For Great Justice, Part One: Tower of Justice

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For Great Justice, Part One: Tower of Justice

Postby Quantumsurfer » Fri Feb 14, 2014 5:01 pm

I know its optimistic but a very small handful of people have expressed interest in a LDD Forum Battle on the chat (that wasn't microspace, for clarification). I've heard the arguments against it as well but I've decided to give it a go anyway. I'm interested enough in it myself that I'll run it even if it is just Scratch and I. I hope to see more players, obviously. Oh, and I'd like to cite Semaj's excellent Sky Ruler as my inspiration in this. This isn't a RPG and is nowhere near as involved but I enjoyed seeing LDD used in that way. Moving on, then.

Index

Presentation and Sign-Up: Page 1
  • Yellow Team played by Silverdream, Page 1
  • Blue Team played by Brikguy, Page 1
  • Green Team played by Zupponn, Page 1
  • Orange Team played by Shadowscythe, Page 1
  • Secret Team played by Transformerj, Page 1
  • Presentation Addendum: Initiative, Page 1
Round One: Page 1
  • Blue Turn 1, Page 1
  • Orange Turn 1, Page 1
  • Yellow Turn 1, Page 1
  • Green Turn 1, Page 1
Round Two: Page 2
  • Blue Turn 2, Page 2
  • Orange Turn 2, Page 2
  • Yellow Turn 2, Page 2
  • Green Turn 2, Page 2
  • Turn 2 Overview Stats, Page 2
Round Three: Page 2
  • Blue Turn 3, Page 2
  • Orange Turn 3, Page 2
  • Yellow Turn 3, Page 2
  • Green Turn 3, Page 2
  • Turn 3 Overview Stats, Page 2
Round Four: Page 2
  • Blue Turn 4, Page 2
  • Orange Turn 4, Page 2
  • Yellow Turn 4, Page 2
  • Hidden Team (Grey) Revealed, played by Scratch, and some of its Turn 4, Page 2
  • Green Turn 4, Page 2
  • Turn 4 Overview Stats, Page 2
Round Five: Page 3
  • Grey Turn 5, Page 3
  • Blue Turn 5, Page 3
  • Orange Turn 5, Page 3
  • Yellow Turn 5, Page 3
  • Green Turn 5, Page 3
  • Turn 5 Overview Breakdown and Comparisons, Page 3
Round Six: Page 3
  • Blue Turn 6, Page 3
  • Orange Turn 6, Page 3
  • Grey Response Turn 6, Page 3
  • Yellow Turn 6, Page 3
  • Green Turn 6, Page 3
  • Turn 6 Overview Breakdown and Comparisons, Page 3
Round Seven: Page 3
  • Grey Turn 7, Page 3
  • Blue Turn 7, Page 3
  • Orange Turn 7, Page 3
  • Yellow Turn 7, Page 3
  • Green Turn 7, Page 3
  • Turn 7 Overview Breakdown and Comparisons, Page 3
Round Eight: Page 3
  • Grey Turn 8, Page 3
  • Blue Turn 8, Page 3
  • Orange Turn 8, Page 3
  • Yellow Turn 8, Page 3
  • Green Turn 8, Page 3
  • Turn 8 Overview Breakdown and Comparisons, Page 3
Round Nine: Page 3,5
  • Blue Turn 9, Page 3
  • Orange Turn 9, Page 3
  • Yellow Turn 9, Page 3
  • Green Turn 9, Page 3
  • Secret Team (Headhunters) Revealed, played by Transformerj, Turn 9, Page 3
  • Turn 9 Overview Breakdown and Comparisons, Page 3
  • Grey Turn 9, Page 5
Presentation Addendum, Level Two: Page 3

Round Ten: Page 5
  • Grey Turn 10, Page 5
  • Blue Turn 10, Page 5
  • Orange Turn 10, Page 5
  • Yellow Turn 10, Page 5
  • Green Turn 10, Page 5
  • Headhunters Turn 10, Page 5
  • Turn 10 Overview Breakdown and Comparisons, Page 5
Round Eleven: Page 5
  • Grey Turn 11, Page 5
  • Blue Turn 11, Page 5
  • Orange Turn 11, Page 5
  • Yellow Turn 11, Page 5
  • Green Turn 11, Page 5
  • Headhunters Turn 11, Page 5
  • Turn 11 Overview Breakdown and Comparisons, Page 5
Round Twelve: Page 6
  • Yellow Turn 12, Page 6
  • Headhunters Turn 12, Page 6
  • Grey Turn 12, Page 6
  • Blue Turn 12, Page 6
  • Orange Turn 12, Page 6
  • Green Turn 12, Page 6
  • Turn 12 Overview Breakdown and Comparisons, Page 6
Round Thirteen: Page 6
  • Yellow Turn 13, Page 6
  • Headhunters Turn 13, Page 6
  • Grey Turn 13, Page 6
  • Blue Turn 13, Page 6
  • Orange Turn 13, Page 6
  • Green Turn 13, Page 6
  • Turn 13 Overview Breakdown and Comparisons, Page 6
Round Fourteen: Page 7
  • Yellow Turn 14, Page 7
  • Headhunters Turn 14, Page 7
  • Grey Turn 14, Page 7
  • Blue Turn 14, Page 7
  • Orange Turn 14, Page 7
  • Green Turn 14, Page 7
  • Turn 14 Overview Breakdown and Comparisons, Page 7
Maintenance A-B: Page 8

Round Fifteen: Page 8
  • Yellow Turn 15, Page 8
  • Headhunters Turn 15, Page 8
  • Blue Turn 15, Page 8
  • Red Android Turn 15, Page 8
  • Orange Turn 15, Page 8
  • WageMage Turn 15, Page 8
  • Green Turn 15, Page 8
  • Turn 15 Overview Breakdown and Comparisons, Page 8
Round Sixteen: Page 9
  • Yellow Turn 16, Page 9
  • Headhunters Turn 16, Page 9
  • Blue Turn 16, Page 9
  • Orange Turn 16, Page 9
  • Green Turn 16, Page 9
  • Grey Response Turn 16, Page 9
  • Turn 16 Overview Breakdown and Comparisons, Page 9
Presentation Addendum, Level Three: Page 9

Round Seventeen: Page 9
  • Grey Turn 17, Page 9
  • Extras Turn 17, Page 9
  • Yellow Turn 17, Page 9
  • Headhunters Turn 17, Page 9
  • Grey Continued Turn 17, Page 9
  • Blue Turn 17, Page 9
  • First Zombie Response Turn 17, Page 9
  • Orange Turn 17, Page 9
  • Green Turn 17, Page 9
  • Turn 17 Overview Breakdown and Comparisons, Page 9
Presentation Addendum, Initiative and Refunds: Page 9

Round Eighteen: Page 10
  • Green Turn 18, Page 10
  • Yellow Turn 18, Page 10
  • Headhunters Turn 18, Page 10
  • Grey Turn 18, Page 10
  • Extras Turn 18, Page 10
  • Blue Turn 18, Page 10
  • Orange Turn 18, Page 10
  • Turn 18 Overview Breakdown and Comparisons, Page 10
Round Nineteen: Page 11
  • Grey Turn 19, Page 11
  • Orange Turn 19, Page 11
  • Yellow Response, Page 11
  • Orange Continued Turn 19, Page 11
  • Green Turn 19, Page 11
  • Yellow Turn 19, Page 11
  • Hunter Turn 19, Page 11
  • Blue Turn 19, Page 11
  • Turn 19 Overview Breakdown and Comparisons, Page 11
Round Twenty: Page 11
  • Grey Turn 20, Page 11
  • Hunter Turn 20, Page 11
  • Orange Turn 20, Page 11
  • Green Turn 20, Page 11
  • Firebeard Turn 20, Page 11
  • Yellow Turn 20, Page 11
  • Blue Turn 20, Page 11
  • Turn 20 Overview Breakdown and Comparisons, Page 11
Maintenance C-D: Page 11

Round Twenty-One: Page 12
  • Extras Turn 21, Page 12
  • Green Turn 21, Page 12
  • Blue Turn 21, Page 12
  • Yellow Turn 21, Page 12
  • Grey Turn 21, Page 12
  • Orange Turn 21, Page 12
  • Hunter Turn 21, Page 12
  • Firebeard Turn 21, Page 12
  • Grey Continued Turn 21, Page 12
  • Turn 21 Overview Breakdown and Comparisons, Page 12

Presentation

Welcome to the Tower of Justice, located on the Doom Moon of Dis in the heart of the Galaxia Nehellenium's Far-Ums entertainment center. Four modern-day Heroes have beaten their way to the top of the heap in the nearby hellish prison systems Numbers Six through Nine. As a reward for their bravery and appropriate perpetuation of violence, these Heroes have been given the opportunity to earn their freedom by participating in a gameshow called the Tower of Justice, which pits criminals against each other in a trap filled and enemy infested, multi-leveled ObstacleCourse. Those that survive are famously taken to the only SpacePort on Dis and set free, their records expunged.

You will take on the role of one of these Heroes and their accompanying squad of RedShirts:

Image
Blue Team

Image
Green Team

Image
Orange Team

Image
Yellow Team

Additionally, there is a Secret Faction which will be unlocked later.

Each Colored Team is, by default, composed of 1 Hero (armed with a Hand Weapon and a Pistol) and 3 RedShirts (armed with a pistol, a ShotGun, and Dual Hand Weapons). The pistoleer is a Medik and the dual wielder has the Pathfinding specialty (just the specialty; he isn't a full Scout). This comes out to 42CP if you're interested in rebuilding the team to your own specifications (just send a PM if you are). The Heroes are as they appear, with the Blue being a grizzled veteran, the Green being a shapechanger, the Orange being a punk spy, and the yellow being a bio-engineered Snakeman. You can change this up if you like, just let me know ahead of time.

You start out on Level 1, inside your own colored corridor. Colored spaces are safezones from other players but not any enemies which may be lurking on the map. Note that rooms are colored a darker metal than corridors. Enemies will be lurking in rooms, but they don't have to stay there. They'll be activated by LOS. Traps, on the other hand could be anywhere. The black lined walls are meant to be a cutaway. You may imagine vaulted ceilings lined with cameras and television screens (this is how characters know the location and general status of the other teams).

Image
Tower of Justice, Level One Overview.

Your goal on this level is to get to the center and obtain your Key. It costs one inch of movement to grab the Key from its resting place. This unlocks the ladder to Level 2. The last team to obtain their Key will get a nasty surprise. Further levels will have their own objectives. There are three total levels. The first Team to reach the Level Three Objective wins the Tower of Justice and their freedom. (Don't worry, the other levels have different, perhaps simpler configurations).

Image
Level One Objectives

You may come across objects with which you can interact. You can use Computer Consoles to perform one of two Actions at UR 0. You can either open a Stasis Chamber (if there is one nearby) and gain a reinforcement RedShirt or you can spend any CP you have earned thus far (Teams start with 0 earned CP). For our purposes, yes, you can give up your Move to gain a Computer Console Action if you're already standing there. That will help things from getting bogged down later. Further Levels will have their own objects.

Image
A Stasis Chamber and its controlling Computer Console.

As a relevant aside, since it can sometimes be difficult to tell in LDD, most of the cover on the map makes minifigs 2/3 visible, so they will often be targeted at -1 if in cover.

Image
Cover Example.

Also keep in mind that equipment can be swapped and looted at no movement cost.
Last edited by Quantumsurfer on Sun Sep 21, 2014 7:20 am, edited 22 times in total.
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Re: For Great Justice, Part One: Tower of Justice

Postby Silverdream » Sat Feb 15, 2014 12:38 am

I'll take team yellow.
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Spoiler: show
mgb519 wrote:Seriously, you are now the first ever forum superhero.


Colette wrote:I hereby acknowledge Silverdream as the one and only forum troll as agreed in the bet.


Quantumsurfer wrote:No, I have 2 silver.
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Re: For Great Justice, Part One: Tower of Justice

Postby Quantumsurfer » Sat Feb 15, 2014 12:45 am

Great, thanks for signing up.
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Re: For Great Justice, Part One: Tower of Justice

Postby Zupponn » Sat Feb 15, 2014 1:59 am

I want Master Splinter and his homies.


(Team Green)


Also, Splinter wordfilters to sphincter?
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Re: For Great Justice, Part One: Tower of Justice

Postby The Shadowscythe » Sat Feb 15, 2014 2:12 am

Slap me down for that yellow goodness home boy.
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-- WARNINK -- LINK BELOW IZ KNOWN TO CAUZE HEMMORAGE --
Spoiler: show
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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

Postby Zupponn » Sat Feb 15, 2014 2:21 am

Silverdream wrote:I'll take team yellow.


The Shadowscythe wrote:Slap me down for that yellow goodness home boy.


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

Postby The Shadowscythe » Sat Feb 15, 2014 2:27 am

Shit, I meant orange and then my brain farted.
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-- 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

Postby Quantumsurfer » Sat Feb 15, 2014 10:21 am

Cool, thanks for signing up, gents.
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Re: For Great Justice, Part One: Tower of Justice

Postby Quantumsurfer » Sat Feb 15, 2014 10:32 am

Two Teams left, Blue and Secret. I'm pretty excited.

Presentation Addendum

The Warden has decided to offer the Heroes a deal. Kill one of your own and you'll be granted a headstart. For the low, low cost of a single RedShirt, you can move into a higher Initiative tier, rolling first before the other players and getting a free basic move. Multiple players who choose this option will roll off against one another normally, but those who responded first will get a +1 to the roll over the others. You may keep your martyr's gear if you've hands to carry it.
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Re: For Great Justice, Part One: Tower of Justice

Postby Brikguy0410 » Sat Feb 15, 2014 11:10 am

I'll take blue if I still can also I want my hero be an andriod
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Re: For Great Justice, Part One: Tower of Justice

Postby Quantumsurfer » Sat Feb 15, 2014 11:24 am

Okay, thanks for signing up.

We'll start soon. Everyone, please go ahead and send in your response to the Warden's offer, along with Orders for Turn 1.

If anyone wants the Secret Faction, please let me know soonish.
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Re: For Great Justice, Part One: Tower of Justice

Postby transformerj » Sat Feb 15, 2014 1:01 pm

I'll take the secret faction for a spin
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Re: For Great Justice, Part One: Tower of Justice

Postby Quantumsurfer » Sat Feb 15, 2014 1:11 pm

Okay, thanks for signing up. I'll let you know when they're unlocked.

We're full up now. :D
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Re: For Great Justice, Part One: Tower of Justice

Postby Quantumsurfer » Sun Feb 16, 2014 11:50 pm

Round One

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

Image
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


I don't know if I like the way some of the pictures are framed. What do you guys think? Too small? Too Few?

Do you guys want to give your Heroes names?

I have enough Orders to proceed with Round Two but let me know if you want to change tactics or, you know, put your flaming units out.
Last edited by Quantumsurfer on Mon May 19, 2014 5:41 pm, edited 1 time in total.
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Re: For Great Justice, Part One: Tower of Justice

Postby The Shadowscythe » Mon Feb 17, 2014 3:43 am

If you can quantumsurfer - try to take advantage of the forums full image size limit, which is 1200x1024.

You have my orders for turn two - so rock the fuck on you crazy diamond.
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-- WARNINK -- LINK BELOW IZ KNOWN TO CAUZE HEMMORAGE --
Spoiler: show
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I WARNED YOU, DIDN'T I WARN YOU?! BLAME RAYHAWK DAMNIT.
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