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Homestuck inspired troll related b/c 

Tags: homestuck, troll, breedables, mspa, alternia 

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Yamashii

PostPosted: Tue Nov 28, 2017 11:02 pm
Caffeine Crew
Squad Commander: Amonee Brycer
Squad Members: Nucleo Glatte, Eilidh Rosach, Xavier Leinte
Ship Class: Personnel


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 have arrived on the personnel decks of the flagship.
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 find a sealed door indicating one of the propulsion systems is just on the other side. The locking mechanism disengages easily enough, but the room on the other side is a blackened husk of what it once was. The destruction implies the system overheated and caught fire under the strain. While the worst of the damage was contained by the emergency seal, there isn't much to salvage here. You let headquarters know and they readjust their schematics for the other teams accordingly.
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. ... Horrific... (-2 on all attacks)
2. ... Agile... (-1 on accuracy rolls)
3. ... Contorting... (-2 on all accuracy rolls)
4. ... Preserved ... (-1 on all attacks)
[b]Dice 2[/b]
1. ... Toxic... (Players take 2 extra damage per turn)
2. ... Relentless... (Players take 2x damage on the lowest accuracy roll)
3. ... Empowered... (using artifacts/ability/items deals 3 dmg to the entire party)
4. ... Burning... (take an extra 3 dmg each time you deal max damage (highest roll possible for weapon or damage-dealing skill))
[b]Dice 3[/b]
1. ...Wailing Zombie Prisoner!
2. ... Mutated Elite Troops!
3. ... Undead Cyborg!
4. ... Pack of Shambling Lusii!
[size=18][b]MINIBOSS STARTING HP: 30/30[/b][/size]
[b]If you rolled a 1, take 5 dmg.[/b]
[b]If you rolled a 2, take 5 dmg.[/b]
[b]If you rolled a 3, take 4 dmg.[/b]
[b]If you rolled a 4, take 4 dmg.[/b]
[b]If you rolled a 5, take 3 dmg.[/b]
[b]If you rolled a 6, take 3 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've reached one of the propulsion systems! Roll 1d4 and look in the spoiler below:[/b]
[spoiler]
1 - It's a mess of disturbingly fleshy wires down here, but they all seem to be connected to a single, monolithic console. Everything is where it should be according to ground control's instructions, so recalibrating the power output is simple enough.
2 - It smells like ash and rot in here. Some of the wires are torn, sparking ominously in the vicinity of a particularly charred corpse. The unit is just draining power like this. With ground control's assistance, you manage to shut down the system and quarantine it.
3 - The room is pitch black. You're only able to discern its purpose through narrow flashlight beams and stumbling over the snaking wires. The console at the center is nothing but a dead-end for the ship's power supply. With instructions from headquarters, you manage to grope around in the dark and quarantine the system.
4 - The room feels like an inferno with how strained the propulsion system is. With instructions from headquarters you're able to alleviate pressure from the unit and reroute power accordingly. The center console already begins to glow less menacingly.
[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 1d8 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 * 4. 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.
 
Yamashii rolled 1 6-sided dice: 4 Total: 4 (1-6)
PostPosted: Tue Nov 28, 2017 11:07 pm
Quote:
HP: 20/20
Military Grade Weapon
Training Troll Relations

Amonee is advancing down a hallway
1/16 advances
0/3 minibosses defeated


"Everybody ready? Okay!" Amonee was incredibly nervous about this mission. It was much more dangerous than the previous ships they had encountered. The good thing was, he was with his friends again. If anything happened, the four of them could handle it together. After all, there was nothing they couldn't do as a team. Xavier and Nucleo were capable fighters and Eilidh had strong support abilities. Amonee knew he was not a master of anything in particular but could fill in for whatever they needed in a pinch.

Walking down the hallway, he kept his eyes alert for any sign of suspicious movement. There were going to be many more zombies than the previous ships.
 

Yamashii

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

leon_a_darkangel

Dedicated Supporter

PostPosted: Tue Nov 28, 2017 11:08 pm
HP: 20/20
DMG: Normal DMG
Training: Discipline (1d6+1)

The crowning glory of all that was Alternia. Their imperial flagship. Xavier had never believed in his entire lifetime would he ever lay eyes upon the massive fortress-like ship. Landing upon the docking station, he felt a cold chill run down his spine. It was likely they would be up for a challenge, the air around them felt thick and oppressive. His eyes glanced at his four friends. "If we stick toget..." He started to say, the sound of the undead wailing along with shuffling footsteps greeted them a short way into exploring the hallway Amonee had to lead them down.

Advances: 1
Results: Inc zomzoms  
Doutei rolled 1 8-sided dice: 5 Total: 5 (1-8)
PostPosted: Tue Nov 28, 2017 11:11 pm
Quote:
HP: 20/20
Damage: N/A
Military grade weapon: +1
Offensive Trinket Adept Style B: 3/3
Defensive Trinket Novice Style B: 3/3

20 Zombies Approach
Novice Agility Style B: 1/1
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.


"It's okay!" Nucleo faced the oncoming horde of zombies with determination in his eyes. He felt stronger than before. This ship was likely more dangerous than the last, as the imperial flagship had likely hosted the most elite of soldiers. A glance towards the rest of his group and Nucleo felt full of a tight apprehension yet also comfort. He was still scared for his friends to get hurt. But they were strong. And they were all together. If something happened, he wanted to be here with them- to protect them if any should fall.

"We've got each other." The greenblood tapped Xavier's back before flying forward into battle!
 

Doutei

Hobo Pixi rolled 2 6-sided dice: 3, 6 Total: 9 (2-12)

Hobo Pixi

Divine Demigod

17,575 Points
  • Generous 100
  • Somebody Likes You 100
  • Tipsy 100
PostPosted: Tue Nov 28, 2017 11:14 pm
Eilidh RĂ²sach
HP: 19/20
Attack: 1D6; Damage: 1d6
Power: Novice support style A (1/1)
Training Discipline (1d6+1)

Eilidh had gathered with her friends again for another ship... another damn ship. Right off the bat, undead creature noises could be heard. Only this time... it sounded more like a horde rather than some stragglers. Gripping her weapon, the tealblood moved with her friends down the hallways. Her eyes widened at the sight, fear shaking her every fiber. "O-Oh my gog! There are so many!" She told her friends... moving to attack them before they noticed them.  
Yamashii rolled 2 6-sided dice: 3, 5 Total: 8 (2-12)
PostPosted: Tue Nov 28, 2017 11:15 pm
Quote:
HP: 19/20
Military Grade Weapon
Training Troll Relations

Amonee is punching zombos
damage: 6
zombos left: 8
1/16 advances
0/3 minibosses defeated


"Eilidh, you're doing great!" He hadn't expected the tealblood to take out so many daywalkers but she was mowing them down like grass! His chest swelled up with pride. The baker was a strong capable fighter in her own right and it was fantastic to see. She could protect herself and the rest of them from any threat. Turning to face the horde with his own weapons raised, Amonee jumped into the fray and smashed some zombies into the walls.
 

Yamashii

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

leon_a_darkangel

Dedicated Supporter

PostPosted: Tue Nov 28, 2017 11:17 pm
HP: 19/20
DMG: 3 DMG
Training: Discipline (1d6+1)

Nucleo was right. He felt a surge of confidence from the tap and words he used. They had each other..they were both capable fighters. Amonee was inventive in how he fought, and Eilidh was amazing regardless. No matter what happened, they would be together in the end.

While this was indeed a hoard, they as a team rose to the challenge. Amonee and Eilidh were quick to get down to work, carving a path into the hoard. Xavier followed behind, cleaning up three of the stragglers that hadn't fallen to the other two's attacks. He swung his glaive, felling the nearest three to him accordingly.


Advances: 1
Zombie Count: 5/20 left  
Doutei rolled 2 6-sided dice: 1, 4 Total: 5 (2-12)
PostPosted: Tue Nov 28, 2017 11:21 pm
Quote:
HP: 19/20
Damage: 0
Military grade weapon: +1
Offensive Trinket Adept Style B: 3/3
Defensive Trinket Novice Style B: 3/3

5 Zombies left
Novice Agility Style B: 1/1
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.


Nucleo's attempt to act as a diversion seemed to work efficiently enough. He hadn't managed to take any zombies down but at least they weren't ganging up on any of his friends! Unfortunately, they instead had begun to circle him. It was far from a comfortable position and Nucleo raised his arms to protect himself, trying to come up with step 2 of the plan. His friends were doing their best to take out what zombies they could so he felt bad calling out for help like this. But he remembered what they'd said back at that meeting. He couldn't continue to shut them out and try to take things on all on his own. It was okay to call for help.

"Back-up please!"
 

Doutei

Hobo Pixi rolled 2 6-sided dice: 5, 3 Total: 8 (2-12)

Hobo Pixi

Divine Demigod

17,575 Points
  • Generous 100
  • Somebody Likes You 100
  • Tipsy 100
PostPosted: Tue Nov 28, 2017 11:21 pm
Eilidh RĂ²sach
HP: 18/20
Attack: 1D6; Damage: 1d6
Power: Novice support style A (1/1)
Training Discipline (1d6+1)

Eilidh moved through the undead freaks, taking them out like a pro at this point. Sure there were a lot but there was no way she was going to let them get the best of her and her friends! Just as Eilidh looked over to her friends, she saw Nucleo surrounded! HELL ******** NO! The tealblood tackled one of the undeads, beating it dead before getting up and pressing her back against Nucleo's.... Showing him that she had his back. "You okay?!" She asked him, swinging and killing another zombie.  
Yamashii rolled 2 6-sided dice: 6, 2 Total: 8 (2-12)
PostPosted: Tue Nov 28, 2017 11:22 pm
Quote:
HP: 18/20
Military Grade Weapon
Training Troll Relations

Amonee is punching zombos
damage: 3
zombos left: 0
1/16 advances
0/3 minibosses defeated


"Phew, that's the last of them!" Amonee smashed the remaining zombies into the floor and let out a breath. They were already facing so many daywalkers! He was scared to run into any of the bigger faster ones that sometimes populated the ships. What if they were filled with even more gerbils too? The jadeblood bit his lip and followed the others, worried that they'd be swarmed and buried alive in a pit full of the creatures.
 

Yamashii

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

leon_a_darkangel

Dedicated Supporter

PostPosted: Tue Nov 28, 2017 11:24 pm
HP: 18/20
DMG: Normal DMG
Training: Discipline (1d6+1)

Xavier decided to try another path to see if it would lead them towards the command room. He kept his glaive close as he wiped his cheek off with some of the stray blood that had hit him. These corpses were...different than the ones they had faced. They seemed to clump together more instead of wander around aimlessly. His eyes traveled to Amonee concerned for his moirail. He also looked to his matesprit, as well as Nucleo with equal concern.

They all seemed well enough to continue...


Advances: 2
Result: You advance through the ship ...  
Doutei rolled 1 6-sided dice: 4 Total: 4 (1-6)
PostPosted: Tue Nov 28, 2017 11:26 pm
Quote:
HP: 18/20
Damage: N/A
Military grade weapon: +1
Offensive Trinket Adept Style B: 3/3
Defensive Trinket Novice Style B: 3/3

Nucleo looks around
Novice Agility Style B: 1/1
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.


"Let's duck in here for some cover." Nucleo suggested, noticing an open door. Most of the previous open doors he'd encountered on other ships had tended to be empty. The occupants had left long ago to find new places to lurk on these ships. They were just getting started but he didn't want them to push too hard and exhaust themselves early. This was a big ship and it would be hard to retreat quickly if they needed to. He was on constant alert as they looked around and filed inside to check for any wounds or useful cargo. Taking a breath, Nucleo reminded himself to not overwhelm his mind with too many thoughts as well.  

Doutei

Hobo Pixi generated a random number between 2 and 17 ... 8!

Hobo Pixi

Divine Demigod

17,575 Points
  • Generous 100
  • Somebody Likes You 100
  • Tipsy 100
PostPosted: Tue Nov 28, 2017 11:26 pm
Eilidh RĂ²sach
HP: 18/20
Attack: 1D6; Damage: 1d6
Power: Novice support style A (1/1)
Training Discipline (1d6+1)
Trinkets: Industrial Band-aid - Support Style B ~ 1,2,3 - 1/4. 4 - full hp (1/1) [This dungeon only]

Eilidh wiped the blood from her weapon, looking around. "Well done.... let's move on." She told them, wiping blood from her cheek. The tealblood then followed her friends, inspecting the area. With a grin, she went to the door that Nucleo pointed out. She searched the room, looking at the band-aid she found. " I am not sure... if this is gross... or helpful..." She mumbled.  
Yamashii rolled 1 6-sided dice: 6 Total: 6 (1-6)
PostPosted: Tue Nov 28, 2017 11:30 pm
Quote:
HP: 18/20
Military Grade Weapon
Training Troll Relations

Amonee is advancing
3/16 advances
0/3 minibosses defeated


"It looks alright but..." Amonee laughed and wrapped an arm around Eilidh's shoulders, "I think we'd all prefer a kiss from you." He was still amazed by her ability. It was just so perfect for her to be able to whisk away pain with a loving kiss. The jadeblood smiled and pointed down another hallway to try. Things were still kind of scary but he felt like they could handle it. With Xaiver, Eilidh and Nucleo at his side, nothing could break his spirit.
 

Yamashii

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

leon_a_darkangel

Dedicated Supporter

PostPosted: Tue Nov 28, 2017 11:31 pm
HP: 18/20
DMG: Normal DMG
Training: Discipline (1d6+1)

Flushing slightly at Amonee's comment Xavier smiled sheepishly. "Ha..I mean it is Eilidh." He teased softly. Xavier had chuckled when Eilidh found a band-aid in an open room. "That...seems useful maybe?" He wasn't sure. Shrugging he poked his head around the corner to follow in line as Nucleo took them another direction to keep exploring.

As Xavier walked, he stumbled abruptly in a clumsy fashion...a small yelp of a surprise following. "S..sorry!" He called out softly. It certainly must have attracted some attention, he could hear shuffling footsteps directly after his loud noise.


Advances: 3
Result: You come across some shuffling bodies...!  
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