For Great Justice, Part One: Tower of Justice

Not Lego but still Lego.

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

Postby Quantumsurfer » Sat Jun 07, 2014 10:11 pm

Welp, it's "tomorrow." Shhh. Go to sleep. No, wait, actually, don't. Instead watch:

Round Sixteen

Spoiler: show
Extras: Each team will earn +1 CP at the end of Round Sixteen. It has been decided that all bidding for Tower Personalities will remain open. If you can beat someone else’s current bid, you can gain control of the Personality until such time as someone beats you or they are killed.

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Extras Turn 16a
A Zombie Horde begins to grow significantly in size and gains speed

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Extras Turn 16b
Two zombs continue to shuffle toward the Inner Ring.

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Extras Turn 16c
The Oni leaps from the back of the bear and begins to chase the Ninja. Meanwhile, the Demon Bear slams its bulk down on the now headless zombie under it.

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Extras Turn 16d
The Ice Zombie leaps up and grabs ahold of the ladder to Yellow’s Level Three Quad, chasing close after Firebeard. However, he finds his way barred, so he begins freezing the trapdoor in the hopes of shattering it soon.

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Extras Turn 16e
The First Zombie dashes forward, leaps off of the rear Ninja’s forehead, spins, and disappears through the open trapdoor that leads to Blue’s Level Three Quad. He definitely displays a singular purpose.

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Yellow Turn 16a
Undeadbro puts a hole through Hair Hunter and drops him on his ass before calmly turning and making his way into the exit hallway.

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Yellow Turn 16b
Firebeard covers the team’s retreat, just in case, by throwing up a fire wall.

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Yellow Turn 16c
Snake Yellow waits by the ladder for his team to catch up while Daggers and Medikbro bolt down the hall toward him. While he waits, he lays an egg (which will hatch on Turn 17).

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Hunter Turn 16a
Armor Hunter decides to make the best of his situation. He pulls a SN Die off of the wall and uses it to create the Revenant Poison in his own blood. He then leaps up on top of the nearest Stasis Chamber, rips open the seal, and opens an artery, dumping his foul waste into the chamber. It quickly fills and begins to convert its occupant into a Revenant.

Point of Kanon: The longer the Revenant stews in the chamber, the more powerful he will become. However, the longer he sits in there, the less likely he is to obey the Hunter.

The Wall continues to destabilize under the remaining SN die. Armor is now reduced from 27 to 18. Good roll.

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Hunter Turn 16b
Bandanna hustles down to the Green Quad access, climbs out, and leaps over the wall between Green and Yellow Paths. He lands on the safe side of Firebeard’s firewall and comes face to face with the Pirate Lord.

Grey Turn 16: ALIEN ACTIVITY

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Blue Turn 16a
Blue Team moves forward along the corridor. The pistoleer pops a chest on the way by and Blue Team gains +2 CP. Blue Android stops at the console and orders up a S2 Explosive (2 CP). He converts his arm into a launcher and loads the explosive. Red Android continues to wait on the party to advance.

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Blue Turn 16b
The Ninjas make it Level Two topside.

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Orange Turn 16a
Orange Spy and WageMage combine feats to create a teknomantik spell and channel it through the Warden Controller. The spells forces its way into the system and boosts every Team’s CP scores by 10. The intention was to add a zero to every score but, unfortunately, the WageMage isn’t highly skilled in any magik that doesn’t affect his own person so the spell only enjoyed partial success. Security Mages are working to combat the spell. If they succeed, it will end right before Orange’s Turn 17.

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Orange Turn 16b
That done, the whole team advances toward the Key while the pistoleer moves over and unlocks the nearby Stasis Chamber. He orders up a submachine gun for the new recruit using the stolen CP (4 CP).

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Green Turn 16a
Little Jack decides to spend some more CP and become even more hardcore. Much to his delight, he finds he has a 10 CP surplus so he goes nuts. He gets a little bit of a makeover, boosts his skill to the maximum of d12 (2 CP), trades his Axe in for a Power Axe (6 CP, UR4, 3d6DMG), purchases a SNd12 (7CP, Super Strength), and picks up the Piloting Specialty (1 CP, allows him to use Computer Consoles without taking an Action). He spends a total of 16 CP.

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Green Turn 16b
He then ascends to Level Three.

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Grey Response Turn 16a
Gold12 drops the group phase to free up his feat for this round. Grey Team springs into action, executing a nearly perfect ambush. The Grey with the Golden Gun on the right phasically projects a Guardian directly behind Jack. He doesn’t have enough supernatural power to half phase the Guardian like Blanco did, so it remains solid. He also doesn’t have enough power to give it mobility, offensive, or defensive ability. It does, however, have two hands so it shoves Little Jack forward. Bemused, the giant lets it.

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Grey Response Turn 16b
The Grey with the Golden Gun on the left does exactly the same thing. However, Gold12 uses his own power to augment this shove and Jack is hurled out of the safezone and into the open. This is fine with Jack.

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Grey Response Turn 16c
The Grey standing next to Goldie uses his phasic power to phase out the wall in front of them. Gold12 takes a step back, takes aim, and channels all of his SuperNatural power into a superpowered molecule bending shot at Little Jack. This is a hair’s breadth from being utterly successful as Little Jack beats the shot 16 to 15.

I discussed the following with Scratch by way of explanation: “Technically, you can't set foot or attack within a safezone. But with SN dice and a shove, you technically aren't doing either, since the Guardians aren't the actual characters and the shove can't directly result in harm. It could be argued that the very definition of a safezone prevents all enemy action. From both a player perspective and an in-game perspective, when the shove comes, we can see what's coming next. But we have to consider the additional perspective of the setting and characters. An enemy action might be to yell down the corridor and taunt a hero by calling him a pussy. A hero that whines about being called hurtful words and pushed around a little still hasn't embraced the purpose of the ToJ program. Namely, to erase cowardice, among other undesirable traits, and replace them with the proper need to do and receive violence. So, in that case, heroes should be grateful for the free chance to get closer to battle more quickly. Safezones are meant only as rebreathers and power up zones, not as places to hide, and are intended to increase battle longevity and the long-term potential for more chaos. However, robbing a team of any of those functions goes against the Tower's needs, so we're talking about a tradeoff here. To me, this seems like a very perfect moment for a WISG roll. If you succeed, you can shove him all you like. If he succeeds, your Phasic Guardians will be banished by the Tower's Security Mages.”

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Round Sixteen Overview A

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Round Sixteen Overview B

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Round Sixteen Overview C

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Round Sixteen Overview D

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Round Sixteen Overview E

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Round Sixteen Overview F

Extras: The Tower has halted the usual 1 CP per end of round gain until such time as they can root out Orange Spy’s spell.

The Warden has decided to expand the list of Special Purchases available for each team. As usual, for the cost of an Action or a Move, at any Computer Console, each Team gains the ability to make a new special purchase beginning Round Seventeen. Remember these choices are in addition to the ones granted in Round Nine. Each Special Purchase is available once per console. Each costs 6 CP (the first set of Specials still cost 3 each). They are as follows:

Grey – Rite of the Hunter. All Greys deal one additional Grinding damage on any attack that hits an enemy.

Blue – Tactikal Superiority. All Blue members may reroll one failed roll per turn. Members are set to reroll Armor by default but controlling player can set preferences per member in Orders.

Orange – 1337 H4x. All Orange members can freely teleport a number of inches equal to their Movement as a Move Action.

Yellow – Snake Bonded. Once per turn, any Yellow member may redirect a single effect (a successful attack, damage, a SN effect, a heroic feat, etc.) from themselves to another Yellow member, regardless of positioning.

Green – Of Substance and Shadow. Green members have the ability to trade abilities (feats, SN dice, movement ratings, skill ratings, etc.) with other Green members, regardless of positioning.

Headhunters – Unstoppable. All Headhunters can, as a Move Action, step through the underworld and appear adjacent to any target enemy anywhere in the Tower. Doing so inflicts a point of Grinding damage on the Hunter immediately upon egress.


Welcome, Players, to the Third and Final Level of the Tower of Justice.

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Level Three Overview
In addition to the usual Level Start and Keyzones, there are four additional safezones on this level, one for each Team. They are each equipped simply with a Computer Console and Three Stasis Chambers.

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Level Three Gates
On this Level, the Inner Ring is protected by heavily reinforced walls and four Energy Gates. The walls are not passable by any means currently available to the Players. So long as the Gates show red lights, they are deadly to any who try to pass through them. To unlock your gate, you must achieve any three kills on this level. Once accomplished, the top of your gate will light up green and the bottom of your gate will light up according to your team color. Attempting to pass through a green lit gate not of your color will also result in death.

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Level Three Objectives
Your goal on this level is to unlock the path to your Quad and obtain the Final Key. The first team to do this wins the Tower of Justice and their freedom. They will be escorted in For Great Justice, Part Two: Friends in Low Places to the only spaceport on the Doom Moon of Dis. From there, the Tower encourages the winner to go forth and spread their newfound violence among the stars.

Overview Breakdown
Spoiler: show
Yellow Team

Abilities
14CP

Equipment
Snake Yellow: Fang Dagger (Poison Shiv 2), Longbow
Medikbro: Medik Tool, Shield, Pistol (Holstered)
Mr. Daggers: Pathfinder, Half Dead (+1+1d6 Armor), Dagger, Dagger
Undeadbro: Pistol
Firebeard: SN 3d4, Hook

Purchased and Spent Explosive

Loot Score: 5

Kill Table
10 Kills
4 Deaths

Kill Score: 6

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
16CP
1d6 SN, 1d6 SN with Pistol

Equipment
Armor Hunter: SuperNatural Pistol
Bandanna Hunter: SuperNatural Pistol
Hair Hunter: SuperNatural Pistol

Loot Score: 2

Kill Table
6 Kills
4 Deaths

Kill Score: 2

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

Badass Score: 6

Objectives Obtained
5 Kills

Grey Team

Abilities:
19CP
Phasic SuperNatural Dice

Equipment
Gold12: SN d12, Rite of Worth, Armored Suit (+1d4 Armor), 2 Knives (sheathed), Heroic Artifakt
UtiliGrey: Golden Gun, Knife, Knife (sheathed)
Grey: Golden Gun, Knife, Knife (sheathed)
Grey: 2 Knives

Purchased and Spent Explosive

Loot Score: 10

Kill Table
6 Kills
3 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

Badass Score: 7

Objectives Obtained
Accessed Level Two
Accessed Level Three

Blue Team

Abilities
12CP

Equipment
Blue Android: Hardsuit, SN d6, Android Body 2
Medik: Medik Tool
Pistoleer: Pistol
Ninja: SN d4, Katana
Ninja: SN d4, Katana

Purchased Explosive

Loot Score: 7

Kill Table
4 Kills
5 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

Badass Score: 6

Objectives Obtained
Level One Key

Orange Team

Abilities
8CP
Map Dominance
Energy Requisition

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

Purchased and Spent Explosive

Loot Score: 4

Kill Table
4 Kills
3 Deaths

Kill Score: 1

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

Badass Score: 9

Objectives Obtained
Level One Key

Green Team

Abilities
6CP
Fleet Foresters, Trapmasters

Equipment
Little Jack: SN Ninja d6, SN Super Strength d12, Piloting, Cool Haircut, Fire Shield, +4 Movement, +1d10 Armor, Last Man Standing, Power Axe (UR4, 3d6DMG), Heroic Artifakt (Master sphincter’s Soul)

Loot Score: 3

Kill Table
6 Kills
5 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

Badass Score: 9

Objectives Obtained
Level One Key, Level Two Key


Overview Comparison
Spoiler: show
Construction Points
Yellow: 14
Hunter: 16
Grey: 19
Blue: 12
Orange: 8
Green: 6

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

Kill Score
Yellow: 6
Hunter: 2
Grey: 3
Blue: -1
Orange: 1
Green: 1

Badass Score
Yellow: 7
Hunter: 6
Grey: 7
Blue: 6
Orange: 9
Green: 9

Objectives
Yellow: Level One Key, Level Two Key
Hunter: 5 Kills
Grey: Level Two Access, Level Three Access
Blue: Level One Key
Orange: Level One Key
Green: Level One Key, Level Two Key

Total Scores
Yellow: 4
Hunter: -6
Grey 1
Blue: 0
Orange: 6
Green: 7

Orange’s stunt this turn kept it in second place while killing almost everyone else’s scores. Green, however, went from dead last to first place in one fell swoop thanks to heavy expenditure. Hunters were the only ones unable to keep their heads above water and so take last place.


Send Orders for Round Seventeen!
Last edited by Quantumsurfer on Mon Jun 23, 2014 1:45 am, edited 1 time in total.
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Re: For Great Justice, Part One: Tower of Justice

Postby The Shadowscythe » Sun Jun 08, 2014 2:23 am

And with +10 Cp each, think of all the chaos you lot can get up to.

Orders are inbound quantum, but how much did that SMG cost?
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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 » Sun Jun 08, 2014 2:45 am

4CP, UR3, 5RNG, 1d6DMG, Auto. You can retcon it into a larger weapon if you want.
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Re: For Great Justice, Part One: Tower of Justice

Postby The Shadowscythe » Sun Jun 08, 2014 2:55 am

Nah, that's fine. I was asking about the Cp cost. I was intrigued that's all.
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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 » Sun Jun 08, 2014 2:59 am

All good.
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Re: For Great Justice, Part One: Tower of Justice

Postby Quantumsurfer » Mon Jun 16, 2014 5:52 pm

Just need Headhunter Orders.
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Re: For Great Justice, Part One: Tower of Justice

Postby transformerj » Mon Jun 16, 2014 7:16 pm

Quantumsurfer wrote:Just need Headhunter Orders.

I've been busy with work and long hours
sorry for the delay
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Re: For Great Justice, Part One: Tower of Justice

Postby Quantumsurfer » Tue Jun 17, 2014 10:24 am

All good, man, no worries.
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Re: For Great Justice, Part One: Tower of Justice

Postby The Shadowscythe » Tue Jun 17, 2014 10:58 am

I wish to inquire as to when violence shalt recommence oh great and mighty quantum of the surfers.
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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 » Tue Jun 17, 2014 7:55 pm

I will try to have the next round up sometime between now and Thursday, Lord Shadowscythe. Sorry for the delay.
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Re: For Great Justice, Part One: Tower of Justice

Postby Quantumsurfer » Fri Jun 20, 2014 12:12 am

Ok, well, I have it started but certain elements are taking longer than expected. Plus, I'm having one of those scattered days. Tomorrow is my anniversary so let's shoot for Sat-Sun instead. Sorry about that, guys.
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Re: For Great Justice, Part One: Tower of Justice

Postby Quantumsurfer » Mon Jun 23, 2014 3:32 am

A round of Defense and Denial, things are nevertheless heating up here near the end. See what I mean in

Round Seventeen

Spoiler: show
Extras: Each team will earn +1 CP at the end of Round Seventeen, provided the Warden’s Sec Team can reverse the alterations to the scoreboard.

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Grey Turn 17a
While the Oni moves on the ladder, his demonic bear lopes around the corner and breathes a gout of hellfire. The forward two zombies are caught alight and are each now down a life…or death, rather.

This was accidentally done out of turn order, as I still had them in my head as extras. They’ll be moved to normal Grey Initiative Order starting Round Eighteen.

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Extras Turn 17a
The Zombie Horde bunches up against the Demon Bear. Their combined attacks very nearly bring it down but the bear barely manages to survive, roaring in pain and rage.

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Extras Turn 17b
The smaller horde makes the inner ring and pulls toward Orange’s Keyzone.

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Extras Turn 17c
The Ice Zombie breaks on through to the other side, the frozen, shattered remnants of Yellow’s trapdoor thrown forcefully about the small room.

The First Zombie holds action.

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Yellow Turn 17a
Snake Yellow’s egg hatches. The snakeling inside grows with extreme rapidity, becoming a Baby Hydra!

I did use the very bottom curve of the snake model from the Ninjago Epic Dragon Battle set to begin building the Hydra. I also borrowed inspiration for the head from a moc found on a google search. I ended up modifying both extensively, however, as well as building the thing from the ground up. I got a little carried away with it. I suppose it’s because I’m not the greatest with organics.
Anyway, the Baby Hydra hasn’t yet developed the Hydra’s famous ability to replace severed heads with two more. For now, instead, let us assume that it must be “killed” multiple times, similar to the zombies.

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Yellow Turn 17b
As Yellow Team hustles down the hallway toward the L3 Ladder, the Hydra moves forward to block the hall with its bulk. Meanwhile, Snake Yellow moves over to the Comp and spends a total of 11 CP (9 on Poison Use and Snake Bonded and 2 on FireBeard’s Bid Total).

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Yellow Turn 17c
FireBeard casually gestures and sets Bandanna Hunter on fire.

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Yellow Turn 17d
He then turns his steel pegleg into a rocket booster and flies off down the hallway toward the exit.

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Hunter Turn 17a
Armor Hunter moves over to the Computer Console and spends a total of 15 CP (9 on 3d4, distributed one to each of the Hunters, and 6 on Unstoppable).

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Hunter Turn 17b
His spell erodes the wall faster than it has any right to, dropping its armor another 10 points. He fires off an Entropy Round that blows the rest of the wall apart.

Now, technically, he couldn’t have fired the shot (having spent his action on the Comp) but he could have used the d4 to send the other d6 back to the wall to aid in the wall’s ultimate destruction. This way was cooler. Sometimes, I really like the versatility of this system. The way things can be described in different ways or blown off altogether.

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Hunter Turn 17c
Bandanna decides to use his being on fire to his advantage, careens around the corner and through the wall of fire, and flying leap tackles the Ice Zombie. They both disappear through the blown open trapdoor. The Zombie is not only set aflame but also suffers an egregious fall to the floor of L1 and is killed (for good) more or less instantly. The Hunter manages to grab a rung on the ladder below and can begin his movement from the L2 trapdoor beginning next turn (remember that he is still on fire).

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Hunter Turn 17d
The resounding thud rouses Hair Hunter, who stands up and wanders through the settling debris, coming to a stop before the dying fire wall.

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Grey Turn 17b
Grey is completely visible this turn. One of the Greys with a Golden Gun starts the team off with a clever idea, inspired by his most recent tactic. He moves toward the Orange Safezone and again uses the gun to create a Guardian at a distance. Again, the Guardian has no real stats to speak of but it has presence and so, positioned in front of the Computer Console, can make purchases for the team. It spends a total of 16 CP (a SN d12 and a SN d4 for Gold12 and Rite of the Hunter for the team).

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Grey Turn 17c
The rest of the team makes a Combined Ranged Attack on Little Jack. Gold 12 fires all of his available SN dice into the rifle attack while UtiliGrey and the other Grey toss knives. The attack should be powerful enough to pulverize the giant but, as has been his habit, he takes it on the chin and remains standing. However, he is mightily wounded (now suffering a total of 4 Grinding Damage).

No, like, seriously, Little Jack should be dead as a doornail. All hits, with a combined damage of 2d12+3d6+1d4+1+3grind (for an average of 30 damage) versus Jack’s armor of 1d10+3d6 (an average of 16). Somehow, one d12 fumbled and cancelled the other out while Jack’s armor critted and easily surpassed the remaining damage. It is very doubtful he will survive another attack like that, so he should plan on doing something big and as nasty as possible.

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Grey Turn 17d
Gold12 tries to exploit the situation and heroically attempts to force his SN dice to refresh so he can fire again immediately. Little Jack has had enough for now, however, and channels his Chi into the oncoming blast, stopping it cold.

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Grey Turn 17e
The Grey Team continues their tactical maneuvering, attempting to scurry out of any possible LoS from Yellow or Orange Teams as they come up.

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Blue Turn 17a
Blue Android boosts up to the corner, spins easily, and launches his explosive in a graceful arc.

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Blue Turn 17b
It utterly obliterates Red Android. Blue is too cool to look at the explosion so he spends his time popping open the golden chest instead, obtaining a Heroic Item! He slides it into a safe compartment for now (please decide on a form with your T18 Orders).

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Blue Turn 17c
The rest of Blue Team moves up to the corner with their boss.

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Blue Turn 17d
The twin Ninjas leap into the air, hoping to perform an excellent DFA maneuver on the First Zombie…

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First Zombie Response Turn 17a
…But the First Zombie is prepared and is having no more of this nuisance. It spins about with blinding speed and catches the blade of the right Ninja’s katana with his bare hand.

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First Zombie Response Turn 17b
Using the blade as leverage, he turns slightly and launches that Ninja directly into the path of his compatriot. They slam together and are hurled away.

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First Zombie Response Turn 17c
As they hit the wall and then the floor, unharmed but Disrupted, he makes good his escape, heading onto Blue’s Red Path.

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Orange Turn 17a
Orange Spy bolts directly forward and snatches up the Key, dropping the ladder that leads to L3.

The Tower’s Sec Team succeeds in stopping the CP Booster Virus. Players do not receive +10CP at the beginning of Orange’s Turn 17 and will not receive +10CP each Orange Turn. However, the Tower Rules specifically state to play it as it lies in situations like these, so players keep all current CP.

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Orange Turn 17b
Orange Team moves toward the ladder as quickly as possible.

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Orange Turn 17c
Spy moves with a calm efficiency, mounting the ladder just behind the WageMage. Gaining the L3 safezone, she uses her Controller as a Computer Console. She spends 7 CP (6 on 1337 H4x and 1 on the Piloting Specialty for herself).

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Orange Turn 17d
Now that she has Piloting, Computer Actions no longer eat her Normal Actions or Movements for any given round. Thusly, she summons one of four possible remaining free turrets (she may summon them through her handset or through any of the Comp Consoles, but is limited to four total on L3).

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Orange Turn 17e
The Laser Turret pivots and discharges a shot at UtiliGrey (it has two shots remaining). He prepares to Phase Defend but ultimately finds it unnecessary as the damage is too low to hurt him significantly.

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Green Turn 17a
Little Jack finds the Gold Grey’s phasing trick cute. “Little Jack can do that too,” he thinks to himself and charges directly through the right hand wall toward the clever Grey near Orange’s Safezone. He slams his great bulk directly into the much smaller man and sends him flying. The clever Grey’s brains are bashed in when he hits the floor bouncing.

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Green Turn 17b
Jack turns menacingly toward Gold12 with the intention to pop his head off like a dandelion but finds the other Hero too far away and too slippery to allow such an attempt this turn.

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Round Seventeen Overview A

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Round Seventeen Overview B

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Round Seventeen Overview C

Extras: The Warden would like to again remind you of the open bidding on Tower Personalities. These are listed in the Overviews for your convenience but they stand at: FireBeard-7CP, Twin Ninjas-2CP, Oni and Bear-4CP. Remember that your own bids are cumulative. You can feed your CP to your Personalities to keep them happy and loyal (essentially by upping their bid price so that it becomes more difficult for other players to pay to take them).


Overview Breakdown
Spoiler: show
Yellow Team

Abilities
4CP
Snake Bonded

Equipment
Snake Yellow: Fang Dagger (Poison Shiv 3), Longbow
Medikbro: Medik Tool, Shield, Pistol (Holstered)
Mr. Daggers: Pathfinder, Half Dead (+1+1d6 Armor), Dagger, Dagger
Undeadbro: Pistol
Firebeard: Bid 7, SN 3d4, Hook
Baby Hydra: Beastie

Purchased and Spent Explosive

Loot Score: 5

Kill Table
10 Kills
4 Deaths

Kill Score: 6

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
2CP
1d6 SN, 1d6 +1d4 SN with Pistol
Unstoppable

Equipment
Armor Hunter: SuperNatural Pistol
Bandanna Hunter: SuperNatural Pistol
Hair Hunter: SuperNatural Pistol

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

Badass Score: 6

Objectives Obtained
7 Kills

Grey Team

Abilities:
4CP
Phasic SN d6
Rite of the Hunter

Equipment
Gold12: SN 2d12 + d4, Rite of Worth, Armored Suit (+1d4 Armor), 2 Knives (sheathed), Heroic Artifakt
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
6 Kills
4 Deaths

Kill Score: 2

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

Badass Score: 7

Objectives Obtained
Accessed Level Two
Accessed Level Three

Blue Team

Abilities
13CP

Equipment
Blue Android: Hardsuit, SN d6, Android Body 2, Heroic Artifakt
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
5 Deaths

Kill Score: 0

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
2CP
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
4 Kills
3 Deaths

Kill Score: 1

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

Badass Score: 9

Objectives Obtained
Level One Key, Level Two Key

Green Team

Abilities
7CP
Fleet Foresters, Trapmasters

Equipment
Little Jack: SN Ninja d6, SN Super Strength d12, Piloting, Cool Haircut, Fire Shield, +4 Movement, +1d10 Armor, Last Man Standing, Power Axe (UR4, 3d6DMG), Heroic Artifakt (Master sphincter’s Soul), 4 Grinding Damage Taken

Loot Score: 3

Kill Table
7 Kills
5 Deaths

Kill Score: 2

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!

Badass Score: 10

Objectives Obtained
Level One Key, Level Two Key


Overview Comparison
Spoiler: show
Construction Points
Yellow: 4
Hunter: 2
Grey: 4
Blue: 13
Orange: 2
Green: 7

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

Kill Score
Yellow: 6
Hunter: 3
Grey: 2
Blue: 0
Orange: 1
Green: 2

Badass Score
Yellow: 7
Hunter: 6
Grey: 7
Blue: 7
Orange: 9
Green: 10

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 15
Blue: 1
Orange: 14
Green: 8

Big expenditures this turn re-level the scoreboard, for the most part. The two teams in last place, Green and Blue, are there for a surplus of unspent CP. Orange and Yellow are neck and neck for second place while Grey sneaks ahead to first by a single point.


Send Orders for Round Eighteen!
Last edited by Quantumsurfer on Thu Jul 17, 2014 10:02 am, edited 1 time in total.
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Re: For Great Justice, Part One: Tower of Justice

Postby Silverdream » Mon Jun 23, 2014 3:43 am

I thought I also bought Poison Use for abilities? Also I can't see my starting point on the third floor, could I get an overview for that?
Last edited by Silverdream on Mon Jun 23, 2014 3:48 am, edited 1 time in total.
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Spoiler: show
mgb519 wrote:Seriously, you are now the first ever forum superhero.


Colette wrote:I hereby acknowledge Silverdream as the one and only forum troll as agreed in the bet.


Quantumsurfer wrote:No, I have 2 silver.
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Re: For Great Justice, Part One: Tower of Justice

Postby Quantumsurfer » Mon Jun 23, 2014 3:47 am

Poison Use wrote:Any weapon may be upgraded with one shot of poison or an already Poisoned weapon may replenish one of its spent Poison Uses. Unless stated otherwise, all weapons can carry only one dose of poison. (Poison Shiv carries three, for example).


You were down one use on your Shiv so I just applied your purchase to that, maxing it back out at 3 Poison. If you would like to apply it to a different weapon (other weapons have 1 Poison "Slot"), I'm happy to retcon that.
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Re: For Great Justice, Part One: Tower of Justice

Postby Quantumsurfer » Mon Jun 23, 2014 5:27 am

Oh, also:

Presentation Addendum, Round Eighteen

For the remainder of the game, players may bid on Initiative Order using CP.

For the remainder of the game, players may gain a CP refund on any item, character, or power. The Warden will remove the offending item from the field, preferably in a bloody manner (zero guarantees on safety here, folks), and the item's team will gain back its cost in CP.
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