For Great Justice, Part 1: Tower of Justice Round Six
Extras: Each team will earn +1 CP at the end of Round Six. After this round, two rounds remain before the floors and walls outside the inner ring become electrified.
Grey Turn 6a, Originally Hidden
The Grey near the Oni continues phasing through the wall, exits the other side into the inner ring, and moves into the Blue Quarter. A space opens in the ceiling and a large ladder slides down. This Grey has access to Level Two of the Tower of Justice!
Grey Turn 6b, Originally Hidden
The Grey near Yellow finally phases out of the wall and sneaks behind them, headed for another wall.
Grey Turn 6c, Originally Hidden
The Grey near Blue gets up, phases out, and moves toward the new recruit standing in the Stasis Chamber. His intention is to take a phantom ride but the inches of movement he spent standing up but him just out of reach. The final Grey reserves his action.
Allow me to preface Blue's turn by saying sorry, Brikguy, you got Fucked with a capital F this turn. Plus side, you now get a last man standing instant benny each turn (until you pick up a new recruit).
Blue Turn 6a
Blue Medik turns to fire on the Grey but, to his surprise and chagrin, the creature has disappeared! The recruit moves quickly over to retrieve the fallen Pirate Captain’s pistol.
Blue Turn 6b
The Medik decides he does not want to waste the opportunity and moves over by the pit to fire a shot at FireBeard. Simultaneously, Android attempts a Heroic Feat to throw FireBeard into the pit. He fails miserably and his sword moves directly into the path of his Medik’s fire. The shot bounces off the sword and into Android’s face. He fails his armor roll and would have to inspire RedShirt or die, so he activates a use of Android Body. His reroll is barely enough to survive the bolt.
Orange Turn 6a
Orange Spy moves smoothly into Robot Room with Green Team and fires a shot at Master Splinter. The old forester reacts with speed and grace, easily slicing the bullet apart and escaping harm.
Grey Turn 6d, Response to Orange Turn 6a
The Grey taking a phantom ride in Orange Spy chooses that moment to burst free, phasing back into reality on the way out. The attack is tricky and Orange Spy is made of sterner stuff, so the maneuver does little damage.
Orange Turn 6b
Orange Pathfinder sprints, having already navigated the corner, and makes it to the entrance to Robot Room. The Medik and Shotgunner move around the corner as quickly as they can.
Yellow Turn 6a
Newbro draws out and hands off the explosive to Snake Yellow as he slithers by.
Yellow Turn 6b
As Snake Yellow ties the explosive off to an arrow and takes up position in the hall, Newbro joins Mr. Daggers and Shield Medik in a merry beatdown, combining attacks to eviscerate the remaining Thug.
Yellow Turn 6c
Snake Yellow takes aim and fires the explosive arrow four whole inches out of range, a ridiculous shot, causing an explosion in Pirate Room that rips Blue’s Medik and New Recruit apart. Their bodies, along with the ruined Computer Console and Stasis Chamber are thrown away from the blast point. The explosion misses Blue Android by a single stud, the only real bit of luck Blue got this round.
Green Turn 6a
Green’s Pathfinder continues being an awesome trapmaster, moving into the hallway leading toward the inner ring and spending an action to guide his team through the deadly arrow trap. The new Forester moves to the Mechanism and activates it, thereby rearming the traps. The timing is excellent and leaves the Grey (for whatever that’s worth) and Orange Spy stranded between the two traps, with the Medik on the outside. This situation would become even more deadly for Orange in a minute.
Green Turn 6b
Master Splinter moves back into the hallway with his team and fires a neat shot at Orange Spy. The damage, combined with the damage the Grey caused on the way out, would be enough to kill the Spy, so she inspires a RedShirt from an absolutely silly distance. The Pathfinder notices on the view screen and activates a system backdoor, temporarily hacking the Tower of Justice system and using it to teleport himself in front of Master Splinter’s shot! It buries itself in his chest and he hits the floor dead, Orange’s best way of navigating the traps separated from his Medik by those very traps.
Grey and Green share the Kill Credit for the Orange Pathfinder Kill.
Pirates Turn 6
FireBeard gets his SN dice back and expends one throwing up a Fire Ward. The others he uses to create a Fire Sword and he swings it into Blue Android. The Android is unhurt by the summoned weapon but is, unfortunately, set on fire, adding insult to the injury that has been Blue’s craptastic round.
Round Six Overview A
Round Six Overview B
Round Six Overview C
Overview Breakdown
Blue Team
Abilities
3CP
Android Body 2
Upgrade: SuperNatural d6
Equipment
Android: AutoGun (1 Handed), Sword
Medik Corpse: Medik Tool
Recruit Corpse: Pistol
Pathfinder Corpse: 2 Swords
Loot Score: 2
Kill Table
3 Kills
4 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!
Badass Score: 3
Objectives Obtained
None
Orange Team
Abilities
5CP
Map Dominance
Equipment
Spy: Pistol, Saber
Medik: Medik Tool, Pistol
Shotgunner: ShotGun
Pathfinder Corpse : 2 Sabers
Loot Score: 0
Kill Table
2 Kills
1 Deaths
Kill Score: 1
Badass Moments
Orange Turn 4a, A Perfect Shot
Orange Turn 5a-b, Graceful Execution
Green Turn 6b, RedShirt to Beam Up
Badass Score: 3
Objectives Obtained
None
Yellow Team
Abilities
6CP
Poison Shiv 3
Equipment
Snake: Fang Dagger (Sheathed), Longbow
Medik: Medik Tool (Holstered), Shield, Pistol
Pathfinder: Dagger, Dagger (Holstered), Pistol
Newbro: Bone Sword
Shotgunner Corpse: ShotGun
Loot Score: 4
Kill Table
7 Kills
1 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
Badass Score: 4
Objectives Obtained
None
Green Team
Abilities
5CP
Fleet Foresters
Equipment
Master Splinter: Crossbow, Claw
Pathfinder: 2 Axes
Forester: Robot Part (Random Object)
Medik Corpse: Medik Tool, Crossbow
Shotgunner Corpse: ShotGun
Loot Score: 1
Kill Table
3 Kills
1 Deaths
Kill Score: 2
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
Badass Score: 4
Objectives Obtained
None
Grey Team
Abilities:
Unknown CP
At least 1 Phasic SuperNatural Dice
Equipment
Grey: 2 Knives
Grey: 2 Knives
Grey: Unknown
Grey: Unknown
Known Loot Score: 0
Kill Table
2 Kills
0 Deaths
Kill Score: 2
Badass Moments
Grey Turn 4h, The Wall Grab
Grey Turn 6d, Phantom Ride Kill Assist
Badass Score: 2
Objectives Obtained
Unknown
Overview Comparison
Construction Points
Grey: 6
Blue: 3
Orange: 5
Yellow: 6
Green: 5
Loot Score
Grey: 0
Blue: 2
Orange: 0
Yellow: 4
Green: 1
Kill Score
Grey: 2
Blue: -1
Orange: 1
Yellow: 6
Green: 2
Badass Score
Grey: 2
Blue: 3
Orange: 3
Yellow: 4
Green: 4
Objectives
Blue: 0
Orange: 0
Yellow: 0
Green: 0
Total Scores
Grey -2
Blue: 1
Orange: -1
Yellow: 8
Green: 2
For Great Justice, Part I: Tower of Justice | |
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Previous: Round Five | Next: Round Seven |