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Homestuck inspired troll related b/c 

Tags: homestuck, troll, breedables, mspa, alternia 

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seekingCylem rolled 4 6-sided dice: 2, 1, 4, 2 Total: 9 (4-24)

seekingCylem
Crew

Ice-Cold Cultist

9,875 Points
  • Brandisher 100
  • Perfect Attendance 400
  • Hygienic 200
PostPosted: Fri Aug 22, 2014 6:11 pm


[ Rasali doubted she'd ever be able to properly enjoy the beach again. It was a hell of a lot better than being back in town, though. The wind and waves helped muffle the inland sounds of explosions and shouting. Unfortunately it made it hard to talk into her radio. Rasali knew she should move elsewhere because of it, but she was reluctant to leave her spot in the sand. ]


Group Progress:
Coordinates Unlocked: [6, 4] [6, 3] [6, 2] [5, 5] [5, 4] [5, 2] [5, 1] [4, 6] [4, 3] [4, 1] [3, 6] [3, 5] [3, 4] [3, 3] [3, 2] [3, 1] [2, 6] [2, 5] [2, 3] [2, 2] [2, 1] [1, 6] [1, 5] [1, 4] [1, 3] [1, 2]
Defenders on Standby: 22 + 9
Result of Action: Acquired 9 defenders!
seekingCylem rolled 4 6-sided dice: 6, 5, 6, 6 Total: 23 (4-24)
PostPosted: Fri Aug 22, 2014 6:19 pm


[ Rasali had eventually motivated herself to move away from the beach in search of a more populated area. At this point the trolls who hadn't already evacuated the city were sick enough of the fighting that they weren't too difficult to recruit. Rasali suspected they would have been just as easily convinced if she'd been a loyalist. These people were angry and wanted someone to blame. Someone to take their frustrations out on. Rasali was just providing them an outlet. ]


Group Progress:
Coordinates Unlocked: [6, 4] [6, 3] [6, 2] [5, 5] [5, 4] [5, 2] [5, 1] [4, 6] [4, 3] [4, 1] [3, 6] [3, 5] [3, 4] [3, 3] [3, 2] [3, 1] [2, 6] [2, 5] [2, 3] [2, 2] [2, 1] [1, 6] [1, 5] [1, 4] [1, 3] [1, 2]
Defenders on Standby: 31 + 23
Result of Action: Acquired 23 defenders!

seekingCylem
Crew

Ice-Cold Cultist

9,875 Points
  • Brandisher 100
  • Perfect Attendance 400
  • Hygienic 200
Lirende rolled 3 6-sided dice: 1, 6, 2 Total: 9 (3-18)


Lirende


Excitable Zealot

PostPosted: Fri Aug 22, 2014 8:34 pm


There was nothing he could do, his hill had been taken and right from under his sniffing node. He'd retreated before more of the trolls allies could be rallied and focused on building up the bases that were lacking in structural soundness. He just take to take it one step at a time, and try not to dwell too hard on the 'what-if's '.

Group Progress:
Coordinates Unlocked: [6, 4] [6, 3] [6, 2] [5, 5] [5, 4] [5, 2] [5, 1] [4, 6] [4, 3] [4, 1] [3, 6] [3, 5] [3, 4] [3, 3] [3, 2] [3, 1] [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: + 9 @ [1, 6] Paleflush Pleasure District
Lirende rolled 3 6-sided dice: 3, 5, 2 Total: 10 (3-18)
PostPosted: Fri Aug 22, 2014 8:35 pm


He could hear the sounds of combat creeping closer and it scared him. But death was always a thing that loomed from around the corner. So he ignored his fear and kept working.

Group Progress:
Coordinates Unlocked: [6, 4] [6, 3] [6, 2] [5, 5] [5, 4] [5, 2] [5, 1] [4, 6] [4, 3] [4, 1] [3, 6] [3, 5] [3, 4] [3, 3] [3, 2] [3, 1] [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: +10 to Paleflush


Lirende


Excitable Zealot

seekingCylem rolled 4 6-sided dice: 2, 2, 6, 4 Total: 14 (4-24)

seekingCylem
Crew

Ice-Cold Cultist

9,875 Points
  • Brandisher 100
  • Perfect Attendance 400
  • Hygienic 200
PostPosted: Sat Aug 23, 2014 1:06 am


[ Rasali normally preferred to talk to people face-to-face, rather than a disembodied voice over the phone. With so many recruits, however, Rasali appreciated the distance afforded by radio communication. Her recruitment training had made Rasali good at public speaking, but it didn't mean she enjoyed it. She thought perhaps it might be more fun under happier circumstances.

Rasali took a moment to consider how she could use her new-found team-building skills once she was safe at home. Maybe she could join a sports team. Or start a band.
]


Group Progress:
Coordinates Unlocked: [6, 4] [6, 3] [6, 2] [5, 5] [5, 4] [5, 2] [5, 1] [4, 6] [4, 3] [4, 1] [3, 6] [3, 5] [3, 4] [3, 3] [3, 2] [3, 1] [2, 6] [2, 5] [2, 3] [2, 2] [2, 1] [1, 6] [1, 5] [1, 4] [1, 3] [1, 2]
Defenders on Standby: 54 + 14
Result of Action: Acquired 14 defenders!
iStoleYurVamps rolled 4 6-sided dice: 3, 4, 5, 4 Total: 16 (4-24)
PostPosted: Sat Aug 23, 2014 1:21 am


With an influx of info came a deeper understanding that maybe, not giving a damn and just bullshitting his way around as he let his gerbils guide him was just about as good a plan as random wandering. Still, he really ought to have a plan.

Group Progress:
Coordinates Unlocked: [6, 4] [6, 3] [6, 2] [5, 5] [5, 4] [5, 2] [5, 1] [4, 6] [4, 3] [4, 1] [3, 6] [3, 5] [3, 4] [3, 3] [3, 2] [3, 1] [2, 6] [2, 5] [2, 3] [2, 2] [2, 1] [1, 6] [1, 5] [1, 4] [1, 3] [1, 2]
Defenders on Standby: 68
Result of Action:


iStoleYurVamps

iStoleYurVamps


Trash Husband

iStoleYurVamps rolled 20 6-sided dice: 6, 6, 1, 5, 5, 4, 4, 5, 2, 2, 4, 6, 6, 2, 4, 1, 2, 3, 1, 2 Total: 71 (20-120)


iStoleYurVamps

iStoleYurVamps


Trash Husband

PostPosted: Sat Aug 23, 2014 1:23 am


No where new, Lunear was reluctant to admit, he was a bit at a loss. Having to check on his fellow rebels was fine, but running to so many loyalists? Even if his mask on it didn't make him any more comfortable. Granted running into surfers at th beach wasn't great, but at least it wasn't crazy surfers.

Group Progress:
Coordinates Unlocked: [6, 6] [6, 4] [6, 3] [6, 2] [5, 5] [5, 4] [5, 2] [5, 1] [4, 6] [4, 3] [4, 1] [3, 6] [3, 5] [3, 4] [3, 3] [3, 2] [3, 1] [2, 6] [2, 5] [2, 3] [2, 2] [2, 1] [1, 6] [1, 5] [1, 4] [1, 3] [1, 2]
Defenders on Standby: 68
Result of Action: [6, 6] Unlocked
iStoleYurVamps rolled 4 6-sided dice: 6, 2, 2, 1 Total: 11 (4-24)
PostPosted: Sat Aug 23, 2014 1:33 am


Fleeing from crazy surfer trolls, Lunear made his way back towards the base camp. Well, to the general area of rebels. It was always interesting to see just how fast trolls could build and destroy things.

Group Progress:
Coordinates Unlocked: [6, 6] [6, 4] [6, 3] [6, 2] [5, 5] [5, 4] [5, 2] [5, 1] [4, 6] [4, 3] [4, 1] [3, 6] [3, 5] [3, 4] [3, 3] [3, 2] [3, 1] [2, 6] [2, 5] [2, 3] [2, 2] [2, 1] [1, 6] [1, 5] [1, 4] [1, 3] [1, 2]
Defenders on Standby: 68
Result of Action:


iStoleYurVamps

iStoleYurVamps


Trash Husband

iStoleYurVamps rolled 20 6-sided dice: 3, 6, 3, 3, 5, 4, 5, 6, 4, 1, 3, 3, 6, 3, 6, 2, 6, 2, 2, 6 Total: 79 (20-120)


iStoleYurVamps

iStoleYurVamps


Trash Husband

PostPosted: Sat Aug 23, 2014 1:34 am


From the bungalows to the beach shacks, loyalists had taken a bit of the shoreline. Hissing as he uncovered more of their promotional materials scattered about, he resisted the urge to vandalize. his poor gerbil didn't need anymore more trauma.

Group Progress:
Coordinates Unlocked: [6, 6] [6, 4] [6, 3] [6, 2] [5, 6] [5, 5] [5, 4] [5, 2] [5, 1] [4, 6] [4, 3] [4, 1] [3, 6] [3, 5] [3, 4] [3, 3] [3, 2] [3, 1] [2, 6] [2, 5] [2, 3] [2, 2] [2, 1] [1, 6] [1, 5] [1, 4] [1, 3] [1, 2]
Defenders on Standby: 68
Result of Action: [5, 6] unlocked
iStoleYurVamps rolled 4 6-sided dice: 6, 6, 3, 2 Total: 17 (4-24)
PostPosted: Sat Aug 23, 2014 2:56 am


Sneaking around he tried to avoid the trolls by the bungalows. It was a bit difficult but with some luck he got past them. Now it was just a matter of keeping his head down and remaining unnoticed.


Group Progress:
Coordinates Unlocked: [6, 6] [6, 4] [6, 3] [6, 2] [5, 6] [5, 5] [5, 4] [5, 2] [5, 1] [4, 6] [4, 3] [4, 1] [3, 6] [3, 5] [3, 4] [3, 3] [3, 2] [3, 1] [2, 6] [2, 5] [2, 3] [2, 2] [2, 1] [1, 6] [1, 5] [1, 4] [1, 3] [1, 2]
Defenders on Standby: 68
Result of Action:


iStoleYurVamps

iStoleYurVamps


Trash Husband

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


iStoleYurVamps

iStoleYurVamps


Trash Husband

PostPosted: Sat Aug 23, 2014 2:58 am


Gerbils and surfers aside, coming across the four fronds under loyalist control wasn't that bad. At the very least, the surfer trolls hadn't caught him and attempted to make him surf.


Group Progress:
Coordinates Unlocked: [6, 6] [6, 4] [6, 3] [6, 2] [5, 6] [5, 5] [5, 4] [5, 2] [5, 1] [4, 6] [4, 5] [4, 3] [4, 1] [3, 6] [3, 5] [3, 4] [3, 3] [3, 2] [3, 1] [2, 6] [2, 5] [2, 3] [2, 2] [2, 1] [1, 6] [1, 5] [1, 4] [1, 3] [1, 2]
Defenders on Standby: 68
Result of Action: [4, 5] Unlocked
Hivestuck rolled 1 6-sided dice: 3 Total: 3 (1-6)
PostPosted: Sat Aug 23, 2014 11:03 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

Hivestuck
Captain

Alien Datemate

Lirende rolled 5 6-sided dice: 1, 3, 2, 2, 6 Total: 14 (5-30)


Lirende


Excitable Zealot

PostPosted: Sat Aug 23, 2014 11:47 am


It was another new day, and to say that the base was as stirred up as a smallbitingbug hive, well, it was putting it mildly. Skaes bandaged fingers ached a bit as wired the last explosive into place. He'd learned his lesson that morning and he wasn't about to make the same mistake again. He was so over this 'war'. He looked at the mansions that surrounded him and snorted, backed up to a safe distance, and set off his hard work.

Group Progress:
Coordinates Unlocked: [6, 6] [6, 4] [6, 3] [6, 2] [5, 6] [5, 5] [5, 4] [5, 2] [5, 1] [4, 6] [4, 5] [4, 3] [4, 1] [3, 6] [3, 5] [3, 4] [3, 3] [3, 2] [3, 1] [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: -14 to [2, 5] Mansion Peaks
Lirende rolled 5 6-sided dice: 6, 1, 4, 4, 3 Total: 18 (5-30)
PostPosted: Sat Aug 23, 2014 11:50 am


The explosions continued to go off before finally exhausting the supply of ammunition. He waited for the dust to settle before examining his work.

Group Progress:
Coordinates Unlocked: [6, 6] [6, 4] [6, 3] [6, 2] [5, 6] [5, 5] [5, 4] [5, 2] [5, 1] [4, 6] [4, 5] [4, 3] [4, 1] [3, 6] [3, 5] [3, 4] [3, 3] [3, 2] [3, 1] [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: -18 to [2, 5] Mansion Peaks


Lirende


Excitable Zealot

iStoleYurVamps rolled 4 6-sided dice: 5, 5, 2, 5 Total: 17 (4-24)


iStoleYurVamps

iStoleYurVamps


Trash Husband

PostPosted: Sat Aug 23, 2014 1:05 pm


Lunear didn't know what exactly he was doing, wandering as he was. All he knew was that on his little mental map the empty unknown areas posed a risk.

Group Progress:
Coordinates Unlocked: [6, 6] [6, 4] [6, 3] [6, 2] [5, 6] [5, 5] [5, 4] [5, 2] [5, 1] [4, 6] [4, 5] [4, 3] [4, 1] [3, 6] [3, 5] [3, 4] [3, 3] [3, 2] [3, 1] [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:
Reply
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