For Great Justice, Part One: Tower of Justice

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

Post by Quantumsurfer » Sat Mar 01, 2014 6:38 am

Round Five
Spoiler
Show
Extras: Each team will earn +1 CP at the end of Round Five. Perhaps somewhat miffed that each team ignored his generous offer of one-upmanship, the Warden has decreed that any team not standing in the inner ring at the beginning of Round Nine will be forced to navigate the additional difficulty of electrified floors (d6 damage per Round). Clearly, the little prick is compensating for something.

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Grey Turn 5a, Originally Hidden
The Grey trapped between Orange and Green gets up and leaps into Orange Spy, deciding to tag along for the ride.

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Grey Turn 5b
The Grey following Blue attempts to slip past the team and into the Stasis Chamber, in preparation for a surprise attack. The clever tactic is foiled, however, by a SuperNatural Fumble. Blue Android’s keen senses pick the Grey out and he becomes visible.

Note: The red flags denote Last Known Locations of the remaining stealthed Greys.

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Grey Turn 5c, Originally Hidden
The one that killed Yellow’s shotgunner remains still, spending his SN die to remain phased into the wall. He’ll need to be careful. A SN fumble could cause him to die a horrible death, fused inside the wall.

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Grey Turn 5d, Originally Hidden
Finally, the Grey near the Oni makes a careful break for it, phasing into the wall between the enemies and moving toward the inner ring. Unfortunately, he doesn’t have enough inches of phase movement to make it all the way through.

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Blue Turn 5a
Blue Medik moves forward and activates the Stasis Chamber. Blue Team obtains a New Recruit!

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Blue Turn 5b
Blue Android steps up next to the chamber, rips out the line that connects to the Chamber’s Hydro Reserve, and connects it to his twice modified arm cannon, turning it into a powerful fire hose.

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Blue Turn 5c
He blasts the Grey into a wall (the Grey is Disrupted) and hoses down FireBeard and part of the room he’s moving through. The water douses both sufficiently and FireBeard loses access to his SN dice this turn!

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Orange Turn 5a
Orange Spy dashes up and executes a tight little spin directly behind Green’s shotgunner, neatly decapitating him and sending his head flying away.

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Orange Turn 5b
She finishes her movement with a graceful backflip over the cover by the doorway. The shotgunner’s head triggers the room entrance trap he had just been informed on how to bypass and is impaled on one of the spikes that shoots from the floor.

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Orange Turn 5c
The rest of Orange Team hustles to catch up, finally rounding the corner in the main hall.

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Yellow Turn 5a
Snake Yellow both activates the nearby Stasis Chamber, gaining a Newbro, and spends 2 CP to equip him with an explosive. Snake Yellow does note that the requisition form on the Computer Console does only allow him the one explosive.

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Yellow Turn 5b
Newbro holsters the explosive and moves forward into the room to pick up the fallen skeleton’s sword. Meanwhile, Mr. Daggers moves over, kicking his dagger into the air and deftly sheathing it before driving the point of his held blade toward the Violet Thug. The point draws blood but the attack is insufficient to bring him down. The Thug counterattacks with similar results and Daggers shrugs the blow off. Medik can’t attack with his pistol and so stands his ground and looks intimidating, hoping to taunt the Thug into attacking him and his shield instead of his friend.

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Green Turn 5a
Green’s Pathfinder moves quickly and carefully onward, checking for traps. He discovers a doozy of an arrow trap at the end of the room! He also notices the controlling Mechanism just outside in the hallway! (The controller of the Mechanism can reset the concealed traps in that room).

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Green Turn 5b
Master sphincter calmly walks over to the Console and activates the Stasis Chamber, gaining a new Forester. The newbie quickly arms himself with a sharp looking exploded robot part (this will count as Random Object).

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Pirates Turn 5
Despite having lost several SN dice for the turn, FireBeard ain’t no punk. The pirate lord rushes Blue Android and nearly rips the other half of his face off with the hook and a handy bit of Overskill. Miraculously, he also survives Android’s counterattack.

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The Violet Thug, on the other hand, kind of is a punk. He crit-fails his attack on the Medik, who smashes the bat out of his hand with the shield. It clatters to the floor behind the reptiles.

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Round Five Overwatch A

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Round Five Overwatch B

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Round Five Overwatch C
I've expanded the Breakdown and added a Comparison chart afterward for quicker reference.

Overwatch Breakdown
Spoiler
Show
Blue Team

Abilities
2CP
Android Body 3
Upgrade: SuperNatural d6

Equipment
Android: AutoGun (1 Handed), Sword
Medik: Medik Tool, Pistol
Recruit: No Equipment
Pathfinder Corpse: 2 Swords

Loot Score: 1

Kill Table
3 Kills
2 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
4CP
Map Dominance

Equipment
Spy: Pistol, Saber
Medik: Medik Tool, Pistol
Shotgunner: ShotGun
Pathfinder: 2 Sabers

Loot Score: 0

Kill Table
2 Kills
0 Deaths

Kill Score: 2

Badass Moments
Orange Turn 4a, A Perfect Shot
Orange Turn 5a-b, Graceful Execution

Badass Score: 2

Objectives Obtained
None

Yellow Team

Abilities
5CP
Poison Shiv 3

Equipment
Snake: Fang Dagger (Sheathed), Longbow
Medik: Medik Tool (Holstered), Shield, Pistol
Pathfinder: Dagger, Dagger (Holstered), Pistol
Newbro: X2 Explosive (Holstered), Bone Sword
Shotgunner Corpse: ShotGun

Loot Score: 4

Kill Table
4 Kills
1 Deaths

Kill Score: 3

Badass Moments
Yellow Turn 3a, Snake Coil Leap Attack
Yellow Turn 3b, Improbable Dagger Throw
Yellow Turn 4b, The Angry Arrow

Badass Score: 3

Objectives Obtained
None

Green Team

Abilities
4CP
Fleet Foresters

Equipment
Master sphincter: Crossbow, Claw
Pathfinder: 2 Axes
Forester: Robot Part (Random Object)
Medik Corpse: Medik Tool, Crossbow
Shotgunner Corpse: ShotGun

Loot Score: 1

Kill Table
2 Kills
1 Deaths

Kill Score: 1

Badass Moments
Green Turn 3a and 5a, Pathfinder Trapmaster
Orange Turn 4b, Medik Redshirt
Green Turn 4c, Puts on Shades

Badass Score: 3

Objectives Obtained
None

Grey Team

Abilities:
Unknown CP
At least 1 Phasic SuperNatural Dice

Equipment
Grey: Unknown
Grey: 2 Knives
Grey: Unknown
Grey: Unknown

Known Loot Score: 0

Kill Table
1 Kills
0 Deaths

Kill Score: 1

Badass Moments
Grey Turn 4h, The Wall Grab

Badass Score: 1

Objectives Obtained
Unknown
Overwatch Comparison
Spoiler
Show
Construction Points
Grey: ???
Blue: 2
Orange: 4
Yellow: 5
Green: 4

Loot Score
Grey: 0
Blue: 1
Orange: 0
Yellow: 4
Green: 1

Kill Score
Grey: 1
Blue: 1
Orange: 2
Yellow: 3
Green: 1

Badass Score
Grey: 1
Blue: 3
Orange: 2
Yellow: 3
Green: 3

Objectives
Grey: Unknown
Blue: 0
Orange: 0
Yellow: 0
Green: 0
Send Orders for Round Six!
Last edited by Quantumsurfer on Fri Oct 24, 2014 9:19 pm, edited 3 times in total.

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

Post by Quantumsurfer » Mon Mar 03, 2014 6:24 am

Round Six
Spoiler
Show
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.

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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!

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Grey Turn 6b, Originally Hidden
The Grey near Yellow finally phases out of the wall and sneaks behind them, headed for another wall.

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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).

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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.

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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.

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Orange Turn 6a
Orange Spy moves smoothly into Robot Room with Green Team and fires a shot at Master sphincter. The old forester reacts with speed and grace, easily slicing the bullet apart and escaping harm.

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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.

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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.

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Yellow Turn 6a
Newbro draws out and hands off the explosive to Snake Yellow as he slithers by.

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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.

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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.

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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.

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Green Turn 6b
Master sphincter 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 sphincter’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.

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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.

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Round Six Overwatch A

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Round Six Overwatch B

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Round Six Overwatch C
Overwatch Breakdown
Spoiler
Show
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 sphincter: 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
Overwatch Comparison
Spoiler
Show
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
Send Orders for Round Seven!
Last edited by Quantumsurfer on Fri Oct 24, 2014 9:23 pm, edited 2 times in total.

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

Post by Quantumsurfer » Sun Mar 09, 2014 12:24 pm

Funny thing I think I forgot to mention last turn. Blue's clusterfuck happened on total picture number 99. Blue's got 99 problems. Let's Begin.

Round Seven
Spoiler
Show
Extras: Each team will earn +1 CP at the end of Round Seven. After this round, one round remains before the floors and walls outside the inner ring become electrified.

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Grey Turn 7a, Originally Hidden
The Grey in Blue’s Keyzone uses the Computer Console to purchase an explosive, spending 2 CP.

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Grey Turn 7b, Originally Hidden
He then rigs it to Blue’s Ladder and does his best to hide it. Unfortunately, he fails completely in this and, unless Blue crit-fails his perception, he’ll definitely notice it. Having done what he could, the Grey ascends to Level 2.

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Grey Turn 7c, Originally Hidden
The Grey that snuck behind Yellow continues moving, phased, through the wall toward the central hub. Incredibly, he is able to move the entire distance of his sprint while phased.

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Grey Turn 7d, Originally Hidden
The Grey by Blue, however, continues to have bad luck and can only move a short distance while phased.

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Grey Turn 7e
The Grey that just jumped out of Orange Spy spins around and tries to slice her open with his knives. He hits but his damage isn't high enough to seriously wound her. In response, she counterattacks but he spends his SN die in conjunction with his defense roll and becomes immaterial. Her sword slides through the space where his belly used to be, to no effect. It almost appears as if he’s laughing in her face.

This makes them mighty difficult to kill but if you can catch one out on the same turn it was phased, you can murder it. Also, please ignore the trap...it's supposed to be hidden.

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Blue Turn 7a
Android withdraws from close combat with FireBeard. The pirate slashes at him on the way by but doesn’t manage to score a killing blow. Android finishes his movement by splashing through the big puddle in the fire room, thus putting out the fire on his person.

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Blue Turn 7b
Pissed now, he turns and transforms his body into a mechanical hardsuit, most of the last vestiges of his synth-skin falling away in a grotesque parody of life!

Fans of MFZ will recognize the Chub design.

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Orange Turn 7a
Orange Spy moves over to the Computer Console while Medik and Shotgunner move toward the room.

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Orange Turn 7b
She uses her Map Dominance to summon a turret. But she makes a modification and orders it strapped with two rockets instead of a laser bank! She spends 1 CP for each of the rockets.

Scythe, you clever bastard.

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Orange Turn 7c
She looks over, grins at the grouped Foresters, and pushes the fire button. The explosion could’ve been very nasty for Green but, unfortunately, the damage was too low to kill any of them.

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Orange Turn 7d
All of them are thrown from the explosion and are Disrupted.

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Yellow Turn 7
Yellow Team hustles toward their Keyzone, keeping their Reactions available for new enemies or hidden Greys. Snake Yellow makes the inner ring. Nothing seems amiss…

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Green Turn 7
Green Team decides to gain a better tactical position, stand up, and all rush down the hall toward the turret. They fire off a few attacks but nothing penetrates. The turret seems to be tracking their movement all on its own.

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Pirates Turn 7
Undaunted by Blue Android’s transformation, FireBeard steps up and releases a furnace blast a third as big as he is. The blast is harmlessly deflected from Android’s shiny new groin piece. Blue Android is not set on fire and now appears to be as impervious to flame as FireBeard is!

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Round Seven Overwatch A

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Round Seven Overwatch B

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Round Seven Overwatch C
Overwatch Breakdown
Spoiler
Show
Blue Team

Abilities
4CP
Android Body 2
Upgrade: SuperNatural d6

Equipment
Android: Hardsuit
Medik Corpse: Medik Tool
Recruit Corpse: Pistol
Pathfinder Corpse: 2 Swords

Loot Score: 3

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!
Blue Turn 7b and Pirates Turn 7, Mecha Madness!

Badass Score: 4

Objectives Obtained
None

Orange Team

Abilities
4CP
Map Dominance

Equipment
Spy: Pistol, Saber
Medik: Medik Tool, Pistol
Shotgunner: ShotGun
Pathfinder Corpse : 2 Sabers

Purchased and Spent Explosive

Loot Score: 1

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
Orange Turn7b-c, Modified Turret

Badass Score: 4

Objectives Obtained
None

Yellow Team

Abilities
7CP
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

Purchased and Spent Explosive

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
6CP
Fleet Foresters

Equipment
Master sphincter: 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:
5CP
Phasic SuperNatural Dice

Equipment
Grey: 2 Knives
Grey: 2 Knives
Grey: 2 Knives
Grey: 2 Knives

Purchased Explosive

Loot Score: 1

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
None
Overwatch Comparison
Spoiler
Show
Construction Points
Grey: 5
Blue: 4
Orange: 4
Yellow: 7
Green: 6

Loot Score
Grey: 1
Blue: 3
Orange: 1
Yellow: 4
Green: 1

Kill Score
Grey: 2
Blue: -1
Orange: 1
Yellow: 6
Green: 2

Badass Score
Grey: 2
Blue: 4
Orange: 4
Yellow: 4
Green: 4

Objectives
Blue: 0
Orange: 0
Yellow: 0
Green: 0

Total Scores
Grey 0
Blue: 2
Orange: 2
Yellow: 7
Green: 1

Everyone at least breaks even. Despite dropping, Yellow still has a commanding lead with Blue and Orange now tied for second place.
Send Orders for Round Eight!
Last edited by Quantumsurfer on Fri Oct 24, 2014 9:28 pm, edited 2 times in total.

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

Post by The Shadowscythe » Sun Mar 09, 2014 1:20 pm

Scythe, you clever bastard.
BWUAHAHAHAHAHA.

I aim to please old chappe, my next set of orders are even more malicious . . .
-- 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 Brikguy0410 » Sun Mar 09, 2014 1:23 pm

Scythe I propose an alliance, you have the manpower, I have the giant hardsuit

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

Post by Quantumsurfer » Mon Mar 17, 2014 11:37 pm

Sorry for the delay. Life stuff. Let's continue.

Round Eight
Spoiler
Show
Extras: Each team will earn +1 CP at the end of Round Eight. At the beginning of next round, anything outside the inner ring becomes electrified.

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Grey Turn 8a, Originally Hidden
A Grey moves into Green’s Keyzone and is very close to escaping the floor.

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Grey Turn 8b, Originally Hidden
Another moves just outside of Yellow’s Keyzone.

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Grey Turn 8c
The Grey plaguing Orange Spy pulls a fast one, phasing her weapons out and his own weapons in, effectively switching weapons with her. Orange Spy is now equipped with two knives while the Grey gains a sword and a gun.

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Grey Turn 8d, Originally Hidden
The final Grey ascends toward Level Two…and instead finds himself in a medium sized room. He is informed that the walls are phase destabilized and are thus deadly to him should he try to phase out through them. He is presented with two holographic chests, one red and one pink. Pink is the quick and easy option but provides little reward. Red is the more difficult option but provides more reward. To unlock the opposite hatch, the Grey must choose between them and deal with the consequences of his choice. (This room will serve as Grey Team’s Level Two).

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Blue Turn 8
Blue Android gives one last smirk to FireBeard, then turns and sprints toward his Keyzone. His bulk prevents a straight line charge, but his instant benny provides the needed push to get him just outside.

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Orange Turn 8a
Orange Spy shrugs at her change in weaponry and turns back to the console. She hacks the system and chuckles to herself at the thought of all the Warden’s security men scrambling to block access to their systems. Again. She spends her entire turn programming several sets of instructions. The rest of the team hold their actions.

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Yellow Turn 8a
Snake Yellow slithers into his Keyzone and obtains the Level One Key! Yellow Team now has access to Level Two

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Yellow Turn 8b
With movement still remaining, he slides over to the Computer Console and uses it to open the Stasis Chamber. Keybro joins Yellow Team.

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Yellow Turn 8c
The Medik moves right up to the Keyzone but Newbro has some difficulty and triggers an Acid Pit Trap. He nearly falls in but the reptiles were all carefully looking out for one another and Daggers pulls him back just in time. Newbro’s Bone Sword splashes into the acid and is gone, however.

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Yellow Turn 8d
Keybro hops the ladder and begins to ascend toward Level Two.

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Green Turn 8a
Master sphincter performs an amazing acrobatic wall run double flip, bypassing the turret and landing in his own Keyzone.

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Green Turn 8b
He quickly dashes over and grabs the Level One Key! Green Team now has access to Level Two.

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Green Turn 8c
Pathfinder and Scrapmetal charge the turret…

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Orange Turn 8b, Response
…but Orange Spy’s commands take effect first. The turret self detonates as Green Team closes in on it, tossing both minifigs back down the hall. Again, the blast comes up with a damage of one and fails to kill but, again, succeeds in knocking them on their asses.

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Orange Turn 8c, Response
The second stage of Orange Spy’s plan kicks in and her team is teleported into the hallway directly behind and over the prone Green Team.

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Orange Turn 8d, Response
The Medik goes to fire his pistol but the weapon jams badly and becomes useless. He tosses it to the floor in disgust. The Shotgunner, however, lines up the perfect shot and rolls for maximum damage, blowing the two apart and scattering their bits down the hallway.

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Pirates Turn 8
FireBeard follows around the corner toward the inner ring. He sees Keybro making a break for it and decides his flames would be better suited to roasting reptile. He fires off a column of flame, not really expecting to breach the distance. Incredibly, he does. The remaining die of damage isn’t enough to kill Keybro, but it does set him to burning nicely.

Image
Round Eight Overwatch A

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Round Eight Overwatch B

Image
Round Eight Overwatch C
Overwatch Breakdown
Spoiler
Show
Blue Team

Abilities
5CP
Android Body 2
Upgrade: SuperNatural d6
Last Man Standing

Equipment
Android: Hardsuit
Medik Corpse: Medik Tool
Recruit Corpse: Pistol
Pathfinder Corpse: 2 Swords

Loot Score: 3

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!
Blue Turn 7b and Pirates Turn 7, Mecha Madness!

Badass Score: 4

Objectives Obtained
None

Orange Team

Abilities
5CP
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

Badass Score: 5

Objectives Obtained
None

Yellow Team

Abilities
8CP
Poison Shiv 3

Equipment
Snake: Fang Dagger (Sheathed), Longbow
Medik: Medik Tool (Holstered), Shield, Pistol
Pathfinder: Dagger, Dagger (Holstered), Pistol
Newbro: None
Keybro: None
Shotgunner Corpse: ShotGun

Purchased and Spent Explosive

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
Level One Key

Green Team

Abilities
7CP
Fleet Foresters
Last Man Standing

Equipment
Master sphincter: Crossbow, Claw
Pathfinder Corpse: 2 Axes
Forester Corpse: None
Medik Corpse: Medik Tool, Crossbow
Shotgunner Corpse: ShotGun

Loot Score: 1

Kill Table
3 Kills
3 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

Badass Score: 5

Objectives Obtained
Level One Key

Grey Team

Abilities:
6CP
Phasic SuperNatural Dice

Equipment
Grey: Saber, Pistol
Grey: 2 Knives
Grey: 2 Knives
Grey: 2 Knives

Purchased Explosive

Loot Score: 3

Kill Table
2 Kills
0 Deaths

Kill Score: 2

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
Overwatch Comparison
Spoiler
Show
Construction Points
Grey: 6
Blue: 5
Orange: 5
Yellow: 8
Green: 7

Loot Score
Grey: 3
Blue: 3
Orange: 1
Yellow: 4
Green: 1

Kill Score
Grey: 2
Blue: -1
Orange: 3
Yellow: 6
Green: 0

Badass Score
Grey: 3
Blue: 4
Orange: 5
Yellow: 4
Green: 5

Objectives
Blue: 0
Orange: 0
Yellow: Level One Key
Green: Level One Key

Total Scores
Grey 2
Blue: 1
Orange: 4
Yellow: 6
Green: -2

Green drops into dead last, which puts Orange into second place behind Yellow. Yellow, Green, and Grey have access to Level 2 but the others are not far behind.
Send Orders for Round Nine!
Last edited by Quantumsurfer on Fri Oct 24, 2014 9:32 pm, edited 2 times in total.

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

Post by The Shadowscythe » Sun Mar 23, 2014 11:38 am

It is Sunday old chappe.

Let the violence begin.
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Re: For Great Justice, Part One: Tower of Justice

Post by Quantumsurfer » Mon Mar 24, 2014 2:23 am

Your wish is my command. Sort of. My dice apparently decided to give everyone a break this round. There are some revelations, though, so let's do this.

Round Nine
Spoiler
Show
Extras: Each team will earn +1 CP at the end of Round Nine. Players will be shocked to discover what happens to them if they don’t get a move on.

I'm still waiting on Grey Team's response but everything is hidden this round. Once they've all moved on, I may put Grey's next few turns on visible as a sort of tension countdown timer. You'll see what I mean later.

Image
Grey Turn 9a, Originally Hidden
A Grey mounts Yellow’s ladder and begins the ascent toward Level 2.

Image
Grey Turn 9b, Originally Hidden
The Phantom Rider in Orange Spy stays put. He’s comfy.

Image
Grey Turn 9c, Originally Hidden
Another Grey mounts Green’s ladder. The Forester in stasis gets a reprieve only because Master sphincter is standing so near by.

The Grey in Level 2 chooses the difficult path. Grey’s Turns in this area will be visible as a Terror Timer for the other players. Once Grey has defeated this area’s boss and collected whatever loot and reinforcements they desire, they will be able to return to the Tower of Justice proper. If they can defeat their area before the other players can make it through Level 2, the Greys will have a headstart and ambush potential on Level 3. The race is on.

Image
Blue Turn 9a
Blue Android smashes his way into Blue Keyzone and snatches up his Key! Blue now has access to Level 2.

Image
Blue Turn 9b
He activates the Stasis Chamber and a new Recruit joins Blue Team. The Recruit hops out and walks over toward the ladder. He notices something odd.

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Blue Turn 9c
Yes, it appears that a Grey has been here and left a poorly disguised surprise for the next person to climb the ladder! Blue Recruit grins as he scores a size 2 explosive, disarming the trap easily.

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Orange Turn 9a
Electricity flows into the whole of Orange Team. They tough it out and clench their teeth against the current.

Orange Spy barely survived this with an armor roll of 6 versus 5 damage. The others were fine because I rolled damage separately. It's interesting to note that, had she failed, RedShirting may not have been possible since everything is electrified and everyone was in the danger zone. A teleport switch would have accomplished nothing. Maybe if he teleported her out and the time it took cooked him instead? In any case, I wanted to clarify that, should anyone's Hero die and they still have units, they aren't out of the game. A minion of your choice will be promoted to be the new leader and will become a Hero. They will be guided by whatever "personality" they've built so far.

Image
Orange Turn 9b
Shotgunner and Medik bolt toward the inner ring. Medik doesn’t quite make it. Orange Spy hustles around the corner and dive tackles Medik into the inner corridor.

Image
Orange Turn 9c
They smash into shotgunner, leaving the two minions Disrupted.

Image
Yellow Turn 9a
As the place lights up like a Manly Santa Day tree and the blood puddles on the floor begin to boil, Newbro and Mr. Daggers take a jolt. They both manage to survive.

Image
Yellow Turn 9b
Newbro runs over, snatching the bat along the way, grabs the dead snake’s tail, and dashes back, dropping the tail over the pit to form a fleshy bridge. The acid begins to eat away at it immediately but enough of it lasts for the two to make it across. Mr. Daggers goes first and moves down the hall. Newbro remains in the danger zone, ready to cross the pit. The tail will likely be dissolved at the end of next turn.

Image
Yellow Turn 9c
Snake Yellow hocks a poison loogey at Keybro, extinguishing the flames engulfing his arm. He yells up, “Best not put your hand in your mouth!” With that, the two move up into Level 2.

Sorry for the edit quality on this one.

Image
Yellow Turn 9d
Yellow Medik mounts the ladder to Level 2.

Image
Green Turn 9a
The supposedly impenetrable glasteel between the Keyzones can’t stand up to Master sphincter’s claws. He cuts through and slices Orange’s Computer Console apart.

Image
Green Turn 9b
The coolant controls go haywire and the whole Stasis Chamber freezes over instantly, turning its inhabitant into a solid block of ice. Satisfied with his work, he ascends to Level 2.

Image
Pirates Turn 9a
FireBeard notices Blue Recruit has gained a new toy and grins like a madman. He steps up to the window and snaps his fingers, igniting a flame both in his hand and a sympathy flame on the wick of Blue Recruits new dynamite.

Image
Pirates Turn 9b
It explodes, tossing the Recruit backward and blowing his helmet off but not doing enough damage to destroy anything by the inactive timer on the ladder. Firebeard frowns.

Image
Headhunters Turn 9
The nasty surprise is revealed as Orange will be the last team to make it to the Keyzone and obtain their Key. The Headhunters appear from the nearest unblocked entrance into Level 1. These are the vilest scum to have ever tainted the BrikVerse with their presence. Boorish anoraks of the highest order in life, these were men and women who tainted scores of others with their endless and dangerous machinations. For the safety of everyone, these foul creatures were buried deep in the darkest, coldest solitary confinement pits of Prison System Nine on the Doom Moon. There they rotted and there their physical bodies died. But PS9 does not allow its prisoners to ever move on to any kind of afterlife. Instead, their spirits are forced to linger within their long dead corpses. They animate their own bones for all eternity unless they can manage to rack up enough entertaining kills to please the OverWarden and earn their ultimate release. Headhunters are armed with a single pistol and are possessed of 1d6 SuperNatural Dice. The pistol serves as a focus and grants them +1d6 SN Dice, for a total of 2d6, as long as they maintain possession of the weapon. The Headhunters’ goals are simple: Kill Everyone. It’s a bonus if they make it funny. Headhunters, unlike room enemies, can move between levels.

Secret Faction Unlocked! Transformerj plays the Headhunters.

Image
Round Nine Overwatch A

Image
Round Nine Overwatch B

Image
Round Nine Overwatch C

Image
Round Nine Overwatch D

Image
Round Nine Overwatch E
Overwatch Breakdown
Spoiler
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Grey Team

Abilities:
7CP
Phasic SuperNatural Dice

Equipment
Grey: Saber, Pistol
Grey: 2 Knives
Grey: 2 Knives
Grey: 2 Knives

Purchased and Spent Explosive

Loot Score: 3

Kill Table
2 Kills
0 Deaths

Kill Score: 2

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
6CP
Android Body 2
Upgrade: SuperNatural d6

Equipment
Android: Hardsuit
Medik Corpse: Medik Tool
Recruit Corpse: Pistol
Pathfinder Corpse: 2 Swords

Loot Score: 4

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!
Blue Turn 7b and Pirates Turn 7, Mecha Madness!

Badass Score: 4

Objectives Obtained
Level One Key

Orange Team

Abilities
6CP
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

Badass Score: 5

Objectives Obtained
None

Yellow Team

Abilities
9CP
Poison Shiv 3

Equipment
Snake: Fang Dagger (Sheathed), Longbow
Medik: Medik Tool (Holstered), Shield, Pistol
Pathfinder: Dagger, Dagger (Holstered), Pistol
Newbro: Baseball Bat
Keybro: Poison Hand (1 Use)
Shotgunner Corpse: ShotGun

Purchased and Spent Explosive

Loot Score: 5

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
Level One Key

Green Team

Abilities
8CP
Fleet Foresters
Last Man Standing

Equipment
Master sphincter: Crossbow, Claw
Pathfinder Corpse: 2 Axes
Forester Corpse: None
Medik Corpse: Medik Tool, Crossbow
Shotgunner Corpse: ShotGun

Loot Score: 1

Kill Table
4 Kills
3 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
1CP
1d6 SN, 1d6 SN with Pistol

Equipment
Armor Hunter: SuperNatural Pistol
Scarf Hunter: SuperNatural Pistol
Hat Hunter: SuperNatural Pistol

Loot Score: 0

Kill Table
0 Kills
0 Deaths

Kill Score: 0

Badass Moments
None

Badass Score: 0

Objectives Obtained
0 Kills
Overwatch Comparison
Spoiler
Show
Construction Points
Grey: 7
Blue: 6
Orange: 6
Yellow: 9
Green: 8
Hunter: 1

Loot Score
Grey: 3
Blue: 4
Orange: 1
Yellow: 5
Green: 1
Hunter: 0

Kill Score
Grey: 2
Blue: -1
Orange: 3
Yellow: 6
Green: 1
Hunter: 0

Badass Score
Grey: 3
Blue: 4
Orange: 5
Yellow: 4
Green: 6
Hunter: 0

Objectives
Blue: Level One Key
Orange: Level One Key
Yellow: Level One Key
Green: Level One Key

Total Scores
Grey 1
Blue: 1
Orange: 3
Yellow: 6
Green: 0
Hunter: -1

Hunters take last place, by virtue of having just shown up to the party. They also rolled last in initiative order and will taking a turn after Green. Yellow maintains a diminishing lead and Orange isn't terribly far behind in second place.
Last edited by Quantumsurfer on Fri Oct 24, 2014 9:37 pm, edited 2 times in total.

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

Post by transformerj » Mon Mar 24, 2014 2:30 am

Quantumsurfer

Do i actually have a roll to play in this???

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

Post by Quantumsurfer » Mon Mar 24, 2014 2:45 am

Welcome, Players, to Level Two of the Tower of Justice.

Image
Level Two Overwatch

Your goal on this level is to get to the outer colored corridor and obtain your Key. It costs one inch of movement to grab the Key from its resting place. This unlocks the ladder to Level 3. The last team to obtain their Key will get a nasty surprise. Remember, the first Team to reach the Level Three Objective wins the Tower of Justice and their freedom.

Image
Level Two Objectives

Each Team will be blocked from one another (except from Greys and Headhunters) and will each have their own path to pursue. Players must choose between a difficult path and an easy one. The difficult path is denoted by a red colored entrance while the easy path is the pink one. The difficult path will provide more opportunities for CP, Kill Count, Loot, and Reinforcements but will also consume much more time than the easy path. It should be noted that the hard paths might vary in difficulty between the players, based on the experience they had with Level 1. The easy path is a straight shot to the Objective but provides considerably less rewards.

Image
Level Two Path Choices, Pink (Easy) and Red (Hard)

Players may encounter Treasure Chests as they move through either path. Each chest provides a number of CP. It simply costs one inch of movement to open a chest and obtain the CP.

Image
Treasure Chests

Some Chests are Golden Chests. These do not provide CP. Instead, they provide a much more powerful reward: A Heroic Item, the shape of which is chosen by the player receiving it (within reason). These chests cost two inches of movement to open and obtain the Item.

Image
Golden Chests

End of Round Nine Extras:The Warden has decided to be even more generous. For the cost of an Action or a Move, at any Computer Console, each Team gains the ability to make a special purchase beginning Round Ten. Each Special Purchase is available once per console. Each costs 3 CP. They are as follows:

Grey – Rite of Worth. Greys with this ability can choose to increase their CP by 2 or their Total Score by 1 for each kill they make. Each time this ability is chosen, it applies to a different individual Grey.

Blue – Superior Programming. Android may reroll any one failed Skill Roll.

Orange – Energy Requisition. Any Orange Spawned Turret may now fire three shots instead of two before becoming inert.

Yellow – Poison Use. Any weapon may be upgraded with one shot of poison or an already Poisoned weapon may replenish one of its spent Poison Uses. Unless stated otherwise, all weapons can carry only one dose of poison. (Poison Shiv carries three, for example).

Green – Trapmasters. Green members searching for traps may now move at full speed when doing so. Further purchases of this ability confer a +1 bonus to overcoming or avoiding traps.

Headhunters – Murder Fuel. Headhunters with this ability can choose to increase their CP by 1 or their Total Score by 2 for each kill they make. Each time this ability is chosen, it applies to a different individual hunter.


Send Orders for Round Ten!
Last edited by Quantumsurfer on Mon Mar 24, 2014 2:53 am, edited 1 time in total.

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

Post by Quantumsurfer » Mon Mar 24, 2014 2:49 am

transformerj wrote:Quantumsurfer

Do i actually have a roll to play in this???
Yes...You're the headhunters.
Quantumsurfer wrote:The nasty surprise is revealed as Orange will be the last team to make it to the Keyzone and obtain their Key. The Headhunters appear from the nearest unblocked entrance into Level 1. These are the vilest scum to have ever tainted the BrikVerse with their presence. Boorish anoraks of the highest order in life, these were men and women who tainted scores of others with their endless and dangerous machinations. For the safety of everyone, these foul creatures were buried deep in the darkest, coldest solitary confinement pits of Prison System Nine on the Doom Moon. There they rotted and there their physical bodies died. But PS9 does not allow its prisoners to ever move on to any kind of afterlife. Instead, their spirits are forced to linger within their long dead corpses. They animate their own bones for all eternity unless they can manage to rack up enough entertaining kills to please the OverWarden and earn their ultimate release. Headhunters are armed with a single pistol and are possessed of 1d6 SuperNatural Dice. The pistol serves as a focus and grants them +1d6 SN Dice, for a total of 2d6, as long as they maintain possession of the weapon. The Headhunters’ goals are simple: Kill Everyone. It’s a bonus if they make it funny. Headhunters, unlike room enemies, can move between levels.

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

Post by transformerj » Mon Mar 24, 2014 2:59 am

I should have read more detail into round nine

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

Post by Quantumsurfer » Mon Mar 24, 2014 3:09 am

It's all good.

Just out of idle curiosity, does anyone know how the page turnover works. I'm sensing it has nothing to do with length. Is is number of posts? If so, how many? I'd like to spread rounds over more pages. There are four rounds on page 3 and load times are longer.

Edit: It's 15 posts, isn't it?

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

Post by The Shadowscythe » Mon Mar 24, 2014 4:30 am

I think it is closer to ten posts quantum.
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Re: For Great Justice, Part One: Tower of Justice

Post by transformerj » Mon Mar 24, 2014 12:16 pm

I do think it's 15 posts per page.
my own topic 101 posts/7 pages = 14.29 posts/page
Sky ruler 282 posts/ 19 pages = 14.79 posts/page

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