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Homestuck inspired troll related b/c 

Tags: homestuck, troll, breedables, mspa, alternia 

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KitsuneAura


Magical Detective

PostPosted: Sun Nov 12, 2017 11:26 am


Quote:
The boarding vessel - the pod - is just large enough for four trolls to squeeze into. As the windshield slides up to block your view of the docking bay, you can hear the hum of machinery. The hum swells, then dips into the contented purr of technology and large lusii everywhere. The world is muffled behind your headset, and as the sound of the pod's engine fades, all you can hear is a voice in your sponge clots, counting down.

"Four, three, two, one."

With surprising smoothness, you're pressed back in your seat, and the world becomes a blur. Ahead of you, through the windscreen, you can see a hatch shoot open, and then you're rocketing through the void beyond.

"Target locked on. Engaging auto-pilot."

The voice in your ear is polite yet firm, and the pod swings around to fill your vision with the ring. Barely visible from the planet, it gains something different when you are closing fast. The huge circle of dark and silent ships drift past you, slowly circling the planet in an endless loop. As your pod rockets into the depth of the ring, a bright light flashes past your eyes and flares off to the side. The military has begun to shoot down confirmed derelicts, but your vessel's autopilot doesn't seem bothered. Instead, it guides your pod under hanging metal and over vast dead structures, eventually gliding closer to one ship that, from your eyes, is identical to the other hulks around. Slowing down, the boarding vessel turns to face giant closed doors on the side of the ship.

"Arrived at target. Attempting access."

Your vessel glides alarmingly close to the other ship before it's doors glide open a fraction, and your pod rockets through the small crack. The pod gives a small shudder as doors slide shut behind you, plunging your view into darkness. A moment later, a beam of sickly green light lights up on your helmet, and thin light strips along the floor of the boarding vessel give you back the vision you temporarily lost. At the same time, the pod comes to a halt with the same smoothness that it launched with. A heartbeat later, the windscreen slides back and your seat belts unlock with a click - the first sound apart from the voice in your ear that you've heard since you got into your vessel.

"Docking complete. Turning on local coms. Scanners show movement inside the ship. Good luck, and stay safe."


You are now in the cargo bay.

Your pod sits waiting for you to return to it. To advance into the ship, follow the mechanics below. Good luck and watch out for undead trolls!


Quote:
Ship exploration instructions:

To progress through the ship, follow the instructions below, from top to bottom. You must then follow the bolded instructions relevant to your squad's current situation, and resolve everything related to it before you can roll again.

Ship battle rules:

Players can use healing items/artifacts/powers at any point during ship exploration. For the entire thread, all abilities uses per battle counts the entire ship thread as one battle. The rules for how many trinkets/artifacts can be used per battle also count the entire ship thread as one battle.

=>Refresh your memory on trinkets, artifacts and abilities.


If a member of your team is a trained Agility or Covert-ops specialist OR registered as in-training for either:

You can scout ahead in the ship.

The user who owns the character must roll. If they like the result, the rest of the team can join them and continue rolling on door/advance tables. If they don't like the result, they can return back to the team and the team can roll again (in character, you are taking a different path through the ship).

You cannot roll on a closed door/advance table then take that back, only on the base movement table below. Your character must wait for X advances through the ship (start counting at 1 on the current advance) before scouting ahead again.

If you are a Journeytroll or higher in your skill: X = 4.

If you are a Novice in your skill: X = 6.

If you are training your skill: X = 10.

If multiple trolls can do this, they each have their own reset timer for the X rolls. Only one character can scout ahead per turn.


Roll 1d4 and advance through the ship:

If you have rolled on this and/or the alarms advance table 10 times, on the 11th time DO NOT ROLL, instead look at the spoiler below.

If an alarm is going off, you must use the table for it further down, NOT this table.

1 - You advance through the ship ...

2 - You find a closed door.

3 - You advance through the ship ...

4 - You advance through the ship ...

11th time advancing:

You come across a sealed door in the hallway. Trying to open it sends dozens of warnings flickering up on previously-dormant panels. It seems the ship beyond here is too heavily damaged to allow you to pass through. Headquarters confirms the ship is to be destroyed, and you retreat to the exit, leaving the small black boxes containing deadly explosives in key positions along the path.

Congratulations! You have completed your mission and returned back to the docking area! Squad commanders, be sure to report in!


If there is an alarm going off, roll 1d6 and advance through the ship, use this table to determine what you find:

If you have rolled on this and/or the regular advance table 10 times, on the 11th time DO NOT ROLL, instead look at the spoiler under the regular advance table.



1 - You come across some shuffling bodies...!

2 - You come across some shuffling bodies...!

3 - You find a panel with a flashing alert on it. Tapping the panel will turn the ship alarm off.

4 - You find a panel with a flashing alert on it. Tapping the panel will turn the ship alarm off.

5 - You come across some shuffling bodies...!

6 - You come across some shuffling bodies...!


If you find a door, roll 1d4 and use this table to determine what kind of door it is:

1 - The door seems to be ... locked!

2 - Hmm, the door might be ... trapped!

3 - Uh oh, the door might be ... trapped and locked!

4 - The door seems to be ... locked!

If the door is locked:


If a member of your team is a trained Academic or Strength specialist OR registered as in-training for either:

You think you can get this door open!

Academic: You've read up on how the old ships used to function, and think you know where to damage the door for the lock to deactivate.

Strength: RAAAAHHHH SMAAAASSSHHHHHHH!!!

If you are a Journeytroll or higher in your skill: You can get the door open with your eyes shut!

If you are a Novice in your skill: Roll 1d4 to try and unlock it. Succeed on a two three or four.

If you are training in your skill: Roll 1d8 to try and unlock it. Succeed on a five six seven or eight.
Otherwise, a troll can choose to break it down in exchange for a loss of 5hp, or you can continue to advance in the ship.


AND OR If the door is trapped, roll 1d4 and look below:
1 - The ceiling beyond this door will drop down on the first troll who enters, dealing 1d6 damage!

2 - The room beyond is filled with a laser sensitive grid, dealing 1 damage per post to all trolls who enter, until they exit the room (roll again on the first table)!

3 - The door is lined with miniscule nozzles that will shoot a corrosive, poisonous mist as the door opens, dealing 1d4(rolled individually) damage to all party members!

4- A loud alarm will start to sound through the ship as the door is opened!

If a member of your team is a trained Academic or Covert Ops specialist OR registered as in-training for either:

Your trained eyes spot something suspicious with this door!

Academic: You've read up on how these old ships used to function, and can remember how to set and disable the traps they set for boarding invaders.

Covert Ops: Your eye for the suspicious is tingling, the door doesn't look quite like others. If you pry off a wall panel you should be able to disable anything suspicious looking.

If you are a Journeytroll or higher in your skill: You can disarm the trap without looking!

If you are a Novice in your skill: Roll 1d4 to try and disarm it. Succeed on a two three or four.

If you are training in your skill: Roll 1d8 to try and disarm it. Succeed on a five six seven or eight.
Otherwise, the trap will only be discovered when it is triggered by entering the room.


If you have successfully unlocked and entered the door, and/or survived any/all traps attached:

Roll 3d4 and post the following code into the resulting post.

[size=9]This is a mini-boss battle, the full rules and mechanics of which can be [url=http://www.gaiaonline.com/guilds/viewtopic.php?page=1&t=22211261#335508395]reviewed here[/url].[/size]

The room beyond the door seems empty from the hallway, but stepping inside you are swiftly aware that you are not alone! For lurking in the corner is a dark groaning shape. As it turns towards you, you realize you are entering strife!

[size=18][b]You have encountered a ... [/b]

[/size]

[b]Dice 1[/b]

1. ... Shambling... (+1 on accuracy rolls)

2. ... Grotesque... (-1 to all attacks)

3. ... Rotting... (+1 to all attacks)

4. ... Skeletal... (-1 on all accuracy rolls)

[b]Dice 2[/b]

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

2. ... Oozing... (-1 to weapon attacks that deal less than 6 damage)

3. ... Disemboweled... (-5 miniboss HP)

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

[b]Dice 3[/b]

1. ... Daywalker Captain!

2. ... Zombie Gerbil Pack!

3. ... Mutated Daywalker!

4. ... Undead Slime Lusus!

[size=18][b]MINIBOSS STARTING HP: 20/20[/b][/size]

[b]If you rolled a 1, take 4 dmg.[/b]

[b]If you rolled a 2, take 4 dmg.[/b]

[b]If you rolled a 3, take 3 dmg.[/b]

[b]If you rolled a 4, take 3 dmg.[/b]

[b]If you rolled a 5, take 2 dmg.[/b]

[b]If you rolled a 6, take 2 dmg.[/b] Your attack this turn does [b]double damage.[/b]

[b]If all party members reach 0hp, look below:[/b]

[spoiler]You must make a tactical retreat! Scrambling back out of the room,

you barely make it to the pod with all your limbs attached.

[b]Better luck next time! You have retreated from your mission and returned back to the docking area! Squad commanders, be sure to report in![/b][/spoiler]

[b]If the mini-boss reaches 0hp, look below:[/b][spoiler]

[b]If this is your first mini-boss fight look below:[/b]

[spoiler]

[b]If a member of your team is a trained Discipline or Endurace specialist OR registered as in-training for either:[/b]

[spoiler]

You can close your eyes and draw on inner reserves to keep going. This can only be done once per ship exploration per troll trained.

If you are a Journeytroll or higher in your skill: Restore 1d10+3 OR 1/3rd (rounded down) of your hp.

If you are a Novice in your skill: Restore 1d8+2 OR 1/4th (rounded down) of your hp.

If you are training your skill: Restore 1d6+1 hp.

You cannot roll the dice then choose the flat restoration, one must be picked beforehand.

[/spoiler]

[b]If a member of your team is a trained Troll Relations or Leadership specialist OR registered as in-training for either:[/b]

[spoiler]

You can manage to cheer, rally, or cajole your teammates into finding more energy. This can only be done once per ship exploration per troll trained.

If you are a Journeytroll or higher in your skill: Each team member restores 1d6+3 (rolled separately) hp.

If you are a Novice in your skill: Each team member restores 1d6+2 (rolled separately) hp.

If you are training your skill: Each team member restores 1d4+1 (rolled separately) hp.

[/spoiler]

[/spoiler]

[b]If this is your second mini-boss fight, you have reached the control room! Roll 1d4 and look in the spoiler below:[/b]

[spoiler]

1 - Powering on the ship is easy enough, with the instructions from headquarters in your ear. The screens show that the ship is functioning perfectly, and headquarters patches in the control of a remote helmsman. They wait until you have returned to your boarding pod and leave, before steering the ship away.*

2 - Powering on the ship is easy enough, with the instructions from headquarters in your ear. As the screens boot up however, dozens of red warnings and errors flash across the screen. It seems like there has been critical damage to the ship in multiple places. Your team is instructed to leave the small black boxes containing deadly explosives in key positions on your return path to the exit.

3- The ship refuses to power on, even after you follow headquarters instructions to make sure they are plugged in, and hitting ctrl-alt-del. It looks like something core is not functioning. Your team is instructed to leave the small black boxes containing deadly explosives in key positions on your return path to the exit.

4- Powering on the ship is easy enough, with the instructions from headquarters in your ear. The screens show that the ship is functioning perfectly, and headquarters patches in the control of a remote helmsman. They wait until you have returned to your boarding pod and leave, before steering the boarding vessel away.*

If any troll in the party has helmsman authority, they can steer the ship to given coordinates, then return to the boarding vessel with the rest of the team.

[b]Congratulations! You have completed your mission and returned back to the docking area! Squad commanders, be sure to report in![/b][/spoiler]


If you do not find a door, roll 1d6 and advance through the ship, use this table to determine what you find:

1 - You come across some shuffling bodies...!

2 - You find an open door.

3 - You come across some shuffling bodies...!

4 - You find an open door.

5 - You keep walking down the corridor. Nothing here.

6 - You come across some shuffling bodies...!


If you encounter shuffling bodies, roll 1d4 and look below:



You have encountered some well preserved remains of the crew of this ship! The total amount of zombies you encounter is equal your generated number * 3. Use your weapons (standard combat 2d6 roll) to clear your way through the horde, with 1 point of damage equalling one zombie destroyed! For each turn you are fighting the undead, with one turn equalling each member of the party attacking, each member of your party loses 1hp. If all zombies are destroyed in under one turn, the party still takes the 1 damage. Offensive and support artifacts can be used, but artifacts that negate damage or make you harder to hit can not be used.

If a member of your team is a trained Tactics or Leadership specialist OR registered as in-training for either:

You spring into action, fully equipped to deal with the surprise mob!

Tactics: It's easy to keep track of your allies and maneuver between the shambling horde.

Leadership: You can keep your team focused and working together to dispatch the undead.

If you are a Journeytroll or higher in your skill: You automatically kill five daywalkers a turn!

If you are a Novice in your skill: You automatically kill three daywalkers a turn!

If you are training in your skill: You automatically kill one daywalker a turn!

The automatically killed undead go on top of however many you killed with your regular attack. If multiple members in the team are trained/in training, pick the troll with the highest training, or if a tie, decide on one troll. That troll uses their bonus and adds +1 daywalkers killed for each other troll trained/in training. None of the other trained/in training trolls should use this bonus.




If you encounter an open room, check the spoiler below:

This room seems to be free of hostiles. If you take the time to scavenge around, you might find something!

Go to the google doc here and see how many items remain to be found. Generate a number via the instructions on the doc, and follow the instructions in the doc.

Your team has found an item! To see more details on it, including how many people can use it, read the full description.

Published by Google Drive–Report Abuse–Updated automatically every 5 minutes
Micillia rolled 1 4-sided dice: 4 Total: 4 (1-4)
PostPosted: Sun Nov 12, 2017 11:32 am


Caiden Banksy Acrlic Brushe
HP: 20; XXXAttack: 1D6+1; XXXPower Adept Agility A, +2 to dodge roll 2 times per battle; XXXYTMA training Academics

4 - You advance through the ship ...

Caiden felt a little.. um, well, incredible unlucky. Here he was, between Lorata, Scorpa, and, ugg, Austri. It was cool tho, he was Acrlic Brushe, not Caiden Banksy, no one would see through his masterful disguise. He was wearing black socks instead of his usual white ones. Sure, his pants covered up the socks, but he was pretty sure they were helping. Caiden felt less angry towards Austri, and more so fearful of the situation. It was okay tho, he just had to go along, fallow directions, and get this over with. It was fine. Fine.

Micillia

Dapper Duck

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


KitsuneAura


Magical Detective

PostPosted: Sun Nov 12, 2017 11:43 am


Lorata still felt more than a little shaky as she stepped out of the vessel, taking in the cargo bay as the helmet of her space suit looped through scans. She'd never had a rush quite like that take-off had been, and it had been such a mix of a thrill and a terror. She couldn't wait until the next one. She wondered, idly, if her old friend Doradi had signed up for this mission as well. But now was no time to think of the next task, now was the time for this one.

She kept alert as they began to move through the corridors out of the cargo bay, aware of the reports of movement, but she was too excited to stay quiet for long. "Stay close, everyone! Let's get as much information as we can!" She figured it went without saying that this mission was going to be a success. There was no other possible result for this group.

(rolled the wrong dice!)
Micillia rolled 1 6-sided dice: 4 Total: 4 (1-6)
PostPosted: Sun Nov 12, 2017 11:47 am


Caiden Banksy Acrlic Brushe
HP: 20; XXXAttack: 1D6+1; XXXPower Adept Agility A, +2 to dodge roll 2 times per battle; XXXYTMA training Academics

4 - You find an open door. This room seems to be free of hostiles. If you take the time to scavenge around, you might find something!

Caiden sighed in relief. It was a door, a normal door, an open door. There, not something to panic about! At least not yet. Luckily, one could see into the room when the door was open, and so the brownblood was able to look in and see that there was nothing scary, so he stepped in. Hopefully traps wernt a thing. Traps were another thing that were scary and unpleasant. It was okay tho, Caiden could do this. Just, breathe, and focus.

Micillia

Dapper Duck

Micillia generated a random number between 2 and 24 ... 15!

Micillia

Dapper Duck

PostPosted: Sun Nov 12, 2017 11:48 am


Caiden Banksy Acrlic Brushe
HP: 20; XXXAttack: 1D6+1; XXXPower Adept Agility A, +2 to dodge roll 2 times per battle; XXXYTMA training Academics

Caiden entered the room and picked up a... a something. Ship Log 4, is what it read. He had no idea what that meant, why it was here, or what to do with it. But he had it! Caiden went back to the group and handed the leader the weird thing. "Uh, Captain, i found this... thing." Caiden croaked. He would usually be talking at least a little more and a little faster, but with Austri's presence... well, he wasn't quite so sure about it now...

COMPLETED 1 OUT OF 10 DOORS

Ship Log 4 an entry from a long gone troll.
Please quote the mule if you roll this result.
limited
Hivestuck
quite uneventful rolled 1 4-sided dice: 4 Total: 4 (1-4)
PostPosted: Sun Nov 12, 2017 1:06 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

Quote:
SCOUTING AHEAD
4 - You advance through the ship...

      Austri was suspicious of this weird brownblood Scorpa had allowed on their squad. Maybe she invited him because she felt lonely, whatever, she just hated how lax he was with the colors on his jacket, or er, space suit. Not up to code. She rolled her eyes, taking this chance to speed ahead the others and scout the area. She eyed around, scrunching her lips and sighing heavily into the communicator. "This side's got nothing interesting. We can do better, I'm heading back~" Austri murmured, turning on her heel and shuffling back toward where the crew was.

quite uneventful

Kawaii Garbage

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

Doutei

PostPosted: Sun Nov 12, 2017 1:36 pm


"Nothing interesting over here either." Scorpa replied, looking around for anything to do. She wanted to find something exciting soon and show off for Lorata a bit. The yellowblood had opted to let Austri scout ahead a bit while she stayed behind to protect the seadweller in case anything happened. They could not, under any circumstances, let anything happen to her.

That was why she'd brought the extra troll shield along. It helped that he was a bloodcaste lower than her too. Scorpa flashed Caiden a wordless smile, appreciating all that he was bringing (to be sacrificed if need be) before returning her attention to the corridor in front of them.
KitsuneAura rolled 1 6-sided dice: 5 Total: 5 (1-6)
PostPosted: Sun Nov 12, 2017 2:03 pm


Quote:
5 - You keep walking down the corridor. Nothing here.


Nothing and nothing? Lorata frowned as she listened to the reports from Austri and Scorpa both. While it was true that they hadn't really gotten far into the ship yet, she was disappointed they hadn't already found more. There had to be something exciting in one of these corridors! She wouldn't believe that that one open room had been a fluke!

"Keep looking! There must be more here." Not that she was seeing anything either.


KitsuneAura


Magical Detective

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

Micillia

Dapper Duck

PostPosted: Sun Nov 12, 2017 2:06 pm


Caiden Banksy Acrlic Brushe
HP: 20;
Attack: 1D6+1;
Power Adept Agility A, +2 to dodge roll 2 times per battle;
Adept Def B (Nulify last damage 2x);
YTMA training Discipline,


A new coridoor a new story. The open, somewhat mysterious and maybe even malicious way was open for anything to happen! There could be a happy troll with a nice feast for everyone to enjoy, there might be a party, with baloons and games and fun. Or, there might just be him... with three other rather scary girls....
quite uneventful rolled 1 6-sided dice: 1 Total: 1 (1-6)
PostPosted: Sun Nov 12, 2017 2:16 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

Quote:
1 - You come across some shuffling bodies...!

      The brownblood kept pushing ahead, but Austri wasn't having any of it. She needed to one up Scorpa somehow, and having the brownblood walk in front of her was not making her look good!! Austri shoved past the brightly colored teen and-- Welp. "Oh, great." Just what they needed. Zombies.

quite uneventful

Kawaii Garbage

18,425 Points
  • Magical Girl 50
  • Elocutionist 200
  • Unfortunate Abductee 175
Doutei rolled 1 4-sided dice: 3 Total: 3 (1-4)

Doutei

PostPosted: Sun Nov 12, 2017 2:20 pm


Quote:
3 x 3 = 9 zombies!
Quote:
HP: 20/20
Damage: N/A yet
Military grade weapon: +1

”Looks like company!” Scorpa declared as they rounded a corner to discover a horde of zombies! Immediately she reached for her sword. Scanning the area she counted that there were nine opponents they needed to destroy in order to proceed safely. As her squad leaped into action, Scorpa shouted.

”Lorata get back!” Her eyes widened as the seadweller was surrounded!
KitsuneAura rolled 2 6-sided dice: 1, 1 Total: 2 (2-12)
PostPosted: Sun Nov 12, 2017 2:24 pm


HP: 20/20
Damage: 0

Well, she had asked for exciting. As Scorpa shouted her warning, Lorata reached for her partisan and ran forward to engage. Battles were the biggest part of heroic stories generally, and she'd known even before scans had reported movement that they were likely to encounter enemies in here. She hadn't quite expected so many at once though.

Unable to get a good swing with her weapon in the corridor, the seadweller stumbled away from the reach of the closest zombie and nearly lost her balance. The next thing she knew she was surrounded. With a startled yelp, she shifted the polearm into as much of a defensive position as she could and flinched back.


KitsuneAura


Magical Detective

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

Micillia

Dapper Duck

PostPosted: Sun Nov 12, 2017 2:26 pm


Caiden Banksy Acrlic Brushe
HP: 19;
Attack: 1D6+1;
Power Adept Agility A, +2 to dodge roll 2 times per battle;
Adept Def B (Nulify last damage 2x);
YTMA training Discipline,


5 damage

Caiden didnt like this, more even then he hadnt liked the whole collapsing space tower thing, and the whole dying inside a building with no escape. It had been fine, he didnt die, or even get that much hurt, but it was the concept, the fact that something could happen, that made him worried. There were opportunities, for fun, sure! But also for darker things, less enjoyable things.
quite uneventful rolled 2 6-sided dice: 1, 3 Total: 4 (2-12)
PostPosted: Sun Nov 12, 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

Quote:
0 dmg

      In an attempt to hurt some of the zombies, the greenblooded teen attempted to slam her foot against one but instead managed to slam her foot against one of the walls. With a curse, Austri allowed one of the others to take her place, limping backwards and hissing. Not fair!

quite uneventful

Kawaii Garbage

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

Doutei

PostPosted: Sun Nov 12, 2017 2:35 pm


Quote:
HP: 19/20
Damage: 6 + 1 = 7 + 1 (from leadership training) = 8
Military grade weapon: +1
Training: Leadership

”Keep them there!” Scorpa commanded, moving in from the rear position. She dashing up from the right, taking advantage of her team distracting the zombies to enter a blind spot. From there, she slashed with her sword at their wrists to disarm them. From there it was easy for the team to dismantle the zombies with ease and soon they were done.

"Well done, squad! Lorata, are you okay?" The lieutenant praised her companions before immediately turning to check on the seadweller VIP of the squad.
Reply
Offplanet RP

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