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=>[EVENT] Bloodfest 2017 Weekend Events Goto Page: 1 2 3 ... 4 ... 124 125 126 127 [>] [>>] [>>] [»|]

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Hivestuck
Captain

Alien Datemate

PostPosted: Fri Mar 17, 2017 10:26 pm
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In this roped off section of the beach, the only thing hotter than the sand between your toes is the spirit of competition. Bring your skill and stamina, it's time to get vying for that top spot! Soda pong, the three-legged obstacle course, and beach volleyball will all take place here.


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Events are now closed! Please check the Soda Pong Finals thread for the conclusion of Soda Pong.

Saturday Events
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Quote:
=>IC GAME RULES
Under a comfortably shady tented area is the Soda Pong set-up. It's in a very high-traffic area of the festival, with ample sponsorships from various beverage companies from all over Alternia. It also happens to be frequently visited due to the presence of a good deal of portable ablution blocks. Loud beach party music streams from portable jam blasters, and everywhere you look a beach ball is being tossed around. This truly is a party atmosphere.

A few encouraging organizers (or perhaps just patrons of the festivities) immediately wave you over. "If you're at Bloodfest for fun and competition, you've wound up at the right place! Wanna sign up for a Soda Pong Tournament? The rules are simple... DRINK! DRINK! DRINK!!"



=>OOC GAME RULES
How to Play

Trolls will pair off and compete against each other by mixing combinations of sodas, then tossing ping pong balls into the cups to determine which sodas they consume. The goal of this game is to out-drink your opponent! Consume the most cups of soda before your Potty Points max out at 10. This will be a single elimination tournament-style event.

Each troll is given 10 cups to fill up with soda! There are 7 different types of sodas that you can choose from, and they can be mixed together for unique effects. Each cup can hold 2 shots of soda, so you can either fill the cup with 2 shots of different sodas or the same soda twice for an extra concentrated effect! Note that sodas worth +0 PP have do not double their effects when they are extra-concentrated.

Each can of soda you select has enough soda for 5 shots. (So, 2 full cups and a half of one soda, or 5 half cups of one soda, etc). There are two rules to picking your cans: First, you may only take a maximum of one can of each flavor/color. Second, all of the cans you have selected should have a sum total effect of +4 PP or less. So, you might select one +2 PP soda can, two +1 PP soda cans, and 1 +0PP soda can. 2 + 1 + 1 + 0 = 4.

Quote:
Soda 1 (Red): +2 PP. If the drinker’s potty points do not max out, counts as 2 cups
Soda 2 (Orange): +1 PP. The pourer can add or subtract one point from the drinkers’ next roll (cannot loop from 1-10 or vice versa)
Soda 3 (Yellow): +0 PP. The pourer can manually choose which cup their ball lands in next round
Soda 4 (Green): +1 PP. The pourer can switch out one drink on their side with a new mixture (must use the sodas they selected initially, 5 shot limit ignored)
Soda 5 (Teal): +0 PP. The drinker has to skip the next round
Soda 6 (Blue): +2 PP. The drinker can switch out one drink on pourer’s side with a new mixture (must use the sodas they selected initially, 5 shot limit ignored)
Soda 7 (Purple): +3 PP. If the drinker’s potty points do not max out, the pourer has to have a cup of this mixture as well (not counted towards pourers score).

PROTIP: Name your Concoctions for Extra Pizzazz


Soda Combos Cheat Sheet!

R+R: +5 PP. If the drinker’s potty points do not max out, counts as 4 cups.
R+O: +4 PP. If the drinker’s potty points do not max out, counts as 2 cups, and the pourer can add or subtract one point from the drinkers’ next roll (cannot loop from 1-10 or vice versa)
R+Y: +3 PP. If the drinker’s potty points do not max out, counts as 2 cups, and the pourer can manually choose which cup their ball lands in next round
R+G: +4 PP. If the drinker’s potty points do not max out, counts as 2 cups, and the pourer can switch out one drink on their side with a new mixture (must use the sodas they selected initially, 5 shot limit ignored)
R+T: +3PP. If the drinker’s potty points do not max out, counts as 2 cups, and the drinker has to skip the next round
R+B: +5PP: If the drinker’s potty points do not max out, counts as 2 cups, and the drinker can switch out one drink on pourer’s side with a new mixture (must use the sodas they selected initially, 5 shot limit ignored)
O+O: +3 PP. The pourer can add or subtract up to two points from the drinkers’ next roll (cannot loop from 1-10 or vice versa)
O+Y: +2 PP. The pourer can add or subtract one point from the drinkers’ next roll (cannot loop from 1-10 or vice versa), and the pourer can manually choose which cup their ball lands in next round.
O+G: +3 PP. The pourer can add or subtract one point from the drinkers’ next roll (cannot loop from 1-10 or vice versa), and the pourer can switch out one drink on their side with a new mixture (must use the sodas they selected initially, 5 shot limit ignored)
O+T: +2 PP. The pourer can add or subtract one point from the drinkers’ next roll (cannot loop from 1-10 or vice versa), and the drinker has to skip the next round.
O+B: +4 PP. The pourer can add or subtract one point from the drinkers’ next roll (cannot loop from 1-10 or vice versa), and the drinker can switch out one drink on pourer’s side with a new mixture (must use the sodas they selected initially, 5 shot limit ignored)
O+P: +5 PP. The pourer can add or subtract one point from the drinkers’ next roll (cannot loop from 1-10 or vice versa), and if the drinker’s potty points do not max out, the pourer has to have a cup of this mixture as well (not counted towards pourers score). (italicized effect does not affect the pourer when they drink the mixture)
Y+Y: +1 PP. The pourer can manually choose which cup their ball lands in next round
Y+G: +2 PP. The pourer can manually choose which cup their ball lands in next round, and the pourer can switch out one drink on their side with a new mixture (must use the sodas they selected initially, 5 shot limit ignored)
Y+T: +1 PP. The pourer can manually choose which cup their ball lands in next round, and the drinker has to skip the next round
Y+B: +3 PP. The pourer can manually choose which cup their ball lands in next round, and the drinker can switch out one drink on pourer’s side with a new mixture (must use the sodas they selected initially, 5 shot limit ignored)
Y+P: +4 PP. The pourer can manually choose which cup their ball lands in next round, and if the drinker’s potty points do not max out, the pourer has to have a cup of this mixture as well (not counted towards pourers score). (italicized effect does not affect the pourer when they drink the mixture)
G+G: +3 PP. The pourer can switch out two drinks on their side with new mixtures (must use the sodas they selected initially, 5 shot limit ignored)
G+T: +2 PP. The pourer can switch out one drink on their side with a new mixture (must use the sodas they selected initially, 5 shot limit ignored), and the drinker has to skip the next round.
G+B: +3 PP. The pourer can switch out one drink on their side with a new mixture (must use the sodas they selected initially, 5 shot limit ignored), and the drinker can switch out one drink on pourer’s side with a new mixture (must use the sodas they selected initially, 5 shot limit ignored).
G+P: +5 PP. The drinker can switch out one drink on pourer’s side with a new mixture (must use the sodas they selected initially, 5 shot limit ignored), and if the drinker’s potty points do not max out, the pourer has to have a cup of this mixture as well (not counted towards pourers score). (italicized effect does not affect the pourer when they drink the mixture)
T+T: 1 PP. The drinker has to skip the next round.
T+B: 3 PP. The drinker has to skip the next round, and the drinker can switch out one drink on pourer’s side with a new mixture (must use the sodas they selected initially, 5 shot limit ignored)
T+P: 4 PP. The drinker has to skip the next round, and if the drinker’s potty points do not max out, the pourer has to have a cup of this mixture as well (not counted towards pourers score). (italicized effect does not affect the pourer when they drink the mixture)
B+B: 5 PP. The drinker can switch out two drinks on pourer’s side with new mixtures (must use the sodas they selected initially, 5 shot limit ignored)
P+P: 7 PP. If the drinker’s potty points do not max out, the pourer has to have a cup of this mixture as well (not counted towards pourers score).


Once you have picked and poured your soda concoctions, arrange them by number from 1-10. Trolls take turns generating a number from 1-10, and whichever number cup they land on they must drink! Each drink will determine what effect takes place that turn and how many potty points are gained. Important Note!! For each drink, you will always gain +1 Potty Point, regardless of if the drink itself has a total consumption amount of +0 Potty Points.

See handy diagram below:
User Image


The highest final amount of cups consumed wins – if one troll maxes out their potty-meter first and the other troll has a higher cups drunk score, the game ends automatically. If the troll that maxes out their potty-meter has the higher score, however, the other troll can continue playing until their potty-meter maxes out OR their score rises over their opponent’s score (whichever comes first).


=>TRACKING & SUBMITTING RESULTS
Use the following code to keep track of your cup formation and your total points/cups consumed. Once you have reached your maximum Potty Points or the game otherwise ends, please use the linked Submission Form to submit your score!

[quote="Hivestuck"][align=center][img]http://octospiracy.com/hivestuck/mar17/bloodfest/event_4_i1.png[/img][/align]
[b]My name is: [/b]
[b]My team is:[/b] [blood color]
[b]My cup formation is:[/b]
[size=9]1:
2:
3:
4:
5:
6:
7:
8:
9:
10:[/size]
[b]Potty Points:[/b]
[b]Total Cups Consumed:[/b]
[/quote]


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Quote:
=>IC GAME RULES
Large rectangular sections of sand have been roped off for one of the most hotly anticipated events of summer Bloodfest - Beach Volleyball! Toned bikini bods of refs and players alike are everywhere the stalks can see as a drone with a whistle and moon-lotion on his nose beckons you towards a marked zone. "Games are about to start? Are you ready? Grab a ball and let's get sandy!"

He continues: "It's simple, your average bat-and-smash-the-ball type of game. Teams that score the most points will win overall - so I recommend playing against wigglers! HA HA!"


=>OOC GAME RULES
How to Play
Trolls in teams of 2 take turns passing the ball back and forth (bump, set) and then try to get points (spike!).

PRE-ROUND: Before each round starts, each player chooses a different part of their side of the court to stand in, represented by the numbers 1 to 4. Players on the same team must choose different positions.

Each round consists of three dice rolls: Bump, Set, and Spike! Players should alternate rolling their dice so that at the end of the game they have rolled the same number of dice: (Round 1 A bumps, B sets, A spikes -> Round 2 B bumps, A sets, B spikes and so on.)

BUMP: Troll A rolls 1D4 to pass the ball to Troll B. If they roll the number that matches the area Troll A is standing in, it's a beautiful pass and with their amazing athleticism they can choose one of the following BOOSTS to add to this round: 1) Can re-roll on a miss in the Spike round or 2) Can double their score from the Spike round IF they get points.

SET: Troll B rolls 1D4 to pass the ball back to Troll A to set up a Spike. If they roll the number that matches the area Troll A is standing in, it's a beautiful pass and with their amazing athleticism they can choose one of the following BOOSTS to add to this round: 1) Can re-roll on a miss in the Spike round or 2) Can double their score from the Spike round IF they get points. These effects stack if the trolls choose the same bonus twice - so, if double is chosen 2x the score is quadrupled, and if the re-roll is chosen twice the team gets to re-roll twice if their Spike misses.

SPIKE: Troll A rolls D4 to determine where the ball lands. If there is no opposing troll standing on the area represented by the number rolled, you score a point!

VS NPCS: If a team chooses to not play against another team of player trolls, that's perfectly fine! During their spike round they roll 3D4 instead of 1D4. The first 2 numbers are the numbers that represent where the enemy team is, and the second determines where the ball lands. If you get two duplicate numbers for the enemy team placement, add one to one of the numbers (or, if the number is four, subtract one). For instance, if you rolled two 3's, the enemy positions should be 3 and 4.

VS PLAYERS: After the first team's SPIKE round, the other team will go through the round order starting from BUMP, and so on and so forth.

REPEAT: This event will last for a total of four rounds. Winners will be determined by highest total points across all teams competing. In the case of tied scores, there will be playoffs at the end to determine first, second, and third.

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Below, see a visual representation of an example round!

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=>TRACKING & SUBMITTING RESULTS
After you've completed all four rounds, post the form below. As well, please fill out and submit the linked Submission Form.
[quote="Hivestuck"][align=center][img]http://octospiracy.com/hivestuck/mar17/bloodfest/event_6_i1.png[/img][/align]
[b]Our names are: [you and your teammate][/b]
[b]My team is: [blood color][/b]

[b]Total Score:[/b][/quote]



Sunday Event

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Quote:
=>IC GAME RULES
The set-up of this elaborate race has been the talk of Civisect since the first banners advertising Bloodfest. Construction on the three sections of the soon-to-be-famed obstacle course was taking place, and the city is abuzz. Towers, platforms, bullseyes and all sorts of obstacle course fare has taken up a good chunk of the beachfront, with ziplines threatening avian wildlife and some particularly large lusii everywhere. Perhaps most prominently is a giant metal dome simply referred to as "the firedome" by event staff.

A cluster of helpful drones are assisting in the medical tent, and wave you over as you pop by. "Ah! Are you two here for the race? Great! We've got some waivers for you to sign and then we'll just lash your legs together and you'll be ready to go!"

As you're being attended to, another drone fills you in on the situation. "This is a race in three parts. Try to get as far as you can, but if you suffer from any extreme internal or external injuries feel free to visit us here at the tent!" She chirps. "Good luck!"


=>OOC GAME RULES
How to Play

In this game, each pair of trolls is tasked with finishing a race that is broken up into three sections, inspired by three beautiful natural elements: WIND, WATER, AND FIRE. Trolls must work together to get as far as they can in the race.

Time Limit: Each team has 1 hour to get as far as they can in their current section. After their hour is up, they must forfeit the section if they haven’t completed it and can move onto the next section. The 1 hour timer begins section with the first dice roll in each section.

Scoring: Each section has 10 exciting obstacles to cross! Completing an obstacle gives 100 points each. To find your final score per section, divide your points scored via completing obstacles by the number of posts your team took to complete the section or, if your time ran out before you could finish, how many posts total you did in the hour and round down. Make sure to keep track of how many posts your team has made in each section!

Add all section scores together to get your total for the race! Winners will be judged based upon these scores, but as a Special Audience Favorite Bonus, the team with the most posts and lowest completion percentage will be awarded a bonus equal to half the total points of the highest scoring team for being the most “audience friendly” with amusing failures. (to be determined by staff after all submissions have been collected)

Rolling: To complete each obstacle, each team member will generate a number between 0 and their current obstacle’s number (refer to list below), alternating until the same number is generated twice in a row. For example, the first stage in each section is 0-1, the second stage is 0-2, and so on.

If your trolls don’t get the same number, they are considered to be flailing and stumbling around (overall an uncoordinated, hot mess) – if they get the same number they are moving with beauty and grace and move onto the next obstacle!

SECTION 1: WIND
1] Your team must run from the starting point to the marked ocean cliff…
2] Scale the side of the ocean cliff…
3] Walk across a narrow plank to a tall floating structure in the ocean…
4] Hang glide down onto the beach…
5] Jog up to the top of the Premiere Luxury Highblood Beach Hotel…
6] Zipline across to the Economy Lowblood Beach Motel…
7] Zipline across the beach to the top of the tower…
8] Climb down the tower…
9] Tightrope walk to an adjacent tower…
10] And simply jump off of the tower onto the trampoline below!

SECTION 2: WATER*
*water wings supplied
1] Your team must run from the starting point to the end of the docks…
2] Run across the floating tires on the water to the platform out in the ocean…
3] Climb the side of the tower that has water pouring down it from a pump…
4] Slide down the water slide at the top of the tower, landing on the floating target in the ocean…
5] Swim from the target to each flag marking the way to the slip’n’slide platform…
6] Climb up the slip’n’slide to get to the top of the next platform…
7] Dive off the top of the platform onto the underwater bullseye…
8] Pick up one of the surfboards floating around the bullseye and swim towards the shore…
9] Search for the perfect wave when nearing the shore…
10] And hang a perfect ten to surf to shore!

SECTION 3: FIRE
1] Your team must run from the starting point to the large metal structure that has been set up…
2] Climb up the ladder on the side of the structure and jump down the hatch roof entry…
3] Crawl across the floor of the first room as jets of fire shoot out from the walls at chest height…
4] Climb the unsecured ladder to the second room as it sways back and forth, with fire jets spurting on either side…
5] Time your crossing of a room that rhythmically shoots jets of flames from set points on the floor…
6] Zipline through a room with arcing pillars of flame shooting overhead and below…
7] Walk through a corridor filled with video monitors showing the other contestants on their way through the flamedome…
8] Get in a metal-plated toboggan and slide down a tube filled with flames…
9] Run across the giant electric guitar-shaped platform over a room filled with fire…
10] And gracefully jump through a flaming hoop and slide down the tube on the other side to exit the flamedome!


=>TRACKING & SUBMITTING RESULTS
Use the following code to keep track of your progress. When you are finished with a section, please submit your score using the linked Submission Form!

[quote="Hivestuck"][align=center][img]http://octospiracy.com/hivestuck/mar17/bloodfest/event_5_i1.png[/img][/align]
[b]Our names are: [you and your teammate][/b]
[b]My team is:[/b] [blood color]

[b]Total Posts (Wind):[/b]
[b]Obstacles Completed (Wind):[/b]
[b]Total Points (Wind):[/b] [obstacles completed * 100 / total posts]
[b]Total Posts (Water):[/b]
[b]Obstacles (Water):[/b]
[b]Total Points (Water):[/b] [obstacles completed * 100 / total posts]
[b]Total Posts (Fire):[/b]
[b]Obstacles Completed (Fire):[/b]
[b]Total Points (Fire):[/b] [obstacles completed * 100 / total posts]

[b]Total Score:[/b] [total wind points + total water points + total fire points]
[/quote]

 
PostPosted: Fri Mar 24, 2017 9:00 pm
Tournament Spreadsheet for Soda Pong

PRE-ROUNDERS (thank you for being a part of this group! User Image)
stringency
Zeylla

vs.
seekingCylem
Rasali



ImaginationsParadise
Eridia

vs.
leon_a_darkangel
Connie



Hobo Pixi
Dillys

vs.
Sypon
Ganyma



Skyli Peep
Mahmud

vs.
Sypon
Tamiya



ImaginationsParadise
Polair

vs.
saihen
Calida



Chiara, Eostre, Stemma, and Invira's partners will be determined by the results of the pre-round winners.



FIRST ROUND


Gl!tch~
Wander

vs.
smolderingskies
Lillie



purplerosesbeauty
Natash

vs.
Gl!tch~
Luxara



quite uneventful
Zindel

vs.
nepsah
Deimos



Doutei
Scorpa

vs.
Kimbley Kitty
Odette



Taki-di
Tsarzi

vs.
quite uneventful
Forera



ImaginationsParadise
Cynril

vs.
Unaru
Fellah



Micillia
Caiden

vs.
blackbird cake
Saigen



nepsah
Apibom

vs.
Gl!tch~
Hemera



KitsuneAura
Etsali

vs.
quiet delegation
Kaldru



blackbird cake
Elidae

vs.
DraconicFeline
Keionx



Gl!tch~
Guouli

vs.
Kimbley Kitty
Sonnie


LET THE GAMES BEGIN!

Soda Pong and Beach Volleyball are now open!
 

Hivestuck
Captain

Alien Datemate

Reply
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