Chittentown Fluid Redistribution Station #365794
The options for this Location changed JAN 5, 2015.
This RP is open to all shop trolls. Trolls are not required to roll and may post as frequently as desired. Posts containing rolls must have at least two sentences of RP to be counted. If trolls interact with others and reach 500 words doing so, this RP can be counted for 1 RP point.

Encounter Rate: Trolls can roll to explore Fluid Redistribution Station #365794 once per day.
(ex: You can roll on Monday, then another roll unlocks after midnight (Tuesday) in your time-zone.)
Encounter Pool: Roll 1D4. In addition to the result you find when you explore, you gain that amount of points. Keep track of your points, and when you get to 300 points, quote the mule!
Also, if you roll a 1, then a 2, then a 3, then a 4 consecutively, quote the mule!
Since the end of the Chittentown drought, the Fluid Redistribution Station has gone back to the way it always had been before its fifteen minutes of fame: functional, and unobtrusive. Tired fluid workers went back to their factory jobs as the plant kicked back up again, distributing necessary liquids to Alternians everywhere. Caution tape and protest signs have all been swept away by drones, leaving the station as pristine as a desert facility can get. Occasionally, a worker will enter or exit the building, but tourism and interest for such a facility leaves much to be desired.
Pool Results:
1:
You find the water distribution facility, in the northern quadrant of the Redistribution Station. Things here are a lot more exciting now that the water is back in Chittentown. In that things aren't quiet. It's kind of loud. Like waves, crashing against the coast. Only in the desert.
2:
You find the sopor distribution facility, in the southern quadrant of the Redistribution Station. This particular fluid is important for troll livelihood! There are a lot of informational pamphlets and caution signs around describing the wonders of sopor slime.
3:
You enter the main station and wander down the halls for a while. Amazing.
4:
You end up in a tour of the facility. Neat! The tour takes you through the many exciting facilities of the station. You even pick up a free water bottle! You get an extra roll today!
Drought:
Old events
The station's doors are tightly closed, as are the gates in front. Strips of tape with 'Danger' and 'Do Not Cross' have been pasted over both, and standing in front are blank-faced security drones, each wielding heavy truncheons. In front of them is an angry mob. Trolls of all blood colours, although mostly staying within the lower side of the spectrum, march up and down a safe distance from the immediate reach of the drones, throwing words and the occasional rock at them.
"Where's our water?"
"We need to drink!"
"Where's our water?"
"Not in the sink!"
The protest chant, while probably befitting from a more skilled author, is straight forward and to the point. The thirsty expression on each troll's face emphasizes why they're here. As time goes on, the crowd will only continue to grow and get louder.
Participate in the Protest
If you're feeling like practising your vitriolic hate speech in the anonymity of a crowd, now is the time! Pick up a placard from the pile, wave it, and release some deeply-repressed anger.
Trolls can roll 1d4 in their roleplay post every 24h, as long as they do something that might be seen as dangerously rebellious. (eg; yelling, throwing things, waving a sign, making a funny face, being a lowblood, or standing too close to the protesters) This represents how much attention they are drawing from the drones at the gate. When your troll runs out of energy and leaves the station to head home, tally your final number and check below to see if anything happens.
Explore the Station
Technically, no troll is currently allowed inside the station. However, around the rear of the wall, there is a child-sized hole in the wall. If a little troll was given a boost, they might be able to wriggle through.
Troll children in groups of 2+ can explore the station. If they have small lusii, they can be accompanied, but larger ones must wait outside as they cannot fit through. Whenever your trolls chance room the first troll to enter must roll 2d6 to determine where in the station they are, and if they have been spotted.
The first number is used on the chart below to determine the room. If the number is the same as the room they just left, players can choose to either go to the previous, or next number on the list. (Leaving room 5, roll a 5. Players can go to room 4 or 6.)
If the second number matches the first, they have been caught by a guard drone, processed through security, and tossed out! Trolls cannot explore the station a second time after being caught, but if they leave on their own accord, they can return whenever they want.
1
2
3
4
5
6
"Where's our water?"
"We need to drink!"
"Where's our water?"
"Not in the sink!"
The protest chant, while probably befitting from a more skilled author, is straight forward and to the point. The thirsty expression on each troll's face emphasizes why they're here. As time goes on, the crowd will only continue to grow and get louder.
Participate in the Protest
If you're feeling like practising your vitriolic hate speech in the anonymity of a crowd, now is the time! Pick up a placard from the pile, wave it, and release some deeply-repressed anger.
Trolls can roll 1d4 in their roleplay post every 24h, as long as they do something that might be seen as dangerously rebellious. (eg; yelling, throwing things, waving a sign, making a funny face, being a lowblood, or standing too close to the protesters) This represents how much attention they are drawing from the drones at the gate. When your troll runs out of energy and leaves the station to head home, tally your final number and check below to see if anything happens.
1-4
5-8
9+
Your troll failed to stand out in the crowd. Safety in numbers!
5-8
When you return home, you find a message of repossession pinned to your door and a few royal drones hauling one of your most valuable items away down the street. Looks like trolls who don't play nice don't get nice things.
9+
As soon as you're alone after the protest, you get jumped by some official looking thugs. If you are a child, your lusus manages to drive them off or guide you to safety, but it's a close call. If you're a teen, it's time to STRIFE! Start a new battle thread, and post the code below as the first post.
[align=center][b][size=18]You have encountered two Unfriendly Thugs![/size][/b]
[i]Other trolls can assist in this fight, as long as there is an ic reason for them to join in.
The mechanics work similar to [url=http://www.gaiaonline.com/guilds/viewtopic.php?page=1&t=22211261#323727129]regular boss battle[/url], although this could be classified as a mini-boss.
Once the mini-boss is at 0hp, this can be counted by all trolls participating as a battle rp for growth. If you have any questions, please PM the mule!
Unlike regular boss battles, the mule will not be posting new rounds, and players can simply post as fast and often as they want, [u]taking turns to attack one at a time[/u]. Each time every player in the fight has had a turn to attack the mini-boss once, a new round begins.
At each new round roll the standard 2d6 and use the table below to see what damage you've taken. As always, the first number is what you should check for your damage, and the second is the amount done to the mini-boss.[/i][/align]
[align=center][img]http://octospiracy.com/hivestuck/dec14/miniboss_1.png[/img][/align]
[align=center][b]THUG STARTING HP: 50[/b][/align]
The two tough trolls bar the narrow street in front and behind of you. "There's enough trouble in this city right now -", rumbles one of them " - without trolls like you causing trouble. It's important to learn, early-like, that if you cause trouble, you get trouble in return. Ain't that right?" The other one nods silently, and cracks it's knuckles. "Think of this as a free lesson in life, kid." Silent nod. "And learn to keep your mouth shut." They step forward, and block out the light with their bulk.
[b]If you rolled a 1,[/b] the two brutes surround you and start to clobber you with fist and foot alike, only stopping to admire their handiwork. Their heavy fists have left a nice pattern of bruises blooming all over you. [b]Take 4 dmg.[/b]
[b]If you rolled a 2,[/b] one of the bruisers stands back and begins to roll a niccotine-laced tree-pulp cylindrical smoking device. The other grabs you by the collar, lifts you up, and smacks you against the wall a few times. [b]Take 3 dmg.[/b]
[b]If you rolled a 3,[/b] the thugs take it in turn to kick sand in your face, and laugh. [b]Take 2 dmg.[/b]
[b]If you rolled a 4,[/b] one of the thugs makes a really nasty comment about your lusus. You're wounded emotionally, what a jerk! [b]Take 1 dmg.[/b]
[b]If you rolled a 5,[/b] you manage to keep some space between you and their menacing fists. Either that or they aren't really trying hard.
[b]If you rolled a 6,[/b] you manage to get some control over your jittering nerves. Who do these guys think they are?! They aren't even in uniform! [b]Your next attack is loaded with righteous outrage, and does double damage.[/b]
[b]When the mini-boss or all trolls have reached 0hp, please look in the spoiler below.[/b]
[spoiler]
[b]Mini-Boss at 0[/b]
[spoiler]
The first thug stands back and puts his hands up. "Woah there bud, we didn't realize we were dealing with a real spitfire! Ha ha - we was just kidding around, right?" The second troll nods with a little more emphasis than before. "No need to get hung up over it, seeing as you put up a pretty fair fight. Cause all the trouble you want." With that, the two trolls turn and take to their heels as fast as their wounded machismo will let them.[/spoiler]
[b]Players at 0[/b]
[spoiler]"And now, hand it over." The two thugs go through your pockets, emptying them of everything valuable you have on you. If you don't comply, one lifts you up by the feet and shakes you up and down until everything has fallen out. Jewellery and trinkets are snatched away, and you're left in a defeated heap in the alleyway. Better go check around at the pawn shops to buy your valuables back before other trolls get their hands on them! As soon as you can stand up.[/spoiler]
[/spoiler]
[i]Other trolls can assist in this fight, as long as there is an ic reason for them to join in.
The mechanics work similar to [url=http://www.gaiaonline.com/guilds/viewtopic.php?page=1&t=22211261#323727129]regular boss battle[/url], although this could be classified as a mini-boss.
Once the mini-boss is at 0hp, this can be counted by all trolls participating as a battle rp for growth. If you have any questions, please PM the mule!
Unlike regular boss battles, the mule will not be posting new rounds, and players can simply post as fast and often as they want, [u]taking turns to attack one at a time[/u]. Each time every player in the fight has had a turn to attack the mini-boss once, a new round begins.
At each new round roll the standard 2d6 and use the table below to see what damage you've taken. As always, the first number is what you should check for your damage, and the second is the amount done to the mini-boss.[/i][/align]
[align=center][img]http://octospiracy.com/hivestuck/dec14/miniboss_1.png[/img][/align]
[align=center][b]THUG STARTING HP: 50[/b][/align]
The two tough trolls bar the narrow street in front and behind of you. "There's enough trouble in this city right now -", rumbles one of them " - without trolls like you causing trouble. It's important to learn, early-like, that if you cause trouble, you get trouble in return. Ain't that right?" The other one nods silently, and cracks it's knuckles. "Think of this as a free lesson in life, kid." Silent nod. "And learn to keep your mouth shut." They step forward, and block out the light with their bulk.
[b]If you rolled a 1,[/b] the two brutes surround you and start to clobber you with fist and foot alike, only stopping to admire their handiwork. Their heavy fists have left a nice pattern of bruises blooming all over you. [b]Take 4 dmg.[/b]
[b]If you rolled a 2,[/b] one of the bruisers stands back and begins to roll a niccotine-laced tree-pulp cylindrical smoking device. The other grabs you by the collar, lifts you up, and smacks you against the wall a few times. [b]Take 3 dmg.[/b]
[b]If you rolled a 3,[/b] the thugs take it in turn to kick sand in your face, and laugh. [b]Take 2 dmg.[/b]
[b]If you rolled a 4,[/b] one of the thugs makes a really nasty comment about your lusus. You're wounded emotionally, what a jerk! [b]Take 1 dmg.[/b]
[b]If you rolled a 5,[/b] you manage to keep some space between you and their menacing fists. Either that or they aren't really trying hard.
[b]If you rolled a 6,[/b] you manage to get some control over your jittering nerves. Who do these guys think they are?! They aren't even in uniform! [b]Your next attack is loaded with righteous outrage, and does double damage.[/b]
[b]When the mini-boss or all trolls have reached 0hp, please look in the spoiler below.[/b]
[spoiler]
[b]Mini-Boss at 0[/b]
[spoiler]
The first thug stands back and puts his hands up. "Woah there bud, we didn't realize we were dealing with a real spitfire! Ha ha - we was just kidding around, right?" The second troll nods with a little more emphasis than before. "No need to get hung up over it, seeing as you put up a pretty fair fight. Cause all the trouble you want." With that, the two trolls turn and take to their heels as fast as their wounded machismo will let them.[/spoiler]
[b]Players at 0[/b]
[spoiler]"And now, hand it over." The two thugs go through your pockets, emptying them of everything valuable you have on you. If you don't comply, one lifts you up by the feet and shakes you up and down until everything has fallen out. Jewellery and trinkets are snatched away, and you're left in a defeated heap in the alleyway. Better go check around at the pawn shops to buy your valuables back before other trolls get their hands on them! As soon as you can stand up.[/spoiler]
[/spoiler]
Explore the Station
Technically, no troll is currently allowed inside the station. However, around the rear of the wall, there is a child-sized hole in the wall. If a little troll was given a boost, they might be able to wriggle through.
Troll children in groups of 2+ can explore the station. If they have small lusii, they can be accompanied, but larger ones must wait outside as they cannot fit through. Whenever your trolls chance room the first troll to enter must roll 2d6 to determine where in the station they are, and if they have been spotted.
The first number is used on the chart below to determine the room. If the number is the same as the room they just left, players can choose to either go to the previous, or next number on the list. (Leaving room 5, roll a 5. Players can go to room 4 or 6.)
If the second number matches the first, they have been caught by a guard drone, processed through security, and tossed out! Trolls cannot explore the station a second time after being caught, but if they leave on their own accord, they can return whenever they want.
1
The entrance hall to the plant is a lot cleaner than the rest of the building. And emptier. The only thing here is portraits, hung on the walls on either side, commemorating past Lead Pumping Technicians, or at least that's what the plaque below each claims. The trolls in the photo look bored, disinterested, or in some, straight up dead. Working at this place must be a hell of a good time.
2
Filled with electronics, this room is cramped, with dozens of screens spewing out numbers that, judging by their flashing red animations, aren't good numbers at all. Surprisingly, the place is deserted. It shows signs of recent life though, print outs piled on desks and the floor, and mugs containing the rotten remains of someone's drink.
3
This room is vast. The ceiling stretches above you into the darkness, with huge pipes snaking from floor to ceiling like giant metal tendrils. There are machines here that look heavy duty, the kind of things that would normally make it impossible to talk over their shaking and groaning and rumbling. Now however, they sit quietly. You can't help but notice that there seem to be small plants blooming from between cracks in the pipes.
4
Congratulations, you found the most important, majestic room in the entire station, the bathroom. The sinks are bone dry, similar to the rest of Chittentown, and the toilet stalls have all been marked off with warning tape. One however, sits with it's door open, the tape pulled aside. The toilet itself looks fine, apart from the green, leafy plants growing out from inside the bowl.
5
Another room that shouldn't be empty, is empty. It looks like the break room, judging from the sofas and magazines, and quietly flickering tv screen. A dartboard hangs on the wall with a few darts stuck in it, the rest lying scattered on the floor. Food sits on plates with a few bites taken out, then abandoned. The atmosphere can best be described as creepy, with a touch of worrying on the side.
6
Whoever works in this room is important. Probably the overseer, or the lead whatever. It's large, open, and with one wall a giant window, looking out into the vast hall with the station's pumping machines. Like everywhere else, it's empty. A pen lies on the floor near the door, and paper is scattered across the desk. Most of it is undecipherable to the laytroll who knows nothing about flange pumping ratios, but all the reports written in red ink with bolded words and underlines show a worrying trend.