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Homestuck inspired troll related b/c 

Tags: homestuck, troll, breedables, mspa, alternia 

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=>[META] The Cutting Ire of the Empress (SNB) Goto Page: 1 2 3 4 [>] [»|]

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saedusk
Crew

Dedicated Bunny

PostPosted: Sun Nov 12, 2017 12:01 pm


The Cutting Ire of the Empress - Swarming Class

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.
Melancholies rolled 1 4-sided dice: 3 Total: 3 (1-4)
PostPosted: Sun Nov 12, 2017 12:37 pm


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


    Sarcel never dreamed of going to space.

    For some trolls it was their life mission to make it to the outer reaches of the universe. Sarcel supposed she should share in those goals, but instead her sights were set more on the tangible things in front of her; ascending the military ladder, paving the way for other trolls to make it towards glory. It was a noble sacrifice in her eyes, but also a necessary one. Maybe she was being pretentious.

    "Alright." She wasn't ready to let Nahori out on her own, so she'd been quick to snatch her recruit up for the mission. She'd come a decent way in the past weeks, but this would be the deciding factor in her effort. Next to her in the cramped pod was another yellowblood she'd snatched up, mostly because she was anxious to get the ball rolling, but also because she had enough faith in herself to be accountable if he was unable to pull through. "There's been signs of undead activity within the confines of this ship. Keep your wits about you, be ready for a fight. This ship isn't very big, so any threat should be easily dispatched. We're staying as a group, don't deviate from one another, is that understood?"

    She gave a motivated smile to the yellowblood--Buffel--"Don't be afraid to ask questions. It's safer if we're all on the same page, got it? Caviap, remember our training." She was trying to ignore the nervous tension in the group. They'd be fine, they'd have to be fine, they would be fine because Sarcel was leading them.

    The doors opened. The ship was mercifully quiet.

    "Fall in behind me you two, let's go."

    Quote:
    HP: 40/40
    Adult: +1 to damage rolls
    Military Grade Weapon: +1 to damage rolls
    Invisibility (Novice Agi B): 1/1
    Adept Artifact Defense Style A (Swhings): 4/4

saedusk
let's

tenaciousgadabout
go!

Melancholies

Springtime Teenager

saedusk rolled 1 4-sided dice: 3 Total: 3 (1-4)

saedusk
Crew

Dedicated Bunny

PostPosted: Sun Nov 12, 2017 12:56 pm


VOID
tenaciousgadabout rolled 1 4-sided dice: 3 Total: 3 (1-4)
PostPosted: Sun Nov 12, 2017 1:03 pm


[VOID]

tenaciousgadabout

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

Melancholies

Springtime Teenager

PostPosted: Sun Nov 12, 2017 1:59 pm


VOID
saedusk rolled 1 4-sided dice: 4 Total: 4 (1-4)
PostPosted: Sun Nov 12, 2017 2:06 pm


VOID

saedusk
Crew

Dedicated Bunny

tenaciousgadabout rolled 1 4-sided dice: 3 Total: 3 (1-4)

tenaciousgadabout

PostPosted: Sun Nov 12, 2017 2:29 pm


[VOID]
saedusk rolled 1 6-sided dice: 2 Total: 2 (1-6)
PostPosted: Sun Nov 12, 2017 2:48 pm


Rolling with the right die... because there aren't any lightseekers or rebels in this group, the one page of rp doesn't apply. Please ignore the voided posts, thanks!

Quote:
2 - You find an open door.


The nervous tension was absolutely, positively, at least fifty percent thanks to Nahori. The entire ride up saw her hands clenched in her lap, her knuckles ashen white. Training felt like a single drop of water in the sea compared to actually boarding a derelict spaceship full of who the hell knew what just waiting to take a bite out of them. It was impossible to manage more than tightly pursed lips. She returned no smiles.

If nothing else, she was doing it. She hadn't turned back yet, hadn't run away. That was a start, wasn't it? Even if she stayed only because she didn't want to make Sarcel look bad, it just meant one night maybe she could make choices for herself, right?

"Yes, sir," she replied to Sarcel, then quieter to Buffel added, "Are you... doing okay after the flight?" It was basically a whisper, but her attention drifted just as quickly as they passed a door.

--

HP: 20/20
Military Grade Weapon

tenaciousgadabout
Melancholies

saedusk
Crew

Dedicated Bunny

tenaciousgadabout generated a random number between 2 and 22 ... 16!

tenaciousgadabout

PostPosted: Sun Nov 12, 2017 2:53 pm


Quote:
Roll 3

16 - Ship Log 7 - An entry from a long gone troll ...


The flight had been mostly quiet, which the gunslinger preferred. He'd almost nodded off by the time the voice buzzed into his helmet and announced their impending arrival. Stepping out, Buffel fell in line behind the two other trolls as they moved forward. Aside from some glances and nods as they boarded the ship, this was the first real meeting he had with them. Sarcel was the senior officer on this mission, and her openness to questions put the yellowblood at ease. ”Yes, ma'am. ”

Nahori seemed nice, if a little skittish. He held up his exposed metal arm in response to her question while assuring, ”It was alright, almost fell asleep in there for a hot minute.” Seeing her nervous expression, Buffel's brow fell as he deepened his voice to a more serious tone than he was used to. ”I've got yer back, Private Caviap. We'll be in and out right quick and if we run into trouble I got old faithful here.” He motioned with his exposed hand and opened the metal pointer finger in demonstration, revealing the gun chamber inside. He decided it was in their best interest that 'old faithful' was the real gun he'd lost a while back, not this strange "finger-gun" he'd had almost no practice using.
--

HP: 20/20

saedusk
Melancholies
Hivestuck
Eyyy, we got Ship Log 7 over here!
Melancholies rolled 1 4-sided dice: 1 Total: 1 (1-4)
PostPosted: Sun Nov 12, 2017 2:58 pm


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


    The ship was... quiet.

    "It seems relatively unscathed... for the most part." She was mumbling to herself as she took in the sights of the ship's interior. The lack of (living) activity seemed to have deteriorated some of the ship, but it still seemed salvageable...

    ...of course, they hadn't seen the control room yet.

    She seemed pleased with the show of camaraderie between the two lowbloods, at least. "I don't mind the small talk, but be sure to keep your voices down." She told them firmly, but not harshly.

    Quote:
    HP: 40/40
    Adult: +1 to damage rolls
    Military Grade Weapon: +1 to damage rolls
    Invisibility (Novice Agi B): 1/1
    Adept Artifact Defense Style A (Swhings): 4/4

saedusk

tenaciousgadabout

Melancholies

Springtime Teenager

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

saedusk
Crew

Dedicated Bunny

PostPosted: Sun Nov 12, 2017 3:00 pm


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


Private wasn't exactly a rank to write home about and hearing it attached to her name from a yellowblood's mouth—from the mouth of anyone with blood higher than hers, really—made her feel a touch squirmy. Joining the military was a decision she continued to question even when she tried not to, but at least it had been one she made herself. Mother would be proud, but Nahori hadn't done it for her.

"I.. yes, you're right," she replied, lowering her voice further at Sarcel's reminder. Fit firmly over her fingers was her own weapon, its blade sharp and readier than she'd ever be. "I hope we find something soon..." Not monsters, definitely not monsters.

Wait- What was-

Nahori was sure she heard something. Please, please not monsters. (It was probably monsters.)

--

HP: 20/20
Military Grade Weapon

tenaciousgadaboutttt
Melancholiessss
tenaciousgadabout rolled 1 4-sided dice: 1 Total: 1 (1-4)
PostPosted: Sun Nov 12, 2017 3:03 pm


Quote:
1 (x3) = 3 shuffling bodies


It was monsters!

Buffel had found a monitor, caked in dusk but still functional. He turned it on and felt it hum to life as he wiped its surface with his hand. Nothing of note was on it that he could find, save for a log entry tucked away in a folder. He downloaded it as fast as he could and tucked it away. Turning 'round to follow up with Lt. Sarcel, he entered the room to find the team face to face with the shambling horde! Frozen in shock for a moment, he turned to Sarcel to ask how to proceed. He'd never been a part of the military, true, but he'd taken contracts in a group before. He knew how to follow orders when necessary. As he looked to her however, he saw she was already making her move.

--

HP: 20/20

saedusk
Melancholiessss

tenaciousgadabout

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

Melancholies

Springtime Teenager

PostPosted: Sun Nov 12, 2017 4:17 pm


Quote:
1 + 1 + 1 = 3 OK WE'RE GOOD


    "Get back!"

    Sarcel was a lieutenant, she was trained, she'd spent her whole life training for combat, and her fight or flight reflex had been cautiously honed towards fight. So that's exactly what she did when the threat presented itself.

    Maybe punching the s**t out of them wasn't the best tactically, but it still did the job. Also the undead were very slow, and her wrist mounted shotgun was heavy, it still wasn't enough to keep her fists from being faster. That being said, there was now a mess of undead troll parts splattered about the vicinity. The barrel of her gun smoked.

    "We can proceed." No problem here.

    Quote:
    HP: 40/40
    Adult: +1 to damage rolls
    Military Grade Weapon: +1 to damage rolls
    Invisibility (Novice Agi B): 1/1
    Adept Artifact Defense Style A (Swhings): 4/4

saedusk

tenaciousgadabout
saedusk rolled 1 4-sided dice: 2 Total: 2 (1-4)
PostPosted: Sun Nov 12, 2017 4:25 pm


Quote:
2 - You find a closed door.


This was it. All the training she'd done with Sarcel was for this very moment, for showing she could hold her own and survive when things got tough. There were only three daywalkers, at least that they could see, but still. A threat was a thr-

Except Sarcel took them down in what felt like the splitest of seconds.

Nahori's mouth was open, gaped, and she didn't even realize it. She looked at Buffel, looked at the smoking gun, then finally closed her mouth and swallowed hard. If the Lieutenant could take down a small group of enemies without breaking a sweat, it felt foolish to get so worked up over it.

"Proceed, of course..." she said shakily, continuing down the corridor. Another door was at their left.

--

Nahori Caviap
HP: 19/20
Military Grade Weapon: +1 dmg
Training in Discipline

saedusk
Crew

Dedicated Bunny

tenaciousgadabout rolled 1 4-sided dice: 2 Total: 2 (1-4)

tenaciousgadabout

PostPosted: Sun Nov 12, 2017 4:44 pm


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


That. Was. Awesome.

The teen was completely floored by Sarcel's quick-foot moves. He was mildly concerned with his own lack of reaction though. He wasn't like this, or at least he didn't used to be. Hesitant wasn't a word he'd use to describe himself before. Not wanting to let this become a habit, he shook his head and pushed forward.

They were coming up on a door when Buffel felt something off. He held his arm up at a tight ight angle and raised a balled fist to signal a stop and yelled, ”HOLD! Somethin' ain't right. That door, it looks different from the others.” His trapping-and-scrapping days would come in handy for things like this, he hoped. No more hesitating.


HP: 19/20

saedusk
Melancholiessss
Reply
Offplanet RP

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