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Homestuck inspired troll related b/c 

Tags: homestuck, troll, breedables, mspa, alternia 

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Doutei

PostPosted: Tue Nov 21, 2017 5:47 pm
Caffeine Crew
Squad Commander: Nucleo Glatte
Squad Members: Amonee Brycer, Eilidh Rosach, Xavier Leinte
Ship Class: Swarming


Quote:
The boarding vessel - the pod - is just large enough for four trolls to squeeze into. As the windshield slides up to block your view of the docking bay, you can hear the hum of machinery. The hum swells, then dips into the contented purr of technology and large lusii everywhere. The world is muffled behind your headset, and as the sound of the pod's engine fades, all you can hear is a voice in your sponge clots, counting down.
"Four, three, two, one."
With surprising smoothness, you're pressed back in your seat, and the world becomes a blur. Ahead of you, through the windscreen, you can see a hatch shoot open, and then you're rocketing through the void beyond.
"Target locked on. Engaging auto-pilot."
The voice in your ear is polite yet firm, and the pod swings around to fill your vision with the ring. Barely visible from the planet, it gains something different when you are closing fast. The huge circle of dark and silent ships drift past you, slowly circling the planet in an endless loop. As your pod rockets into the depth of the ring, a bright light flashes past your eyes and flares off to the side. The military has begun to shoot down confirmed derelicts, but your vessel's autopilot doesn't seem bothered. Instead, it guides your pod under hanging metal and over vast dead structures, eventually gliding closer to one ship that, from your eyes, is identical to the other hulks around. Slowing down, the boarding vessel turns to face giant closed doors on the side of the ship.
"Arrived at target. Attempting access."
Your vessel glides alarmingly close to the other ship before it's doors glide open a fraction, and your pod rockets through the small crack. The pod gives a small shudder as doors slide shut behind you, plunging your view into darkness. A moment later, a beam of sickly green light lights up on your helmet, and thin light strips along the floor of the boarding vessel give you back the vision you temporarily lost. At the same time, the pod comes to a halt with the same smoothness that it launched with. A heartbeat later, the windscreen slides back and your seat belts unlock with a click - the first sound apart from the voice in your ear that you've heard since you got into your vessel.
"Docking complete. Turning on local coms. Scanners show movement inside the ship. Good luck, and stay safe."

You are now in the cargo bay.
Your pod sits waiting for you to return to it. To advance into the ship, follow the mechanics below. Good luck and watch out for undead trolls!

Quote:
Ship exploration instructions:
To progress through the ship, follow the instructions below, from top to bottom. You must then follow the bolded instructions relevant to your squad's current situation, and resolve everything related to it before you can roll again.
Ship battle rules:
Players can use healing items/artifacts/powers at any point during ship exploration. For the entire thread, all abilities uses per battle counts the entire ship thread as one battle. The rules for how many trinkets/artifacts can be used per battle also count the entire ship thread as one battle.
=>Refresh your memory on trinkets, artifacts and abilities.

If a member of your team is a trained Agility or Covert-ops specialist OR registered as in-training for either:
You can scout ahead in the ship.
The user who owns the character must roll. If they like the result, the rest of the team can join them and continue rolling on door/advance tables. If they don't like the result, they can return back to the team and the team can roll again (in character, you are taking a different path through the ship).
You cannot roll on a closed door/advance table then take that back, only on the base movement table below. Your character must wait for X advances through the ship (start counting at 1 on the current advance) before scouting ahead again.
If you are a Journeytroll or higher in your skill: X = 4.
If you are a Novice in your skill: X = 6.
If you are training your skill: X = 10.
If multiple trolls can do this, they each have their own reset timer for the X rolls. Only one character can scout ahead per turn.

Roll 1d4 and advance through the ship:
If you have rolled on this and/or the alarms advance table 10 times, on the 11th time DO NOT ROLL, instead look at the spoiler below.
If an alarm is going off, you must use the table for it further down, NOT this table.
1 - You advance through the ship ...
2 - You find a closed door.
3 - You advance through the ship ...
4 - You advance through the ship ...
11th time advancing:
You come across a sealed door in the hallway. Trying to open it sends dozens of warnings flickering up on previously-dormant panels. It seems the ship beyond here is too heavily damaged to allow you to pass through. Headquarters confirms the ship is to be destroyed, and you retreat to the exit, leaving the small black boxes containing deadly explosives in key positions along the path.
Congratulations! You have completed your mission and returned back to the docking area! Squad commanders, be sure to report in!

If there is an alarm going off, roll 1d6 and advance through the ship, use this table to determine what you find:
If you have rolled on this and/or the regular advance table 10 times, on the 11th time DO NOT ROLL, instead look at the spoiler under the regular advance table.

1 - You come across some shuffling bodies...!
2 - You come across some shuffling bodies...!
3 - You find a panel with a flashing alert on it. Tapping the panel will turn the ship alarm off.
4 - You find a panel with a flashing alert on it. Tapping the panel will turn the ship alarm off.
5 - You come across some shuffling bodies...!
6 - You come across some shuffling bodies...!

If you find a door, roll 1d4 and use this table to determine what kind of door it is:
1 - The door seems to be ... locked!
2 - Hmm, the door might be ... trapped!
3 - Uh oh, the door might be ... trapped and locked!
4 - The door seems to be ... locked!
If the door is locked:

If a member of your team is a trained Academic or Strength specialist OR registered as in-training for either:
You think you can get this door open!
Academic: You've read up on how the old ships used to function, and think you know where to damage the door for the lock to deactivate.
Strength: RAAAAHHHH SMAAAASSSHHHHHHH!!!
If you are a Journeytroll or higher in your skill: You can get the door open with your eyes shut!
If you are a Novice in your skill: Roll 1d4 to try and unlock it. Succeed on a two three or four.
If you are training in your skill: Roll 1d8 to try and unlock it. Succeed on a five six seven or eight.
Otherwise, a troll can choose to break it down in exchange for a loss of 5hp, or you can continue to advance in the ship.

AND OR If the door is trapped, roll 1d4 and look below:
1 - The ceiling beyond this door will drop down on the first troll who enters, dealing 1d6 damage!
2 - The room beyond is filled with a laser sensitive grid, dealing 1 damage per post to all trolls who enter, until they exit the room (roll again on the first table)!
3 - The door is lined with miniscule nozzles that will shoot a corrosive, poisonous mist as the door opens, dealing 1d4(rolled individually) damage to all party members!
4- A loud alarm will start to sound through the ship as the door is opened!
If a member of your team is a trained Academic or Covert Ops specialist OR registered as in-training for either:
Your trained eyes spot something suspicious with this door!
Academic: You've read up on how these old ships used to function, and can remember how to set and disable the traps they set for boarding invaders.
Covert Ops: Your eye for the suspicious is tingling, the door doesn't look quite like others. If you pry off a wall panel you should be able to disable anything suspicious looking.
If you are a Journeytroll or higher in your skill: You can disarm the trap without looking!
If you are a Novice in your skill: Roll 1d4 to try and disarm it. Succeed on a two three or four.
If you are training in your skill: Roll 1d8 to try and disarm it. Succeed on a five six seven or eight.
Otherwise, the trap will only be discovered when it is triggered by entering the room.

If you have successfully unlocked and entered the door, and/or survived any/all traps attached:
Roll 3d4 and post the following code into the resulting post.
[size=9]This is a mini-boss battle, the full rules and mechanics of which can be [url=http://www.gaiaonline.com/guilds/viewtopic.php?page=1&t=22211261#335508395]reviewed here[/url].[/size]
The room beyond the door seems empty from the hallway, but stepping inside you are swiftly aware that you are not alone! For lurking in the corner is a dark groaning shape. As it turns towards you, you realize you are entering strife!
[size=18][b]You have encountered a ... [/b]
[/size]
[b]Dice 1[/b]
1. ... Shambling... (+1 on accuracy rolls)
2. ... Grotesque... (-1 to all attacks)
3. ... Rotting... (+1 to all attacks)
4. ... Skeletal... (-1 on all accuracy rolls)
[b]Dice 2[/b]
1. ... Armoured... (only 3 players per turn may use a special artifact/ability/item)
2. ... Oozing... (-1 to weapon attacks that deal less than 6 damage)
3. ... Disemboweled... (-5 miniboss HP)
4. ... Swift... (players take 2x the amount of damage on their first turn)
[b]Dice 3[/b]
1. ... Daywalker Captain!
2. ... Zombie Gerbil Pack!
3. ... Mutated Daywalker!
4. ... Undead Slime Lusus!
[size=18][b]MINIBOSS STARTING HP: 20/20[/b][/size]
[b]If you rolled a 1, take 4 dmg.[/b]
[b]If you rolled a 2, take 4 dmg.[/b]
[b]If you rolled a 3, take 3 dmg.[/b]
[b]If you rolled a 4, take 3 dmg.[/b]
[b]If you rolled a 5, take 2 dmg.[/b]
[b]If you rolled a 6, take 2 dmg.[/b] Your attack this turn does [b]double damage.[/b]
[b]If all party members reach 0hp, look below:[/b]
[spoiler]You must make a tactical retreat! Scrambling back out of the room,
you barely make it to the pod with all your limbs attached.
[b]Better luck next time! You have retreated from your mission and returned back to the docking area! Squad commanders, be sure to report in![/b][/spoiler]
[b]If the mini-boss reaches 0hp, look below:[/b][spoiler]
[b]If this is your first mini-boss fight look below:[/b]
[spoiler]
[b]If a member of your team is a trained Discipline or Endurace specialist OR registered as in-training for either:[/b]
[spoiler]
You can close your eyes and draw on inner reserves to keep going. This can only be done once per ship exploration per troll trained.
If you are a Journeytroll or higher in your skill: Restore 1d10+3 OR 1/3rd (rounded down) of your hp.
If you are a Novice in your skill: Restore 1d8+2 OR 1/4th (rounded down) of your hp.
If you are training your skill: Restore 1d6+1 hp.
You cannot roll the dice then choose the flat restoration, one must be picked beforehand.
[/spoiler]
[b]If a member of your team is a trained Troll Relations or Leadership specialist OR registered as in-training for either:[/b]
[spoiler]
You can manage to cheer, rally, or cajole your teammates into finding more energy. This can only be done once per ship exploration per troll trained.
If you are a Journeytroll or higher in your skill: Each team member restores 1d6+3 (rolled separately) hp.
If you are a Novice in your skill: Each team member restores 1d6+2 (rolled separately) hp.
If you are training your skill: Each team member restores 1d4+1 (rolled separately) hp.
[/spoiler]
[/spoiler]
[b]If this is your second mini-boss fight, you have reached the control room! Roll 1d4 and look in the spoiler below:[/b]
[spoiler]
1 - Powering on the ship is easy enough, with the instructions from headquarters in your ear. The screens show that the ship is functioning perfectly, and headquarters patches in the control of a remote helmsman. They wait until you have returned to your boarding pod and leave, before steering the ship away.*
2 - Powering on the ship is easy enough, with the instructions from headquarters in your ear. As the screens boot up however, dozens of red warnings and errors flash across the screen. It seems like there has been critical damage to the ship in multiple places. Your team is instructed to leave the small black boxes containing deadly explosives in key positions on your return path to the exit.
3- The ship refuses to power on, even after you follow headquarters instructions to make sure they are plugged in, and hitting ctrl-alt-del. It looks like something core is not functioning. Your team is instructed to leave the small black boxes containing deadly explosives in key positions on your return path to the exit.
4- Powering on the ship is easy enough, with the instructions from headquarters in your ear. The screens show that the ship is functioning perfectly, and headquarters patches in the control of a remote helmsman. They wait until you have returned to your boarding pod and leave, before steering the boarding vessel away.*
If any troll in the party has helmsman authority, they can steer the ship to given coordinates, then return to the boarding vessel with the rest of the team.
[b]Congratulations! You have completed your mission and returned back to the docking area! Squad commanders, be sure to report in![/b][/spoiler]

If you do not find a door, roll 1d6 and advance through the ship, use this table to determine what you find:
1 - You come across some shuffling bodies...!
2 - You find an open door.
3 - You come across some shuffling bodies...!
4 - You find an open door.
5 - You keep walking down the corridor. Nothing here.
6 - You come across some shuffling bodies...!

If you encounter shuffling bodies, roll 1d4 and look below:

You have encountered some well preserved remains of the crew of this ship! The total amount of zombies you encounter is equal your generated number * 3. Use your weapons (standard combat 2d6 roll) to clear your way through the horde, with 1 point of damage equalling one zombie destroyed! For each turn you are fighting the undead, with one turn equalling each member of the party attacking, each member of your party loses 1hp. If all zombies are destroyed in under one turn, the party still takes the 1 damage. Offensive and support artifacts can be used, but artifacts that negate damage or make you harder to hit can not be used.
If a member of your team is a trained Tactics or Leadership specialist OR registered as in-training for either:
You spring into action, fully equipped to deal with the surprise mob!
Tactics: It's easy to keep track of your allies and maneuver between the shambling horde.
Leadership: You can keep your team focused and working together to dispatch the undead.
If you are a Journeytroll or higher in your skill: You automatically kill five daywalkers a turn!
If you are a Novice in your skill: You automatically kill three daywalkers a turn!
If you are training in your skill: You automatically kill one daywalker a turn!
The automatically killed undead go on top of however many you killed with your regular attack. If multiple members in the team are trained/in training, pick the troll with the highest training, or if a tie, decide on one troll. That troll uses their bonus and adds +1 daywalkers killed for each other troll trained/in training. None of the other trained/in training trolls should use this bonus.


If you encounter an open room, check the spoiler below:
This room seems to be free of hostiles. If you take the time to scavenge around, you might find something!
Go to the google doc here and see how many items remain to be found. Generate a number via the instructions on the doc, and follow the instructions in the doc.
Your team has found an item! To see more details on it, including how many people can use it, read the full description.
 
Doutei rolled 1 4-sided dice: 4 Total: 4 (1-4)
PostPosted: Tue Nov 21, 2017 5:58 pm
Quote:
HP: 20/20
Damage: N/A
Military grade weapon: +1
Novice Agility Style B: 1/1

Nucleo advances
Nucleo is using his clones!
4d6 hits with +1 to accuracy to each on this attack, 1x per battle. First two numbers are the 'hit or miss' determiners, second two are the damage done.


"Remember, everyone, be careful." Nucleo le the group off the transport pod and into the ship's first corridor. He was nervous at leading a squad this time, having only ever been on them under other commanders. It was his job to keep everyone safe this time, not that that ever changed depending on his position. However, this commander didn't honestly care about the mission as much as the ones above him had. All he cared about was gathering information for the Lightseekers and being with his friends. They'd been apart so long, it was a relief to be here with them now.  

Doutei

Yamashii rolled 1 6-sided dice: 3 Total: 3 (1-6)

Yamashii

PostPosted: Tue Nov 21, 2017 6:05 pm
Quote:
HP: 20/20
Military Grade Weapon
Training Troll Relations

Amonee is checking for zombies or a door and finds zombies
1/11 advances
0/2 minibosses defeated


"I'm so happy you two are here! It's been just awful without you." Amonee beamed at his friends, glad to finally be reunited. They had spent so many ships apart and it was having an obvious toll on his emotional and mental health. There had been far too many moments looking out the windows into the vastness of space, wishing he were back home by the fire place, cozied up to Xaiver as Eilidh and Nucleo chattered in the kitchen. The sweet smell of pastries baking in the oven while a heavy scent of coffee hung in the air. It sounded so good even right now. He wanted to take them there so badly.

The sound of something drawing towards them caught his attention. He yelped and pointed at the sight of something coming down the hallway!
 
leon_a_darkangel rolled 1 4-sided dice: 4 Total: 4 (1-4)
PostPosted: Tue Nov 21, 2017 6:12 pm
HP: 20/20
DMG: Normal DMG
Training: Discipline (1d6+1)

"Hey guys!" Xavier sounded relieved as the jadeblood looked at them, his eyes widening as he walked first to Amonee, embracing his moirail in a tight hug. Next, he pressed a shy kiss in greeting to his matesprit, before he greeted Nucleo with a clasp to his shoulder. Ships had been weird for him thus far. "I'm glad to see everyone as well." He added softly, still with a gentle smile. This at least was a joyful occasion to see his friends all in one piece and together no less.

Things quickly changed, however. The yelp from Amonee was the first clue. They had company, perhaps drawn in by the sound of their voices. "T..their coming..!" Xavier called out, namely so no one was taken off guard. It was impossible not to, what with their moaning and the sound of shuffling of course. It was a large hoard at that, 12 based on his headcount.


Advances: 1
Zombie Count: 12  

leon_a_darkangel

Dedicated Supporter

Hobo Pixi rolled 2 6-sided dice: 2, 1 Total: 3 (2-12)

Hobo Pixi

Divine Demigod

17,575 Points
  • Generous 100
  • Somebody Likes You 100
  • Tipsy 100
PostPosted: Tue Nov 21, 2017 6:13 pm
Eilidh RĂ²sach
HP: 19/20
Attack: 1D6; Damage: 1d6
Power: Novice support style A (1/1)
Training Discipline (1d6+1)

Eilidh was happy for once to be on a ship... only because this time... It was with her best friends! This way, she was able to watch over and make sure they were all okay! She stuck close to her friends, looking around the ship for any doors. To no surprise, zombies appeared. She readied her weapon to help take out those disgusting undead.  
Doutei rolled 2 6-sided dice: 3, 4 Total: 7 (2-12)
PostPosted: Tue Nov 21, 2017 6:14 pm
Quote:
HP: 19/20
Damage: 4 + 1 = 5
Military grade weapon: +1
Novice Agility Style B: 1/1

Nucleo fights zombies
Nucleo is using his clones!
4d6 hits with +1 to accuracy to each on this attack, 1x per battle. First two numbers are the 'hit or miss' determiners, second two are the damage done.


"Watch out!" Nucleo jumped to knock a daywalker away from Eilidh. As he fell to the floor with it, the greenblood kicked at the other approaching zombies to try and trip them. Pushing up, he then began to stomp, smashing the creatures beneath him. It was brutal but he wasn't going to let them hurt her. Catching his breath, he looked to see how the others were doing, in case he need to swoop in to save someone else quick!

"On your right!" He called out in warning to Amonee.
 

Doutei

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

Yamashii

PostPosted: Tue Nov 21, 2017 6:17 pm
Quote:
HP: 19/20
Military Grade Weapon
Training Troll Relations

Amonee is punching zombos
hit: 4
left: 3
1/11 advances
0/2 minibosses defeated


"Stay back!" Amonee shooed at the zombies with his club but it had little effect. He was forced to take action once they got too close and he swung, smashing some into a wall. The jadeblood tried to keep a distance from them but realized it would leave his friends to fight in his place. Shaking off his nerves, he moved back into the fray and tried to help trap the zombies in a corner to make them easier to take down.
 
leon_a_darkangel rolled 2 6-sided dice: 4, 1 Total: 5 (2-12)
PostPosted: Tue Nov 21, 2017 6:19 pm
HP: 19/20
DMG: 1 DMG
Training: Discipline (1d6+1)

The fear of his friends being hurt made him step forward. Amonee was dealing with one too many of them! As he heard Amonee tell them to shoo, Xavier manned up the courage to act. While the effectiveness of his glaive was not to its full potential, he swung at the nearest daywalker in an effort to clear the path for all of them.

His hand trembled ever so slightly as he held his swing, not having yet worked out the nervousness he felt inside the pit of his protein chute. Not to mention they were fighting in close quarters.


Advances: 1
Zombie Count: 2 left  

leon_a_darkangel

Dedicated Supporter

Hobo Pixi rolled 2 6-sided dice: 4, 3 Total: 7 (2-12)

Hobo Pixi

Divine Demigod

17,575 Points
  • Generous 100
  • Somebody Likes You 100
  • Tipsy 100
PostPosted: Tue Nov 21, 2017 6:20 pm
Eilidh RĂ²sach
HP: 20/20
Attack: 1D6; Damage: 1d6
Power: Novice support style A (1/1)
Training Discipline (1d6+1)

Once again, Eilidh felt like she was no help. Oh well! She will try harder for her friends! The tealblood moved to swing at the two that were left, wanting to contribute! Wanting to rid the ship of these awful ugly a** creatures! Wham! Eilidh nailed both of them, maybe even over killing it some. But hey... she was over the whole zombies thing.. especially with her friends here to protect.  
Doutei rolled 1 4-sided dice: 1 Total: 1 (1-4)
PostPosted: Tue Nov 21, 2017 6:24 pm
Quote:
HP: 19/20
Damage: N/A
Military grade weapon: +1
Novice Agility Style B: 1/1

Nucleo advances
Nucleo is using his clones!
4d6 hits with +1 to accuracy to each on this attack, 1x per battle. First two numbers are the 'hit or miss' determiners, second two are the damage done.


"Good work, everyone." Nucleo addressed the group while he caught his breath. It was a bit early to be out of breath but it was only because he was trying harder than normal here. The greenblood absolutely wanted nothing to happen to his friends. They were incredibly precious to him and he would do whatever it took. As they all composed themselves he made sure not to start moving until everyone was ready.

"Let's check over here." He wandered down the hall.
 

Doutei

Yamashii rolled 1 6-sided dice: 4 Total: 4 (1-6)

Yamashii

PostPosted: Tue Nov 21, 2017 6:33 pm
Quote:
HP: 19/20
Military Grade Weapon
Training Troll Relations

Amonee is checking the hallway
2/11 advances
0/2 minibosses defeated


"Looks like we can catch our breath in here. I don't see any creatures in it." He almost said daywalkers but he remembered there were also other monsters on these ships. Like gerbils and slime lusii. He double checked that nothing was following them in before looking around the room. Where were they? It looked like some kind of equipment room.

"Wow, there's so much history in these, isn't there?" He marveled out loud, resting a hand on a counter and taking in the sight.
 
leon_a_darkangel generated a random number between 2 and 11 ... 4!
PostPosted: Tue Nov 21, 2017 6:34 pm
HP: 19/20
DMG: 1 DMG
Training: Discipline (1d6+1)

Once they reached the open door after a bit of traveling through the ship Xavier offered to search on behalf of their group. He wanted to find information for the light seekers.. he equally wanted to make his friends proud. So he searched carefully, going over everything until he came upon a curious looking item.

It appeared to be a key card of some sort!

"Ah look! I wonder if these are for the doors?" He pursed his lips slightly. They had already encountered one locked door. Surely they would happen upon more. This ship already seemed to have a lot of zombies, what more could happen to them? His eyes gazed at the other three of his team. Whatever it takes, he would do all he could to keep them safe that much Xavier knew. As for what came at them, they would face it as a team.


Advances: 3
Result: 4 - Key card: 1 use, opens locked door  

leon_a_darkangel

Dedicated Supporter

Hobo Pixi rolled 1 4-sided dice: 2 Total: 2 (1-4)

Hobo Pixi

Divine Demigod

17,575 Points
  • Generous 100
  • Somebody Likes You 100
  • Tipsy 100
PostPosted: Tue Nov 21, 2017 6:36 pm
Eilidh RĂ²sach
HP: 20/20
Attack: 1D6; Damage: 1d6
Power: Novice support style A (1/1)
Training Discipline (1d6+1)
Advancement 3/10

Eilidh was glad to be rid of the first set of zombies. Twelve seemed like a lot but after the last few ships, it was rather normal. She wondered if they'd see a boss this time around or maybe they could find any one of the logs. Either way, she was relaxed for once... comparing she was on a spaceship filled with things that want to eat her. There was nothing like being among friends, even if they always picked the dangerous route that would likely kill them all... At least they'd all die together. Well, except Amonee and Xavier... Okay, So it'd be her and Nucleo that die together and Amonee, Xavier would just drink everyone blood... Awesome... Wait what was she doing again? Oh! Looking around the ship!  
Doutei rolled 1 4-sided dice: 3 Total: 3 (1-4)
PostPosted: Tue Nov 21, 2017 6:37 pm
Quote:
HP: 19/20
Damage: N/A
Military grade weapon: +1
Novice Agility Style B: 1/1

Nucleo checks the door
Nucleo is using his clones!
4d6 hits with +1 to accuracy to each on this attack, 1x per battle. First two numbers are the 'hit or miss' determiners, second two are the damage done.


"Well the good news is we found a door. The bad news is it looks locked. And trapped." Nucleo frowned. He didn't know how to disarm these things at all. Nervous, he wondered if they had any instruction manuals for these things back down at the tower. He should try to get his hands on a printout later. It was starting to get embarrassing how unhelpful he was on these missions.  

Doutei

Yamashii rolled 1 4-sided dice: 4 Total: 4 (1-4)

Yamashii

PostPosted: Tue Nov 21, 2017 6:49 pm
Quote:
HP: 19/20
Military Grade Weapon
Training Troll Relations

Amonee is checking the trap type
2/11 advances
0/2 minibosses defeated


"Let me take a look! I wonder if we can-" Amonee was eager to be helpful. The others were all pulling their share and he didn't want to sit back and watch helplessly. Grabbing at a level on the door, he gulped as loud aggressive alarms began blaring all around the ship and lights began to flash. Oh no, what had he done!?

"Aaaaaah! I'm sorry! I'm sorry!" He tried to block out the sound with his hands. It was so loud, it was hurting his think pan! Augh, of course he had to screw up in front of his best friends!
 
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