Round Sixteen

Extras Turn 16a
A Zombie Horde begins to grow significantly in size and gains speed

Extras Turn 16b
Two zombs continue to shuffle toward the Inner Ring.

Extras Turn 16c
The Oni leaps from the back of the bear and begins to chase the Ninja. Meanwhile, the Demon Bear slams its bulk down on the now headless zombie under it.

Extras Turn 16d
The Ice Zombie leaps up and grabs ahold of the ladder to Yellow’s Level Three Quad, chasing close after Firebeard. However, he finds his way barred, so he begins freezing the trapdoor in the hopes of shattering it soon.

Extras Turn 16e
The First Zombie dashes forward, leaps off of the rear Ninja’s forehead, spins, and disappears through the open trapdoor that leads to Blue’s Level Three Quad. He definitely displays a singular purpose.

Yellow Turn 16a
Undeadbro puts a hole through Hair Hunter and drops him on his ass before calmly turning and making his way into the exit hallway.

Yellow Turn 16b
Firebeard covers the team’s retreat, just in case, by throwing up a fire wall.

Yellow Turn 16c
Snake Yellow waits by the ladder for his team to catch up while Daggers and Medikbro bolt down the hall toward him. While he waits, he lays an egg (which will hatch on Turn 17).

Hunter Turn 16a
Armor Hunter decides to make the best of his situation. He pulls a SN Die off of the wall and uses it to create the Revenant Poison in his own blood. He then leaps up on top of the nearest Stasis Chamber, rips open the seal, and opens an artery, dumping his foul waste into the chamber. It quickly fills and begins to convert its occupant into a Revenant.
Point of Kanon: The longer the Revenant stews in the chamber, the more powerful he will become. However, the longer he sits in there, the less likely he is to obey the Hunter.
The Wall continues to destabilize under the remaining SN die. Armor is now reduced from 27 to 18. Good roll.

Hunter Turn 16b
Bandanna hustles down to the Green Quad access, climbs out, and leaps over the wall between Green and Yellow Paths. He lands on the safe side of Firebeard’s firewall and comes face to face with the Pirate Lord.
Grey Turn 16: ALIEN ACTIVITY

Blue Turn 16a
Blue Team moves forward along the corridor. The pistoleer pops a chest on the way by and Blue Team gains +2 CP. Blue Android stops at the console and orders up a S2 Explosive (2 CP). He converts his arm into a launcher and loads the explosive. Red Android continues to wait on the party to advance.

Blue Turn 16b
The Ninjas make it Level Two topside.

Orange Turn 16a
Orange Spy and WageMage combine feats to create a teknomantik spell and channel it through the Warden Controller. The spells forces its way into the system and boosts every Team’s CP scores by 10. The intention was to add a zero to every score but, unfortunately, the WageMage isn’t highly skilled in any magik that doesn’t affect his own person so the spell only enjoyed partial success. Security Mages are working to combat the spell. If they succeed, it will end right before Orange’s Turn 17.

Orange Turn 16b
That done, the whole team advances toward the Key while the pistoleer moves over and unlocks the nearby Stasis Chamber. He orders up a submachine gun for the new recruit using the stolen CP (4 CP).

Green Turn 16a
Little Jack decides to spend some more CP and become even more hardcore. Much to his delight, he finds he has a 10 CP surplus so he goes nuts. He gets a little bit of a makeover, boosts his skill to the maximum of d12 (2 CP), trades his Axe in for a Power Axe (6 CP, UR4, 3d6DMG), purchases a SNd12 (7CP, Super Strength), and picks up the Piloting Specialty (1 CP, allows him to use Computer Consoles without taking an Action). He spends a total of 16 CP.

Green Turn 16b
He then ascends to Level Three.

Grey Response Turn 16a
Gold12 drops the group phase to free up his feat for this round. Grey Team springs into action, executing a nearly perfect ambush. The Grey with the Golden Gun on the right phasically projects a Guardian directly behind Jack. He doesn’t have enough supernatural power to half phase the Guardian like Blanco did, so it remains solid. He also doesn’t have enough power to give it mobility, offensive, or defensive ability. It does, however, have two hands so it shoves Little Jack forward. Bemused, the giant lets it.

Grey Response Turn 16b
The Grey with the Golden Gun on the left does exactly the same thing. However, Gold12 uses his own power to augment this shove and Jack is hurled out of the safezone and into the open. This is fine with Jack.

Grey Response Turn 16c
The Grey standing next to Goldie uses his phasic power to phase out the wall in front of them. Gold12 takes a step back, takes aim, and channels all of his SuperNatural power into a superpowered molecule bending shot at Little Jack. This is a hair’s breadth from being utterly successful as Little Jack beats the shot 16 to 15.
I discussed the following with Scratch by way of explanation: “Technically, you can't set foot or attack within a safezone. But with SN dice and a shove, you technically aren't doing either, since the Guardians aren't the actual characters and the shove can't directly result in harm. It could be argued that the very definition of a safezone prevents all enemy action. From both a player perspective and an in-game perspective, when the shove comes, we can see what's coming next. But we have to consider the additional perspective of the setting and characters. An enemy action might be to yell down the corridor and taunt a hero by calling him a pussy. A hero that whines about being called hurtful words and pushed around a little still hasn't embraced the purpose of the ToJ program. Namely, to erase cowardice, among other undesirable traits, and replace them with the proper need to do and receive violence. So, in that case, heroes should be grateful for the free chance to get closer to battle more quickly. Safezones are meant only as rebreathers and power up zones, not as places to hide, and are intended to increase battle longevity and the long-term potential for more chaos. However, robbing a team of any of those functions goes against the Tower's needs, so we're talking about a tradeoff here. To me, this seems like a very perfect moment for a WISG roll. If you succeed, you can shove him all you like. If he succeeds, your Phasic Guardians will be banished by the Tower's Security Mages.”

Round Sixteen Overview A

Round Sixteen Overview B

Round Sixteen Overview C

Round Sixteen Overview D

Round Sixteen Overview E

Round Sixteen Overview F
Extras: The Tower has halted the usual 1 CP per end of round gain until such time as they can root out Orange Spy’s spell.
The Warden has decided to expand the list of Special Purchases available for each team. As usual, for the cost of an Action or a Move, at any Computer Console, each Team gains the ability to make a new special purchase beginning Round Seventeen. Remember these choices are in addition to the ones granted in Round Nine. Each Special Purchase is available once per console. Each costs 6 CP (the first set of Specials still cost 3 each). They are as follows:
Grey – Rite of the Hunter. All Greys deal one additional Grinding damage on any attack that hits an enemy.
Blue – Tactikal Superiority. All Blue members may reroll one failed roll per turn. Members are set to reroll Armor by default but controlling player can set preferences per member in Orders.
Orange – 1337 H4x. All Orange members can freely teleport a number of inches equal to their Movement as a Move Action.
Yellow – Snake Bonded. Once per turn, any Yellow member may redirect a single effect (a successful attack, damage, a SN effect, a heroic feat, etc.) from themselves to another Yellow member, regardless of positioning.
Green – Of Substance and Shadow. Green members have the ability to trade abilities (feats, SN dice, movement ratings, skill ratings, etc.) with other Green members, regardless of positioning.
Headhunters – Unstoppable. All Headhunters can, as a Move Action, step through the underworld and appear adjacent to any target enemy anywhere in the Tower. Doing so inflicts a point of Grinding damage on the Hunter immediately upon egress.

Level Three Overview
In addition to the usual Level Start and Keyzones, there are four additional safezones on this level, one for each Team. They are each equipped simply with a Computer Console and Three Stasis Chambers.

Level Three Gates
On this Level, the Inner Ring is protected by heavily reinforced walls and four Energy Gates. The walls are not passable by any means currently available to the Players. So long as the Gates show red lights, they are deadly to any who try to pass through them. To unlock your gate, you must achieve any three kills on this level. Once accomplished, the top of your gate will light up green and the bottom of your gate will light up according to your team color. Attempting to pass through a green lit gate not of your color will also result in death.

Level Three Objectives
Your goal on this level is to unlock the path to your Quad and obtain the Final Key. The first team to do this wins the Tower of Justice and their freedom. They will be escorted in For Great Justice, Part Two: Friends in Low Places to the only spaceport on the Doom Moon of Dis. From there, the Tower encourages the winner to go forth and spread their newfound violence among the stars.
Overview Breakdown
Abilities
14CP
Equipment
Snake Yellow: Fang Dagger (Poison Shiv 2), Longbow
Medikbro: Medik Tool, Shield, Pistol (Holstered)
Mr. Daggers: Pathfinder, Half Dead (+1+1d6 Armor), Dagger, Dagger
Undeadbro: Pistol
Firebeard: SN 3d4, Hook
Purchased and Spent Explosive
Loot Score: 5
Kill Table
10 Kills
4 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
Yellow Turn 11a, Serpentoxin
Yellow Turn 13b, UnUndead
Yellow Turn 14b-c, Super Ker-Triage
Badass Score: 7
Objectives Obtained
Level One Key, Level Two Key
Headhunters
Abilities
16CP
1d6 SN, 1d6 SN with Pistol
Equipment
Armor Hunter: SuperNatural Pistol
Bandanna Hunter: SuperNatural Pistol
Hair Hunter: SuperNatural Pistol
Loot Score: 2
Kill Table
6 Kills
4 Deaths
Kill Score: 2
Badass Moments
Hunters Turn 10b, Tipping the Scales
Hunter Turn 11a, Long Shot
Hunter Turn 11b, Ribbed for Pain
Hunter Turn 13e-g, A Jackhammer In Motion Tends to Stay In Motion
Hunter Turn 14a and f, The Dragon Maneuver
Badass Score: 6
Objectives Obtained
5 Kills
Grey Team
Abilities:
19CP
Phasic SuperNatural Dice
Equipment
Gold12: SN d12, Rite of Worth, Armored Suit (+1d4 Armor), 2 Knives (sheathed), Heroic Artifakt
UtiliGrey: Golden Gun, Knife, Knife (sheathed)
Grey: Golden Gun, Knife, Knife (sheathed)
Grey: 2 Knives
Purchased and Spent Explosive
Loot Score: 10
Kill Table
6 Kills
3 Deaths
Kill Score: 3
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
Grey Turn 12d-e, Blood Blade
Grey Turn 13, Disbelieve the Illusion
Grey Turn 16, An Almost Perfect Ambush
Badass Score: 7
Objectives Obtained
Accessed Level Two
Accessed Level Three
Blue Team
Abilities
12CP
Equipment
Blue Android: Hardsuit, SN d6, Android Body 2
Medik: Medik Tool
Pistoleer: Pistol
Ninja: SN d4, Katana
Ninja: SN d4, Katana
Purchased Explosive
Loot Score: 7
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
Hunter Turn 12b-c, Spiritual Catapult
Badass Score: 6
Objectives Obtained
Level One Key
Orange Team
Abilities
8CP
Map Dominance
Energy Requisition
Equipment
Orange Spy: Heroic Item (Cloned Controller), Shotgun
Shotgunner: Shotgun
Pistoleer: Pistol
Gunman: Submachinegun
WageMage: Temporary Ally, Hero
Purchased and Spent Explosive
Loot Score: 4
Kill Table
4 Kills
3 Deaths
Kill Score: 1
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
Orange Turn 15b, Ask and Ye Shall Receive
Orange Turn 16a, Fight the Power
Badass Score: 9
Objectives Obtained
Level One Key
Green Team
Abilities
6CP
Fleet Foresters, Trapmasters
Equipment
Little Jack: SN Ninja d6, SN Super Strength d12, Piloting, Cool Haircut, Fire Shield, +4 Movement, +1d10 Armor, Last Man Standing, Power Axe (UR4, 3d6DMG), Heroic Artifakt (Master sphincter’s Soul)
Loot Score: 3
Kill Table
6 Kills
5 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
Green Turn 11, The Green Mile
Green Turn 13 and Hunter Responses, A Jackhammer in Motion Tends to Stay in Motion
Green Turn 15a-b, Problem Solved, Problem Staying Solved
Badass Score: 9
Objectives Obtained
Level One Key, Level Two Key
Yellow: 14
Hunter: 16
Grey: 19
Blue: 12
Orange: 8
Green: 6
Loot Score
Yellow: 5
Hunter: 2
Grey: 10
Blue: 7
Orange: 4
Green: 3
Kill Score
Yellow: 6
Hunter: 2
Grey: 3
Blue: -1
Orange: 1
Green: 1
Badass Score
Yellow: 7
Hunter: 6
Grey: 7
Blue: 6
Orange: 9
Green: 9
Objectives
Yellow: Level One Key, Level Two Key
Hunter: 5 Kills
Grey: Level Two Access, Level Three Access
Blue: Level One Key
Orange: Level One Key
Green: Level One Key, Level Two Key
Total Scores
Yellow: 4
Hunter: -6
Grey 1
Blue: 0
Orange: 6
Green: 7
Orange’s stunt this turn kept it in second place while killing almost everyone else’s scores. Green, however, went from dead last to first place in one fell swoop thanks to heavy expenditure. Hunters were the only ones unable to keep their heads above water and so take last place.




































lol j/k