For Great Justice, Part One: Tower of Justice

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

Postby Colette » Tue Mar 25, 2014 6:21 pm

The Shadowscythe wrote:Considering I am known for killing gods, my wrath is not overkill.

In all fairness, it was only a messenger of the gods.
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Re: For Great Justice, Part One: Tower of Justice

Postby The Shadowscythe » Tue Mar 25, 2014 11:53 pm

Colette wrote:
The Shadowscythe wrote:Considering I am known for killing gods, my wrath is not overkill.

In all fairness, it was only a messenger of the gods.


Still counts.

Also, where the hell is turn ten at man? I grow bored with this lack of imminent violence.
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Re: For Great Justice, Part One: Tower of Justice

Postby Quantumsurfer » Wed Mar 26, 2014 7:26 am

Just waiting on Green's Orders.
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Re: For Great Justice, Part One: Tower of Justice

Postby Quantumsurfer » Wed Mar 26, 2014 5:22 pm

Zupponn, ya dead, mon?
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Re: For Great Justice, Part One: Tower of Justice

Postby Zupponn » Wed Mar 26, 2014 5:23 pm

I've been away for a couple of days, so I'm getting orders in now.

The Shadowscythe wrote:Zupponn, you are a shit.

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

Postby Quantumsurfer » Thu Mar 27, 2014 3:01 am

Round Ten will be coming soon. In the meantime, I've decided to make the last part of Grey Turn 9 visible so that the explanation makes sense to everyone.

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Grey Turn 9d
The Grey in Level 2 chooses the difficult path. Grey’s Turns in this area will be visible as a Terror Timer for the other players. Once Grey has defeated this area’s boss and collected whatever loot and reinforcements they desire, they will be able to return to the Tower of Justice proper. If they can defeat their area before the other players can make it through Level 2, the Greys will have a headstart and ambush potential on Level 3. The race is on like Bonn-o-Tron.

This area’s boss is a notorious Grey Villain named Doctor Blanco. Deemed several years ago to be dangerously insane, Blanco was locked away in Prison System Eight in Special Confinement. It was this action, and the innumerable subsequent escape attempts by the good doctor that allowed Dissonance Industries to perfect phasing technology. Blanco had himself developed a method by which he could perform partial phasing. At first, this was thought to be a great discovery and many Greys sought Blanco out to learn the technique, the better to become greater hunters and stalkers. He collected scores of students and strung them along for some time, extorting them financially for his own incredible gain. At some point, Doctor Blanco further evolved the ability and learned to expand his phasic energies beyond his own body. Again, he was lauded for his success and important contribution to Grey society. However, this was the final stage in his devious plan. While his students focused their efforts inward and honed the ability to target others, Blanco learned to create phasic energy manifestations…mostly solid ghost clones of himself. These manifestations were extraordinarily difficult to dispel and had the distinct advantage of being able to fight phased and corporeal opponents simultaneously. He used this new cowardly power to attempt to murder the lot of his students and escape with their money and his secrets intact. Unfortunately for him, a small handful of students escaped and the doctor was soon after caught and jailed. Blanco has been promised a probationary freedom if he can survive five years in the Tower of Justice whenever the Greys choose to participate. As for themselves, the Greys like this arrangement just fine as it helps them to hone their abilities and gives them a chance to finally kill their culture’s greatest disappointment. Doctor Blanco fights with two pistols and can perform Phasic Feats. He begins the fight with two Phasic Manifestations, who serve only to defend him from attack.

Grey Team will still be able to use their Phasic SN Dice in this area, with two important considerations. The walls, floor, ceiling, and trapdoor block phased movement (locking you into this room) and the Phasic Manifestations can still see you, defend against you, and attack you normally. Doctor Blanco will be able to follow your movements through them. But if you can come up with some other clever use for your phasing in here, I'll try to accommodate.
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Re: For Great Justice, Part One: Tower of Justice

Postby The Shadowscythe » Sat Mar 29, 2014 11:26 am

I desire for immediate violence. Forthwith.
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Re: For Great Justice, Part One: Tower of Justice

Postby Quantumsurfer » Sat Mar 29, 2014 3:09 pm

Today/tonight.
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Re: For Great Justice, Part One: Tower of Justice

Postby The Shadowscythe » Sat Mar 29, 2014 3:50 pm

Good, because this has become my weekly.

Normals wait for the next episode of (insert soap opera here), I want my damn tower of justice already. Seriously I have this topic on my notify list. That's how much I want this.

With the force of a thousand suns.
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Re: For Great Justice, Part One: Tower of Justice

Postby Quantumsurfer » Sun Mar 30, 2014 5:01 am

I'm very pleased to hear it.

This turn was a little strange. I took some liberties but made sure to follow all the orders where possible. You'll see why. Also, the loading times between the three maps took a great deal longer than I thought it would. Anyway, here we go.

Round Ten

Spoiler: show
Extras: Each team will earn +1 CP at the end of Round Ten. The Warden announces that, in addition to the nasty surprise awaiting the last team to the Level 2 Objective, he will provide a reward in the form of a free special purchase to the first team to reach their colored zone. Remember to make Special Purchases as soon as you come across a Computer Console, if you so desire and have the CP to do so.

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Grey Turn 10a
Two Greys enter the area simultaneously. One leaps to the right side, phasing into the Stasis Chamber. The other dexterously leaps the hatch and phases down into the Stasis Chamber on the left. This turns out to be a clever tactic. The Greys in the Chambers are awakened by the presence of their siblings. They are now active and Grey Team gains two more Greys.

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Grey Turn 10b
The Grey who chose the room’s difficulty bolts to the right and leap-phases into the chest there, earning +2 CP. Blanco has never seen this tactic before. Usually, the Greys charge him outright (hence the two forward guards blocking the charge potential). This is a full scale phase and flank tactic, using the available cover to make their way to him with minimal casualties. The final Grey is still hunting on Level 1 and holds his action.

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Blanco Turn 10
He reacts fairly quickly, however, pivots, channels phasic force into his twin pistols and lets loose at the lead Grey. The phasic energies destabilize the molecular structure of both the chest and the Grey hidden inside and the blast rips them both apart with ease.

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Blue Turn 10a
Blue Team climbs the ladder.

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Blue Turn 10b
Blue Android smashes his way out of the central colored zone on Level 2 and chooses the difficult path. The Pink Path instantly closes off, a hidden wall slamming into place.

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Orange Turn 10a
Orange Spy hustles into Green’s Keyzone and takes advantage of the Computer Console there to again hack into the Master System. The Warden’s team of security hackers attempts to lock out her access but she installed several backdoors months ago. Her team has already blown through a chunk of their cracks, however, and now that the sec team knows that they exist, they’ve been running maintenance ever since in an attempt to clean Orange Spy’s presence out. Spy has spoofs running to obscure her activities but the larger scale hacks she makes, the less effective they become. Orange Spy decides to go big on this one, regardless of the risks, and uses her temporary access to teleport the entire Headhunter Team to Level 2 and away from her own team. Her success is nothing short of miraculous because she was opposed in her feat by every other group, including the sec team.

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Orange Turn 10b
Their path clear, the Orange Team moves into their own Keyzone.

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Orange Turn 10c
The Headhunters find themselves split up, one in each of the pathways (absent Orange) on Level 2. Headhunters are placed at a distance according to the oppositional roll that landed them there.

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Yellow Turn 10a
Snake Yellow reacts instantly to the danger the newly arrived Headhunters present. He fires an arrow but it glances off the hunter’s chestplate. Snake Yellow guards the portal and waits for his team to arrive.

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Yellow Turn 10b
Newbro is electrocuted and his burned body falls into the pit of acid.

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Yellow Turn 10c
Mr. Daggers moves up to the bottom of the ladder in the Yellow Keyzone. He will be able to ascend next round.

Sorry about the quality on this one. I must have bumped the mouse before taking the screenshot or something.

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Green Turn 10a
Master sphincter performs a shot on the run, dashing out of the central zone and turning briefly to fire a solid shot into the Hunter standing there. The hunter goes down in a clatter of bones.

Headhunters cannot die until they are released from their sentence. While there are 3 or more Hunters on the map, even if they are separated and at a distance from one another, all Hunters resurrect the turn after they “die.” If there are only two Hunters, they may still resurrect the next turn but suffer a random disability in the form of half speed for that turn (which combines with the natural movement penalty from standing up from prone), the loss of an action, or the loss of a 1d6 SN Die. If the last Hunter is “killed,” he is effectively out of the fight as it then takes several days for his body to regenerate. Should this happen, it does not mean the Hunter player is out of the game necessarily as the Warden may insert other Hunters into the Tower at will.

Tried something new with this one. Don't think it worked.

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Green Turn 10b
Master sphincter keeps booking it down the hall, choosing the fast and easy path. His difficult path locks off, a hidden wall slamming into place.

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Hunters Turn 10a
Armor Hunter decides that he’s outnumbered and aims to change that. He imbues his bullet with necromantic power and fires it at Snake Yellow. Keybro leaps in the way, however, and takes the shot instead. The shot, instead of killing him, supernaturally poisons him and immediately forces a transmutation effect upon his person.

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Hunters Turn 10b
He screams an animal scream as the bullet’s power does its work, transforming him into a hunter minion, a Revenant.

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Hunters Turn 10c
Hair Hunter on Blue has far less success, however. When he goes to fire on Android, his gun jams. He spends the rest of the turn clearing the firearm.

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Pirates Turn 10
FireBeard gets devious and circles around into Blue Keyzone. He calls up a hellish fire in the palm of his hand and applies it directly to blue’s ladder. The ladder conducts the heat well and becomes molten hot, glowing dangerously red. The heat is too much for Blue Recruit. He singes his hand and lets go, falling to the floor below and cracking his skull open.

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Round Ten Overview A

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Round Ten Overview B

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Round Ten Overview C

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Round Ten Overview D

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Round Ten Overview E

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Round Ten Overview F


Overview Breakdown
Spoiler: show
Grey Team

Abilities:
10CP
Phasic SuperNatural Dice

Equipment
Grey: Saber, Pistol
Grey: 2 Knives
Grey: 2 Knives
Grey: 2 Knives
Grey: 2 Knives
Grey Corpse: 2 Knives

Purchased and Spent Explosive

Loot Score: 3

Kill Table
2 Kills
1 Deaths

Kill Score: 1

Badass Moments
Grey Turn 4h, The Wall Grab
Grey Turn 6d, Phantom Ride Kill Assist
Grey Turn 8a, Phantom Switch

Badass Score: 3

Objectives Obtained
Accessed Level Two

Blue Team

Abilities
7CP
Android Body 2
Upgrade: SuperNatural d6

Equipment
Android: Hardsuit
Medik Corpse: Medik Tool
Recruit Corpse: Pistol
Pathfinder Corpse: 2 Swords
Recruit Corpse: None

Loot Score: 4

Kill Table
3 Kills
5 Deaths

Kill Score: -2

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!

Badass Score: 4

Objectives Obtained
Level One Key

Orange Team

Abilities
7CP
Map Dominance

Equipment
Spy: 2 Knives
Medik: Medik Tool
Shotgunner: ShotGun
Pathfinder Corpse : 2 Sabers

Purchased and Spent Explosive

Loot Score: 1

Kill Table
4 Kills
1 Deaths

Kill Score: 3

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

Badass Score: 6

Objectives Obtained
None

Yellow Team

Abilities
10CP
Poison Shiv 3

Equipment
Snake: Fang Dagger (Sheathed), Longbow
Medik: Medik Tool (Holstered), Shield, Pistol
Pathfinder: Dagger, Dagger (Holstered), Pistol
Shotgunner Corpse: ShotGun

Purchased and Spent Explosive

Loot Score: 5

Kill Table
7 Kills
3 Deaths

Kill Score: 4

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

Badass Score: 4

Objectives Obtained
Level One Key

Green Team

Abilities
9CP
Fleet Foresters
Last Man Standing

Equipment
Master sphincter: Crossbow, Claw
Pathfinder Corpse: 2 Axes
Forester Corpse: None
Medik Corpse: Medik Tool, Crossbow
Shotgunner Corpse: ShotGun

Loot Score: 1

Kill Table
5 Kills
4 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

Badass Score: 6

Objectives Obtained
Level One Key

Headhunters

Abilities
2CP
1d6 SN, 1d6 SN with Pistol

Equipment
Armor Hunter: SuperNatural Pistol
Scarf Hunter: SuperNatural Pistol
Hat Hunter: SuperNatural Pistol

Loot Score: 0

Kill Table
1 Kills
1 Deaths

Kill Score: 0

Badass Moments
Hunters Turn 10b, Tipping the Scales

Badass Score: 1

Objectives Obtained
1 Kills


Overview Comparison
Spoiler: show
Construction Points
Grey: 10
Blue: 7
Orange: 7
Yellow: 10
Green: 9
Hunter: 2

Loot Score
Grey: 3
Blue: 4
Orange: 1
Yellow: 5
Green: 1
Hunter: 0

Kill Score
Grey: 1
Blue: -2
Orange: 3
Yellow: 4
Green: 1
Hunter: 0

Badass Score
Grey: 3
Blue: 4
Orange: 6
Yellow: 4
Green: 6
Hunter: 1

Objectives
Grey: Level Two Access
Blue: Level One Key
Orange: None
Yellow: Level One Key
Green: Level One Key
Hunter: 1 Kill

Total Scores
Grey -3
Blue: -1
Orange: 3
Yellow: 3
Green: -1
Hunter: -1

A harsh turn for everyone. Yellow's lead is gone and they are now tied with Orange for first place. Blue, Green, and Hunter struggle for a weak second and Grey falls into last place. Weak scores are mostly a reflection of unspent CP.


Send Orders for Round Eleven!
Last edited by Quantumsurfer on Mon May 19, 2014 7:25 pm, edited 1 time in total.
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Re: For Great Justice, Part One: Tower of Justice

Postby The Shadowscythe » Sun Mar 30, 2014 5:20 am

Oh good god I cannot believe that worked!

I was against every single feat?

Truly spectacular quantum, this has to be my favorite forum battle I have ever been a part of. My thanks good sire.
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Re: For Great Justice, Part One: Tower of Justice

Postby Quantumsurfer » Sun Mar 30, 2014 3:39 pm

My pleasure. :D

Yes, I have no idea how you succeeded. Everyone opposed you because the feat ended up affecting all of them. Truly, sometimes my dice operate according to a different set of physics.
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Re: For Great Justice, Part One: Tower of Justice

Postby The Shadowscythe » Sun Apr 06, 2014 4:46 pm

Quantum, it has been another Sunday old chappe.

I am on another horror of a nightshift, I have a migraine and I've already splattered my stomach contents into the great porcelain bowel of beyond.

Bring me turn 11, make my night filled with wonder. I implore of yee.
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Re: For Great Justice, Part One: Tower of Justice

Postby Quantumsurfer » Mon Apr 07, 2014 10:19 am

I have no real excuse for not starting on Saturday. My cable provider offered up a week of free goodies. I watched Black Sails straight through. I did see your message last night, Scythe, and I've been working on it when I can, IRL distractions permitting. Don't worry, I finished Black Sails before I saw the message. Anyway, sorry for the short delay. I hope at least this makes your day a little better. Feel better, man.

Round Eleven

Spoiler: show
Extras: Each team will earn +1 CP at the end of Round Eleven. The Warden announces a new Initiative Bid. You may bid anywhere between 0 CP and however much you currently possess. New Initiative Order will be determined by highest to lowest bidders, with zero bidders remaining in their normal initiative spots after CP bidders.

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Grey Turn 11a
The two Greys that hid in the Stasis Chambers last turn bolt forward and dive into Blanco’s guards, phased and occupying the same space thus defeating their defensive tactics.

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Grey Turn 11b
The two Greys chuck a knife each at Blanco from the benefit of this new position but they both bounce off of his expensively tailored armored jacket.

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Grey Turn 11c
The two newly awakened Greys in the Stasis Chambers burst forth, shattering the glass tubing that surrounded them only a moment ago.

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Grey Turn 11d
The one to the right runs forward, picking up his fallen comrade’s knives along the way, and throws a knife at Blanco. Despite being dead on, this one too bounces off of the mad doctor.

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Grey Turn 11e
The Grey on the left sprints across the room to the Computer Console. He will be able to activate it next turn.
The Grey on Level 1 continues to bide his time.

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Doctor Blanco Turn 11a
Blanco lazily turns and fires two phasic transmogrification beams into his guards. Their shields are transformed into katanas.

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Blanco Turn 11b
The guards, having failed in their most basic function, commit seppuku. Both guards die but only one managed to ram the blade through the Grey inside of him as well. A single drop of blood falls and then he collapses.

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Blue Turn 11a
Blue Android decided he had better deal with the Hunter threat now and turns around. He moves over to the Hunter, who is desperately still trying to clear his weapon, picks up by his shirt collar, and devastatingly slams him into the back wall.

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Blue Turn 11b
Black goo erupts from the Headhunter’s now inert corpse.

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Blue Turn 11c
The Hunter slides slowly down the wall and Blue Android stops a moment to admire his kill.

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Orange Turn 11a
Orange Spy leaps through the broken window between the Green and Orange Keyzones, landing in a deft barrel roll and coming up next to the Orange Key.

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Orange Turn 11b
She acquires the Key and Orange Team now has access to Level 2!

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Orange Team 11c
Medik bolts up the ladder, moving into Level 2. Shotgunner follows, making it most of the way up. Orange Spy moves in behind her men.

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Grey Response Turn 11f
The Grey that has been biding his time and Phantom Riding Orange Spy this entire time decides that now is the time to act and bursts forth from her back in a shower of gore. Her ruined body falls from the ladder and hits the floor with a meaty thunk.

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Orange Turn 11d
But Aha! Unbeknownst to the Grey, at some point, the shotgunner and Spy must’ve traded places via teleporter. In his phasic state, his senses would have been dulled to the finely tuned switcheroo. Orange Spy pulls off her shotgunner mask and continues climbing the ladder, smirking a sneaky smirk. (Redshirt).

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Pirates Turn 11a
FireBeard continues to prove his worthiness as an adversary and makes a couple of peg-legged leaps to the top of Blue’s empty Stasis Chamber. Once there, he pulls out a Molotov Cocktail, lights it up, and lobs it across the rooftop of the central hub. It lands right next to the Grey, still soaking in his victory and yet unaware of Spy’s continued survival.

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Pirates Turn 11b
The bottle explodes in a burst of flame, lighting the Grey on fire and blowing him off the roof. He falls and busts his head open on the remnants of Orange’s Computer Console. The flames super-oxidize his blood, turning it red. How strange.

I went out of order here to save on loading times since no one else was still down here.

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Yellow Turn 11a
The Yellow Snakeman temporary falls silent, before becoming angry. "You bassstard, no one poisssssonssssss my ssssnakessss exsssssept for me." He secretes his most exotic poison, a neurotoxin known as Serpentoxin, onto an arrow. This toxin forces the victim to fall under the snake's control, as long as he lives. He fires the Serpentoxin Arrow at the Headhunter and scores a direct hit. The damage is not enough to kill the hunter but the poison miraculously manages to take root. Until it wears off, this Headhunter will be controlled by Yellow.

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Yellow Turn 11b
Shield Medik and Mr. Daggers open fire on the new Revenant, Undeadbro. One shot goes wild but the other hits the abomination square in the arse. The damage is not enough to bring down the rampaging reptile, however. Sickly flesh merely sloughs off of the creature and glops messily onto the steel floor.

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Yellow Turn 11c
The poisoned Headhunter turns and fires a shot into the creature’s side. More flesh splatters to the ground but the creature seems unfazed by the attack.

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Green Turn 11a
Master sphincter sprints at half speed down the hall, keeping a weather eye out for traps. He discovers one on the first chest in the hall, disarms it easily, and obtains +1 CP. His sprint carries him halfway to the next chest.

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Green Turn 11b
Still keeping an eye out for traps, he uses his Last Man Standing Benny to move up to the next chest and rolls high enough to open it too, scoring another +1 CP.

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Green Turn 11c
Finally, he uses his Heroic Feat to sprint again, showing the fleet footedness of the forest masters and makes it all the way into Green’s Keyzone.

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Hunter Turn 11a
Bandanna Hunter stands up and moves into Green’s hallway. He carefully lines up a knee shot, putting one SN die into Range and one into debuffing Movement. Though he is seven inches out of range, he rolls a bonus die on the ranged SN die and covers it easily. He would have debuffed 3 inches of move but it ultimately did not matter as he also overskilled on damage and ended up shooting Master sphincter straight through the heart. The old master’s weapons flew free and he slammed into the ground, skidding several feet before coming to a dead stop.

I took liberty with the order here but I kept to the spirit. Explosive Rounds can be used by purchasing a SN d10. The range takes care of the accuracy in this case, trumping the AoE, and the movement debuff is similar to the knockback that would occur in an explosion.

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Green Response Turn 11d
A new Hero activates for Green Team! His features are vaguely obscured from within the confines of the Stasis Chamber which held him, near Green’s Level Two Keyzone. As he steps out, we clearly see his true identity. Zupponn may choose an identity and appearance for his new Hero, preferably something in keeping with the established theme and something LDD can handle. You’ll notice that the wall moved to allow you egress from this hall but also to prevent you from gaining any of the difficult path’s spoils.

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Hunter Turn 11b
Undeadbro roars and turns, plunging his fists into his own body and brutally ripping out two ribs for use as melee weapons. The ribs writhe, warp, and twist in his grip.

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Hunter Turn 11c
He rushes Mr. Daggers, his gnashing mouth suddenly full of sharp, jumbled, oversized teeth. “I’m Hungry!” it yells.

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Round Eleven Overview A

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Round Eleven Overview B

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Round Eleven Overview C

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Round Eleven Overview D

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Round Eleven Overview E

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Round Eleven Overview F


Overview Breakdown
Spoiler: show
Grey Team

Abilities:
11CP
Phasic SuperNatural Dice

Equipment
Grey: 2 Knives
Grey: 2 Knives
Grey: 2 Knives
Grey: 2 Knives
Grey Corpse: 2 Knives
Grey Corpse: 2 Knives
Grey Corpse: Saber, Pistol

Purchased and Spent Explosive

Loot Score: 5

Kill Table
3 Kills
3 Deaths

Kill Score: 0

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

Badass Score: 4

Objectives Obtained
Accessed Level Two

Blue Team

Abilities
8CP
Android Body 2
Upgrade: SuperNatural d6
Last Man Standing

Equipment
Android: Hardsuit
Medik Corpse: Medik Tool
Recruit Corpse: Pistol
Pathfinder Corpse: 2 Swords
Recruit Corpse: None

Loot Score: 4

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

Badass Score: 5

Objectives Obtained
Level One Key

Orange Team

Abilities
8CP
Map Dominance

Equipment
Spy: Shotgun
Medik: Medik Tool
Shotgunner Corpse: 2 Knives
Pathfinder Corpse : 2 Sabers

Purchased and Spent Explosive

Loot Score: 1

Kill Table
4 Kills
2 Deaths

Kill Score: 2

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

Badass Score: 7

Objectives Obtained
Level One Key

Yellow Team

Abilities
11CP
Poison Shiv 3

Equipment
Snake: Fang Dagger (Sheathed), Longbow
Medik: Medik Tool (Holstered), Shield, Pistol
Pathfinder: Dagger, Dagger (Holstered), Pistol
Shotgunner Corpse: ShotGun

Purchased and Spent Explosive

Loot Score: 5

Kill Table
7 Kills
3 Deaths

Kill Score: 4

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

Badass Score: 5

Objectives Obtained
Level One Key

Green Team

Abilities
12CP
Fleet Foresters
Last Man Standing

Equipment
Hero: None
Master sphincter Corpse: Crossbow, Claw
Pathfinder Corpse: 2 Axes
Forester Corpse: None
Medik Corpse: Medik Tool, Crossbow
Shotgunner Corpse: ShotGun

Loot Score: 1

Kill Table
5 Kills
5 Deaths

Kill Score: 0

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

Badass Score: 7

Objectives Obtained
Level One Key

Headhunters

Abilities
3CP
1d6 SN, 1d6 SN with Pistol

Equipment
Armor Hunter: SuperNatural Pistol (Temp. Mind Controlled)
Scarf Hunter: SuperNatural Pistol
Hat Hunter: SuperNatural Pistol
Revenant Undeadbro: 2 Ribs, Poison Arm (1 Use)

Loot Score: 2

Kill Table
2 Kills
2 Deaths

Kill Score: 0

Badass Moments
Hunters Turn 10b, Tipping the Scales
Hunter Turn 11a, Long Shot
Hunter Turn 11b, Ribbed for Pain

Badass Score: 3

Objectives Obtained
2 Kills


Overview Comparison
Spoiler: show
Construction Points
Grey: 11
Blue: 8
Orange: 8
Yellow: 11
Green: 12
Hunter: 3

Loot Score
Grey: 5
Blue: 4
Orange: 1
Yellow: 5
Green: 1
Hunter: 2

Kill Score
Grey: 0
Blue: -1
Orange: 2
Yellow: 4
Green: 0
Hunter: 0

Badass Score
Grey: 4
Blue: 5
Orange: 7
Yellow: 5
Green: 7
Hunter: 3

Objectives
Grey: Level Two Access
Blue: Level One Key
Orange: Level One Key
Yellow: Level One Key
Green: Level One Key
Hunter: 2 Kill

Total Scores
Grey -2
Blue: 0
Orange: 2
Yellow: 3
Green: -4
Hunter: 2

The usual jockeying occurs. However, a big upset for Green this turn, picking up a lot of CP and losing their Hero. The killer, conversely, benefits, rocketing Hunters into tied for second place with Orange. Yellow maintains and maintains the lead.


Send Orders for Round Twelve!
Last edited by Quantumsurfer on Mon May 19, 2014 7:26 pm, edited 1 time in total.
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Quantumsurfer
Thank god for Colette.
 
Posts: 1574
Joined: Mon Apr 25, 2011 5:27 pm

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

Postby Quantumsurfer » Mon Apr 14, 2014 2:29 am

This time I do have valid excuses. Round Twelve will be delayed a couple of days. Birthday party yesterday and some cleaning for an upcoming inspection. Also, my kitchen sink pipe busted. Sorry, guys, we'll get back to it soon.
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Quantumsurfer
Thank god for Colette.
 
Posts: 1574
Joined: Mon Apr 25, 2011 5:27 pm

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