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Homestuck inspired troll related b/c 

Tags: homestuck, troll, breedables, mspa, alternia 

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purplerosesbeauty

Springtime Spirit

PostPosted: Tue Aug 19, 2014 3:16 pm


Group Progress:
Coordinates Unlocked: [3,3], [5,5], [1,2], [3, 5], [5, 2], [4, 5], [2, 2], [3, 2], [5, 3]
Defenders on Standby: 0
Result of Action: Eostre mobilizes 10 defenders from [3, 5] Swiftscale Hill to Aiguma Theatre [2, 2]

Eostre gave a small sniff of disapproval. Hard to believe the rebels would still be at their little game. Their time would be short, as sooner or later they'd be flushed from their dirty holes and hiding places and all culled, if they didn't swear allegiance back to the Queen and the Empire. What were they even fighting for...?

"Ah Tierte, I can't wait for this to be over. I like being a cool spy and all, but this is tiring. I want to go to the spa. You can come with me, and we'll get that squeakbeast nest of a ball you call hair all cleaned up," she said, fiddling with the radio after dispatching some more defenders. With that, she hoped she protected their precious bases from the arms of rebels.
PostPosted: Tue Aug 19, 2014 3:18 pm


Group Progress:
Coordinates Unlocked: [2,4], [2,3], [2,2], [4,3], [1,2], [3,5], [5,4], [3,3], [5,5]
Defenders on Standby: 0
Result of Action: scoutinggg with master level skill - [5,5] found

"Yeah - much the same has been happening on our end. I don't know if you've already seen them, but there's a large amount of defenders stationed at Swiftscale Hill." Alifax continued jogging - only to stop and stare at the mansion ey'd just found. With a base built around it - of course.

But it looked fairly penetrable..."But it might not have many for long; it seems like there are tons of rebel defenders coming out of nowhere. I'll let you know if I manage to make any progress."

thyPOPE

Devoted Hoarder

o1234566789 rolled 3 6-sided dice: 1, 6, 4 Total: 11 (3-18)

o1234566789

Obsessive Lover

PostPosted: Tue Aug 19, 2014 6:12 pm


Group Progress:
Coordinates Unlocked: [3,3], [5,5], [1,2], [3, 5], [5, 2], [4, 5], [2, 2], [3, 2], [5, 3]
Defenders on Standby: 0
Result of Action: Tierte reinforces Four Fronds Highways [4, 5] for 11 durability.

Tierte had no problem building and doing all the work for the murderblood but she felt herself bristle at the mention of taking her to the spa. Not this again! No no no no "No no no! No brushing my hair! No baths!" She spat, growling. Last time she tried that it hurt so bad and ended in bloodshed for both of them. "Nooo...." she whined.

All she wanted to do was build stuff and wait around until they let her go back to the safety of her hive...
o1234566789 rolled 3 6-sided dice: 6, 3, 4 Total: 13 (3-18)
PostPosted: Tue Aug 19, 2014 6:15 pm


Group Progress:
Coordinates Unlocked: [3,3], [5,5], [1,2], [3, 5], [5, 2], [4, 5], [2, 2], [3, 2], [5, 3]
Defenders on Standby: 0
Result of Action: Tierte reinforces [3,2] (Gladiatorial Showground) for 13 durability.

But instead she was trapped her and she couldn't get out and now they wanted to brush her hair and take away her things and hurt her! She wouldn't be safe until she finished building all these things and protecting herself from the vicious murderbloods and the dangerous rebels...

o1234566789

Obsessive Lover

o1234566789 rolled 3 6-sided dice: 1, 3, 5 Total: 9 (3-18)

o1234566789

Obsessive Lover

PostPosted: Tue Aug 19, 2014 6:20 pm


Group Progress:
Coordinates Unlocked: [3,3], [5,5], [1,2], [3, 5], [5, 2], [4, 5], [2, 2], [3, 2], [5, 3]
Defenders on Standby: 0
Result of Action: Tierte reinforces [3,5] Swiftscale Hill for 9 durability.

The further she got from everyone the better she would feel. It was quickly becoming unsafe for her! Especially with Eostre, who just wanted to do things to her that she didn't want! Resting her hand against Lynxmom, she found the other base that the blueblood told her to fix up. Another murderblood probably lurked inside...
o1234566789 rolled 3 6-sided dice: 4, 6, 4 Total: 14 (3-18)
PostPosted: Tue Aug 19, 2014 6:23 pm


Group Progress:
Coordinates Unlocked: [3,3], [5,5], [1,2], [3, 5], [5, 2], [4, 5], [2, 2], [3, 2], [5, 3]
Defenders on Standby: 0
Result of Action: Tierte reinforces [1,2] Museum of High Culture for 14 durability.

Just a few more places and she could rest for the night. They were depending on her for this, it seemed. At least Eostre always told her that and tried to make her think that. Who knows what was true when it came out of a lying blueblood's mouth. Tierte should learn intelligence herself, and then she'd really know what was going on!

o1234566789

Obsessive Lover

purplerosesbeauty rolled 2 6-sided dice: 6, 5 Total: 11 (2-12)

purplerosesbeauty

Springtime Spirit

PostPosted: Tue Aug 19, 2014 6:34 pm


Group Progress:
Coordinates Unlocked: [3,3], [5,5], [1,2], [3, 5], [5, 2], [4, 5], [2, 2], [3, 2], [5, 3]
Defenders on Standby: 0
Result of Action: Eostre discovers...

Eostre decided to just ignore the screaming. After all, Tierte always did that. Some weird redblood quirk perhaps. And anyway, she had already left before she could say anything back to her.

While Tierte was off doing her fortifying, Eostre had some time to think to herself. She needed to find more locations to share with her peers. Alifax was one of them, and he seemed to really be doing some great work for a lowblood. She'd take care of what she could, and leave the rest to the other royalists. Anywhere new she could find now would be a blessing. She could send Tierte to unmanned places and other royal camps as well...
purplerosesbeauty rolled 2 6-sided dice: 2, 2 Total: 4 (2-12)
PostPosted: Tue Aug 19, 2014 6:39 pm


Group Progress:
Coordinates Unlocked: [3,3], [5,5], [1,2], [3, 5], [5, 2], [4, 5], [2, 2], [3, 2], [5, 3]
Defenders on Standby: 0
Result of Action: Eostre discovers... Luxury Docks [6,5] and... (rolling another 2d6 because I meant to roll a 4d6...)

purplerosesbeauty

Springtime Spirit

purplerosesbeauty rolled 4 6-sided dice: 3, 6, 6, 2 Total: 17 (4-24)

purplerosesbeauty

Springtime Spirit

PostPosted: Tue Aug 19, 2014 6:41 pm


Group Progress:
Coordinates Unlocked: [3,3], [5,5], [1,2], [3, 5], [5, 2], [4, 5], [2, 2], [3, 2], [5, 3], [6, 5]
Defenders on Standby: 0
Result of Action: Eostre discovers [3,6] Old Hemisect Opera House and [6,2] Lighthouse

The more places she found, the better. She was bored with the war, and especially of sitting behind the lines directing drones. It was like an exceptionally dull game of that wriggler game of strategy and galactic imperialism. She'd rather be doing cool spy stuff not turning some maps into a new pair of orb-gear.
purplerosesbeauty rolled 4 6-sided dice: 2, 1, 3, 5 Total: 11 (4-24)
PostPosted: Tue Aug 19, 2014 6:45 pm


Group Progress:
Coordinates Unlocked: [3,3], [5,5], [1,2], [3, 5], [5, 2], [4, 5], [2, 2], [3, 2], [5, 3], [6, 5], [3, 6], [6, 2]
Defenders on Standby: 0
Result of Action: Eostre discovers... [2,1]: Restaurant Blu

She was just about done for the night, but she wasn't just about to give up. She wanted to have complete knowledge of the rebel camps, as well as which of their own camps were in need of defense. She could send some defenders... or have Tierte fortify them. It was what Team Nice Dynamite really was great at! Yeah!

purplerosesbeauty

Springtime Spirit

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

purplerosesbeauty

Springtime Spirit

PostPosted: Tue Aug 19, 2014 6:48 pm


Group Progress:
Coordinates Unlocked: [3,3], [5,5], [1,2], [3, 5], [5, 2], [4, 5], [2, 2], [3, 2], [5, 3], [6, 5], [3, 6], [6, 2], [2, 1], [4, 1]
Defenders on Standby: 0
Result of Action: Eostre discovers... (using journeytroll effect) [4,1] Shipwreck!

She found a completely unmanned area, luckily. There weren't very many of those. She'd have to tell Tierte to get a base on that ASAP. But the other location, the hill... she already knew about that! It was doing fine too. She decided to try her luck finding another spot.

A shipwreck? And a rebel base at that. Hmph.
o1234566789 rolled 3 6-sided dice: 3, 6, 2 Total: 11 (3-18)
PostPosted: Tue Aug 19, 2014 6:55 pm


Group Progress:
Coordinates Unlocked: [3,3], [5,5], [1,2], [3, 5], [5, 2], [4, 5], [2, 2], [3, 2], [5, 3], [6, 5], [3, 6], [6, 2], [2, 1], [4, 1]
Defenders on Standby: 0
Result of Action: Tierte builds a base on [2, 1] Restaurant Blu for 11 durability!

The restaurant was weird looking and suspicious. It was probably some crazy murderblood thing where they killed and ate lowbloods. It made sense, what with the name. But what she had to do was just build a base here! For the other royalists to take care of. While she could relax, curl up with Lynxmom and maybe read a book or fiddle with the gears she found. Anything but this!

o1234566789

Obsessive Lover


Hivestuck
Captain

Alien Datemate

PostPosted: Wed Aug 20, 2014 12:11 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
PostPosted: Thu Aug 21, 2014 11:49 am


DAILY REFRESH!


It's a new day! While the Royalists struggle to keep their ground against the rebel threat, the rebels realize true danger in up close combat. Open fighting has ceased as the rebels decide on a sneakier strategy, and it seems as though the peak of the outward conflict has passed (hopefully).

With the capture of rebel trolls, many trolls within the Phoenix Initiative have realized the gravity of the situation. An impressive amount of coordination and resource pooling has established a new, simple form of cohesion and stealth between the rebels. In each rebel base, simple black hemoanonymous uniforms are given out. A simple mask accompanies the outfit, to hide the troll's face. A prototype outfit for the rebellion. Rebel trolls are encouraged to not be identified, and elude capture at all costs. A note on the attire reads: "Whatever happens after this conflict, if you're branded as a traitor, the worst will happen. For you, and for the rebellion. Keep your identity safe. Protect yourself.


Today's Happenstance: A rogue Surf Gang has taken coordinate [6,6], The Bungalows. These gnarly trolls are not only radical, but have stocked their stores with enough goods to last through an apocalypse! It's a party over there! Building a base on The Bungalows will reward double points and cannot be attacked today.

Members of the Royalist Teams can roll 1D6 once every hour in the Coastal Base thread to assist the wounded in the medical bay. The corresponding number will subtract from the number of wounded, and at 0 this effect will go away. If a 6 is rolled, a new action can be taken. These posts must be accompanied by RP text.

There is a medical station set-up at the rebel base, for those who would like additional RP in the Wooded Sanctuary.

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 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

purplerosesbeauty rolled 4 6-sided dice: 5, 2, 1, 1 Total: 9 (4-24)

purplerosesbeauty

Springtime Spirit

PostPosted: Thu Aug 21, 2014 1:09 pm


Group Progress:
Coordinates Unlocked: [3,3], [5,5], [1,2], [3, 5], [5, 2], [4, 5], [2, 2], [3, 2], [5, 3], [6, 5], [3, 6], [6, 2], [2, 1], [4, 1]
Defenders on Standby: 0
Result of Action: Eostre finds.... [1, 1]

It seemed the fighting was escalating, unfortunately. It'd be hard to keep Tierte calm under this sort of pressure, and if she thought she'd be attacked, there was no telling what she'd do. The last thing Eostre needed was to have to fetch the paranoid redblood from some ditch somewhere....
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