Now Lunear had a hangup. A hang up about day walkers. Blood drinkers. Rainbowdrinkers as the plebs would call them. Mutants of the worst kind. Arriving at the crypts to see them under loyalist control? Well. Lunear narrowed his eyes. Of course they would be in league with the wretched rainbow guzzlers.
With the old crypts found, Lunear wondered if they could stage an attack. Cull them down and burn the old bodies. It was one of the most efficient ways to dispose of rainbow drinkers after all.
From the crypts to the old abandoned barge, Lunear was starting to wonder if the loyalists were being pushed to the edges. They kept taking the shitty places so it did beg the question if they just sucked.
Sneering at the loyalists and their barge, Lunear backed off. He had other places to scout out. Plus he didn't like the old creepy vibes he was getting. They were upsetting Gabiel.
Gerbils calmed, Lunear went back to exploring, ending up in the residential area. It was a nice change. What wasn't nice however was finding it under loyalist control. They'd have to change that.
Leaving the residential area, Lunear looked at the trolls running about. He made his way back to the camp to go aid in patching a few trolls up but soon enough he was back on their field, looking for new information on their enemies.
The arrival to the rail station was a nice one. Rebel controlled, Lunear took a break from his wandering. Things were getting heated, and no doubt, things would shift dramatically after this rebellion take over.
[ By this point, Rasali had a system set up by which she acquired and organized new recruits. On some level she realized becoming too comfortable with this kind of lifestyle was a bad thing, but it was too useful for her at the moment to complain. She'd deal with whatever negative effects this experience was having on her psyche later in the comfort of her own hive. ]
Whispers came from his radio, signaling points that would be ripe for the taking. Skae darted from area to area, careful not to get caught or seen as the amount of Loyalist activity picked up the closer he came to his target. His breath came in faint puffs, muffled by his mask. His grasping fronds trembled as he set us up the bombs around the mall. He'd been there before during this period of conflict, and it was almost eerie how similar the building styles for both armies were.
So he planted the bombs on the points where he would have built the supports.
He flinched and fled the scene before the second set of bombs went off, glad that he hadn't seen any of his fellow rebels on the way. He already knew that he would be seen as a coward, but. Well. He'd already had one too many run ins with the Loyalists.
[ Rasali looked over her map carefully, repeating the names of locations as she went. Huh. "Paleflush Pleasure District." Rasali wasn't entirely sure what that was about (her lusus was being pretty cagey about it), but it sure sounded important. Rasali muttered into her walkie-talkie. Some of the defending rebels should probably know about this place. ]
[ Rasali had never demolished a building before. She'd seen it done plenty of times in movies, though, so it couldn't be that hard. Plus she had dozens of recruits on standby to help her out!
...Or more accurately, do it for her, because Kappadad wouldn't let her within a hundred yards of the Paleflush Pleasure District. What a buzzkill! ]
It's a new day! This evening, everything is quiet in anticipation. The rebels gave a strong push, but the royalists are beginning to retake control. Tonight will be the deciding factor for the Battle of Old Hemisect.
Today's Happenstance: Actions taken today will result in double points.
Each troll is refreshed and ready to go with3 available actions.
REMINDER:Today is the last official day of the territory game. Come Monday's refresh, the mechanics of the game will cease as the scores are tallied, the threads are reviewed, and we prepare for the final phase of the meta. You will still be welcome to RP in the team threads, but please plan your actions accordingly!
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. Each re-roll will increase in numbers by 2D6. So, if you don't find a coordinate on your first 2D6 roll, roll 2D6 again. If there are no unique numbers, roll 4D6. Then 6D6, etc. The FIRST unique coordinate unlocked will be considered the new coordinate. So: Bobbie rolled 4D6 and got 2,2, 5,5 and both sets of coordinates are unique. She ONLY unlocks [2,2]. 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