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

purplerosesbeauty

Springtime Spirit

PostPosted: Thu Aug 21, 2014 1:12 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], [2, 3]
Defenders on Standby: 0
Result of Action: Eostre finds.... [2,3]: Old Hemisect Asylum


An asylum? She never knew Old Hemisect had one of those. Maybe she'd send Tierte to it someday.
purplerosesbeauty rolled 4 6-sided dice: 5, 6, 6, 1 Total: 18 (4-24)
PostPosted: Thu Aug 21, 2014 1:14 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], [2, 3]
Defenders on Standby: 0
Result of Action: Eostre finds.... [5,6]: Beach Shack and [6,1]: Abandoned barge

She had to find more places. The rebel situation was getting way out of hand! What she needed was that Bungalow that was radio'd about...

purplerosesbeauty

Springtime Spirit

purplerosesbeauty rolled 4 6-sided dice: 1, 1, 5, 5 Total: 12 (4-24)

purplerosesbeauty

Springtime Spirit

PostPosted: Thu Aug 21, 2014 1:17 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], [2, 3], [5, 6], [6, 1]
Defenders on Standby: 0
Result of Action: Eostre finds....

Abandoned trash and filthy shacks. Was that really all that was in Old Hemisect? It was awful.
purplerosesbeauty rolled 2 6-sided dice: 2, 6 Total: 8 (2-12)
PostPosted: Thu Aug 21, 2014 1:18 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], [2, 3], [5, 6], [6, 1]
Defenders on Standby: 0
Result of Action: Eostre finds.... [2,6]: Daylight Mall

Same old places, same boring thing. Eostre tapped her gloved fingers against the desk, looking down at her maps.

purplerosesbeauty

Springtime Spirit

purplerosesbeauty rolled 4 6-sided dice: 3, 3, 2, 4 Total: 12 (4-24)

purplerosesbeauty

Springtime Spirit

PostPosted: Thu Aug 21, 2014 1:19 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], [2, 3], [5, 6], [6, 1] [2, 6], [2, 4]
Defenders on Standby: 0
Result of Action: Eostre finds.... [2,4]: Burrow Residence

An old mall. Eostre herself preferred the Four Fronds stores and malls. More high class and newer, too.
Hivestuck rolled 1 6-sided dice: 3 Total: 3 (1-6)
PostPosted: Fri Aug 22, 2014 12:23 pm


DAILY REFRESH!


It's a new day! The fighting has slowed; the forces on each side are becoming tired in spirit and resource. Captain Puchen has made it her duty to visit each team in the field to "raise morale".

"Attention, troops! Your attempts at quelling the rebels have been pathetic! Surely you see that their numbers dwindle, compared to us? So why, I ask myself, are we LOSING GROUND?"

She stalks in front of your group, shooting icy eye contact in every direction.

"This is unacceptable. A disgrace to the Alternian Military. The rebellion should be a smear on the ground. I want to see each of you in the base or on the field, working your nubs off for the glory of Alternia. Do you hear me, recruits? No more of this messing around. Take them out, now."


Today's Happenstance(s):

Mapuye's Warcry applied to Royalist Troops today only:
1: Gain 1 additional action per troll, and 1 additional action per extra page.
2: Add 1D6 to all construction rolls
3: Add 1D6 to all demolition rolls
4: Add 1D6 to all recruiting rolls
5: Pick any coordinate on the map to unlock. This effect can be used once per page.
6: You can mobilize troops from one friendly coordinate to two coordinates (friendly or enemy) at once with one action.
(The effect rolled in this thread only applies to the team the thread belongs to)

Members of the Royalist and Rebel Teams can roll 1D6 once every hour in the Coastal Base or the Wooded Sanctuary 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.

Each troll is refreshed and ready to go with 2 available actions.

ALSO: Trolls with the journeytroll intelligence ability: Since so many coordinates have been unlocked, many re-rolls have been necessary to get a unique coordinate. But no more! The new ruling on the journeytroll intelligence ability is this:

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].


IMPORTANT: The last official day of the Territory Game will be on Sunday. 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

Hivestuck
Captain

Alien Datemate


Hivestuck
Captain

Alien Datemate

PostPosted: Sat Aug 23, 2014 10:55 am


DAILY REFRESH!


It's a new day! A push by the royalists, inspired by Captain Puchen, has caused a significant power shift. The undermined rebellion will not stand for this. A last push of desperation has spurred the rebellion to fight, and fight hard.


Today's Happenstance(s):

Phoenix Warcry applies to Rebel Troops today only and is based off of the mule's D6 roll:
1: Gain 1 additional action per troll, and 1 additional action per extra page.
2: Add 1D6 to all construction rolls
3: Add 1D6 to all demolition rolls
4: Add 1D6 to all recruiting rolls
5: Pick any coordinate on the map to unlock. This effect can be used once per page.
6: You can mobilize troops from one friendly coordinate to two coordinates (friendly or enemy) at once with one action.
(The effect that your team receives will be rolled in this post, and only affects the team that this thread belongs to. Royalists will not receive a buff; yesterday's warcry has worn off.)

Members of the Royalist and Rebel Teams can roll 1D6 once every hour in the Coastal Base or the Wooded Sanctuary 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, you receive an extra action for use in your team thread. These posts must be accompanied by RP text.

Each troll is refreshed and ready to go with 2 available actions.

ALSO: Trolls rolling for the journeytroll intelligence effect are welcome to roll up to 20D6 so as to not spam their threads.

REMINDER: The last official day of the Territory Game will be on Sunday. 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
PostPosted: Sun Aug 24, 2014 11:27 am


DAILY REFRESH!


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 with 3 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

Hivestuck
Captain

Alien Datemate


purplerosesbeauty

Springtime Spirit

PostPosted: Sun Aug 24, 2014 1:49 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], [2, 3], [5, 6], [6, 1] [2, 6], [2, 4], [4, 2]
Defenders on Standby: 0
Result of Action: Eostre scouts out [4,2] flea market from Alifax

She hated using the stupid radio. She didn't want to talk to redbloods, no matter how useful they were. Well, Tierte excluded.
o1234566789 rolled 3 6-sided dice: 1, 5, 2 Total: 8 (3-18)
PostPosted: Sun Aug 24, 2014 1:53 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], [2, 3], [5, 6], [6, 1] [2, 6], [2, 4], [4, 2]
Defenders on Standby: 0
Result of Action: Tierte builds a base on [4, 2] Flea Market for 8 durability.

Tierte was uncomfortable being around Eostre when she was upset. She'd rather be outside and building far, far away when she was like that...

o1234566789

Obsessive Lover


Hivestuck
Captain

Alien Datemate

PostPosted: Mon Aug 25, 2014 12:18 pm


CEASEFIRE


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


A whisper amongst the trees tells rebel trolls to return to the Wooded Sanctuary, while a blaring command instructs royalists to return to the Coastal Base. The fighting has ceased momentarily so that each side may attend to their wounded.

From the course of the battle, it is clear that both sides are evenly matched in spirit. While the royalists outnumber the rebels significantly, the hard-fought battle was certainly not in vain. Captain Puchen herself has reportedly been active during the day, finding sleep elusive over the threat of the rebels.

What was supposed to be a construction project has fallen into messy conflict. Young trolls have been pushed into their first taste of war through the ill-advised conversion of the restoration of Old Hemisect into a temporary ousting of the rebels, and a great price has been paid for the rebellion's counter-attack.

However, although the rebel threat was severely underestimated, the royalists regained and held their ground. The fate of both sides is yet to be seen.


At this time, the mechanics of the territory game have ceased. Trolls can continue to post and roll in the training ORPs until 12:00 PM PST of the 27th, when the final phase of the meta will begin. Trolls are welcome to keep RPing in team threads until the 27th as well.
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