Difference between revisions of "For Great Justice, Part 1: Tower of Justice Round Eleven"
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Latest revision as of 09:40, 2 January 2016
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.
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.
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.
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.
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.
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.
Doctor Blanco Turn 11a
Blanco lazily turns and fires two phasic transmogrification beams into his guards. Their shields are transformed into katanas.
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.
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.
Blue Turn 11b
Black goo erupts from the Headhunter’s now inert corpse.
Blue Turn 11c
The Hunter slides slowly down the wall and Blue Android stops a moment to admire his kill.
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.
Orange Turn 11b
She acquires the Key and Orange Team now has access to Level 2!
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.
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.
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).
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.
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.
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.
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.
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.
Green Turn 11a
Master Splinter 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.
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.
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.
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 Splinter 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.
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.
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.
Hunter Turn 11c
He rushes Mr. Daggers, his gnashing mouth suddenly full of sharp, jumbled, oversized teeth. “I’m Hungry!” it yells.
Round Eleven Overview A
Round Eleven Overview B
Round Eleven Overview C
Round Eleven Overview D
Round Eleven Overview E
Round Eleven Overview F
Overview Breakdown
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 Splinter 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
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.
For Great Justice, Part I: Tower of Justice | |
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