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Homestuck inspired troll related b/c 

Tags: homestuck, troll, breedables, mspa, alternia 

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=>[EVENT] Bloodfest 2018 Weekend Events Goto Page: 1 2 3 ... 4 ... 88 89 90 91 [>] [>>] [»|]

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Hivestuck
Captain

Alien Datemate

PostPosted: Sat Aug 11, 2018 1:20 pm
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An area of sand and snow has been sectioned off for the high-intensity events. There's also a reserved area on the small artificial lagoon.
The Survive an Avalanche, Cross Country Toboggan and Cold Climate Maulbeast Plunge events will all take place here.


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SATURDAY

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Quote:
=>IC GAME RULES
When you walk up to the Cross Country Toboggan Run booth, you're surprised to see it appeared to be unattended. But then you hear a faint moaning coming from under the desk.

"Nya..." It almost sounds like sobbing. You make some noise to catch their attention, and a yellowblooded troll immediately pops out, blushing, rubbing at their eyes.

"S-sorry," she hiccups, brushing down her uniform. "I-I told thim not to post me here! I don't like woofbeasts very much..." There's a barking in the distance, and she lets out another sob. "Nya..."

Clearing her throat, she does her best to pull herself together. She gestures weakly at some signs behind her. "You and a partner pair up, nya. Then you choose a woofbeast! Get them onto a sled, and strap yourselves in!" Indeed, there is an illustrated step by step guide for how to strap two trolls into the leads pulling the toboggan. The map beside it lays out a simple, straight forward course. "You and your partner have to pull the sled as far as you can without the woofbeast getting knocked out!" She paused for a moment, seeming to perk up at the idea. "Sounds simple, right? Nya-t! The snow is slippery, and you're sure to spin out... and that's not including other competitors attacking you. But it'll be fun!"

Another fit of barking can be heard in the distance. The yellowblood flinches, then lowers herself back under the table.

=>OOC GAME RULES
How to Play

In this game, each pair of trolls is tasked with running around a cross-country course, dragging behind a toboggan with a woofbeast sitting in it. During the game, trolls try to get as far as they can and also try to fight off their opponents. If a team’s woofbeast is knocked out of the sled, that team is out of the race! This game will last four hours, or until there is only one team left standing.

Rolling: Every team is assigned a number from 1 to however many teams are registered (Known as X). This number is assigned based upon pre-registration. The assigned numbers are as follows:

    1. Static + Garand (Blue)
    2. Caiden + Mahmud (Orange)
    3. Deimos + Flydra (Teal)
    4. Mihail + Knetic (Purple)
    5. Floren + Gwenyn (Green)
    6. Kerras + Nanogg (Teal)
    7. Kursha + Ardais/Luxara (Green)
    8. Degras/Ephias + Tevini (Red)
    9. Natash + Mesnei (Purple)
    10. Acteon + Mimimi (Blue)
    11. Faithe/Etsali + Philip (Orange)
    12. Bunsen + Volkei (Red)
    13. Pennie/Wander + Rutaca/Keionx (Orange)
    14. Connie + Dillys (Red)
    15. Amonee + Nucleo (Green)
    16. Cerpin + Makkah (Purple)
    17. Scorpa + Engrav (Yellow)
    18. Demari + Sarcel (Blue)
    19. Leeroi + Guouli (Blue)
    20. Elidae + Apibom (Yellow)
    21. Saigen + Emiola (Teal)
    22. Reisio + Oisier (Blue)


In a sled team, the troll in front is the “lead”, who primarily steers. The troll behind is the power-house of the sled and is in charge of attacking other sleds. Attacking will be done by swinging your sled around to smash against your opponents. Choose your positions first, before the game starts. You won’t be able to switch during the game.

Every team gets 8 rolls (4 per teammate, alternating) per hour.

    Steering Troll: Generate a number between 1 and X. You gain the number of points that you roll. If you roll your own number, you get an additional 10 points!

    Power-House Troll: Generate a number between 1 and X. Gain the number of points that you roll. If you roll your own number, you can attack an opponent whose number is one above or below you. Their toboggan takes a strike! Quote them to let them know. Note: If the opponent directly above or below you is knocked out, the number you can strike is the next available number. Note that Team 1 will wrap around to Team X.

Ex: Team 3 is out of the race. Team 2 rolls a 2 (their own number), and can attack either Team 1 or Team 4 because Team 3 is no longer able to participate.

If a team takes two strikes to their toboggan, their woofbeast is KO’d and they are out of the race!

Half-Time Rules
HALFWAY THERE! AND YOU KNOW WHAT THAT MEANS...

SECOND WIND!

In your desperation to WIN, you have unlocked even greater abilities to AGGRESS against your foes!

STEERING TROLLS: When you roll your team number, you now also strike an opponent above or below you in number.

POWERHOUSE TROLLS: Now you strike an opponent above or below you in number when you roll either your number, OR the number above or below yours.


Scoring: Add up the total points you gained throughout the game. Use the following code to keep track of your progress. When you are finished, please submit your score using the linked Submission Form!

[quote="Hivestuck"]
[b]STEERING[/b]
[b]My name is:[/b]
[b]My partner is:[/b]
[b]Our team is:[/b] [blood color]

[b]Team HP:[/b]
[b]Points gained:[/b]
[b]Total points:[/b]
[/quote]


[quote="Hivestuck"]
[b]POWER-HOUSE[/b]
[b]My name is:[/b]
[b]My partner is:[/b]
[b]Our team is:[/b] [blood color]

[b]Team HP:[/b]
[b]Attacking (if anyone):[/b]
[b]Points gained:[/b]
[b]Total points:[/b]
[/quote]


Final Score Submission Form



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TEENS/ADULTS


Quote:
=>IC GAME RULES
"DID YOU KNOW THAT SEVENTY-NINE PERCENT OF ALL LIVING THINGS ON ALTERNIA AREN'T PUTTING THEMSELVES IN IMMEDIATE DANGER NOW? THAT'S BULLSHIT!!! WHERE'S THE FUN IN THAT?!?!?!" A blueblood wearing shades and many, many golden chains is screaming into a megaphone.

"ARE!!! YOU!! READY!!! FOR THE ULTIMATE EXPERIENCE!!! FOR... SURVIVE AN AVALANCHE... AND SPEED SHOVELING?!" He punched a meaty arm into the air. "SEVEN CASTES! ONE AVALANCHE! ONE CHAMPION!!!! DIVE RIGHT INTO THE MIDDLE OF THAT ******** MAGNIFICENT WALL OF SNOW COMIN' RIGHT FOR YOU. FEARLESS. POWERFUL. THE TROLL WHO GOES THE DEEPEST AND FURTHEST- ahem, without dying- IS THE ULTIMATE VICTOR!!!"

"You may notice this is incredibly dangerous. YOU'RE WELCOME. I didn't want anyone to get bored, so I was like- SCREW IT! MAKE THE SLOPES EVEN MORE DANGEROUS! We lost half our workforce in three days, but WHO GIVES A ******** course, that part of the event is only open to teens and adults. WE'RE NOT MONSTERS!!! BUT DON'T WORRY, KIDS! SOME SUCKERS WILL BE SO STUCK IN THE SNOW, THEY'LL NEED YOUR HELP! Kids can track down and dig out whoever's PATHETIC ENOUGH TO NEED THE HELP!!!"

"Before you can enter the tournament, you must sign our legal waivers pages two through fifteen, sections F and J. THAT SENTENCE HAD TOO MANY SYLLABLES! I APOLOGIZE!!!" He hands you a fistful of papers.


=>OOC GAME RULES
How to Play

In this “game”, teens and adult trolls must test their mettle by proving themselves the strongest of the competition. They must try to get the highest score by being as far down the mountain and as deep in the snow as possible - and survive. It’s like a race, but worse!

Of course, they will need to be rescued, which is where the fun competition for kids comes in. Kids will track and unearth the older participants for points - the kid with the most trolls rescued wins in their category!

TEENS & ADULTS:

Time Limit: You have one hour, starting from your first roll in round one, to complete this stage.

Rolling: The teens & adults category takes place in six rounds of rolling. Take care to follow each round carefully!

    ROUND 1: MOMENTUM!
    Roll D4 up to 4 times. If you get a 4, you can skip the composure round and choose your composure (1 to 4).

    ROUND 2: COMPOSURE!
    Roll D4 once to determine avalanche-hitting preparedness. Your dice roll = how you roll in the next round (max: 4).
    1: CATASTROPHE
    2: FULL PANIC
    3: FLUSTERED
    4: DETERMINED

    ROUND 3: DISTANCE!
    Roll as many times as you want (unless you pass out!) Dice roll results are added to your DISTANCE score.

    1: CATASTROPHE (roll 3d6, rolling a 1 or 2 = pass out for the rest of the round. If you pass out, the points you rolled count towards your score for the round.)
    2: FULL PANIC (roll 2d6, rolling a 1 = pass out for the rest of the round)
    3: FLUSTERED (roll 1d6+2)
    4: DETERMINED (roll 1d6, rolling a 6 = 2x distance)

    ROUND 4: FORTIFY!
    Roll D4 up to 4 times. If you get a 4, you can skip the bearings round and choose your bearings (1 to 4).

    ROUND 5: BEARINGS!
    Roll D4 once to determine sense of direction. Your dice roll = how you roll in the next round (max: 4).
    1: DEATHLY
    2: DISORIENTED
    3: ENDURING
    4: SINGLE-MINDED

    ROUND 6: DEPTH!
    Roll as many times as you want (unless you pass out!) Dice roll results are added to your DEPTH score.
    1: DEATHLY (roll 3d6, rolling a 1 or 2 = pass out for the rest of the round. If you pass out, the points you rolled count towards your score for the round.)
    2: DISORIENTED (roll 2d6, with the first roll going towards distance and the second towards depth)
    3: ENDURING (roll 1d6+2)
    4: SINGLE-MINDED (roll 1d6, rolling a 6 = 2x distance)

Scoring: To determine your final score, simply calculate the hypotenuse of your trajectory based off of your distance and depth. Or, in other words, plug your distance score into the “b” field, and your depth into the “a” field on this web page and hit “Calculate Hypotenuse”:

Your final post should have a min 200 words describing your troll’s experience.

When you are finished and have your final score, please submit it using the linked Submission Form!


Final Score Submission Form




SUNDAY

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Quote:
=>IC GAME RULES
A section of beach had been reserved for the Cold Climate Maulbeast Plunge. Ice had been chipped away from the shoreline, carving out an indent for the games.

You're greeted by a purpleblooded juggalo with a gigantic clown nose. They honk it once, wink at you, then make some jibberish noise. Placing your hand on a timer displayed on a table, they press a button down. A timer begins. They run, flailing, towards the beach- dunk into the water, strike a pose toward you- then flail back. Panting, they press your hand on the timer once more. The object of the game is simple.

Out of seemingly nowhere they retrieve a large wooden sign that has the word 'CHEATING' painted across it, with a large red 'X' smeared over top. Still heaving, they toss the sign to the ground, pull a blow up hammer from inside their sleeve and lightly bop you on the head with it. The message is clear...?- no cheating.


=>OOC GAME RULES
How to Play

The goal of this game is simply to try to stay in the freezing water for as long as you can! Over time, your tolerance will dwindle until you are forced to quit. However, you can choose to try and cheat to improve your score - but watch out, you might get caught!

Scoring: Each troll starts the game with 30 tolerance, and their choice of cheats. Trolls can choose as many cheats as they want (only one cheat of each kind), or no cheats at all. You may not change, add or remove cheats during the game, so choose wisely!

Each round consists of a dice roll. A roll represents 1 minute in the water. Subtract the result of the roll from your tolerance. You may roll until you run out of tolerance, or until you are caught cheating. The troll who lasts the longest wins!

Rolling:

    No cheats: Roll 1D10, and subtract the result from your tolerance.

    Weights: Roll 1D10, and subtract 3 additional tolerance per roll. Every roll is worth 2 minutes instead of 1. You are caught cheating on a roll of 5.

    Insulation: Roll 1D10, and reduce your tolerance lost by 3 per roll. You are caught cheating on a roll of 1 or 2.

    Sedatives: Roll 2D10 (counts as 1 roll), and choose which number to subtract from your tolerance. You are caught cheating on a 7, 8, 9 or 10 (does not include the number you don’t choose).

    Weights + Insulation: Roll 1D10, and subtract the result from your tolerance. Every roll is worth 2 minutes instead of 1. You are caught cheating on a roll of 1, 2, or 5.

    Weights + Sedatives: Roll 2D10 (counts as 1 roll), and choose which number to subtract from your tolerance. Subtract an additional 3 tolerance per roll. Every roll is worth 2 minutes instead of 1. You are caught cheating on a 5, 7, 8, 9, or 10 (does not include the number you don’t choose).

    Insulation + Sedatives: Roll 2D10 (counts as 1 roll), and choose which number to subtract from your tolerance. Reduce your tolerance lost by 3 per roll. You are caught cheating on a roll of 1, 2, 7, 8, 9, or 10 (does not include the number you don’t choose).

    Weights + Insulation + Sedatives: Roll 2D10 (counts as 1 roll), and choose which number to subtract from your tolerance. Every roll is worth 2 minutes instead of 1. You are caught cheating on a roll of 1, 2, 5, 7, 8, 9, or 10 (does not include the number you don’t choose).

Use the following code to keep track of your progress. When you are finished, please submit your score using the linked Submission Form!

[quote="Hivestuck"]
[b]My name is:[/b]
[b]My team is:[/b] [blood color]

[b]Tolerance:[/b] ?/30
[b]Cheats (if any):[/b][/quote]



Final Score Submission Form



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


Quote:
=>IC GAME RULES
"DID YOU KNOW THAT SEVENTY-NINE PERCENT OF ALL LIVING THINGS ON ALTERNIA AREN'T PUTTING THEMSELVES IN IMMEDIATE DANGER NOW? THAT'S BULLSHIT!!! WHERE'S THE FUN IN THAT?!?!?!" A blueblood wearing shades and many, many golden chains is screaming into a megaphone.

"ARE!!! YOU!! READY!!! FOR THE ULTIMATE EXPERIENCE!!! FOR... SURVIVE AN AVALANCHE... AND SPEED SHOVELING?!" He punched a meaty arm into the air. "SEVEN CASTES! ONE AVALANCHE! ONE CHAMPION!!!! DIVE RIGHT INTO THE MIDDLE OF THAT ******** MAGNIFICENT WALL OF SNOW COMIN' RIGHT FOR YOU. FEARLESS. POWERFUL. THE TROLL WHO GOES THE DEEPEST AND FURTHEST- ahem, without dying- IS THE ULTIMATE VICTOR!!!"

"You may notice this is incredibly dangerous. YOU'RE WELCOME. I didn't want anyone to get bored, so I was like- SCREW IT! MAKE THE SLOPES EVEN MORE DANGEROUS! We lost half our workforce in three days, but WHO GIVES A ******** course, that part of the event is only open to teens and adults. WE'RE NOT MONSTERS!!! BUT DON'T WORRY, KIDS! SOME SUCKERS WILL BE SO STUCK IN THE SNOW, THEY'LL NEED YOUR HELP! Kids can track down and dig out whoever's PATHETIC ENOUGH TO NEED THE HELP!!!"

"Before you can enter the tournament, you must sign our legal waivers pages two through fifteen, sections F and J. THAT SENTENCE HAD TOO MANY SYLLABLES! I APOLOGIZE!!!" He hands you a fistfull of papers.


=>OOC GAME RULES
How to Play

In this “game”, teens and adult trolls must test their mettle by proving themselves the strongest of the competition. They must try to get the highest score by being as far down the mountain and as deep in the snow as possible - and survive. It’s like a race, but worse!

Of course, they will need to be rescued, which is where the fun competition for kids comes in. Kids will track and unearth the older participants for points - the kid with the most trolls rescued wins in their category!

KIDS:

Time Limit: You have 30 minutes, starting from your first tracking roll.

Rolling: The kids category takes place in two rounds of rolling and roleplay. Take care to follow each round carefully!

    ROUND 1: TRACKING!

    Generate a number between 1-30.
    Generate a number between 1 and your last result.
    Repeat until you have generated a 1.

    ROUND 2: DIGGING!

    Write 50 words of your troll digging up another troll! Once this is completed, you may start tracking a new troll to rescue. Repeat until your time is up.

Scoring: Count up the number of trolls you rescued during the time limit. The total number of trolls rescued is your final score.

When you are finished and have your final score, please submit it using the linked Submission Form!


Final Score Submission Form

 
Gl!tch~ rolled 1 4-sided dice: 3 Total: 3 (1-4)
PostPosted: Sat Aug 25, 2018 1:35 pm
Hemera had to keep her momentum up!  

Gl!tch~

Fashionable Genius

4,475 Points
  • Full closet 200
  • Signature Look 250
  • Hygienic 200
Gl!tch~ rolled 1 4-sided dice: 3 Total: 3 (1-4)

Gl!tch~

Fashionable Genius

4,475 Points
  • Full closet 200
  • Signature Look 250
  • Hygienic 200
PostPosted: Sat Aug 25, 2018 1:38 pm
Hemera had to keep her momentum up!  
Gl!tch~ rolled 1 4-sided dice: 1 Total: 1 (1-4)
PostPosted: Sat Aug 25, 2018 1:39 pm
Hemera had to keep her momentum up!  

Gl!tch~

Fashionable Genius

4,475 Points
  • Full closet 200
  • Signature Look 250
  • Hygienic 200
Gl!tch~ rolled 1 4-sided dice: 4 Total: 4 (1-4)

Gl!tch~

Fashionable Genius

4,475 Points
  • Full closet 200
  • Signature Look 250
  • Hygienic 200
PostPosted: Sat Aug 25, 2018 1:40 pm
Hemera had to keep her momentum up!  
PostPosted: Sat Aug 25, 2018 1:41 pm
Hemera felt DETERMINED.
(Selected from rolling 4 in momentum stage)  

Gl!tch~

Fashionable Genius

4,475 Points
  • Full closet 200
  • Signature Look 250
  • Hygienic 200
Gl!tch~ rolled 1 6-sided dice: 3 Total: 3 (1-6)

Gl!tch~

Fashionable Genius

4,475 Points
  • Full closet 200
  • Signature Look 250
  • Hygienic 200
PostPosted: Sat Aug 25, 2018 1:44 pm
Hemera had to make more distance!  
Gl!tch~ rolled 1 6-sided dice: 5 Total: 5 (1-6)
PostPosted: Sat Aug 25, 2018 1:44 pm
Hemera had to make more distance!  

Gl!tch~

Fashionable Genius

4,475 Points
  • Full closet 200
  • Signature Look 250
  • Hygienic 200
Gl!tch~ rolled 1 6-sided dice: 6 Total: 6 (1-6)

Gl!tch~

Fashionable Genius

4,475 Points
  • Full closet 200
  • Signature Look 250
  • Hygienic 200
PostPosted: Sat Aug 25, 2018 1:45 pm
Hemera had to make more distance!  
Gl!tch~ rolled 1 6-sided dice: 1 Total: 1 (1-6)
PostPosted: Sat Aug 25, 2018 1:46 pm
Hemera had to make more distance!  

Gl!tch~

Fashionable Genius

4,475 Points
  • Full closet 200
  • Signature Look 250
  • Hygienic 200
Gl!tch~ rolled 1 6-sided dice: 3 Total: 3 (1-6)

Gl!tch~

Fashionable Genius

4,475 Points
  • Full closet 200
  • Signature Look 250
  • Hygienic 200
PostPosted: Sat Aug 25, 2018 1:51 pm
Hemera had to make more distance!  
Gl!tch~ rolled 1 6-sided dice: 5 Total: 5 (1-6)
PostPosted: Sat Aug 25, 2018 1:52 pm
Hemera had to make more distance!  

Gl!tch~

Fashionable Genius

4,475 Points
  • Full closet 200
  • Signature Look 250
  • Hygienic 200
Gl!tch~ rolled 1 4-sided dice: 3 Total: 3 (1-4)

Gl!tch~

Fashionable Genius

4,475 Points
  • Full closet 200
  • Signature Look 250
  • Hygienic 200
PostPosted: Sat Aug 25, 2018 1:54 pm
Hemera had to fortify!  
Gl!tch~ rolled 1 4-sided dice: 4 Total: 4 (1-4)
PostPosted: Sat Aug 25, 2018 1:55 pm
Hemera had to fortify!  

Gl!tch~

Fashionable Genius

4,475 Points
  • Full closet 200
  • Signature Look 250
  • Hygienic 200

Gl!tch~

Fashionable Genius

4,475 Points
  • Full closet 200
  • Signature Look 250
  • Hygienic 200
PostPosted: Sat Aug 25, 2018 1:57 pm
Hemera got her bearings, feeling single-minded!

(Selected from rolling 4 at fortify stage)  
Reply
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