For Great Justice, Part 1: Tower of Justice Round Ten
Extras: Each team will earn +1 CP at the end of Round Ten. The Warden announces that, in addition to the nasty surprise awaiting the last team to the Level 2 Objective, he will provide a reward in the form of a free special purchase to the first team to reach their colored zone. Remember to make Special Purchases as soon as you come across a Computer Console, if you so desire and have the CP to do so.
Grey Turn 10a
Two Greys enter the area simultaneously. One leaps to the right side, phasing into the Stasis Chamber. The other dexterously leaps the hatch and phases down into the Stasis Chamber on the left. This turns out to be a clever tactic. The Greys in the Chambers are awakened by the presence of their siblings. They are now active and Grey Team gains two more Greys.
Grey Turn 10b
The Grey who chose the room’s difficulty bolts to the right and leap-phases into the chest there, earning +2 CP. Blanco has never seen this tactic before. Usually, the Greys charge him outright (hence the two forward guards blocking the charge potential). This is a full scale phase and flank tactic, using the available cover to make their way to him with minimal casualties. The final Grey is still hunting on Level 1 and holds his action.
Blanco Turn 10
He reacts fairly quickly, however, pivots, channels phasic force into his twin pistols and lets loose at the lead Grey. The phasic energies destabilize the molecular structure of both the chest and the Grey hidden inside and the blast rips them both apart with ease.
Blue Turn 10a
Blue Team climbs the ladder.
Blue Turn 10b
Blue Android smashes his way out of the central colored zone on Level 2 and chooses the difficult path. The Pink Path instantly closes off, a hidden wall slamming into place.
Orange Turn 10a
Orange Spy hustles into Green’s Keyzone and takes advantage of the Computer Console there to again hack into the Master System. The Warden’s team of security hackers attempts to lock out her access but she installed several backdoors months ago. Her team has already blown through a chunk of their cracks, however, and now that the sec team knows that they exist, they’ve been running maintenance ever since in an attempt to clean Orange Spy’s presence out. Spy has spoofs running to obscure her activities but the larger scale hacks she makes, the less effective they become. Orange Spy decides to go big on this one, regardless of the risks, and uses her temporary access to teleport the entire Headhunter Team to Level 2 and away from her own team. Her success is nothing short of miraculous because she was opposed in her feat by every other group, including the sec team.
Orange Turn 10b
Their path clear, the Orange Team moves into their own Keyzone.
Orange Turn 10c
The Headhunters find themselves split up, one in each of the pathways (absent Orange) on Level 2. Headhunters are placed at a distance according to the oppositional roll that landed them there.
Yellow Turn 10a
Snake Yellow reacts instantly to the danger the newly arrived Headhunters present. He fires an arrow but it glances off the hunter’s chestplate. Snake Yellow guards the portal and waits for his team to arrive.
Yellow Turn 10b
Newbro is electrocuted and his burned body falls into the pit of acid.
Yellow Turn 10c
Mr. Daggers moves up to the bottom of the ladder in the Yellow Keyzone. He will be able to ascend next round.
Sorry about the quality on this one. I must have bumped the mouse before taking the screenshot or something.
Green Turn 10a
Master Splinter performs a shot on the run, dashing out of the central zone and turning briefly to fire a solid shot into the Hunter standing there. The hunter goes down in a clatter of bones.
Headhunters cannot die until they are released from their sentence. While there are 3 or more Hunters on the map, even if they are separated and at a distance from one another, all Hunters resurrect the turn after they “die.” If there are only two Hunters, they may still resurrect the next turn but suffer a random disability in the form of half speed for that turn (which combines with the natural movement penalty from standing up from prone), the loss of an action, or the loss of a 1d6 SN Die. If the last Hunter is “killed,” he is effectively out of the fight as it then takes several days for his body to regenerate. Should this happen, it does not mean the Hunter player is out of the game necessarily as the Warden may insert other Hunters into the Tower at will.
Tried something new with this one. Don't think it worked.
Green Turn 10b
Master Splinter keeps booking it down the hall, choosing the fast and easy path. His difficult path locks off, a hidden wall slamming into place.
Hunters Turn 10a
Armor Hunter decides that he’s outnumbered and aims to change that. He imbues his bullet with necromantic power and fires it at Snake Yellow. Keybro leaps in the way, however, and takes the shot instead. The shot, instead of killing him, supernaturally poisons him and immediately forces a transmutation effect upon his person.
Hunters Turn 10b
He screams an animal scream as the bullet’s power does its work, transforming him into a hunter minion, a Revenant.
Hunters Turn 10c
Hair Hunter on Blue has far less success, however. When he goes to fire on Android, his gun jams. He spends the rest of the turn clearing the firearm.
Pirates Turn 10
FireBeard gets devious and circles around into Blue Keyzone. He calls up a hellish fire in the palm of his hand and applies it directly to blue’s ladder. The ladder conducts the heat well and becomes molten hot, glowing dangerously red. The heat is too much for Blue Recruit. He singes his hand and lets go, falling to the floor below and cracking his skull open.
Round Ten Overview A
Round Ten Overview B
Round Ten Overview C
Round Ten Overview D
Round Ten Overview E
Round Ten Overview F
Overview Breakdown
Grey Team
Abilities:
10CP
Phasic SuperNatural Dice
Equipment
Grey: Saber, Pistol
Grey: 2 Knives
Grey: 2 Knives
Grey: 2 Knives
Grey: 2 Knives
Grey Corpse: 2 Knives
Purchased and Spent Explosive
Loot Score: 3
Kill Table
2 Kills
1 Deaths
Kill Score: 1
Badass Moments
Grey Turn 4h, The Wall Grab
Grey Turn 6d, Phantom Ride Kill Assist
Grey Turn 8a, Phantom Switch
Badass Score: 3
Objectives Obtained
Accessed Level Two
Blue Team
Abilities
7CP
Android Body 2
Upgrade: SuperNatural d6
Equipment
Android: Hardsuit
Medik Corpse: Medik Tool
Recruit Corpse: Pistol
Pathfinder Corpse: 2 Swords
Recruit Corpse: None
Loot Score: 4
Kill Table
3 Kills
5 Deaths
Kill Score: -2
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!
Badass Score: 4
Objectives Obtained
Level One Key
Orange Team
Abilities
7CP
Map Dominance
Equipment
Spy: 2 Knives
Medik: Medik Tool
Shotgunner: ShotGun
Pathfinder Corpse : 2 Sabers
Purchased and Spent Explosive
Loot Score: 1
Kill Table
4 Kills
1 Deaths
Kill Score: 3
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
Badass Score: 6
Objectives Obtained
None
Yellow Team
Abilities
10CP
Poison Shiv 3
Equipment
Snake: Fang Dagger (Sheathed), Longbow
Medik: Medik Tool (Holstered), Shield, Pistol
Pathfinder: Dagger, Dagger (Holstered), Pistol
Shotgunner Corpse: ShotGun
Purchased and Spent Explosive
Loot Score: 5
Kill Table
7 Kills
3 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
Badass Score: 4
Objectives Obtained
Level One Key
Green Team
Abilities
9CP
Fleet Foresters
Last Man Standing
Equipment
Master Splinter: Crossbow, Claw
Pathfinder Corpse: 2 Axes
Forester Corpse: None
Medik Corpse: Medik Tool, Crossbow
Shotgunner Corpse: ShotGun
Loot Score: 1
Kill Table
5 Kills
4 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
Badass Score: 6
Objectives Obtained
Level One Key
Headhunters
Abilities
2CP
1d6 SN, 1d6 SN with Pistol
Equipment
Armor Hunter: SuperNatural Pistol
Scarf Hunter: SuperNatural Pistol
Hat Hunter: SuperNatural Pistol
Loot Score: 0
Kill Table
1 Kills
1 Deaths
Kill Score: 0
Badass Moments
Hunters Turn 10b, Tipping the Scales
Badass Score: 1
Objectives Obtained
1 Kills
Overview Comparison
Construction Points
Grey: 10
Blue: 7
Orange: 7
Yellow: 10
Green: 9
Hunter: 2
Loot Score
Grey: 3
Blue: 4
Orange: 1
Yellow: 5
Green: 1
Hunter: 0
Kill Score
Grey: 1
Blue: -2
Orange: 3
Yellow: 4
Green: 1
Hunter: 0
Badass Score
Grey: 3
Blue: 4
Orange: 6
Yellow: 4
Green: 6
Hunter: 1
Objectives
Grey: Level Two Access
Blue: Level One Key
Orange: None
Yellow: Level One Key
Green: Level One Key
Hunter: 1 Kill
Total Scores
Grey -3
Blue: -1
Orange: 3
Yellow: 3
Green: -1
Hunter: -1
A harsh turn for everyone. Yellow's lead is gone and they are now tied with Orange for first place. Blue, Green, and Hunter struggle for a weak second and Grey falls into last place. Weak scores are mostly a reflection of unspent CP.
For Great Justice, Part I: Tower of Justice | |
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