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

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Initiative: Blue (accepted Warden’s offer), Orange, Yellow, Green.

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Blue Turn 1

Blue Hero takes the Warden’s offer and turns to his dual-wielder. “I don’t need no stinking pathfinder,” he snarls, “I’ll find my own way.” He pulls his gun on the pathfinder, who instinctively swords him in the face in self-defense. The Hero is unhurt by the attack but the pathfinder’s brains get splattered all over the wall. The Medik steps in to revive the dead swordsman but, alas, he crit-fails and the man stays dead. Shrugging it off, the Blue Team sprints out toward the corridor. A laser grid activates at the end of Blue Corridor moments too late to affect any of the team. As they move out into the main corridor, Blue Hero’s false face falls off and he is revealed to be an Android! Blue Hero gains Android Body (3 Armor re-rolls).


I'm sorry, I messed up a little here. I wasn't thinking when I blew the pathfinder's brains out. I forgot minifigs without a head couldn't be revived. I allowed the Medik to try anyway, though, because it was my mistake. He did crit-fail, so it didn't matter anyway. Also, I forgot your free move. No enemies are near, so it's fine. The sprint took you as far as you could go anyway. I'll give you the free move next round.


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Orange Turn 1

Orange Team carefully moves to the end of their corridor. Orange Spy paces a little ahead and triggers a laser grid trap. With fluid ease, she avoids it. The rest of the team should have little trouble avoiding it. Orange Spy seems to have a strong tactical grasp of the situation. She gains Map Dominance (At any Computer Console, may use an action to summon a laser turret anywhere on the current level with enough energy for two shots).


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Yellow Turn 1

Snake Yellow pulls a fang shiv out of nowhere! Where was he keeping that thing? It bears the poison tooth of a fallen rival. He gains Poison Shiv (the next three viable attacks will do +1d4 Poison damage). Yellow Team sprints into the main corridor. A laser grid activates! Snake Yellow is too fast for the grid and his shotgunner leaps through it with ease. The medik, however, is set on fire. Weirdly, the pathfinder doesn't move quickly enough to even make it to the grid.


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Green Turn 1

Green Team bursts from the starting line on Go. They are fast but mostly unlucky. A laser grid trap springs up at the end of their corridor. The pathfinder slides beneath it at the last second and is unharmed. The other three, however, are all set on fire, the hot lasers melting their plastic flesh! Green Team gains Fleet Foresters (each Green member’s Move is increased by one inch).


Sorry, Zup, my dice really hated you this turn and loved everyone else.


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Turn 1 Overview A


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Turn 1 Overview B


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Turn 1 Overview C


For Great Justice, Part I: Tower of Justice
Previous: Presentation and Sign-Up Next: Round Two