Welcome to Gaia! ::

Hivestuck

Back to Guilds

Homestuck inspired troll related b/c 

Tags: homestuck, troll, breedables, mspa, alternia 

Reply Historical & Archived Events
[META-batt] The Captain's Warpath Goto Page: 1 2 3 ... 4 ... 11 12 13 14 [>] [>>] [»|]

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

Hivestuck
Captain

Alien Datemate

PostPosted: Wed Aug 27, 2014 9:57 am
Boss Battle Guide


Captain Puchen has had enough. It's time to seize the leader of the rebellion and cut off the source of the conflict. Rebels have a similar idea – capturing the military head would send a strong message to the Alternian government. Not only that, but the Captain has been enraged by the rebel threat -- her solution to the threat is to bomb the city to purge it of resistance, while rebels fire back in equal force. The final chase is on – royalists rumble through the city towards the Wooded Sanctuary while rebels have put together an assault team to engage the Coastal Base. Reconstruction has been all-but abandoned, and the royal forces now focus on sheer force to end the threat. As both the rebels and royalists travel through the city, they leave destruction in their wake. Players will have to act quickly and efficiently to avoid total destruction of the many locations in Old Hemisect City.


Quote:
EACH ROUND:
Each round, trolls travel through Old Hemisect city fighting off dangerous threats, overcoming obstacles and making their way to the main enemy base. Boss HP is considered to be the amount of forces and resources that the opposing army has on hand, as well as the progress of the assault.


You can choose to assist your side as either ASSAULT or INTEL. You may switch between the two at the start of each new round (boss attacks), but not in between during the 30-minute attack periods.


Quote:
ASSAULT:
You are heading the close-combat assault, and may utilize weapons, trinkets and battle abilities. Standard boss battle rules apply; kids (including OHC resident kids) must adhere to lusus+kid battle rules. Your lusus will be taking and dealing hits for your kid troll. The effects of 2012 meta pins are not active at this time.

IF YOUR TROLL HAS TRAINING (can only be used by trolls currently on assault)
{Novice-1 Journeytroll-2 Master-3 Grandmaster-4}
Structural Shield (construction): Use reinforced buildings as a shield to protect yourself, reducing the damage you take during the damage round by 2. Can be used as many times as your training level in Construction.
Crumbling Point (demolition): Use your destructive know-how to get an edge in battle, increasing the damage of any attack roll by 2. Can be used as many times as your level in Demolition.
Sure Shot (intelligence): You can choose to deal 3 flat damage (cannot be increased) in lieu of attacking during the 30-minute periods between boss attacks. This effect is active until the boss's next attack. Can be used as many times as your level in Intelligence.
Adrenaline (recruiting): Your fervor contributes to your ability to withstand the pressure of the battle. You can choose to heal yourself 1D6 + your level in Recruiting. This can be used as many times as your Recruiting level.


Quote:
INTEL:
You are attempting to scour your intel while following the assault teams, through interrogation methods, hacking, analyzing battle data and the information you’ve gleaned from training. Intel trolls must intercept bombing signals from royalists to avoid destruction of their bases to deal massive damage to the enemy, or suffer great losses.

If you choose to use an afk mode while being active as intel, regular battle afk rules will apply.

At the beginning of the round, and each 30 minutes thereafter (same as regular boss battle rules), you can roll 2D6 to search a coordinate. There will be a number of effects that can occur:

1. If you roll the coordinate that the enemy is targeting, (as posted by the mule at the beginning of each round), you successfully divert its path! All trolls deal double damage for the remainder of the round.
2. If you roll a coordinate that your side (rebels or royalists) controls, you deal 2 damage and are able to roll again immediately.
3. If you roll a coordinate that your side (rebels or royalists) does not control, you take 1 damage.
4. If no one rolls the coordinate that is targeted for attack during the round, it will be destroyed permanently. All trolls in the battle will suffer a penalty if this occurs. This will affect both groups, and from then on if the destroyed location is rolled by either side, negative effects may occur.
5. Additional effects due to rolling specific special coordinates may be posted by the mule at the beginning of a round.

Intel trolls will also be affected by the damage pool occurring at the beginning of each round. The first number of their 2D6 roll will be the dodge roll, as normal. Damage due to this will be considered to be backlash from attacks, exhaustion, equipment failure, etc if not explicitly stated in the description.

IF YOUR TROLL HAS TRAINING
(can only be used by trolls currently on Intel)
{Novice-1 Journeytroll-2 Master-3 Grandmaster-4}
Structural Barrier (construction): If a dodge roll of 1 is rolled, increase its number by 2. This lasts until the boss's next attack and affects the troll that activated it as well as one other troll, but does not affect trolls that rolled to dodge prior to the activation of this ability. Can be used as many times as your training level in Construction.
Explosive Attacks (demolition): If an attack would do 1 damage, increase damage by 2. This lasts until the boss's next attack and affects all trolls for the duration; only affects attacks that occurred after the activation of this effect. Can be used as many times as your training level in Demolition.
Re-strategize (intelligence): Negate and re-roll a coordinate search. Can be used as many times as your level in Intelligence.
Inspire (recruiting): You motivate your troops, giving them a second wind in battle. Heal another troll half of their total HP, as many times as your level in Recruiting.
 
PostPosted: Wed Aug 27, 2014 10:59 am
User Image - Blocked by "Display Image" Settings. Click to show.

625/625

LOCATION: CONSTRUCTION PIT [4,6]
TARGET: GARBAGE PILES


Captain Puchen called out orders from her Coastal Base, while her expeditions scoured the land. The goal?

"Listen up, troops. Your objective is simple. We are staging an expedition down the coast. What the rebels don't know -- or are too foolish to believe -- is that the strength of Alternia is overwhelming. We will signal additional forces from the southern lighthouse, and make our way to the Abandoned Barge. With an expedition as compact as it is, the heli-lift should suit our needs, and we will hone in on the rebellion base and wipe them out." Her voice was tinny and commanding from the radio. The royalist troops hunched around it grimly. "Our first stop is the Construction Pit. We will need to clear a path for our larger transports, so I'm sending the assault and intelligence teams there first to demolish whatever is blocking the way. It shouldn't take longer than a few hours; we can't afford to waste time. Let's move!"

The radio clicked off, and the army's troops were on their way. There was a manner of delegating troops to various coordinates to stave of the rebel threat, but most of the focus was now on the Captain's path of action. A loud barrage of orders set the Construction Pit objective in motion.

The Pit itself was largely untouched throughout the fight over territory, which unfortunately meant that standing in the royalist's way was trash. Lots of trash. Heaps of metal and discarded building materials. It would need a path cleared straight through the middle, and time was wasting. Fortunately, the royalists were not afraid to use explosives to create hot garbage and get their way.


Like the boss battle rules say, roll 2D6!
For your dodge roll, listings go as follows:

If you roll a 1, your demolition efforts are unfortunate at best and tragic at worst. In attempting to get rid of one of the opposing piles, you cause a familiar (but even more tragic in the heat of summer) TRASHVALANCHE. An extremely dangerous pile of -- now flaming -- metal barrages you. Take 3 damage and deal half damage, and your coordinate search fails.

If you roll a 2, you realize too late that this Construction Pit was not as untouched by rebels as you thought. You uncovered some rebel traps, and manage to take the worst of it. INTEL trolls can ID the traps and avoid full damage, taking only 1, while ASSAULT trolls take 2. You deal 1 less damage than you would have this turn.

If you roll a 3, and noticing first that there are rebel booby traps directly in your way, alert your fellow royalists to their presence. However, you botch disabling them and take 1 damage. You deal 1 less damage than you would have this turn.

If you roll a 4, the construction equipment you're using decides to utterly malfunction. It's a huge setback for INTEL trolls: you take 2 damage and your coordinate search fails. ASSAULT: Fortunately, you can be used elsewhere, and don't need to stick around and patch up this equipment failure. You take no damage, and deal normal damage.

If you roll a 5, you plow through the piles with relative ease. The only issue is that while you destroy the piles quickly and up close, you manage to get in the blast a couple of times. Weigh your priorities, will you? Take 1 damage.

If you roll a 6: INTEL: You know the perfect route and manage to only need to do minor pile-detail while navigating a large chunk of the royalists through the Construction Pit. Easy as sledding! Take no damage and gain an extra coordinate roll, because you've got time to kill. ASSAULT: In your demolition you find success, and even manage to disarm and reuse some rebel traps along the way. You deal 1 extra damage this round.



NEXT ROUND STARTS AT 3PM PST
 

Hivestuck
Captain

Alien Datemate

Hivestuck rolled 10 6-sided dice: 4, 2, 1, 6, 6, 5, 2, 4, 6, 1 Total: 37 (10-60)

Hivestuck
Captain

Alien Datemate

PostPosted: Wed Aug 27, 2014 11:02 am
THE PHOENIX INITIATIVE THREATENS TO DEMOLISH A COORDINATE


[4,2] [1,6] [6,5] [2,4] [6,1]
THE BURROW RESIDENCE [2,4]
if this coordinate is rolled by intel trolls, all trolls deal 2x damage. if not rolled... there will be consequences.
· · · – – – · · ·
 
Sypon rolled 2 6-sided dice: 2, 4 Total: 6 (2-12)
PostPosted: Wed Aug 27, 2014 12:29 pm
Tamiya is on INTEL
Kabukidad HP: 40 - 1 = 39
Grandmaster Recruiting: x x x x
Apprentice Intelligence: x

Tamiya was livid, and on a warpath of her own. Finally, justice could be served. As she sat with her lusus in the royalist transport, she stroked his ears nervously. Not much worse could happen to her than could have... She began her work deliberately, shouting orders at drones to Get to Work and Move these Unfeely Piles Outta Here! Finally, she decided to get her hands dirty with the work itself. It was a bad idea.

"Aa-AAH!! Watch out, father!" Shrieked Tamiya. She had triggered a shattering booby trap, and though she managed to avoid much of the damage, Kabukidad looked worse for wear. He picked out shards of glass from his skin.

Suddenly, a radio signal came in. Tamiya stopped to listen, worriedly. She knew that the rebels were intent on destroying royalist locations without hesitation. It made a catch in her throat even more deadly. The location of a potential target was being described. Sparse residences... Abandoned hives... T-tunnels?

Tamiya gasped and nearly screamed. Nothing more could happen to her, but Larque? No. She knew exactly where this coordinate was, and how to stop the damn rebels from taking away her... F-fffrr-----soulmate's hive. Snatching the radio, she screamed as loud as she could -- so that rebels could hear it, wherever they were.

"THAT'S THE ******** BURROWS. THE BURROW RESIDENCES -- DIVERT THEIR ARTILLERY AT ONCE!"


[2,4] ROLLED!
Tamiya does 2 damage and the royalists get DOUBLE DAMAGE this round!
 

Sypon
Vice Captain

ChaosTheories rolled 2 6-sided dice: 4, 6 Total: 10 (2-12)

ChaosTheories

Obsessive Streaker

PostPosted: Wed Aug 27, 2014 12:56 pm
Abrila is on ASSAULT
HP: 20
Apprentice Construction: x
Master Demolition: x x x


Abrila's usefulness seemed to depend on how hard she could hit things with her shovel, so she had been shoved onto one of the assault teams at the beginning. At least it was only a matter of clearing away debris from the area. The garbage pile was enough to awe even her.

She fiddled with her construction equipment and noticed it was broken. Oh well, she could easily get a new set when the transports when through. She decided to set up a few small explosives around some debris, and set them off when she was at a safe distance. Nothing seemed to be going wrong... yet.


Abrila deals 12 damage!
 
iStoleYurVamps rolled 2 6-sided dice: 4, 6 Total: 10 (2-12)
PostPosted: Wed Aug 27, 2014 1:02 pm
A fight fight- a real battle. Shivering her timbers, (not that much just a tiny bit), the teal blood held up her blaster edges. Seadad had been sent home, leaving her on her own. It was going to be a blood grub bath. The yellow of the troll she's felled from before had faded, now, it was time to replace those colors with a rainbow. Avoiding some of the old broken equipment, she was able to press onward, breaking things as a pre-game to breaking faces.


Atiqua on ASSault
HP: 20-
Demo: XX
Construction: X
DMG: 6+2 Demo bonus=8  


iStoleYurVamps

iStoleYurVamps


Trash Husband

KitsuneAura rolled 2 6-sided dice: 6, 6 Total: 12 (2-12)


KitsuneAura


Magical Detective

PostPosted: Wed Aug 27, 2014 1:16 pm
Etsali is on INTEL
Keeper HP: 40
Journeytroll Intelligence: x x
Journeytroll Construction: x x
Apprentice Demolition: x

"Hey, come on, you have to go this way if you want to avoid all the stuff!" Maybe it was all the scrambling through junkyards experience she had, but Etsali was having a pretty easy time spotting the perfect path through the mess for the assault team ahead of her. Honestly, she couldn't believe they hadn't seen the path themselves. Maybe they were distracted by all the junk lying around, she guessed she could relate with that. Turning her attention back to her intel, to keep her own mind off the possible temptations of their surroundings, she picked a coordinate out of it. That one sounded familiar, was it being targeted, or...? She considered it a second, then leaned forward to resume telling her assault team what to do. Being sort of in charge made this almost fun, didn't it?

[6,6] Rolled!

Deals 4 damage, gets an extra coordinate roll and can roll again because royalist coordinate!
 
thyPOPE rolled 2 6-sided dice: 3, 3 Total: 6 (2-12)
PostPosted: Wed Aug 27, 2014 1:34 pm
Dictys is on INTEL
Mommydaddy HP: 40 - 2 = 38
Master Recruiting: x x x

There was no question about it: Dictys was not going to be on the front lines. It was solely the transport vehicles for em, thank you very much. Ey settled back, quick to take note of the purple troll's information - and not very pleased to see that the rebel bases had been booby trapped while they were relaxing. Of course.


[3,3] ROLLED!
Dictys takes 2 damage and deals none!
 

thyPOPE

Devoted Hoarder

thyPOPE rolled 2 6-sided dice: 2, 1 Total: 3 (2-12)

thyPOPE

Devoted Hoarder

PostPosted: Wed Aug 27, 2014 1:39 pm
Alifax is on ASSAULT
HP: 20 - 2 = 18
Grandmaster Intelligence: x x x x
Apprentice Construction: x
Apprentice Demolition: x

Oh, ******** been a while since Alifax had been in battle, and it'd been a longer while since it'd been anything like this. Of course there was also the complication of, well, it being a base. Built by rebels - who were actively waiting for attack and, apparently, prepared for it. Alifax really disliked the idea of booby traps, but he supposed they were smart. He hoped that the royal construction teams had been similarly resourceful when planning, and ducked out for a bit before striking with his meteor.

The blow glanced off the base, but what was done was done.

[2,1] ROLLED!
Alifax takes 2 damage and deals (1 (attack roll) + 1 (military grade weapon) - 1 (dodge roll)) x 2 = 2 damage!
 
iStoleYurVamps rolled 2 6-sided dice: 2, 5 Total: 7 (2-12)
PostPosted: Wed Aug 27, 2014 1:57 pm
Pushing through debris and broken bits, Atiqua was putting what brawn she did have to work, shove aside garbage and muck to make way for the future war path. Looking back to spy the tiny purple in back she yelled at them. "HEY- ONLY CHUMPS SIT ON THEIR LUMPS. YOU WANT THE REBELS TO TAKE OVER THE COAST OR WHAT?" She pulled out one of her flags. "DON'T SAY YOU CAN'T DO THIS STUFF 'CUZ I KNOW YOU CAN BECAUSE YOU DID!"

Atiqua on ASSault
HP: 20
Demo: XX
Construction: X
DMG: 0

thyPOPE
 


iStoleYurVamps

iStoleYurVamps


Trash Husband

KitsuneAura rolled 2 6-sided dice: 1, 3 Total: 4 (2-12)


KitsuneAura


Magical Detective

PostPosted: Wed Aug 27, 2014 2:02 pm
Etsali is on INTEL
Keeper HP: 40- 1= 39
Journeytroll Intelligence: x x
Journeytroll Construction: x x
Apprentice Demolition: x

Distracted by how well she'd been doing, Etsali failed to properly relay her information, rambling on about a completely wrong coordinate. But wait, wasn't that...? Ah, that was an enemy base! She hurried to correct herself, making a note to pay better attention.


[1,3] Rolled!
Took 1 damage
 
seekingCylem rolled 2 6-sided dice: 6, 1 Total: 7 (2-12)
PostPosted: Wed Aug 27, 2014 2:04 pm
Sinter is on INTEL
Lophie's HP: 40
Journeytroll Intelligence: xx
Master Recruiting: xxx

[ This was absolutely terrifying. Sinter began this adventure as a child doing community service, and somehow he ended up on the front lines of a full-blown military assault operation. Goddamn it.

Sinter's trepidation subsided upon the sight of the construction pit, however. He was still pissed, but he knew this location well. It looked a hell of a lot dirtier without the snow, but this was definitely part of the sledding race course he was on last winter.

"I know-- I know where we are!" Sinter shouted, first in surprise, then to alert his comrades. Lophie herself even rumbled out from underneath a pile of trash. "This is the fastest route through here! Trust me on this!"
]


Sinter deals 4 damage (2 damage x2 THANKS TAMIYA) and can roll again immediately.
 

seekingCylem
Crew

Ice-Cold Cultist

9,875 Points
  • Brandisher 100
  • Perfect Attendance 400
  • Hygienic 200
thyPOPE rolled 2 6-sided dice: 4, 5 Total: 9 (2-12)

thyPOPE

Devoted Hoarder

PostPosted: Wed Aug 27, 2014 2:12 pm
Dictys is on INTEL
Mommydaddy HP: 38
Master Recruiting: x x x

"I am working," replied Dictys, rather offended. Ey was supervising; that was work. Ooh, look, there was the highway to Four Fronds. That place held...perhaps not fond memories. Travel itself was boring. It was the people ey met that entertained.

[4,5] ROLLED!
Dictys deals 4 damage and can roll again!


iStoleYurVamps but no
 
Green Minuet rolled 2 6-sided dice: 4, 4 Total: 8 (2-12)
PostPosted: Wed Aug 27, 2014 2:13 pm
Ephias is on Intel
Wolly HP: 40 - 2 = 38
Grandmaster Construction: x x x x
Novice Recruiting: x

Ephias stared at the flashing red light in dismay. It was like he had a curse over his head. Why was it that whenever he was really, truly in the thick of things that something always managed to go wrong? It never failed. He really should have stuck to blueprints.

For having such tiny legs, Wolly moved surprisingly quickly. He leapt through the air, diving between his charge and the equipment. Ephias was knocked backwards and then there was a blast of light and his lusus landed on top of him.

"W-Wolly!" Ephias coughed. "Are you all right?" Standing, the sheep lusus shook the black cinders off his wooly coat.

Ephias does no damage and fails the coordinate search.
 

Green Minuet

Greedy Trickster

seekingCylem rolled 2 6-sided dice: 1, 2 Total: 3 (2-12)

seekingCylem
Crew

Ice-Cold Cultist

9,875 Points
  • Brandisher 100
  • Perfect Attendance 400
  • Hygienic 200
PostPosted: Wed Aug 27, 2014 2:19 pm
Sinter is on INTEL
Lophie's HP: 40
Journeytroll Intelligence: xx
Master Recruiting: xxx

[ Sinter, in his excitement to forge a path through the debris, forgot to account for not being on a sled this time around. Sinter lost his footing running down a heap of trash, and as Lophie plowed through to keep up with her clumsy child, the whole rest of the pile came down around them. ]


Sinter does 4 damage (2 x2 again). He can roll again immediately.
 
Reply
Historical & Archived Events

Goto Page: 1 2 3 ... 4 ... 11 12 13 14 [>] [>>] [»|]
 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum