortunately for you, she has armor, which means I have to make an armor roll. Yeah, and it says the damage is two. Yes, so it does two damage. So the way it works is all of you have strength as your ability. That's basically your hit points. Oh, okay. Oh. Uh so uh you've also got agility, wits, empathy, various types of damage comes off of each of the different attributes. So your attributes will go down, which means if you're in combat, things start to get harder the longer you're in combat. So because this is meeting you zero, to be able to get your abilities to work, you need to hurt yourself. So if you wish to, you can do what they use for the other games, really, is push, which means you can attempt to re-roll any of the failed successes that you have. If you do that, just to let you know, you already have one one on your dice roll, which means even if you were to then re-roll this, you're going to take one damage, which you can assign to strength, agility, whatever. Yeah, I'm not gonna push it. Okay, that's fine. You shoot him in the chest and he staggers back, still holding his pistol, and almost goes over the side, but steadies himself against the railing. Nice shot. See Yeti, that's uh so that Moss. That's Moss's turn.
SPEAKER_00Right. So um I can only really do anything at close range. So how's my cover looking? Would I seem to be able to get at the guy who's struggling to pass gun?
SPEAKER_04You could probably run to him. If you were to make a move roll, you could probably run and and and bundle him. I have no problem with that. You just have to like push past and cascade.
SPEAKER_00And what about the the third guy? Uh if if he's giving the second guy cover, that probably means trouble for me, right?
SPEAKER_04Yeah, the third guy is kind of got his pistol out, which means if you were to engage in in hand-to-hand combat with the guy that you want, you could open yourself up to some to being shot.
SPEAKER_00Yeah, I I I think I'm a bit too timid for that. I'll I'll try and sort of somehow get to where I can maybe prize them. Like from the way that this map looks. Would I be able to run around and try and like, I don't know, maybe you know, just sort of have around around the corner. Yeah.
SPEAKER_04Absolutely. Yeah, you could run off and uh come back. Yeah, make a make a move roll for me.
SPEAKER_00Yeah, somebody somebody needs to be go go rotted with a bicycle chain next turn. Sure.
SPEAKER_04We'll see how many turns it takes you, but yeah, feel free to uh tell me how many successes you get.
SPEAKER_00Yeah, there's none of those. Okay.
SPEAKER_04Well, you kind of run around the corner and out of their line of sight. You reckon it's probably gonna take you at least three or four combat turns in game to probably get around.
SPEAKER_00Yeah, I'm I'm fairly squishy. Um I'm not super keen on running in into them.
SPEAKER_04It's fine. Okay, well, next is uh the one that's trying really desperately hard to get his gun out, which he's gonna try and do, but he seems to be having some issues with it. Um he manages to pull the gun free and then looks up straight towards you, Caspian, as you think his next target. But that's him done for this this combat turn. Then we have Roach, what would you like to do?
SPEAKER_01I'm split now. I'm at the back. One of my teams just legged it round the corner. Yeah, I'm doing a double take, looking back at that corner and looking at the guys with the guns. Yeah, so the the nearest nearest one to us with the guns, is he reachable? Yeah, I mean you can you can run towards him and attack him if that's what you would like to do. Yeah, but my instinct is to hit things, so yeah, rather than run, I'm just gonna charge at him and try and hit him before he can get a shot off.
SPEAKER_04Well then knock him over the side. Hit him with whatever you're gonna hit him with. Swing me scrap X.
SPEAKER_01So just wanna explain how many how many dice you have? Five for the strength, three for the attack skill, and one for the the gear.
SPEAKER_04Okay, I'm just having a quick thing to roll. So um what that means is that you got one success from your from there. So you got one you got one six. You also got two ones. One which is on the which is on the stat. So you're gonna take if you were to push this, you would take one damage. But also, because you've got a one on the gear, your gear would also take one damage. So essentially in this game, if you were to push it, it means that not only would you take damage, but the item you're using would also take damage. So I'm guessing that you're probably not going to want to push that. No. No. Um but you are gonna do three damage to the guy with your scrap axe. So yeah, you rush towards him and you stick the scrap axe in him. Let's see if his armor does anything at all. Nope. You swing the scrap axe and you get him square in the s the chest. It obviously bypasses whatever armor he was protecting him. Blood gushes out of him and he collapses to the floor amid with the wash of the the waves and the rain that's howling in the side. That's one down. Oh, the last guy who is going to take a shot to you? Pete. So he is just gonna do a simple shoot. Um so my guy has four bass from his uh from uh from his uh his roll. He's got a couple of skill and a couple of gear. So I'm gonna roll that. He gets no successes and he does actually get a failure. But he is the PC, so he can't push nothing. So he fires a couple of shots towards you and they go wide. One hits the the railing, uh and the other one whizzes past your head. Okay. I think that leaves one person left. Okay. Well can I make it as far as the third guy who just shot? Could make a move roll and be a bit fancy on the footwork? Sure.
SPEAKER_02Yeah, but that would mean my entire action would be getting over to him.
SPEAKER_04Um you could get to him and then then him. Okay. Uh I'll give that a go. Your movement action would be to get to him and and get to him, that's fine.
SPEAKER_02So I think I'm rolling with three dice, so let's see what happens. So I take it you don't have move then as a skill. I do. You do. My agility is only two. Two.
SPEAKER_04Okay, right. Well, that's good. You know.
SPEAKER_02How dare you assume I suck at moving? I just suck at everything to do with agility. That isn't move.
SPEAKER_04Well, once you once you have a rot Well, apparently you don't suck at agility. Yeah, you two successes, you basically duck between Caspi uh Caspian and you go between the other two, the the the sort of like on the deck. And you get to him. Yeah, it's like you were trained to do this. Alright. Okay. What's the plan?
SPEAKER_02Can I shift this guy? Shive away, sir, shive away. I watch as I get there and I completely fumble, actually shipping the guy after being so impressive. I hope this works. Well, that's a success. One success.
SPEAKER_04Okay. Well, it's one damage. Two damage, in fact. So yeah, you you get up to him, he's really taken aback. You can see he kind of like takes a step back as you realize that you're suddenly in his face, and you shive him with a knife, and you can feel the the knife go into his side, but it doesn't it kind of stops on something. There's maybe some kind of armor or something in there, but he kind of like finches as you've definitely done something to him. It's at that point you hear some other gunfire coming from further on down the deck, and a massive wave crashes into the side of
The Battle Begins
SPEAKER_04the ship. You can then also hear their ship smash against the hull of yours. Can you all please make an a move and or agility roll, depending on what you have? And just let me know if you succeed or fail. You can, if you want to, push this role if you feel free to do so. Although I having looked at some of the roles, there's a lot of there's a lot of what a lot of ones on those roles that you make. Go Cochrane. He succeeded. Cochrane succeeds. I think everybody else fails, right? Caspian's Caspian failed. Caspian failed. Moss, I think, failed. Yeah. I felt spectacularly. So, yes, this massive wave crashes over the deck, which then sweeps you all straight off your feet, apart from Cochrane. Presumably you're standing up, you can see it coming, and you grab the railing next to where they've come on board, and the gang plank gets ripped off by the side. In fact, goes flying past everyone's heads. There's a loud crack and a smash from the um underside of the vessel, and the whole vessel lurches off to its left-hand side, and you all skid from the uh side that you're on into the wall and across and down. We're not hurting ourselves. So what everyone who actually fell, thanks for that, can uh take one strength damage. And I have to go chase everyone down the deck now. But yeah, it it it it doesn't sound good and it feels terrible. And you can hear someone shout, They're taking the elders, they're taking the elders. And then they're then they're then their shout is cut off with a scream and gunfire. Okay.
SPEAKER_03Next round. So in each turn you're allowed one action and one maneuver, right? Or two or two maneuvers, right?
SPEAKER_04So yeah, that's it. Right.
SPEAKER_03So so I'm uh I have to reload the the rifle, that's my maneuver, and then for my action, I am going to shoot one of these bastards. So it looks like I have two successes in one stunt.
SPEAKER_04So let's let's look at stunts. We love stunts. So you actually get some stunts specifically with shoot. So if you have access to an actual basic book, which you may want to have a little look at, you'll see that under all of the skills, they have a list of what all the stunts do. Shoot in the main book is on page 50 and 51. The stunts that you have, you can inflict one more point of damage, you can pin down the enemy, so they suffer one point of fatigue, you can increase your initiative score by two, so you can be be faster than everyone else. Your target drops a weapon or another handheld option, your choice. Your opponent falls to the ground or is pushed back. I am gonna do I'm gonna do extra damage. Cool. So you're gonna end up doing three damage to him. Nice. And he will make a bad armor roll, hopefully. Okay, yeah, you you shoot him, you see it hits him, but it probably hits his armor.
SPEAKER_03Damn you and your secret armor rolls.
SPEAKER_04No, no. Okay.
SPEAKER_03Ed makes his Ed makes his roles private, so we can't shoot themselves.
SPEAKER_04So yes.
SPEAKER_03For the folks at home. Everyone's gonna be able to do that.
SPEAKER_04He's one of those, he's one of those GMs. That's that's saved many a player's life, I'll have you know.
SPEAKER_00Chris, Moss is gonna continue to run or I I think I'm more alarmed by the the the shouts I heard in yeah, and uh if they're really taking the elders, I need to see this. Where's this happening? Where did I think that the shouting came from?
SPEAKER_04It's actually further to the left-hand side of where you are.
SPEAKER_00Yeah, yeah, I know I uh sorry everyone. I'm going off on missions. I'm fine, split the party. I I need to I need to go and see this. This is horrible. Not the elders.
SPEAKER_04That's okay. Do you want to make another move for all for me, please? Yes, geez.
SPEAKER_00Again.
SPEAKER_04Any successes? Do you want to?
SPEAKER_00No successes. Yeah, yeah, no, thank you.
SPEAKER_04Okay. That's fine. I'd just like to ask, you know. It's polite. Okay, yeah, you trying to hold on to so anything you can to stop yourself from falling and slipping. You have to pick yourself up. It it's hard going that the the the ship is violently being thrown left and right, up and down. There's water spraying in from the side, it's raining. Every now and then the light flashes with with lightning. It is hard going, but you're you're kind of making your way. Right. The one that you just shot at. He's pretty much doing the same sort of thing as you. He's sort of leaning down, and it looks like he is gonna take a pot shot again. Secret roll time, secret roll time. Okay.
SPEAKER_03So I hate not seeing the dice. I hate it. Would you like me to would you like me to show you that? No, it's okay. Are you sure I get two stunts? Fuck you.
SPEAKER_04You got any armor, Marco? You got any armor?
SPEAKER_03No, no armor. Okay. You wouldn't you wouldn't kill a 17-year-old, would you? A hundred percent I would.
SPEAKER_04Welcome to the apocalypse.
SPEAKER_00I feel like this is half the game.
SPEAKER_04Yeah, he he fires and you take a shot clean through the uh the shoulder. You have this flash of pain as you take three damage.
SPEAKER_03Oh no. I'm already down to two from falling. Hmm, okay. Well you're gonna go down to zero, so that's always good.
SPEAKER_04But my goodness, you're down. So what does zero strength mean? Uh zero strength means that you are going to die, maybe? Who knows? It means it's time for a critical. Character death in episode one. Well maybe, maybe. We'll we'll see. Yeah, let's roll it critical, I guess. See you broken. Excellent. So could you please make a roll? In fact, I can do it. Would you like me to roll it or do you want would you like to roll it, Marco? It's a D s uh D66. Twenty-one. Okay, he shoots you in the face. Are you sure it wasn't 12? Well, what it is is he actually shoots you and you catch the ricochet, and as you go down, you drop face first onto the deck, breaking your nose. And so, yeah, you uh crack, you're unconscious, and you're not dying yet, so you're fine. It's not an instant kill, you're just unconscious at the moment, and out of the out of the fight. So, kind sir. Pete, what are you doing? What's Bridge can I do?
SPEAKER_01Right, my compatriot has just fallen flat on the deck after taking a hit, and there's still two guys with guns shooting at us. I will I'm I'm flat on the ground myself, so I will kind of like grab hold of Caspian and try and scramble my way round the corner with him. Dragging him round the corner.
SPEAKER_04Make a good old-fashioned strength roll. Yep. Because all you need one success, that's fine. Yeah, you grab him and drag him, I don't know, leg first.
SPEAKER_01Yeah, whatever I grab hold of.
SPEAKER_04Whatever you grab hold of and drag him around the corner out of harm's way. Yep, that makes sense. Leaving the other one who scrambles around and makes his way towards them. At least that's what you can see, Cochrane. He seems to have forgotten about you.
SPEAKER_02Well, I guess I'll still focus on my guy, so I guess I'll just charge him from the back and jump him. Sure. Off you go.
SPEAKER_04Um makes it a little bit easier that you've got the momentum of the ship going in that same direction. So uh shive him in the bag. Which you do. So you also have access to some stunts.
SPEAKER_02Ooh. Um, one of the things I can do as a stunt is a push. Okay. And I just push him off the deck.
SPEAKER_04Yeah, why not?
SPEAKER_02So right next to the railing.
SPEAKER_04You can sort of like stab him and push him as you go over the Yeah, I'm do you know what? That makes perfect sense. So you rush up behind him, and with your momentum, you stab him a couple of times in the side, and then you throw him over the deck. In fact, he doesn't it doesn't take long for the ocean to meet him, and then he gets sweat under the ocean, presumably under the boat, and he's lost from sight forever. But it does leave you standing next to someone or or who's who's basically on the floor looking up at you with his pistol out. Me there, covered in blood.
A Desperate Struggle
SPEAKER_04If everyone could please make a move roll apart from you, Marco, because you can't do anything. Let me know if you succeed.
SPEAKER_02Yep. Success. I do not know how Cochrane keeps on getting away for three days.
SPEAKER_00Okay. Sorry, I rolled that twice.
SPEAKER_02That's right.
SPEAKER_00Can we go with the same way? Using the one with the success, maybe? Just for one. Why not?
SPEAKER_04Okay, that's your one chance then, Chris. That's it. For the rest of the campaign. Okay, yeah. So yeah, you hang on. Pete, can you take a roll of strength just to make sure you keep hold of Cassian? Otherwise, he might go flying over the side of himself.
SPEAKER_01Wow. Yeah, I I let go of him so I can. Do you want to let go of him or do you want to like push the roll? Uh yeah, let's just push it, shall we?
SPEAKER_04Okay. Well, yeah, no. So yeah, of course you roll one dice. So you got the success. You took three damage from it. But yeah, so what happens is you hang on to him, the wave takes it. The last minute you grab him, you can feel your arm dislocate as as you grab him before you both slide towards the deck and almost over the edge as the wave almost takes Caspian into sort of like the deep, dark, briny ocean. It hurts, but you've got hold of him, and you're holding on to some kind of metal strut stopping him from going over the edge. The other two, you manage to keep standing to a degree. And yeah, the the other guy that was next to you, he is washed over short of all as well. So there is no one left on deck. Chris,
The Bright Light Emerges
SPEAKER_04as you kind of like manage to sort of like struggle to kind of slide and slip along with the water and the hitting of the boat, you can see that there is a another group of maybe eight of these people, and they've you just see them throw two of the elders overboard, and then there is an almighty crash and horrendous noise, and then there is a bright light that illuminates the sky. It pushes all of the clouds and everything really quickly towards the towards the ship, like some bright explosion that's happened on the horizon. It really seers into your eyes, and anyone else who's looking at it, and your whole vessel gets pushed as if it was a small little boat in someone's bath across the ocean. The seas go flat and almost glass-like for just a brief second, and you can hear this almighty crack.