Coordinates Unlocked: HIGH CULTUREx2(1,2), City Hall(4,3), Club Condescensionx2 (3,1), Harbor(5,1), The Skyrise (1,5), the dead fields (1,3), shipwreck (4,1) Defenders on Standby: 19 + 14 = 33! Result of Action:
It was a fruitless expedition. Who knew there was nothing in the Dead Fields? Tamiya returned to the Museum briefly to sulk. She wanted to visit her home. Surely it would have been sanctioned by the royalists. But she was still nervous about it... She hadn't heard word from Sinter or Larque as to the status of it, and... If anything were to have happened to it...
No matter. Tamiya called upon her recruits. "If there is one thing for certain, we must keep this museum! Troops, to the Museum!"
Tamiya is MOBILIZING 33 TROOPS to the museum of high culture.
[ Sinter watched Tamiya's retreat with a blank expression. "She seems to be enjoying this a bit... more than strictly necessary," he said.
Sinter sighed, shook his head, and turned fully to Larque. "Here's what I've got so far, based on the charts I brought from the base. Find anything interesting out in the field?"
Sinter held out his personal map, marker at the ready to make any necessary changes. ]
Group Progress: Coordinates Unlocked: (1, 2) (1, 3) (1, 5) (2, 3) (3, 1) (4, 1) (4, 3) (4, 5) (5, 1) (5, 3) + (2, 1) and (3, 6) Defenders on Standby: 0 Result of Action: Found Restaurant Blu and the Old Hemisect Opera House
Group Progress: Coordinates Unlocked: (1, 2) (1, 3) (1, 5) (2, 3) (3, 1) (4, 1) (4, 3) (4, 5) (5, 1) (5, 3), (2, 1), (3, 6) Defenders on Standby: 0 (oops forgot to update again hurr hurr) Result of Action:
Tamiya watched as a swarm of recruits made their way to and from the Museum. It was becoming quite the waypoint now, and she was starting to feel overwhelmed from the ruckus. In fact... She hadn't heard any word about her hive. Her pump biscuit began to thump and she snapped suddenly, realizing the breadth of rebel bases in the area. What if they had inhabited her hive?!
"NO! I did NOT!" She shouted, and immediately clammed up. Her lip quivered slightly. "I want to find information on my ******** hive. And Larque's as well. Let me see that goddamn marker."
She was unsuccessful. Putting another blotchy dot on The Skyrise, Tamiya gave Sinter back the marker huffily. She was becoming quite frantic - one of her moods.
Group Progress: Coordinates Unlocked: (1, 2) (1, 3) (1, 5) (2, 3) (3, 1) (4, 1) (4, 3) (4, 5) (5, 1) (5, 3), (2, 1), (3, 6) Defenders on Standby: 0 Result of Action: found 3,2
Larque acknowledged Tamiya's loud warnings with his usual reserved silence. It was good to know what everyone was doing, and before he left on his next foray into the field he would be sure to let the others know. The highblood's return held some vague amusement for him (which he carefully disguised). If the name 'dead fields' wasn't obvious enough, she could have at least referred to his notes. It wouldn't matter now.
"I'm going on another run." He called, wincing at the outbreak Tamiya was having over their lack of intelligence on her hive. It would be a lie to say that it hadn't crossed his mind, and he rather hoped they would find it soon. Who was to say it was even still standing? Larque hoped, for his and Sinter's sake, that it still was.
kamileunaire
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Sypon rolled 2 6-sided dice:
2, 2Total: 4 (2-12)
Sypon Vice Captain
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Posted: Wed Aug 20, 2014 1:40 am
Group Progress: Coordinates Unlocked: (1, 2) (1, 3) (1, 5) (2, 3) (3, 1) (4, 1) (4, 3) (4, 5) (5, 1) (5, 3), (2, 1), (3, 6), (3,2) Defenders on Standby: 0 Result of Action:
Tamiya nervously snatched the marker in her little hands and marked up a corner of the map. "If these ******** moved here, and those over there... What happened... To my HIVE??" She squeaked.
Tamiya gasped. "HERE. ROYALISTS. It all makes ******** sense now. Shitheads be at my pailing door with their weapons and their troops, bastards! MY HIVE IS NOT HER INSIDIOUS SQUIDNASTY HIGHNESS'S VIRGINAL PUSSYGRUBBING MILITARY GODDAMN BASE! s**t!"
"SINTER! I WANT TO GO THERE! I! WANT! TO! GO! HOME!" She was tearing up -- purple spilled out of her eyes and streamed down her white make-up, revealing the grey skin underneath. Kabukidad, for once, didn't seem to mind her make-up becoming soiled. He would let her ride this out, given she didn't try to attack anyone.
[ Sinter jumped. Right when he was beginning to become accustomed to Tamiya, she appeared right beside him to steal his marker. Sinter felt himself slipping back into his usual, unnerved state.
However, he was familiar enough with Tamiya to recognize she wasn't being antagonistic. She was just afraid. A distressing state for everyone in the vicinity, but one Sinter was sympathetic to nonetheless.
"Here... Let me see what I've got on hand..." Sinter put down his map and removed his backpack. He pulled out the rest of the charts he swiped brought from the loyalist base and spread them out on the ground. ]
Group Progress: Coordinates Unlocked: (1, 2) (1, 3) (1, 5) (2, 1) (2, 3) (3, 1) (3, 2) (3, 6) (4, 1) (4, 3) (4, 5) (5, 1) (5, 3) + (?, ?) Defenders on Standby: 0 Result of Action: Found nothing new. Journeytroll reroll commencing.
[ Sinter had been busily drawing lines between locations on maps and comparing documents. He'd found some kind of quaint marketplace, but not.
Oh. Oh no. Tamiya had found her hive's location on the map, and the conclusions she'd drawn from it had not been positive, to say the least.
Sinter scrambled up from his map. "T-Tamiya!" he cried in what was not the most placating manner. "Tamiya..." he tried again. "Tamiya, if--if it's a loyalist base, then I think that's the best-case scenario for a hive in a... in a war zone."
War zone was a big term to use. Saying it alone made Sinter all the more anxious for their predicament, but he continue talking quietly to Tamiya.
"Your hive is clearly a safe place--a point worth protecting and being used for protection. From the rebels. If you want... If you want to head to your hive, then let's. Moving about is the most foolproof way to collect intelligence on the area, and I believe sticking close to loyalist bases is the safest way to go about travelling. It's the best... It's the best of both worlds."
Sinter felt weird using such definitive terms when everything was so up-in-the-air. However, he felt like they both needed to hear something positive at that moment. ]
Group Progress: Coordinates Unlocked: (1, 2) (1, 3) (1, 5) (2, 1) (2, 2) (2, 3) (3, 1) (3, 2) (3, 6) (4, 1) (4, 3) (4, 5) (5, 1) (5, 3) + (4, 2) Defenders on Standby: 0 Result of Action: Found (4, 2) the Flea Market.
Group Progress: Coordinates Unlocked: (1, 2) (1, 3) (1, 5) (2, 1) (2, 2) (2, 3) (3, 1) (3, 2) (3, 6) (4, 1) (4, 2) (4, 3) (4, 5) (5, 1) (5, 3) Defenders on Standby: 0 Result of Action: found 1,1
Larque had returned just in time to hear Tamiya's newest outburst, and crept in with a glare on his face. "You found it? About time." He grumped, a little frustrated that he hadn't been able to find it himself. Her screeching nearly made him cover his ears, and he growled as one eye squeezed shut.
"He's right." Larque agreed immediately with Sinter as the redblood floundered about with placating her. "It's not like they're just going to leave certain spots alone, though. Everything is free game now." He pointed out, amazed that she was so upset over something that seemed completely obvious to him. Of course the military was going to take everything it could get its hands on. He was reminded of his own hive...it was nothing compared to most of the nicer dwellings in the city, but it was still his hive, and as she began to wail he felt only a dash of sympathy alongside his own bitterness. He wasn't about to throw a tantrum, no matter how badly he wanted to go home. Parts of the rebel argument came to mind, and he released a hissed sigh.
"We should go. Mantismom can help give us cover if we need it." He offered, making no move to offer any flowery words of comfort. Sinter had that covered, and kissing a** was not one of his strong suits.
kamileunaire
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Hivestuck Captain
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Posted: Wed Aug 20, 2014 12:32 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
Sypon rolled 1 6-sided dice:
1Total: 1 (1-6)
Posted: Wed Aug 20, 2014 8:38 pm
Group Progress: Coordinates Unlocked: (1, 2) (1, 3) (1, 5) (2, 1) (2, 2) (2, 3) (3, 1) (3, 2) (3, 6) (4, 1) (4, 2) (4, 3) (4, 5) (5, 1) (5, 3) (1, 1) Defenders on Standby: 0 Result of Action: Built base on The Skyrise! (1,5)
Tamiya calmed down significantly listening to Sinter's words. He was using reason, but at least he was agreeing with her. Larque and Sinter's presence balanced her enough to resort to sulking in indignance. She sputtered something into the radio that was misconstrued to mean "construct on The Skyrise".
One recruit showed up there and slapped a flag on it, anyway.
Tamiya growled and whined like her lusus. She made her way towards her home, hissing as she did and rallying troops behind her. It would be a long walk along the transports. But she would make it, be home, kick out the royalists and soak in her home. Or at least clean it up a bit.
But it wouldn't be so. Suddenly, Tamiya heard screaming in the distance. A flash, and then -- nothing.
[ Sinter made his way back to the base's information center. He barged into the room and immediately started pulling open drawers in the nearby filing cabinet. Familiarity with this part of the base and residual adrenaline from nearly being blown to pieces annihilated any of his usual hesitation. Sinter was on a mission to catalog what had just occurred, and make sure it didn't happen again. ]
Group Progress: Coordinates Unlocked: (1, 1) (1, 2) (1, 3) (1, 5) (2, 1) (2, 2) (2, 3) (3, 1) (3, 2) (3, 6) (4, 1) (4, 2) (4, 3) (4, 5) (5, 1) (5, 3) + (3, 3) Defenders on Standby: 18 Result of Action: Found (3, 3) the Hemisect Library
[ Sinter slowed his frantic paper-pushing. This wasn't healthy. None of this was, but freaking out was just going to make things worse--no matter how much he wanted to. As strongly as Sinter wished to be an adult, he wanted nothing more in that moment than to throw a temper tantrum. He wanted to go home. He wanted to sleep in his recuperacoon. He wanted to bake muffins and read a book and not anymore maps.
Sinter pushed his chair away from the table and rubbed his temples. No. It wasn't like it was the maps' fault. He liked... He liked before when he was gathering data and putting together lists. He was being helpful. It was nice. That was before. Before this had been busy-work and "'atta boy"'s from the higher ups. There wasn't this pressure, this knowledge that doing this work wrong or too slowly would get everyone killed.
Sinter steeled himself. Knowing this made him sick to his stomach, but he had to do it all the same--more than ever. Sinter wanted to live, but he had his pride on the line too. ]
As much as he hated it, Larque was actually content enough to spend some time at the base while his teammates recuperated. It was at least safer than the city, and they actually had access to hot meals and safer sleeping arrangements.
Like Sinter, he pored over maps and spoke to other intel workers, and even made a quick scout out around the base, allowing him to mark off a couple of new spots on the map. He wasn't entirely sure how useful they would be, but it was better than nothing.
Group Progress: Coordinates Unlocked: (1, 1) (1, 2) (1, 3) (1, 5) (2, 1) (2, 2) (2, 3) (2, 5) (3, 1) (3, 2) (3, 3) (3, 6) (4, 1) (4, 2) (4, 3) (4, 5) (5, 1) (5, 3) Defenders on Standby: 18 Result of Action: found (5, 2) fisherman's market and (6, 4) beach resort
kamileunaire
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Hivestuck Captain
Alien Datemate
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Posted: Thu Aug 21, 2014 11:56 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