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Homestuck inspired troll related b/c 

Tags: homestuck, troll, breedables, mspa, alternia 

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thyPOPE rolled 2 6-sided dice: 2, 6 Total: 8 (2-12)

thyPOPE

Devoted Hoarder

PostPosted: Thu Aug 21, 2014 12:54 pm


Alifax headed up north again to a mall he'd passed by on the way to the city. Interesting, perhaps, but he'd never been very fond of shopping centers. He never had the money for them.

Group Progress:
Coordinates Unlocked: [2,4], [2,3], [2,2], [4,3], [1,2], [3,5], [5,4], [3,3], [5,5], [5,2], [1,5], [4,6], [1,3], [2,6]
Defenders on Standby: 9
Result of Action: [journeytroll effect; [2,6] daylight mall unlocked]
thyPOPE rolled 4 6-sided dice: 2, 5, 6, 4 Total: 17 (4-24)
PostPosted: Thu Aug 21, 2014 1:05 pm


And Alifax headed away again - first for Mansion Peaks, which predictably had a rebel base built on top of it. That was something he definitely needed to let Cerise know about - he had no qualms about destroying land near a base that had essentially become a looter's haven, anyway. It'd been destined for demolition, and destroying the rebel base he'd found there would only be better.

Afterwards he headed east to the water: some rebels had built a base near a highblood vacation spot, it seemed. That might also be an issue, but he headed out of there fast. It was swarming with black-clothed defenders, and he didn't want to be spotted lest he be hurt or something.

Group Progress:
Coordinates Unlocked: [2,4], [2,3], [2,2], [4,3], [1,2], [3,5], [5,4], [3,3], [5,5], [5,2], [1,5], [4,6], [1,3], [2,6], [2,5], [6,4]
Defenders on Standby: 9
Result of Action: [2,5], [6,4] unlocked

thyPOPE

Devoted Hoarder

thyPOPE rolled 4 6-sided dice: 5, 1, 2, 2 Total: 10 (4-24)

thyPOPE

Devoted Hoarder

PostPosted: Thu Aug 21, 2014 1:12 pm


So it was south to the harbor he went - where he found yet another rebel base. How unfortunate. This one seemed to also lack defenders of any kind, although the building itself seemed fairly sturdy. Also something Cerise could rectify - although he wasn't sure that she'd have enough time or energy in the night to do that.

Group Progress:
Coordinates Unlocked: [2,4], [2,3], [2,2], [4,3], [1,2], [3,5], [5,4], [3,3], [5,5], [5,2], [1,5], [4,6], [1,3], [2,6], [2,5], [6,4], [5,1]
Defenders on Standby: 9
Result of Action: [5,1] harbor found
thyPOPE rolled 2 6-sided dice: 1, 6 Total: 7 (2-12)
PostPosted: Thu Aug 21, 2014 1:15 pm


As he walked along the shore, his communication device crackled. "-flush Pleasure District..." it mentioned, and Alifax winced. Despite his victories at Bloodfest, he didn't really have any interest in romance of any kind. He had higher priorities, after all.

But he listened anyway, and he recorded the presence of defenders on his map, too.

Group Progress:
Coordinates Unlocked: [2,4], [2,3], [2,2], [4,3], [1,2], [3,5], [5,4], [3,3], [5,5], [5,2], [1,5], [4,6], [1,3], [2,6], [2,5], [6,4], [5,1], [1,6]
Defenders on Standby: 9
Result of Action: [1,6] paleflush pleasure district found

thyPOPE

Devoted Hoarder

thyPOPE rolled 4 6-sided dice: 2, 1, 3, 4 Total: 10 (4-24)

thyPOPE

Devoted Hoarder

PostPosted: Thu Aug 21, 2014 1:18 pm


It was nice to know where all these rebel bases were, but Alifax didn't really have the ability to act on the information. He marked down the information about the restaurant, and headed inwards away from the sea - too much time near the water made him uncomfortable.

On the way back he spotted an imperial base he hadn't yet encountered and ducked into it for some brief respite. With any luck the girls were doing well.
Group Progress:
Coordinates Unlocked: [2,4], [2,3], [2,2], [4,3], [1,2], [3,5], [5,4], [3,3], [5,5], [5,2], [1,5], [4,6], [1,3], [2,6], [2,5], [6,4], [5,1], [1,6], [2,1], [3,4]
Defenders on Standby: 9
Result of Action: [2,1], [3,4] scouted
purplerosesbeauty rolled 2 6-sided dice: 4, 5 Total: 9 (2-12)
PostPosted: Thu Aug 21, 2014 1:35 pm


Group Progress:
Coordinates Unlocked: [2,4], [2,3], [2,2], [4,3], [1,2], [3,5], [5,4], [3,3], [5,5], [5,2], [1,5], [4,6], [1,3], [2,6], [2,5], [6,4], [5,1], [1,6]
Defenders on Standby: 9
Result of Action: Cerise attacks [2,5]: Mansion Peaks for 9 damage!

Cerise was literally all energy when it came to attacking something! There was a rebel base, completely undefended, so it was ripe for the smashing. Boom! Boom!

purplerosesbeauty

Springtime Spirit

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

purplerosesbeauty

Springtime Spirit

PostPosted: Thu Aug 21, 2014 1:40 pm


Group Progress:
Coordinates Unlocked: [2,4], [2,3], [2,2], [4,3], [1,2], [3,5], [5,4], [3,3], [5,5], [5,2], [1,5], [4,6], [1,3], [2,6], [2,5], [6,4], [5,1], [1,6]
Defenders on Standby: 9
Result of Action: Cerise attacks [2,1]: Restaurant Blu for 11 damage!

It was sort of sad to go attack a base at a restaurant. Restaurants were nice! Fancy warm food, and cupcakes made with not-stolen sugar and eggs.... well, it didn't matter! It was a smelly old restaurant, not a cute little cafe like her shop.
purplerosesbeauty rolled 2 6-sided dice: 2, 5 Total: 7 (2-12)
PostPosted: Thu Aug 21, 2014 1:42 pm


Group Progress:
Coordinates Unlocked: [2,4], [2,3], [2,2], [4,3], [1,2], [3,5], [5,4], [3,3], [5,5], [5,2], [1,5], [4,6], [1,3], [2,6], [2,5], [6,4], [5,1], [1,6]
Defenders on Standby: 9
Result of Action: Cerise attacks [2,1]: Restaurant Blu for 7 damage!

Goodbye, rebels! If she managed to destroy their base all up, she could have Nahori or someone build a nice royal base there. That'd be better.

purplerosesbeauty

Springtime Spirit

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

purplerosesbeauty

Springtime Spirit

PostPosted: Thu Aug 21, 2014 1:45 pm


Group Progress:
Coordinates Unlocked: [2,4], [2,3], [2,2], [4,3], [1,2], [3,5], [5,4], [3,3], [5,5], [5,2], [1,5], [4,6], [1,3], [2,6], [2,5], [6,4], [5,1], [1,6]
Defenders on Standby: 9
Result of Action: Cerise attacks [1,3]: Dead Fields for 11 damage!

Dead Fields was a really cool name. Like a field of dead people? Or maybe a field full of other dead things. Either way, there was a base on it and she was gonna smash it!
Hivestuck rolled 1 6-sided dice: 1 Total: 1 (1-6)
PostPosted: Fri Aug 22, 2014 12:25 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


thyPOPE

Devoted Hoarder

PostPosted: Fri Aug 22, 2014 5:08 pm


After the debriefing, Alifax felt somber - and so did the girls, probably. But they could still turn this tide - Alifax hoped.

Some crackling on the radio alerted him to activity at the hill. He waited for it to subside before finally sending the supporters that Nahori had gathered over.

Group Progress:
Coordinates Unlocked: [2,4], [2,3], [2,2], [4,3], [1,2], [3,5], [5,4], [3,3], [5,5], [5,2], [1,5], [4,6], [1,3], [2,6], [2,5], [6,4], [5,1], [1,6], [6,6]
Defenders on Standby: 0
Result of Action: 9 defenders deployed to [3,5] luxury docks
thyPOPE rolled 2 6-sided dice: 1, 6 Total: 7 (2-12)
PostPosted: Fri Aug 22, 2014 5:14 pm


All right. It was time to get down to business with this map.

Alifax headed up northwest to find the...paleflush pleasure district again. This place ordinarily made him pretty nervous but - well. There wasn't much he could do about that. Fortunately there was a rebel base constructed there now.

Well, it wasn't fortunate. But, well, you know. He eyed it warily: it looked quite a bit weaker than he'd thought.

Group Progress:
Coordinates Unlocked: [2,4], [2,3], [2,2], [4,3], [1,2], [3,5], [5,4], [3,3], [5,5], [5,2], [1,5], [4,6], [1,3], [2,6], [2,5], [6,4], [5,1], [1,6], [6,6]
Defenders on Standby: 0
Result of Action: [1,6] paleflush pleasure district

thyPOPE

Devoted Hoarder


purplerosesbeauty

Springtime Spirit

PostPosted: Fri Aug 22, 2014 8:35 pm


Group Progress:
Coordinates Unlocked: [2,4], [2,3], [2,2], [4,3], [1,2], [3,5], [5,4], [3,3], [5,5], [5,2], [1,5], [4,6], [1,3], [2,6], [2,5], [6,4], [5,1], [1,6], [6,6]
Defenders on Standby: 0
Result of Action: Cerise moves one defender from Swiftscale Hill to attack [1,6] paleflush pleasure district

Cerise was bored by the blueblood talking and screaming about losing. She didn't care about losing so long as she had fun! And chasing people around was fun. She told the defender to get to the pleasure district before she smacked him upside the head, and what do you know, he followed orders no question.
purplerosesbeauty rolled 3 6-sided dice: 2, 2, 3 Total: 7 (3-18)
PostPosted: Fri Aug 22, 2014 8:36 pm


Group Progress:
Coordinates Unlocked: [2,4], [2,3], [2,2], [4,3], [1,2], [3,5], [5,4], [3,3], [5,5], [5,2], [1,5], [4,6], [1,3], [2,6], [2,5], [6,4], [5,1], [1,6], [6,6]
Defenders on Standby: 0
Result of Action: Cerise does 4 damage to [1,6] paleflush pleasure district

And now that that was taken care of, it should be easy enough to take down the rebels. Take that!

purplerosesbeauty

Springtime Spirit

thyPOPE rolled 2 6-sided dice: 6, 3 Total: 9 (2-12)

thyPOPE

Devoted Hoarder

PostPosted: Fri Aug 22, 2014 8:39 pm


Alifax headed to the shore again. He'd already checked out most of the shoreline, actually, but everything was constantly changing. He'd even personally helped some of those changes along.
Group Progress:
Coordinates Unlocked: [2,4], [2,3], [2,2], [4,3], [1,2], [3,5], [5,4], [3,3], [5,5], [5,2], [1,5], [4,6], [1,3], [2,6], [2,5], [6,4], [5,1], [1,6], [6,6], [6,3]
Defenders on Standby: 0
Result of Action: [6,3] shipyard warehouses unlocked, other things
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