For Great Justice, Part 1: Tower of Justice Round Nine

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Extras: Each team will earn +1 CP at the end of Round Nine. Players will be shocked to discover what happens to them if they don’t get a move on.


I'm still waiting on Grey Team's response but everything is hidden this round. Once they've all moved on, I may put Grey's next few turns on visible as a sort of tension countdown timer. You'll see what I mean later.


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Grey Turn 9a, Originally Hidden

A Grey mounts Yellow’s ladder and begins the ascent toward Level 2.


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Grey Turn 9b, Originally Hidden

The Phantom Rider in Orange Spy stays put. He’s comfy.


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Grey Turn 9c, Originally Hidden

Another Grey mounts Green’s ladder. The Forester in stasis gets a reprieve only because Master Splinter is standing so near by.


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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.


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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Blue Turn 9a

Blue Android smashes his way into Blue Keyzone and snatches up his Key! Blue now has access to Level 2.


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Blue Turn 9b

He activates the Stasis Chamber and a new Recruit joins Blue Team. The Recruit hops out and walks over toward the ladder. He notices something odd.


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Blue Turn 9c

Yes, it appears that a Grey has been here and left a poorly disguised surprise for the next person to climb the ladder! Blue Recruit grins as he scores a size 2 explosive, disarming the trap easily.


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Orange Turn 9a

Electricity flows into the whole of Orange Team. They tough it out and clench their teeth against the current.


Orange Spy barely survived this with an armor roll of 6 versus 5 damage. The others were fine because I rolled damage separately. It's interesting to note that, had she failed, RedShirting may not have been possible since everything is electrified and everyone was in the danger zone. A teleport switch would have accomplished nothing. Maybe if he teleported her out and the time it took cooked him instead? In any case, I wanted to clarify that, should anyone's Hero die and they still have units, they aren't out of the game. A minion of your choice will be promoted to be the new leader and will become a Hero. They will be guided by whatever "personality" they've built so far.


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Orange Turn 9b

Shotgunner and Medik bolt toward the inner ring. Medik doesn’t quite make it. Orange Spy hustles around the corner and dive tackles Medik into the inner corridor.


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Orange Turn 9c

They smash into shotgunner, leaving the two minions Disrupted.


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Yellow Turn 9a

As the place lights up like a Christmas tree and the blood puddles on the floor begin to boil, Newbro and Mr. Daggers take a jolt. They both manage to survive.


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Yellow Turn 9b

Newbro runs over, snatching the bat along the way, grabs the dead snake’s tail, and dashes back, dropping the tail over the pit to form a fleshy bridge. The acid begins to eat away at it immediately but enough of it lasts for the two to make it across. Mr. Daggers goes first and moves down the hall. Newbro remains in the danger zone, ready to cross the pit. The tail will likely be dissolved at the end of next turn.


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Yellow Turn 9c

Snake Yellow hocks a poison loogey at Keybro, extinguishing the flames engulfing his arm. He yells up, “Best not put your hand in your mouth!” With that, the two move up into Level 2.


Sorry for the edit quality on this one.


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Yellow Turn 9d

Yellow Medik mounts the ladder to Level 2.


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Green Turn 9a

The supposedly impenetrable glasteel between the Keyzones can’t stand up to Master Splinter’s claws. He cuts through and slices Orange’s Computer Console apart.


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Green Turn 9b

The coolant controls go haywire and the whole Stasis Chamber freezes over instantly, turning its inhabitant into a solid block of ice. Satisfied with his work, he ascends to Level 2.


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Pirates Turn 9a

FireBeard notices Blue Recruit has gained a new toy and grins like a madman. He steps up to the window and snaps his fingers, igniting a flame both in his hand and a sympathy flame on the wick of Blue Recruits new dynamite.


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Pirates Turn 9b

It explodes, tossing the Recruit backward and blowing his helmet off but not doing enough damage to destroy anything by the inactive timer on the ladder. Firebeard frowns.


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Headhunters Turn 9

The nasty surprise is revealed as Orange will be the last team to make it to the Keyzone and obtain their Key. The Headhunters appear from the nearest unblocked entrance into Level 1. These are the vilest scum to have ever tainted the BrikVerse with their presence. Boorish anoraks of the highest order in life, these were men and women who tainted scores of others with their endless and dangerous machinations. For the safety of everyone, these foul creatures were buried deep in the darkest, coldest solitary confinement pits of Prison System Nine on the Doom Moon. There they rotted and there their physical bodies died. But PS9 does not allow its prisoners to ever move on to any kind of afterlife. Instead, their spirits are forced to linger within their long dead corpses. They animate their own bones for all eternity unless they can manage to rack up enough entertaining kills to please the OverWarden and earn their ultimate release. Headhunters are armed with a single pistol and are possessed of 1d6 SuperNatural Dice. The pistol serves as a focus and grants them +1d6 SN Dice, for a total of 2d6, as long as they maintain possession of the weapon. The Headhunters’ goals are simple: Kill Everyone. It’s a bonus if they make it funny. Headhunters, unlike room enemies, can move between levels.


Secret Faction Unlocked! Transformerj plays the Headhunters.


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Round Nine Overview A


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Round Nine Overview B


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Round Nine Overview C


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Round Nine Overview D


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Round Nine Overview E


Overview Breakdown

Grey Team

Abilities:

7CP

Phasic SuperNatural Dice


Equipment

Grey: Saber, Pistol

Grey: 2 Knives

Grey: 2 Knives

Grey: 2 Knives

Purchased and Spent Explosive

Loot Score: 3


Kill Table

2 Kills

0 Deaths

Kill Score: 2


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

6CP

Android Body 2

Upgrade: SuperNatural d6


Equipment

Android: Hardsuit

Medik Corpse: Medik Tool

Recruit Corpse: Pistol

Pathfinder Corpse: 2 Swords

Loot Score: 4


Kill Table

3 Kills

4 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!

Badass Score: 4


Objectives Obtained

Level One Key


Orange Team

Abilities

6CP

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

Badass Score: 5


Objectives Obtained

None


Yellow Team

Abilities

9CP

Poison Shiv 3


Equipment

Snake: Fang Dagger (Sheathed), Longbow

Medik: Medik Tool (Holstered), Shield, Pistol

Pathfinder: Dagger, Dagger (Holstered), Pistol

Newbro: Baseball Bat

Keybro: Poison Hand (1 Use)

Shotgunner Corpse: ShotGun

Purchased and Spent Explosive

Loot Score: 5


Kill Table

7 Kills

1 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

Badass Score: 4


Objectives Obtained

Level One Key


Green Team

Abilities

8CP

Fleet Foresters

Last Man Standing


Equipment

Master Splinter: Crossbow, Claw

Pathfinder Corpse: 2 Axes

Forester Corpse: None

Medik Corpse: Medik Tool, Crossbow

Shotgunner Corpse: ShotGun

Loot Score: 1


Kill Table

4 Kills

3 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

1CP

1d6 SN, 1d6 SN with Pistol


Equipment

Armor Hunter: SuperNatural Pistol

Scarf Hunter: SuperNatural Pistol

Hat Hunter: SuperNatural Pistol

Loot Score: 0


Kill Table

0 Kills

0 Deaths

Kill Score: 0


Badass Moments

None

Badass Score: 0


Objectives Obtained

0 Kills


Overview Comparison

Construction Points

Grey: 7

Blue: 6

Orange: 6

Yellow: 9

Green: 8

Hunter: 1


Loot Score

Grey: 3

Blue: 4

Orange: 1

Yellow: 5

Green: 1

Hunter: 0


Kill Score

Grey: 2

Blue: -1

Orange: 3

Yellow: 6

Green: 1

Hunter: 0


Badass Score

Grey: 3

Blue: 4

Orange: 5

Yellow: 4

Green: 6

Hunter: 0


Objectives

Blue: Level One Key

Orange: Level One Key

Yellow: Level One Key

Green: Level One Key


Total Scores

Grey 1

Blue: 1

Orange: 3

Yellow: 6

Green: 0

Hunter: -1


Hunters take last place, by virtue of having just shown up to the party. They also rolled last in initiative order and will taking a turn after Green. Yellow maintains a diminishing lead and Orange isn't terribly far behind in second place.



For Great Justice, Part I: Tower of Justice
Previous: Round Eight Next: Presentation Addendum, Level Two