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Homestuck inspired troll related b/c 

Tags: homestuck, troll, breedables, mspa, alternia 

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KitsuneAura


Magical Detective

PostPosted: Fri Nov 24, 2017 11:41 am
Leader: Lorata Gorgos
Squad: Austri Coriol, Nucleo Glatte, Amonee Brycer

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 1d6 and advance through the ship:

If you have rolled on this and/or the alarms advance table 15 times, on the 16th 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 ...

5 - You find a closed door.

6 - You advance through the ship ...

16th 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 15 times, on the 16th 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 ... trapped and 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 1d8 damage!

2 - The room beyond is filled with a laser sensitive grid, dealing 2 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 1d6(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. ... Enraged... (-1 to all attacks)

2. ... Jawless... (+1 on accuracy rolls)

3. ... Putrid... (-1 on all accuracy rolls)

4. ... Decomposing ... (+1 on all attacks)

[b]Dice 2[/b]

1. ... Skeletal... (-5 miniboss HP)

2. ... Bellicose... (players take 2x the amount of damage on their first turn)

3. ... Armoured... (only 2 players per turn may use a special artifact/ability/item)

4. ... Burning... (take an extra 1 dmg each time you deal max damage (highest roll possible for weapon or damage-dealing skill))

[b]Dice 3[/b]

1. ...Undead Ship Cook!

2. ... Mutated Daywalker!

3. ... Zombie Gerbil Pack!

4. ... Daywalker on Fire!

[size=18][b]MINIBOSS STARTING HP: 30/30[/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 or second 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 third 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 1d6 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.


Published by Google Drive–Report Abuse–Updated automatically every 5 minutes  
quite uneventful rolled 1 4-sided dice: 3 Total: 3 (1-4)
PostPosted: Fri Nov 24, 2017 11:51 am
AUSTRI CORIOL
HP: 20/20
Attack: 1D6 +1
Novice Air Pressurization Offensive Style B: 1/1
Adept Artifact Agility Style B: 2/2
YTMA Badges: Novice Agility, Training Leadership
1/16 advancements
0/3 minibosses

Quote:
void post bcause quite thought this was an easy ship

      The pod was vaguely uncomfortable, but Austri could manage.
 

quite uneventful

Kawaii Garbage

18,425 Points
  • Magical Girl 50
  • Elocutionist 200
  • Unfortunate Abductee 175
KitsuneAura rolled 1 6-sided dice: 6 Total: 6 (1-6)


KitsuneAura


Magical Detective

PostPosted: Fri Nov 24, 2017 11:56 am
"I'm so excited you all get to meet now!" Lorata was saying cheerily as she stepped out of their pod and stretched briefly. "I've been saying to Austri, there are these wonderful greenbloods who have been helping me, and I don't think she really believed me when I told her you were just volunteers but-" Lorata paused, glancing between the three of them. "Oh! Oh you already know each other?"

(voiding this roll because dice issues so Austri can scout! )
 
quite uneventful rolled 1 6-sided dice: 6 Total: 6 (1-6)
PostPosted: Fri Nov 24, 2017 12:23 pm
AUSTRI CORIOL
HP: 20/20
Attack: 1D6 +1
Novice Air Pressurization Offensive Style B: 1/1
Adept Artifact Agility Style B: 2/2
YTMA Badges: Novice Agility, Training Leadership
1/16 advancements
0/3 minibosses

Quote:
SCOUTING AHEAD

      Austri had initially felt a little pride in her caste the more Lorata mentioned the vollunteers she'd been excited to introduce her to. She, however, did not expect them to be trolls she actually already knew. Especially, well, Amonee and Nucleo, two trolls who she was still unsure of how to feel. Her lips curled into a smile. "Mhm~ I definitely know them~ Amonee's my best bud~!" She exclaimed eagerly, seeming actually excited to spend more time with the other greenbloods. Amonee was technically her disciple now, having asked her for help and everything. She'd watch over him. Even if she herself felt like crap.

      But! Not without doing whatever she needed to go further. Austri smirked at the others before scouting ahead. "Not a good path~ Leader, you go on~!" Lorata was great at everything, and picking hallways would definitely be no exception.
 

quite uneventful

Kawaii Garbage

18,425 Points
  • Magical Girl 50
  • Elocutionist 200
  • Unfortunate Abductee 175
KitsuneAura rolled 1 6-sided dice: 3 Total: 3 (1-6)


KitsuneAura


Magical Detective

PostPosted: Fri Nov 24, 2017 12:24 pm
Lorata advances

Oblivious to any tension, Lorata led the way down the next corridor, humming a little. "You know, maybe I should feel a little left out." Her light tone said clearly there wasn't much chance that she was actually bothered not to be green as well. Come to think of it, she didn't get chances to spend much time with her caste at all, did she? She'd been a kid the last time, really.  
Yamashii rolled 1 6-sided dice: 1 Total: 1 (1-6)
PostPosted: Fri Nov 24, 2017 2:17 pm
Quote:
HP: 20/20
Military Grade Weapon
Training Troll Relations

Amonee checks the hallway


He wasn't sure how to feel about Austri yet. Amonee swallowed nervously as Lorata joked about the relationship. He hoped the seadweller would be able to keep the greenblood's antagonism to a reasonable level. He just wanted to make it through this without another lecture that ended with him in tears.

"Hah... we met a few sweeps ago at Bloodfest. Those things are so fun, you know?" He tried not to dwell on how that meeting had gone down. Both instances had ended in some humiliation and some nervous tension. He grabbed a hold of the back of Nucleo's suit for comfort and held on.
 

Yamashii

Doutei rolled 1 6-sided dice: 1 Total: 1 (1-6)

Doutei

PostPosted: Fri Nov 24, 2017 2:20 pm
Quote:
HP: 20/20
Damage: N/A
Military grade weapon: +1
Novice Agility Style B: 1/1

Nucleo counts 3 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.


"Ah, yeah..." Nucleo smiled weakly. He remembered meeting Austri. And then getting into a tussle. It wasn't one of his prouder moments. The greenblood had done all he could to avoid the girl after wards, feeling a little ashamed in her presence, along with anger. To his knowledge she hadn't apologized for the way she'd treated Amonee. He tried not to think about this in order to keep smiling for Lorata but it was hard. The other reason he avoided her was he remembered at the end of that fight... his clone... It was unsettling for him, to say the least. He still was trying to get them back under control with not great results.

"Three daywalkers up ahead." The greenblood jumped on the chance to point them out, just to change the conversation. Did they... have white on their faces?
 
KitsuneAura rolled 2 6-sided dice: 5, 5 Total: 10 (2-12)
PostPosted: Fri Nov 24, 2017 2:22 pm
HP: 19/20
Lorata's leadership murders the three zombies

"Only three?" Lorata's smile didn't even flicker. She stepped calmly past the others and made short work of the approaching daywalkers, her strikes careful and precise. Three thuds later as the former crew members fell, Lorata kept walking. "Oh this is new!" She paused to peer at a hanging bulletin board, taking a little flyer off of it, then glanced back her squad with a little giggle.

"Why," she said, trying for a very serious tone, "did the moobeast sign up for the space program?"
 


KitsuneAura


Magical Detective

quite uneventful rolled 1 4-sided dice: 4 Total: 4 (1-4)

quite uneventful

Kawaii Garbage

18,425 Points
  • Magical Girl 50
  • Elocutionist 200
  • Unfortunate Abductee 175
PostPosted: Fri Nov 24, 2017 2:32 pm
AUSTRI CORIOL
HP: 19/20
Attack: 1D6 +1
Novice Air Pressurization Offensive Style B: 1/1
Adept Artifact Agility Style B: 2/2
YTMA Badges: Novice Agility, Training Leadership
1/16 advancements
0/3 minibosses
5/6 scouting wait

Quote:
austri keeps staring into the void

      Austri was staring into space for a bit. Contemplating. Struggling to keep her composure.
 
quite uneventful rolled 1 6-sided dice: 3 Total: 3 (1-6)
PostPosted: Fri Nov 24, 2017 2:34 pm
AUSTRI CORIOL
HP: 19/20
Attack: 1D6 +1
Novice Air Pressurization Offensive Style B: 1/1
Adept Artifact Agility Style B: 2/2
YTMA Badges: Novice Agility, Training Leadership
2/16 advancements
0/3 minibosses
5/6 scouting wait

Quote:
3 - You advance through the ship ...

      The greenblood snorted in response to Lorata's joke, rubbing her nose a little before shaking her head and giggling. "The juggalo sure are funny~ Always wanted to try and be friends with one of those crazies~ Hehe." When Lorata turned toward her, the greenblood blinked, opening her mouth, closing it, and letting a wide smile spread across her face. "I'm toootally awesome~" She didn't want to worry her. She'd be fine, nausea never killed anyone. (Or did it? She wouldn't think about it too much.)
 

quite uneventful

Kawaii Garbage

18,425 Points
  • Magical Girl 50
  • Elocutionist 200
  • Unfortunate Abductee 175
Yamashii rolled 1 6-sided dice: 4 Total: 4 (1-6)

Yamashii

PostPosted: Fri Nov 24, 2017 2:38 pm
Quote:
HP: 19/20
Military Grade Weapon
Training Troll Relations

Amonee checks the hallway


"To get to Cow-ter Space?" Amonee tried to finish the joke but he had honestly never heard it before. He wondered if Austri was okay, the greenblood looked sort of tense. Maybe it was hard on her, being in space. Or maybe she was bursting with energy trying to behave around Lorata. He decided not to comment on it unless it became a problem. Looking around the hallway, he spotted an open room.

"Oh, you think there's anything useful in there?" He was nervous but felt like they had to check it out. He just really didn't want to find anymore logs. He'd seen enough to last him a couple of sweeps.
 
Doutei generated a random number between 2 and 11 ... 6!
PostPosted: Fri Nov 24, 2017 2:39 pm
Quote:
HP: 19/20
Damage: N/A
Military grade weapon: +1
Novice Agility Style B: 1/1

Nucleo looks for loot - finds a broken scanner!
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 one, Amonee!" Nucleo laughed at the jadeblood's attempt. He smiled at the other boy's whimsy. He was always good at trying to lighten the mood. The greenblood took a little time to try and think of a response as well to Lorata's joke. As he searched the room he dug out a broken scanner and decided it might be worth keeping.

"It bull-lieved that's where it belonged?" He tried to come up with a punchline too. The barista knew it didn't tie in to the space theme really but figured it'd be more fun if they both participated. Plus it kept his mind from getting mad at Austri.
 

Doutei

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


KitsuneAura


Magical Detective

PostPosted: Fri Nov 24, 2017 2:42 pm
Lorata advances

"To reach the mooooons! There must have been a juggalo on this ship," Lorata decided thoughtfully, still smiling down at the flyer a moment before passing it along to any of the others who might want to read off a joke. "Be careful not to tear that, I know just the person to give it to when we get back." She paused, watching Austri's progress with some concern. "Are you feeling alright?"  
quite uneventful rolled 1 6-sided dice: 4 Total: 4 (1-6)
PostPosted: Fri Nov 24, 2017 2:44 pm
AUSTRI CORIOL
HP: 19/20
Attack: 1D6 +1
Novice Air Pressurization Offensive Style B: 1/1
Adept Artifact Agility Style B: 2/2
YTMA Badges: Novice Agility, Training Leadership
2/16 advancements
0/3 minibosses
5/6 scouting wait

Quote:
4 - You find an open door.

      The greenblood snorted in response to Lorata's joke, rubbing her nose a little before shaking her head and giggling. "The juggalo sure are funny~ Always wanted to try and be friends with one of those crazies~ Hehe." When Lorata turned toward her, the greenblood blinked, opening her mouth, closing it, and letting a wide smile spread across her face. "I'm toootally awesome~" She didn't want to worry her. She'd be fine, nausea never killed anyone. (Or did it? She wouldn't think about it too much.)
 

quite uneventful

Kawaii Garbage

18,425 Points
  • Magical Girl 50
  • Elocutionist 200
  • Unfortunate Abductee 175
KitsuneAura generated a random number between 2 and 11 ... 8!


KitsuneAura


Magical Detective

PostPosted: Fri Nov 24, 2017 4:05 pm
Lorata finds a thing, it's a bandaid

"Well it won't help with space sickness, but never fear! The next time we get any little cuts, we have this!" Lorata held up the bandaid she had found, still wrapped up and probably safe to use. The back of it was covered in cartoon stars. She slipped it into her pack, somewhere easily accessible, before glancing over the rest of the room.  
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