While Kabukidad tended to the dead, Mantismom had begun to methodically tear down walls, using her weight and fore scythes in order to help destroy the base. Larque was glad that she was along; it was not as if he had any clue how to use explosives, and it would have taken hours to tear down the rebel-built fortifications on their own. He tried to go easy, not wanting to hurt the actual building itself....
"TAMIYA?? BE CAREFUL." he hollered as his lusus continued her rampage.
Tamiya was not able to much to help in the demolition process. She helped direct traffic and stood in awe of Larque's lusus, who effortlessly destroyed the infrastructure of the rebel base. She was a magnificent caretaker. Tamiya sat on one of the chairs in her hive and covered herself in Larque's cuddleplane, glowering. She was overwhelmed. Too many people, too many sounds.
Tamiya was much better at directing the effort than at doing the destruction herself. She wore the snuggleplane like a cape, letting the troops in on the secrets of her hive. There were many areas that were exploitable, and she sped up the process of disentangling the rebel presence. Finally, she could focus on fixing her hive. What was left of it. She mostly just sat in her now-empty room and prayed.
Larque knew that he was at a bit of an advantage, with his bulldozer of a lusus. He rode patiently on her back the entire time, and once she had torn down most of the fortifications, he had her shore up the debris on one side of the hive. Not the best, but their recruits would fill in the gaps. Slumping onto the slope of her neck, he sighed. They had accomplished what felt like a herculean task, and had come out mostly unscathed.
He patted Mantismom's neck, and she clicked quietly, lumbering off in search of Tamiya.
Group Progress: Coordinates Unlocked: (1, 1) (1, 2) (1, 3) (1, 5) (2, 1) (2, 2) (2, 3) (2, 5) (2, 6) (3, 1) (3, 2) (3, 3) (3, 4) (3, 6) (4, 1) (4, 2) (4, 3) (4, 4) (4, 5) (4, 6) (5, 1) (5, 2) (5, 3) (6, 4) (5, 5) Defenders on Standby: 35 Result of Action: base built on aiguma theatre, durability of 5
kamileunaire
Floppy Member
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Hivestuck rolled 1 6-sided dice:
3Total: 3 (1-6)
Hivestuck Captain
Alien Datemate
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Posted: Fri Aug 22, 2014 12:30 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
Tamiya didn't particularly care for what Captain Puchen had to say. In fact, she wanted to give her an inflammatory earfull after what happened to her hive. The good news was, however, that at least this press by the royalists had spurred some sense of duty in the troops. They guarded Tamiya's hive diligently under her watch. It was too late, of course, for it to make much of a difference, but Tamiya had had enough.
She wandered outside to find Larque, feeling naked at her hive without her kiseru nearby.
Larque had remained outside, more content to stay with his lusus than anything. He idly directed her towards clumsy attempts at construction, and even helped on his own, stacking up rocks and chunks of rubble.
As Tamiya emerged, his attention was drawn to her, and he wandered over, all tattered and dust-smudged. "Hey Tamiya. How are you holding out?" His voice was tinged with weariness, and he'd been worrying about her. It must have been hard to lose a hive like hers.
Tamiya wandered from her hive outside, where her rock garden once was. Larque seemed to have the right idea. She sighed heavily and got to work, swirling a pattern in the overspilled sand with her foot. "I am.... Tired. Angry. I demand that we ******** destroy them when we get the chance. But I am tired." She reiterated.
Tamiya picked up a rock and placed it just so in the sand. She looked up at Larque and his lusus and brushed a stray hair out of her eyes. "Sinter does not know we have been mobilized," she noted. It was an exclamation of surprise for Tamiya -- how could she have forgotten Sinter? Everything had happened so fast... Tamiya folded up the snuggleplane and laid it gently on the ground. Then, she decided against her folds. The blanket was placed cleanly unfolded on the ground immediately, and Tamiya sat on it without further ado. She pulled her walkie talkie from her hakama and spoke wearily into it.
"Sinter. Come in. This is Tamiya. We are at my hive. I am requesting your presence. That is all, ********."
[ Sinter yawned. Listening to the loyalist rhetoric outside had been calming. Even if Sinter had his doubts about the Alternian government, he was too far entrenched in this to want to hear any more debate on the matter. Listening to pretty words about their work being "righteous" was something Sinter could get behind, if only for tonight.
Sinter was almost out of notes to transcribe. He figured he should probably meet up with another intelligence troll to get more info, which lead him to wonder where Larque was. He hadn't seen him or Tamiya around for a while now. He couldn't blame them for taking a break, but he suspected this wasn't the case. ]
[ The longer Sinter went without word from Tamiya or Larque, the more glances he sent towards the radio sitting next to him on his desk. It was beginning to distract from his work. He hesitated calling them himself. Clearly they were busy. ]
Group Progress: Coordinates Unlocked: (1, 1) (1, 2) (1, 3) (1, 5) (2, 1) (2, 2) (2, 3) (2, 5) (2, 6) (3, 1) (3, 2) (3, 3) (3, 4) (3, 6) (4, 1) (4, 2) (4, 3) (4, 4) (4, 5) (4, 6) (5, 1) (5, 2) (5, 3) (5, 5) (6, 4) + (1, 6) Defenders on Standby: 79 Result of Action: Action 1/2; Mass rolling for new coords. Found (1, 6) the Paleflush Pleasure District.
"We'll get them." He said with a nod, trying to sound confident. He was sure he would have been angry too, but it was a bit hard to tell. He was sure something similar had happened to his own hive, but he had worked hard at letting that bitterness go. He tilted his head as he watched her, continuing to stack up more of the rubble. "What are you drawing there?" He asked, wondering if it was part of a ritual.
"Oh...s**t." He blinked, wide-eyed at Tamiya's exclamation. They had all but left the redblood behind, in her rage and eagerness to reclaim what was hers. He paused to see if she would get a quick response.
[ Sinter had been in the process of carefully drawing a straight line across one of his maps with a ruler when he walkie-talkie buzzed to life. Sinter jumped, the tension shooting his line across the page at a 45-degree angle from where it was supposed to be. Sinter swore, but was too happy to receive communication to be properly annoyed.
"T-Tamiya? Y-yes, I'm on my way. Uh, over."
Sinter looked over at the map he'd just botched. He knew where Tamiya's hive was, right?
He had other maps. ]
Group Progress: Coordinates Unlocked: (1, 1) (1, 2) (1, 3) (1, 5) (1, 6) (2, 1) (2, 2) (2, 3) (2, 5) (2, 6) (3, 1) (3, 2) (3, 3) (3, 4) (3, 6) (4, 1) (4, 2) (4, 3) (4, 4) (4, 5) (4, 6) (5, 1) (5, 2) (5, 3) (5, 5) (6, 4) + (6, 2) Defenders on Standby: 79 Result of Action: Action 2/2; Mass rolling for new coords. Found (6, 2) the Lighthouse.
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
[ Sinter had no idea what Tamiya's hive looked like. "Theater" didn't seem descriptive enough when taking Tamiya's eclectic tastes into consideration. Still, Sinter had more than enough cartographic information to find the address, even with the circuitous route he'd taken to avoid the worst of the fighting. At a distance, this looked to be the right place.
It was trashed. Sinter had seen worse on his way there, but those hives didn't belong to his unstable friend. He rushed towards the lawnring. ]
[ A lot of thoughts were running through Sinter's mind. His biggest concern as he darted through the neighborhood, was who did this to Tamiya's hive. The royalists wouldn't have been this careless with one of their bases. There must have been a rebel attack. That was bad simply on principle, but if Tamiya's hive came out looking this battered from the outside, Sinter feared for what had become of the inside. ]