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Tags: homestuck, troll, breedables, mspa, alternia 

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Hivestuck
Captain

Alien Datemate

PostPosted: Sun Aug 17, 2014 12:10 pm


BATTLE FOR OLD HEMISECT
Interrobang


GAME RULES AND INFORMATION
WAR ROOM

LIST OF COORDINATES
West Old Hemisect
[1, 1]: Hemisect Crypts
Trolls aren’t known for burying their dead, and so the Hemisect Crypts are quite the oddity. It was said that prior to the Goly’b Goly’b incident, it was a place to show off the dead after bouts in the Hemisect Gladiatorial Showground. Being a high-cultured museum of sorts, the bodies have been preserved, recreated in wax, or stuffed and placed in the many crypts of the attraction. However, over time most of the bodies have been “misplaced”.

[1,2]: Museum of High Culture
A standard museum of the highblooded variety that was mostly gutted due to the Goly’b Goly’b incident. Recently, the museum has made an attempt to come back, though for the most part it looks to be a nationalistic haunted house filled with tentacle effigies and the average amount of vaguely erotic highblood art. There’s only one curator in the museum who appears as old as the relics within the walls. No one knows exactly how she’s survived this long.

[1,3]: Dead Fields
Being in close proximity to the coast, these fields have never been a successful source of food. Many ranchers have tried and failed to bring the Dead Fields some boon and sell at the Old Market, but poor conditions have always plagued the land.

[1,4]: Old Market
The Old Market is old even for Old Hemisect standards. Today, it’s been abandoned in favor of more glitzy fare closer to the coast. The wares are quaint and made from lowbloods who have come to the area to make a bit of beetles. Accessories and herbal remedies are the typical fare here.

[1,5]: The Skyrise
A grand corporate skyrise that’s been standing in Old Hemisect since before the incident. It’s received on-and-off renovation over the sweeps instead of being completely torn down and rebuilt – leading to an effect going up the building similar to layers of rock in an ancient cliff.

[1,6]: Paleflush Pleasure District
A very popular location in Old Hemisect City for trolls of all Quadrants – romantic locales and activities for palemates lead this to be an upscale attraction for all trolls. With its proximity to the Daylight Mall and the riches of Mansion Peaks, it proved to be an economical hotspot.

[2,1]: Restaurant Blu
No longer in service due to unforeseen circumstances. This may be the front for some kind of crime group, but that’s just a rumor.

[2,2]: Aiguma Theatre
An abandoned theatre-turned-hive. It’s been well maintained on the inside, but on the outside it appears to have refused to change since the incident. Compared to the restoration elsewhere in the city, this theatre hasn’t changed much for good reason. Most lowbloods don’t go near this monument – there’s a particularly paranoid purpleblood living inside.

[2,3]: Old Hemisect Asylum
It’s apparently well-populated, but no one ever seems to go in or out.

[2,4]: Burrow Residence
A residential district long-abandoned and not yet renovated. Everything seems fairly normal here for Old Hemisect, except for one particular hive that has apparently been inhabited by a troll with a very large, insectoid lusus.

[2,5]: Mansion Peaks
Prime for looters, Mansion Peaks was completely picked clean. Since then, it has seen squatters galore – trolls who always dreamed of living in a lofty hive. These hives have occasionally been the cause for turf wars between trolls for their excellent location and quality.

[2,6]: Daylight Mall
A Mall past its prime. With New Hemisect and Four Fronds luxury locations on the rise, many trolls pass over this old favorite in favor of the newer locations. It still offers troll favorites such as Brawllister and Julius Orangeblood.

[3, 1]: Club Condescension
Its popularity with highbloods and seadwellers caused this to be quite the club prior to the incident; with a new population of highblood stragglers and lowbloods the club has seen better days. It’s usually a ghost town of a building, but the music is always thumping.

[3,2]: Gladiatorial Showground
A huge coliseum meant for grand fights and shows. Layers of posters paper the walls of the arena, promising sweep after sweep the return of the arena. Promises of fights to the death, throngs of lowblood brawls and animal combat emerge from the advertisement – but it looks like these never came to pass.

[3,3]: Hemisect Library
Name since unchanged prior to New Hemisect’s rise, the library reflects the quiet but faintly active atmosphere of Old Hemisect. It’s one of the least-explored libraries on Alternia, and is rumored to have information about Alternia before the Goly’b Goly’b incident locked up somewhere.

[3,4]: Sparse Residences
Unassuming residences now inhabited by stragglers and squatters. There’s clearly no Hiveowner’s Association here to help keep everything neat, tidy and uniform – everywhere weeds and strange scavenged structures pile up in front of each hive like trophies.

[3,5]: Swiftscale Hill
A very tall hill that looks out over the entirety of Old Hemisect City. The remains of the Bloodfest festivities still remain, and if you look hard you may be able to find a discarded sled!

[3,6]: Old Hemisect Opera House
A fine opera house that has remained in relatively good condition over the years. Many a soliloquy and speech has emerged from the stage, and occasionally an ill-advised battle.


East Old Hemisect

[4,1]: Shipwreck
A ship has washed up here on the beach and appears to have been converted into a hive. You have to wonder what kind of nautically-inspired little rascal set up hive here.

[4,2]: Flea Market
For selling all of those unsavory things and trading scavenged goods for scavenged goods. Being next to the Fisherman’s Market gives it a fair bit of traffic, and on a good market day you’re sure to leave with an interesting knick-knack or two.

[4,3]: City Hall
The leaders of Old Hemisect are a rather uncaring bunch – though most would blame their mental state on the rather unfortunate incident that has left permanent scars on the landscape and its residents. They’re so infrequently heard of or seen that most trolls aren’t aware that there’s anyone in the city helping to run it (beyond the queen, of course).

[4,4]: Rail Station
The most up-to-date location in Old Hemisect, the Military makes sure that transportation to and from the city is safe, quick, and free of bumps. The railway and highways running into Old Hemisect contrast the rest of it – they’re fully idealized and functional.

[4,5]: Four Fronds Highway
There’s a huge detour here where the double-decker highway has collapsed in on itself. It would be a good place to make shelter on a good day.

[4,6]: Construction Pit
An enormous pit that contains much of the demolished garbage and detritus from the reconstruction process. In a classic Alternian “out of sight out of mind” idea, it’s grown to cover quite the amount of ground over the sweeps. A winding path surrounds the pit.

[5,1]: Harbor
The southern harbor is a very busy one – taking in trade imports from the seas and supporting the fishing industry, it is the passage to the rest of Alternia.

[5,2]: Fisherman’s Market
If you like a good thrown fish, this is the place for you. The reconstruction of Old Hemisect is interrupting the best time of the year for the fishing industry, unfortunately, and the lack of activity reduces the Market to the smell of fish and little else.
[5,3]: Beachfront Wastes
The combination of the sandy environment and partying hard has rendered the environment here to be solely gunky sand and beach grass where there are no buildings.

[5,4]: Bloodfest Stage
A well-known location for any troll who has frequented the seasonal activities of Bloodfest. The buildings surrounding Bloodfest are by far the best constructed.

[5,5]: Serpentine Mansion
A very clean-looking mansion located on the scenic beachfront. Most trolls avoid this hive like the plague – there are rumors that a highblood wanders some nights into the ocean and performs strange dances, pulling unsuspecting trolls into feelings jams and then… Probably killing them. Probably.

[5,6]: Beach Shack
It’s not much, but there’s a shack here right up the coast. It’s very small, and looks just big enough for some sort of ungulate and perhaps a troll. Could this be a hive? Even for a lowblood, it’s rather small.

[6,1]: Abandoned barge
This barge is mostly occupied by seagulls now. You can’t take this from them; they have claimed it. It’s smelly anyway.

[6,2]: Lighthouse
The troll who lives in the lighthouse has been working it since Regina took over as queen – they’re not particularly hospitable, though. Locals often comment that the “BEWARE” signs near the lighthouse aren’t just for the cliffs...

[6,3]: Shipyard Warehouses
Industrial warehouses, as well as storage for ships going out to sea. Seadwellers get a roomy storage unit for their various forms of aquatic travel, while most other landdwellers can rent out storage units. Much of the Harbor’s wares come up to the Warehouses to be carted for export.

[6,4]: Beach Resort
A beach resort that’s – while not as swanky as it used to be – still in vogue with the fortunate climate and location of Old Hemisect.

[6,5] Luxury Docks
Very high-class docks that don’t receive much use any more. There’s hope that after the reconstruction the many yachts and luxury submarines of highbloods will swim again! At least, some trolls hope that. Most trolls don’t care.
[6,6] Bungalows
Little bungalows set up right on the beach. They’re very cute, and are typically used by drifters passing through. Some trolls charge for daily use of the bungalows, and there’s a surprisingly good business for low-key travel in Old Hemisect.


PARTY MEMBERS
ZEFFER SIROCO███████████APRIFE INVASI
Kamileunaire█████████████saedusk
______ ______███████████______ ______
________██████████████______███



PARTY STATUS
copy and paste this into each of your posts, updating the information as necessary.

[b]Group Progress:[/b]
Coordinates Unlocked: [coordinates you’ve unlocked]
Defenders on Standby: [number of defenders you’ve rallied]
Result of Action: [The result of the action that you rolled for this turn. Don't forget to post in the War Room ASAP if it's applicable!]
Hivestuck rolled 2 6-sided dice: 2, 5 Total: 7 (2-12)
PostPosted: Sun Aug 17, 2014 12:11 pm


DAILY REFRESH!


Welcome to the Battle for Old Hemisect, Interrobang. The mule is intel-savvy enough to have unlocked a coordinate's secrets for you -- don't tell the royalists! Your free coordinate is the Mansion Peaks. How lucky for you! It is considered to be unlocked and can be acted upon immediately.

Each troll is refreshed and ready to go with 2 available actions.


Refreshers:
POSSIBLE ACTIONS ARE:

Build: Roll 1D6 to build on a coordinate that you have unlocked – the roll result determines the durability of the base. You can also build on friendly bases to add durability, up to a maximum of 30 durability. You cannot build on a coordinate that already has an enemy base on it.
Trolls with training in Construction get a bonus to their roll:
Apprentice: Roll 2D6 Journeytroll: Roll 3D6 Master: Roll 4D6 Grandmaster: Roll 5D6

Rally: Roll 1D6 to organize defenders, which can be assigned to any coordinate you have unlocked. The roll result determines the amount of defenders you have rallied. Defenders will be on stand-by until you mobilize them. Defenders are the second level of defense that can be assigned to protect a base. You must use defenders to take out defenders if you want to demolish an enemy base!
Trolls with training in Recruiting get a bonus to their roll:
Apprentice: Roll 2D6 Journeytroll: Roll 3D6 Master: Roll 4D6 Grandmaster: Roll 5D6

Demolish:
Roll 1D6 to destroy a base on a coordinate that you have unlocked – the roll result determines the amount of damage done to the durability of the base. At 0 durability, the base is destroyed. You cannot demolish a base with defenders assigned to it.
Trolls with training in Demolition get a bonus to their roll:
Apprentice: Roll 2D6 Journeytroll: Roll 3D6 Master: Roll 4D6 Grandmaster: Roll 5D6

Intelligence: Roll a new coordinate (2D6). If you roll a coordinate you have already unlocked, the roll is wasted.
Trolls with training in Intelligence get a bonus to their rolls:
Apprentice: Roll 2 new coordinates (4D6)
Journeytroll: Roll 2 new coordinates (4D6); if at least 1 of the coordinates is not unique, re-roll 2D6 until a new coordinate has been unlocked.
Master: Journeytroll effect OR select one new coordinate from another team and unlock it. You must post with roleplay in your own thread and the other team’s thread for this to take effect.
Grandmaster: Journeytroll effect OR Master effect OR… Roll 1 coordinate (2D6). If your allies control the coordinate rolled: add 5 durability and 5 defenders to that coordinate (may surpass the maximum durability/defender limit by 5). If your opponents control the coordinate rolled: it loses 5 durability and 5 recruits (does not apply if the numbers would decrease past 0). You additionally unlock the coordinate.


Mobilize: Choose one of two options:
1. Send defenders from your stand-by or a friendly-base you control to any friendly-base on a coordinate that you have unlocked.
2. Assault an enemy-controlled coordinate that you have unlocked using defenders from your stand-by. Defenders must be deployed to a base before they can assault an enemy base.

POST IN THE WAR ROOM THREAD IF:

You build a new base on a coordinate
You reinforce a friendly base
You assign defenders to a base
You assault a base
You do damage to a base
You destroy a base
You use the Grandmaster Intelligence perk to affect a base

Hivestuck
Captain

Alien Datemate

saedusk rolled 4 6-sided dice: 6, 2, 5, 3 Total: 16 (4-24)

saedusk
Crew

Dedicated Bunny

PostPosted: Sun Aug 17, 2014 4:38 pm


Group Progress:
Coordinates Unlocked: [2,5]
Defenders on Standby: 0
Result of Action: Unlocked coordinates [6,2] & [5,3] (novice intel)

"Stay here," he'd muttered, map in hand. "I'm gonna scout ahead, I'll be back with some new places we can ******** with." Aprife's grin was intense as he pulled his goggles down over his eyes and slapped a hand a little too firmly on Zeffer's shoulder. Things were finally getting real and it was time to do a little damage, or at least fortify what they could, for the resistance.

When he finally returned sometime later, he had a couple new places marked in yellow on the map, which he was quick to go over in pen (certainly a more readable black color). "Forgot my pen..." he muttered with a laugh as he showed the slightly yellow-smudged paper to his partner. There was a little cut visible on his finger where'd 'borrowed' his own blood to make sure he could track their progress.
kamileunaire rolled 1 6-sided dice: 1 Total: 1 (1-6)
PostPosted: Sun Aug 17, 2014 5:35 pm


Group Progress:
Coordinates Unlocked: [2,5] , [6,2] , [5,3]
Defenders on Standby: 0
Result of Action: build at [6,2]

"Alright!" Zeffer had thought about trying to reinforce the area they'd set up in, but Aprife's scouting turned up a far more interesting (and useful) location. A lighthouse seemed like an excellent place for a base, with good visibility all around. After knocking out the surly lighthouse keeper he had attempted to strengthen the defense of the place, with limited results. That was what he got for spending to much time working with the demolitions squad, he supposed. He'd be able to use those skills soon, right?

"Works just as good as a highlighter, doesn't it?" Zeffer snorted as he looked from the ramshackle work he had just completed, and back to the yellow-stained paper, wondering what they ought to get done next. "Let's go out and find an enemy base. I haven't been putting bombs together for the past week for nothin'." He suggested, smirking like a crazed fool. He wasn't going to get anywhere pretending that he could build a base when he could be out in the field, destroying the enemy and helping in that regard.

kamileunaire

Floppy Member

saedusk rolled 4 6-sided dice: 6, 5, 5, 5 Total: 21 (4-24)

saedusk
Crew

Dedicated Bunny

PostPosted: Sun Aug 17, 2014 6:01 pm


Group Progress:
Coordinates Unlocked: [2,5] , [6,2] , [5,3]
Defenders on Standby: 0
Result of Action: [6,5] & [5,5] unlocked (novice intel)

"It certainly does," he agreed, examining the tiny wound on his finger with some vague look of pride, or perhaps it was simply amusement. "This time I'm gonna take my pen, though. Must be this atmosphere making me forget..." It's true, it was just a little bit unusual for Apife to forget something he used so often as a damn pen. But things had been a little hectic in this first stretch of the battle. This time he remembered to take it, but after a time of scouting the expression on his face when he returned was a certainly less humorous and definitely more apologetic.

"Couldn't find any enemy bases..." he admitted, scuffing his foot in the dirt. It was obvious, though, that he was somewhat tired and needed a break from looking around.
Hivestuck rolled 2 6-sided dice: 2, 3 Total: 5 (2-12)
PostPosted: Mon Aug 18, 2014 11:32 am


DAILY REFRESH!


It's a new day! Not much conflict has broken out, save for some guerilla-style destruction and rebuilding of bases. The mule feels as though some friendly neutral chaos is in order to keep things interesting!

Presenting, her newest creation: the Balancing Lever Used to Engage Surprise Happenstances, Equalizing Luckless Long Shots! With a flick of this lever, who knows what will happen?

Today's Happenstance: A mysterious troll has been dropping hints to juicy locations over rebel radio-waves. Your free coordinate is the Old Hemisect Asylum.

Each troll is refreshed and ready to go with 2 available actions.


Refreshers:
POSSIBLE ACTIONS ARE:

Build: Roll 1D6 to build on a coordinate that you have unlocked – the roll result determines the durability of the base. You can also build on friendly bases to add durability, up to a maximum of 30 durability. You cannot build on a coordinate that already has an enemy base on it.
Trolls with training in Construction get a bonus to their roll:
Apprentice: Roll 2D6 Journeytroll: Roll 3D6 Master: Roll 4D6 Grandmaster: Roll 5D6

Rally: Roll 1D6 to organize defenders, which can be assigned to any coordinate you have unlocked. The roll result determines the amount of defenders you have rallied. Defenders will be on stand-by until you mobilize them. Defenders are the second level of defense that can be assigned to protect a base. You must use defenders to take out defenders if you want to demolish an enemy base!
Trolls with training in Recruiting get a bonus to their roll:
Apprentice: Roll 2D6 Journeytroll: Roll 3D6 Master: Roll 4D6 Grandmaster: Roll 5D6

Demolish:
Roll 1D6 to destroy a base on a coordinate that you have unlocked – the roll result determines the amount of damage done to the durability of the base. At 0 durability, the base is destroyed. You cannot demolish a base with defenders assigned to it.
Trolls with training in Demolition get a bonus to their roll:
Apprentice: Roll 2D6 Journeytroll: Roll 3D6 Master: Roll 4D6 Grandmaster: Roll 5D6

Intelligence: Roll a new coordinate (2D6). If you roll a coordinate you have already unlocked, the roll is wasted.
Trolls with training in Intelligence get a bonus to their rolls:
Apprentice: Roll 2 new coordinates (4D6)
Journeytroll: Roll 2 new coordinates (4D6); if at least 1 of the coordinates is not unique, re-roll 2D6 until a new coordinate has been unlocked.
Master: Journeytroll effect OR select one new coordinate from another team and unlock it. You must post with roleplay in your own thread and the other team’s thread for this to take effect.
Grandmaster: Journeytroll effect OR Master effect OR… Roll 1 coordinate (2D6). If your allies control the coordinate rolled: add 5 durability and 5 defenders to that coordinate (may surpass the maximum durability/defender limit by 5). If your opponents control the coordinate rolled: it loses 5 durability and 5 recruits (does not apply if the numbers would decrease past 0). You additionally unlock the coordinate.


Mobilize: Choose one of two options:
1. Send defenders from your stand-by or a friendly-base you control to any friendly-base on a coordinate that you have unlocked.
2. Assault an enemy-controlled coordinate that you have unlocked using defenders from your stand-by. Defenders must be deployed to a base before they can assault an enemy base.

POST IN THE WAR ROOM THREAD IF:

You build a new base on a coordinate
You reinforce a friendly base
You assign defenders to a base
You assault a base
You do damage to a base
You destroy a base
You use the Grandmaster Intelligence perk to affect a base

Hivestuck
Captain

Alien Datemate

saedusk rolled 4 6-sided dice: 4, 3, 3, 4 Total: 14 (4-24)

saedusk
Crew

Dedicated Bunny

PostPosted: Mon Aug 18, 2014 5:53 pm


Group Progress:
Coordinates Unlocked: [2,5] , [6,2] , [5,3], [6,5], [5,5], [2,3]
Defenders on Standby: 0
Result of Action: [4,3] & [3,4] unlocked (novice intel)

Back cracking as he stretched his arms out over his head, Aprife yawned. Rest had come a bit fitful and way too short, that much was certain, but he felt better enough to journey back out into the fray regardless. Not that what he often chose to do could be discerned as fighting, at least not yet, but there was an edge of danger to it regardless. Hell, the situation had grown undeniably dangerous for everyone, and it was only the second night. Regardless, he ventured back out, seeking enemy bases again, something for Zeffer to test his newly acquired talents on.
kamileunaire rolled 3 6-sided dice: 5, 3, 6 Total: 14 (3-18)
PostPosted: Tue Aug 19, 2014 3:29 am


Zeffer grinned maniacally as he looked over the map his friend had returned with. Their first day of deployment had been a bit boring (if he dared to say so in such a perilous situation), but now things were starting to speed up nicely, just how he liked. "Alright, you found a good spot. Let's go scatter that shitty little base of theirs." Zeffer suggested, ready with a good stash of explosives he had assembled the evening before. He was a bit tired himself, but restless and ready to raise hell.

And raise hell they would! Following the yellowblood's directions, he made his way out through the city to launch a fervent attack against the base that had been erected on the sand dunes. The screams that erupted from his attack were nothing short of delicious to the murderous blueblood.

Group Progress:
Coordinates Unlocked: [2,5] , [6,2] , [5,3], [6,5], [5,5], [2,3]
Defenders on Standby: 0
Result of Action: demo attack on (5,3) beach front waste base, 14 damage done

kamileunaire

Floppy Member

kamileunaire rolled 3 6-sided dice: 4, 2, 3 Total: 9 (3-18)

kamileunaire

Floppy Member

PostPosted: Tue Aug 19, 2014 3:42 am


Group Progress:
Coordinates Unlocked: [2,5] , [6,2] , [5,3], [6,5], [5,5], [2,3]
Defenders on Standby: 0
Result of Action: demo attack on (5,3) beach front waste base, 9 damage done
PostPosted: Tue Aug 19, 2014 11:20 am


DAILY REFRESH!


It's a new day! The fighting in Old Hemisect has begun, but injuries are as of yet still low. There have not yet been any casualties, to the relief of many lusii and even Captain Mapuye herself. The Alternian Military is offering leniency for those rebels who will turn themselves over to the royalist side. Flyers and announcements promising "Grace for those who, deep down in their pump biscuits, wish the best for our great Alternian race."

Today's Happenstance: Royalists attacking rebel defenders may roll 1D4. The resulting number of defenders can be added to their standby. This effect can only be used once per coordinate attacked.

Each troll is refreshed and ready to go with 2 available actions.


It was brought to my attention yesterday that there was an error printed in the rules! Please note that this error has been corrected, and to clarify:

You cannot mobilize defenders directly from your standby to assault an enemy base; they must be mobilized to a friendly base first. Thank you!


Refreshers:
POSSIBLE ACTIONS ARE:

Build: Roll 1D6 to build on a coordinate that you have unlocked – the roll result determines the durability of the base. You can also build on friendly bases to add durability, up to a maximum of 30 durability. You cannot build on a coordinate that already has an enemy base on it.
Trolls with training in Construction get a bonus to their roll:
Apprentice: Roll 2D6 Journeytroll: Roll 3D6 Master: Roll 4D6 Grandmaster: Roll 5D6

Rally: Roll 1D6 to organize defenders, which can be assigned to any coordinate you have unlocked. The roll result determines the amount of defenders you have rallied. Defenders will be on stand-by until you mobilize them. Defenders are the second level of defense that can be assigned to protect a base. You must use defenders to take out defenders if you want to demolish an enemy base!
Trolls with training in Recruiting get a bonus to their roll:
Apprentice: Roll 2D6 Journeytroll: Roll 3D6 Master: Roll 4D6 Grandmaster: Roll 5D6

Demolish:
Roll 1D6 to destroy a base on a coordinate that you have unlocked – the roll result determines the amount of damage done to the durability of the base. At 0 durability, the base is destroyed. You cannot demolish a base with defenders assigned to it.
Trolls with training in Demolition get a bonus to their roll:
Apprentice: Roll 2D6 Journeytroll: Roll 3D6 Master: Roll 4D6 Grandmaster: Roll 5D6

Intelligence: Roll a new coordinate (2D6). If you roll a coordinate you have already unlocked, the roll is wasted.
Trolls with training in Intelligence get a bonus to their rolls:
Apprentice: Roll 2 new coordinates (4D6)
Journeytroll: Roll 2 new coordinates (4D6); if at least 1 of the coordinates is not unique, re-roll 2D6 until a new coordinate has been unlocked.
Master: Journeytroll effect OR select one new coordinate from another team and unlock it. You must post with roleplay in your own thread and the other team’s thread for this to take effect.
Grandmaster: Journeytroll effect OR Master effect OR… Roll 1 coordinate (2D6). If your allies control the coordinate rolled: add 5 durability and 5 defenders to that coordinate (may surpass the maximum durability/defender limit by 5). If your opponents control the coordinate rolled: it loses 5 durability and 5 recruits (does not apply if the numbers would decrease past 0). You additionally unlock the coordinate.


Mobilize: Choose one of two options:
1. Send defenders from your stand-by or a friendly-base you control to any friendly-base on a coordinate that you have unlocked.
2. Assault an enemy-controlled coordinate that you have unlocked using defenders from a friendly base. Defenders must be deployed to a base before they can assault an enemy base and cannot attack directly from your standby.

POST IN THE WAR ROOM THREAD IF:

You build a new base on a coordinate
You reinforce a friendly base
You assign defenders to a base
You assault a base
You do damage to a base
You destroy a base
You use the Grandmaster Intelligence perk to affect a base

Hivestuck
Captain

Alien Datemate


zeflamigo

Interstellar Astronaut

PostPosted: Tue Aug 19, 2014 11:45 am


"Rebel team at Beachfront Wastes, come in!" Odette said nervously, fumbling with her radio. Was she still on the right station? "This is Team Totally Spies! We are here to provide backup!" She fumbled some more with the device.

She watched the two rebel teens for a bit from behind a dune. They looked oddly familiar to her, but she didn't recognize them as anyone she knew closely. The blueblood specifically looked rather... threatening. But everyone could use help, regardless of what they looked like. "Red Swan to Teal Owl and Yellow Yak, I've found some rebels on some empty coordinates. Teal Owl, could you please assist in building a base? Over."
saedusk rolled 4 6-sided dice: 1, 1, 3, 6 Total: 11 (4-24)
PostPosted: Tue Aug 19, 2014 8:24 pm


Group Progress:
Coordinates Unlocked: [2,5] , [6,2] , [5,3], [6,5], [5,5], [2,3]
Defenders on Standby: 0
Result of Action: [1,1] & [3,6] unlocked

Up and moving around the dunes when the call first came over the radio, it took Aprife a minute to answer back, though he eventually did, cheeky grin apparent in his voice. He hadn't made a habit so far of communicating much with the other teams, but it never hurt to cooperate where one's own strengths lacked. This location would be great for another base for their side, and he much preferred running the land looking for new opportunities over staying on-site, so he was quick to defer the work to them while Zeffer prepped for more demolition.

"Roger that, Spies. Team Interrobang here, this place could use a little fixing up," The yellowblood laughed, finger never leaving the radio button. "I'm headed out, so play nice with my partner while I'm gone." And click, his voice cut immediately after that hissed out 'request,' and he waved, both to Zeffer and whoever might be loitering around nearby, before skulking off. He obviously wasn't much for the lingo, but she'd hopefully gotten the message regardless.

saedusk
Crew

Dedicated Bunny

saedusk rolled 4 6-sided dice: 1, 3, 6, 5 Total: 15 (4-24)

saedusk
Crew

Dedicated Bunny

PostPosted: Tue Aug 19, 2014 8:58 pm


Group Progress:
Coordinates Unlocked: [2,5], [6,2] , [5,3], [6,5], [5,5], [2,3], [1,1], [3,6]
Defenders on Standby: 0
Result of Action: [1,3] unlocked

A little revved from earlier, Aprife decided to stay out in the field snaking around longer than he usually would have. It might have been beneficial to rest, but who was he kidding, the adrenaline that came with the danger was enough to keep him going. Chewing on the end of his pen as he sat pressed against the crumbling wall of some kind of weird club, he considered his options a bit longer. This place was friendly territory, at least for now, so he took the opportunity to rest up for a short stint before deciding whether to radio that he was on his way back.
PostPosted: Wed Aug 20, 2014 12:13 pm


DAILY REFRESH!


It's a new day! The realities of the conflict are finally starting to sink in. Rebel attacks are becoming more severe. The Alternian Military now proudly lists a fair number of rebel casualties. Injured royalists and those willing to assist in the injuries from demolition and conflict in Old Hemisect are told to report to the Coastal Base immediately. Captain Puchen's offer has been taken back now that the rebels have a greater edge than the royal forces in the tide of battles. "Attention, all recruits," she barked over the radio. "Force is necessary to win this battle. If we cannot will them to our side, we will capture and punish them. Take them down."


Today's Happenstance: If a Royalist Team destroys a rebel base, they can quote a user whose rebel troll they have captured. The troll must make a post in the Royalist Team's thread and roll 2d6 to unlock a new coordinate. If they fail to find a new coordinate, they must roll 2d6, then 3d6, etc until they do so (accompanied by RP text). The first new coordinate rolled will be used (only 1 coordinate is to be unlocked through this effect). They cannot roll in their group thread until this is done. This can be used once per Royalist Team.

If a Rebel Team destroys a Royalist base, they can quote two trolls who have unlocked the coordinate that the destroyed base was on. These two must post once in the Coastal Base attending to their injuries and the injuries of others before they can roll again in their group thread. This effect can be used once per Rebel Team.

Each troll is refreshed and ready to go with 2 available actions.

You guys rule! Keep up the good work!

Refreshers:
POSSIBLE ACTIONS ARE:

Build: Roll 1D6 to build on a coordinate that you have unlocked – the roll result determines the durability of the base. You can also build on friendly bases to add durability, up to a maximum of 30 durability. You cannot build on a coordinate that already has an enemy base on it.
Trolls with training in Construction get a bonus to their roll:
Apprentice: Roll 2D6 Journeytroll: Roll 3D6 Master: Roll 4D6 Grandmaster: Roll 5D6

Rally: Roll 1D6 to organize defenders, which can be assigned to any coordinate you have unlocked. The roll result determines the amount of defenders you have rallied. Defenders will be on stand-by until you mobilize them. Defenders are the second level of defense that can be assigned to protect a base. You must use defenders to take out defenders if you want to demolish an enemy base!
Trolls with training in Recruiting get a bonus to their roll:
Apprentice: Roll 2D6 Journeytroll: Roll 3D6 Master: Roll 4D6 Grandmaster: Roll 5D6

Demolish:
Roll 1D6 to destroy a base on a coordinate that you have unlocked – the roll result determines the amount of damage done to the durability of the base. At 0 durability, the base is destroyed. You cannot demolish a base with defenders assigned to it.
Trolls with training in Demolition get a bonus to their roll:
Apprentice: Roll 2D6 Journeytroll: Roll 3D6 Master: Roll 4D6 Grandmaster: Roll 5D6

Intelligence: Roll a new coordinate (2D6). If you roll a coordinate you have already unlocked, the roll is wasted.
Trolls with training in Intelligence get a bonus to their rolls:
Apprentice: Roll 2 new coordinates (4D6)
Journeytroll: Roll 2 new coordinates (4D6); if at least 1 of the coordinates is not unique, re-roll 2D6 until a new coordinate has been unlocked.
Master: Journeytroll effect OR select one new coordinate from another team and unlock it. You must post with roleplay in your own thread and the other team’s thread for this to take effect.
Grandmaster: Journeytroll effect OR Master effect OR… Roll 1 coordinate (2D6). If your allies control the coordinate rolled: add 5 durability and 5 defenders to that coordinate (may surpass the maximum durability/defender limit by 5). If your opponents control the coordinate rolled: it loses 5 durability and 5 recruits (does not apply if the numbers would decrease past 0). You additionally unlock the coordinate.


Mobilize: Choose one of two options:
1. Send defenders from your stand-by or a friendly-base you control to any friendly-base on a coordinate that you have unlocked.
2. Assault an enemy-controlled coordinate that you have unlocked using defenders from a friendly base. Defenders must be deployed to a base before they can assault an enemy base and cannot attack directly from your standby.

POST IN THE WAR ROOM THREAD IF:

You build a new base on a coordinate
You reinforce a friendly base
You assign defenders to a base
You assault a base
You do damage to a base
You destroy a base
You use the Grandmaster Intelligence perk to affect a base

Hivestuck
Captain

Alien Datemate

kamileunaire rolled 3 6-sided dice: 4, 6, 2 Total: 12 (3-18)

kamileunaire

Floppy Member

PostPosted: Wed Aug 20, 2014 5:08 pm


"We appreciate the assist, Team Spies." Zeffer radioed in to let them know, not wanting to put off any other rebels who wanted to assist. He sure as hell wasn't about to start reinforcing bases by himself, so it was nice to know that one of the other teams was looking after that.

Shuffling his map, Zeffer studied it carefully. Aprife's diligent work was paying off, because now there were several places that would be perfect to launch an assault. "Aprife, I'm heading north. There are a few places that they've left defenseless." He said on his radio before heading out, intent on doing some damage to the area, which seemed full of hives that were probably pretty high class, at one point.

Group Progress:
Coordinates Unlocked: [2,5], [6,2] , [5,3], [6,5], [5,5], [2,3], [1,1], [3,6] [1, 3]
Defenders on Standby: 0
Result of Action: 12 damage done to (2,5) mansion peaks
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