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Homestuck inspired troll related b/c 

Tags: homestuck, troll, breedables, mspa, alternia 

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


iStoleYurVamps

iStoleYurVamps


Trash Husband

PostPosted: Fri Aug 29, 2014 12:20 pm


She'd been doing her damnest to fight, but it was hardly helping. TThe teal blooded teen was fumbling left and right with her attacks, her skills proving to wear down with time. That wasn't to say she lacked in spirit. Tenacity was born into her blood, and she'd be grub sauce before he'd just keel over and die. Grinding her teeth she swung at anything that got in her way. This was a method that worked kind of well for her to start with, but as they got closer to the rebels, it became slightly more apparent that the tactic wasn't one that was going to pay off in the long run. It just wasn't.

Hit by debris and various other things, (was that someone's leg? She hoped not. She hadn't brought a spare for anyone if they now needed it), she was being worn down, and she wasn't likely to keep up at this rate.
PostPosted: Fri Aug 29, 2014 12:25 pm


So you know - the battle window for round 9 closed at 1:00 AM PST. You're welcome to keep the content of your posts, but HP/DMG lost and gained won't take effect.

iStoleYurVamps

DraconicFeline

Sypon
Vice Captain


Hivestuck
Captain

Alien Datemate

PostPosted: Fri Aug 29, 2014 6:37 pm


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

294/475

LOCATION: THE WOODED SANCTUARY
TARGET: REBEL LEADER


New kid rules:
NEW RULES OF NOTE:
Kid battle mechanics have changed somewhat 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.


Finally, the heli-lift arrived. Royalist trolls were taken directly from the Abandoned Barge into the thick coastal woods of Southern Old Hemisect. On top of the cliffs and set back on the coast, it was a perfect spot of seclusion. But not for long.

The pilot spotted the tents, and soon the rustling of the trees became a hurricane of swirling leaves as the propeller whirled closer and closer. The recruits were lifted down – the rebel base seemed to be empty.

A royalist commander stepping out of the heli-lift gave an order to search and seize everything of interest. And was then knocked out cold – blood already emerging from his scalp. The quick feet of a grey-clad figure could now be heard, and soon the teal sash of what was said to be the rebel leader could be seen flitting between the trees. The spiked kanabo was a dead giveaway.

Suddenly, rebels poured out of the bushes and hopped down from the trees—chaos. The final battle would happen here.

Quote:
FINAL ROUND ABILITIES:
These abilities can be used by exhausting your remaining charges of a skill all at once. The X refers to how many charges you have left of the ability. You can only use one of these abilities, so pick wisely! You can use these abilities during the dodge roll by adding the number of dice to the end of your dodge roll. Trolls with 0 HP may also use these abilities. You cannot pair this ability with other abilities, however.

Example: Troll A has 3 unused charges of demolition. They used Artillery. They roll 3D6 damage. They cannot use any other abilities (fortress, probe, catalyst)

Example 2: Troll B is SUPER dead, but has 2 unused charges of recruiting. They used Catalyst during the dodge roll. They roll 4D6. The first 2 dice is the dodge roll and the sum of the third and fourth dice are the amount that they heal. They cannot use any other abilities (fortress, artillery, probe)

FORTRESS (construction): Consume all charges of construction to void extra per-turn damage for XD4 number of rolls.
ARTILLERY (demolition): Consume all charges of demolition to deal XD6 automatic damage.
PROBE (intelligence): Consume all charges of intelligence to roll 2XD6. For each friendly coordinate you find as a result, gain 2 HP (includes lusii). For each enemy coordinate you find as a result, deal 2 damage. For each dead coordinate you find as a result, get 1 extra roll.
CATALYST (recruiting): Consume all charges of recruiting to heal XD6 HP (includes lusii).


ASSAULT TROLLS: TAKE 1 DAMAGE PER ROLL DURING THIS ROUND (excludes dodge roll) AND DEAL 1 EXTRA DAMAGE.
INTEL TROLLS: DEAL 1 EXTRA DAMAGE PER FRIENDLY COORDINATE (excludes dodge roll coordinate) AND TAKE 1 EXTRA DAMAGE PER ENEMY COORDINATE



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


If you roll a 1: you meet the business end of a spiked kanabo before falling to the ground – hardly having a time to look because there is a geta stepping down on your horns. You’re completely unable to move, are disoriented, and have taken quite the chunk of damage. Take 7 damage, and take 1 additional damage per roll. If you are INTEL: You manage to escape into one of the transports, and do not take additional damage from this effect.

If you roll a 2: In the ensuing chaos you’re unable to escape a wholloping from the woods. You spin around, but the dark uniforms and even some horn coverings make the rebels tough to spot. You take 5 damage, and 1 additional damage per roll. If you are INTEL: You manage to escape into one of the transports, and do not take additional damage from this effect.

If you roll a 3, you pursue the rebel leader through the woods. She’s not going to give up so easily, and knows these woods MUCH better than you. If you are INTEL: your tracking equipment is good, but not THIS good. Deal 1 damage instead of 2 on friendly coordinates. ASSAULT: take 4 damage for your efforts.

If you roll a 4, the additional rebel defenders cause havoc. If you are ASSAULT, you take 3 damage. If you are INTEL, you manage to stay to the back of the fray, but the huge space and plethora of trees makes it impossible to avoid damage. Take 2 damage.

If you roll a 5, and are INTEL: your quick thinking has allowed you to position your troops to be able to efficiently counter-attack the opposing forces. They were prepared for an attack, but you were prepared for anything. Rebels are scrappy, but you’re scrappier! You take 2 damage, but deal 1 extra damage this turn. ASSAULT: Dodging the rebel leader’s initial attack, you find an opening when she runs out of the woods once again. You assault her directly. Take 2 damage, but deal 1 extra damage this turn.

If you roll a 6, you rush in – everything has prepared you for this moment, and the adrenaline kicks in as the battle begins. INTEL: You don’t take damage from enemy coordinates this round, and deal double damage. ASSAULT: You don’t take damage this round, and deal double damage.


THIS ROUND ENDS AT 11:30 PM PST AT THE LATEST



THE FINAL BATTLE IS AT HAND


[2,2] [3,3] [4,4] [6,6]
if one of the above coordinates are rolled by intel trolls, all trolls deal 2x damage. If one of the above has already been rolled, each subsequent roll will deal 6 damage (before doubling) instead of 2.
• • • – – – • • •


Destroyed Coordinates:
THE ARMY HAS PERMANENTLY DESTROYED SERPENTINE MANSION. IF [5,5] is rolled, the troll that rolled it may reroll.
THE ARMY HAS PERMANENTLY DESTROYED BEACHFRONT WASTES. IF [5,3] is rolled, the troll that rolled it may reroll.
THE PHOENIX INITIATIVE HAS PERMANENTLY DESTROYED HEMISECT CRYPTS. IF [1,1] is rolled, the troll that rolled it may reroll.
THE ARMY HAS PERMANENTLY DESTROYED DEAD FIELDS. IF [1,3] is rolled, the troll that rolled it may reroll.
THE PHOENIX INITIATIVE HAS PERMANENTLY DESTROYED THE GLADIATORIAL SHOWGROUND. IF [3,2] is rolled, the troll that rolled it may reroll.
THE PHOENIX INITIATIVE HAS PERMANENTLY DESTROYED SWIFTSCALE HILL. IF [3,5] is rolled, the troll that rolled it may reroll.
THE ARMY HAS PERMANENTLY DESTROYED THE LIGHTHOUSE. IF [6,1] is rolled, the troll that rolled it may reroll.
thyPOPE rolled 2 6-sided dice: 2, 6 Total: 8 (2-12)
PostPosted: Fri Aug 29, 2014 6:48 pm


Dictys is on INTEL
Mommydaddy HP: 5 - 6 = 0
Master Recruiting: x x x

Dictys and Mommydaddy had been following along fine - or so ey'd thought. When they finally pulled into view of the wooded sanctuary, of course the first thing Dictys did was rush forward. The second thing ey did was get struck at - or, well, Mommydaddy got struck at, and then they fell.

[2,6] ROLLED!
Mommydaddy takes 6 damage!

thyPOPE

Devoted Hoarder

thyPOPE rolled 8 6-sided dice: 2, 3, 5, 2, 2, 5, 6, 2 Total: 27 (8-48)

thyPOPE

Devoted Hoarder

PostPosted: Fri Aug 29, 2014 6:57 pm


Alifax is on ASSAULT
HP: 17 - 5 + 4 = 16
Grandmaster Intelligence: x x x x
Apprentice Construction: x
Apprentice Demolition: x

Horn covers and grey - it all made Alifax feel a little hopeless. He didn't like the thought of them. Nevertheless, he didn't hesitate to surge forward.

[ 2, 3, 5, 2, 2, 5, 6, 2 ] ROLLED!
Alifax takes 5 damage, heals 4 damage (2 friendly coordinates), and deals 2 (enemy coordinate) + 3 (roll) + 1 (military grade weapon) + 1 (final round effect) = 7 damage!
zeflamigo rolled 2 6-sided dice: 6, 5 Total: 11 (2-12)
PostPosted: Fri Aug 29, 2014 7:27 pm


VULPIN is on the ASSAULT
HP: 27
Con: X
Demo: X
Rec: X

"Blowing up our bases?" Vulpin responded concerning the rebel troll. "Well, weren't we blowing up his? What's the difference?" He made a snide face and leaned on his shoulder. Both sides were the same, both were evil. Only difference was that one was bound to have more loot in the end.

Then Etsali said the magic words. He won. His head perked to the sound of the words and his chest swelled with pride. He had won something. Oh, it was a wonderful, addicting feeling. But that grin on her face, oh no. It was his turn now, wasn't it? What should he say? He couldn't reveal too much about himself.

"Well, it's my turn now I guess?" He dug his hands into his shorts pockets. "This, uh, may come as a disappointment to you... but I don't have much to tell you," He said. He turned to Etsali, eyebrows furrowed in personal disappointment. "I'm just a farmer, nothing more. No friends, nothing special about me." It hurt to say it out loud, but it was the truth. "I guess I joined the army to make something out of myself, but I don't think it's working..." He turned away and stared at his feet. Maybe he was on the wrong side, just like the rest of his team? He didn't really know.

He picked himself up off the ground. Enough moping, there was work to be done. He called his lusus over and descended the lighthouse. He called up the steps to Etsali "Hey, um. I think it's nearing the final battle. Screw the others, I've got your back if you've got mine." He gave her a soft smile before hopping on Sly and charging into battle.


Dealt 12 ((5 + 1) x 2) damage. Took 0 damage.

zeflamigo

Interstellar Astronaut

Green Minuet rolled 2 6-sided dice: 3, 4 Total: 7 (2-12)

Green Minuet

Greedy Trickster

PostPosted: Fri Aug 29, 2014 7:27 pm


Ephias is on Assault
Wolly HP: 25 - 4 = 21
Grandmaster Construction: x x x x
Novice Recruiting: x

Ephias and Wolly were not making much progress. With their large hair and wool respectively, brambles and vines kept snagging at them and impeding their pursuit of the rebel leader. Heavy hearts did not help much either. How long had it been since they left Chittentown? Would they ever be able to make it back? It felt as though sweeps had passed. Worse, it felt like the memory of a dream.

A rebel jumped out in front of them. At least he had the courtesy to do that instead of attack from behind. Wolly managed to escape the thorn bush he had been entrapped in and delivered a mighty head-butt into the troll's stomach.

Ephias (Wolly) dealt 4 damage!
Sypon rolled 2 6-sided dice: 6, 3 Total: 9 (2-12)
PostPosted: Fri Aug 29, 2014 7:28 pm


Tamiya is on INTEL
Kabukidad HP: 27
Grandmaster Recruiting: x x x x
Apprentice Intelligence: x

Tamiya bubbled with fury. This was the leader of the rebels? Some cowardly tealblood, sitting right in the center of the hemospectrum. Unimpressive. Disgusting. She called upon Kabukidad to go forth and conquer while she went on her own path of justice.

It was time to figure out what this rebellion was all about -- Intel, her way. Soon, her lusus had brought her a rebel. "Hello, ********. Time to answer some questions......"

Tamiya deals 4 damage and can roll again!

Sypon
Vice Captain

Sypon rolled 2 6-sided dice: 1, 6 Total: 7 (2-12)

Sypon
Vice Captain

PostPosted: Fri Aug 29, 2014 7:48 pm


Tamiya is on INTEL
Kabukidad HP: 27
Grandmaster Recruiting: x x x x
Apprentice Intelligence: x

Tamiya would have to find another rube to suck dry of their information. She left the perfectly prepared rebel with her father and slunk back behind the main lines to crowd-watch.

"KEEP FIGHTING!" she roared into the fray.

Tamiya deals 0 damage and takes 0 damage!
thyPOPE rolled 3 6-sided dice: 2, 2, 1 Total: 5 (3-18)
PostPosted: Fri Aug 29, 2014 7:54 pm


Dictys is on INTEL
Mommydaddy HP: 0 + 5 = 5
Master Recruiting: x x x

It wasn't long, though, before Dictys finally found a medic for eir lusus. On the back lines - there wasn't anything ey could do elsewhere, really.

[2,6] ROLLED!
Mommydaddy heals 5 damage!

thyPOPE

Devoted Hoarder

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

thyPOPE

Devoted Hoarder

PostPosted: Fri Aug 29, 2014 8:01 pm


Alifax is on ASSAULT
HP: 16 - 1 = 15
Grandmaster Intelligence: x x x x
Apprentice Construction: x
Apprentice Demolition: x

Horn covers and grey - it all made Alifax feel a little hopeless. He didn't like the thought of them. Nevertheless, he didn't hesitate to surge forward.

[ 2,6,4 ] ROLLED!
Alifax takes 1 auto damage, and deals 4 (artillery) + 1 (military weapon + 1 (final round bonus) = 6 damage!
zeflamigo rolled 1 6-sided dice: 5 Total: 5 (1-6)
PostPosted: Fri Aug 29, 2014 8:13 pm


VULPIN is on the ASSAULT
HP: 27
Con: X
Demo: X
Rec: X

Vulpin pulled the last of his bombs out of his poncho and threw it with all his strength. It actually carried a distance this time! Maybe he was stronger than he thought. Or maybe he was just trying to show off in front of Etsali.

Dealt 12 ((5 + 1) x 2) damage.

zeflamigo

Interstellar Astronaut

Green Minuet rolled 4 4-sided dice: 1, 2, 2, 3 Total: 8 (4-16)

Green Minuet

Greedy Trickster

PostPosted: Fri Aug 29, 2014 8:20 pm


Ephias is on Assault
Wolly HP: 21 - 1 = 20
Grandmaster Construction: x x x x
Novice Recruiting: x
Bark Leaf Armour: x x x x x x x x

Ephias used Fortress!

After Wolly had chased off the rebel, Ephias took a good look at his surroundings.There certainly was a lot of wood. It would have been useful during construction... Wait a minute. That gave him an idea.

Fifteen minutes later, Wolly was fully dressed in his new [Bark Leaf Armour]! It was totally implausible but somehow happened regardless.

Ephias (Wolly) dealt 0 damage!
thyPOPE rolled 2 6-sided dice: 3, 3 Total: 6 (2-12)
PostPosted: Fri Aug 29, 2014 8:36 pm


Dictys is on INTEL
Mommydaddy HP: 5 - 2 = 3
Master Recruiting: x x x

Fortunately, Dictys was able to call in information new information as it crackled through eir speakers. Unfortunately, it required turning away from just-healed Mommydaddy - who naturally went and got themself hit by rebels again. Didn't any of these people understand this was Dictys' lusus?

[3,3] ROLLED!
Mommydaddy takes 2 damage, BUT all attacks are doubled!

thyPOPE

Devoted Hoarder

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

Sypon
Vice Captain

PostPosted: Fri Aug 29, 2014 8:44 pm


Tamiya is on INTEL
Kabukidad HP: 27
Grandmaster Recruiting: x x x x
Apprentice Intelligence: x



Tamiya deals 0 damage and takes 0 damage!
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