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Homestuck inspired troll related b/c 

Tags: homestuck, troll, breedables, mspa, alternia 

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Micillia

Dapper Duck

PostPosted: Fri Nov 17, 2017 3:11 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 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.


Team; Alternating Currents  
PostPosted: Fri Nov 17, 2017 3:13 pm
Static Charge
HP: 20;
Attack: 1D6 +1;
Power Adept Agility B, Declare and use x2 attacks in your bonus attack post.
YTMA training Academics, Novice Strength


Static was proud. He was leading a ship, and he felt like he had enough experience under his braid by now that he could do a decent job. "Hello, team." Static said to the other crew members, his confidence only 80% fake this time around. Look at that progress, it used to be completely faked! "So, i see we have some trolls well skilled in scouting. How about you guys go ahead, and then we can consider our options." The boy quickly wiped the sweat off his brow when no one was looking. He could do this, just focus. All was well.  

Micillia

Dapper Duck


Buzzwulf

PostPosted: Fri Nov 17, 2017 3:13 pm
VOID POST

Engrav was worried about this team. He knew that Static and and Tevini were more than capable of handling themselves, but he was worried that the military troll might be a little more... enthusiastic than he was comfortable with. Engrav was confident that he could hold his own in space, but... well, Polair was operating with her poor eyesight. He wasn't gonna bring it up, but he just hoped she had some way to compensate.  
Buzzwulf rolled 1 4-sided dice: 3 Total: 3 (1-4)
PostPosted: Fri Nov 17, 2017 3:14 pm
Engrav scouts ahead!


Engrav looked around the empty landing area. He could already hear the moans of daywalkers infesting the ship, and he cupped his touchnodes to his hear ducts to try and figure out where the moans were coming from. There were a few passages. "Hey, Anybody hear anything coming from that passage?" The yellowblood looked at Polair, nervously. He knew Static was trying to prove himself, but he didn't want any... he didn't want trolls getting hurt so Static could get a feather in his cap.

Quote:

Engrav Setlar
HP: 20/20
Attack: 1D6; Damage: 1d6
Artifact: Novice support style A (1/1), Adept Defense style B (2/2)
In Training: Special Ops


The scout is [Not Accepted!]
 

Buzzwulf

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

ImaginationsParadise

Alien Garbage

21,050 Points
  • Devoted Fortune Seeker 400
  • Magical Gems 500
  • Are You Jelly? 500
PostPosted: Fri Nov 17, 2017 3:16 pm
Polair had been holding up just fine, as fine as an angry seadweller could be. She hadn't said a word since they traveled to the vessel, trying so hard not to think-- to silence her mind until this was all over. On the upside, she was with trolls she knew (with the exception of Static). On the downside, she didn't want them to get hurt or have them get in her way. She didn't need the protection, she was capable even if she was blin-

Being lost in thought made her bump into Engrav. "Sorry. I wasn't watching where I was going." Okay, that was dumb. ANYWAYS-- What was the noise he was referring to? Focusing on the noise, Polair could slightly hear it. The moan and groans... Using her sonar just validated the fact that they weren't alone. The daywalkers were nearby! "I hear something... I estimate no less than two daywalkers."  
Micillia rolled 1 4-sided dice: 3 Total: 3 (1-4)
PostPosted: Fri Nov 17, 2017 3:17 pm
Static Charge
HP: 20;
Attack: 1D6 +1;
Power Adept Agility B, Declare and use x2 attacks in your bonus attack post.
YTMA training Academics, Novice Strength


Well, there were choices. That was for sure. It was a good thing, tho! Sadly, the scouts had come back with info that was either not confirmed, or was questionable at best. The blueblood tried to act leader-ly, and nodded as he pointed down a path. "Lets try this one, stay behind me." Static said as he went first, down the scary... dark... zombie filled corridor.  

Micillia

Dapper Duck

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

Doutei

PostPosted: Fri Nov 17, 2017 3:19 pm
Quote:
HP: 20/20
Damage: N/A
Military grade weapon: +1
Adept Offensive Style B: 2/2
Tevini is using her telekinesis!
2d6 Deal double damage on this attack, 2x per battle. 1 ongoing damage for all turns after. The ongoing damage from these stack.

"I think we should just fight them." Tevini remarked, following Static. It wasn't fun but it seemed the best straight shot to keep moving forward. She hoped the blueblood wouldn't mind her suggesting the course of action. Reminding herself that he wasn't Cerpin and she shouldn't be so bold, the redblood moved closer to Polair to feel comfortable. She knew at least two of the other trolls here which was nice, but Polair was the one she'd known the longest.  
Buzzwulf rolled 1 4-sided dice: 2 Total: 2 (1-4)
PostPosted: Fri Nov 17, 2017 3:20 pm
There are zombies in this passage!


Engrav looked to the redblood, nodded. Didn't look like there was gonna be an easy way through the ship here. "I think we can take em, Corona." That was certainly easier to say then do. At a motion from their leader, Engrav got ready to dash ahead into the corridor. It looked like a half-dozen bloodthirsty daywalkers were getting ready to greet them.

Quote:

Engrav Setlar
HP: 20/20
Attack: 1D6; Damage: 1d6
Artifact: Novice support style A (1/1), Adept Defense style B (2/2)
In Training: Special Ops


There are six zombies attacking the group!
 

Buzzwulf

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

ImaginationsParadise

Alien Garbage

21,050 Points
  • Devoted Fortune Seeker 400
  • Magical Gems 500
  • Are You Jelly? 500
PostPosted: Fri Nov 17, 2017 3:24 pm
Battle Stats
HP: 19/20
Superstar Authority Military Grade Long Staff (+1 DMG)
Novice Trinket Offensive style A 3/3
Novice Agility Artifact, style B!2 2d6. hits with +1 to accuracy to each on this attack. 1/1
*roll 4d6, first two numbers are the 'hit or miss' determiners, second two are the damage done.


Polair's bracelets chimed as she rushed into action. There was no way she'd be bested by these unintelligent undead trolls. She was just too smart for these things so it wouldn't be so hard. Plus, she needed something to beat up and get out her frustration. With her staff, the seadweller bashed her military staff on two zombies.  
Buzzwulf rolled 2 6-sided dice: 5, 3 Total: 8 (2-12)
PostPosted: Fri Nov 17, 2017 3:25 pm
Engrav attacks the daywalkers!


Engrav had been worried, but it looked like Polair was more than holding her own. He lashed out right and left into the hole she'd created in the daywalkers, laying out a few with his steel-reinforced knuckles. A single daywalker remained, shambling down the corridor at the military officer. "Static, finish it off!" the yellowblood yelled, caught up in the battle at hand.

Quote:

Engrav Setlar
HP: 19/20
Attack: 1D6; Damage: 1d6
Artifact: Novice support style A (1/1), Adept Defense style B (2/2)
In Training: Special Ops


There is 1 daywalker remaining!
 

Buzzwulf

Micillia rolled 2 6-sided dice: 5, 1 Total: 6 (2-12)

Micillia

Dapper Duck

PostPosted: Fri Nov 17, 2017 3:26 pm
Static Charge
HP: 19;
Attack: 1D6 +1;
Power Adept Agility B, Declare and use x2 attacks in your bonus attack post.
YTMA training Academics, Novice Strength


Static smiled at Tevini, thankful for her suggestion. It was kinda the only choice they had, but the fact that someone else was open to suggest something made him feel a little better. "Good plan," Static said, then a little meeker he added, "Thanks."

Static gave the zombie a terrified look. Thank god only the zombie could see his face. Man, every time, he hated it. Every time he faced some zombies, no matter how much he tried to reassure himself, it was always awful. Static averted his eyes as he attacked the undead thing, not wanting to look at the things.

When the thing was dead Static gave the yellowblood who had cheered for him and thankful smile.

Finish Advance 1  
Doutei rolled 1 4-sided dice: 3 Total: 3 (1-4)
PostPosted: Fri Nov 17, 2017 3:27 pm
Quote:
HP: 19/20
Damage: N/A
Military grade weapon: +1
Adept Offensive Style B: 2/2fight
Tevini is using her telekinesis!
2d6 Deal double damage on this attack, 2x per battle. 1 ongoing damage for all turns after. The ongoing damage from these stack.

"Good job everyone." Tevini complimented her teammates. She hadn't even needed to join the fray! The redblood gave them all a nervous but determined smile and began to walk down the corridor now that they could pass. Engrav's prosthetic arm had been particularly impressive in that battle and she wondered how open he'd be to her looking at it later. He didn't seem the type to be offended so maybe she'd ask if he'd show it to her when they returned!  

Doutei

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

Buzzwulf

PostPosted: Fri Nov 17, 2017 3:28 pm
Engrav looks down the hallway!


It seemed there was barely a moment to breathe between fights before they were running down corridors again at breakneck speed. Engrav could hear the sounds of daywalker moans from what seemed like all sides. He ground his teeth and tried to figure out what passage could possibly be safe. This ship was a deathtrap, compared to the other ships he'd been on. The group rounded a corner and nearly ran straight into a massive horde of daywalkers. Engrav gulped.

Quote:

Engrav Setlar
HP: 19/20
Attack: 1D6; Damage: 1d6
Artifact: Novice support style A (1/1), Adept Defense style B (2/2)
In Training: Special Ops


Engrav finds a [Daywalker Horde]!
 
ImaginationsParadise rolled 1 4-sided dice: 4 Total: 4 (1-4)
PostPosted: Fri Nov 17, 2017 3:29 pm
Battle Stats
HP: 18/20
Superstar Authority Military Grade Long Staff (+1 DMG)
Novice Trinket Offensive style A 3/3
Novice Agility Artifact, style B!2 2d6. hits with +1 to accuracy to each on this attack. 1/1
*roll 4d6, first two numbers are the 'hit or miss' determiners, second two are the damage done.


How many zombies were there? Polair's bracelets chimed again as she hit and bashed any zombies near here. It felt... therapeutic. Lashing and bashing all of her pent up angers at them. It didn't mean she wouldn't blow up at someone anytime soon but probably meant that she wouldn't overreact as much.  

ImaginationsParadise

Alien Garbage

21,050 Points
  • Devoted Fortune Seeker 400
  • Magical Gems 500
  • Are You Jelly? 500
Doutei rolled 2 6-sided dice: 1, 1 Total: 2 (2-12)

Doutei

PostPosted: Fri Nov 17, 2017 3:31 pm
Quote:
HP: 18/20
Damage: N/A
Military grade weapon: +1
Adept Offensive Style B: 2/2
Tevini's Novice in Tactics kills 3 zombies!
9/12 zombies remaining
Tevini is using her telekinesis!
2d6 Deal double damage on this attack, 2x per battle. 1 ongoing damage for all turns after. The ongoing damage from these stack.

"I've got an idea!" Tevini raced along behind Engrav as more zombies approached. As they rounded a corner, she paused to grab one of the garbage cans in the hall. When the sound of the zombie footsteps got closer she knocked it down and rolled it back towards the corner, tripping a few in the process. She didn't down as many as she would have liked, but that was probably due to her back reaction time. Tevini still had to work on her muscle strength and coordination. One of the remaining zombies swiped at her and she shrieked as it scratched her while she turned to sprint back to the group!  
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