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Homestuck inspired troll related b/c 

Tags: homestuck, troll, breedables, mspa, alternia 

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zeflamigo

Interstellar Astronaut

PostPosted: Thu Nov 23, 2017 8:58 am
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.
 
nepsah rolled 1 4-sided dice: 3 Total: 3 (1-4)
PostPosted: Thu Nov 23, 2017 9:00 am
Deimos scouts ahead

HP: 20/20


Dei was relieved to not have a ship with anyone he for sure knew he disliked, but he knew better than to assume he'd get along with either of these trolls. Their commander seemed like he had a hold of himself at least. Once they were docked and inside the cargo bay, he scanned the room for a good path to take. "Gonna check that door." He announced, pointing to it before taking off to investigate.

While the first bit of it looked clear, at the end it seemed that something had spilled in the corridor that did not... look like it would be very good to walk on. "This way's not clear." He turned and called back to the other two, then strode back over to join them.



Advancement: 0/11
Minibosses: 0/2



Quote:

Training Pins:
Novice Agility [Cooldown 6/6]
Tactics (training now)

Inventory:
Trinket: Novice Offensive Type B - 1/1 uses

 

nepsah

Malevolent Mage

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

zeflamigo

Interstellar Astronaut

PostPosted: Thu Nov 23, 2017 9:01 am
Quote:
HP: 20/20
Military Weapon: +1 DMG
YTMA Pins:
Training in Troll Relations
Artifacts:
2/2 Adept Artifact, Defense Style B
(nullify the damage from the last hit)
2/2 Adept Artifact, Offense Style B
(2d6 Deal double damage on this attack. 1 ongoing damage for all turns after. The ongoing damage from these stack.)


"ALRIGHT TEAM!" Leeroi pumped a fist in the air with confidence. He had a big guy on the team, and a tiny smart guy. Plus he was their wonderful, incredible leader. Without a nuisance like Kursha or Eridia on the team, he was sure his ship recovery would go just fine.

"Let's keep moving, I wanna set a speed record for getting through one of these bad boys!" Leeroi said, laughing. Yeah, he'd get through the ship so fast, headquarters wouldn't even know what hit them.  
Gl!tch~ rolled 1 6-sided dice: 2 Total: 2 (1-6)
PostPosted: Thu Nov 23, 2017 9:04 am
It wasn't until Reemus was on the pod that he realized he might be...the only rebel on this team. Uhhhh. Well. Oops. Somehow...he'd do the job. Maybe. In the meantime, he fell in line with the others. Being in space was weird. It was so quiet, with no smells.

Or, it was quiet until the blueblood started talking. Very loud, that one. But, not a bad thing. He just pumped his fist and followed along for a bit.

Down the line, though, he caught sight of an entryway. Oh. Reemus immediately went off-track to check it out.


Quote:
HP: 20/20
Military-grade Weapon: +1 dmg
Training Tree Pins:
Endurance Training
Artifacts:
Novice Agility Style B
 

Gl!tch~

Fashionable Genius

4,475 Points
  • Full closet 200
  • Signature Look 250
  • Hygienic 200
Gl!tch~ generated a random number between 2 and 11 ... 8!

Gl!tch~

Fashionable Genius

4,475 Points
  • Full closet 200
  • Signature Look 250
  • Hygienic 200
PostPosted: Thu Nov 23, 2017 9:09 am
An open room! With nothing terrible like the rumors said! Kind of a disappointment, in a way. But he could scavenge, anyway.

He took enough initiative to start pawing around, and came up with...a bandaid. Hm. And, after a quick look around, no information terminals he was supposed to find (he thought? What did those look like, actually?), he waved the others down.

He kinda wanted to chew on his new find.

"Uhh, I found this, mates."


Quote:
HP: 20/20
Military-grade Weapon: +1 dmg
Training Tree Pins:
Endurance Training
Artifacts:
Novice Agility Style B
 
nepsah rolled 1 4-sided dice: 4 Total: 4 (1-4)
PostPosted: Thu Nov 23, 2017 9:13 am
Deimos advances the group

HP: 20/20


Record time... right. Deimos wasn't sure if this was the kind of commander that liked a verbal response to his cheers but he wasn't exactly the kind of troll that did that sort of thing. So instead he'd just nodded and carried on, until the third member of their party found a room to investigate.

The bandaid could probably come in handy... if they ran into anything bad. Then again, Leeroi looked like he was packing some serious fire power so they probably wouldn't need it. Probably. "I'm gonna see what's in the hall further down." He pointed to the door on the other side of the room, then slipped out into the hallway.



Advancement: 2/11
Minibosses: 0/2



Quote:

Training Pins:
Novice Agility [Cooldown 5/6]
Tactics (training now)

Inventory:
Trinket: Novice Offensive Type B - 1/1 uses

 

nepsah

Malevolent Mage

zeflamigo rolled 1 6-sided dice: 5 Total: 5 (1-6)

zeflamigo

Interstellar Astronaut

PostPosted: Thu Nov 23, 2017 9:15 am
Quote:
HP: 20/20
Military Weapon: +1 DMG
YTMA Pins:
Training in Troll Relations
Artifacts:
2/2 Adept Artifact, Defense Style B
(nullify the damage from the last hit)
2/2 Adept Artifact, Offense Style B
(2d6 Deal double damage on this attack. 1 ongoing damage for all turns after. The ongoing damage from these stack.)


"Good find, volunteer!" Leeroi had already forgotten the yellowblood's name. He'd figure it out eventually. Either way, a bandaid would prove to be useful if any of the team got a serious injury. Leeroi had his belt to protect him, though, so he wasn't concerned with using it for himself.

Leeroi followed after their scout, studying the layout around them. It looked... boring. "Hate to break it to you, tealie, but this hallway looks empty." Yeet.  
Gl!tch~ rolled 1 4-sided dice: 1 Total: 1 (1-4)
PostPosted: Thu Nov 23, 2017 9:29 am
"Uhhh..." This hallway also looked empty, but. It was somewhere to go. Somewhere to check out, so. "Maybe this way...?" Had to suggest something. Reemus, though, was starting to feel like this might end up being a lot of walking.

Which sucked, because he wanted to do more punching and less wondering how the heck he was actually supposed to do his job.

And, uh. Well. Would be nice if Vos was here... She'd know what to do. Jeez, he was such a sap.


Quote:
HP: 20/20
Military-grade Weapon: +1 dmg
Training Tree Pins:
Endurance Training
Artifacts:
Novice Agility Style B
 

Gl!tch~

Fashionable Genius

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

nepsah

Malevolent Mage

PostPosted: Thu Nov 23, 2017 9:32 am
Deimos looks around

HP: 20/20


"Deimos," just in case their commander had... forgotten his name he might as well introduce himself. Sort of. "And empty ain't so bad, means we can move faster." He shrugged, following after their other team member down the next hall. The familiar sound of shuffling feet reached his ears.

"This one ain't empty though. Time to bash some skulls in." He readied his mace, but for once waited for the okay before doing anything further.



Advancement: 3/11
Minibosses: 0/2



Quote:

Training Pins:
Novice Agility [Cooldown 5/6]
Tactics (training now)

Inventory:
Trinket: Novice Offensive Type B - 1/1 uses

 
zeflamigo rolled 1 4-sided dice: 1 Total: 1 (1-4)
PostPosted: Thu Nov 23, 2017 9:39 am
Quote:
HP: 20/20
Military Weapon: +1 DMG
YTMA Pins:
Training in Troll Relations
Artifacts:
2/2 Adept Artifact, Defense Style B
(nullify the damage from the last hit)
2/2 Adept Artifact, Offense Style B
(2d6 Deal double damage on this attack. 1 ongoing damage for all turns after. The ongoing damage from these stack.)


"Sounds good to me!" Leeroi readied his shotgun, looking ahead at the zombies they were about to face. He took a headcount. Three? Only three whole zombies? Leeroi was disappointed.

"Alright, no big deal, I'll take care of this little roadblock." Leeroi took to the front of the pack, waiting for the zombies to come in range.  

zeflamigo

Interstellar Astronaut

zeflamigo rolled 2 6-sided dice: 4, 2 Total: 6 (2-12)

zeflamigo

Interstellar Astronaut

PostPosted: Thu Nov 23, 2017 9:40 am
Quote:
HP: 19/20
Military Weapon: +1 DMG
YTMA Pins:
Training in Troll Relations
Artifacts:
2/2 Adept Artifact, Defense Style B
(nullify the damage from the last hit)
2/2 Adept Artifact, Offense Style B
(2d6 Deal double damage on this attack. 1 ongoing damage for all turns after. The ongoing damage from these stack.)


Leeroi cocked his shotgun, and fired at the small mass. They went down, easy. Leeroi looked at them with discontent. It was too easy, there was no fun with it. He looked back at his team.

"Alright, that takes care of that! Let's keep moving!" He said, waving his arm further down the hallway. "Let's get to the end of this thing!"  
nepsah rolled 1 4-sided dice: 1 Total: 1 (1-4)
PostPosted: Thu Nov 23, 2017 9:42 am
Deimos advances the group

HP: 20/20


He was almost disappointed that Leeroi took them all out in one go. Almost. "Nice shot." He offered a thumbs up to the blueblood, then stepped over the bodies in the hall to continue moving forward. So far... there didn't seem to be anything going on with this ship. God, he hoped it wasn't going to be another endless series of halls and zombies like it had been with Austri. Though at least Leeroi seemed to be a capable leader that wasn't spacesick.

"So far nothin' happenin' here..." Ah well, he guessed not every ship had to be filled with locked doors and tough monsters to fight.


Advancement: 4/11
Minibosses: 0/2



Quote:

Training Pins:
Novice Agility [Cooldown 3/6]
Tactics (training now)

Inventory:
Trinket: Novice Offensive Type B - 1/1 uses

 

nepsah

Malevolent Mage

Gl!tch~ rolled 1 6-sided dice: 5 Total: 5 (1-6)

Gl!tch~

Fashionable Genius

4,475 Points
  • Full closet 200
  • Signature Look 250
  • Hygienic 200
PostPosted: Thu Nov 23, 2017 9:45 am
Oh. Oh. Finally, some action! 'Canine' too got ready to fight, fists ready... Then Leeroi took them out with his shotgun. Oh... That was that.

So much nothing continued happening. Reemus almost felt...bored. Just not much of anything going on despite all the hullabaloo. They continued on a long hallway.

"So, uh... Where's everyone from?" he ended up asking, not long before they hit a dead end. Well. At least they could talk about it on the way back.


Quote:
HP: 20/20
Military-grade Weapon: +1 dmg
Training Tree Pins:
Endurance Training
Artifacts:
Novice Agility Style B
 
zeflamigo rolled 1 4-sided dice: 4 Total: 4 (1-4)
PostPosted: Thu Nov 23, 2017 9:56 am
Quote:
HP: 19/20
Military Weapon: +1 DMG
YTMA Pins:
Training in Troll Relations
Artifacts:
2/2 Adept Artifact, Defense Style B
(nullify the damage from the last hit)
2/2 Adept Artifact, Offense Style B
(2d6 Deal double damage on this attack. 1 ongoing damage for all turns after. The ongoing damage from these stack.)


"Thanks, D," Leeroi flashed a smile at the tealblood's compliment. Then, he turned his attention to the yellowblood. It was nice to talk pleasantly with new people. "I'm from Busthind, born and bred!" He made a flexing pose, which wasn't all that impressive in the jumpsuit. "How about you guys?"

This seemed like another empty hallway. No crazy bosses or anything, just boring nothingness. If they got through the ship quick, though, Leeroi wasn't bothered.

Ship Advancements: 5/10  

zeflamigo

Interstellar Astronaut

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

nepsah

Malevolent Mage

PostPosted: Thu Nov 23, 2017 9:57 am
Deimos looks around

HP: 19/20


D... that was new. He glanced over to Canine, a little taken off guard by his question. This was the first ship someone actually wanted to make small talk on. "Murderwoods, basically. Too far outta four fronds to really be from there." He shrugged, "Busthind's cool, got this from a shop up there." He wiggled his mace in his hand a little to indicate what he was talking about.

"Oh, hey, another supply room." Dei quickly shuffled off to see what was inside - maybe something useful?


Advancement: 5/11
Minibosses: 0/2



Quote:

Training Pins:
Novice Agility [Cooldown 2/6]
Tactics (training now)

Inventory:
Trinket: Novice Offensive Type B - 1/1 uses

 
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