For Great Justice, Part One: Tower of Justice

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

Post by transformerj » Sat Aug 02, 2014 10:13 am

Sorry for the delay. Work takes up all my time.

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

Post by Quantumsurfer » Sat Aug 09, 2014 5:34 pm

I began posting last night but my graphics card and wireless card both kicked it at the same time. Update soonish.

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

Post by Quantumsurfer » Sat Aug 09, 2014 11:01 pm

Welcome to the Endgame, friends. Only a couple more rounds to go. Fight now with all the joy and imagination that is in your fucked up little minifig hearts and minds. For the glory of BrikWars! For Great Justice!

Round Nineteen
Spoiler
Show
Initiative: Grey, Orange, Green, Yellow, Hunter, Blue

Extras: Each team will earn +1 CP at the end of Round Nineteen.

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Grey Turn 19a
Demon Bear exhales a furious gout of flame, filled with all the hatred it can muster, while the Oni leaps from its back. The flames boil around the steel enclosure and burn the fleeing Ninja to death.

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Grey Turn 19b
The Oni attempts to scissor the remaining Ninja with his twin mastercrafted katana. The black clad assassin drops a smoke bomb and Ninja Vanishes, however.

The Ninja Vanish will work like the Grey Phasing, except the Ninja may not move through walls while Vanished. He is simply invisible. Foes may attempt to target him (or, rather, the spot they think he is in) at the usual -5 penalty to hit. As a note on strategy, the Ninja Vanish is somewhat more useful for setting up an offense than it is for responsive defense due to the low SN die type (as we have just seen).

The rest of Grey’s turn is Hidden.

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Grey Turn 19c, Originally Hidden
UtiliGrey becomes Grey’s new Hero! He gains the Heroic Cliché of Flashstepping, or super speed. It works by folding Phasic Space and allows him to cross virtually any distance near instantaneously while phased. He puts the ability to use directly and begins by Stepping over to the other Grey.

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Grey Turn 19d, Originally Hidden
He hands him his Golden Gun and knife, then whisks him off to the other side of Green’s safezone.

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Grey Turn 19e, Originally Hidden
Continuing his journey, he sweeps by Little Jack’s corpse and loots everything he can, immediately offering things up for sale. The Tower Admins can barely keep up.

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Grey Turn 19f, Originally Hidden
He then sweeps past Gold12’s corpse and loots it as well, directly under an unwitting WageMage’s nose.

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Grey Turn 19g, Originally Hidden
UtiliGrey ends his speed run out of sight of the other teams, behind Blue’s safezone and near the Inner Ring. All told, he has managed to score 24 CP from his sales, combined with the 2 CP the other Grey got by selling his knife. A good haul, and one that robs the other teams of some very powerful options. UtiliGrey keeps Gold12’s Suit (and tries to determine what color he wants to make it now that it is his), transfers the Rite of Worth to himself, holds onto 2d12 Magic and a d4 Phasic SN Dice, and equips the Heroic Artifakt.

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Grey Turn 19h, Originally Hidden
The other Grey turns from his new position, decides to reuse an old trick, and fires a Phasic Guardian into Green’s safezone near the Computer Console. The Guardian uses Grey’s new CP to purchase 2d6 Phasing, 3d6 Magic, and 1d8 Magic SN Dice. UtiliGrey is now flooded with unrelenting power.

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Orange Turn 19a
The Orange Turret fires its last laser beam into another Stasis Chamber, slicing the minifig inside apart and scoring its Third Gate Kill.

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Orange Turn 19b
Orange Gate dings open, showing Green Lights and allowing the way through for members of Orange Team.

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Yellow Response Turn 19a
WageMage turns with a wicked grin on his lips and raw fucking murder in his eyes. He, still a temporary member of Orange Team, combines his feat with the team’s 1337 H4x Ability and teleports the distance to Orange Spy, striking at her with deadly intent. Someone on Orange Team shouts, "Oh, curse your sudden but inevitable betrayal!" The Tower displays the message WageMage received from Snake Yellow last turn:
"If you want violence and carnage to unfold, join the yellow snakes and backstab orange. Just think of those turrets at the palm of your hand. Our kill score is six greater than Oranges, and our alliance may be temporary, it may last only one turn before we begin fighting each other, but it will show Orange how unpredictable and great violence can be. I request that you betray Orange and join Yellow for the greater Red."

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Yellow Response Turn 19b
But Orange Spy knows a little Krav Maga too. She grabs him out of midair, flips him, and lands him flat on his back. Moving quickly, she begins to spin out of his reach.

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Yellow Response Turn 19c
WageMage leaps to his feat and throws a hammer blow of a punch toward Orange Spy. Her Pistoleer successfully RedShirts and teleports in to take the hit. His sternum is shattered on impact and he is hurled against the wall with unusual force. Obviously, WM has combined his Inevitable Betrayal Instant Benny into this attack.

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Yellow Response Turn 19d
Undeterred, WageMage streaks a second rage-powered strike toward Orange Spy. She continues spinning out of the way as her Shotgunner successfully RedShirts and teleports in to take the hit for her. His body, too, is broken and hurled back down Orange’s entrance hall. Apparently, he has increased and split the number of IB dice he received by spending Yellow Snake’s 4CP bribe on another die. He has no use for a mere 4CP so he has used it to increase bloodshed.

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Orange Turn 19c
Orange Spy stops spinning abruptly, nods to her sole remaining member, and they both bolt straight past WageMage splitsville, angling for the exit and the win.

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Orange Turn 19d
As she runs, Orange Spy summons the second of her four available Turrets on this level directly ahead of Yellow Team. It opens fire on Medikbro. However, the shot ricochets off of his shield.

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Green Turn 19a
The final Green Stasis Chamber on Level 3 hisses open of its own accord. The tearful inhabitant strides forward into the room. It is unclear whether he is crying because he has been telepathically fed overwhelmingly inspirational images of his hero’s deeds, whether it is because he knows he can never fill Little Jack’s boots, or because of something he knows he must do.

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Green Turn 19b
The answer comes a moment later when he is incinerated in a massive anti-personnel explosion. The Tower Mages gather up his spiritual energy in preparation for a potent ritual.

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Green Turn 19c
They direct the ritual’s energies into Little Jack’s cooling corpse. Green bands of energy swirl around his body, lifting it from the floor and infusing it with life. Little Jack again becomes Green’s Hero.

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Green Turn 19d
Jack notices that all his stuff is gone. But he shakes it off, grinning madly, and thinks to himself how he doesn’t need any of that shit anyway. He makes a prodigious leap across virtually the entire distance of Level 3, smashing through everything in his path, including Orange Spy (who is hurtled into the back wall of Blue’s safezone and is now Disrupted), the back wall of Blue’s safezone, and one of Blue’s Stasis Chambers (along with the poor soul inside of it).

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Yellow Turn 19e
Yellow Team pours out onto Level 3, the Hydra bringing up the rear. While the rest of the team makes for the safezone, the Hydra welds the trapdoor shut.

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Yellow Turn 19f
Yellow Snake uses his momentum in another trademark snake tail spring and lands in front of the Console in Yellow Safezone. He activates it and a new snakebro moves forward to join him.

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Hunter Turn 19a
The Hunters use their Unstoppable Ability to traverse the Underworld and appear on Level 3. The Revenant Monster appears directly in front of the Hydra and with a swipe of its Ice Claws, opens the monster’s gut. Firebeard falls out. It is unclear whether or not he is still alive. He’s probably not, though. Right? In any case, the Hydra has Three Lives remaining.

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Hunter Turn 19b
The three HeadHunters are together at long last, stepping out from the ebony portal to the UnderKingdom. The gate slams shut with an ominous boom, a portent of doom. The WageMage greets them. “Well, it’s about time you lot showed up! Now, we’ve…hey, wait, what are you doing…?”

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Hunter Turn 19c
“No!” the WageMage screams, throwing up his hands to forestall the inevitable, “you…you can’t! We’re on the same si…” The Hunters advance implacably and fill him with undead lead. His body is torn apart by the onslaught and he falls over backward, dead as a coffin nail.

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Hunter Turn 19d
Armor Hunter moves forward with the aim of eventually looting Gold12’s corpse but he can see from here that, somehow, there is nothing left to loot. Bandanna moves up as well and can see that Little Jack’s situation has changed also. Hair moves over to loot WageMage’s riddled corpse but finds nothing of value. Probably he keeps all of his assets secure in holdings offsite. Orange Gunman is notably unnerved by the sudden appearance of these harbingers of doom.

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Blue Turn 19a
Blue’s Medik knows that there is no reason to leave Blue Android dead, head or no head. They have the teknology, they can rebuild him. Medik opens up the Stasis Chamber and forcibly decapitates its inhabitant. His features light up with manic glee. Finally, a task befitting his skills! He sets about grafting the head onto Blue Android’s hardsuit body.

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Blue Turn 19b
Meanwhile, Blue Pistoleer makes a run for the Level 3 Key.

The Ninja's turn is Hidden.

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Blue Turn 19c, Originally Hidden
In a Hidden move, the Ninja moves toward a better ambush position.

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Blue Turn 19d
Medik puts the finishing touches on Blue Android Mk. II. Mark Two stands up, transforms his arm into the Heroic Chain Bolter his predecessor intended to use (this change is permanent), and points his new gun toward the ceiling. He grabs up Medik in one hand and says, “Hell with this, Robots make their own entrances.”

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Blue Turn 19e
He cuts a hole through the ceiling and follows it up with a powered leap that smashes him and medik all the way through to the next floor. He has appeared directly before Little Jack and lowers his gun directly at the Green Hero. Let the Clash of Titans begin.

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Round Nineteen Overwatch A

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Round Nineteen Overwatch B
Level Three Kill Tracker to Unlock Gates shows that Orange Gate is open with 3 or more Kills, Green and Yellow are each 1 kill away from opening their own gates, and Blue trails behind with 0 Gate Kills. Grey and Hunters are at 1 each, as WageMage counts only as a member of teams for offensive purposes. Again, though, this is academic, as Hunters and Greys have their own agendas to pursue.
Overwatch Breakdown
Spoiler
Show
Yellow Team

Abilities
6CP
Snake Bonded

Equipment
Snake Yellow: Fang Dagger (Poison Shiv 3, Sheathed), Longbow
Medikbro: Medik Tool, Shield, Pistol
Mr. Daggers: Pathfinder, Half Dead (+1+1d6 Armor), Dagger, Dagger
Undeadbro: Pistol
Baby Hydra: Beastie, SN 3d4

Purchased and Spent Explosive

Loot Score: 5

Kill Table
13 Kills
4 Deaths

Kill Score: 9

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
Yellow Turn 14b-c, Super Ker-Triage
Yellow Turn 19a-d, Sudden but Inevitable Betrayal

Badass Score: 8

Objectives Obtained
Level One Key, Level Two Key

Headhunters

Abilities
4CP
1d6 SN, 1d6 +1d4 SN with Pistol
Unstoppable

Equipment
Armor Hunter: SuperNatural Pistol, 1 Grinding Damage Taken
Bandanna Hunter: SuperNatural Pistol, 1 Grinding Damage Taken
Hair Hunter: SuperNatural Pistol, 1 Grinding Damage Taken
Revenant Mutant: +1 Skill, Loyalty Penalty 25%, Ice Claws (+1 Damage), 1 Grinding Damage Taken

Loot Score: 2

Kill Table
9 Kills
4 Deaths

Kill Score: 5

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
Hunter Turn 14a and f, The Dragon Maneuver
Hunter Turn 18, It’s Alive!
Hunter Turn 19, Implacable Advance

Badass Score: 8

Objectives Obtained
9 Kills

Grey Team

Abilities:
2CP
Phasic SN d6
Rite of the Hunter

Equipment
UtiliGrey: Unknown
Grey: Unknown
Oni: Bid 4, Demon Bear Mount with SN 2d4, 2 Katanas, Body Armor

Purchased and Spent Explosive

Loot Score: 13

Kill Table
8 Kills
5 Deaths

Kill Score: 3

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
Grey Turn 16, An Almost Perfect Ambush
Grey Turn 18a, If a Tree Falls in the Forest…

Badass Score: 8

Objectives Obtained
Accessed Level Two
Accessed Level Three

Blue Team

Abilities
15CP

Equipment
Mark Two: Chain Bolter (Heroic Artifakt), Hardsuit, SN d6
Medik: Medik Tool
Pistoleer: Pistol
Ninja: Bid 2, SN d4, Katana

Purchased and Spent Explosive

Loot Score: 7

Kill Table
6 Kills
6 Deaths

Kill Score: 0

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
Blue Turn 17a-b, Fooonk!
Blue Turn 19a, We Have the Teknology!

Badass Score: 8

Objectives Obtained
Level One Key

Orange Team

Abilities
1CP
Map Dominance
Energy Requisition
1337 H4x

Equipment
Orange Spy: Piloting, Heroic Item (Cloned Controller), Shotgun
Gunman: Submachinegun

Purchased and Spent Explosive

Loot Score: 4

Kill Table
10 Kills
5 Deaths

Kill Score: 5

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
Orange Turn 15b, Ask and Ye Shall Receive
Orange Turn 16a, Fight the Power
Orange Turn 18b-e, Office Space
Yellow Response Turn 19a-d, Wall of RedShirts

Badass Score: 11

Objectives Obtained
Level One Key, Level Two Key

Green Team

Abilities
4CP
Fleet Foresters, Trapmasters

Equipment
Little Jack: Cool Haircut, Movement, +1d10 Armor, Last Man Standing, Heroic Artifakt (Master sphincter’s Soul)

Loot Score: 3

Kill Table
8 Kills
6 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
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
Green Turn 15a-b, Problem Solved, Problem Staying Solved
Green Turn 17a, Jack Smash!
Green Turn 18, Aggressive Maneuvers
Green Turn 19, Jack’s Back, Fuckers!

Badass Score: 12

Objectives Obtained
Level One Key, Level Two Key
Overwatch Comparison
Spoiler
Show
Construction Points
Yellow: 6
Hunter: 4
Grey: 2
Blue: 15
Orange: 1
Green: 4

Loot Score
Yellow: 5
Hunter: 2
Grey: 13
Blue: 7
Orange: 4
Green: 3

Kill Score
Yellow: 9
Hunter: 5
Grey: 3
Blue: 0
Orange: 5
Green: 2

Badass Score
Yellow: 8
Hunter: 8
Grey: 8
Blue: 8
Orange: 11
Green: 12

Objectives
Yellow: Level One Key, Level Two Key, 2/3 Gate Kills
Hunter: 9 Kills
Grey: Level Two Access, Level Three Access
Blue: Level One Key, 0/3 Gate Kills
Orange: Level One Key, Level Two Key, 3/3 Gate Kills
Green: Level One Key, Level Two Key, 2/3 Gate Kills

Total Scores
Yellow: 16
Hunter: 11
Grey 22+1=23
Blue: 0
Orange: 19
Green: 14

Scores rise this turn across the board. Grey takes a commanding lead in first place with Orange trailing a short distance behind. They’ve Phased out again but it doesn’t take a genius to see what they’re up to. Orange is also the only one of the four colored teams to have its Gate open. Yellow pulls up in third only a little behind Orange but currently commands the largest army. Green is in fourth just behind Yellow. It is also worth noting that Green is on its last man on Level 3. They have two remaining Heroic Replacements remaining down on Level 2. Green should also take note that the Resurrection Spell is spent. The Tower Mages no longer have the ability to resurrect Jack from death. Hunters pull in at fifth place with an impressive showing this turn. Blue breaks even but still comes in dead last thanks to that massive CP debt. It’s clear that they are planning something big but they better act fast or be landed with it in the final scoring.

As a continued reminder, if you need CP dumps, keep Tower Personality and Initiative Bidding in mind. Especially as we close in on the end here.
Send Orders for Round Twenty!
Last edited by Quantumsurfer on Fri Oct 24, 2014 9:48 pm, edited 2 times in total.

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

Post by Zupponn » Sun Aug 10, 2014 6:07 pm

Quantumsurfer wrote:Jack’s Back, Fuckers!
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Re: For Great Justice, Part One: Tower of Justice

Post by Quantumsurfer » Tue Aug 19, 2014 2:13 am

This Round's a Throw-Down, gentle readers, so prepare for...

Round Twenty
Spoiler
Show
Initiative: Grey, Hunter, Orange, Green, Yellow, Blue

Extras: Each team will earn +1 CP at the end of Round Twenty. The Tower would like to take a moment to inform Players that a 1 CP Grace will be removed from your final scoring. Thus, the one CP players earn at the end of the final turn will not count against their final score.

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Grey Turn 20a
With no targets to attack, the Oni guides his mount in the most likely direction of egress the ninja might have taken.

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Grey Turn 20b
A wild Grey suddenly appears! His blade hums with magikal power as it slices through Blue Medic’s jugular.

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Grey Turn 20c
In a flash he is gone and the medic’s corpse is left draining blood back down through Mark’s homemade entrance.

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Grey Turn 20d
The Grey (or is it another one?) suddenly appears across the arena and phases out.

Kindly ignore the gaping hole in the floor. Nothing to see there.

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Grey Turn 20e, Originally Hidden
UtiliGrey summons a Phasic Duplicate of himself and imbues it with his SuperNatural Power. The Duplicate appears near Orange Spy and raises its faux gun to its shoulder.

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Grey Turn 20f
UtiliGrey suddenly appears! And it seems that he has picked up the Heroic GunSpear and has become Grey’s new hero. The weapon charges up in preparation to fire but Orange’s last man teleports in to RedShirt for his leader.

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Grey Turn 20g
The GunSpear handily puts a hole straight through him and splatters Orange Spy with hot blood. It would seem that UtiliGrey has received a boost in power.

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Hunter Turn 20a
The Revenant Mutant spring tail leaps forward, using its devastating Ice Claws to decapitate one of the Hydra’s heads.

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Hunter Turn 20b
Another of the heads comes down to bite the Mutant but narrowly misses.

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Hunter Turn 20c
The wolf snake spins in midair and cuts through that head’s neck as well. The gory mess splatters to the floor. The head on the far end can no longer be supported by the creature’s vitality (thanks to the earlier rent in its stomach) and so flops lazily forward, dead also.

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Hunter Turn 20d
The final head, enraged at its loss, snaps its jaws around the mutant and bites it in half. Its writhing remains slosh to the ground in a sickening shower of foul, black blood.

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Hunter Turn 20e
Bandanna snatches up the fallen shotgun and decides to wax Shakespearean, rips the head off of the nearby Orange corpse, and ponders it for a moment. Viewers at home can tell that the creature is moving its jaw in a wicked parody of speech. All that issues forth is the awful sound of grinding bones and a wailing reminiscent of lost children lamenting their fate from the bottom of a very deep well. It’d be eerie and sobering if it weren’t for the commentators doing a voiceover. One quips, “To be or not to be, amirite?” The other laments, “Alas, poor Yorick, he didn’t really know him, did he?” The two guffaw at their rich cultural sensitivity.

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Hunter Turn 20f
The other two Hunters pace forward, looking for fresh meat while their comrade screws around. Sadly, everyone is dead or beyond line of sight.

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Orange Turn 20a
Orange gets up and moves toward her gate. As she goes she hacks the intercom and makes an announcement to the whole universe. “The time has come to bring this fight to a glorious conclusion,” she exults, “with all the best gathered together for the free for all you’ve all been waiting for! The tower demands blood, the tower demands violence! And Orange will deliver!” She taps a few commands into her handset, looping the command to summon her third of four turrets into the string. The Tower Admins are strangely silent. On the Command Room floor, visible behind the commentator’s desk on the Far-Ums Set, the Warden can just barely be seen, first holding up a hand for a halt. The admins turn to look at him. As Orange Spy’s speech rolls to its triumphant finish, he makes a quick “go-ahead” gesture with his upraised hand. #TowerBullshit posts are already rolling in across social media platforms but the move is overall incredibly well received. The Tower adds its Heroic Dice to Orange Spy’s for the purpose of achieving this singular Feat.

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Orange Turn 20b
Teleportation beams spring up around most of the major players. Unfortunately, the ability to precision target on this scale with site to site teleporters is notoriously weak. The beams envelop all nearby living creatures as well, so everyone gets transported. Unfortunately, though, the Tower was not able to get a lock on the phased out Greys.

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Orange Turn 20c
Orange maintains control of her turret placement and so chooses to place them between her and the abruptly boiling mob on the other side of the wall. The House takes control of everything else, however, and places the remaining teleporters in dramatically strategic positions.

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Orange Turn 20d
Each of the turrets opens fire, one on Armored Hunter and one on Undeadbro. Both go down under the sudden, bewildering fire.

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Green Turn 20a
Little Jack grabs up Hair hunter by a leg and hurls him with all his might at Mark Two.

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Green Turn 20b
The Hunter slams into the chest chassis of Mark’s Hardsuit and slides upward into his visor with some force, before bouncing off of his helmet, flying through the air behind him, and slamming into the wall with the audible crunch of many bones. Mark is unhurt by impact but does look down at his hardsuit and consider the folly of its design.

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Green Turn 20c
Little Jack wastes no time in rushing forward and body checking Mark several inches away and now out of his escape path.

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Green Turn 20d
Little Jack hustles for his Gate as it dings open. You know, slow and steady wins the race.

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Firebeard Turn 20a
The Pirate Lord swoops down, absconds with the dead Hunter’s hat, and dons it with a grunt of satisfaction. Firebeard shakes his hook at the Hydra while scrunching up his good eye and fairly spitting his challenge from the corner of his sneering mouth in best Pirate form. “Avast ye Great Beast! Ye ken keep me Fire, twas a curse anyways! But Ah won’t be havin’ it said I ever gave anythin’ away fer free!”

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Firebeard Turn 20b
With a Yarr and a Leap, Firebeard scales the Hydra’s final head and stabs at it repeatedly with his hook, bashing in its skull and digging out its brains. The neck goes limp as the Hydra goes dead and the Pirate Lord rides the beast to the ground.

Kill credit for the Hydra goes to the Hunters, despite FB’s kill steal, as Hunters dealt the majority of wounds to the massive creature.

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Yellow Turn 20a
Mr. Daggers takes quick stock of the situation, rushes forward, and dismantles the nearby turret with his trusty blades. It is reduced to a smoking ruin beneath his mastery of form. Meanwhile, the new snakebro recruit moves forward and scoops up Undeadbro’s fallen pistol. Medikbro bolts forward and tries to get a shot off at the other turret but the shot hits the intervening cover.

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Yellow Turn 20b
New Snakebro continues moving around the corner of the wall and neatly bisects the remaining turret with a well placed laser.

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Yellow Turn 20c
Snake Yellow slithers up the wall directly opposite Orange Spy and bunches up for his trademark tail spring. Viewers at home can almost see the “Oh, Shit” understanding dawning in Spy’s eyes.

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Yellow Turn 20d
He springs forward with great thrust and slams bodily into Spy. She, in turn, rockets backward into the wall and falls Disrupted to the floor. Sadly, however, neither impact did enough damage to kill her, so Snake Yellow just towers over her dazed form menacingly.

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Blue Turn 20a
Blue’s remaining Ninja springs a perfect ambush, having hidden off to the side of the entrance to the hall as the Oni rode past him oblivious. His katana (nanananana) slips under the Oni’s armor and sinks deep into its heart. The Oni falls off the bear with a gurgle, its demise certain.

With its Master dead, the Demon Bear reverts to its feral animal behavior. It is not a submissive beast and forcing it to obey a new master would require nothing short of either being an actual demonic entity or the use of a Heroic Feat. That said, the beast remains under Grey’s “control” until someone else outbids Grey for it. Functionally, this means its controller may not issue it orders and it will do as it pleases. However, any kills it scores will count toward its controller’s kill score. Its death will Not count negatively toward its controller’s kill score.

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Blue Turn 20b
Blue’s Pistoleer rushes forward and snatches up the Level Three Key. The ladder granting access slides down and now Blue won’t suffer any Objective setbacks in the final scoring.

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Blue Turn 20c
Mark Two turns and opens up on Little Jack with his Chain Bolter. In an unfortunate turn of events, the bolter seizes up and Jack is unhurt by any of the rounds that did manage to escape its theoretically deadly barrels. It would seem Blue has little luck with automatic weaponry. Oh, well, next time will be better, surely.

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Blue Turn 20d
Infuriated, Mark stomps forward and uses the Bolter in grand old tradition, bludgeoning Little Jack to the side, the Feat throwing him several inches off course but otherwise causing little harm.

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Round Twenty Overwatch A

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Round Twenty Overwatch B

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Round Twenty Overwatch C
Level Three Kill Tracker to Unlock Gates shows that Orange and Green Gates are open with 3 or more kills each. Grey has also scored 3 Kills, proving their capability. These Greys will pass honorably into Adulthood. Yellow and Hunters sit at 2 Kills each and Blue trails woefully behind with zero kills. Orange and Green sit poised to enter the Inner Ring very soon.
Overwatch Breakdown
Spoiler
Show
Yellow Team

Abilities
7CP
Snake Bonded

Equipment
Snake Yellow: Fang Dagger (Poison Shiv 3, Sheathed), Longbow
Medikbro: Medik Tool, Shield, Pistol
Mr. Daggers: Pathfinder, Half Dead (+1+1d6 Armor), Dagger, Dagger
Snakebro: Pistol

Purchased and Spent Explosive

Loot Score: 5

Kill Table
14 Kills
6 Deaths

Kill Score: 8

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
Yellow Turn 14b-c, Super Ker-Triage
Yellow Turn 19a-d, Sudden but Inevitable Betrayal

Badass Score: 8

Objectives Obtained
Level One Key, Level Two Key

Headhunters

Abilities
3CP
1d6 SN, 1d6 +1d4 SN with Pistol
Unstoppable

Equipment
Armor Hunter: SuperNatural Pistol, Currently Down
Bandanna Hunter: SuperNatural Pistol, Yorick’s Head, 1 Grinding Damage Taken
Hair Hunter: SuperNatural Pistol, Currently Down

Loot Score: 3

Kill Table
10 Kills
6 Deaths

Kill Score: 4

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
Hunter Turn 14a and f, The Dragon Maneuver
Hunter Turn 18, It’s Alive!
Hunter Turn 19, Implacable Advance
Hunter Turn 20a-d, A Head of the Game

Badass Score: 9

Objectives Obtained
10 Kills

Grey Team

Abilities:
1CP
Phasic SN d6
Rite of the Hunter

Equipment
UtiliGrey: GunSpear (Heroic Artifakt), SN 2d12 + d8
Grey: Knife, Golden Gun
Demon Bear: Bid 4, SN 2d4, Half-Mind

Purchased and Spent Explosive

Loot Score: 13

Kill Table
10 Kills
6 Deaths

Kill Score: 4

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
Grey Turn 16, An Almost Perfect Ambush
Grey Turn 18a, If a Tree Falls in the Forest…
Grey Turn 20, Ghostly Murderers

Badass Score: 9

Objectives Obtained
Accessed Level Two
Accessed Level Three

Blue Team

Abilities
16CP

Equipment
Mark Two: Chain Bolter (Heroic Artifakt), Hardsuit, SN d6
Pistoleer: Pistol
Ninja: Bid 2, SN d4, Katana

Purchased and Spent Explosive

Loot Score: 7

Kill Table
7 Kills
7 Deaths

Kill Score: 0

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
Blue Turn 17a-b, Fooonk!
Blue Turn 19a, We Have the Teknology!
Blue Turn 20a, Ninja Ambush

Badass Score: 9

Objectives Obtained
Level One Key, Level Two Key

Orange Team

Abilities
1CP
Map Dominance
Energy Requisition
1337 H4x

Equipment
Orange Spy: Piloting, Heroic Item (Cloned Controller), Shotgun, Last Woman Standing

Purchased and Spent Explosive

Loot Score: 4

Kill Table
12 Kills
6 Deaths

Kill Score: 6

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
Orange Turn 15b, Ask and Ye Shall Receive
Orange Turn 16a, Fight the Power
Orange Turn 18b-e, Office Space
Yellow Response Turn 19a-d, Wall of RedShirts
Orange Turn 20a-c, Orange Shall Deliver

Badass Score: 12

Objectives Obtained
Level One Key, Level Two Key

Green Team

Abilities
5CP
Fleet Foresters, Trapmasters

Equipment
Little Jack: Cool Haircut, Movement, +1d10 Armor, Last Man Standing, Heroic Artifakt (Master sphincter’s Soul)

Loot Score: 3

Kill Table
9 Kills
6 Deaths

Kill Score: 3

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
Green Turn 15a-b, Problem Solved, Problem Staying Solved
Green Turn 17a, Jack Smash!
Green Turn 18, Aggressive Maneuvers
Green Turn 19, Jack’s Back, Fuckers!
Green Turn 20, Pathforger

Badass Score: 13

Objectives Obtained
Level One Key, Level Two Key
Overwatch Comparison
Spoiler
Show
Construction Points
Yellow: 7
Hunter: 3
Grey: 1
Blue: 16
Orange: 1
Green: 5

Loot Score
Yellow: 5
Hunter: 3
Grey: 13
Blue: 7
Orange: 4
Green: 3

Kill Score
Yellow: 8
Hunter: 4
Grey: 4
Blue: 0
Orange: 6
Green: 3

Badass Score
Yellow: 8
Hunter: 9
Grey: 9
Blue: 9
Orange: 12
Green: 13

Objectives
Yellow: Level One Key, Level Two Key, 2/3 Gate Kills
Hunter: 10 Kills
Grey: Level Two Access, Level Three Access, Accomplished Rite of Passage
Blue: Level One Key, Level Two Key, 0/3 Gate Kills
Orange: Level One Key, Level Two Key, 3/3 Gate Kills
Green: Level One Key, Level Two Key, 3/3 Gate Kills

Total Scores
Yellow: 14
Hunter: 13
Grey 25+1=26
Blue: 0
Orange: 21
Green: 14

Grey takes a commanding lead as it employs a mysterious new tactic. Orange trails closely behind in second place (first among the colored teams). Orange’s Gate is open and the team is near to exit but has only one member remaining. Green eeks out third place and is also on Last Man Standing. Their Gate is open and they are also near to exit. Yellow is tied for third place with Green, putting Yellow in perhaps as low a spot as it has ever been these twenty turns. Still, the dominating team maintains the largest army and is only one kill away from opening its own Gate. As for the Hunters, in fourth place, this could be the end for them. Elsewise, the other two will be waking up with a disability. How many more kills can they scrape together toward their future release? Blue still falls in dead last thanks to their growing CP deficit and they have yet to score any Level Three Kills to open their own Gate. However, they own a very strong strategic position coming into the endgame.

As a continued reminder, if you need CP dumps, keep Tower Personality and Initiative Bidding in mind. Especially as we close in on the end here.
Send Orders for Round Twenty-One!
Last edited by Quantumsurfer on Fri Oct 24, 2014 9:59 pm, edited 2 times in total.

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

Post by The Shadowscythe » Tue Aug 19, 2014 2:39 am

Holy mother of fuck that worked out both better and worse than I expected it too.

That - was - shithot brah, as always. The quantum delivers.
-- WARNINK -- LINK BELOW IZ KNOWN TO CAUZE HEMMORAGE --
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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

Post by Silverdream » Tue Aug 19, 2014 10:20 am

Doesn't the mutant abomination count as a kill?
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Re: For Great Justice, Part One: Tower of Justice

Post by Quantumsurfer » Tue Aug 19, 2014 11:01 am

Silverdream wrote:Doesn't the mutant abomination count as a kill?
Yes. I caught the mistake, partially, while I was doing the write up. Your Kill Table and associated Scores were updated to reflect the defensive kill but I failed to follow the correction all the way through and your Gate Score was never increased. My apologies. I'll fix the mistake in a second Maintenance Phase before Round Twenty-One.

In the meantime, for the record, other players will please take note that the following Gates are now open and may be passed through by their associated teams only: Orange, Green, Yellow.

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

Post by Quantumsurfer » Wed Aug 20, 2014 1:19 am

Maintenance C-D
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Maintenance C
The Tower’s Kill Tracker didn’t count the Hydra’s defensive kill of the Revenant Mutant, though manual adjustments were made to Yellow’s Kill Table, Kill Score, and Total Score at the last minute by watchful admins. Before the action can proceed further, the flaw is caught and the Kill Tracker is repaired by resident programmers. Yellow’s Gate dings open, allowing egress from the main arena for Yellow Team members. Snake Yellow takes a sad look back at the remains of his baby and says, “Damn Right, Motherfuckers.”

Image
Maintenance D
The graphics guys take over and the Twenty Overwatch Shot is reshown to the audiences at home, with the correct number of Level Three Gate Kills for all teams.
Stay Tuned for Round Twenty-One!

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

Post by Quantumsurfer » Sun Aug 24, 2014 3:16 pm

Updates may be slow in the next couple of weeks. Sometimes I have gobs of time all at once and sometimes none at all. Currently, my wife's grandmother is close to the end. So I will be with her as much as possible. If I'm posting, know that it isn't because I'm a callous bastard but because I'm probably at home alone with the kids.

As for 21, I still need orders from Orange and from Hunters. Take your time, though. Obviously, there is no great rush.

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

Post by Quantumsurfer » Mon Sep 01, 2014 1:30 am

I'm generally ready to begin the next round, as soon as you guys are ready to send in the orders. It might be slow going or interrupted still but I'll get out what I can.

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

Post by Quantumsurfer » Wed Sep 17, 2014 3:25 am

Sorry, guys, it's been hectic. The next Round should be up by the end of this weekend.

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

Post by Quantumsurfer » Sun Sep 21, 2014 6:30 am

21 coming up. Been a rough couple of weeks.

I had some thoughts on the game that I thought you guys should know about but I'll be damned if I can remember any of them. If you have any general questions, let me know.

Also, 21 had some twisty-turny stuff in it. If you have any specific questions about any of it, please also let me know when you send in your orders. I went back over it to make sure I had it right but my headspace is cluttered recently so I may have made mistakes I didn't catch.

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

Post by Quantumsurfer » Sun Sep 21, 2014 6:31 am

Double post, because I need to make three to push to the next page.

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

Post by Quantumsurfer » Sun Sep 21, 2014 6:34 am

Aaaand, Triple post makes 15.

The only thing I could remember, I make mention of at the end of 21. When the game is over or you are eliminated, stick around for the post-game stuff. I'll be doing a nomination and reward section, which will affect Part 2.

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