For Great Justice, Part 1: Tower of Justice Round Nine
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.
Grey Turn 9a, Originally Hidden
A Grey mounts Yellow’s ladder and begins the ascent toward Level 2.
Grey Turn 9b, Originally Hidden
The Phantom Rider in Orange Spy stays put. He’s comfy.
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.
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.
Blue Turn 9a
Blue Android smashes his way into Blue Keyzone and snatches up his Key! Blue now has access to Level 2.
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.
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.
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.
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.
Orange Turn 9c
They smash into shotgunner, leaving the two minions Disrupted.
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.
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.
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.
Yellow Turn 9d
Yellow Medik mounts the ladder to Level 2.
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.
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.
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.
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.
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.
Round Nine Overview A
Round Nine Overview B
Round Nine Overview C
Round Nine Overview D
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 | |
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