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Homestuck inspired troll related b/c 

Tags: homestuck, troll, breedables, mspa, alternia 

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Yamashii

PostPosted: Tue Nov 14, 2017 9:09 am


Tunnel Fakes
Squad Commander: Cerpin Sugall
Squad Members: Tevini Euruft, Forera Serpen, Etsali Azeban

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.
KitsuneAura rolled 1 4-sided dice: 1 Total: 1 (1-4)
PostPosted: Tue Nov 14, 2017 9:15 am


ets uses journeytroll covert ops to scout

"Everyone remember to keep your eyes open," Etsali said, though she knew she wasn't the only one who'd been through one of these already. It was good to have reminders. "The undead can be pretty sneaky." Glancing over the open corridors, she picked one that looked promising and pointed down it. "I'll scout this way real quick to see if it's clear, just a sec."

It was clear, surprisingly, but it was also...kind of boring. "No interesting doorways here. What do you think?"

KitsuneAura

Magical Detective

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

Yamashii

PostPosted: Tue Nov 14, 2017 9:29 am


Quote:
HP: 20/20
Military Grade Weapon
Novice Tactics
Training Leadership

Cerpin advances down hallway
1/11 advances
0/2 minibosses defeated


"Oh that's fine." Cerpin followed behind Etsali, seeming to not care if they found a door or not. He was just glad to be on a ship without any military officers sniffing around. This would be so much easier trying to find information or even just plain steal stuff from the ship. He

"But since it bothers you, we can go down this totally boring and empty hallway instead." The purpleblood stuck out his tongue playfully before steering the sad raccoon down the hallway, the others also in tow.
quite uneventful rolled 1 6-sided dice: 3 Total: 3 (1-6)
PostPosted: Tue Nov 14, 2017 9:33 am


FORERA SERPEN
HP: 40/40
Attack: 1D6 +2(adult + military grade weapon)
Adept Artifact Offensive Style B: 2/2
2d6 Deal double damage on this attack, 2x per battle. 1 ongoing damage for all turns after. The ongoing damage from these stack.
Adept Artifact Agility Style B: 2/2
2d6 hits with +1 to accuracy to each on this attack, 2x per battle. roll 4d6, first two numbers are the 'hit or miss' determiners, second two are the damage done
Novice Artifact Defense Style A: 2/2
-2 damage taken, 3x per battle.
YTMA Badges: Master Strength, Training Leadership
1/11 advances
0/2 minibosses defeated

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

      "Y'sure that's a good idea, Cerp...?" Forera called out behind him, rushing ahead of him so if any monsters came out of no where, they'd hit her instead. And monsters, there were. "s**t-- Yo, we got company!" Not that she could check how many there were. She pulled up her fists, getting ready for a fight.

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: Tue Nov 14, 2017 9:42 am


Quote:
Tevini finds 3 zombies
Quote:
HP: 20/20
Damage: N/A
Military grade weapon: +1
Novice Tactics
Training Academics
Novice Offensive Style B: 1/1
Tevini is using her telekinesis!
novice offensive style B 2d6 Deal double damage on this attack, 1x per battle. Add age and weapon multipliers after. 1 ongoing damage for all turns after.

So far they'd managed to make it through the first corridor without any incident. It was a relief after the last ship she'd been on. Following behind the group, Tevini decided to be careful and peek behind herself. Footsteps sounded and the redblood squeaked in surprise.

"Cerpin! Be careful!" She reached forward to grab the nearest troll on instinct before flushing at her cowardice and letting go!
KitsuneAura rolled 2 6-sided dice: 6, 1 Total: 7 (2-12)
PostPosted: Tue Nov 14, 2017 9:44 am


HP: 20/20
Damage: 2
using training tactics to kill 1 zombie

Etsali stuck her tongue out at Cerpin as well, but before she could say anything about it, Forera was pushing ahead and calling out enemies. The thief reached for her kunai and darted forward, ducking around the tealblood to weave a path of destruction through the three zombies. As the last one fell, she straightened and glanced back. "Okay, maybe not so empty."

Quote:
Etsali kills all three zombies

KitsuneAura

Magical Detective

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

Yamashii

PostPosted: Tue Nov 14, 2017 9:46 am


Quote:
HP: 19/20
Military Grade Weapon
Novice Tactics
Training Leadership

Cerpin advances down hallway
2/11 advances
0/2 minibosses defeated


"Nicely done, Ets!" Cerpin let out an impressed whistle after the orangeblood made quick work of the daywalkers. She was just so damn fast! They weren't going to have any trouble taking on monsters with the dream team they had here. Forera was basically a chainsaw, Etsali was faster than lightning, he was a ******** rockstar and Tevini was their team genius. When she wasn't unleashing hordes of zombies from behind random doors anyways.

He motioned to follow down another hallway. Where was the control room of this thing?
quite uneventful rolled 2 6-sided dice: 1, 1 Total: 2 (2-12)
PostPosted: Tue Nov 14, 2017 9:47 am


OOPS WRONG DICE PLS IGNORE

quite uneventful

Kawaii Garbage

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

quite uneventful

Kawaii Garbage

18,425 Points
  • Magical Girl 50
  • Elocutionist 200
  • Unfortunate Abductee 175
PostPosted: Tue Nov 14, 2017 9:49 am


FORERA SERPEN
HP: 39/40
Attack: 1D6 +2(adult + military grade weapon)
Adept Artifact Offensive Style B: 2/2
2d6 Deal double damage on this attack, 2x per battle. 1 ongoing damage for all turns after. The ongoing damage from these stack.
Adept Artifact Agility Style B: 2/2
2d6 hits with +1 to accuracy to each on this attack, 2x per battle. roll 4d6, first two numbers are the 'hit or miss' determiners, second two are the damage done
Novice Artifact Defense Style A: 2/2
-2 damage taken, 3x per battle.
YTMA Badges: Master Strength, Training Leadership
1/11 advances
0/2 minibosses defeated


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

      Forera adjusted her gloves excitedly, following after Cerpin and squeezing his and Tevini's shoulders in excitement. This was a little mindboggling-- She couldn't stop looking outside. They were in space! Their end goal!! Looking back in front of them, the tealblood squinted. "There's more of 'em comin', time to haul a**!"
Yamashii rolled 1 4-sided dice: 3 Total: 3 (1-4)
PostPosted: Tue Nov 14, 2017 9:52 am


Quote:
HP: 19/20
Military Grade Weapon
Novice Tactics
Training Leadership

Cerpin finds 9 zoms
2/11 advances
0/2 minibosses defeated


"Aw man, there's a whole bunch of these ********> Cerpin groaned at the sight of almost ten daywalkers blocking the way. He wanted so badly to steal this ship in the name of the rebellion but there were still so many obstacles to get through. He unsheathed his sword as the squad fell into formation to battle their undead opponents. Hopefully after this, they could speed through the rest of the place and get back to Alternia in record time! He was hoping to check out more of the tower offices for clues possibly.

Yamashii

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

Doutei

PostPosted: Tue Nov 14, 2017 9:56 am


Quote:
Tevini attacks 4 zombies
5 zombies remain
Quote:
HP: 18/20
Damage: N/A
Military grade weapon: +1
Novice Tactics
Training Academics
Novice Offensive Style B: 1/1
Tevini is using her telekinesis!
novice offensive style B 2d6 Deal double damage on this attack, 1x per battle. Add age and weapon multipliers after. 1 ongoing damage for all turns after.

"This is slowing us down." Tevini frowned, watching the zombies shuffle around. She aimed her nail gun and fired a few rounds, shifting uncomfortably as the bodies hit the ground. Even if they were already dead, it was still somewhat gross to see. She didn't manage to hit all of them and stepped backwards to try and keep away from getting pulled into close combat.
quite uneventful rolled 2 6-sided dice: 2, 2 Total: 4 (2-12)
PostPosted: Tue Nov 14, 2017 9:57 am


FORERA SERPEN
HP: 38/40
Attack: 1D6 +2(adult + military grade weapon)
Adept Artifact Offensive Style B: 2/2
2d6 Deal double damage on this attack, 2x per battle. 1 ongoing damage for all turns after. The ongoing damage from these stack.
Adept Artifact Agility Style B: 2/2
2d6 hits with +1 to accuracy to each on this attack, 2x per battle. roll 4d6, first two numbers are the 'hit or miss' determiners, second two are the damage done
Novice Artifact Defense Style A: 2/2
-2 damage taken, 3x per battle.
YTMA Badges: Master Strength, Training Leadership
2/11 advances
0/2 minibosses defeated

Quote:
1 zomb killed(leadership), 4 left!

      Watching the bodies shambling around like idiots only served to make Forera laugh. She didn't know why, but in her mind she imagined the most ridiculous song as the zombies neared them. It took all her composure to not crumple into herself from laughter. She managed to slam one of them down, at least.

quite uneventful

Kawaii Garbage

18,425 Points
  • Magical Girl 50
  • Elocutionist 200
  • Unfortunate Abductee 175
KitsuneAura rolled 2 6-sided dice: 1, 4 Total: 5 (2-12)

KitsuneAura

Magical Detective

PostPosted: Tue Nov 14, 2017 9:59 am


Ets HP: 19/20
Military weapon
Damage: 0

More zombies. Of course she had expected them, but there was always a chance this ship might have had a skeletal crew in the, uh, the not actual undead sense. It was a lot harder to duck through this many zombies than it had been before, so she quickly gave up on killing them all immediately and focused more on not losing her balance as she dodged.
Yamashii rolled 2 6-sided dice: 2, 1 Total: 3 (2-12)
PostPosted: Tue Nov 14, 2017 10:00 am


Quote:
HP: 18/20
Military Grade Weapon
Novice Tactics
Training Leadership

Cerpin fails at punching zombs
4 zombs left
0/11 advances
0/2 minibosses defeated


In his excitement and haste to join in the fray, Cerpin rushed towards the daywalkers without really thinking about an actual plan. The zombies managed to side step him and he bounced off the wall, grunting from the impact. Ugh, that had been incredibly graceful. The others had taken out some of the zombies but about half of them were still up and moving.

"Get back here, you dried up turds-" He growled, starting to chase after them while rubbing at his shoulder.

Yamashii

Doutei rolled 2 6-sided dice: 2, 5 Total: 7 (2-12)

Doutei

PostPosted: Tue Nov 14, 2017 10:04 am


Quote:
Tevini sucks at attacking zombies
4 zombies left
Quote:
HP: 17/20
Damage: N/A
Military grade weapon: +1
Novice Tactics
Training Academics
Novice Offensive Style B: 1/1
Tevini is using her telekinesis!
novice offensive style B 2d6 Deal double damage on this attack, 1x per battle. Add age and weapon multipliers after. 1 ongoing damage for all turns after.

Her gun was jamming and Tevini was starting to worry as the zombies evaded attacks from the rest of her team. She struggled to fix the blockage by dumping out some of her ammo and tugging on the blocked nail. Of course this had to happen now.

"Ngh-" Finally the piece came loose. She looked up to see there were still four enemies on the field advancing on them and she backed up against the wall in fear.
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