For Great Justice, Part One: Tower of Justice

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

Postby Quantumsurfer » Tue Apr 15, 2014 2:19 am

Apparently, I'm approaching my free bandwidth limit on Photobucket.
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Re: For Great Justice, Part One: Tower of Justice

Postby The Shadowscythe » Tue Apr 15, 2014 2:25 am

Host this turn on imgur for now, but put the pics up to photobucket too for the sake of completion.
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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 » Thu Apr 17, 2014 12:42 pm

Scythe, board must've eaten my PM. I thought I had your orders for Round Twelve but I don't. Could you please send them again?
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Re: For Great Justice, Part One: Tower of Justice

Postby The Shadowscythe » Thu Apr 17, 2014 12:43 pm

I thought I had done already, and then you sent another PM.
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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 » Thu Apr 17, 2014 12:44 pm

Yeah, I don't know. I thought so too but there wasn't anything in my inbox.
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Re: For Great Justice, Part One: Tower of Justice

Postby The Shadowscythe » Thu Apr 17, 2014 12:55 pm

You got em now?
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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 » Thu Apr 17, 2014 1:39 pm

I do. Thanks.
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Re: For Great Justice, Part One: Tower of Justice

Postby Quantumsurfer » Fri Apr 18, 2014 4:02 pm

Okay, I don't know what the hell. I used Imgur and apparently the board can't determine the dimensions of *some* of the images...which are all the same size.
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Re: For Great Justice, Part One: Tower of Justice

Postby Quantumsurfer » Fri Apr 18, 2014 4:54 pm

Sorry that took so long. It's been a helluva week. Let's unleash the weird ass round that has been:

Round Twelve

Spoiler: show
Extras: Each team will earn +1 CP at the end of Round Twelve. New Initiative kicks in.

Initiative: Yellow (bid 8CP), Hunter (bid 3CP), Grey, Blue, Orange, Green.

Image234ToJYellowT012a by Yogozu, on Flickr
Yellow Turn 12a
Snake Yellow sees the ineffectiveness of gunfire and takes a more direct route, tail swiping his former comrade. The blow is a powerful one, ripping through the Yellow Zone roof support column, scattering the debris away, and snapping undeadbro’s neck like a twig. His body is thrown backward, the rib daggers clattering to the floor.

Image235ToJYellowT012b by Yogozu, on Flickr
Yellow Turn 12b
Threat removed, Mr. Daggers, Shield Medik, and the mind-poisoned Headhunter move over and combine fire at Blue Android, hoping to topple the wall between them. Alas, their efforts are for naught as the wall is impenetrable to normal weaponry and little short of a heroic feat is going to bring it down.

It is worth noting, however, that the wall is scalable. Where you see silver along the top of the walls, that represents a roof. Like a room inside a much bigger room. Where black, a cutaway representing that the wall goes up and up to a high ceiling. As I'm sure you've already surmised, though, climbing it will be time intensive and, based on the design of Level 2, may very well be trapped. Whether pursuing that route is worth it is left up to you.

Side Note: Silver, your orders asked to pick up a shotgun. I looked back through and didn't find reference to one on any of the characters present. I think the last time one was near you was when your actual shotgunner got cut in half by Grey's wall trick. Did I miss something?

Image236ToJHunterT012a by Yogozu, on Flickr
Hunter Turn 12a
Mind-poisoned Hunter’s necrotic energies finally burn away the neurotoxin. He pivots on the spot and blows Mr. Daggers’ brains out.

Image237ToJHunterT012b by Yogozu, on Flickr
Hunter Turn 12b
Hat Hunter tries to forge a technonecro connection between himself and Blue Android. He transfers his consciousness into the Android’s systems, hoping to settle in, take root, and forcefully eject Blue’s own consciousness from his body.

Image238ToJHunterT012c by Yogozu, on Flickr
Hunter Turn 12c
He rolls snake eyes for a mega SuperNatural Fumble, however, and is shunted almost 30 whole inches away thanks to Blue Android’s three extra bonus dice on his own SuperNatural return roll. Headhunter’s have no Phasic training, like the Greys, so in this phasic state the only actions available to the hunter are movement and the use of SN Dice to attempt to possess a body. The Hunter must be adjacent to attempt this and, if the body hosts a sentient consciousness, he may be resisted. He may reenter his own body at will, without the expenditure of SN Dice or effort, but he must be adjacent as normal.

Image239ToJHunterT012d by Yogozu, on Flickr
Hunter Turn 12d
Bandanna Hunter, fresh from his success in murdering Master sphincter, decides to engage in some preparation and uses his SuperNatural abilities to summon a copy of the Necronobrikon. He opens the book and begins a chant. Tendrils of dark energy course into the two nearby open chests, the necromantik energies warping and transforming them.

Image240ToJHunterT012e by Yogozu, on Flickr
Hunter Turn 12e
With an unearthly groan, the wooden chests grow limbs and become massive SuperNatural warriors under the Hunter’s control.

Image241ToJHunterT012f by Yogozu, on Flickr
Hunter Turn 12f
The Hunter quickly learns that he has overreached, however, and with only his two SN Dice to control the things, he is forced to place all of his power in the Wooden Warrior at the end of the hall nearest Green’s Keyzone. The other Warrior, bereft of power, sphincters into pieces. The Hunter places one of his dice into Movement for the warrior, who slowly trundles into place at the end of the new Green Hero’s corridor, preparing for an attack. The other SN Die hovers at the Hunter’s will, ready to be deployed for either attack or defense.

Image242ToJGreyT012a by Yogozu, on Flickr
Grey Turn 12a
The Grey to the far end of the room casually moves over and hefts the Golden Chest.

Image243ToJGreyT012b by Yogozu, on Flickr
Grey Turn 12b
Turning, he hurls it at Doctor Blanco. The Chest slams into the Rogue Grey and knocks the pistols from his grasp.

Image244ToJGreyT012c by Yogozu, on Flickr
Grey Turn 12c
The Grey at the console releases the final Grey in stasis, who moves toward the middle of the room and snatches up a knife, and spends 7 CP to purchase a d12 SN Die for the other Grey already in the center of the room. Phasic power flows into him.

Image245ToJGreyT012d by Yogozu, on Flickr
Grey Turn 12d
He rushes Blanco, enchanting his knife with molecule separating sharpness.

Image246ToJGreyT012e by Yogozu, on Flickr
Grey Turn 12e
He then slides the Blood Blade through Blanco’s neck like a hot knife through butter.

Image247ToJGreyT012f by Yogozu, on Flickr
Grey Turn 12f
As Blanco’s green blood jets across the wall and floor, his body slumping against the Computer Console, the Grey there moves over to the chest and opens it, retrieving the Heroic Artifakt! The Artifact can take any form Grey chooses, weapon or not. Once chosen, the choice is permanent. The Artifact will maintain all the normal properties of its chosen form, in addition to serving as a Heroic Item. For Grey, this means that they now have access to Heroic Feats, so long as they possess the item.

I got a little mixed up in trying to keep the utility picture count down and trying to follow the orders at the same time. So that's why the Console Grey moved after he had already taken his turn. Didn't affect anything though.

Image248ToJBlancoT012a by Yogozu, on Flickr
Blanco Turn 12a
Blanco’s blood and body begin to fade from view, revealing themselves to be nothing more than phasic illusion!

Image249ToJBlancoT012b by Yogozu, on Flickr
Blanco Turn 12b
Two more Blancos appear on either side of the room and channel energy through their pistols toward the center of the room, where two Phasic Guardians equipped with giant fists take form. Are either of the Blancos real? Are both of the Guardians real?

Image250ToJBlancoT012c by Yogozu, on Flickr
Blanco Turn 12c
They move in on the new Grey in perfect sync and lay into him with some real slobberknockers. Though almost beaten to a pulp, the Grey somehow manages to weather the assault.

Image251ToJBlueT012a by Yogozu, on Flickr
Blue Turn 12a
Blue Android laughs at everyone’s failed attempts to bring him down, turns, and moves quickly but carefully into his red path. He pops the chest on his way in and scores +2 CP.

Image252ToJBlueT012b by Yogozu, on Flickr
Blue Turn 12b
His LMS Benny provides him with enough movement to have checked from traps on the way in and lands him standing near the Computer Console and Stasis Chamber.

Image253ToJOrangeT012 by Yogozu, on Flickr
Orange Turn 12
Orange Spy breaches Level 2 and moves directly out onto the Red Path. Her Medik follows her closely. Her Pink Path closes off, as normal.

Oh, the lulz when I reread this.

Image254ToJGreenT012a by Yogozu, on Flickr
Green Turn 12a
Green’s new Hero steps out from the Stasis Chamber…and keeps stepping out…and keeps stepping out. Meet Little Jack, a beast of a man who stands much taller and is much stronger than most minifigs. Whereas sphincter was a ninja-styled hero, Little Jack likes to rely more on brute force. When he steps out of his Stasis Chamber, he decides that sleeveless is more badass so he rips off his sleeves and takes off the gloves. His armor is his muscles.

Sorry I couldn't also make him bearded.

Image255ToJGreenT012b by Yogozu, on Flickr
Green Turn 12b
To reinforce his badassery, he steps over to the Console and spends 7 CP, ordering +1d10 Armor, Green’s Trapmasters Special Purchase, and an Axe.

Image256ToJGreenT012c by Yogozu, on Flickr
Green Turn 12c
He then uses his Feat to Lie In Wait for the Hunter and his Wooden Warrior.

Image257ToJTurn012OverviewA by Yogozu, on Flickr
Round Twelve Overview A

Image258ToJTurn012OverviewB by Yogozu, on Flickr
Round Twelve Overview B

Image259ToJTurn012OverviewC by Yogozu, on Flickr
Round Twelve Overview C

Image260ToJTurn012OverviewD by Yogozu, on Flickr
Round Twelve Overview D

Extras: Bandanna Hunter forgot to say the magic words before opening the forbidden tome. Thus, the dead will begin to rise at the beginning of Round Thirteen. They will be unaligned and will attack everything in sight. Good Luck.


Overview Breakdown
Spoiler: show
Yellow Team

Abilities
4CP

Equipment
Snake Yellow: Fang Dagger (Sheathed), Longbow, Poison Shiv 3
Medik: Medik Tool (Holstered), Shield, Pistol
Pathfinder: Dagger, Dagger (Holstered), Pistol
Shotgunner Corpse: ShotGun

Purchased and Spent Explosive

Loot Score: 5

Kill Table
8 Kills
4 Deaths

Kill Score: 4

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

Badass Score: 5

Objectives Obtained
Level One Key

Headhunters

Abilities
1CP
1d6 SN, 1d6 SN with Pistol

Equipment
Armor Hunter: SuperNatural Pistol
Scarf Hunter: SuperNatural Pistol
Hat Hunter: SuperNatural Pistol
Wooden Warrior: None
Revenant Corpse: 2 Rib Daggers

Loot Score: 2

Kill Table
3 Kills
3 Deaths

Kill Score: 0

Badass Moments
Hunters Turn 10b, Tipping the Scales
Hunter Turn 11a, Long Shot
Hunter Turn 11b, Ribbed for Pain
Hunter Turn 12d-e, Wooden Warriors

Badass Score: 4

Objectives Obtained
2 Kills

Grey Team

Abilities:
6CP
Phasic SuperNatural Dice

Equipment
Grey: None
Grey: 2 Knives, SN d12
Grey: 1 Knife
Grey: Heroic Artifakt
Grey Corpse: 2 Knives
Grey Corpse: 2 Knives
Grey Corpse: Saber, Pistol

Purchased and Spent Explosive

Loot Score: 7

Kill Table
4 Kills
3 Deaths

Kill Score: 1

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

Badass Score: 5

Objectives Obtained
Accessed Level Two

Blue Team

Abilities
11CP

Equipment
Blue Android: Hardsuit, SN d6, Android Body 2, Last Man Standing
Medik Corpse: Medik Tool
Recruit Corpse: Pistol
Pathfinder Corpse: 2 Swords
Recruit Corpse: None

Loot Score: 4

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
9CP
Map Dominance

Equipment
Spy: Shotgun
Medik: Medik Tool
Shotgunner Corpse: 2 Knives
Pathfinder Corpse : 2 Sabers

Purchased and Spent Explosive

Loot Score: 1

Kill Table
4 Kills
2 Deaths

Kill Score: 2

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

Badass Score: 7

Objectives Obtained
Level One Key

Green Team

Abilities
6CP
Fleet Foresters, Trapmasters

Equipment
Little Jack: Axe, +1d10 Armor, Last Man Standing
Master sphincter Corpse: Crossbow, Claw
Pathfinder Corpse: 2 Axes
Forester Corpse: None
Medik Corpse: Medik Tool, Crossbow
Shotgunner Corpse: ShotGun

Loot Score: 2

Kill Table
5 Kills
5 Deaths

Kill Score: 0

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

Badass Score: 7

Objectives Obtained
Level One Key


Overview Comparison
Spoiler: show
Construction Points
Yellow: 4
Hunter: 1
Grey: 5
Blue: 11
Orange: 9
Green: 6

Loot Score
Yellow: 5
Hunter: 2
Grey: 7
Blue: 4
Orange: 1
Green: 2

Kill Score
Yellow: 4
Hunter: 0
Grey: 1
Blue: -1
Orange: 2
Green: 0

Badass Score
Yellow: 5
Hunter: 4
Grey: 5
Blue: 6
Orange: 7
Green: 7

Objectives
Yellow: Level One Key
Hunter: 3 Kill
Grey: Level Two Access
Blue: Level One Key
Orange: Level One Key
Green: Level One Key

Total Scores
Yellow: 10
Hunter: 5
Grey 8
Blue: -2
Orange: 1
Green: 3

A whirlwind of change this Round as several teams spend a great deal of built up CP. Yellow again rockets into the lead but Grey is now close behind. Blue falls into last place.


Send Orders for Round Thirteen!
Last edited by Quantumsurfer on Mon May 19, 2014 7:27 pm, edited 1 time in total.
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Re: For Great Justice, Part One: Tower of Justice

Postby Silverdream » Fri Apr 18, 2014 5:59 pm

Mr. Daggers was my favourite mook. The undead will pay.
Image

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 » Fri Apr 18, 2014 9:28 pm

:(
He was one of my favorites too.
Spose you could try to Medik him. I've noticed how Mediks seem to be gotten around by always performing headshots. I don't know that any penalty for targeting a specific location is severe enough. In the long run, Mediks allow for more death and destruction but not really when dudes are always being highlandered.
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Re: For Great Justice, Part One: Tower of Justice

Postby Quantumsurfer » Sun Apr 27, 2014 3:30 pm

13 tomorrow or Tues. I hope. Still need Grey Orders.
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Re: For Great Justice, Part One: Tower of Justice

Postby The Shadowscythe » Tue Apr 29, 2014 2:32 pm

Quantum, the day has come. Make it so.
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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 » Tue Apr 29, 2014 7:09 pm

Aye, Captain. I'm starting it now.

Edit: It's now several hours and several IRL distractions later. I'm getting through it. But. My Internet connection has suddenly decided to go fucking bananas. I'll try to have this up tonight sometime. But it might be tomorrow if things don't straighten out. #HanSoloitsnotmyfault
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Re: For Great Justice, Part One: Tower of Justice

Postby Quantumsurfer » Thu May 01, 2014 12:27 am

Internet, ftw, amiriteguys? amirite? Sorry. Anyway, this turn made me laugh a great deal. I hope you enjoy it too. Let's do:

Round Thirteen

Spoiler: show
Extras: Each team will earn +1 CP at the end of Round Thirteen. The Dead Rise!

Image
Extras Turn 13a
Starting with the first death, the dead reanimate and begin putting themselves back together.

Image
Extras Turn 13b
For some of the zombies, this goes well. For others…not so much.

Image
Extras Turn 13c
I rolled randomly to determine which dead would rise. This produced some interesting results.

Image
Extras Turn 13d
None of the teams are down below but Firebeard, the Oni, and the two Ninjas are surrounded! They want to survive the bloody apocalypse! Open bidding war: they’re yours if the price is right. Highest bidder per character (the ninjas are a package deal and the Oni comes with the Demon Bear) gets those NPCs to join her team. They still have to fight their way free, of course. Also, Ice Zombie with SuperNatural Dice! Not for bidding on…for killing you all.

Image
Extras Turn 13e
Also, also, just so you know, you can batten down the hatches. They lock from the topside. Might hold for awhile.

Image
Yellow Turn 13a
Snake Yellow screams, “WHY WON’T YOU STAY DEAD?!” and coil leaps into the Revenant, pulling out and stabbing the creature with his Fang Dagger as he does so. The poison takes root in the Revenant’s belly but does not kill it. However, the body slam against the steel wall crushes its internal organs with a satisfying crunch. The poison would’ve slowed down any regenerative properties it might’ve had if the body slam hadn’t killed it outright.

Image
Yellow Turn 13b
Meanwhile, Shieldbro exchanges his pistol for his MedTool. “Mr. Daggers?” he says, “I know you’re still in there, bro!” He moves up and slams the MedTool into his undead friend. “Come back, bro!” The resuscitation works with no amputations needed! Mr. Daggers sorta-kinda returns to life and rejoins Yellow Team. “Wha?” Daggers is now Half-Dead. I’m opening this up to a Kanon Discussion. Yellow can decide how Half-Dead is beneficial and one of the other teams can decide how it is not. If no one takes this up, I’ll decide before next round.

I think this is the first time anyone successfully uses a Medik. I'd have to look back to be sure, though.

Image
Yellow Turn 13c
Daggers moves instinctively to recover his fallen dagger and whips his other one out of its sheath.

Image
Hunter Turn 13a
The Phasic Hunter sprints a considerable distance, incredibly almost making it all the way back to his body. Which is good, considering the thing has stood up and is wandering in the opposite direction.

Seriously, so many bonus dice. And to stop, what, two inches short or something. And this won't be the only time my dice decide to shave it as close as possible this turn.

Image
Hunter Turn 13b
The Hunter on Yellow pivots and fires a Necromantik bullet at Snake Yellow, hoping to turn him into a Revenant. The shot connects with great force and rattles Snake’s head about inside his helmet but does little else apart from blowing one of the horns off.

Here's another close shave. The shot hit and did damage exactly equal to the armor roll.

Image
Hunter Turn 13c
He then turns and bolts into Yellow’s Red Path. Interestingly, nothing happens, proving that the shutoffs aren’t automatic after all. Yellow will need to cross a threshold to decide.

Image
Hunter Turn 13d
The Wooden Warrior uses one of it’s allotted SN dice for defense and one for a Grimlock Curse. For a moment, it pulses with an eerie red light as the power shifts function. The Hunter lies in wait.

Sorry for any confusion here. I wrote originally that the Hunter kept his last SN die and planned to use it later, if need be. Due to the gap, I got it in my head that he had allotted both to the Warrior and it could now place them where it would. Which is no better or worse a plan, really, but they are different tactiks. I ended up choosing the more beneficial one by accident even though it wasn't technically right. The game effect ended up being way more awesome this way, so I'm not too sorry about it. Anyway, think of the red chain effect as purely for decoration...he isn't actually doing anything because his SN dice are now retconned into both being allotted to the Warrior. So he's holding action here.

Image
Grey Turn 13a
Our chest heaving Grey continues in his utility role, booking it across the room, snatching the two knives from the top of the hatch, and tossing one to the Grey in the center of the room on his way by.

Image
Grey Turn 13b
That Grey then executes a spin maneuver with his dual blades, stabbing both Phasic Guardians.

Image
Grey Turn 13c
He instantly discovers that the one behind him is an illusion as it poofs out of existence. Blanco drops the rest of the illusion and the image of him against the wall smokes away as well.

Image
Grey Turn 13d
The Grey holding the Heroic Item wills it into the shape of a heavy spear/scoped rifle combo and uses the scope, in conjunction with his own Phasic power, to pinpoint Blanco’s true location. The coward is hiding against the far wall!

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Grey Turn 13e
Grey12 wastes no time taking advantage of this new information and runs across the room, phasing as he goes. As he reaches Blanco, he leaps and casts Blade of Blood again, coming down hard and slamming the phased blade into Blanco’s third eye.

I am irritate. There was actually a picture just before this one showing Grey12 in the process of running and phasing. Or rather, there wasn't. I idiotically modeled it, got up to take care of something, came back and forgot to take the screenshot.

Image
Blue Turn 13
Blue Android activates the Stasis Chamber, spends 6 CP, and orders up a Medik. He and his new medik race down the corridor to the next console. The medik is positioned to activate it during his next turn.

Image
Orange Turn 13
Orange Spy moves up to her own Computer Console and activates the Stasis Chamber. She makes two purchases, for a total of 7 CP. She buys a shotgun for her new agent and makes the Orange Special Purchase: Energy Requisition. She wants to purchase a submachine gun as well but, unfortunately she is 4 CP too short so she’ll have to rely on her shotgun for now. Her Medik moves onto the Red Path while her new shotgunner sprints down to the next console. He is positioned to use it next turn.

Image
Green Turn 13a and Hunter Response 13e
Little Jack, tired of waiting, begins to move toward the wall. He raises his mighty fist, prepared to batter it down and tear a more direct path toward the Headhunter.
The spell goes off, however, and he never gets the chance.

Image
Hunter Response 13f
Howling winds handily lift Little Jack off his feet and send him hurling toward the waiting, gaping maw of the Wooden Warrior.

Image
Hunter Response 13g
Unfortunately for the Warrior, the spell works too well and drags the Little Jack meteor through the air at tremendous speed. The Warrior tries to catch the big man but Little Jack just grins and leans into it, propelling him even faster and harder into the Warrior. The smash together and together smash straight through the steel wall behind them, plowing through the solid rock behind it. They finally come to a cacophonous stop at the end of a considerably long, newly mined tunnel. The Warrior lies in ruins. Little Jack stands up and brushes himself off.

This was hilarious. The Warrior pulled him in with a 6, 6, 1, which would've put them three inches past the wall. The Warrior managed to pull a physical opposition of 4 inches, stopping a single inch from the wall. So they're teetering there, the warrior sliding backwards, trying to hold onto his leverage. Then Jack takes the fumble dice and goes, fuck it, let's keep this train rolling, and uses it to keep pushing forward. There is no more physical opposition, so whatever Jack rolls in what they'll be moving. Hilariously, he rolls a 6, 5 for 11 inches. That's ten inches through the wall, which is 10 points of smash damage for them both. The warrior rolls a 5, one off from the bonus die he needed to possibly survive. Jack rolls a 15 and he's all like, "Whatevs." I think this is rules-right but whatever the case, I'm playing this way with SN dice from now on like Bonn-o-Tron. The Fumble die might be my favorite mechanic.

Image
Green Turn 13b
Little Jack uses his heroic feat to smash a new tunnel directly toward the Headhunter. Unfortunately, this ends his turn so the smashing and tearing will have to come later.

Image
Hunter Response 13h
As Jack looms above him, the Headhunter turns and fires a supernatural shot directly into the giant’s belly. It bounces off.

Transformer says to me: "I FEEL DRASTICALLY OUTMATCHED HERE." Haha, and this turn really makes that seem true. But don't fret, you've got initiative and two SN dice next turn. You could still pull something off. Maybe.

Image
Round Thirteen Overview A

Image
Round Thirteen Overview B

Image
Round Thirteen Overview C

Image
Round Thirteen Overview D

Overview Breakdown
Spoiler: show
Yellow Team

Abilities
5CP

Equipment
Snake Yellow: Fang Dagger (Poison Shiv 2), Longbow
Medik: Medik Tool, Shield, Pistol (Holstered)
Pathfinder: Dagger, Dagger
Shotgunner Corpse: ShotGun

Purchased and Spent Explosive

Loot Score: 5

Kill Table
9 Kills
4 Deaths

Kill Score: 5

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

Badass Score: 6

Objectives Obtained
Level One Key

Headhunters

Abilities
2CP
1d6 SN, 1d6 SN with Pistol

Equipment
Armor Hunter: SuperNatural Pistol
Bandanna Hunter: SuperNatural Pistol
Hair Hunter: None

Loot Score: 2

Kill Table
4 Kills
3 Deaths

Kill Score: 1

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

Badass Score: 5

Objectives Obtained
4 Kills

Grey Team

Abilities:
7CP
Phasic SuperNatural Dice

Equipment
Grey: 2 Knives
Grey12: 2 Knives, SN d12
UtiliGrey: 2 Knives
Grey: Heroic Artifakt (Scoped Rifle/Spear)
Grey Corpse: None
Grey Corpse: 2 Knives
Grey Corpse: Saber, Pistol

Purchased and Spent Explosive

Loot Score: 7

Kill Table
5 Kills
3 Deaths

Kill Score: 2

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

Badass Score: 6

Objectives Obtained
Accessed Level Two

Blue Team

Abilities
6CP

Equipment
Blue Android: Hardsuit, SN d6, Android Body 2
Medik: Medik Tool
Medik Corpse: Medik Tool
Recruit Corpse: Pistol
Pathfinder Corpse: 2 Swords
Recruit Corpse: None

Loot Score: 4

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
3CP
Map Dominance
Energy Requisition

Equipment
Spy: Shotgun
Medik: Medik Tool
Shotgunner: Shotgun
Shotgunner Corpse: 2 Knives
Pathfinder Corpse : 2 Sabers

Purchased and Spent Explosive

Loot Score: 2

Kill Table
4 Kills
2 Deaths

Kill Score: 2

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

Badass Score: 7

Objectives Obtained
Level One Key

Green Team

Abilities
7CP
Fleet Foresters, Trapmasters

Equipment
Little Jack: Axe, +1d10 Armor, Last Man Standing
Master sphincter Corpse: Crossbow, Claw
Pathfinder Corpse: 2 Axes
Forester Corpse: None
Medik Corpse: Medik Tool, Crossbow
Shotgunner Corpse: ShotGun

Loot Score: 2

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

Badass Score: 8

Objectives Obtained
Level One Key


Overview Comparison
Spoiler: show
Construction Points
Yellow: 5
Hunter: 2
Grey: 7
Blue: 6
Orange: 3
Green: 7

Loot Score
Yellow: 5
Hunter: 2
Grey: 7
Blue: 4
Orange: 2
Green: 2

Kill Score
Yellow: 5
Hunter: 1
Grey: 2
Blue: -1
Orange: 2
Green: 1

Badass Score
Yellow: 6
Hunter: 5
Grey: 6
Blue: 6
Orange: 7
Green: 8

Objectives
Yellow: Level One Key
Hunter: 4 Kill
Grey: Level Two Access
Blue: Level One Key
Orange: Level One Key
Green: Level One Key

Total Scores
Yellow: 11
Hunter: 6
Grey 8
Blue: 3
Orange: 8
Green: 4

Everyone pops up one but a big change for Blue and Orange due to CP expenditure. Yellow leads but Grey and Orange are close behind. Blue remains in last place but has managed to get on the board this turn.


Send Orders for Round Fourteen!
Last edited by Quantumsurfer on Mon Jun 02, 2014 2:28 pm, edited 1 time in total.
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Quantumsurfer
Thank god for Colette.
 
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