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Homestuck inspired troll related b/c 

Tags: homestuck, troll, breedables, mspa, alternia 

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zeflamigo

Interstellar Astronaut

PostPosted: Sun Nov 12, 2017 1:12 pm


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.
Gl!tch~ rolled 1 6-sided dice: 4 Total: 4 (1-6)
PostPosted: Sun Nov 12, 2017 2:48 pm


Luxara Ardais is scouting ahead!

Not long after they got off, motley crew this seemed to be, Ardais decided it was time to do what she (and Luxara) did best. "I'm gonna check out what's down this way. I'll let you know what's up." With a casual salute, she was off.

As much as she liked her usual outfit, the Ardais get-up was coming real in handy already. Silent, nothing hanging loose. Dark and blending into the shadows. Good stuff. She only snuck so far ahead, though, until she decided to weigh her options. It looked dark, continually, and nothing of interest for a while. As far as she could tell, anyway. She zipped back. "Yeah, let's try a different way. This one, maybe?"


Quote:
HP: 40/40
Military-grade Weapon: +1 dmg
Training Tree Pins:
Covert Ops Master (4 advances left on cooldown)
Endurance Novice
Strength Novice
Tactics Training
Artifacts:
Adept Agility Style B
Novice Support Style B
Novice Defense Style A
Trinkets:
Novice Support Style A

Gl!tch~

Fashionable Genius

4,475 Points
  • Full closet 200
  • Signature Look 250
  • Hygienic 200
Gl!tch~ rolled 1 6-sided dice: 4 Total: 4 (1-6)

Gl!tch~

Fashionable Genius

4,475 Points
  • Full closet 200
  • Signature Look 250
  • Hygienic 200
PostPosted: Sun Nov 12, 2017 3:00 pm


Advancement 1

Another hall, but, heck, it looked somewhat more promising as far as she was concerned. And it wasn't smart to keep ducking off and away. There were zombies up here! Who knew where, but safety in numbers and such. She did her part, then would let the group do its thing in the meantime. Luxara fell back. At least she was good at being fast and quiet.
"I'll let you guys know if I see any hallways I might be able to check out quick later."


Quote:
HP: 40/40
Military-grade Weapon: +1 dmg
Training Tree Pins:
Covert Ops Master (3 advances left on cooldown)
Endurance Novice
Strength Novice
Tactics Training
Artifacts:
Adept Agility Style B
Novice Support Style B
Novice Defense Style A
Trinkets:
Novice Support Style A
zeflamigo rolled 1 6-sided dice: 3 Total: 3 (1-6)
PostPosted: Sun Nov 12, 2017 3:10 pm


Quote:
HP: 20/20
Military Weapon: +1 DMG
YTMA Pins:
Novice in Endurance
Novice in Tactics
Novice in Covert Ops
Novice in Leadership
Training in Agility


"Thank you for your help, Ardais," Vulpin's enunciation was direct and clean. "Do let us know when you're ready for another sprint." They lead the team down the corridor, listening closely for signs of imminent danger.

"Watch your step, this place is filthy." They commented, just as some soft groans could be heard coming down the hallway. "Draw your weapons," Vulpin advised, withdrawing their own knives from their holsters.

zeflamigo

Interstellar Astronaut

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

zeflamigo

Interstellar Astronaut

PostPosted: Sun Nov 12, 2017 3:16 pm


Quote:
HP: 20/20
Military Weapon: +1 DMG
YTMA Pins:
Novice in Endurance
Novice in Tactics
Novice in Covert Ops
Novice in Leadership
Training in Agility


Oh my... That was an impressive horde of daywalkers. Vulpin's eyes went wide, but their legs braced down, ready for a fight. "Show no mercy!" they commanded, running forward into the fray.

Zombies Slain: /18
Ship Advancements: 1/15
saedusk rolled 2 6-sided dice: 2, 3 Total: 5 (2-12)
PostPosted: Sun Nov 12, 2017 3:21 pm


0 kills...

It was hard to keep his attention focused on directions when almost everything else seemed vastly more interesting, but Aprife did his best to play the role of helpful teammate. What was really on his mind was this—when would they find the first terminal and how could he access it without the others noticing. He and Luxara could cover for each other, but splitting up hardly seemed like an idea anyone would go for.

Well, it was something he'd have to worry about later. At Vixeni's order, he drew his weapon, but held back to observe before leaping into the horde. If this was the worst they encountered up here, they'd be lucky.

--

Bombee Nifera (Aprife Invasi)
HP: 40/40
Adult + Military Grade Weapon: +2 dmg
Training in Tactics

saedusk
Crew

Dedicated Bunny

Gl!tch~ rolled 2 6-sided dice: 1, 6 Total: 7 (2-12)

Gl!tch~

Fashionable Genius

4,475 Points
  • Full closet 200
  • Signature Look 250
  • Hygienic 200
PostPosted: Sun Nov 12, 2017 3:40 pm


Gasp. The zombos! Right out the door, too. Hm. Well. At least this could be interesting. Soon the swarm was upon them, and she found herself with a rather big annoyance: Luxara lacked a good angle to shoot from. Welp. She backpedaled and side-stepped around undead arms to try to get her distance and a good range to shoot some heads off.

She looked over at Aprife and arched a wry brow. "Hey, old man, think you can cover me for a second? If I have to fire off the cuff who knows what I'll hit."


KILL COUNTER: 0

Quote:
HP: 40/40
Military-grade Weapon: +1 dmg
Training Tree Pins:
Covert Ops Master (3 advances left on cooldown)
Endurance Novice
Strength Novice
Tactics Training
Artifacts:
Adept Agility Style B
Novice Support Style B
Novice Defense Style A
Trinkets:
Novice Support Style A
Melancholies rolled 2 6-sided dice: 1, 1 Total: 2 (2-12)
PostPosted: Sun Nov 12, 2017 3:55 pm


    Here they were: ******** space. Trusci had did well to elude Chiara in favor of joining up with a more ragtag bunch; this one was comprised of entirely volunteers, and that's how the yellowblood liked it (not that she could say no if the military decided otherwise).

    Now, here's the thing: zombies, lots and lots of zombies, not exactly what Trusci was expecting en mass, but that's where they were. Here she thought it'd be a breeze to dispatch whatever threats came their way, but suddenly everyone was bumbling around and not a whole lot of gain was happening.

    "C'mon guys!" She lashed out with her scimitar, but there was no purchase on the end of her blade. At least it put distance between her and the out numbering threat ahead of them.

    Quote:
    HP: 20/20
    Telekinesis (Novice Offense A): 2/2
    Training in Endurance


Zombies slain: 0

Melancholies

Springtime Teenager

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

zeflamigo

Interstellar Astronaut

PostPosted: Sun Nov 12, 2017 3:57 pm


Quote:
HP: 19/20
Military Weapon: +1 DMG
YTMA Pins:
Novice in Endurance
Novice in Tactics
Novice in Covert Ops
Novice in Leadership
Training in Agility


Vulpin made quick work of the daywalkers, slicing their necks as they ducked between the slow-moving monsters. They threw a glance at their team. Both of the adults were holding back. "Come on now, don't let me have all the fun." They teased, winking.

Vulpin's Leadership skill autokills 5 zombies!
Zombies Slain: 5/18
Ship Advancements: 1/15
saedusk rolled 2 6-sided dice: 2, 6 Total: 8 (2-12)
PostPosted: Sun Nov 12, 2017 4:29 pm


"You're doing such a good job, though," Aprife told Vixeni. He was never one to shy away from a tease, after all. "You know, I was a sweep away from retiring and this happened. Give me a second, Ardais. Or you could practice a little harder next time. Either way."

All joking aside—and it was obvious Aprife, and his disguise counterpart, had a lot to say most times—it was time to get serious. He sidestepped to give Trusci more room and held back a small group of daywalkers to give Luxara her chance at a shot.

--

Bombee Nifera (Aprife Invasi)
HP: 39/40
Adult + Military Grade Weapon: +2 dmg
Training in Tactics


0 Kills ):

saedusk
Crew

Dedicated Bunny

Gl!tch~ rolled 2 6-sided dice: 6, 2 Total: 8 (2-12)

Gl!tch~

Fashionable Genius

4,475 Points
  • Full closet 200
  • Signature Look 250
  • Hygienic 200
PostPosted: Sun Nov 12, 2017 4:47 pm


"If there was a daywalker fighting course I missed out on, please let me know," she sassed back. Luxara lined the shot, aimed, fired. Four down. Luxara gave Aprife a very pointed, though friendly look. "I'm just warming up."

She went to reposition, calling over to her team in the meantime, "Top score gets a sundae on me! Up and at 'em, team!"

Not like she had to play hard a**. No one here was military, so why bother?


KILL COUNTER: 2 +1 +1 = 4
9/18

Quote:
HP: 38/40
Military-grade Weapon: +1 dmg
Training Tree Pins:
Covert Ops Master (3 advances left on cooldown)
Endurance Novice
Strength Novice
Tactics Training
Artifacts:
Adept Agility Style B
Novice Support Style B
Novice Defense Style A
Trinkets:
Novice Support Style A
Melancholies rolled 2 6-sided dice: 3, 6 Total: 9 (2-12)
PostPosted: Sun Nov 12, 2017 4:56 pm


    "Who said anything about letting anyone have all the fun? I'm having plenty of fun now that you guys are actually hittin' the damn things!" Despite the jab, Trusci was laughing as her weapon swept easily against the rotting flesh of the daywalkers. Her blade was sharp. Their bodies were decayed. It made sense really!

    "So what was that about a sundae?" She flashed a cheeky grin to "Ardias".

    Quote:
    HP: 19/20
    Telekinesis (Novice Offense A): 2/2
    Training in Endurance


Zombies slain: 15

Melancholies

Springtime Teenager

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

zeflamigo

Interstellar Astronaut

PostPosted: Sun Nov 12, 2017 5:33 pm


Quote:
HP: 18/20
Military Weapon: +1 DMG
YTMA Pins:
Novice in Endurance
Novice in Tactics
Novice in Covert Ops
Novice in Leadership
Training in Agility


Vulpin took out the last of the remaining daywalkers, then fixed their hair. The offer of a sundae was not particularly exciting for Vulpin, but apparently it was enough for the rest of the team.

Part of them wanted to address the team, get them more in line to fighting shape. The other part didn't care enough. "Alright, let's keep moving, team." They said, starting back down the corridor. "I'll scout up ahead this time, try not to get into trouble without me!" They added, waving nonchalantly.

Vulpin's Leadership skill autokills 5 zombies!
Zombies Slain: 18/18
Ship Advancements: 1/15
zeflamigo rolled 1 6-sided dice: 4 Total: 4 (1-6)
PostPosted: Sun Nov 12, 2017 5:37 pm


Quote:
HP: 18/20
Military Weapon: +1 DMG
YTMA Pins:
Novice in Endurance
Novice in Tactics
Novice in Covert Ops
Novice in Leadership
Training in Agility


Vulpin peered down the hallway. Nothing very exciting but the ever-present stench of rot. They returned to their crew. "Let's look elsewhere." They instructed, letting another troll take the lead. "Ardais, correct" Vulpin turned their attention to the other trained scout. "Will you take a look?" they asked, tilting their head.

Vulpin is scouting ahead!

zeflamigo

Interstellar Astronaut

Gl!tch~ rolled 1 6-sided dice: 3 Total: 3 (1-6)

Gl!tch~

Fashionable Genius

4,475 Points
  • Full closet 200
  • Signature Look 250
  • Hygienic 200
PostPosted: Sun Nov 12, 2017 5:45 pm


Luxara's hidden smile grew during the daywalker aftermath. "I think you two kids are gonna have to quibble over who got more kills if you want that sundae. I was too busy watching my own back, you know?" But something told her Vixeni didn't give a singular s**t about her childish incentive.

She adjusted her jacket during the time the orangeblood slipped off. "Good news, no extra trouble while you were out and about." Ardais remarked upon Vixeni's return. "And no zombies after you, either. Cool. Evens out." And now it was her turn to figure out where to go again. Though last time it ended with zombies. Well. She wasn't gonna turn any opportunity down to do anything.

Hands on her hips, she looked about. She rubbed under her covered chin thoughtfully. "The hallway over this way seems quiet, but not too quiet, yeah? Let's see what's down there. Sound good, Bombs?" She looked to Aprife, local old man and intel officer.


Quote:
HP: 38/40
Military-grade Weapon: +1 dmg
Training Tree Pins:
Covert Ops Master (2 advances left on cooldown)
Endurance Novice
Strength Novice
Tactics Training
Artifacts:
Adept Agility Style B
Novice Support Style B
Novice Defense Style A
Trinkets:
Novice Support Style A
Reply
Offplanet RP

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