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Homestuck inspired troll related b/c 

Tags: homestuck, troll, breedables, mspa, alternia 

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Hivestuck
Captain

Alien Datemate

PostPosted: Fri Aug 22, 2014 12:33 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
Lirende rolled 3 6-sided dice: 1, 1, 6 Total: 8 (3-18)
PostPosted: Fri Aug 22, 2014 4:24 pm


"Do it. These guys need to know we're not playing around. We're not puppets for their amusement."Skae murmured into his radio. He let it click off and built what he hoped would be a light proof shelter. He wasn't going back to the base that night.

Come morning he was glad he hadn't as he surveyed the area from on Taldad's back. Loyalist bases had popped up seemingly over day and he'd have his job cut out for him to reduce them back down.

He got Taldad to drop him off at the latest sign of bombings, and after a quick check, started to rebuild the place.

Group Progress:
Coordinates Unlocked: [6, 4] [6, 3] [6, 2] [5, 5] [5, 4] [5, 2] [4, 6] [4, 3] [4, 1] [3, 6] [3, 5] [3, 4] [3, 2] [3, 1] [2, 6] [2, 5] [2, 3] [2, 1] [1, 6] [1, 5] [1, 4] [1, 3] [1, 2]
Defenders on Standby: --
Result of Action + 8 @ [3, 5] Swiftscale Hill


Lirende


Excitable Zealot

Lirende rolled 3 6-sided dice: 4, 1, 6 Total: 11 (3-18)


Lirende


Excitable Zealot

PostPosted: Fri Aug 22, 2014 4:30 pm


He chewed on the metal heads of the nails as he pounded them down into the wood, and on occasion, a randomly scavenged troll body. Materials were starting to get scarce and he had to use whatever was at hand. Thankfully the task didn't bother him one iota. He did eat other trolls when foraging was scarce and after Taldad got done with them, well, they usually weren't recognizable anymore.

Group Progress:
Coordinates Unlocked: [6, 4] [6, 3] [6, 2] [5, 5] [5, 4] [5, 2] [4, 6] [4, 3] [4, 1] [3, 6] [3, 5] [3, 4] [3, 2] [3, 1] [2, 6] [2, 5] [2, 3] [2, 1] [1, 6] [1, 5] [1, 4] [1, 3] [1, 2]
Defenders on Standby: --
Result of Action + @ 11 [3, 5] Swiftscale Hill
Lirende rolled 3 6-sided dice: 5, 6, 1 Total: 12 (3-18)
PostPosted: Fri Aug 22, 2014 4:36 pm


There wasn't any more supplies to be had at the current location, so Skae packed up what little he could carry and headed out. It was getting harder to avoid the loyalist movements but he managed. He ended up in the district that made his cheeks flush, the color hidden by his mask.

A rebel base was already there, and the supplies didn't seem to be too poor. He grabbed what he could and dragged it back to the previous area and continued to work there.

Group Progress:
Coordinates Unlocked: [6, 4] [6, 3] [6, 2] [5, 5] [5, 4] [5, 2] [4, 6] [4, 3] [4, 1] [3, 6] [3, 5] [3, 4] [3, 2] [3, 1] [2, 6] [2, 5] [2, 3] [2, 1] [1, 6] [1, 5] [1, 4] [1, 3] [1, 2]
Defenders on Standby: --
Result of Action + @ 12 [3, 5] Swiftscale Hill


Lirende


Excitable Zealot

Lirende rolled 3 6-sided dice: 2, 3, 1 Total: 6 (3-18)


Lirende


Excitable Zealot

PostPosted: Fri Aug 22, 2014 4:41 pm


The thought of scavenging supplies from other bases hadn't occurred to him until he'd pilfered from the Paleflush district. It would be tougher to do but he decided against taking from the rebel bases. He'd try his luck at the loyalist ones.

His first stop was the Four Fronds highway. Afterwards he hit up Mansion peaks. Both areas were places he had to be careful, but because there didn't seem to be anyone stationed there he was able to loot in peace. He used his ill gained goods to continue to build up the Hill, though it seemed as if someone had tried to knock it down while he'd been off gathering more supplies.

Just as he was about to continue working, the entire structure started to shudder, before collapsing. A troll stood on the other side of where the building had been.

Skae stared at her, before pulling out a flag with his symbol on it, and sticking it into the debris.

Group Progress:
Coordinates Unlocked: [6, 4] [6, 3] [6, 2] [5, 5] [5, 4] [5, 2] [4, 6] [4, 3] [4, 1] [3, 6] [3, 5] [3, 4] [3, 2] [3, 1] [2, 6] [2, 5] [2, 3] [2, 1] [1, 6] [1, 5] [1, 4] [1, 3] [1, 2]
Defenders on Standby: --
Result of Action + @ 6 [3, 5] Swiftscale Hill
iStoleYurVamps rolled 4 6-sided dice: 3, 1, 2, 3 Total: 9 (4-24)
PostPosted: Fri Aug 22, 2014 4:56 pm


With so many places known, Lunear couldn't help but wonder as to where else the loyalists might be hiding. Or rather, taking with brute force given the number of wounded in the camp.


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


iStoleYurVamps

iStoleYurVamps


Trash Husband

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


iStoleYurVamps

iStoleYurVamps


Trash Husband

PostPosted: Fri Aug 22, 2014 4:58 pm


Really, So many royalists and rebels- Lunear was beginning to wonder if the city was worth it. It wasn't all that amazing of a city to start with to be honest.

Group Progress:
Coordinates Unlocked: [6, 4] [6, 3] [6, 2] [5, 5] [5, 4] [5, 2] [4, 6] [4, 3] [4, 1] [3, 6] [3, 5] [3, 4] [3, 2] [3, 1] [2, 6] [2, 5] [2, 3] [2, 1] [1, 6] [1, 5] [1, 4] [1, 3] [1, 2]
Defenders on Standby: --
Result of Action:
iStoleYurVamps rolled 4 6-sided dice: 5, 5, 3, 3 Total: 16 (4-24)
PostPosted: Fri Aug 22, 2014 5:00 pm


The city was looking fairly taken over, but as the past days had shown, the battle could change in an instant. For the blood blood, all he was concerned about was keeping his identity secret.

Group Progress:
Coordinates Unlocked: [6, 4] [6, 3] [6, 2] [5, 5] [5, 4] [5, 2] [4, 6] [4, 3] [4, 1] (all of column 3 unlocked) [2, 6] [2, 5] [2, 3] [2, 1] [1, 6] [1, 5] [1, 4] [1, 3] [1, 2]
Defenders on Standby: --
Result of Action: [3, 3] unlocked


iStoleYurVamps

iStoleYurVamps


Trash Husband

iStoleYurVamps rolled 4 6-sided dice: 2, 5, 1, 5 Total: 13 (4-24)


iStoleYurVamps

iStoleYurVamps


Trash Husband

PostPosted: Fri Aug 22, 2014 5:05 pm


The library discovered, (well, for his people anyway), it was good to see that their fellow rebels had laid claim to it. Now, it was a matter of finding what else lay in the unknown sectors.

Group Progress:
Coordinates Unlocked: [6, 4] [6, 3] [6, 2] [5, 5] [5, 4] [5, 2] [4, 6] [4, 3] [4, 1] (all of column 3 unlocked) [2, 6] [2, 5] [2, 3] [2, 1] [1, 6] [1, 5] [1, 4] [1, 3] [1, 2]
Defenders on Standby: --
Result of Action:
iStoleYurVamps rolled 2 6-sided dice: 2, 3 Total: 5 (2-12)
PostPosted: Fri Aug 22, 2014 5:08 pm


It was worrisome however, to see how quickly the loyalists were gaining back ground. Slinking in the shadows, Lunear kept his head down as he wandered looking for new developments.

Group Progress:
Coordinates Unlocked: [6, 4] [6, 3] [6, 2] [5, 5] [5, 4] [5, 2] [4, 6] [4, 3] [4, 1] (all of column 3 unlocked) [2, 6] [2, 5] [2, 3] [2, 1] [1, 6] [1, 5] [1, 4] [1, 3] [1, 2]
Defenders on Standby: --
Result of Action:


iStoleYurVamps

iStoleYurVamps


Trash Husband

iStoleYurVamps rolled 4 6-sided dice: 2, 2, 6, 2 Total: 12 (4-24)


iStoleYurVamps

iStoleYurVamps


Trash Husband

PostPosted: Fri Aug 22, 2014 5:10 pm


Distracted by a wild gerbil, Lunear followed it. Right into a loyalist base. Stopping his chase of gerbils, he backed out of there hella fast

Group Progress:
Coordinates Unlocked: [6, 4] [6, 3] [6, 2] [5, 5] [5, 4] [5, 2] [4, 6] [4, 3] [4, 1] (all of column 3 unlocked) [2, 6] [2, 5] [2, 3] [2, 2] [2, 1] [1, 6] [1, 5] [1, 4] [1, 3] [1, 2]
Defenders on Standby: --
Result of Action: 2, 2 unlocked
iStoleYurVamps rolled 4 6-sided dice: 4, 3, 5, 5 Total: 17 (4-24)
PostPosted: Fri Aug 22, 2014 5:22 pm


Retreating from the loyalist base, Lunear held up his radio, ready to tell his comrades of his find. That was until, the wild gerbil returned and tried to show him something. At least that was what he got the feeling the gerbil was squeaking at him for.

Group Progress:

Coordinates Unlocked: [6, 4] [6, 3] [6, 2] [5, 5] [5, 4] [5, 2] [4, 6] [4, 3] [4, 1] (all of column 3 unlocked) [2, 6] [2, 5] [2, 3] [2, 2] [2, 1] [1, 6] [1, 5] [1, 4] [1, 3] [1, 2]
Defenders on Standby: --
Result of Action:


iStoleYurVamps

iStoleYurVamps


Trash Husband

iStoleYurVamps rolled 20 6-sided dice: 6, 3, 1, 3, 2, 6, 1, 2, 1, 4, 5, 1, 6, 3, 6, 6, 4, 3, 4, 6 Total: 73 (20-120)


iStoleYurVamps

iStoleYurVamps


Trash Husband

PostPosted: Fri Aug 22, 2014 5:25 pm


Why did Lunear follow gerbils you might ask? Because they couldn't kill you. And they didn't ruin your boots.


Group Progress:

Coordinates Unlocked: [6, 4] [6, 3] [6, 2] [5, 5] [5, 4] [5, 2] [5, 1] [4, 6] [4, 3] [4, 1] (all of column 3 unlocked) [2, 6] [2, 5] [2, 3] [2, 2] [2, 1] [1, 6] [1, 5] [1, 4] [1, 3] [1, 2]
Defenders on Standby: --
Result of Action: [5, 1] ******** the dice istfg)
iStoleYurVamps rolled 4 6-sided dice: 6, 4, 6, 2 Total: 18 (4-24)
PostPosted: Fri Aug 22, 2014 5:55 pm


Gerbils, if one paid attention to them, proved to be useful pets in terms of getting one's bearings. Marian was helping, chirp at him when he took a 'wrong direction'.
Actually he had no idea he was just sort of making it up as he went in order to keep his mind off the wounded and dead trolls about.

Group Progress:
Coordinates Unlocked: [6, 4] [6, 3] [6, 2] [5, 5] [5, 4] [5, 2] [5, 1] [4, 6] [4, 3] [4, 1] (all of column 3 unlocked) [2, 6] [2, 5] [2, 3] [2, 2] [2, 1] [1, 6] [1, 5] [1, 4] [1, 3] [1, 2]
Defenders on Standby: --
Result of Action: ?? unlocked


iStoleYurVamps

iStoleYurVamps


Trash Husband

seekingCylem rolled 3 6-sided dice: 2, 4, 4 Total: 10 (3-18)

seekingCylem
Crew

Ice-Cold Cultist

9,875 Points
  • Brandisher 100
  • Perfect Attendance 400
  • Hygienic 200
PostPosted: Fri Aug 22, 2014 5:56 pm


[ Rasali was perfectly content to stay near the beach deep within the relative safety of the rebel territory. It had been working out for her well enough so far... And she didn't want to break her lucky streak! That was definitely it. ]


Group Progress:
Coordinates Unlocked: [6, 4] [6, 3] [6, 2] [5, 5] [5, 4] [5, 2] [4, 6] [4, 3] [4, 1] [3, 6] [3, 5] [3, 4] [3, 2] [3, 1] [2, 6] [2, 5] [2, 3] [2, 1] [1, 6] [1, 5] [1, 4] [1, 3] [1, 2] I'LL CATCH UP ON THIS PART LATER
Defenders on Standby: 12 + 10
Result of Action: Acquired 10 defenders!
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