For Great Justice, Part 2: Justice Under Siege Round One

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Extras: Teams earn +1 CP at the end of the round. Each Kill from here on out will earn +1 CP. The train barrels forward.

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Vamp Turn 1a

Solth (the vamp with the green Mohawk) and Loust (the one with the blue hairdo) race forward and swoop in easily alongside the rear flatbed.


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Vamp Turn 1b

Gried, the vamp leader, displays a mastery over his mount when he kicks the turbo and sends the Storm Racer flying toward the train. He executes a perfect bunny hop and slides from his seat as he passes over the flatcar.


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Vamp Turn 1c

Gried executes a backflip as his Racer slams into the ground on the opposite side of the train. He lands, tottering and arms waving for balance, on the edge of the flatcar. Meanwhile, Rath (the yuppie vamp) slides in beside the boxcar. He locks eyes with the DISSECT Leader and knows the man has him dead to rights.


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Civ Turn 1a

Brandr (the brown haired server) moves into the forward passenger car, pulling a lighter from his pocket as he goes. Min (the pink haired server) sees him coming and knows what he has planned. She pulls a cleaning rag from her own pocket and begins stuffing it into the wine bottle she’s carrying.


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Civ Turn 1b

Brandr tosses the lighter to Min, who slides a window open and prepares to create a Molotov Cocktail.


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Civ Turn 1c

Borya, Hero of the Rails, knows his train like the back of his hand. He senses the danger coming to it and dashes from his Caboose. He swiftly climbs to the top of the boxcar and, in a movement belying his short stature, barrels forward all the way across the top of the car.


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Civ Turn 1d

Alcibiades, the mechanic, has locked the controls in place per protocol. He spends his turn fiddling with the communications equipment and almost gets it tuned in right (Civilian Communications 2/4).


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Forester Turn 1a

Little Jack discovers a pie with a stylized “H” stamped in it. Good old Hez, returning the favor owed. Jack supposes this makes them even then. He is glad he did those clowns a solid now. He grabs up the pie and, partially to obscure his action and partially because he really is tired of this shit, complains about the cramped quarters.


The Third Passenger Car takes a point of Size Damage and is reduced to Size 9.


The 4H Pie counts either as a Consumable worth a +2 Bonus instead of a +1 or as any one time use Item Little Jack requires, “baked” into the pie.


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Forester Turn 1b

Rada (the overly cheerful Medik) swoops in toward the rear of the train along with the two Rangers, Ruadh (the redheaded one) and Sigrun (with the pink lipstick).


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Forester Turn 1c

Together, they perform an intricate aerial ballet with superb skill and control. Ruadh sweeps up next to the boxcar and pulls a Ranger Trick to boost his Racer up and over onto it, matching its speed and heading precisely. Sigrun pulls a similar trick and flips the back end of her Racer around, firing out a small bucky that anchors it to the boxcar. Rada dives under at the last moment, aiming to either slide in next to the car or smash through it.


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Forester Turn 1d

The other four Foresters make a beeline for Little Jack. Iorwerth (thin stache) and Shani (red lipstick) angle their Racers upward to avoid smashing into Gried’s landed bike. Hector (wax stache) spins his bike to avoid a large cactus as he races across the sand while Jarek (angry eyes) slams his Racer into overdrive and zips toward the train.


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Elf Turn 1a

Amandil, Lord Shaman of the Elf Clan, sends out a pulse of Primal Magik. His subordinates, Calenfin (green hair), Luindraug (blue tattoo), and Ascadae (sleeveless), respond to the pulse and send their own magiks out to mingle with his. Together, they tap into the wild spirit of this desert. A gust of wind and sand picks up and begins to swirl lazily around them.


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Elf Turn 1b

Within moments, however, the wind begins to howl and a full blown sandstorm surrounds the elves. They push their bikes forward, hard into the storm, and it follows them obediently, a wall of sand gusting before them threateningly.


The elves’ combined SN Dice are present in the sandstorm that envelops them. There are still gaps in the storm, as it is not an entirely natural occurrence, so they can still be fired upon. However, targeting the elves while the storm stands will mimic the effects of Firing Blind. Unlike the normal ruling, a -5 Skill Penalty, the SN Dice themselves will debuff Skill Rolls that target an Elf. Once four attacks (one for each SN Die in the storm) are made against the elves or the storm, the sandstorm will die out.


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Dissect Turn 1a

Lieutenant Fleisher decides not to take his shot on Rath and instead chooses to get the hell out of the way of the doors, perhaps wisely so. He orders the other man, Balog (lefty), to take a step back as well. Master Sergeant Bouchard and Dexter (righty) stay put. They all prepare to unleash hell on anyone stupid enough to enter the car.


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Marshal Turn 1a

Ferrous the Fist raises her mitts in a half threatening, half placating gesture toward Little Jack. “Whoa, there, big fella, take it easy. We don’t want things to get difficult, do we?” She sounds as if she really, really does. Jack regards her calmly and chuckles a little. Marshal Walker moves back into the car with Quick Jimmy (knives) and El Gringo (rayguns). Quick Jimmy stands up and readies his knives while Walker and Gringo open the windows on either side of the car and prepare their own actions.


I have decided to allow the Marshals to choose their own alternate Personalizations. Walker’s shotgun is a MasterBlaster, which can alter its ammo type on a whim. This is less mechanical than the ammo swap ability Gringo originally had available but more context specific. Ferrous gains a SN d4 which can only ever be used when throwing or damaging objects. Jimmy chooses the Personalization originally laid out for him, his knives counting as ammo and serving as both ranged and CC attacks. El Gringo modifies his rayguns to fire high powered taser rays. They have an extended 8” range, have a more accessible UR of 2, and increase the UR of the Skill Roll a character needs to wake up from unconsciousness from 4 to 5. These choices are permanent.


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Round One Overview A


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Round One Overview B


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Round One Overview C


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Round One Overview D


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Round One Overview E



Campaign
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