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Homestuck inspired troll related b/c 

Tags: homestuck, troll, breedables, mspa, alternia 

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leon_a_darkangel rolled 2 6-sided dice: 2, 1 Total: 3 (2-12)

leon_a_darkangel

Dedicated Supporter

PostPosted: Wed Aug 27, 2014 11:00 pm


Stryke is on Intel
Coordinate Rolled: Restaraunt Blu [2,1]
SkinkDad HP: 29
Master Intelligence: X X X
Master Recruiting: X X X

Calling into another station, he discovered the Restaurant was still in tact and more than ready to go with deployment and aiding in their assault. While Stryke really wanted to be rid of all the lions, but thus far he hadn't been bothered by them since the initial scare.


Stryke deals (2)*2= 4 damage!
leon_a_darkangel rolled 3 6-sided dice: 4, 5, 5 Total: 14 (3-18)
PostPosted: Wed Aug 27, 2014 11:06 pm


Noooope this doesn't apply. :'D /sweeps the self sabotages away

leon_a_darkangel

Dedicated Supporter

seekingCylem rolled 2 6-sided dice: 1, 1 Total: 2 (2-12)

seekingCylem
Crew

Ice-Cold Cultist

9,875 Points
  • Brandisher 100
  • Perfect Attendance 400
  • Hygienic 200
PostPosted: Wed Aug 27, 2014 11:07 pm


Rasali is on INTEL
Coord Rolled: Hemisect Crypts (Loyalist-Controlled)
Kappadad's HP: 32 - 3 = 29
Grandmaster Recruiting: XXXX

[ The big cats were beautiful and Rasali would have loved to see them as a spectator at a show or the zoo.

"Ah! AHTHPCHOO!"

This, however, was terrible.

"Atchoo!"

Kappadad fared better against these clawbeasts better than many other lusii would have, but there was nothing he could do to protect Rasali from her new-found allergy.

She couldn't even properly see the lions through her watering eyes.
]


Rasali does 0 damage and loses 3 health.
Green Minuet rolled 2 6-sided dice: 6, 3 Total: 9 (2-12)
PostPosted: Wed Aug 27, 2014 11:16 pm


Kursha is on Assault
The Colonel HP: 39 + 3 = 40
Grandmaster Demolition: x x x x
Novice Intelligence: x

Of course they kept lions! It would be shameful not to follow such an old cliché! If they had any kind of sense though, there should have been a food source nearby. Well... ideally a food source that was not him. Kursha rounded a corner and found a large freezer waiting at the other end. He yanked the doors open and a blast of cold, misty air hit him. Hunks of meat, some still recogniseable hung from the ceiling. Grabbing a small oinkbeast off a hook, Kursha went running back to the central arena.

"Feast on this, you lousy, overgrown house cats!"

Kursha (the Colonel) dealt 3 * 2 = 6 damage!

Green Minuet

Greedy Trickster

leon_a_darkangel rolled 2 6-sided dice: 3, 5 Total: 8 (2-12)

leon_a_darkangel

Dedicated Supporter

PostPosted: Wed Aug 27, 2014 11:29 pm


Stryke is on Intel
Coordinate Rolled: Swiftscale Hill [3,5]
SkinkDad HP: 29-1= 28
Master Intelligence: X X X
Master Recruiting: X X X

He's spoken too soon, that frequency he'd been tuned on that had helped him with the club and pleasure district came on after a moment, causing one of the lions to lash out.

Stryke would just turn that station off while he was around the lions...seemed like a better idea after that demonstration anyway.


Stryke's lusus takes 1 damage.
Sypon rolled 2 6-sided dice: 1, 4 Total: 5 (2-12)
PostPosted: Wed Aug 27, 2014 11:44 pm


Ganyma is on ASSAULT
HP: 15
Grandmaster Construction: x x x x
Journeytroll Demolition: x x
Military Grade Weapon: +1 damage

Ganyma lost his grip. He was now being chased around the ring, looking for an opportunity to strike. This would have been entertainment gold back in the day, but Ganyma wasn't seeing the glory. He hoped that he could get out of here soon.

Ganyma did 0 damage like an idiot!

Sypon
Vice Captain

Green Minuet rolled 1 4-sided dice: 4 Total: 4 (1-4)

Green Minuet

Greedy Trickster

PostPosted: Wed Aug 27, 2014 11:47 pm


Kursha is on Assault
The Colonel HP: 40
Grandmaster Demolition: x x x x
Novice Intelligence: x

For the most part, the lions were ignoring Kursha after he had thrown some meat their way. However there were several more who seemed intent on making a meal out of the other rebels. Kursha would have liked to have left them but there was always the possibility that one might come after him later. He could always use more allies. Besides, the Colonel was on a bit of a killing spree.

With a deafening scream—Kursha clapped his hands over his ears—the eagle lusus dived down and dug her talons into a lion's mane. Her beak then went to work ripping at the eyes, the muzzle, and the throat. It was bloody business.

Kursha (the Colonel) dealt 4 * 2 = 8 damage!
leon_a_darkangel rolled 2 6-sided dice: 5, 3 Total: 8 (2-12)
PostPosted: Thu Aug 28, 2014 12:04 am


Stryke is on Intel
Coordinate Rolled: Beachfront Wastes [5,3]
SkinkDad HP: 28
Master Intelligence: X X X
Master Recruiting: X X X

He perked up a bit hearing more data about locations controlled by the rebels. Keeping the radio volume low he peeked around his hiding spot warily.

While it didn't fix the situation they were in currently, he could at least relay information back and forth between different rebel groups in an effort to gain as much ground as possible.


Stryke's results does (2) *2 = 4 damage!

leon_a_darkangel

Dedicated Supporter

leon_a_darkangel rolled 2 6-sided dice: 4, 5 Total: 9 (2-12)

leon_a_darkangel

Dedicated Supporter

PostPosted: Thu Aug 28, 2014 12:11 am


Stryke is on Intel
Coordinate Rolled: Four Fronds Highway [4,5]
SkinkDad HP: 28-1= 27
Master Intelligence: X X X
Master Recruiting: X X X

He should have stayed ducked down! Upon lifting his head, he nearly took a swipe to the face, pulled down and quickly resuming his hiding properly. His father gave him a disproving stare, indicating he'd better stay put until further notice.

Stryke's lusus takes 1 damage.
Sypon rolled 2 6-sided dice: 5, 2 Total: 7 (2-12)
PostPosted: Thu Aug 28, 2014 12:18 am


Ganyma is on ASSAULT
HP: 15
Grandmaster Construction: x x x x
Journeytroll Demolition: x x
Military Grade Weapon: +1 damage

((OH GREAT, A 2. MUCH BETTER.))

Ganyma managed to get a grip on a different lion, now that the other one had lost interest. Fortunately, it seemed as though the group was fully occupied with their escape. It was about time, too.

Ganyma did (2 + 1) * 2 = 6 damage!

Sypon
Vice Captain

Green Minuet rolled 1 4-sided dice: 2 Total: 2 (1-4)

Green Minuet

Greedy Trickster

PostPosted: Thu Aug 28, 2014 12:21 am


Kursha is on Assault
The Colonel HP: 40
Grandmaster Demolition: x x x x
Novice Intelligence: x

The Colonel was beginning to show signs of tiring. It was no surprise. She had been on a murderous rampage since the Flea Market. Still, she was not out of the fight yet. She dove for the underside of a lion. Tail lashing, her talons latched onto the main, and her beak sought out the warm blood in his throat.

Kursha (the Colonel) dealt 2 * 2 = 4 damage!
Hivestuck rolled 10 6-sided dice: 2, 6, 3, 4, 6, 5, 6, 2, 1, 3 Total: 38 (10-60)
PostPosted: Thu Aug 28, 2014 2:27 am


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

326/475

LOCATION: AIGUMA THEATRE [2,2]
TARGET: CLOWNS.


New kid rules:
NEW RULES OF NOTE:
Kid battle mechanics have changed somewhat for this battle event.

If you're a kid on assault: Roll 2d6 for your first turn after the boss attacks. The first die is the damage you take and any effects that happen, and the second die is your (lusus') damage roll as normal.

Additionally, at half-hour opportunities between rounds, lusii can attack. They roll 1d4 damage that automatically hits. Lusii cannot be healed or support trinketed.


The weary pack made their way to the Aiguma Theatre, a zone well known to be a recently renovated rebel base. While the group aimed to rest for a while and seek refuge, loyalist forces were just around the corner. From the dark recesses of the theatre, a spiritual unrest had begun. It wasn’t so supernatural though – it was simply back-up.

Reinforcements from a radio message a long time coming had arrived at the sleepy rebel base. They came in one car, and piled out like a horrific, endless wave of purple Alternian Beverage: clowns.

Not yet of the subjugglator ilk yet impressionable and capricious, they immediately crept into the theatre to help a long-gone Sister out. They would have been here earlier, but hey, they’re clowns. The rebels now come face to face with an unorthodox threat, sent by the royalists but working for their own carefree, malicious intentions.


Roll 2D6!
For your dodge roll, listings go as follows:

If you roll a 1, the part of the theater that still has walls is totally dark inside. Rebels and clowns alike are stumbling over rows of seats and displaced set pieces. You can’t get anything done and might just hit one of your teammates if you’re not careful! Take 1 damage. INTEL trolls take 2 damage instead of 1 for rolling enemy bases this round, and ASSAULT trolls’ accuracy is reduced by 3. If lusii are attacking, their damage is reduced by 2.

If you roll a 2, There are way more clowns than you’d anticipated, and between their weird slang and theatrics, they’re deceptively well-coordinated. A troll on a unicycle knocks you over and zips away before you can do anything about it. Soon you feel a great deal of thwacking from a juggling club – you’ve got to get out of here! Take 2 damage and deal no damage this turn.

If you roll a 3 as an ASSAULT troll, the awful paranoia of all the chucklevoodoos in the air is filling you with adrenaline. Anxiety aside, you’re hitting harder and faster than ever. Take 2 damage, but deal 1 extra damage for the duration of this round. As an INTEL troll, your mind is frazzled and you keep accidentally stumbling into people and things. Successful coordinate rolls will deal 1 damage instead of 2 for the duration of this round.

If you roll a 4, as an INTEL troll, you extricate yourself from the battle by climbing up to the catwalk, where you wrangle one of the spotlights into shining directly into some clown eyes. You deal 4 extra damage this turn, and take no damage. As an ASSAULT troll, from the ground level the rapidly moving lights are starting to make you feel sick. You take 1 damage, and if you roll a 1 to attack you topple over and take another point of damage during this round.

If you roll a 5... These juggalos and their capricious attacks are way too difficult to predict! You’ll have to resort to desperate measures – swinging randomly and hoping that you hit and don’t hurt yourself. ASSAULT: If you roll a 1 or 2 this round for accuracy, you will deal half of your intended attack to yourself (rounded down). If you hit, you deal 3 extra damage per attack for the duration of the round. INTEL: You take 1 damage, but can roll normally for coordinates this round.

If you roll a 6: You cut one of the ropes near the stage, which brings a curtain down on top of a group of clowns, tangling them up in the process. You deal 5 extra damage this turn and feel pretty damn good about yourself..


THIS ROUND STARTS AT 10:00 AM PST
NEXT ROUND STARTS AT 1:00PM PST



THE ARMY THREATENS TO DEMOLISH A COORDINATE


DEAD FIELDS [1,3]
if this coordinate is rolled by intel trolls, all trolls deal 2x damage. if not rolled... there will be consequences.
• • • – – – • • •


Destroyed Coordinates:
THE ARMY HAS PERMANENTLY DESTROYED SERPENTINE MANSION. IF [5,5] is rolled, the troll that rolled it will take 2 damage.
THE ARMY HAS PERMANENTLY DESTROYED BEACHFRONT WASTES. IF [5,3] is rolled, the troll that rolled it will be unable to act for an hour.

Hivestuck
Captain

Alien Datemate

Sypon rolled 2 6-sided dice: 5, 2 Total: 7 (2-12)

Sypon
Vice Captain

PostPosted: Thu Aug 28, 2014 11:32 am


Ganyma is on ASSAULT
HP: 15
Grandmaster Construction: x x x x
Journeytroll Demolition: x x
Military Grade Weapon: +1 damage

((I'm honestly intrigued how well Ganyma will do with clowns... Not bad!))

These clowns were insane. Ganyma struggled to keep up with their movement, but they fought completely without logic. He tried to find a pattern - something to recognize - but couldn't. He eventually gave up and cracked a clown on the jaw, bellowing viciously.


Ganyma did (2 + 1) = 3 damage!
seekingCylem rolled 2 6-sided dice: 3, 5 Total: 8 (2-12)
PostPosted: Thu Aug 28, 2014 12:49 pm


Rasali is on INTEL
Coord Rolled: Swiftscale Hills (Loyalist-Controlled)
Kappadad's HP: 29 - 1 = 28
Grandmaster Recruiting: XXXX

[ The contrast of the whimsical clowns and their brutal violence was already setting Rasali on edge. Running near-blind through a darkened theater was also horrifying. If Rasali was actively being chucklevoodooed, she was having a hard time noticing it over the actual fear she was experiencing. ]


Rasali does 0 damage and takes 1 herself.

seekingCylem
Crew

Ice-Cold Cultist

9,875 Points
  • Brandisher 100
  • Perfect Attendance 400
  • Hygienic 200
Hivestuck rolled 10 6-sided dice: 2, 1, 5, 1, 6, 3, 3, 2, 2, 4 Total: 29 (10-60)

Hivestuck
Captain

Alien Datemate

PostPosted: Thu Aug 28, 2014 1:06 pm


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

?/475

LOCATION: OLD HEMISECT ASYLUM [3,2]
TARGET: ROYALISTS


New kid rules:
NEW RULES OF NOTE:
Kid battle mechanics have changed somewhat for this battle event.

If you're a kid on assault: Roll 2d6 for your first turn after the boss attacks. The first die is the damage you take and any effects that happen, and the second die is your (lusus') damage roll as normal.

Additionally, at half-hour opportunities between rounds, lusii can attack. They roll 1d4 damage that automatically hits. Lusii cannot be healed or support trinketed.


There would be no rest for the rebel forces. Fleeing from the theatre, it seemed as though there was no rest in sight. And the next best coordinate – The Dead Fields having been destroyed – seemed like the royalist-controlled Old Hemisect Asylum. The hope, muttered the rebels, was that it had been demolished so well that a solid base could not be erected. The Asylum was still standing, at least.

Residual chucklevoodoos from the previous enclownter plagued the rebels as they made their way to the Asylum. Dark thoughts and severe emotional states, often accompanied by nervous laughter, make the Asylum seem to be an even more frightful place. The rebels begin to wander down the halls in search of supplies, rest, and a safe exit.

It’s rather haunting – anything could jump out at you, and at best you hope for a royalist.


Roll 2D6!
For your dodge roll, listings go as follows:

If you roll a 1, after much wandering you spot a resident of the asylum peeking out from one of the rooms. You try to hail them for directions, but they slam the door in your face. You just barely realize in time that it wasn’t at the sight of you, but the armed loyalist behind you. You take 3 damage, and do half damage this round until you roll a 6 to get out of trouble.

If you roll a 2, you keep making right turns down this hallway, hoping to find so much as where you came in from, but every lap feels like there are more and more doors. You’re starting to get so tired. You take 2 damage, and deal no damage this turn. INTEL trolls fail their coordinate search this turn.

If you roll a 3, you’re cornered by a loyalist agent, when the destruction done to the asylum comes to the rescue. The roof caves in, and through the dust and rubble, you’re able to make a clumsy escape. Take 2 damage, and do half damage this turn.

If you roll a 4, as an INTEL troll you remember the trick to getting through labyrinths is to keep your left hand to the wall and follow it to the exit. You can negate and re-roll a coordinate search this round. As an ASSAULT troll, you blow out a nearby window and /make/ an exit. It’s not a pretty escape, though. Take 2 damage.

If you roll a 5... As an INTEL troll, you’re confident this dilapidated staircase will definitely lead your party to freedom. You forge on ahead down the treacherous path. Take 2 damage. As an ASSAULT troll, you stay up top and use the dearth of debris to soundly barricade the loyalists from getting down the adjacent hallway. Deal 2 extra damage this turn

If you roll a 6: after all the violence tonight, the few remaining trolls of the Asylum have had it up to here with the loyalist base taking over their home. The staff distracts the loyalist agents looking for your party, while a number of patients lead you safely through the building. Gain 2 HP (lusii included). INTEL trolls do not take damage from coordinate searches this round.


NEXT ROUND STARTS AT 4:00 PM PST



THE ARMY THREATENS TO DEMOLISH A COORDINATE


RESTAURANT BLU [2,1]
if this coordinate is rolled by intel trolls, all trolls deal 2x damage. if not rolled... there will be consequences.
• • • – – – • • •


Destroyed Coordinates:
THE ARMY HAS PERMANENTLY DESTROYED SERPENTINE MANSION. IF [5,5] is rolled, the troll that rolled it will take 2 damage.
THE ARMY HAS PERMANENTLY DESTROYED BEACHFRONT WASTES. IF [5,3] is rolled, the troll that rolled it will be unable to act for an hour.
THE PHOENIX INITIATIVE HAS PERMANENTLY DESTROYED HEMISECT CRYPTS. IF [1,1] is rolled, the troll that rolled it will bolster the rebel defense by 15.
THE ARMY HAS PERMANENTLY DESTROYED DEAD FIELDS. IF [1,3] is rolled, the REBEL troll that rolled it will bolster the royalist defense by 15.
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