Andrew Lee Potts as Geostorm |
Finn Jones as Whirlwind |
Whirlwind
vs
Geostorm
On the announcement of the fights start Whirlwind starts as if he hadn't been expecting it then exploded across the ring to slam an enhanced fist into Geostorm's ribs. His attack was efficient and brutal, aimed precisely for maximum damage. Geostorm stepped back slightly from the hit and then, gesturing with his hand, caused a massive white stone hand to erupt out of the ring flood to grab Whirlwind. Whirlwind wiggled slightly, realized it was fruitless and began hammering at the stone. While this happened Geostorm knelt and plunged his hands into the stone blocks making up the ring as if the stone were water. As he stood his hands appeared coated in white rock. As did so he lunged, driving his stone fist toward his oppnent just as whirlwind managed to shatter the stone hand holding him still. Whirlwind sidestepped slightly and pushed the stone fist away while driving his fist into Geostorm's face. He followed it up with a driving punch straight to the same location on Geostorms ribs that he struck earlier. Winded and shocked at the power and ferocity of this boy, backed int a corner, Geostrm struck out at him once more. The punch was slow and clumsy. Whirlwind stepped inside its reach and struck again, and again. Then it was over. The medics checked on both contestants. The crowd was in awed silence. Whirlwind had one without taking any damage.
Here is how the dice went:
Melee 1
Initiative: Whirlwind has a massive +14 to his initiative roll, he manages a total roll of 2 meaning his total initiative is 16. That is about as bad as it can get for him. Geostorm has no bonus to initiative, so it's just a straight roll for him. He manages to get a 9, which ends up being his total.
Round 1
Whirlwind uses his rocket boots to assist with a powerful strike before Geostorm jas a chance to react. Leaping across the distance and Punching Geostorm with his power punch gauntlets. He rolls a total of 20 to strike, which is above Geostorm's natural armor(he is touching the earth)). Geostorm tries to conserve his actions so he tries to parry rather than dodge, he rolls a total of 6. The strike lands and it does 1d4(human fist damage) +13(strength add) +4d6(Power punch gauntlets), for a total of 27 damage, this is enough to do knockback, rolling on the knockback chart Whirlwind needs a 20% or lower to get a knockdown. However, Geostorm's abilities make him absolutely surefooted when in contact with earth so no Knockback or knock down can occur.
Round 2
Geostorm uses this round to summon a massive fist out f the stone of the floor of the floor and grab Whirlwind. Geostrm manages to roll a natural twenty. This will be a critical success unless whirlwind can manage a natural twenty on defense which he does not, he rolls a natural seven. Whirlwind is grabbed.
Round 3
Whirlwind attempts to break free of the grab. He is not strong enough to push the hand's fingers away(need a strength of 30) however he can still strike at the hand. It has a natural AR of 12 so he needs to get more than that. He rolls to strike and gets a 19. He rolls damage and gets 28, about half of what he needs(it has 50 SDC) to break it.
Round 4
Geostorm seeks to use this round to buff up his attacks so he kneels down and pulls up more stone to surround his arms, granting him supernatural strength(3d6 dmg for punches and gains +1 initiative and +2 to strike) That takes his action.
Round 5
Whirlwind uses this action to try and break through once more. He rolls 22 to strike and 30 damage shattering the earth fist.
Round 6
Geostorm attacks with rock fists. He rolls a 13 to strike. Whirlwind parries the blow with a roll of 20 and simultaneously strikes back(this still uses an attack, but Whirlwind has plenty of those) with a roll of 15. As Geostorm already used his attack this round he can't do anything about that attack and it hits, doing 26 damage.
Round 7
Whirlwind presses his advantage and strikes at Geostorm. He rolls a 20 to strike and Geostorm attempts a parry with a roll of 6, not good. Whirlwind does 35 damage.
Round 8
This is Geostorm's last action in this melee. He is feeling the pressure but doesn't have enough actions left this melee to do any of his really big stuff. He is going to have to strike with his earthen fists once more. He rolls a natural 1. Not good. Whirlwind does another simultaneous strike while batting aside the attack. He rolls 21 to strike and 26 damage.
Round 9
Whirlwind has not even reached the halfway point in his number of actions so he strikes once more and the only action available to Geostorm is the parry action. Whirlwind rolls a 12 which doesn't penetrate the natural AR of Geostorm.
Round 10
Whirlwind's turn once more once more he strikes. He rolls 27 to strike. Geostrm attempts to parry with a roll of 8. Whirlwind does 31 damage, driving Geostorm into HP damage and ending the fight.
Whirlwind
Wins
And thus the second fight in the contest of Champions concludes. Next up we will see a fight between The Hammer of Heaven and Car Mage. Can the Wizard of Wheels defeat the Daring Demon Hunter? Only one way to find out.
If you like my world building and would like to see more, I have designed a game in Fate. It is a different kind of game than the one I am playing around with here, but I think it is a pretty cool game none the less. A Far Off Land, A Fate RPG in Two Worlds. It is a game about special people chosen by Eldritch beings to travel between the worlds and protect or destroy both. They are shapeshifting masters of primordial magics, and they hold the fate of two worlds in their hands. If you missed the kickstarter and would like to check out the game, you can still get it. Check out the Beta Document.