Trolls aren’t known for burying their dead, and so the Hemisect Crypts are quite the oddity. It was said that prior to the Goly’b Goly’b incident, it was a place to show off the dead after bouts in the Hemisect Gladiatorial Showground. Being a high-cultured museum of sorts, the bodies have been preserved, recreated in wax, or stuffed and placed in the many crypts of the attraction. However, over time most of the bodies have been “misplaced”.
[1,2]: Museum of High Culture
A standard museum of the highblooded variety that was mostly gutted due to the Goly’b Goly’b incident. Recently, the museum has made an attempt to come back, though for the most part it looks to be a nationalistic haunted house filled with tentacle effigies and the average amount of vaguely erotic highblood art. There’s only one curator in the museum who appears as old as the relics within the walls. No one knows exactly how she’s survived this long.
[1,3]: Dead Fields
Being in close proximity to the coast, these fields have never been a successful source of food. Many ranchers have tried and failed to bring the Dead Fields some boon and sell at the Old Market, but poor conditions have always plagued the land.
[1,4]: Old Market
The Old Market is old even for Old Hemisect standards. Today, it’s been abandoned in favor of more glitzy fare closer to the coast. The wares are quaint and made from lowbloods who have come to the area to make a bit of beetles. Accessories and herbal remedies are the typical fare here.
[1,5]: The Skyrise
A grand corporate skyrise that’s been standing in Old Hemisect since before the incident. It’s received on-and-off renovation over the sweeps instead of being completely torn down and rebuilt – leading to an effect going up the building similar to layers of rock in an ancient cliff.
[1,6]: Paleflush Pleasure District
A very popular location in Old Hemisect City for trolls of all Quadrants – romantic locales and activities for palemates lead this to be an upscale attraction for all trolls. With its proximity to the Daylight Mall and the riches of Mansion Peaks, it proved to be an economical hotspot.
[2,1]: Restaurant Blu
No longer in service due to unforeseen circumstances. This may be the front for some kind of crime group, but that’s just a rumor.
[2,2]: Aiguma Theatre
An abandoned theatre-turned-hive. It’s been well maintained on the inside, but on the outside it appears to have refused to change since the incident. Compared to the restoration elsewhere in the city, this theatre hasn’t changed much for good reason. Most lowbloods don’t go near this monument – there’s a particularly paranoid purpleblood living inside.
[2,3]: Old Hemisect Asylum
It’s apparently well-populated, but no one ever seems to go in or out.
[2,4]: Burrow Residence
A residential district long-abandoned and not yet renovated. Everything seems fairly normal here for Old Hemisect, except for one particular hive that has apparently been inhabited by a troll with a very large, insectoid lusus.
[2,5]: Mansion Peaks
Prime for looters, Mansion Peaks was completely picked clean. Since then, it has seen squatters galore – trolls who always dreamed of living in a lofty hive. These hives have occasionally been the cause for turf wars between trolls for their excellent location and quality.
[2,6]: Daylight Mall
A Mall past its prime. With New Hemisect and Four Fronds luxury locations on the rise, many trolls pass over this old favorite in favor of the newer locations. It still offers troll favorites such as Brawllister and Julius Orangeblood.
[3, 1]: Club Condescension
Its popularity with highbloods and seadwellers caused this to be quite the club prior to the incident; with a new population of highblood stragglers and lowbloods the club has seen better days. It’s usually a ghost town of a building, but the music is always thumping.
[3,2]: Gladiatorial Showground
A huge coliseum meant for grand fights and shows. Layers of posters paper the walls of the arena, promising sweep after sweep the return of the arena. Promises of fights to the death, throngs of lowblood brawls and animal combat emerge from the advertisement – but it looks like these never came to pass.
[3,3]: Hemisect Library
Name since unchanged prior to New Hemisect’s rise, the library reflects the quiet but faintly active atmosphere of Old Hemisect. It’s one of the least-explored libraries on Alternia, and is rumored to have information about Alternia before the Goly’b Goly’b incident locked up somewhere.
[3,4]: Sparse Residences
Unassuming residences now inhabited by stragglers and squatters. There’s clearly no Hiveowner’s Association here to help keep everything neat, tidy and uniform – everywhere weeds and strange scavenged structures pile up in front of each hive like trophies.
[3,5]: Swiftscale Hill
A very tall hill that looks out over the entirety of Old Hemisect City. The remains of the Bloodfest festivities still remain, and if you look hard you may be able to find a discarded sled!
[3,6]: Old Hemisect Opera House
A fine opera house that has remained in relatively good condition over the years. Many a soliloquy and speech has emerged from the stage, and occasionally an ill-advised battle.
East Old Hemisect
[4,1]: Shipwreck
A ship has washed up here on the beach and appears to have been converted into a hive. You have to wonder what kind of nautically-inspired little rascal set up hive here.
[4,2]: Flea Market
For selling all of those unsavory things and trading scavenged goods for scavenged goods. Being next to the Fisherman’s Market gives it a fair bit of traffic, and on a good market day you’re sure to leave with an interesting knick-knack or two.
[4,3]: City Hall
The leaders of Old Hemisect are a rather uncaring bunch – though most would blame their mental state on the rather unfortunate incident that has left permanent scars on the landscape and its residents. They’re so infrequently heard of or seen that most trolls aren’t aware that there’s anyone in the city helping to run it (beyond the queen, of course).
[4,4]: Rail Station
The most up-to-date location in Old Hemisect, the Military makes sure that transportation to and from the city is safe, quick, and free of bumps. The railway and highways running into Old Hemisect contrast the rest of it – they’re fully idealized and functional.
[4,5]: Four Fronds Highway
There’s a huge detour here where the double-decker highway has collapsed in on itself. It would be a good place to make shelter on a good day.
[4,6]: Construction Pit
An enormous pit that contains much of the demolished garbage and detritus from the reconstruction process. In a classic Alternian “out of sight out of mind” idea, it’s grown to cover quite the amount of ground over the sweeps. A winding path surrounds the pit.
[5,1]: Harbor
The southern harbor is a very busy one – taking in trade imports from the seas and supporting the fishing industry, it is the passage to the rest of Alternia.
[5,2]: Fisherman’s Market
If you like a good thrown fish, this is the place for you. The reconstruction of Old Hemisect is interrupting the best time of the year for the fishing industry, unfortunately, and the lack of activity reduces the Market to the smell of fish and little else.
[5,3]: Beachfront Wastes
The combination of the sandy environment and partying hard has rendered the environment here to be solely gunky sand and beach grass where there are no buildings.
[5,4]: Bloodfest Stage
A well-known location for any troll who has frequented the seasonal activities of Bloodfest. The buildings surrounding Bloodfest are by far the best constructed.
[5,5]: Serpentine Mansion
A very clean-looking mansion located on the scenic beachfront. Most trolls avoid this hive like the plague – there are rumors that a highblood wanders some nights into the ocean and performs strange dances, pulling unsuspecting trolls into feelings jams and then… Probably killing them. Probably.
[5,6]: Beach Shack
It’s not much, but there’s a shack here right up the coast. It’s very small, and looks just big enough for some sort of ungulate and perhaps a troll. Could this be a hive? Even for a lowblood, it’s rather small.
[6,1]: Abandoned barge
This barge is mostly occupied by seagulls now. You can’t take this from them; they have claimed it. It’s smelly anyway.
[6,2]: Lighthouse
The troll who lives in the lighthouse has been working it since Regina took over as queen – they’re not particularly hospitable, though. Locals often comment that the “BEWARE” signs near the lighthouse aren’t just for the cliffs...
[6,3]: Shipyard Warehouses
Industrial warehouses, as well as storage for ships going out to sea. Seadwellers get a roomy storage unit for their various forms of aquatic travel, while most other landdwellers can rent out storage units. Much of the Harbor’s wares come up to the Warehouses to be carted for export.
[6,4]: Beach Resort
A beach resort that’s – while not as swanky as it used to be – still in vogue with the fortunate climate and location of Old Hemisect.
[6,5] Luxury Docks
Very high-class docks that don’t receive much use any more. There’s hope that after the reconstruction the many yachts and luxury submarines of highbloods will swim again! At least, some trolls hope that. Most trolls don’t care.
[6,6] Bungalows
Little bungalows set up right on the beach. They’re very cute, and are typically used by drifters passing through. Some trolls charge for daily use of the bungalows, and there’s a surprisingly good business for low-key travel in Old Hemisect.
PARTY MEMBERS TAMIYA AIGUMA███████████SINTER HEILIG Sypon█████████████seekingCylem LARQUE SKOPOS███████████______ ______ Kamileunaire██████████████______███
PARTY STATUS copy and paste this into each of your posts, updating the information as necessary.
[b]Group Progress:[/b] Coordinates Unlocked: [coordinates you’ve unlocked] Defenders on Standby: [number of defenders you’ve rallied] Result of Action: [The result of the action that you rolled for this turn. Don't forget to post in the War Room ASAP if it's applicable!]
Welcome to the Battle for Old Hemisect, Equilibrium. The mule is intel-savvy enough to have unlocked a coordinate's secrets for you -- don't tell the rebels! Your free coordinate is the Museum of High Culture. How lucky for you! It is considered to be unlocked and can be acted upon immediately.
Each troll is refreshed and ready to go with 2 available actions.
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 2D6 until a new coordinate has been unlocked. 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 your stand-by. Defenders must be deployed to a base before they can assault an enemy base.
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
[ Sinter looked up from his map to gawk at the museum. It was quite beautiful, if not incredibly eerie. Under any other circumstances, he would have liked to have gone inside.
He supposed, however, that the only thing more high-society than an art museum was fighting rebels in the name of the empire. Sinter shrugged the backpack he was wearing higher up on his shoulders and turned back to his map.
"Okay..." He muttered, albeit loudly enough to try and capture the attention of his teammates. "So if this is the museum here," he pointed at his map and slid his finger across the paper, "Then this over here must be City Hall!" ]
Group Progress: Coordinates Unlocked: (1,2) (4,3) Defenders on Standby: 0 Result of Action: Discovered coordinate (4,3). Also re-discovered the museum, I guess.
After their deployment, Larque had not stuck around for very long. His usefulness lay out in the field, and so off he went with Mantismom, to see what there was to see and to find as much information about it as possible. The first place he came across that offered any promise was the old club, a building he was distantly familiar to. One always tended to hear the music before you ever saw the building, and it put a little sneer on his lips as he remembered its reputation for housing highbloods. Definitely something to report back about.
After skirting out around a suspicious looking ship that had wrecked far up along the shore, Larque reached the harbor, another relatively familiar sight. After marking his map and making a few notes, he turned to head back, intent on presenting the information to his teammates.
Group Progress: Coordinates Unlocked: (1,2) (4,3) Defenders on Standby: 0 Result of Action: intelligence roll for more coords: found (3,1) and (5,1)
kamileunaire
Floppy Member
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Sypon rolled 2 6-sided dice:
5, 6Total: 11 (2-12)
Sypon Vice Captain
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Posted: Mon Aug 18, 2014 12:39 am
Group Progress: Coordinates Unlocked: HIGH CULTUREx2, City Hall, Club Condescension, Harbor Defenders on Standby: 0 + 11 = 11! Result of Action: Tamiya rallied 11 defenders!
Tamiya wandered through the museum, mumbling into her radio religiously. She was rallying her own special brand of troops - those who would harken to her threatening and overtly eerie calls for action. As she walked through the halls, she became more and more invigorated with the peculiarities of the exhibits. Gleaming muscular busts, bizarre installations... It was inspiring. Her pleas became more and more heartfelt as she took in the setting, and finally she'd rallied a fair number of trolls at the base. She was satisfied.
Tamiya poked her head out to look for Sinter and Larque. She immediately spotted Sinter, working on his plans out front, and hopped up next to him. "The City Hall... Good work. I think that... We shall stay here for a while longer and collect more sweetass intelligence," she announced.
Larque was probably off collecting said sweetass intelligence. Tamiya put her hands on her hips. "Sinter, let us discuss our strategies from within the beauteous bedazzling ******** of this fine museum. We will depart when Larque returns." In her element, Tamiya was quite sure that this could be a moment for bonding.
It was with a glower that he slipped into the museum, realizing that he would have to hunt the others down if he wanted to show them what he had found. For the millionth time, he'd forgotten about his walkie talkie, which was little more than a noisy aggravation to him.
"What is the strategy?" He asked, catching the last part of Tamiya's sentence as he came into hearing range of the two. He stalked out from behind a large sculpture and towards Tamiya and Sinter, a rather driven look on his face. "I've found several new places that may prove useful to the cause." He added, offering Tamiya a look at his map.
Group Progress: Coordinates Unlocked: HIGH CULTUREx2(1,2), City Hall(4,3), Club Condescension(3,1), Harbor(5,1) Defenders on Standby: 11 Result of Action: found (4,3) , (5,3)
kamileunaire
Floppy Member
Offline
Hivestuck Captain
Alien Datemate
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Posted: Mon Aug 18, 2014 11:37 am
DAILY REFRESH!
It's a new day! Not much conflict has broken out, save for some guerilla-style destruction and rebuilding of bases. The mule feels as though some friendly neutral chaos is in order to keep things interesting!
Presenting, her newest creation: the Balancing Lever Used to Engage Surprise Happenstances, Equalizing Luckless Long Shots! With a flick of this lever, who knows what will happen?
Today's Happenstance: A mysterious troll has been dropping hints to juicy locations over rebel radio-waves.
Each troll is refreshed and ready to go with 2 available actions.
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 2D6 until a new coordinate has been unlocked. 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 your stand-by. Defenders must be deployed to a base before they can assault an enemy base.
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
[ Sinter had been so busy digging around in his maps, he hadn't noticed that both of his companions had since wandered off without him. Well, Larque was a given. What little Sinter knew about him was that he was a get-down-to-business kind of guy. Sinter hadn't expected Tamiya to leave him in favor of paintings and sculptures, though.
Thankfully Tamiya returned before Sinter could get too antsy. She beckoned him into the museum and he followed reluctantly. He'd heard rumors about highblood art, and that was enough to make Sinter tread carefully. The fact that they were basically in a warzone was almost of secondary concern to going on this field trip.
Larque soon rejoined them as well, and Sinter huddled up with him and Tamiya to copy the locations Larque had found onto his own maps.
"Right... Like, I'm not sure if you're going at this with a solid plan in mind, since you live here and all," Sinter addressed Tamiya, "But I don't think any of us are really suited to taking down enemy bases."
Sinter looked up from his map to see what Tamiya had to say, only to get distracted by a museum exhibit placed behind her. Those were some HUGE muscles! ]
Group Progress: Coordinates Unlocked: (1,2) (4,3) (3,1) (5,1) (5,3) + (1,5) Defenders on Standby: 11 Result of Action: Found the Skyrise (and refound Club Condescension, appropriately enough.)
Coordinates Unlocked: HIGH CULTUREx2(1,2), City Hall(4,3), Club Condescensionx2 (3,1), Harbor(5,1), The Skyrise (1,5) Defenders on Standby: 11 Result of Action: Tamiya recruits 3 friends!
Tamiya is recruiting! She is an apprentice recruiter - 2D6.
"My plan?" She mused. "I do not foresee hands-on dirtpony work for us. We are destined to spread the word of the ******** construction and command forces to do such things for us!"
Tamiya stopped in front of a collection of enormous statues (in more ways than one). The contorted figures did nothing but strengthen her look as a highblood. "And this is the perfect staging ground for such things!"
A voice crackled through her radio. Tamiya smiled a long-toothed smile. "See? They are building a base outside. I have just received the HOLY, ******** WORD, my diligent mates. We will continue to collect intelligence until after we have fully been soaked in the glorious shiznasties that brood and buck in this most bitching establishment." Kabukidad emphasized her preaching with a dip of his head.
"Hold on one moment. I am receiving a grubbing call on the radio. Likely more recruits to rally. I am highly considered in my field." Tamiya paced a bit and soon the group was in the next room. She continued to whisper and confide to soldiers of her ilk over the radio. The exhibition room was a fairly normal looking, lowblood-esque room with simple landscape paintings, but if you walked closer, a UV light revealed rather... interesting designs hidden in the paintings. The idea itself was actually quite interesting, if not scandalous.
[ "Ruh... Right..." Sinter replied absently. He was too busy staring up at that sculpture. And that painting. And that other sculpture. Whatever Tamiya was saying was probably a good idea.
Sinter snapped back at the sound of the radio, and the sight of Tamiya leaving for the next room. Flustered, Sinter scampered after her, nearly beating Tamiya to the landscape room in the process.
Sinter wheezed a sigh of relief. What had THAT been about? He quickly buried his face in his map to buy himself a moment of privacy. ]
Group Progress: Coordinates Unlocked: (1,2) (4,3) (3,1) (5,1) (5,3) (1,5) + (2,3) and (4,5) Defenders on Standby: 14 Result of Action: Found the Old Hemisect Asylum and the Four Fronds Highway!
Coordinates Unlocked: HIGH CULTUREx2(1,2), City Hall(4,3), Club Condescensionx2 (3,1), Harbor(5,1), The Skyrise (1,5) Defenders on Standby: 14 + 5 = 19 Result of Action: Tamiya recruits 5 friends!
Tamiya is recruiting! She is an apprentice recruiter - 2D6.
Tamiya continued to whisper conspiratorially into her walkie talkie. It was uncertain whether it was tuned to the royalist base station, or whether she was actually succeeding in communicating with anyone. But a chorus of whoops and hollers suggested that there was, indeed, someone on the other line.
"Sounds like a good plan to me. I will make another intel run soon." Larque answered simply to her explanation, finding it more or less agreeable. As scrappy as he was, the entire ordeal of joining the Royalists had launched him into perfecting his stealthier side, and he had barely been in a single fight since the whole thing started. No more scrabbling about for territory, or objects to sell for food. No more hunting or fishing. It felt strange, almost, not to have gone down to the tide pools in order to spear a fish for dinner, and he ruminated over the thought as he chewed on a snack, some sort of packaged protein crap. He watched Tamiya leave in order to answer her call, and didn't bother to follow.
His next excursion wouldn't take too long; he decided to head north, and found an area that was all too familiar, the dead fields. He knew about the area, and had hunted it before. Little creatures liked to burrow about and pick over the bones and shriveled foliage left there by failed farming activities. Marking the location on the map, he squinted, determined to continue until he'd found another useful area.
Coordinates Unlocked: HIGH CULTUREx2(1,2), City Hall(4,3), Club Condescensionx2 (3,1), Harbor(5,1), The Skyrise (1,5) Defenders on Standby: 19 Result of Action: found the dead fields (1,3)
Larque returned after an hour or two with only two new spots marked on his map. He couldn't deny his frustration, but he'd done the best he could. "There is a rebel base here." He noted, circling the shipwreck in red. It was a good thing he hadn't tried to inspect it earlier...
Coordinates Unlocked: HIGH CULTUREx2(1,2), City Hall(4,3), Club Condescensionx2 (3,1), Harbor(5,1), The Skyrise (1,5), the dead fields (1,3) Defenders on Standby: 19 Result of Action: found the shipwreck (4,1)
Posted: Tue Aug 19, 2014 11:29 am
DAILY REFRESH!
It's a new day! The fighting in Old Hemisect has begun, but injuries are as of yet still low. There have not yet been any casualties, to the relief of many lusii and even Captain Mapuye herself. The Alternian Military is offering leniency for those rebels who will turn themselves over to the royalist side. Flyers and announcements promising "Grace for those who, deep down in their pump biscuits, wish the best for our great Alternian race."
Today's Happenstance: Royalists attacking rebel defenders may roll 1D4. The resulting number of defenders can be added to their standby. This effect can only be used once per coordinate attacked.
Each troll is refreshed and ready to go with 2 available actions.
It was brought to my attention yesterday that there was an error printed in the rules! Please note that this error has been corrected, and to clarify:
You cannot mobilize defenders directly from your standby to assault an enemy base; they must be mobilized to a friendly base first. Thank you!
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 2D6 until a new coordinate has been unlocked. 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
Coordinates Unlocked: HIGH CULTUREx2(1,2), City Hall(4,3), Club Condescensionx2 (3,1), Harbor(5,1), The Skyrise (1,5), the dead fields (1,3), shipwreck (4,1) Defenders on Standby: 19 + 14 = 33! Result of Action:
Tamiya is rolling for MORE DEFENDERS. She is a master recruiter - 4d6.
"Everyone. We are going to leave now," Tamiya announced suddenly. She had been thoroughly drenched as she said. "We will pick up more recruits as we travel and we will station them appropriately. Is that crystal moonshiney hunky ******** clear?" She was getting rather jovial with her clown riffs. As Tamiya grew, her dialect was becoming less forced -- which only made her formal manner of speaking even more jarring. She patted Kabukidad on his head and made her way out the door of the museum, calling for Larque on her radio.
"LARQUE. We are leaving. Sinter will tell you the coordinates,"