THE STUNT DOUBLE
- ELITE
- BOOT HILL
THE STUNT DOUBLE is a named elite on BOOT HILL, a place of hands.
The park's co-founder, handed a budget on the strength of a filmography nobody checked, who delegated everything except the credit. He signed the delivery paperwork himself, which is how he knows the SUPERCORE asked for a live human by name.
The numbers
- BASE HEALTH520
- CONTACT DAMAGE30
- HITS EVERY0.80s
- SPEED8/s
- SIZE26 across
- CRIT CHANCE12%
- DODGES30%
- ABOVE THE HORDE+4 levels
- NOTICES YOU AT260
The monster at its baseline, before a venue has placed it. What it really fields on each difficulty is under “Where you meet it”.
Where you meet it
BOOT HILL
It is placed by hand on BOOT HILL and waits at its post until you come close.
| DIFFICULTY | LEVEL | HEALTH | DAMAGE | XP |
|---|---|---|---|---|
| EASY | 32 | 520 | 58 | 2641 |
| MEDIUM | 34 | 780 | 60 | 3308 |
| HARD | 38 | 1196 | 63 | 4812 |
| NIGHTMARE | 55 | 3120 | 79 | 15506 |
What to know
- THE ENTRANCECloses at 70/s until it has said its piece, then fights at its own pace.
- WHAT IT WAS CARRYINGA shift's pay, and only about one body in five is carrying any of it when it falls.
- WHEN STRUCKIt bleeds. A blow that overwhelms it bursts it, and there is a face among what lands.
Mechanics
Every dangerous move is telegraphed — it roots, it winds up, and you get the beat you need to be somewhere else.
- ENRAGEBelow 40% health it fights like a cornered animal for the rest of the fight — 1.5× speed and 1.3× damage, permanently.
- SHOCK PULSEIt roots for 0.5s first, then throws a ring 62 out from itself: 80% of its contact damage, and a shove hard enough to put you back out at range. The shove is the point rather than the damage — it is answering the habit of standing on top of it and trading. A jump clears it, exactly like a slam. Once every 7.5s.
- BLINK STRIKEIt roots for 0.7s first — the longest tell it has — and then it is not where it was. It arrives 26 from where you were standing WHEN THE TELL STARTED, already swinging for 75% of its contact damage across 30. It will do this from as far out as 230. Because the spot is fixed at the tell rather than at the arrival, a hero who keeps moving is met by a mob swinging at empty floor. Once every 10.5s.
What it drops
Every kill pays one piece of gear, one medkit, one repair kit and one XP scroll.
Its drops roll 30% better on the rarity ladder than the level's ordinary loot.
Guaranteed pieces by rarity: 1 magic and a 50% chance of a rare. A rarity the monster's own level has not unlocked yet is skipped, so the same fight pays better on a harder rung.
Always drops
Story items
ALL-ACCESS PASS
What it says
Spoilers for this fight, covered until you ask for them.
THE STUNT DOUBLEAN UNINVITED GUEST. I HAVE PLAYED THIS SCENE TWICE. I DID MY OWN STUNTS IN BOTH.
THE HEROTHE STUNT DOUBLE. OF COURSE. WHAT IS A MOVIE MAN DOING RUNNING A ROBOT COWBOY TOWN?
THE STUNT DOUBLETHE BOSS SAW MY REEL AND WEPT. 'BUILD ME THE OLD WEST,' HE SAID. I DELEGATED.
THE HEROI'M HEADED FOR YOUR CONTROL CENTER. HAND OVER THE PASS, AND KEEP YOUR TECHNIQUE.
THE STUNT DOUBLETHE BIG BOX KEEPS YOUR GIRL. IT ASKED FOR HER BY NAME. I SIGNED IT. GOOD PENMANSHIP.
THE STUNT DOUBLEI RUN THE CONTROL CENTER AND A STYLE OF MY OWN INVENTION. NOBODY ELSE HAS IT. OBSERVE.
Last words
IN MY FILMS... ...I ALWAYS GOT UP...
What this scene is part of — everything said and found around it — is its chapter of the story.