For Great Justice, Part One: Tower of Justice

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Re: For Great Justice, Part One: Tower of Justice

Postby The Shadowscythe » Mon Jun 23, 2014 5:36 am

Orders are in. As you know already quantum.

For everyone else, prepare for imminent doom, despair and dysentery.

In that order.
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-- WARNINK -- LINK BELOW IZ KNOWN TO CAUZE HEMMORAGE --
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I WARNED YOU, DIDN'T I WARN YOU?! BLAME RAYHAWK DAMNIT.
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Re: For Great Justice, Part One: Tower of Justice

Postby Quantumsurfer » Tue Jul 01, 2014 7:25 pm

Need Grey Orders for Eighteen.
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Re: For Great Justice, Part One: Tower of Justice

Postby Scratch » Tue Jul 01, 2014 11:20 pm

Sorry, just got back in town, sending orders shortly.
The only unflawed system is Lego System.
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Re: For Great Justice, Part One: Tower of Justice

Postby Quantumsurfer » Mon Jul 07, 2014 4:39 am

Hectic nonsense, mini-crisis, more significant crisis, and a holiday. Sorry, folks. I've got orders, Eighteen'll be up in a few days or so.
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Re: For Great Justice, Part One: Tower of Justice

Postby The Shadowscythe » Sun Jul 13, 2014 2:25 pm

I wish for justice. Justice and violence. Forthwith.
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-- WARNINK -- LINK BELOW IZ KNOWN TO CAUZE HEMMORAGE --
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I WARNED YOU, DIDN'T I WARN YOU?! BLAME RAYHAWK DAMNIT.
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Re: For Great Justice, Part One: Tower of Justice

Postby Zupponn » Mon Jul 14, 2014 1:54 am

Forthwith!
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Re: For Great Justice, Part One: Tower of Justice

Postby Quantumsurfer » Thu Jul 17, 2014 9:18 am

Apparently, I fucking died. I'd apologize for the delay but Silverdream would get all irritated that I was treading on Canadian territory. Instead, from beyond the grave, I'll just present you with...

Round Eighteeen

Initiative: Green, Yellow, Hunter, Grey, Blue, Orange

Extras: Each team will earn +1 CP at the end of Round Eighteen.

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Green Turn 18a
Green spends 5 CP and takes the lead. Little Jack decides that he has had enough playtime and makes a tactical play, rushing forward, snatching up Gold12, and plowing straight through a wall.

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Green Turn 18b
He cocks an arm back and performs a mighty throw, launching the glittering Grey straight through another wall and landing him on his face mere studs from the border of Orange’s safezone.

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Green Turn 18c
Gold12 is Disrupted. Jack finishes his movement by slamming his bulk against a wall, effectively blocking line of sight from all directions. It’s a good move and he has to hope it will be enough.

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Yellow Turn 18a
While the rest of Yellow Team mounts the ladder toward Level Three, Snake Yellow calls his new buddy Firebeard over for a brief chat. First, he hypnotizes the Pirate Lord with his four-eyed stare and then bites him, injecting him with a paralytic. The poison takes root and has the added benefit of isolating Firebeard from his powers.

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Yellow Turn 18b
Snake Yellow then orders the Hydra to turn and gobble Firebeard up. As the monster ingests the pirate, it also absorbs his fire powers. The Hydra now has 3d4 SN Dice.

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Yellow Turn 18c
The Hydra belches as Snake Yellow turns to climb the ladder toward Level Three.

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Hunter Turn 18a
Armor Hunter smashes his pistol into the Revenant Incubation Chamber, cracking the glass.

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Hunter Turn 18b
As he moves out through the hole in the wall he created, his monster breaks free. It’s a freakish combination, it’s original reptilian DNA still in the horrific process of transforming into a wolf-like canine form. Bone claws burst forth from the backs of its fists and it lets out a tortured scream.

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Hunter Turn 18c
The beast’s loyalty penalty, having been left to incubate, is 25%. That is, there is a 25% chance that the Headhunters will lose control of it on any given turn. The tradeoff is that it’s about 25% stronger than the average, so Hunter may choose one of the following benefits for it: +1 Armor, +1 Skill, or +2 Movement. Hair Hunter tries to give it a Loyalty Boost (each such Boost will cost an Action and offset the beast’s Loyalty Penalty by 25% on the following turn) by grabbing up the rib bones dropped by the previous Revenant and feeding them to the creature. It gobbles them up. Success! The beast will be completely loyal on Turn 19.

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Hunter Turn 18d
Bandanna Hunter also tries to provide a boost to the monster, calling up the chill of the dead to encase the creature in Ice Armor. The spell backfires, however, and the creature’s claws are encased in ice instead. The pain spikes into the Revenant monster and it howls in agony. Its Loyalty Boost is negated and it will be again 25% likely to go wild next turn. Disappointing, sure. But plus side? Ice Claws (+1 Damage).

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Grey Turn 18a
Grey starts off visible this turn. Gold12 rolls to his feet, sprints the distance needed to line up a clear shot at Little Jack, and heroically fires off a supernaturally powered beam that punches a hole straight through the midsection of the big man. Incredibly, Jack finally falls dead, a mighty oak falling in the forest. In addition to the 2 kill score for the hero kill, Gold12’s Rite of Worth kicks in and their total score increases by 1.

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Grey Turn 18b
The other Greys phase out, blurring into the walls. The turret nearby quickly loses tracking.

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Grey Turn 18c
Down on the first level, the Oni and Bear join back up and ascend toward Level Two.

Extras Turn 18a
The two Zombie Hordes move in on the ladders, one in Blue and one in Orange.

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Extras Turn 18b
The First Zombie flat out launches itself down the hallway, soaring through the air like a missile aimed at Blue Android. Its sword bites into the android’s neck. Nanobots rush to reinforce the area but the sword powers through them. Every defense in the Android’s body desperately kicks in to ward off the blow but still the sword cuts through them like a hot knife through butter. In a flash, with an awful tearing sound, Blue Android’s head is ripped away from his body.

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Extras Turn 18c
As the hardsuit powers down, blood and oil geyser from Blue’s neckhole. The First Zombie, its revenge sated, is immediately dispossessed. It goes limp and slams into the opposite wall with bone crunching force. It falls to the floor before the stunned remnants of Blue Team.

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Blue Turn 18a
They decide to make the best of a bad situation and, stepping over the boss’ corpse, move around the corner toward the exit.

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Blue Turn 18b
One of the Ninjas moves out to meet up with the rest of the team while the other locks down Blue’s trapdoor, just in time to stop the Zombies. The Oni stares his hatred at his former minions, still enraged at their betrayal. However, he has pledged his loyalty to Grey Team and has received no orders to attack them, so he merely looks on like Bonn-o-Tron.

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Orange Turn 18a
Orange Team either moves toward or ascends the ladder toward Level Three.

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Orange Turn 18b
Orange Spy steps to the edge of her safe zone and inputs several commands on her Controller. She grins back at the WageMage and points up to the video screens. WageMage seems absorbed in something on his phone but takes notice.

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Orange Turn 18c
The Commands take effect as all of Orange’s reinforcements are murdered in their Stasis Chambers. One’s head pops off like a dandelion, one suffocates to death, and god only knows what happens to the middle one. As usual, friendly fire inflates the kill score but does not count for the three kills needed to unlock Orange’s Exit Gate. The senseless act of violence seems to feed the WageMage. His eyes light up with glee, a death’s head grin spreads slowly across his features, and pure power gathers around his form.

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Orange Turn 18d
In an absurd display of superphysical prowess, he crosses the distance to Gold12 with supernatural celerity.

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Orange Turn 18e
Catching the Grey totally unawares, WageMage uses his momentum to slam Gold12’s head into the adjacent wall, splattering brains and gore everywhere. The Grey Hero’s phasing isn’t even quick enough to save him from his fate and he slides limply to the floor, dead and gone.

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Orange Turn 18f
With nothing to track, the Orange Turret spins and fires off a laser beam at one of the Green Stasis Chambers, cutting its occupant in half easily. I allowed this because dudes in Stasis Chambers aren't team members until they are released. One shot remains on the turret.

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Round Eighteen Overview A

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Round Eighteen Overview B

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Round Eighteen Overview C

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Round Eighteen Overview D

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Round Eighteen Overview E

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Round Eighteen Overview F
Level Three Kill Tracker to Unlock Gates shows Green and Grey with 1 Kill each and Orange closest to unlocking with 2 Kills. Other teams still require 3 Kills each to unlock gates. Keep in mind that Grey and Hunters are not actually required to gain these kills. For Grey, everything they’ve done so far is a matter of prestige and they can quit the field anytime they like. They need to have at least one surviving member who makes it out before the other teams in order to claim superiority. Hunters may only quit the field when they’re dead or there is no one else left alive, so their tracker here is academic. The only thing the Warden is paying attention to for them is their kill count.

Overview Breakdown
Spoiler: show
Yellow Team

Abilities
5CP
Snake Bonded

Equipment
Snake Yellow: Fang Dagger (Poison Shiv 3, Sheathed), Longbow
Medikbro: Medik Tool, Shield, Pistol
Mr. Daggers: Pathfinder, Half Dead (+1+1d6 Armor), Dagger, Dagger
Undeadbro: Pistol
Baby Hydra: Beastie, SN 3d4

Purchased and Spent Explosive

Loot Score: 5

Kill Table
11 Kills
4 Deaths

Kill Score: 7

Badass Moments
Yellow Turn 3a, Snake Coil Leap Attack
Yellow Turn 3b, Improbable Dagger Throw
Yellow Turn 4b, The Angry Arrow
Yellow Turn 6c, Arrow Explosivo
Yellow Turn 11a, Serpentoxin
Yellow Turn 13b, UnUndead
Yellow Turn 14b-c, Super Ker-Triage

Badass Score: 7

Objectives Obtained
Level One Key, Level Two Key

Headhunters

Abilities
3CP
1d6 SN, 1d6 +1d4 SN with Pistol
Unstoppable

Equipment
Armor Hunter: SuperNatural Pistol
Bandanna Hunter: SuperNatural Pistol
Hair Hunter: SuperNatural Pistol (Holstered)

Loot Score: 2

Kill Table
7 Kills
4 Deaths

Kill Score: 3

Badass Moments
Hunters Turn 10b, Tipping the Scales
Hunter Turn 11a, Long Shot
Hunter Turn 11b, Ribbed for Pain
Hunter Turn 13e-g, A Jackhammer In Motion Tends to Stay In Motion
Hunter Turn 14a and f, The Dragon Maneuver
Hunter Turn 18, It’s Alive!

Badass Score: 7

Objectives Obtained
7 Kills

Grey Team

Abilities:
5CP
Phasic SN d6
Rite of the Hunter

Equipment
UtiliGrey: Golden Gun, Knife (sheathed)
Grey: Knife
Oni: Bid 4, Demon Bear Mount with SN 2d4, 2 Katanas, Body Armor

Purchased and Spent Explosive

Loot Score: 10

Kill Table
8 Kills
5 Deaths

Kill Score: 3

Badass Moments
Grey Turn 4h, The Wall Grab
Grey Turn 6d, Phantom Ride Kill Assist
Grey Turn 8a, Phantom Switch
Grey Turn 11a-c, Tactikal Advance
Grey Turn 12d-e, Blood Blade
Grey Turn 13, Disbelieve the Illusion
Grey Turn 16, An Almost Perfect Ambush
Grey Turn 18a, If a Tree Falls in the Forest…

Badass Score: 8

Objectives Obtained
Accessed Level Two
Accessed Level Three

Blue Team

Abilities
14CP

Equipment
Medik: Medik Tool
Pistoleer: Pistol
Ninja: SN d4, Katana
Ninja: SN d4, Katana
Pair of Ninja’s Bid is 2.

Purchased and Spent Explosive

Loot Score: 7

Kill Table
5 Kills
6 Deaths

Kill Score: -1

Badass Moments
Blue Turn 1, Wasting the Pathfinder for temporary gain
Blue Turn 3a, Casual Chasm Redshirt
Blue Turn 4a, This Is BrikWars!
Blue Turn 7b and Pirates Turn 7, Mecha Madness!
Blue Turn 11a, With Casual Ease
Hunter Turn 12b-c, Spiritual Catapult
Blue Turn 17a-b, Fooonk!

Badass Score: 7

Objectives Obtained
Level One Key

Orange Team

Abilities
3CP
Map Dominance
Energy Requisition
1337 H4x

Equipment
Orange Spy: Piloting, Heroic Item (Cloned Controller), Shotgun
Shotgunner: Shotgun
Pistoleer: Pistol
Gunman: Submachinegun
WageMage: Temporary Ally, Hero

Purchased and Spent Explosive

Loot Score: 4

Kill Table
9 Kills
3 Deaths

Kill Score: 6

Badass Moments
Orange Turn 4a, A Perfect Shot
Orange Turn 5a-b, Graceful Execution
Green Turn 6b, RedShirt to Beam Up
Orange Turn 7b-c, Modified Turret
Orange Turn 8b-d, Command Cascade
Orange Turn 10a and c, Divide and Conquer
Orange Turn 11d, The Old Switcheroo
Orange Turn 15b, Ask and Ye Shall Receive
Orange Turn 16a, Fight the Power
Orange Turn 18b-e, Office Space

Badass Score: 10

Objectives Obtained
Level One Key, Level Two Key

Green Team

Abilities
3CP
Fleet Foresters, Trapmasters

Equipment
None

Loot Score: 3

Kill Table
7 Kills
6 Deaths

Kill Score: 1

Badass Moments
Green Turn 3a and 5a, Pathfinder Trapmaster
Orange Turn 4b, Medik Redshirt
Green Turn 4c, Puts on Shades
Green Turn 6a-b, Tactikal Supremacy
Green Turn 8a, Ninja Moves
Green Turn 9a-b, Staging an Icy Reception
Green Turn 11, The Green Mile
Green Turn 13 and Hunter Responses, A Jackhammer in Motion Tends to Stay in Motion
Green Turn 15a-b, Problem Solved, Problem Staying Solved
Green Turn 17a, Jack Smash!
Green Turn 18, Aggressive Maneuvers

Badass Score: 11

Objectives Obtained
Level One Key, Level Two Key


Overview Comparison
Spoiler: show
Construction Points
Yellow: 5
Hunter: 3
Grey: 5
Blue: 14
Orange: 3
Green: 3

Loot Score
Yellow: 5
Hunter: 2
Grey: 10
Blue: 7
Orange: 4
Green: 3

Kill Score
Yellow: 7
Hunter: 3
Grey: 3
Blue: -1
Orange: 6
Green: 1

Badass Score
Yellow: 7
Hunter: 7
Grey: 8
Blue: 7
Orange: 10
Green: 11

Objectives
Yellow: Level One Key, Level Two Key
Hunter: 7 Kills
Grey: Level Two Access, Level Three Access
Blue: Level One Key
Orange: Level One Key, Level Two Key
Green: Level One Key, Level Two Key

Total Scores
Yellow: 14
Hunter: 9
Grey 16+1=17
Blue: -1
Orange: 17
Green: 12

Grey starts to pull away in first place, having racked up an extra point on a hero kill with Rite of Worth but Orange matches the pace, having scored its own hero kill and laying down a fair bit of friendly fire. Yellow pulls up a close second, having consolidated its power base. Green pulls down third with a large expenditure on initiative while Hunters float in at fourth place, having spent the round making monsters. Blue coasts in at last place, that huge CP repository burning a hole in its pocket. This was a damn brutal round. Definitely one of the most brutal so far. Both a Tower Personality and a Non-Player Hero are dead.

Green lost its second hero and will need to create a new one to be born from one of the two remaining Stasis Chambers in the Level Three safezone.

Blue lost its starting hero and will need to decide which of its four remaining members will become the new hero. Default has the Medik becoming the new hero but the choice is yours. Tower Personalities are allowed.

Grey lost its newly minted hero and will need to choose which of its remaining members will become its new hero. Default has UtiliGrey becoming the new hero but the choice is yours. Tower Personalities are allowed.

As a reminder, if you need CP dumps, keep Tower Personality and Initiative Bidding in mind. Especially as we close in on the end here.


Send Orders for Round Nineteen!
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Re: For Great Justice, Part One: Tower of Justice

Postby Silverdream » Thu Jul 17, 2014 11:46 am

That was an awesome turn.
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Re: For Great Justice, Part One: Tower of Justice

Postby The Shadowscythe » Thu Jul 17, 2014 12:24 pm

Holy - fecking - shit quantum.

Edge of my seat the entire turn, that was balls to the walls action, with three hero deaths in a single fucking turn? Sweet jaysus that's intense.

Orders will be on the way shortly, when I can think of the next load of kickass to follow this with.
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-- WARNINK -- LINK BELOW IZ KNOWN TO CAUZE HEMMORAGE --
Spoiler: show
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I WARNED YOU, DIDN'T I WARN YOU?! BLAME RAYHAWK DAMNIT.
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Re: For Great Justice, Part One: Tower of Justice

Postby Quantumsurfer » Thu Jul 17, 2014 4:38 pm

It was a really fun turn. The rolls were pretty tense too. Little Jack, for example, died only because of the grinding damage he had already taken. Really close stuff all the way through. Interestingly worded orders too, so some good stuff there.
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Re: For Great Justice, Part One: Tower of Justice

Postby The Shadowscythe » Thu Jul 17, 2014 4:55 pm

Orders are in. Time to play this shit to win.

Fuck all-ya-all, time for some maximum fucking overkill.
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-- WARNINK -- LINK BELOW IZ KNOWN TO CAUZE HEMMORAGE --
Spoiler: show
Image

I WARNED YOU, DIDN'T I WARN YOU?! BLAME RAYHAWK DAMNIT.
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Re: For Great Justice, Part One: Tower of Justice

Postby Quantumsurfer » Fri Jul 18, 2014 7:30 pm

Keep in mind that Initiative bidding is per turn. So since Green was the only one to bid on Init last turn, he jumped the line to first. But Init bids reset to 0 at the start of each turn and you'll have to beat out other players to jockey for position.

Also keep in mind that bidding for Tower Personalities is the opposite. Those bids are cumulative and you have to bid higher than their current bid to steal them from another player as their loyalties become more entrenched.
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Re: For Great Justice, Part One: Tower of Justice

Postby Quantumsurfer » Mon Jul 21, 2014 12:06 pm

Another clarification per request:

Equipment and Abilities on a dead character are Lootable from Eighteen til the end of ToJ. Abilities in this sense means things like SN Dice or Specialties. Boosts to the makeup of the character (Armor, Move, Skill) are non-transferable.

If a dead character revives, he keeps all the stuff still on him and retains all the abilities that haven't been stolen.

Live characters can run around and grab up anything a dead character has. That stuff can be immediately sold for its CP cost, if it has one. Some items and all corpses have no CP worth. Some Items must be sold if they are looted, while other items cannot be sold if they are looted. I'll let you know which is which when you send orders to loot. I'll also, obviously, let you know of any exceptions to any of this during orders.

While you can't sell corpses, you can sell living dudes. Sack one, he dies in a bloody mess, you get 4CP. Or you can pull a Scythe and sacrifice dudes to fuel heroic feats or somesuch other clever nonsense. The Warden is always willing to help facilitate your demise.
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Re: For Great Justice, Part One: Tower of Justice

Postby Quantumsurfer » Tue Jul 29, 2014 1:42 pm

Need Hunter Orders for Nineteen.
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Re: For Great Justice, Part One: Tower of Justice

Postby Quantumsurfer » Wed Jul 30, 2014 7:55 pm

I'm leaving tomorrow to Oklahoma for a couple of days. If all the orders are in, I'll look into completing Nineteen midweek to weekend next week.
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