Alifax picked up his walkie talkie on the way back to - uh, wherever Cerise was. "I've headed over to the - " he began, before he was quickly interrupted by a radio transmission.
Things had been changing at one of those...highblood bureaucratic compounds. That was good, right?
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: [1,5] the skyrise modified
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 6 damage to [1,6] paleflush pleasure district
It appeared to not be weakening to her graceful and delicate smashing charm, so Cerise needed another go! All she had to do was kick a few times and it theoretically should go down!
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 5 damage to [1,6] paleflush pleasure district
Once she got this place down, she'd need to celebrate with Nahori. Also when they got done with all this fighting, she'd take Nahori out for some fun. Maybe to the asylum? Or the crypts! Old Hemisect had a lot of fun places she didn't know about.
He found Cerise pretty quickly, though, at the paleflush pleasure district in question. She was having a bit of trouble with the base there.
That was fine. Alifax could pitch in. Glancing quickly at her, he ducked around a corner before coming out with meteors alight.
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: 4 - 7 = 0 at [1,6] paleflush pleasure district
thyPOPE rolled 1 6-sided dice:
6Total: 6 (1-6)
Posted: Fri Aug 22, 2014 9:36 pm
He quelled the flames quickly enough and reached for Nahori's supply of building materials. She didn't have the time for this, certainly, but Alifax did, so he figured he could help out before making one last round of his map.
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: base constructed at [1,6] paleflush pleasure district
Nothing seemed amiss, though. He headed back to Cerise. "So what do you do when you're not on active duty?" Alifax asked, although clearly she was still too young.
Actually, he was a little surprised himself that the military was accepting recruits so young right now. 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: n/a IGNORE ROLL
Posted: Sat Aug 23, 2014 10:57 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
Alifax made a quick jog around the terrain he'd marked for himself. The circle was slowly widening, really, and he was comfortable with what little he could act upon. He figured there were other teams, and they could handle most of it, but he'd see what information he could get anyway.
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: [1,2] museum of high culture affected
On Alifax's way past City Hall, it was hard not to see the imbalance: there was another, weaker base just past it, with a complete lack of defenders. Cerise would like to know about 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], [1,6], [6,6], [6,3], [4,2] Defenders on Standby: 0 Result of Action: [4,2] flea market
thyPOPE
Devoted Hoarder
Offline
Hivestuck Captain
Alien Datemate
Offline
Posted: Sun Aug 24, 2014 11:30 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 with3 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
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], [4,2] Defenders on Standby: 0 Result of Action: Cerise does 3 damage to [4,2] flea market
Although she was getting eager to have this thing be over. The cakes she left back at her hive were probably all stale and gross now, and she'd need to feed them to her lusus instead of selling them. Or... she could try and make cake pops with them. Maybe mask the terrible staleness with frosting.
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], [4,2] Defenders on Standby: 0 Result of Action: Cerise does x damage to [4,2] flea market
She'd need to find new ingredients too! She ran out of stolen eggs and milk, so she'd need to take a trip to chittentown where all the farms were... She knew a certain greenblood who couldn't tell how many things she stole so he was a great place to hit.
purplerosesbeauty
Springtime Spirit
Offline
thyPOPE
Devoted Hoarder
Offline
Posted: Sun Aug 24, 2014 1:35 pm
Alifax headed up north with his walkie talkie as Cerise began her attack. "All right, can I have fourteen of you on the mall?" 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], [4,2] Defenders on Standby: 0 Result of Action: 14 defenders from [2,5] mansion peaks to [2,6] daylight mall