STEAMED: A Playthrough

Grim & Steve are playing a game of STEAMED.

Grim rolls 6 and Steve rolls 10. Steve gets to pick which mech he wants first.

After a large amount of consideration of the various merits of the various mecha, taking so long as to be annoying, Steve chooses the Iron Hunter piloted by Oberst Thule.

A stickler for tradition and always making decisions for reasons other than statistics, Grim choose The Brunel, piloted by Carston McBride.

It’s going to be a nobility Vs working class grudge match!

Secretly they each choose a modification.

Steve chooses High Explosive Mortar. Grim chooses Reinforced Boiler.

 

 

Turn One

Grim rolls 6 for Reaction.

Steve rolls 9 for Reaction (the Iron Hunter gets a +1)

Steve goes first.

The two mechs are placed on opposite sides of the Target Board.

Steve knows that range is his big advantage in this fight and his mortar has sufficient range to attack the Brunel. He stays put and fires a mortar shell. He now has five mortar shots left. Rolling 3d6 he gets 5, 5, 6, a devastating blow! That’s six damage on his first shot. It hits the Brunel in the left arm and after taking the armour (1) away from the damage that still leaves five. That arm is hanging by a thread!

Grim knows that he has to close range to have any chance at all, so he uses his speed of 2 to close the distance, reaching the centre of the target. The reinforced boiler means he takes no damage from ‘More Coal’ so he piles it on, hoping to get another movement point. He gets a 4 and fails. Nothing he has, has the range to hit the Iron Hunter, it’s still three spaces away, so his go is over.

Turn Two

Grim rolls 6 for Reaction.

Steve rolls 8 for Reaction.

Steve goes first.

Steve can’t get any further away at the moment and the mortar is still the most effective weapon at this range, so he lets fly with another shell. He only have four shots left now. Rolling his dice he gets 2, 6, 1. That’s one hit but with the mortar that does 2 damage. The Brunel is hit in the right arm this time but only for two points of damage. Once you account for armour it’s barely scratched, having 5 damage left.

Grim closes the distance by another 2 spaces to a range of 1, inside the range of the mortar, and also makes a ‘More Coal’ check, because… hey, why not? It fails again, leaving him one space away. Since the left arm is nearly off, he may as well use the grabber while he has it and lunges, reaching for the Iron Hunter. The grabber gets 6d6 and rolls 3, 4, 5, 4, 2, 4. Only one damage. It hits the Iron Hunter in the left leg but that has armour one, so it just pings off and the grabber’s special effect doesn’t work.

Turn Three

Grim rolls 6 for Reaction.

Steve rolls 12 for Reaction – the bastard.

Steve goes first, again.

Steve cannot back away and it would be risky to try and move through the Brunel, so he swaps from his mortar to his blunderbuss. This does 4d6 -1 for each point of range after the first. At range one that’s all four dice. He rolls 4, 1, 1, 6. One point of damage to the Brunel’s right arm. It pings off the armour.

Grim grins evilly as he closes in to range zero. None of the Iron Hunter’s weapons can work at this range but the Brunel’s are super effective. Grim gives him a smack with the grabber which does 7d6 at range 0. 2, 3, 4, 6, 3, 4, 3 are the rolls. Which is pathetic. The blow strikes the Iron Hunter in the left arm, reducing its damage to 3.

Turn Four

Grim rolls 9 for Reaction.

Steve rolls 13 for Reaction, crushing Grim’s hopes of getting a double-blow in.

Steve needs range and needs it fast. He uses his move of one to move past the Brunel and then tries to push it with ‘More Coal’. He fails and takes damage to each leg and to his torso. Ow. That reduces them to five and seven respectively. He’s only managed one pace away so the mortar is out of the question. It’s going to have to be the blunderbuss. He rolls 1,5,4,4. One hit to the left leg which just ricochets off.

Grim smells potential victory and closes in with the grabber. 5,3, 2, 6, 1, 2, 3. Two damage. It strikes Iron Hunter’s right arm reducing its damage to 2.

Turn Five

Grim rolls 6 for Reaction.

Steve rolls 8 for Reaction.

Steve still desperately needs range and tries to power away. He moves one and fails again on his ‘More Coal’ roll. His legs are now at four damage and his torso six. He has to use the blunderbuss again and only scores one damage to the torso. That’s not going to get through the armour.

Grim remains in pursuit, keeping the range close, and once again employs the grabber (if it ain’t broke, don’t fix it). 4, 4, 1, 5, 2, 6, 3. Two damage. This time it hits the torso of the Iron Hunter and is reduced to one damage. Given the torso is already damaged that takes it down to five hits.

Turn Six

Grim rolls 5 for Reaction.

Steve rolls 8 for Reaction.

Steve’s plan is still the same. Run. He figures he can still afford the risk at the moment. He moves another space away and piles on the coal. It fails again reduced to three damage on each leg and four on the torso. He can’t keep this up for much longer. He fires the blunderbuss for no damage at all. Epic fail.

Grim closes the gap once more and smashes with the grabber. 5, 1, 6, 3, 3, 3, 5. Three damage, a tremendous hit to the torso. The armour there drops it to two damage but that drops the torso’s damage to 2. Things are looking dicey for the Iron Hunter.

Turn Seven

Grim rolls 9 for Reaction. Can he possibly get to go first?

Steve rolls 8 for Reaction. Yes he can!

Grim stays put and attempts to finish off the Iron Hunter with his grabber. 1, 5, 5, 2, 2, 1, 2. Two damage to the torso, minus the armour takes it to one hit.

Steve is desperate, it’s time for an all-or nothing try to win. Desperately he piles on ‘More Coal’ and hopes he can actually get some damn luck. Finally! He rolls a 5 and that means his mech doesn’t shake itself to pieces. He moves two spaces and lets off the mortar which is just barely in range. It gets one hit which does two damage to the Brunel’s left leg reducing it to                four damage.

Turn Eight

Grim rolls 9 for Reaction.

Steve rolls 7 for Reaction.

Grim needs to keep Steve in range to finish him off and closes the gap with his Speed 2. That grabber’s still working and probably has the best chance to do the deed so he lashes out with it. 1, 4, 5, 5, 3, 6, 4. That’s three damage to the Iron Hunter’s left leg, two after armour. That leg’s down to two damage.

Steve backs away but daren’t risk another ‘More Coal’ so he just blasts away with the blunderbuss. 5, 2, 4,4. That’s not enough to harm the arm and bounces off harmlessly.

Turn Nine

Grim rolls 3 for Reaction.

Steve rolls 8 for Reaction.

Steve moves another space away and can fire off another mortar round. Fingers crossed he rolls 1, 5, 1. Two damage to the Brunel’s left leg. It’s down to three damage.

Grim closes in once more, scenting a possible kill and lashes out with the grabber: 3, 3, 6, 3, 6, 5, 4. Three damage to the torso. Even with armour that’s enough to rupture the Iron Hunter’s boiler and it falls to pieces.

Victory for Grim!

NB: To speed up games you can make a 5 do 1 damage and a 6 do 2 damage. With the mortar you can count that as 2 and 3.

Do: Melanie in the Whale – Actual Play

(I went to art college, if you can believe that…)

Our Pilgrims leave the temple on their pilgrimage, heading out into the floating worlds to solve (or cause) problems for those they encounter.

Pilgrim Clumsy Spinner is a knit-wit. The sound of her clicking needles is ever present. She solves problems through her skill with crafting yarn and gets into trouble because outside of knitting, she’s a ham-fisted clod.

Pilgrim Spazzy Cook loves her food, especially cake, especially chocolate cake. She can bake almost anything from whatever ingredients are available. She’s a little excitable though and tends to ‘spazz out’ when the pressure is on.

Pilgrim Dithering Doktor loves his science and hopes to find knowledge out in the worlds. He uses the power of SCIENCE! to help people with their problems but his brain rushes with so many ideas, all at once, that he often can’t choose between them.

Pilgrim Oblivious Locks is a bit of a preening egotist but his magical, long, flowing, beautiful hair gives him good reason to think well of himself. Between the hair in his eyes and his self-absorption he seldom really notices what’s going on around him though, lost in a world of his own.

The first letter to find its way to the pilgrims was from a poor girl called Melanie whose small world had been swallowed, whole, by a Sky Whale (along with her house and her cat – disaster!). Melanie seemed like a nice girl in a bad situation and fired up with enthusiasm the pilgrims set off to her rescue.

Oblivious Locks hurtled through the void ahead of the whale and span his hair into a gigantic net to catch the whale. It was only then the whale hit the net that he remembered that he’d forgotten to anchor himself and got torn away, trailing after the whale, pulled by his hair.

Ouch!

Dithering Doktor froze with indecision in the bath of the barrelling hair-covered whale, flitting this way and that, unable to decide which way to go. The whale swept past him, a little too close for comfort, it’s fluke smacking the controls of his rocket pack! Dithering Doktor hurtled around and around on a pillar of fire and smacked into the whale’s mouth, the jets forcing him in with a loud pop!

Seeing the plan going horribly, horribly wrong Spazzy Cook threw up her hands and screamed in horror. “No! My cookies!” Flushing with embarrassment she quickly corrected herself “I mean.., no, Melanie!” Quick as a flash she arranged her pots and pans in the air and dashed off some krill cupcakes, luring the whale back her way.

Clumsy Spinner, being a little more calm and collected decided to correct Oblivious Locks’ mistake and tied off one of her balls of yarn to a floating tree, hurling the other end into the whale’s mouth as it gaped to munch on the cupcakes. Om nom nom nom. The yarn swept past Melanies cat – the putative target – and got tangled in the trees next to Melanies house, whereupon the cat chased the yarn up into the trees and got stuck!

Still tangled up in the whale by his hair, Oblivious Locks struggles and twists and, with excellent ‘luck’ his hair tickles the whale’s blowhole. There is a world-shaking sneeze and Oblivious Locks is blown free – albeit covered in whale snot.

Pilgrim Oblivious Locks’ hair tickles the whale’s blowhole and it sneezes, hurling him into the void covered in whale snot.

Globs of snot float through the air and line the whale’s mouth. Dithering Doktor picks himself up inside the whale’s mouth and grabs a handful of whale snot and slathers it to the yarn tangled around the house and trees, drying it to a hard seal with his technological wonder, the ‘Hair dryificator’, securing the yarn to the house.

Spazzy Cook is strong – from kneading dough – and grabs hold of the yarn with her broad cook’s arms, yanking hard on it and hauling the house, the planet, the trees, Melanie – and her cat – out of the whale’s mouth while it sniffles and wipes its mouth with a fluke.

Victory was theirs and the pilgrims shared a – slightly snotty – high five.

Clumsy Spinner was give a bale of wool from the planet’s sheep (singular).

Oblivious Locks got to wash his hair in Melanie’s bathroom and she brushed it for him – no mean feat!

Dithering Doktor got to collect as much whale snot as he wanted for his experiments, which made him happy, what an odd fellow.

Melanie shared her cookie recipe with Spazzy Cook and then the pilgrims left, bags heavy with cookies, for further adventures amongst the worlds!