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Homestuck inspired troll related b/c 

Tags: homestuck, troll, breedables, mspa, alternia 

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nepsah

Malevolent Mage

PostPosted: Sat Dec 02, 2017 5:50 pm
Commander: Austri Coriol
Team: Deimos Somnus, Mahmud Seshat, Caiden Banksy (Acrlic Brushe)


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 in the command 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 1d8 and advance through the ship:
If you have rolled on this and/or the alarms advance table 20 times, on the 21th 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 ...
7 - You advance through the ship ...
8 - You find a closed door.
21th time advancing:
You reach one of the ship's steering systems, but it appears you weren't one of the first. The light and energy attracted hordes of zombies that have since been burned by the malfunctioning unit or tangled in the spider's web of wiring. It would be impossible to repair all of the damage before the ship's orbit decayed completely. Ground control gives your team instructions on how to remotely shut down the ruined system before it causes worse problems.
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 20 times, on the 21th 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. ... Insatiable ... (-2 to all attacks)
2. ... Gushing ... (-1 on accuracy rolls)
3. ... Volatile ... (-2 on all accuracy rolls)
4. ... Nightmarish ... (-1 to all attacks)
[b]Dice 2[/b]
1. ... Regenerating ... (regains 2 HP per player attack, excluding bonus attacks)
2. ... Bladed ... (3 extra dmg taken for each round in battle)
3. ... Psionic ... (using artifacts/ability/items deals 6 dmg to the entire party)
4. ... Mutating... (each member of the party takes 4 damage each time a party member deals max damage(highest roll possible))
[b]Dice 3[/b]
1. ... Reanimated Subjugglator!
2. ... Wailing Abomination!
3. ... Hulking Commander!
4. ... Distorted Masses!
[size=18][b]MINIBOSS STARTING HP: 40/40[/b][/size]
[b]If you rolled a 1, take 6 dmg.[/b]
[b]If you rolled a 2, take 5 dmg.[/b]
[b]If you rolled a 3, take 5 dmg.[/b]
[b]If you rolled a 4, take 4 dmg.[/b]
[b]If you rolled a 5, take 4 dmg.[/b]
[b]If you rolled a 6, take 3 dmg.[/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, second or third 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 fourth mini-boss fight, you have reached one of the steering systems! Roll 1d4 in the spoiler below:[/b]
[spoiler]
1 - The other teams appear to have been successful in their endeavors. There's enough power available for you to reengage the system. The entire room illuminates and roars with life. It's perhaps dangerous to hang around in here too long, but in the meantime the amount of energy in the air makes you feel powerful.
2 - The tendrils of the ship's wiring look like a crime scene, or perhaps a particularly gory nest. Headquarters gives you harried instructions to shut down and isolate the area before the whole ship goes up in flames.
3 - An undead helmsman is still tethered to the center console. They don't have the ability to provide power, but their presence is preventing the back-up systems from triggering. You remove the zombie and the system reengages successfully.
4 - The room is dark and cold, but with instructions from headquarters and the efforts of the teams on the other decks, the system has enough power to reboot itself. The ship begins to thrum with life. It makes your horns tingle and your hair stand on end.
[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 1d8 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 2d8 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.
 
nepsah rolled 1 8-sided dice: 2 Total: 2 (1-8)
PostPosted: Sat Dec 02, 2017 5:52 pm
Deimos advances the group

HP: 20/20


He hadn't expected that they'd be brought aboard the flagship- that seemed like something they'd reserve for military only. Maybe they didn't have enough of them? Then again it was something that affected the entire planet- everyone should be involved. Deimos was not exactly ecstatic about the team he'd wound up with but at least he liked Mahmud. Caiden (Acrlic?) was nice enough... He just didn't want to get stuck with Austri's whining the whole time they were there.

Without giving her a chance to speak, he started off down the first hallway to inspect it. This ship felt infinitely different from the others- so much bigger, intimidating, dangerous... It was surprising that he found an important looking door right off the bat, but... he didn't even want to touch it. "I found a door... but I don't think we should open this." He looked back to the group, frowning. "Somethin' tells me we ain't equipped to deal with the s**t that usually sits behind these kindsa things..."



Advancement: 1/21
Minibosses: 0/4



Quote:

Training Pins:
Novice Agility [Cooldown 0/6]
Tactics (training now)

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

 

nepsah

Malevolent Mage

Micillia rolled 1 8-sided dice: 2 Total: 2 (1-8)

Micillia

Dapper Duck

PostPosted: Sat Dec 02, 2017 7:13 pm
Caiden Banksy Acrlic Brushe
HP: 20;
Attack: 1D6+1;
Power Adept Agility A, +2 to accuracy roll 2x
Adept Def B (Nulify last damage 2x);
YTMA training Discipline,


"Hey!" Caiden exclaimed as he came upon another door. "This place is just stocked full of doors!" He stepped back, admiring the gate that kept this known place from that dark, uncertain place of the unknown. "Oh i know!" Caiden exclaimed again, grinning as he pulled out a can of spray paint. He drew a butterfly on the door, and turned around, proud of his work.

Advance 2
 
quite uneventful rolled 1 8-sided dice: 1 Total: 1 (1-8)
PostPosted: Sat Dec 02, 2017 7:22 pm
AUSTRI CORIOL
HP: 20/20
Attack: 1D6 +1
Adept Air Pressurization Offensive Style B: 2/2
Adept Artifact Agility Style B: 2/2
YTMA Badges: Novice Agility, Training Leadership
3/11 advances
0/2 minibosses defeated


Quote:
advancing

      The minute a flagship opened, Austri begged for it. Even if they weren't supplied for it, even if her team was full of pansies, the greenblood was determined. They'd at least get through the command deck, or at least, try to. "I think we should focus on scoping out the area and not engage with any enemies unless we ourselves are engaged." Austri seemed a lot more focused on the ship itself, this time. They'd found two doors, and this time, Austri hadn't even commented on Acrlic's stupidity. A butterfly on a door. Maybe they could mark them, for the future? She pursed her lips, continuing to move forward.
 

quite uneventful

Kawaii Garbage

18,425 Points
  • Magical Girl 50
  • Elocutionist 200
  • Unfortunate Abductee 175
penemueIntuition rolled 1 6-sided dice: 5 Total: 5 (1-6)

penemueIntuition

Magical Bro

23,000 Points
  • Invisibility 100
  • Sausage Fest 200
  • Nudist Colony 200
PostPosted: Sat Dec 02, 2017 7:40 pm
        Mahmud Seshat: 20/20 HP
        Artifacts:
        Boots, Defense type A (novice)
            style A -2 damage taken, 3x per battle., used 0 times


        Hair clips, Agility Type B (novice)
            style B 2 2d6 hits with +1 to accuracy to each on this attack, 1x per battle* *roll 4d6, first two numbers are the 'hit or miss' determiners, second two are the damage done., used 0 times!


        .


        "Mmmm" he murmured in response, looking around the ship. "Its... this one is like a ghost town". There was something uneasy about this section they had been assigned. So far everything had been quiet... far too quiet. Even now, as they looked around the place, all he found were empty halls and locked doors.

        There was a long pause before he finally piped up "I spy with my little eye...
        something metallic."
        You know. In a huge metallic ship. It was a stupid joke, but he was hoping to lighten the mood some for them...
 
PostPosted: Sat Dec 02, 2017 8:06 pm
Deimos scouts ahead

HP: 20/20


Dei quirked a brow at Acrlic's brilliant idea of spraypainting the doors they passed...
Sure, it'd show they had already been there, but it was totally unnecessary. He decided not to mention it though- they'd already sort of gotten into it and then worked things out...?
Sort of?? Mahmud was totally fair game, though. "Really dude? You wanna play I Spy in the flagship?" Deimos snorted, rolling his eyes at Mahmud. "Y'know I'm glad it's a ******** ghost town, less s**t for us to deal with y'know?" He shrugged, looking down a passage way as they passed by it.

Maybe there just weren't a lot of trolls present on the command deck whenever everything went down?


Advancement: 3/21
Minibosses: 0/4



Quote:

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

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

 

nepsah

Malevolent Mage

nepsah rolled 1 8-sided dice: 6 Total: 6 (1-8)

nepsah

Malevolent Mage

PostPosted: Sat Dec 02, 2017 8:07 pm
Deimos scouts ahead

HP: 20/20


"That way looks bad. I think we should keep goin'. I just hope there aren't any ******** gerbils on this ship." He shuddered, making a face at the thought. No more gerbil hordes.... "You think they'd allow s**t like that on the flagship? Seems like they'd just be more pests than anythin' else. Or do gerbils count as pests?" He was rambling, but honestly the atmosphere of the ship was starting to freak him out a little. Not that he'd ever admit to it.



Advancement: 3/21
Minibosses: 0/4



Quote:

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

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

 
Micillia rolled 1 6-sided dice: 1 Total: 1 (1-6)
PostPosted: Sat Dec 02, 2017 8:09 pm
Void  

Micillia

Dapper Duck

Micillia rolled 1 8-sided dice: 4 Total: 4 (1-8)

Micillia

Dapper Duck

PostPosted: Sat Dec 02, 2017 8:10 pm
Caiden Banksy Acrlic Brushe
HP: 20;
Attack: 1D6+1;
Power Adept Agility A, +2 to accuracy roll 2x
Adept Def B (Nulify last damage 2x);
YTMA training Discipline,


Caiden frowned, sighed, and then advanced through the hallway. He hoped there was nothing, absolutely nothing, not any zombies or monsters, or doors, or whatever this stuff was. Caiden wanted to open a door, or turn a corner, and find a field of flowers and butterflies. Thats what Caiden wanted.

Advance 4
 
quite uneventful rolled 1 6-sided dice: 6 Total: 6 (1-6)
PostPosted: Sat Dec 02, 2017 8:24 pm
AUSTRI CORIOL
HP: 20/20
Attack: 1D6 +1
Adept Air Pressurization Offensive Style B: 2/2
Adept Artifact Agility Style B: 2/2
YTMA Badges: Novice Agility, Training Leadership
4/11 advances
0/2 minibosses defeated


Quote:
zombs!!

      "What are you idiots talking about~?" Austri asked from the front of the group, eyes narrowed and looking around the area. They hadn't encountered anything so far, so, maybe, if things worked out well-- Ah, nope. Life wasn't that simple. These ships were never that simple. "Ugh~ Forget it! Incoming~ We've got zombies!"
 

quite uneventful

Kawaii Garbage

18,425 Points
  • Magical Girl 50
  • Elocutionist 200
  • Unfortunate Abductee 175
penemueIntuition rolled 2 8-sided dice: 1, 5 Total: 6 (2-16)

penemueIntuition

Magical Bro

23,000 Points
  • Invisibility 100
  • Sausage Fest 200
  • Nudist Colony 200
PostPosted: Sat Dec 02, 2017 8:26 pm
        Mahmud Seshat: 20/20 HP
        Artifacts:
        Boots, Defense type A (novice)
            style A -2 damage taken, 3x per battle., used 0 times


        Hair clips, Agility Type B (novice)
            style B 2 2d6 hits with +1 to accuracy to each on this attack, 1x per battle* *roll 4d6, first two numbers are the 'hit or miss' determiners, second two are the damage done., used 0 times!


        .



        Oh goodie. He and his big mouth probably jinxed them, because if the amount of zombies he saw was any indicator, he was the biggest jinx of all.
        "There's like... at least twenty of them" Mahmud called out, fumbling around for his screwdrivers. "You guys be careful, alright?"
 
nepsah rolled 2 6-sided dice: 3, 3 Total: 6 (2-12)
PostPosted: Sat Dec 02, 2017 8:41 pm
Deimos attacks some zombies

HP: 19/20
Dmg Dealt: 3 + 2 = 5 (tactics + austri's leadership)
Zombies Remaining: 19


"Oh my god. Why." Deimos groaned as Mahmud called out the count. Twenty? Seriously!? He readied his mace, bracing himself for the incoming horde. It wasn't his best kill count, but he did managed to take down at least five of them in a series of quick attacks. "We gotta take 'em out fast or we're dead...!"

There were definitely more than twenty of them. Mahmud had rounded down. "Y'know, when counting enemies, its generally a better idea to round up."

Advancement: 3/21
Minibosses: 0/4



Quote:

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

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

 

nepsah

Malevolent Mage

Micillia rolled 2 6-sided dice: 1, 3 Total: 4 (2-12)

Micillia

Dapper Duck

PostPosted: Sat Dec 02, 2017 8:47 pm
Caiden Banksy Acrlic Brushe
HP: 19;
Attack: 1D6+1;
Power Adept Agility A, +2 to accuracy roll 2x
Adept Def B (Nulify last damage 2x);
YTMA training Discipline,


Well, Caiden was being careful, that was for sure. "Careful..." Caiden said to himself. The only way he could be careful was if he stayed back here... where it was safe... just this once!! He would get into the frey soon, yes soon. He stayed back a bit, trying to get some courage up. "Being careful!"

Advance 4
 
quite uneventful rolled 2 6-sided dice: 1, 4 Total: 5 (2-12)
PostPosted: Sat Dec 02, 2017 9:08 pm
AUSTRI CORIOL
HP: 19/20
Attack: 1D6 +1
Adept Air Pressurization Offensive Style B: 2/2
Adept Artifact Agility Style B: 2/2
YTMA Badges: Novice Agility, Training Leadership
4/11 advances
0/2 minibosses defeated


Quote:
austri smash!!

      T-twenty! Austri flinched at the sight of the incoming horde, pulling out her weapon and attempting to bash the nearest zombie in, but missing. The greenblood hissed, stumbling backward and clenching her teeth. "Mahmud, get to work! Stop lounging around and do something!
 

quite uneventful

Kawaii Garbage

18,425 Points
  • Magical Girl 50
  • Elocutionist 200
  • Unfortunate Abductee 175
penemueIntuition rolled 2 6-sided dice: 5, 4 Total: 9 (2-12)

penemueIntuition

Magical Bro

23,000 Points
  • Invisibility 100
  • Sausage Fest 200
  • Nudist Colony 200
PostPosted: Sat Dec 02, 2017 9:09 pm
        Mahmud Seshat: 19/20 HP
        Artifacts:
        Boots, Defense type A (novice)
            style A -2 damage taken, 3x per battle., used 0 times


        Hair clips, Agility Type B (novice)
            style B 2 2d6 hits with +1 to accuracy to each on this attack, 1x per battle* *roll 4d6, first two numbers are the 'hit or miss' determiners, second two are the damage done., used 0 times!


        .


        "Really, Austri? Really?" There was a twinge of annoyance in his voice as he stabbed and stabbed at the daywalkers. Here he and the others were, hauling a**, and she was just goofing off. What, was she too good to attack them too? God. Or did she honestly and truly miss? Well, if she did he knew she'd never admit to it.

        Mahmud really hoped this fighting would be done soon, so he could stop feeling so sick. "You're up next, dude!"
 
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