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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, 5 Total: 7 (2-12)

thyPOPE

Devoted Hoarder

PostPosted: Thu Aug 28, 2014 12:06 am


Alifax is on ASSAULT
HP: 18
Grandmaster Intelligence: x x x x
Apprentice Construction: x
Apprentice Demolition: x

All right. Alifax could do this. Or...maybe he couldn't. He swerved away to avoid someone who seemed to have taken on his own strategy. Those sleds were pretty useful, he had to admit.

[2,6] ROLLED!
Alifax takes 0 damage and deals 0 damage!
Green Minuet rolled 1 4-sided dice: 3 Total: 3 (1-4)
PostPosted: Thu Aug 28, 2014 12:22 am


Ephias is on Assault
Wolly HP: 34
Grandmaster Construction: x x x x
Novice Recruiting: x

Ephias' giggle fit had passed. He lay centre stage, quiet and unmoving as he stared up towards the sky. His expression was blank. Were it not for his breathing, he might have been dead he was so still. His lusus on the other hand, had recovered somewhat. His head was still clouded, but he knew his duty. If only he could get his legs a little more coordinated!

He charged another would-be assassin. The troll was knocked off their feet and sent flying. Suddenly from behind him he heard Ephias click his tongue in disapproval. Incredulous, he turned to look.

"Wolly, you're upstaging me," the redblood said. He extended a hand dramatically(?) towards the sky. "I'm going to rise and become a star. Like them. You can be my agent."

Ephias (Wolly) dealt (3 / 2) * 2 = 3 damage!

Green Minuet

Greedy Trickster

Sypon rolled 1 4-sided dice: 1 Total: 1 (1-4)

Sypon
Vice Captain

PostPosted: Thu Aug 28, 2014 12:27 am


Tamiya is on ASSAULT
Kabukidad HP: 36
Grandmaster Recruiting: x x x x
Apprentice Intelligence: x

Kabukidad was a mess. He stumbled around and lazily slapped at some of the rebels nearby, but was met with a sharp stab to the leg. He oozed purple and howled, cackling and honking like a possessed waterfowl.

Tamiya had to sit down. She sniffled and tried to wipe off the gunk, feeling quite out of her head at the moment.

Tamiya deals 1 / 2 * 2 = 1 damage!
PostPosted: Thu Aug 28, 2014 2:26 am


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

396/625


LOCATION: RAIL STATION [4,4]
TARGET: REBELS ON A TRAIN


Kid Assault Rolls:
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.

“Now that your frivolity is done, I’ve just received word that there is a setback we must deal with. The Rail Station train has been commandeered – we lay claim to every coordinate along the road except for that station. The rebels are using the train to blast at whatever they come across in our territory. Get rid of it.”

The royalists moved solemnly and efficiently to the next position, still cleaning themselves of the black gunk of the rebel stand at Bloodfest Stage. The stand-off at the Rail Station was much more involved than that of the stage. When the royals arrived, it seemed as though a cue set everything into motion, and soon the commandeered train was in sight. Re-configured and fitted with heavy armor and weaponry, the rebellion did quite the number on this speedy bullet-train. It’s burdened with gear and moves slowly enough to catch up to in the transports, and you’ll need to take out the conductor before you move on with your expedition. Rebels have a different idea, and are slashing and grabbing at intruders from the side of the train itself.


Like the boss battle rules say, roll 2D6!
For your dodge roll, listings go as follows:

If you roll a 1, you try to cling to the transport like your life depended on it (which it very well might), but a rebel grabs you and manages to dislodge you from your spot. To avoid getting dragged, you fall and miss the train completely, and the transports leave you behind. Take 3 damage from the fall. You cannot roll again for an attack or coordinate search for an hour.

If you roll a 2, when the rebel grabs you, you don’t fall, but this ends up with you ON the train. WITH the rebels. You take 1 damage each time you roll, until you roll a 6 to escape. They’re not particularly gentle with royalist captives.

If you roll a 3, Some of the rebels from the train start climbing onto your transport, which is bad, bad news. If you’re INTEL, you’re unable to use your equipment – as the other rebels struggle, your car loses control. You take 2 damage and your coordinate search fails this turn. If you’re ASSAULT, the up close action with the rebels is sudden and messy, and your lack of preparation means you’re in trouble. Take 2 damage.

If you roll a 4, if you’re INTEL: you’ve mapped out the train’s route and have figured out where the emergency break is in relation to the track. You take no damage this round, and deal normal damage. If you’re ASSAULT, congrats! You’re the one that has to pull that emergency break. It’ll be a feat of skill, athletics and avoiding royalists to do so. If you roll an odd number for your attack rolls this round, you take 1 damage each time. If you roll a 6 for damage during this round, you deal double damage.

If you roll a 5, you hop onto the top of the train and down into a vehicular storage block, where you find a handy amount of rations and one sleeping guard. Deal 3 extra damage this turn or heal 3 HP (lusii may be healed with this effect).

If you roll a 6:, if you’re INTEL: with the help of royalist tech experts, you manage to create a transmitter that will override the train’s central controls – it should make it safe for use, as well as lock out the rebels from using it. You deal an extra 1 damage per friendly coordinate you roll, and don’t take damage from enemy coordinates this round. If you’re ASSAULT: To stop something, you have to take out the head. While the INTEL crew works on a tech solution, you’ve slipped away to deal with the issue yourself. Knocking out a conductor has never felt so good until you realize that you don’t know how to drive a train. Deal 5 extra damage this turn, but if you roll a 1 or a 2 during the duration of this round you take 5 or 3 damage respectively. This negative effect does not apply if a troll on INTEL has applied the control transmitter.



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



THE PHOENIX INITIATIVE THREATENS TO DEMOLISH A COORDINATE


HEMISECT CRYPTS [1,1]
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.

Hivestuck
Captain

Alien Datemate

Hivestuck rolled 10 6-sided dice: 2, 3, 5, 3, 4, 2, 4, 1, 1, 1 Total: 26 (10-60)

Hivestuck
Captain

Alien Datemate

PostPosted: Thu Aug 28, 2014 2:26 am


mule forgot to rooooooll
thyPOPE rolled 2 6-sided dice: 1, 6 Total: 7 (2-12)
PostPosted: Thu Aug 28, 2014 10:11 am


Dictys is on INTEL
Mommydaddy HP: 19 - 4 = 15
Master Recruiting: x x x

Safely bundled up in the transport again, Dictys and Mommydaddy continued on. The rail station was a familiar sight, although of course Dictys preferred to eschew the use of public transportation; it really was so inefficient compared to eir own hive. They quickly exited to see whether the rebels had any maps that might be relevant, but too late Dictys realized the rebels had pulled them away from their assigned vehicle.

Great. They were stuck here. Ey hoped Mommydaddy was fine - they were looking quite frail now.

[1,6] ROLLED!
Mommydaddy takes 4 damage!

thyPOPE

Devoted Hoarder

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

thyPOPE

Devoted Hoarder

PostPosted: Thu Aug 28, 2014 10:11 am


Alifax is on ASSAULT
HP: 18
Grandmaster Intelligence: x x x x
Apprentice Construction: x
Apprentice Demolition: x

Was it the rail station, now? Alifax couldn't really object to that; it was a vital part of the Old Hemisect City landscape. Or it had been, before, and it'd probably continue to be a hub somehow. They weren't remodeling the rest of Alternia yet, after all. He glanced over to see some intelligence trolls who seemed to be taking care of things, and eased his way over to one of the front cars instead. It was time to take out a conductor, he thought.

Wait, ********. Alifax couldn't drive trains!

[6,6] ROLLED!
Alifax takes 0 damage and deals 6 + 5 + 1 = 12 damage!
KitsuneAura rolled 2 6-sided dice: 1, 6 Total: 7 (2-12)
PostPosted: Thu Aug 28, 2014 11:02 am


Etsali is on INTEL
Keeper HP: 28-4= 24
Journeytroll Intelligence: x x
Journeytroll Construction: x x
Apprentice Demolition: x

Etsali clung to the transport for dear life, still a little woozy from her experience at the Bloodfest Stage. Her hands were clean, at least, she'd finally confirmed that, but now they were having a hard time holding on. It didn't help at all that those rebel jerks were grabbing people and trying to dislodge them. When one reached for her, she tried to duck, but unfortunately they caught hold. Keeper bit at the rebel's hands, securing her escape, but their positioning was too precarious to get back in the transport. So together they fell, and the thief groaned as she rolled back onto her feet and watched the train get further and further away. "Now how do we get back to our transport...?"

[1,6] Rolled!
Keeper takes 4 damage!


KitsuneAura


Magical Detective

Sypon rolled 2 6-sided dice: 4, 3 Total: 7 (2-12)

Sypon
Vice Captain

PostPosted: Thu Aug 28, 2014 11:43 am


Tamiya is on INTEL
Kabukidad HP: 36 - 1 = 35
Grandmaster Recruiting: x x x x
Apprentice Intelligence: x

Tamiya was not finding success in her search. She looked up at the track ahead of her running into the distance and growled, and soon realizing that the emergency break was up ahead called for assistance. "Grab the break!" she shouted. "Hurry!"

Tamiya deals 0 damage!
KitsuneAura rolled 2 6-sided dice: 1, 6 Total: 7 (2-12)
PostPosted: Thu Aug 28, 2014 12:19 pm


Etsali is on INTEL
Keeper HP: 24
Journeytroll Intelligence: xx
Journeytroll Construction: x x
Apprentice Demolition: x

Okay, there had to be some way to get back up there. She could flag down another transport, or...Oh, she had a radio, she could use her radio and order someone to stop for her. That's what the radios were for, right? Well, that and listening for information, she guessed. She paused, almost experimentally, to try that first, and wasn't terribly impressed with what she heard.

[1,6] rolled! Negated!


KitsuneAura


Magical Detective

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


KitsuneAura


Magical Detective

PostPosted: Thu Aug 28, 2014 12:30 pm


Etsali is on INTEL
Keeper HP: 24
Journeytroll Intelligence: xx
Journeytroll Construction: x x
Apprentice Demolition: x

Wait, maybe she'd been a little hasty! This bit of info did sound useful! Brightening, the thief went to work, waving down a passing transport and getting back on the move. Once she was settled and not likely to go flying, she started letting people know about what she'd found out.

[4,5] rolled!
Deals 2 damage!
seekingCylem rolled 2 6-sided dice: 6, 5 Total: 11 (2-12)
PostPosted: Thu Aug 28, 2014 12:42 pm


Sinter is on INTEL
Location Rolled: Luxury Docks (Rebel-Controlled)
Lophie's HP: 37
Journeytroll Intelligence: xx
Master Recruiting: xxx

[ Just when Sinter thought this battle couldn't get more surreal, the nightmare train from hell showed up. Sinter immediately fell back to assist his fellow intelligence operatives. (He sure as hell wasn't going to be taking on that train in a physical assault. Hell no!) While Sinter wasn't a particularly technical troll, he was good at doing what he was told, and soon enough the trolls he'd been handing tools to had created something to override the rebels' hold on the death train. ]


Sinter does 0 damage, but takes none.

seekingCylem
Crew

Ice-Cold Cultist

9,875 Points
  • Brandisher 100
  • Perfect Attendance 400
  • Hygienic 200
KitsuneAura rolled 2 6-sided dice: 2, 1 Total: 3 (2-12)


KitsuneAura


Magical Detective

PostPosted: Thu Aug 28, 2014 12:44 pm


Etsali is on INTEL
Keeper HP: 24-1= 23
Journeytroll Intelligence: xx
Journeytroll Construction: x x
Apprentice Demolition: x

It was a bumpy ride, and that made it pretty hard to concentrate on things. At least she'd done better with that other coordinate search, but still, what was even up with this one?

[2,1] rolled!
Keeper takes 1 damage!
Hivestuck rolled 10 6-sided dice: 5, 4, 5, 3, 3, 6, 6, 5, 3, 6 Total: 46 (10-60)
PostPosted: Thu Aug 28, 2014 1:03 pm


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

374/625


LOCATION: CITY HALL [4,3]
TARGET: REBEL DEFENDERS


Kid Assault Rolls:
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.

“Take City Hall. It’s our final destination and final opportunity to show those curs that we are in charge. Afterwards, we will be making our direct march down the coast to the barge, where we will depart for the so-called Sanctuary. Puchen out.”

Infused with vigor, the royalists make their way to the City Hall. It’s chaos. Rebels are everywhere, and royalists match them nub to nub and frond to frond. Trying to force their way into the rebel base is easier said than done, and will require work from all sides.

Like the boss battle rules say, roll 2D6!
For your dodge roll, listings go as follows:

If you roll a 1, and are INTEL: A long-range explosive goes off next to you, ruining your transport and dealing some damage in the blast. You can’t hear anything and won’t fare well this turn, taking 3 damage. Your coordinate search fails, and you will do half damage from your coordinate rolls this round. If you are ASSAULT: You’re close enough to the fight that most of the explosives go over your head, but you drop to the ground when one ignites the royalist transport behind you. Take 2 damage, and deal no damage this turn.

If you roll a 2, and are ASSAULT: You’re pushed into the front lines. Those trolls behind you will be able to get by, but you’re stuck in close combat. Take 2 damage, and deal half damage this turn. If you are INTEL: One of the transports has been hit with an explosive – you have to minimize damage quickly before you lose everything! You take 1 damage, and your coordinate search fails this turn.

If you roll a 3, you’re really in the thick of the fighting. Some of the rebels are using explosives from the demolition to keep you at bay, and while you don’t fare too badly you’re still struggling to focus with shrapnel flying. Take 2 damage, but deal normal damage this round.

If you roll a 4, you get caught up in the fighting outside. Take 1 damage, but deal normal damage this turn.

If you roll a 5, a weasely beaurocrat has been trapped in the City Hall for weeks -- when you pull him out, he’s not talking. You take no damage and deal normal damage this turn. If you are INTEL, you use your plethora of information gathering methods to get him to spill the beans. You don’t take damage from enemy bases this turn, and deal 1 extra damage from rolling friendly bases.

If you roll a 6:, you fight your way into the City Hall in the big group of royals. You make it in unharmed, and immediately bolt for the rebel flag, which is planted in the main dome office. INTEL: In the temporary rebel headquarters you find additional plans that will help you triangulate the location of their next bombing! You can re-roll if you uncover enemy bases, but you will still take damage. ASSAULT: The main office has a plentiful supply. You deal 1 extra damage for each attack this round.



NEXT ROUND STARTS AT 4:00PM PST



THE PHOENIX INITIATIVE THREATENS TO DEMOLISH A COORDINATE


OLD HEMISECT OPERA HOUSE [3,6]
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 troll that rolled it will bolster the royalist defense by 15.

Hivestuck
Captain

Alien Datemate

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


KitsuneAura


Magical Detective

PostPosted: Thu Aug 28, 2014 1:13 pm


Etsali is on INTEL
Keeper HP: 23
Journeytroll Intelligence: xx
Journeytroll Construction: x x
Apprentice Demolition: x

Etsali whole-heartedly intended to stay well away from grubby rebel hands this go round, but with as many of them as there were at the City Hall, it wasn't exactly easy. Dodging around and trying to be a good little intel troll while she did, she eventually ended up at the side of the building. Before she could run off to another spot a little further away from the action, she noticed a window opening and paused to stare at it. Eventually a very nervous-looking and weasely old troll squeezed through it, falling with an ungraceful plop before the thief and her lusus.

For a moment she stared at him and Keeper stared at him and he, gulping, stared at Keeper as the raccoon advanced. Etsali grinned. There was more than one way to be a good little intel troll, wasn't there? "Hey there, Mister! I bet you know lots of interesting things."
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