For Great Justice, Part One: Tower of Justice

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Re: For Great Justice, Part One: Tower of Justice

Post by Quantumsurfer » Sun Sep 21, 2014 7:03 am

The end is nigh! Prepare to die! We hope you enjoyed your flight and thank you for travelling with ToJ airlines. You are now arriving at

Round Twenty-One
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Initiative: Green, Blue, Yellow, Grey, Orange, Headhunter

Extras: Each team will earn +1 CP at the end of Round Twenty-One. The Tower would like to again remind Players that a 1 CP Grace will be removed from your final scoring. Thus, the one CP players earn at the end of the final turn will not count against their final score.

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Extras Turn 21
The horde of Zombies finally breaks through the door at Blue Level 2. It looks as if the two that were on fire finally succumbed to their fiery final deaths but the two that were trying to break through Orange have joined ranks to fill the gap.

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Green Turn 21a
Little Jack wastes no time in making a break for it. He smashes through walls on his way toward Green Gate. His trapmaster abilities give him plenty of notice concerning the acid pit trap on the other side of the gate and he leaps upward, using the Gate to swing safely over the pit.

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Green Turn 21b
In the process, his strength and bulk rip the Gate from its moorings and send it splashing down into the acid. The Force Field surrounding the Inner Ring is revealed and destabilized here. Anyone may now pass through Green Gate (or rather where it used to be) freely, though they must still navigate the difficult terrain and acid pit in the area.

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Blue Turn 21a
Blue spends 5 CP to steal the Bid on the Demon Bear from Grey. There is a sharp electrical discharge at the base of the bear’s skull and its ferocious glare toward the Ninja switches to one of disinterest almost instantly. The ninja considers riding the bear but decides not to tempt fate. Then another thought occurs to him. He reaches up to touch his own neck and is shocked to discover an unsettling bump there. While he is considering this turn of events, the bear trundles past him and lights the Captain’s corpse on fire with its demonic breath, dropping the necrotic creature for good.

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Blue Turn 21b
The ninja decides to help the bear dismantle the zombies and moves off in that direction. He picks up several fallen katana along the way.

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Blue Turn 21c
Blue pistoleer makes his way, finally, onto Level Three and proceeds down Blue’s Safezone toward the action.

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Blue Turn 21d
Blue Android abandons his pursuit of Jack and jets over toward the grand melee. He opens up on Yellow team with his chain bolter, gunning down both the newnewbro and Mr. Daggers.

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Blue Turn 21e
He continues to blast away in a secondary arc of fire at Medikbro. The damage is enough to obliterate the healer but the Snake Bond between him and Snake Yellow causes the damage to be transferred to the Hero instead, saving Medikbro from certain death. As the bullets slam into the medik’s body, blood spurts from the hero. It’s nothing Snake Yellow can’t handle, though.

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Yellow Turn 21a
Medikbro runs for the concealment provided by the smoke pouring out of a nearby destroyed turret and fires off a shot at Blue Android. The laser bounces harmlessly away, however.

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Yellow Turn 21b
Snake Yellow turns his attention back to Orange Spy, whips out his poisoned fang dagger and slices her arm open with it. The poison seeps into her veins. Neither the cut nor the venom drop her this round but will soon begin grinding on her and wearing her down if she doesn’t make it out to get an antidote. Should the poison’s cumulative effect be the reason for her demise in the future, Yellow will score kill credit.

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Yellow Turn 21c
Snake Yellow slithers off around the corner, headed no doubt for his own Gate. On the way, he encounters a just visible UtiliGrey and takes the opportunity to heroically separate the Grey Hero’s head from his shoulders. The attack is almost too easy to pull off, however, and as the Grey dissipates into nothingness, Snake Yellow suspects he’s been had.

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Grey Turn 21a, Hidden Turn
The Grey with the Golden Gun moves toward the Inner Ring wall and takes stock of the situation.

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Grey Turn 21b
The real UtiliGrey suddenly appears out of nowhere, moving at blinding speed. He makes to grab at Orange Spy but she again proves her intense focus and dexterity by avoiding the maneuver. UtiliGrey stumbles past her as she makes her way to her feet.

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Grey Turn 21c
He spins quickly around and lines up a perfect headshot on the slippery spy and is again foiled as his attack slices cleanly through a well placed holographic displacement image. The real Orange Spy is actually already several paces ahead of the shot.

Orange Spy will not have access to her Heroic Feat on Turn Twenty-Two.

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Orange Turn 21a
Orange Spy stabs desperately at her Controller, summoning the last of her available turrets on this Level. It, in turn, opens fire on medikbro but misses the shot entirely. It has enough power to fire twice more.

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Orange Turn 21b
Orange Spy turns, ducks quickly under UtiliGrey’s GunSpear, and bolts inside the safety of her Gate. Sadly for her, it wasn’t so safe after all as the floor drops out from under her feet and dumps her into a pit of acid. Her screams are like music to the ears of the other contestants. She barely survives the initial damage, however, and begins clawing her way toward freedom.

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Hunter Turn 21a
Bandanna Hunter tosses poor Yorrick’s head at Firebeard and grates something that sounds vaguely like “here, hold this.” The Pirate Lord is so surprised by the creature’s almost intelligible speech that he doesn’t have time to notice the shotgun blast that follows it. The Lord is thrown back by the blast but isn’t otherwise seriously harmed. He is, however, now quite pissed off.

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Hunter Turn 21b
Armored Hunter Revives but suffers a Half Movement penalty. He moves over slightly to fire around the android at Orange Gate. The shot hits one of the lights, shattering it and exposing an unknown weakness in the wiring. It’s a one in a hundred shot and the Gate clicks off, going red and barring access to anyone. Unfortunately for the Hunter, Orange Spy has already made it inside.

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Hunter Turn 21c
Hair Hunter also Revives but suffers the loss of an Action this turn. He gathers up his things and moves toward Armored Hunter in the hopes of covering his ally next turn.

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Firebeard Turn 21
Firebeard lunges forward and locks Bandanna in a grab. He stabs at him with his gleaming hook but the attack does no significant damage to the Hunter’s skeletal frame.

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Grey Turn 21d
RegGrey surveys the winding down action as he looks first left…

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Grey Turn 21e
And the devastation that has been wrought as he looks then right.

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Grey Turn 21f
With a nod to his leader, who nods in return, RegGrey bails through the Inner Wall, triggering Grey’s Exit Condition. Teleportation Beams spring up around the Grey and he is lifted from the Tower of Justice Arena.

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Grey Turn 21g
The Beams also spring up around UtiliGrey and he, too, is removed from the Game. Grey Team has achieved their final objective, proving their superiority as hunters par excellence and passing into adulthood. They remain as crowd favorites among the viewers at home and continue to be ranked at Number One on the long list of Tower Personalities and Guests according to social media polls.

Grey Team has exited the field. Congratulations, Scratch! Thank you for playing Grey Team. Please stay tuned for the final results and the Rewards and Nominations post-game.

Players, while Grey Team secured their objectives first, please note that they were a guest faction and had their own goals separate from the four colored teams. The game goes on until one of the four initial colored teams obtains their Level Three Key. The first to do so will end the game and win the Tower of Justice competition. That Player will then be rewarded by becoming the main protagonist of For Great Justice Part Two, as well as with some minor narrative control over those future events. I encourage everyone else who exits the field, either by elimination or via the game ending, to stick around for post-game rewards which will affect Part Two.

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Round Twenty-One Overwatch A

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Round Twenty-One Overwatch B

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Round Twenty-One Overwatch C
Level Three Kill Tracker to Unlock Gates shows that only Blue Gate remains unlocked with 2 Kills. Hunters also possess two kills. All other Gates have been unlocked. However, events this turn have caused changes to occur in Orange and Green Gates. Orange Gate has been relocked and Green Gate now allows any Player to freely pass through it.
Overwatch Breakdown
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Yellow Team

Abilities
4CP
Snake Bonded

Equipment
Snake Yellow: Fang Dagger (Poison Shiv 2), Longbow
Medikbro: Medik Tool, Shield, Pistol

Purchased and Spent Explosive

Loot Score: 5

Kill Table
14 Kills
8 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
Yellow Turn 19a-d, Sudden but Inevitable Betrayal
Blue Turn 21e, Living by Inches

Badass Score: 9

Objectives Obtained
Level One Key, Level Two Key

Headhunters

Abilities
4CP
1d6 SN, 1d6 +1d4 SN with Pistol
Unstoppable

Equipment
Armor Hunter: SuperNatural Pistol
Bandanna Hunter: SuperNatural Pistol, 1 Grinding Damage Taken
Hair Hunter: SuperNatural Pistol, Pistol

Loot Score: 3

Kill Table
10 Kills
6 Deaths

Kill Score: 4

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
Hunter Turn 18, It’s Alive!
Hunter Turn 19, Implacable Advance
Hunter Turn 20a-d, A Head of the Game

Badass Score: 9

Objectives Obtained
10 Kills

Grey Team

Abilities:
0CP
Phasic SN d6
Rite of the Hunter

Equipment
UtiliGrey: Total of SN 2d12 + d8 + 3d6 Magic, SN 3d6 + d4 Phasic, Rite of Worth, Armored Suit (+1d4 Armor, Currently Gold), GunSpear (Heroic Artifakt)
Grey: Golden Gun, Knife

Purchased and Spent Explosive

Loot Score: 13

Kill Table
10 Kills
6 Deaths

Kill Score: 4

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
Grey Turn 18a, If a Tree Falls in the Forest…
Grey Turn 20, Ghostly Murderers

Badass Score: 9

Objectives Obtained
Accessed Level Two
Accessed Level Three
Exited Arena First

Blue Team

Abilities
7CP

Equipment
Mark Two: Chain Bolter (Heroic Artifakt), Hardsuit, SN d6
Pistoleer: Pistol
Ninja: Bid 2, SN d4, Katana, Katana, Oni Katana
Demon Bear: Bid 5, SN 2d4

Purchased and Spent Explosive

Loot Score: 8

Kill Table
10 Kills
7 Deaths

Kill Score: 3

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
Blue Turn 17a-b, Fooonk!
Blue Turn 19a, We Have the Teknology!
Blue Turn 20a, Ninja Ambush
Blue Turn 21d-e, Mow Them All Down

Badass Score: 10

Objectives Obtained
Level One Key, Level Two Key

Orange Team

Abilities
1CP
Map Dominance
Energy Requisition
1337 H4x

Equipment
Orange Spy: Piloting, Heroic Item (Cloned Controller), Shotgun, Last Woman Standing

Purchased and Spent Explosive

Loot Score: 4

Kill Table
12 Kills
6 Deaths

Kill Score: 6

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
Orange Turn 18b-e, Office Space
Yellow Response Turn 19a-d, Wall of RedShirts
Orange Turn 20a-c, Orange Shall Deliver
Yellow Turn 21b, Grey Turn 21b-c, Orange Turn 21b, Survival of the Fittest

Badass Score: 13

Objectives Obtained
Level One Key, Level Two Key

Green Team

Abilities
1CP
Fleet Foresters, Trapmasters

Equipment
Little Jack: Cool Haircut, +4 Movement, +1d10 Armor, Last Man Standing, Heroic Artifakt (Master sphincter’s Soul)

Loot Score: 3

Kill Table
9 Kills
6 Deaths

Kill Score: 3

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
Green Turn 17a, Jack Smash!
Green Turn 18, Aggressive Maneuvers
Green Turn 19, Jack’s Back, Fuckers!
Green Turn 20, Pathforger

Badass Score: 13

Objectives Obtained
Level One Key, Level Two Key
Overwatch Comparison
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Construction Points
Yellow: 4
Hunter: 4
Grey: 0
Blue: 7
Orange: 1
Green: 1

Loot Score
Yellow: 5
Hunter: 3
Grey: 13
Blue: 8
Orange: 4
Green: 3

Kill Score
Yellow: 6
Hunter: 4
Grey: 4
Blue: 3
Orange: 6
Green: 3

Badass Score
Yellow: 9
Hunter: 9
Grey: 9
Blue: 10
Orange: 13
Green: 13

Objectives
Yellow: Level One Key, Level Two Key, 3/3 Gate Kills
Hunter: 10 Kills
Grey: Level Two Access, Level Three Access, Accomplished Rite of Passage, Exited Arena First
Blue: Level One Key, Level Two Key, 2/3 Gate Kills
Orange: Level One Key, Level Two Key, 3/3 Gate Kills
Green: Level One Key, Level Two Key, 3/3 Gate Kills

Total Scores
Yellow: 16
Hunter: 12
Grey 26+2=28
Blue: 14
Orange: 22
Green: 18

Grey exits the field with a strong lead in Total Scoring. Orange continues to trail closely behind in second place (first among the colored teams). They are through their Gate and have accessed the Inner Ring. However, their sole remaining member is on death’s door. Green stands in third by a small margin (second colored) but is easily the closest team toward winning the Game. Yellow pulls fourth (third colored), barely sandwiched between Green and Blue. However, their score went up this turn and their Gate is now open thanks to Maintenance. Unfortunately, their large army is lessened and they are second farthest from accessing the Inner Ring. Blue leaps ahead into fifth (last among the colored teams) from its dismal placing last round thanks to a large CP expenditure. They still need a kill to open their Gate (should they wish to go through it instead of the open Green Gate) but they cleverly kept just enough CP to command the coming round. Hunters come in dead last thanks to a damaging revival process. Still, all three are up and about now.

It’s a close game, with some complicated twists and a whole lot of ridiculous dice rolling at the end here, each team hanging on for dear life. Who will pull the win and earn their freedom? Who will prove their worthiness to rejoin galactic society? We’ll find out soon enough on…Tower…Of…Justice!

As a continued reminder, if you need CP dumps, keep Tower Personality and Initiative Bidding in mind. Especially as we close in on the end here.
Send Orders for Round Twenty-Two!
Last edited by Quantumsurfer on Fri Oct 24, 2014 8:54 pm, edited 1 time in total.

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Re: For Great Justice, Part One: Tower of Justice

Post by Silverdream » Sun Sep 21, 2014 11:56 am

Damn. That's one nice bullet effect.
This sig is too fucking large: show anyway
Image lol j/k

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Re: For Great Justice, Part One: Tower of Justice

Post by The Shadowscythe » Sun Sep 21, 2014 12:18 pm

Quantum. Quick technical question, the acid and the poison. How long will those take to kill me?
-- WARNINK -- LINK BELOW IZ KNOWN TO CAUZE HEMMORAGE --
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I WARNED YOU, DIDN'T I WARN YOU?! BLAME RAYHAWK DAMNIT.
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Re: For Great Justice, Part One: Tower of Justice

Post by Scratch » Sun Sep 21, 2014 7:33 pm

Ladies and Gentlemen, the Grey Team has left the building! (GGWP)
The only unflawed system is Lego System.
Zupponn wrote:
Colette wrote:You're free to make your own map from scratch, however.
All you have to do is flatten his head.
Silverdream wrote:TL;DR Be like Scratch.
Captain-Camper wrote:tl;dr I'm just going to assume don't be like voin and be more like scratch.

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Re: For Great Justice, Part One: Tower of Justice

Post by Quantumsurfer » Sun Sep 21, 2014 7:36 pm

Thanks.

Well, they both use the Being on Fire rules. So, each turn you are affected by either, you'll make a Burning Roll. On a 1, a 25% chance, that particular substance will stop affecting you. In the case of the acid, I'd say it'll go out on its own unless you can find some way to rinse it from your legs. Same with the poison unless you can score an antidote. Each round you continue to be affected, you'll suffer 1 grinding damage from the poison and 1 from the acid. Technically, you lose the use of a limb (I think) with each grinding damage, so eventually, if that stuff doesn't die out, you'll have to use a heroic feat just to keep moving. Once the grinding damage exceeds your armor roll, you're done. On average, for a hero, this is 7. Assuming both Poison and Acid continue to eat you alive, 2 turns before limb shutdown and 3-4 before death on average. Any damage you take will reduce those odds drastically, as Grinding Damage is added to each damage roll you take.

I can interpret these rules another way but they're less dramatic than this way, so we'll go with this way. Good luck, Mr. Phelps.

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Re: For Great Justice, Part One: Tower of Justice

Post by Quantumsurfer » Fri Sep 26, 2014 9:56 pm

Still need Orange and Hunter orders for 22, please.

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Re: For Great Justice, Part One: Tower of Justice

Post by The Shadowscythe » Sat Sep 27, 2014 2:32 am

Been immensely busy at work with 16 hour shifts and my home computer broke.

Orders inbound.
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I WARNED YOU, DIDN'T I WARN YOU?! BLAME RAYHAWK DAMNIT.
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Re: For Great Justice, Part One: Tower of Justice

Post by Quantumsurfer » Sat Sep 27, 2014 6:41 am

That sucks, I'm sorry to hear that.

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Re: For Great Justice, Part One: Tower of Justice

Post by Quantumsurfer » Tue Sep 30, 2014 1:25 am

Orders in, turn started. I've a fair bit of work to do, though, so please bear with me.

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Re: For Great Justice, Part One: Tower of Justice

Post by Quantumsurfer » Fri Oct 24, 2014 9:59 pm

The Grey turns (and the one random hidden Blue turn in 19) are now revealed. You can check them out at your leisure:

Turn 3
Turn 4
Turn 5
Turn 6
Turn 7
Turn 8
Turn 9
Turn 15
Turn 19
Turn 20

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Re: For Great Justice, Part One: Tower of Justice

Post by Quantumsurfer » Fri Oct 24, 2014 10:52 pm

And now for the conclusion to For Great Justice, Part One: Tower of Justice...

Round Twenty-Two, Final Round

Initiative: Hunter, Orange, Green, Blue, Yellow

Extras: Each team will earn +1 CP at the end of Round Twenty-Two. The Tower would like to again remind Players that a 1 CP Grace will be removed from your final scoring. Thus, the one CP players earn at the end of the final turn will not count against their final score.

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Hunter Turn 22a
Armor Hunter makes the soul-rending journey through the bowels of the howling underworld. The gate appears before Little Jack, with absolutely no regard for the barrier placed around the Inner Ring. Perhaps the gap is to blame. Perhaps not. The Hunter is launched from the Dark Portal, his bony hands extended to gauge out Jack’s beady little eyes. Unfortunately, he does not possess any kind of martial arts training and only succeeds in shoving the giant back a couple of inches.

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Hunter Turn 22b
Hair Hunter doesn’t mess around, however. He too makes the harrowing journey and flies out at Jack like some kind of beserk demon. Supernatural power wells up in his jaw and he uses it to go for Jack’s jugular. His teeth clamp down and necrotic venom is released directly into the big man’s main veins.

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Hunter Turn 22c
Bandanna Hunter forges his own pathway through the twisted darkness and emerges from a Gate right next to Orange Spy. He levels his shotgun at her and fires point blank. She is hurled backward from the blast, deeper into the acid pit but miraculously survives the ordeal.

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Hunter Turn 22d
Shrugging it off, Bandanna turns and heads toward the others to help with the now thoroughly enraged forester.

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Orange Turn 22a
No way is Orange Spy silly enough to try to slog through all that acid with grinding damage already eating away at her flesh and internal organs. Instead, she initiates a teleport.

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Orange Turn 22b
The teleport beams aren’t precise enough to pull her cleanly from the vat of bubbling acid and so a fair quantity of it is teleported right along with her. In an act of defiance and a true show of bloodlust, she teleports not for the exit but instead directly above Little Jack’s head, acid and all. It rains down on the struggling giant and burns bloody rivulets down his arms and backside. The damage isn’t quite enough to drop him, however, and Orange Spy bounces bodily off of him. The combined drop, acid damage, and snake venom eating away at her insides have proceeded to rob her of the use of her arm and have completely eaten away one of her legs and, though they have come stupidly close this turn, they still somehow, some-fucking-how, fail to kill her. She groans and sits up wearily.

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Green Turn 22a
The necrotic poison continues to grind away at Little Jack as he fights for control of his own body. To become a Revenant is a terrible fate. He maintains his health and sanity, for now, and charges forward, slamming Armor Hunter aside. The Hunter sails backward through the open Gate.

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Green Turn 22b
The result is catastrophic. Underworld Pathways are not meant to be retraced. They deal in time dilations, spatial reckonings, and spiritual bartering. Hunters are Unstoppable because they are in the unique position to survive the rigors of the underworld physically, mentally, and spiritually on account of them being dead things with living souls. They trade chunks of that soul to cocoon them whilst traveling and can “regenerate” that damage with relative ease later, perhaps through rebirth. So as Armor Hunter passes back through the collapsing tunnel with no spiritual protection, he is utterly annihilated in a globe of pure entropy. Little Jack loses an arm to this folly.

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Green Turn 22c
Armless, fighting a necrotic poison coursing through his veins, riddled with open wounds, and with acid burning away strips of his flesh, Little Jack stumbles into his Level Three Keyzone, reaches out with a mighty fist, and grabs his Level Three Key.

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Green Turn 22d
The Endgame buzzer rings out across the arena as Little Jack is teleported from it and to the nearest Medbay. Hopefully it’s not too late for our new Tower of Justice Winner.

Green has won the Tower of Justice! Congratulations, Zupponn! Thank you for playing Green Team. Please stay tuned for the final results and the Rewards and Nominations post-game.

Players, Green Team has completed their final objective and has ended the competition. At this point, the remaining teams all scramble to participate in the headlong rush for points in the segment of the show called The Endgame. They know that they will soon be removed from the arena, whether by teleportation or by execution. Players with high enough scores, or who do particularly well during the Endgame, receive stays of execution and are removed from the arena via the former method. Let the final blood be shed.

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Endgame Turn 22a
As Agents of the Tower, the Headhunters’ jobs are over. The remaining two are teleported back to their cells, their Kills added to their Sentence Tally. The Hunters scored Ten Total Kills during this match of Tower of Justice. Fortunately for them, that goes down better in two ways than in three. Hair Hunter and Bandanna Hunter are each Five Kills closer to Release.

The Two Hunters only have Nine-Hundred and Ninety-Five Kills remaining until their Final Release! Congratulations, Transformerj! Thank you for playing the Headhunters.

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Endgame Turn 22b
Blue’s Ninja and Demon Bear tear into the Zombie Horde. The ninja darts forward in a windmill of spinning katana, neatly decapitating the forward two zombies. The Bear finishes off the first one by grabbing it up in its powerful jaws and flinging it backward through the air.

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Endgame Turn 22c
As Tower Personalities, the pair have completed their duties and are teleported from the arena.

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Endgame Turn 22d
As the Bear departs, a nearly simultaneous teleportation beam deposits a DISSECT (Dissonance Security Trooper) unit onto the field. Armed with a high powered minigun, the trooper opens up on the remaining zombies, cutting them to bits and splattering their innards all over the back wall of the room.

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Endgame Turn 22e
Mark Two and Medikbro face off against one another for a tense moment. Mark raises his Chain Bolter and begins firing a stream of bullets into the space around Medikbro. With a quickness, Medikbro uses the destroyed turret before him as a stepping stone to leap above the danger zone.

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Endgame Turn 22f
The bolter shells slam into the remains of the turret, causing it to explode forcefully just as Medikbro clears it. Channeling his Snake Bond with Snake Yellow, he receives the benefits of a Heroic Feat and, whilst in midair, executes a Superb Shield Throw. The heavy wooden shield, the barrel lid the Medik has been carrying around since Round Two, smashes into Mark Two’s face and rips his head from his shoulders. It bounces off the wall behind the hardsuit and rolls to a stop a fair few feet away, the mangled mess nestled safely inside its helmet.

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Endgame Turn 22g
As a Tower Personality, Firebeard has also completed his duties. Surviving inside a Hydra’s stomach for a time has boosted his popularity ratings. Perhaps now he can afford to get his damn ship back and escape this blasted place. He is teleported from the arena.

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Endgame Turn 22h
Snake Yellow takes quick aim and fires a potent shot from his bow into the remaining turret. At the same time, Blue Pistoleer rushes forward and fires a long distance shot that barely grazes the snake hero.

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Endgame Turn 22i
His aim remains true, though, and the shot drills into the turret. It explodes as he turns his back and slithers away from it, like the totally cool guy that he is. He’s so cool, in fact, that he’s already wearing shades. Two pair of them, no less.

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Endgame Turn 22j
The Endgame’s close is signaled by the arrival of several DISSECTs wielding PortGuns, massively unwieldy site-to-site teleportation rifles. Anything caught in their beams is teleported with pinpoint accuracy to a predetermined location, programmed into the device. They own several distinct advantages over the Tower’s conventional teleportation system in that they are isolated units (and thus cannot be hacked), they are capable of transporting targets over longer distances due to the intensity of the beam field projected, and they are much more precise than their larger cousin (flowing out from the beam in a field that can hug the hairs on a man’s arm). Blue Pistoleer is hit by one but the troopers are taking no chances with the heroes, assigning two to Snake Yellow. They are whisked from the field.

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Endgame Turn 22k
Two DISSECTs flank Orange Spy and send her reeling through space.

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Endgame Turn 22l
Not taking any chances with Neville-freaking-Longbottom here, two DISSECT units are dispatched to bring in Medikbro. One withholds his fire but keeps his gun expertly trained on the reptilian doctor.


In the final result, after Twenty-Two Rounds of fierce competition, remote drones sweep through the three levels and record the devastation for posterity..
Spoiler
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Tower of Justice, Level One Overwatch A

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Tower of Justice, Level One Overwatch B

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Tower of Justice, Level One Overwatch C

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Tower of Justice, Level One Overwatch D

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Tower of Justice, Level One Overwatch E

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Tower of Justice, Level One Overwatch F

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Tower of Justice, Level Two Overwatch A

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Tower of Justice, Level Two Overwatch B

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Tower of Justice, Level Two Overwatch C

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Tower of Justice, Level Two Overwatch D

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Tower of Justice, Level Two Overwatch E

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Tower of Justice, Level Three Overwatch A

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Tower of Justice, Level Three Overwatch B

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Tower of Justice, Level Three Overwatch C

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Tower of Justice, Level Three Overwatch D

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Tower of Justice, Level Three Overwatch E

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Tower of Justice, Level Three Overwatch F
Overwatch Breakdown
Spoiler
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Yellow Team

Abilities
4CP
Snake Bonded

Equipment
Snake Yellow: Fang Dagger (Poison Shiv 2), Longbow
Medikbro: Medik Tool, Pistol

Purchased and Spent Explosive

Loot Score: 5

Kill Table
16 Kills
8 Deaths

Kill Score: 8

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
Yellow Turn 19a-d, Sudden but Inevitable Betrayal
Blue Turn 21e, Living by Inches
Endgame 22e-f, The Best Offense is a Good Defense

Badass Score: 10

Objectives Obtained
Level One Key, Level Two Key

Headhunters

Abilities
2CP
1d6 SN, 1d6 +1d4 SN with Pistol
Unstoppable

Equipment
Bandanna Hunter: SuperNatural Pistol, 1 Grinding Damage Taken
Hair Hunter: SuperNatural Pistol, Pistol, 1 Grinding Damage Taken

Loot Score: 3

Kill Table
10 Kills
7 Deaths

Kill Score: 3

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
Hunter Turn 18, It’s Alive!
Hunter Turn 19, Implacable Advance
Hunter Turn 20a-d, A Head of the Game
Hunter Turn 22, Go for the Jugular!

Badass Score: 10

Objectives Obtained
10 Kills

Grey Team

Abilities:
0CP
Phasic SN d6
Rite of the Hunter

Equipment
UtiliGrey: Total of SN 2d12 + d8 + 3d6 Magic, SN 3d6 + d4 Phasic, Rite of Worth, Armored Suit (+1d4 Armor, Currently Gold), GunSpear (Heroic Artifakt)
Grey: Golden Gun, Knife

Purchased and Spent Explosive

Loot Score: 13

Kill Table
10 Kills
6 Deaths

Kill Score: 4

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
Grey Turn 18a, If a Tree Falls in the Forest…
Grey Turn 20, Ghostly Murderers

Badass Score: 9

Objectives Obtained
Accessed Level Two
Accessed Level Three
Exited Arena First

Blue Team

Abilities
7CP

Equipment
Pistoleer: Pistol

Purchased and Spent Explosive

Loot Score: 8

Kill Table
11 Kills
8 Deaths

Kill Score: 3

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
Blue Turn 17a-b, Fooonk!
Blue Turn 19a, We Have the Teknology!
Blue Turn 20a, Ninja Ambush
Blue Turn 21d-e, Mow Them All Down
Endgame 22b, Zombicide

Badass Score: 11

Objectives Obtained
Level One Key, Level Two Key

Orange Team

Abilities
0CP
Map Dominance
Energy Requisition
1337 H4x

Equipment
Orange Spy: Piloting, Heroic Item (Cloned Controller), Shotgun, Last Woman Standing

Purchased and Spent Explosive

Loot Score: 4

Kill Table
12 Kills
6 Deaths

Kill Score: 6

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
Orange Turn 18b-e, Office Space
Yellow Response Turn 19a-d, Wall of RedShirts
Orange Turn 20a-c, Orange Shall Deliver
Yellow Turn 21b, Grey Turn 21b-c, Orange Turn 21b, Survival of the Fittest
Orange Turn 22, Dropping Acid

Badass Score: 14

Objectives Obtained
Level One Key, Level Two Key

Green Team

Abilities
1CP
Fleet Foresters, Trapmasters

Equipment
Little Jack: Cool Haircut, +4 Movement, +1d10 Armor, Last Man Standing, Heroic Artifakt (Master sphincter’s Soul)

Loot Score: 3

Kill Table
10 Kills
6 Deaths

Kill Score: 4

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
Green Turn 17a, Jack Smash!
Green Turn 18, Aggressive Maneuvers
Green Turn 19, Jack’s Back, Fuckers!
Green Turn 20, Pathforger
Green Turn 22, “Win the game.”

Badass Score: 14

Objectives Obtained
Level One Key, Level Two Key, Level Three Key
Overwatch Comparison
Spoiler
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Construction Points
Yellow: 4
Hunter: 2
Grey: 0
Blue: 7
Orange: 0
Green: 1

Loot Score
Yellow: 5
Hunter: 3
Grey: 13
Blue: 8
Orange: 4
Green: 3

Kill Score
Yellow: 8
Hunter: 3
Grey: 4
Blue: 3
Orange: 6
Green: 4

Badass Score
Yellow: 10
Hunter: 10
Grey: 9
Blue: 11
Orange: 14
Green: 14

Objectives
Yellow: Level One Key, Level Two Key, 3/3 Gate Kills
Hunter: 10 Kills
Grey: Level Two Access, Level Three Access, Accomplished Rite of Passage, Exited Arena First
Blue: Level One Key, Level Two Key, 2/3 Gate Kills
Orange: Level One Key, Level Two Key, 3/3 Gate Kills
Green: Level One Key, Level Two Key, 3/3 Gate Kills, Level Three Key, Winner!

Total Scores
Yellow: 19
Hunter: 14
Grey 26+2=28
Blue: 15
Orange: 24
Green: 20

Total Scores (Before Nominations) are:

1st Place – Grey
2nd Place – Orange
3rd Place – Green
4th Place – Yellow
5th Place – Blue
6th Place – Hunter

Please see Rewards and Nominations for a review of specific categories.
Thanks for playing!

For those interested in such things, I’ve collected various stats about the game itself:
Spoiler
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Total Number of Players: 6 (Brikguy/Blue, Scratch/Grey, Shadowscythe/Orange, Silverdream/Yellow, Transformerj/Headhunters, Zupponn/Green)

Total Rounds Played: 22

Total Turns Played: 120 (22 each Blue, Orange, Yellow, Green, 14 Hunter, 18 Grey)

Game Length: 7 mo. 22 days (234 days, Feb 14, 2014 – Oct 5, 2014)

Total LXF Files Created: 157 (Note: Obviously, you’d only need to keep track of the most current one or two, maybe a handful more if you wanted to do before and afters. I just never deleted any).

Total Pages in Writeup: 74 (This includes the intro and epilogue pictures and some minor formatting that splits the narrative into rounds and turns.)

Most Mistyped Word: Shotgun or Shotgunner became Shitgun or Shitgunner, just, a lot.

Total Pages in Overviews: 68 (This is formatted for direct paste into the forum code. Like an idiot, I didn’t start this until Round 12 and somehow overwrote Round 16’s Overwatch).

Total Pages of Orders: 54 (5 Blue, 13 Orange, 7 Yellow, 5 Green, 9 Hunter, 15 Grey)

Total Pictures in Report: 576
Final Thoughts

I’d like to take a moment to thank you all for playing! I had an absolute blast running this game and I chalk its high success up to you, the players. The diversity of the choices made was always interesting and the creativity you put into this game always left me feeling inspired and empowered. I was definitely uncertain that a LDD forum battle (outside of microspace) would even work, at first, but you’ve helped me lay those fears to rest and I’ve had a really good time doing it. Though real bricks are always going to be superior in terms of tactile quality (not to mention in supporting the company or companies that bring us this awesome hobby), we’ve been able to show very strongly the versatility of this digital medium. This is particularly good for players like me. I don’t currently have the space to host long forum battles and this has provided me with that creative outlet.

Brikguy: You were the Master Tactician in this game. Orders short, sweet, and to the point, you nevertheless almost never failed to miss an opportunity. I was often surprised at how your guys seemed to be in the right place at the right time.

Scratch: I enjoyed our incredibly detailed discussions over mechanics and concept ideas. I could never have developed a concept as cool as the Greys without you. And you played them to the hilt, adding a whole new dimension to the entire battle. You were this game’s Loremaster.

Shadowscythe: Your orders were some of the most fun and your feats were consistently among the most creative and interesting. You are also the luckiest bastard alive. You challenged the setting and made the story and action stronger for it. I dub thee the lucky Lord of War.

Silverdream: It was a genuine delight to watch your character develop and your orders unfold. You were a force of creativity and came up with some of the most interesting and well themed ideas. You were also the one person to really embrace the gang concept backstory, treating your team like a band of brothers and sisters. You were this game’s Almighty Boss.

Transformerj: You took the Hunter concept and ran with it. You constantly attempted to push the boundaries of your powers and test the limits of the idea and your orders were consistently the most outside of the box. You provided a very fun challenge to the rest of us. Thanks for playing The Demiurge.

Zupponn: Your merciless speed tactic really paid off. You were always at least one step ahead of everyone else. In fact, you almost had the game completely in hand when everyone else was still just entering Level Two, had it not been for that lucky shot that took down your first hero. What I think was most compelling about your performance was that you didn’t just make for the win, you developed a really very cool hero who caused a metric fuckton of chaos and destruction along the way. You won the day as the Master Mazerunner.

All of you have engaged this game with enthusiasm through our discussions and debates about the game and your orders in it. I hope you did indeed have as much fun as it seemed.

Please check out the epilogue below as well as the rewards and nominations post to follow and be sure to keep an eye out for “For Great Justice, Part Two: Justice Under Siege!”

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Re: For Great Justice, Part One: Tower of Justice

Post by Silverdream » Fri Oct 24, 2014 11:29 pm

Well, that was absolutely awesome in every way. Good game guys.

I also want to say how great the effects were. In my experience, posing stuff is an absolute bitch in LDD, but you managed to make everything look awesome. There were so many unique ideas that you brought to the table, and I can't think of a single game as tactical as this that remained light and fun at the same time.

I think that this is definitely the Zombie Zulu Dawn of LDD forum battles, and that it definitely competes with it in terms of quality.

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Good job Quantum, for creating one hell of a game.

Edit: Another thing, you guys were all very worthy adversaries. I really struggled with fighting transformerj, and for killing my fire-hydra he has my respect and fear. Scythe was a total bastard to fuck with. Scratch I was lucky not to fight, Zupponn was the underdog who kept surpassing my expectations, and Brikguy was the juggernaut who plowed through anything in his way.
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Re: For Great Justice, Part One: Tower of Justice

Post by Quantumsurfer » Sat Oct 25, 2014 12:06 am

For Great Justice, Part One: Tower of Justice Epilogue

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Tower of Justice Prison Platform #33
Day after Tower of Justice Season 12 Wrap
0700 Hours


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Dissonance Industries Security Trooper (DISSECT): “Well, monster, looks like you’re finally free, eh? Must feel good to finish your rehabilitation, join proper society again. Be master of your own destiny once more, eh?”

Little Jack eyes the mousey guard heavily over one shoulder and grumbles in low reply.

Little Jack: “My Master lives on within me, fool.”

The DISSECT has a little chortle at that.

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DISSECT: “Aww, cripes, here comes the Tinfoil Team.”

DISSECT Squad Leader: “Belay that, Trooper. The Space Marshals work directly for the Royals. Top men, full jurisdiction. They can make a good deal of trouble for us. We all know who’s really in charge here but until the bosses decide to do away with that antiquated sovereignty, we have to play nice, copy?”

DISSECT: “Yeah, yeah, I copy.”

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White Hat: “Mornin’, Lieutenant. Name’s Obadiah Walker. Ah’m a here to pick up that there brute, as scheduled. Shall we begin?”

Lieutenant: “Actually, Marshal, I do believe the Overwarden wanted to be present for the exchange. He’s just inside.”

Walker: “Son, Ah’m on a tight schedule. Train needs ta be leavin’ at 0710, at the very latest. Ah’d jus’ as soon get on underway. If the Overwarden wanted ta be present, he should’a been on time.”

The desert air takes on a noticeable chill as the two men stare one another down. The Lieutenant visibly bristles with irritation. The Marshal’s face remains impassively blank but the woman beside him makes no effort to hide her smirk. Nor does the man leaning against the wall behind him make any attempt to stifle his low chuckle. Clearly, there is no love lost between these two groups.

Lieutenant: “Of course, Marshal. Please go right ahead.”

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Walker: “Thank ya kindly, Lieutenant. Pursuant to the extraterritoriality extradition treaty accorded between the Distopian High Sovereignty and the Dissonance Industries and Entertainment independent corporation, specifically in reference to subsection--.”

DISSECT: “--Oh, for the love of all the gods! Is this strictly necessary?”

Lieutenant: “Stow it, Trooper! Or so help me I’ll have you busted back down to patrol!”

Marshal Walker betrays no surprise or upset at this outburst. Instead, he just gives the trooper a flat, cool stare.

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Overwarden: “Ah, Marshals, so good to see you! I assume you’re here to pick up our winner--.”

Walker: “’Scuse me, warden, we’re just in the middle of the proceedin’s.”

Overwarden: “--Ah.”

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The Marshal does his due diligence, doling out the dull bureaucracy in his drawling accent. The guards stand stiffly as he wraps up the prisoner transfer order but the Overwarden stands easily, politely and graciously waiting it out.

Walker: “Welp, that’s about the size of it. G’day to ya, warden.”

Overwarden: “And you, Marshal. Have a safe journey.”

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Overwarden: “Lieutenant, you boys have rigged the shuttle at the spaceport?”

Lieutenant: “Yessir, everything is in order. The last anyone will see of that monster is his ship breaking atmo.”

Overwarden: “Excellent. Now, the Winnings are your priority, but I want you to work with the Marshals. The less they know about this whole ordeal, the better. Get the monster to the spaceport, load him up safely, and we’ll watch the fireworks from my office later.”

Lieutenant: “Of course, sir. I’ll be back in time for cornflakes.”

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The Overwarden chuckles a low, evil, little chuckle as he waves the train off. The train chugs into motion, the squealing wheelsets almost sounding as if they are protesting the great injustice about to be visited upon its largest passenger.

Overwarden: “Heh, heh. Goodbye, Monster. With you gone, my plan is one step closer to its ultimate fruition. Soon enough, I will grind the fight out of the entire BrikVerse. I will snuff out warriors like you and keep your violence from spreading. And all the while, the idiot masses will thank me for it. This vile company will continue to promote me and give me all the resources I’ll ever need, thinking that I’m doing their so-called “good work,” rehabilitating creatures like you and releasing you back into society to heroically lead new generations of warmongers. Ha-Ha! Fools! I have nine of the most massive prison systems ever constructed at my beck and call! And each day, I weed the true warriors from the population and refine the largest civilization of Peaceniks to have ever existed! Soon, oh so soon, I will release them all like a tidal wave to rush throughout every space empire. They will taint everyone they encounter and nothing will stop them. First, Nehellenium will bend its knee and lay down its swords. Then, the BrikVerse will follow. I will change everything! I will remold this godforsaken universe and fill it with progress, peace, and love! Ha-Ha! Mwuah-ha-ha!”

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Re: For Great Justice, Part One: Tower of Justice

Post by Quantumsurfer » Sat Oct 25, 2014 12:19 am

Rewards and Nominations

Rewards and Nominations Overwatch

Rewards are handed out like in any other game. As your host, they serve as my opportunity to show my appreciation for your participation.

Nominations, however, are your opportunity to congratulate one another on a job well done. Nominations can be specific or general, ranging from, “I liked that Badass Thing you did in Turn 9 when you…” to “You were a funny motherfucker this game.” You may feel free to nominate any other player as many times as you would like, citing more awesome things you enjoyed about their participation in the game. You may nominate yourself for up to Three things, shame-free.

When I have collected the nominations (I think I’ll wait a total of a week or so before tallying them, if there are any), I’ll compare them to a chart I’ve made up that helps me scale them into a manageable reward. I’ll add this reward value to your Round 22 Total Scores to come up with your Final Scores for the game.

Kanon Overwatch

This will serve as more than a bunch of patting one another on the back, though. While some rewards might just be abstract titles and in-jokes, the Final Scores will have a real impact on the next game in the For Great Justice Series. The 1st place player will receive the largest number of Kanons (with lower ranked players getting a subsequently lower number of Kanons).

In the next game, should the player participate in it (and players who don’t can pass their Kanons on to a player who does, so long as that player doesn’t have any Kanons of their own), the player can “fire” his or her Kanon in the general direction of the Narrative. This works kind of like a Heroic Feat for Players, except there is no die rolling involved.

You can use the Kanon shot to do pretty much whatever you like, from altering the scene somehow (giving a character a weapon he didn’t have, allowing a nobody to manifest a temporary feat, blowing something up, etc) to attempting to alter someone else’s Kanon Shot trajectory. I say alter because I do not mean cancel. You can use your Kanon to try to shoot someone else’s Kanon down but the shots are still going to hit the narrative somewhere. They just won’t have the effect originally intended.

I’ll reserve the right to tell you no (if I can’t pull it off for whatever reason) but you’ll get to keep your Kanon in that event. You also probably shouldn’t expect your Shots to do exactly as you specify. Kanons are notoriously inaccurate.

Rewards for ‘For Great Justice, Part One: Tower of Justice’

The Shadowscythe Improbability Effect Award

I can’t tell you how many times the dice rolled favorably for Shadowscythe during this game. I legitimately lost count. Somehow, when I rolled for him, he would conquer insurmountable odds. At one point in the game, he rolled for a heroic feat against literally every other player (including myself) and still somehow won. I don’t think I’ve thrown that many sixes in my life, even non-consecutively after hours upon neverending bloody hours of goddamn Yahtzee. But if it were just that, I’d chalk it up to luck, make the few unbelieving comments I’ve made, and leave it alone. It wasn’t. It was a fact that, in almost every single instance of this ridiculous, blinding luck, he rolled a success by the barest possibility. He’d survive a hit by rolling one more armor than was needed or succeed on a heroic feat by rolling one over the other guy or guys. Even that mega feat I mentioned earlier only won by a few points, with one of the teams being excluded by a combination of circumstance and a dead equal roll.

Thus, in honor of this…phenomenon, I have decided to christen two of the dice which have conspired to bring about this absurd success. I present to you, Shadow and Scythe:

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Award for Most Efficient

Grey wins Most Efficient.

Resource Management can be a difficult thing to keep track of but the only way to make cool shit happen is by using your resources fully and efficiently. Tie Breakers for Most Efficient go by total Perma-CP (Items or abilities that renew, that you couldn’t spend or use up) left on the field at the end of the game.

Ranking for Efficiency:

1st Place: Grey
2nd Place: Orange
3rd Place: Green
4th Place: Hunter
5th Place: Yellow
6th Place: Blue

Award for Most Acquisitive

Grey wins Most Acquisitive.

Resourcefulness and improvisation on the field can mean the difference between success and defeat. But, far more importantly, they can increase the chances for more wanton chaos and destruction. Tie Breakers for Most Acquisitive go by total remaining CP left on the field at the end of the game, whether it could have been spent or not.

Ranking for Most Acquisitive:

1st Place: Grey
2nd Place: Blue
3rd Place: Yellow
4th Place: Orange
5th Place: Green
6th Place: Hunter

Award for Greatest Warrior

Yellow wins Greatest Warrior.

In a BrikWars battle, few things are as important to a minifig as how much damage and destruction was caused. The primary metric for this is death-dealing. Tie breakers for Greatest Warrior go by total Kills, then by least Deaths, then by Units left standing at the end of the game.

Ranking for Greatest Warrior:

1st Place: Yellow
2nd Place: Orange
3rd Place: Grey
4th Place: Green
5th Place: Blue
6th Place: Hunter

Award for Most Badass

Green wins Most Badass.

In a BrikWars battle, few things are as important to a player as how much awesome was a direct result of their choices and playstyles. The Rule of Cool is the order of the day. Tie Breakers for Most Badass go by Consistency (the smallest gaps between Badass Moments).

Ranking for Most Badass:

1st Place: Green
2nd Place: Orange
3rd Place: Hunter
4th Place: Yellow
5th Place: Blue
6th Place: Grey

Winner of the Tower of Justice

Green Team was the first team to successfully obtain the final objective in the Tower of Justice. Note that this is not the same thing as having the highest Final Score, which comes secondary to this achievement. The win condition was always to get the Level Three Key.

This entitles Green’s Player to two rewards. First, Little Jack (Green’s final Hero) becomes the main protagonist in Part Two: Justice Under Siege. The Narrative branches in this direction to follow Green Team, post Tower of Justice, as they ride toward their freedom. Second, Zupponn (Green’s Player this game) receives one Bonus Kanon (which will be shown by a +1 in the Final Scores section below).

Final Scores in the Tower of Justice

This section will be updated once the Final Scores are tallied with the Nominations. (Update Edit: This section HAS been updated.)

As mentioned previously, higher placing Players will receive more Kanons and lower placing Players will receive less. Tie Breakers will go first by Objectives completed and then by Reward Placements based on CP, Loot, Kill, and Badass Scores. The Final Score rankings and associated Kanon rewards are:

1st Place: Scratch (Grey), 4 Kanons
2nd Place: Shadowscythe (Orange), 3 Kanons
3rd Place: Zupponn (Green), 3 +1 Kanons
4th Place: Silverdream (Yellow), 2 Kanons
5th Place: Brikguy (Blue), 2 Kanons
6th Place: Transformerj (Hunter), 1 Kanons

Please feel free to post Nominations now.
Last edited by Quantumsurfer on Thu Nov 13, 2014 2:05 am, edited 1 time in total.

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Re: For Great Justice, Part One: Tower of Justice

Post by Quantumsurfer » Sat Oct 25, 2014 12:53 am

Thank you for the kind words, Silver.

I almost forgot. If anyone is interested in taking a spin of the various LXFs, I can include them here.

I was going to include the Prison Platform playset I made for the Epilogue but the file size is too large.
Attachments
Level Three Final.lxf
Level Three After
(119.79 KiB) Downloaded 226 times
Level Two Final.lxf
Level Two After
(106.34 KiB) Downloaded 224 times
Level One Final.lxf
Level One After
(247.85 KiB) Downloaded 219 times
Arena Level 3.lxf
Level Three Before
(53.04 KiB) Downloaded 213 times
Arena Level 2.lxf
Level Two Before
(73.71 KiB) Downloaded 215 times
Arena Level 1.lxf
Level One Before
(86.73 KiB) Downloaded 209 times

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