For Great Justice, Part 1: Tower of Justice Round Twelve
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.
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.
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.
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.
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.
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.
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.
Hunter Turn 12e
With an unearthly groan, the wooden chests grow limbs and become massive SuperNatural warriors under the Hunter’s control.
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.
Grey Turn 12a
The Grey to the far end of the room casually moves over and hefts the Golden Chest.
Grey Turn 12b
Turning, he hurls it at Doctor Blanco. The Chest slams into the Rogue Grey and knocks the pistols from his grasp.
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.
Grey Turn 12d
He rushes Blanco, enchanting his knife with molecule separating sharpness.
Grey Turn 12e
He then slides the Blood Blade through Blanco’s neck like a hot knife through butter.
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.
Blanco Turn 12a
Blanco’s blood and body begin to fade from view, revealing themselves to be nothing more than phasic illusion!
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?
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.
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.
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.
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.
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 Splinter 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.
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.
Green Turn 12c
He then uses his Feat to Lie In Wait for the Hunter and his Wooden Warrior.
Round Twelve Overview A
Round Twelve Overview B
Round Twelve Overview C
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
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
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.
For Great Justice, Part I: Tower of Justice | |
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