Each team will earn +1 CP at the end of Round Fourteen. I have decided that enemy Hero kills are worth 2 kill points instead of 1. Accordingly, both the Headhunters and the Greys will be awarded +1 Kills retroactively. Yellow Turn 14a
Yellow Team wins the bid for Firebeard! (Yellow spends 5CP). Firebeard sprints across the top of the Quad, leaving a fire trail behind him to slow the Ice Zombie down. He may ascend to the next level on during Round Fifteen. Extras Turn 14a
The Ice Zombie turns and releases a cone of cold to douse the flames and freeze the area solid. Extras Turn 14b
Some zombies move very quickly toward the nearest prey and some shuffle very slowly.Zombies use a Stumble d6 for their movement when alone. When gathered into a horde of two or more, they can rely on one another for balance and become a little more frightening, moving a consistent 6 Inches a turn. Zombies may never sprint, however. Zombies are also a little tougher to kill, as we’ll see in a moment.Extras Turn 14c
The First Zombie moves toward his exit like an oncoming plague. He looks to be gathering speed. The other zombies finish putting themselves together, again with some being more successful than others, and begin shambling more or less toward the ladders in the Quad. Extras Turn 14d
The Oni rides forward and decapitates a blue zombie that has wandered his way.Blue Turn 14a
The Oni’s attack, miraculously, does not kill the zombie and it stumbles about without its noggin. Blue wins the bid for the two Ninjas! (Blue spends 3CP). The Ninjas pretend to remain subservient to their former boss and follow the Oni toward the Quad. No doubt the sneaky buggers will vanish as soon as they can.Zombies can only be permanently killed by hacking them to bits. In other words, 2 of their 3 parts need to be destroyed. Unless an attack directed at one of them in an AoE, it will be assumed to be targeted at a segment (a -2 Skill). If the attack succeeds, and the damage trumps the Zombie’s armor, that segment will die but the Zombie will remain standing. When two segments are dead, the final one will whither and die also. Effectively, this means Zombies need to be killed twice and non AoE attacks against them will suffer a penalty to hit.Yellow Turn 14b
Snake Yellow loads his fang dagger up with another dose of Serpentoxin and slashes the blade through the corpse of Undeadbro. The poison seeps into the surrounding tissue but does nothing. Yellow Turn 14c
Medikbro moves up quickly, however, and performs a miraculous bit of never before seen Triage. No, like, Triage with a Capital T. Seriously, it’s bullshit. Newbro/Revenant/Undeadbro has been dead, like, three times. He succeeds wildly, reviving the battered corpse and eradicating the initial Shiv Poison.I decided that no amputations would occur on the triage roll. Instead, if the Medik had scored that result (4 or less), the latent poison from the attack that killed him this last time would begin to circulate and probably kill him again.
He revives not as a Zombie but with allegiance to Yellow, thanks to the Serpentoxin the Medik left working in his bloodstream. Thanks to his great success, Undeadbro is not actually Half-Dead, like his brother Mr. Daggers. Yellow Turn 14d
He stands up and moves around the corner. Daggers follows, sprinting over and popping a chest. Yellow gains +1 CP.Mr. Daggers is considered Half Dead. Since no one outside of Yellow could be bothered to engage the Kanon, this is all to the good for Yellow. Point of Kanon: Mr. Daggers gains +1 Armor BUT ALSO gains +1d6 Armor and sometimes feels numb because of it. Gosh. Armor rating for Daggers is now 5 + 1d6.Hunter Turn 14a
Bandanna tries a new spell having to do with Dragon’s Breath. It doesn’t work quite like he expected but it gets the job done. The “Breath” launches him down the hallway and lights Little Jack on fire in the process. Hunter Turn 14b
He lands in sphincter’s blood and slips and slides down the hall before regaining his balance over the old Master’s corpse. He holds his action and his sole remaining SN die. Hunter Turn 14c
Hair’s super reanimated corpse stumbles away from the wall, a single inch out of normal movement range for the spirit. Hunter Turn 14d
He is forced to sprint forward in order to repossess his body.Hunter Turn 14e
Armor is trapped in Yellow’s Red Path, now locked off. He tries to blow a hole in the wall using SuperNaturally powered ammo but fails miserably. He’ll need something much more powerful to get through those walls.The spell you discussed with me for the other guy should be sufficient unless you have another idea. Keep in mind the limitations I mentioned, though.Grey Turn 14a
Grey12 snatches up the Golden Guns and tosses them over to his comrades, who all move toward the hatch and gear up. Grey12 strips Blanco of his Armored bad Suit and tries it on like Bonn-o-Tron. He is delighted to discover that the suit has a chameleon function, allowing him to change its color. In celebration for overcoming a source of deep cultural shame, he changes it to a somewhat tacky golden color. Grey Turn 14b
The Grey with the GunSpear tosses it to him on his way over. He slings it across his back and readies his reliable knives. Gleaming in his snazzy new duds, Grey12 becomes Gold12, Grey’s new Hero! In his new role as Hero, he uses a Feat to Cloak the Gathering, phasing them all out under his own vaunted energies and allowing them to keep their own SN dice for later use. Grey Team proceeds to Level 3 and their movements will once again become hidden.Blue Turn 14a
While Blue Android converts his arm into an Autolaser and covers the corridor with it, his Medik pops open the Stasis Chamber and a pistoleer joins Blue Team. Blue Turn 14b
The Pistoleer begins to move down the corridor but is brought up short by a teleportation beam near the end of it. Blue Turn 14cRed Android
appears, clearly geared up for “close” combat! The Warden has clearly been using the time since Blue was revealed to be an Android to find someone, or something, to counter this previously hidden advantage. Red Android looks shiny and new and that antenna on his back shows that he may be more machine than man now, controlled almost like a bot by his masters. Nevertheless, Red Android is a Villain (a bad guy Hero), so Blue Team is in for a rough time. Blue Turn 14d
Luckily, Blue was prepared. Android combines his response burst fire with the pistoleer’s shot in hopes on killing the threat before it gets a chance to act. The shots bounce off, however. Still, Blue is thinking ahead and can see that Red’s build is highly similar to his own. He aims for the weak spots and sends his SN die along to cripple Red’s movement.Orange Turn 14a
The Shotgunner turns and activates the Console to pop open the Stasis Chamber. He wants to buy another Shotgun but was a CP too short. He buys a pistol for the new recruit instead and the pistoleer joins Orange Team. The Pistoleer sprints down to the next Console. I figured you would want something but since I made the purchase for you, if you don’t want the pistol and would rather save the 3 CP, I’m happy to refund you and remove the pistol next turn.Orange Turn 14b
Orange Spy and her Medik are scared shitless by the rumbling they hear in the walls coupled with the onscreen footage they see above them of Little Jack rampaging through fucking walls. She books it down the corridor but the Medik cooks a path so fast that he can’t stop himself from slamming into the chest and wall at the end of the hall. Orange Turn 14c
He is Disrupted. As he slides to the ground, a teleportation beam appears in the adjoining hallway. Orange Turn 14d
Uh-Oh! A WageMage appears. These guys are some of the most violent fuckers in the BrikVerse, bred in the most brightly lit cubicles of the highest rising Office Buildings owned by the greediest, nastiest, big business Mega-Corporations around. They’re all Heroes or Villains, cut-throat mercenaries who blend technology, magic, and hand to hand combat into a brutal martial arts form.
Green Turn 14 and Hunter Response 14f
BrikWiki on Offices wrote:
Often called training centers or concentration camps, Offices exist to hone a minifigure's frustration and rage to a razor's edge. They are considered fundamental in urban areas not only because they maintain all the paperwork that keeps track of death tolls (something CityFolk are oddly fond of) but also because of their boring, oppressive environments. Minifigs aren't patient creatures by nature and being forced to sit around, not killing things, is an agony to them. You can always tell someone is about to be promoted when flipped tables or dead bodies go crashing out of fifth story plate glass windows.
Little Jack suffers a -3 to Skill and Armor but decides to put his one attack available whilst on fire to good use. He roars but otherwise generally ignores being on fire and charges down the corridor directly at Bandanna. He rolls more than enough to plow straight through his enemy…
…But he never makes it. Bandanna completes his superb maneuver, turning and firing his SN die at the giant’s kneecap. The damage is laughable to the big man but the die crits and cuts his charge in half. Little Jack, still on fire and surprised as hell, stumbles to a halt just out of range to attack the object of his growing ire.Round Fourteen Overview ARound Fourteen Overview BRound Fourteen Overview CRound Fourteen Overview DEdit: Oops, I guess you'd like some overviews, yeah?