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Hivestuck
Captain

Alien Datemate

PostPosted: Wed Aug 27, 2014 9:58 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 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.
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.


NEXT ROUND STARTS AT 3PM PST
PostPosted: Wed Aug 27, 2014 10:35 am


User Image - Blocked by "Display Image" Settings. Click to show.

475/475

LOCATION: HARBOR [5,1]
TARGET: GAMBLIGANTS


From the Wooded Sanctuary deep in the forested cliffs of Old Hemisect, the rebels strike. Their path is one of stealth and haste: making their way to the coastal base requires a great deal of strategy to make it through the royalist-populated coordinates. At last, the expedition has been set. Those trolls willing to go on the final journey would have the satisfaction of seeing the fight to the end. It was a considerable rite of passage for the young rebel recruits. Veteran rebels take command over the group, while the leader stays back at the Wooded Sanctuary.

The assault squad started off quickly: rebels departed from seafaring vessels and from the coast to gather in the Harbor. However, moving towards the city wouldn't be so easy. The rebel takeover had supported third parties inhabiting the coastal port, and as soon as the teams set foot in the Harbor something wasn't right. Gambligants, rowdy and violent, have taken over the harbor. Commonly known by trolls as "assholes with a boat", pillaging whatever is left of the conflict including weapons and supplies seems to be on their agenda tonight.

As soon as the rowdy bunch of miscreants saw the rebel forces, they geared up for battle. It's not wise to get between a gambligant and their loot, but the alternative is a painful detour and a loss of supplies. The commanding veterans immediately called for annihilation of the pests, and soon the two were engaged in combat.

One of the gambligants looked towards to pier. "The chokepoint! We'll drive 'em back into the ocean!"

The battle on the docks was unavoidable for the rebellion.

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

If you roll a 1, your troll is caught up in the mob. You're not only swept back towards the Alternian sea, but you're cleanly dunked in the frigid ocea, adding salt to your many wounds. You take 3 damage. If INTEL: Your equipment is thoroughly soaked and likely to short out. This round, roll 3d6. If the third number is a 1, 3, or 5, your coordinate search fails.

If you roll a 2, your troll manages to stay balanced on the docks. Both assault and intel trolls are in fighting distance, and unfortunately it makes for easy targets. As you become swathed in the mob, you find some of your belongings confiscated. Take 2 damage, and you deal 1 less damage than you normally would this round.

If you roll a 3, you're unable to get out of the mob, but you don't lose and gusto or any of your belongings. Take 2 damage, but deal normal damage this round.

If you roll a 4, you get the hang of up-close action quite quickly. Blows are deflected with only minimal injury, and you start pushing your way through the crowd. Take 1 damage, but deal normal damage this round.

If you roll a 5, you manage to get out of harm's way! Looking down at the fight behind you, you have a clear vantage point even though you aren't able to contribute to the assault. Take no damage, and if you are ASSAULT you deal no damage.

If you roll a 6: ASSAULT: You manage to throw a few of those filthy gambligants into the ocean, and manage to hold down a strategic higher-ground position that gives you an advantage. Take no damage, and deal two extra damage this round. INTEL: Using your sharp intelligence, you can easily see the exit to escape these mongrels! With some quick thinking, you manage to commandeer a rebel transport and use it to block off the gambligant's path. It scares some of them off, and allows for extra time for your troops. Take no damage, and take no damage from enemy base coordinate rolls this round.

Hivestuck
Captain

Alien Datemate

Hivestuck rolled 10 6-sided dice: 4, 5, 3, 4, 1, 1, 5, 5, 6, 5 Total: 39 (10-60)

Hivestuck
Captain

Alien Datemate

PostPosted: Wed Aug 27, 2014 11:10 am


THE ARMY THREATENS TO DEMOLISH A COORDINATE


[4,5] [3,4] [1,1] [5,5] [6,5]


THE SERPENTINE MANSION [5,5]
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: 1, 1 Total: 2 (2-12)
PostPosted: Wed Aug 27, 2014 12:50 pm


Ganyma is on ASSAULT
HP: 22
Grandmaster Construction: x x x x
Journeytroll Demolition: x x
Military Grade Weapon: +1 damage

"Aa-AAH!" Ganyma fell off the board. Wait, no... Of course he didn't! He was pushed. He was definitely pushed by a gambligant and did not fall off of the boat completely by accident because he wasn't paying attention.

In any case, Ganyma was in the drink yet again. He sighed and only managed to get up to make a few sopping swings at the gambligants.

Ganyma does 2 damage!

Sypon
Vice Captain

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


iStoleYurVamps

iStoleYurVamps


Trash Husband

PostPosted: Wed Aug 27, 2014 1:36 pm


Lunear of Intel

He was a fine, upstanding troll citizen. Why he was being forced to fight directly with the loyalists- Aughhhh. Groaning outloud, He put on his mask, checks his makeup and hair dye, covered his symbol and color, and made his way towards the mob, cursing as the docks shook under his boots.

"Glubbin-" He wasn't suited for battle, he was better suited for his work in the distance.


HP: 18
Inte: XX
Con: X

0 DMG
leon_a_darkangel rolled 2 6-sided dice: 3, 5 Total: 8 (2-12)
PostPosted: Wed Aug 27, 2014 1:57 pm


Stryke is on Intel
SkinkDad HP: 40 - 3 = 37
Coordinate Unlocked: [3,5]
Master Intelligence: X X X
Master Recruiting: X X X

His lusus kept close, always watching over his troll son even if the pair didn't always get along. The creature almost always knew the wear abouts of the troll, so it was any wonder on their trip across the battle field, when the managed to encounter a well guarded base the pair had to flee. Swiftscale Hill was very much not a friendly place to be for the troll. They had been caught in a mob, it was more resistance than he'd intended to encounter.

The reptilian lusii in it's eternally defensive nature and ways had tossed it's self in the line of fire, shielding the troll boy from the mobs harm, although his Hissbeast lusii and any kind of bleeding did worry Stryke. They'd have to try again, and see about being more careful.

Stryke did 0 damage!

leon_a_darkangel

Dedicated Supporter

iStoleYurVamps rolled 2 6-sided dice: 4, 1 Total: 5 (2-12)


iStoleYurVamps

iStoleYurVamps


Trash Husband

PostPosted: Wed Aug 27, 2014 2:01 pm


Lunear of Intel

While he managed to find a new area, granted one they controlled, he wasn't all that confident, barely making a dent. Still, he figured, every little bit helped.


HP: 17
Inte: XX
Con: X
DMG: 2
iStoleYurVamps rolled 2 6-sided dice: 6, 1 Total: 7 (2-12)
PostPosted: Wed Aug 27, 2014 2:09 pm


Lunear of Intel

Nothing that bad over by the barge, but hey, so far, being shot at only to have it narrowly miss wasn't too bad.


HP: 17
Inte: XX
Con: X
DMG: --


iStoleYurVamps

iStoleYurVamps


Trash Husband

quite uneventful rolled 2 6-sided dice: 5, 4 Total: 9 (2-12)

quite uneventful

Kawaii Garbage

18,425 Points
  • Magical Girl 50
  • Elocutionist 200
  • Unfortunate Abductee 175
PostPosted: Wed Aug 27, 2014 2:21 pm


As soon as they started walking toward the battlefield, Vremea's anxiety grew more and more. They could be captured by rebels at any moment. Hearing word from the others, she had joined the group going against the 3rd party at the beach and managed to not mess up. She avoided all contact and stood a little out of the way, helping the others.

Vremea is on INTEL
HP: 20
Grandmaster Recruiting: x x x x
Support Artifact Style A: x

2 DMG!
Found Bloodfest Stage [5,4]!
seekingCylem rolled 2 6-sided dice: 2, 6 Total: 8 (2-12)
PostPosted: Wed Aug 27, 2014 2:35 pm


Rasali is on INTEL
Coord Rolled: Daylight Mall (Rebel Base)
Kappadad's HP: 40 - 2 = 38
Grandmaster Recruiting: XXXX

[ Right out of the starting gate, Rasali was caught up in the middle of a fight. Kappadad was doing his damnedest to keep Rasali balanced on his shoulders as he himself stumbled around the docks, knocking rebels and gambligants alike with his wide tail. Rasali's shrieking was not helping. Well, maybe it was helping a little. It was quite distracting. ]


Rasali deals 1 damage (2 -1 for being mobbed) and takes 2 damage. She can roll again immediately, though.

seekingCylem
Crew

Ice-Cold Cultist

9,875 Points
  • Brandisher 100
  • Perfect Attendance 400
  • Hygienic 200
Green Minuet rolled 2 6-sided dice: 5, 5 Total: 10 (2-12)

Green Minuet

Greedy Trickster

PostPosted: Wed Aug 27, 2014 2:47 pm


Kursha is on Assault
The Colonel HP: 40
Grandmaster Demolition: x x x x
Novice Intelligence: x

Oh no. Oh no, no. Kursha was not getting involved in that. He could get hurt. It was much better to watch how things progressed from the hillside. Maybe he would sweep in at the end and help clean up.

Kursha deals no damage!
Hivestuck rolled 10 6-sided dice: 6, 6, 5, 3, 3, 5, 2, 4, 1, 5 Total: 40 (10-60)
PostPosted: Wed Aug 27, 2014 3:29 pm


User Image - Blocked by "Display Image" Settings. Click to show.

456/475


LOCATION: SHIPWRECK [4,1]
TARGET: GAMBLIGANTS


NEW RULES OF NOTE:
Kid battle mechanics have changed for this battle event.

If you're a kid on assault: Roll 2d6 for your first turn after the boss attacks. The first die is the damage you take and any effects that happen, and the second die is your (lusus') damage roll as normal.

Additionally, at half-hour opportunities between rounds, lusii can attack. They roll 1d4 damage that automatically hits. Lusii cannot be healed or support trinketed unless otherwise stated.


Beaten back, the gambligants snarled at their defeat. The rebels were starting to move, and they fell back.

Veteran rebels whooped and hollered at the defeat – they rumbled towards the Shipwreck, finding little resistance and a friendly base. But unfortunately, the quiet would not last for long…

“AHOOOOOOOOOOOOOOOOOY!!” A black sail appeared over the horizon, and soon – gunfire. The gambligants cackled and shot off—WAS THAT A CANNON?

Immediately, the rebels sought cover in the shipwreck base. The (quite bored) rebel defenders of the Shipwreck base were happy to see their back-up, but woefully they reported that they were running out of ammunition. Pest control, they explained. Unamused and ready to blow the gambligants out of the water, the veteran rebels quickly assigned combat trolls to ranged positions. There happened to be a still-working cannon in the shipwreck, to the amusement of the rebels.

Trolls and lusii without ranged weapons will deal half damage unless they can figure out a way to attack the gambligants without being blown to smithereens!


Roll 2D6!
For your dodge roll, listings go as follows:

If you roll a 1, a cannonball crashes through the shipwreck. The splintering wood is unavoidable, and you get caught up in the crossfire. You take 2 damage, and deal 2 less damage on your attack this turn. INTEL TROLLS: In all of the hectic uproar, your coordinate search fails.

If you roll a 2, you struggle to get up in the sand, and struggle even moreso to get away from the gunfire from the gambligants. You take 2 damage, but deal normal damage this round.

If you roll a 3, you find cover behind the shipwreck base. You’ve made your way to an unsupplied area, though, and are without a method of attack! You take 1 damage, and don’t deal damage this round (both INTEL and ASSAULT)

If you roll a 4, you slip into the shipwreck and make it for cover, but the assault on the outside dislodges sand and causes you severe vision problems. You take 1 damage, and your attacks lose 1 accuracy.

If you roll a 5, you manage to find cover and have a pretty good vantage point for taking out gambligants. They’re pretty far away, so your attacks won’t do as much damage, but you’re safe. You take no damage, but you deal 1 less damage this turn.

If you roll a 6: INTEL: The weakpoints of the ship are familiar to you, fortunately. You escape to the shipwreck and are able to judge which points are the best for assault. You deal 2 extra damage. ASSAULT: A Molotov cocktail is launched from the ship and into the shipwreck, and thinking very quickly you launch it right back. Turns out your accuracy is pretty good! Your attack this turn is doubled.


NEXT ROUND STARTS AT 6:30PM PST





THE ARMY THREATENS TO DEMOLISH A COORDINATE

BEACHFRONT WASTES [5,3]
if this coordinate is rolled by intel trolls, all trolls deal 2x damage. if not rolled... there will be consequences.
• • • – – – • • •


Destroyed Coordinates:
THE ARMY HAS PERMANENTLY DESTROYED SERPENTINE MANSION. IF [5,5] is rolled, the troll that rolled it will take 2 damage.

Hivestuck
Captain

Alien Datemate

Green Minuet rolled 2 6-sided dice: 3, 2 Total: 5 (2-12)

Green Minuet

Greedy Trickster

PostPosted: Wed Aug 27, 2014 3:50 pm


Kursha is on Assault
The Colonel HP: 40 - 1 = 39
Grandmaster Demolition: x x x x
Novice Intelligence: x

Kursha dove behind the remains of the shipwreck. His nostalgia for the base was temporarily forgotten and instead he was simply glad to have some cover. As the cannon blasts went off, he ground his teeth in frustration. "This is so unfair!" he wailed. "We should wipe them all of the face of the planet!"

A cannonball crashed into the side of the ship. A large splinter flew off and shot towards Kursha. Raising her wings, the Colonel took injury instead. She gave a low angry hiss and Kursha struggled over to her to remove the splinter.

Kursha deals 0 damage!
leon_a_darkangel rolled 2 6-sided dice: 1, 6 Total: 7 (2-12)
PostPosted: Wed Aug 27, 2014 3:53 pm


Stryke is on Intel
SkinkDad HP: 37-2= 35
Master Intelligence: X X X
Master Recruiting: X X X

The sounds of canon's going off had set his teeth on edge, the fear was very real, and the chaos and uproar made searching for information and data nearly impossible. In the heat of the discord, splintered wood had cut across his lusii body causing injury to him. It would have otherwise gone through his wards body, which simply would not do. Stryke quickly scrambled closer to him, smoothing a scale that had been disturbed by some of the splintered wood, removing it, and eyeing the yellow blood on the wood shard.

The fighting was getting worse, and for a moment he worried he would be swept up into the chaos. If it werent for his dad's influence it was without a doubt he might have turned and fled. Stryke wasn't the best with close quarter combat..he was much better suited working behind the scenes away from such madness. "are you okay..?" The boy stayed close to his guardian , watching as it eyes darting around keeping a look out for more canon fire.

Stryke deals 0 damage and fails the coordinate search.

leon_a_darkangel

Dedicated Supporter

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

seekingCylem
Crew

Ice-Cold Cultist

9,875 Points
  • Brandisher 100
  • Perfect Attendance 400
  • Hygienic 200
PostPosted: Wed Aug 27, 2014 4:52 pm


Rasali is on INTEL
Coord Rolled: Burrow Residence (Loyalist-Controlled)
Kappadad's HP: 38 - 3 = 35
Grandmaster Recruiting: XXXX

[ Rasali made the mistake of thinking she'd seen the last of the gambligants once she and her lusus had made it to the beach. She hopped down from his neck and scampered up the dunes, only to realize the sand was much softer than anticipated. Kappadad with his wide body and thick claws fared much better on the terrain. Once the cannons started to fire, however, he was forced to stay behind to protect Rasali with his shell. ]


Rasali does 0 damage. Her lusus takes 3 damage. (-1 for rolling a loyalist-controlled coord, and -2 from her dodge roll.)
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