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Homestuck inspired troll related b/c 

Tags: homestuck, troll, breedables, mspa, alternia 

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quite uneventful

Kawaii Garbage

18,425 Points
  • Magical Girl 50
  • Elocutionist 200
  • Unfortunate Abductee 175
PostPosted: Sat Nov 18, 2017 4:14 pm


AUSTRI'S ANGELS

AUSTRI CORIOL
deimos somnus, zeylla crypsi, buffel obille


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.
quite uneventful rolled 1 4-sided dice: 1 Total: 1 (1-4)
PostPosted: Sat Nov 18, 2017 4:30 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!

      Of. ********. Course.

      It was just her luck to be put in charge of a team with these idiots. One, some weird hemoanon with an afro who looked sorta?? Familiar?? Two, Deimos, who never seemed to stop mocking her, and three, Buffel. ******** Buffel. Arms crossed behind her back, the teen was shorter in stature to almost all of the trolls, but that didn't mean she couldn't talk down to them. She stood ontop of a stair, thankful for the steps. "Hiya guys~ I'm Private Coriol, your commanding officer. And, haha~ I'm sure our teams gonna do just great~" Her voice was so obviously fake, almost annoying to listen to. She didn't care much for her team, except for maybe Deimos, and even he was a pretty huge a*****e.

      "Oookay, soo~ Since none of you guys seem even half as capable as I am~ I'm going to scout ahead~" Austri smiled brightly before speeding off and finding, well, nothing. She cursed under her breath. "Hmm, so~ I was only scouting, haha~ Onto the next route~"

quite uneventful

Kawaii Garbage

18,425 Points
  • Magical Girl 50
  • Elocutionist 200
  • Unfortunate Abductee 175
nepsah rolled 1 0-sided dice: Total: 0 (1-0)

nepsah

Malevolent Mage

PostPosted: Sat Nov 18, 2017 4:37 pm


thus begins the start of a beautiful journey through a ship in space


will they make it out alive or will tempers flare up we just don't know
nepsah rolled 1 4-sided dice: 4 Total: 4 (1-4)
PostPosted: Sat Nov 18, 2017 4:38 pm


Deimos advances the group!

HP: 20/20


Deimos could not believe his misfortune. Really. A ship with Austri as the leader? Okay- he didn't really hate her or anything she was just... annoying and easy to rile up. He didn't know the other two in the group, but it seemed that Austri knew them at the very least. "Okay fearless leader, if you're gonna take up the lead you should at least find somethin' useful." He rolled his eyes, moving down a different hall after Austri's lead turned out to not have anything worth looking into.

Not that his option seemed to fare any better.



Advancement: 1/11
Minibosses: 0/2



Quote:

Training Pins:
Novice Agility [Cooldown 0/6]
Tactics (training now)

Inventory:
Trinket: Novice Offensive Type B - 1/1 uses


nepsah

Malevolent Mage

artificial bones rolled 1 6-sided dice: 1 Total: 1 (1-6)

artificial bones

Sexy Goat

PostPosted: Sat Nov 18, 2017 4:47 pm


Alibii Vesmin
(ZEYLLA CRYPSI)


HP 20/20
Training in STRENGTH

Zeylla made sure to carefully not make eye contact with Austri. She had been one of those trolls from Bloodfest that Zeylla had definitely gotten vibes from. And not the good kind. The greyblood stayed behind as they began their trek, but as the tealblood picked a direction and started down a long dark corridor, she heard tell tale shuffling. Her skin prickled and her hands grew clammy, her bloodpump beating faster as she sensed a fight on the horizon.

How exciting.


Advancements 1/10
Minibosses defeated 0/2
tenaciousgadabout rolled 1 4-sided dice: 1 Total: 1 (1-4)
PostPosted: Sat Nov 18, 2017 4:50 pm


Quote:
HP: 20/20
Training in Discipline

Buffel counts for Zombies!!

3 Zombies

1/10 advances
0/2 minibosses defeated



Buffel knew he had brought this on himself. Last mission he spent the entire time counting his lucky stars that Austri wasn't there to ruin it and now here she was: his commanding officer. Buffel kept in line with the group as best he could, doing his best not to make eye contact with Austri. With any luck, they could manage civility just by not talking.
He appreciated the snark Deimos was throwing her way though, and he had a feeling Alibii had the same tactic as him. Hopefully, they wouldn't even need to talk unless-

and then he heard it. Zombies. Just what he needed. At the very least, it didn't sound like too many of them.

tenaciousgadabout

nepsah rolled 2 6-sided dice: 2, 2 Total: 4 (2-12)

nepsah

Malevolent Mage

PostPosted: Sat Nov 18, 2017 4:59 pm


Deimos fights some zombies!

HP: 19/20
Dmg dealt: 0 +2 (tactics + austri's leadership)
Zombies remaining: 1


Alright, three zombies wasn't bad. He brandished his mace, stepping quickly toward the shambling monsters as he raised it into the air. He managed to bean the first two right on the head, though the third ended up sneaking by. "C'mon Austri, you can get that one right?" He quirked a brow, noting that the zombie seemed to be heading right for her.



Advancement: 1/11
Minibosses: 0/2



Quote:

Training Pins:
Novice Agility [Cooldown 0/6]
Tactics (training now)

Inventory:
Trinket: Novice Offensive Type B - 1/1 uses

quite uneventful rolled 2 6-sided dice: 2, 1 Total: 3 (2-12)
PostPosted: Sat Nov 18, 2017 5:22 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
1/11 advances
0/2 minibosses defeated

Quote:
cmon austri
0dmg sad

      Oop, there it was, her ******** space sickness. The minute they started moving as a group and found the fairly large amount of zombies, Austri could feel the ship swaying. It as disorienting and Austri was not okay, especially after Deimos's sassing. Her hand balled into a fist. "Can it, Somnus." She hissed, struggling to move properly. As their commander, this was looking pretty weak.

quite uneventful

Kawaii Garbage

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

tenaciousgadabout

PostPosted: Sat Nov 18, 2017 5:23 pm


Quote:
HP: 19/20
Training in Discipline

Attacks for 6 DMG!!

Miscreants Wrangled: 1
Miscreants left: 0

1/10 advances
0/2 minibosses defeated



Buffel stood dumbfounded at Austri's inability to drop the corpse. She must've been feeling quite under the weather if she couldn't even take down one of 'em. Looking more confused than anyting else, he walked lamely over to the beast and stuck his finger to it's temple, firing point blank into its skull. The creatures head burst immediately, falling down with a stump at the base of its neck.

”I got ya Austri, no need to worry. You get the next one, how 'bout?”
nepsah rolled 1 4-sided dice: 1 Total: 1 (1-4)
PostPosted: Sat Nov 18, 2017 5:26 pm


Deimos scouts ahead!

HP: 19/20


Austri missed. He whistled, shaking his head a little. Buffel's over the top takedown of the last remaining zombie earned a bit of a clap from him. Maybe this team wouldn't be so bad after all. "Nice shot. I'm gonna check this hall." He motioned to one off to his left, then trotted down it a few yards...

Nothing interesting. He turned around and headed back to the group. Nothin' worthwhile. We should move on."


Advancement: 1/11
Minibosses: 0/2



Quote:

Training Pins:
Novice Agility [Cooldown 6/6]
Tactics (training now)

Inventory:
Trinket: Novice Offensive Type B - 1/1 uses


nepsah

Malevolent Mage

artificial bones rolled 1 4-sided dice: 1 Total: 1 (1-4)

artificial bones

Sexy Goat

PostPosted: Sat Nov 18, 2017 5:27 pm


Alibii Vesmin
(ZEYLLA CRYPSI)


HP 19/20
Training in STRENGTH


Zeylla decided to take a turn down a different hall, because so far nothing had come of their previous directional choices(besides some shambling, half rotted corpses that were dispatched before she even got a chance to throw a punch). Of course, it was another hall, but hopefully something useful would be found along the way.

Hopefully. She had a feeling this was not the...luckiest of squads.


Advancements 1/10
Minibosses defeated 0/2
quite uneventful rolled 1 6-sided dice: 6 Total: 6 (1-6)
PostPosted: Sat Nov 18, 2017 5:33 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
2/11 advances
0/2 minibosses defeated

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

      Holy ******** s**t. No he ******** did not. Austri watched Buffel demolish the daywalker easily, practically seething at his overkill. She wanted to retch, not just from her space sickness but from his stupid ******** mocking niceness. She inhaled, exhaled, and moved on, mentally debating how worth it it'd be if she punched Buffel or Deimos in the face and left them there for the daywalkers. Speaking of daywalkers...

quite uneventful

Kawaii Garbage

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

tenaciousgadabout

PostPosted: Sat Nov 18, 2017 5:37 pm


Quote:
HP: 19/20
Training in Discipline

Buffel counts the zebras.

3 zygotes!

2/10 advances
0/2 minibosses defeated



Austri didn't seem too happy about her space sickness. He was only trying to help, why'd she always have t' be so ornery? Buffel turn and gave Deimos a slight nod in appreciation for the compliment, ”Much obliged.”

The boots of his suit clacked against the hard metal of the floor. The light emanating from the top left side of his chest lit the flecks of dust floating through the old hallway. As they pressed forward, he began hearing the clacking of steps that weren't his own or his squad's.

”Sakes alive, more already? I think it's just 3 again, pretty sparse ship for once.”
nepsah rolled 2 6-sided dice: 1, 6 Total: 7 (2-12)
PostPosted: Sat Nov 18, 2017 5:39 pm


Deimos fites some zombies!

HP: 18/20
Damage Dealt: +2 (tactics + austri's leadership)
Zombies Remaining:

Uuuugh these things were like rats! Logically he knew that a ship had to have a lot of crew members, but did they all have to become daywalkers? Once more he took two of them down with little trouble, though the third slipped by him. Maybe he was getting tired or something... Oh, no. Not now. He couldn't afford to be tired now.


Advancement: 2/11
Minibosses: 0/2



Quote:

Training Pins:
Novice Agility [Cooldown 6/6]
Tactics (training now)

Inventory:
Trinket: Novice Offensive Type B - 1/1 uses


nepsah

Malevolent Mage

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

artificial bones

Sexy Goat

PostPosted: Sat Nov 18, 2017 5:46 pm


Alibii Vesmin
(ZEYLLA CRYPSI)


HP 19/20 - 1 = 18/20
Training in STRENGTH

Zeylla watched as the tealblood quickly dispatched two of the undead, before missing the third. She raised a brow, wondering how...functioning her squadmate was, before stepping in with the assist.

If by assist, one meant sending her fist straight into and through the last daywalkers brittle face. It was becoming almost natural to dispatch these creatures. Also a great way to relieve a bit of...tension.



Advancements 2/10
Minibosses defeated 0/2
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