Fallout: A post nuclear political role playing game
264 replies, posted
Don't worry, I've moved to start at a different location.
[QUOTE=iAmaNewb;48017486]Don't worry, I've moved to start at a different location.[/QUOTE]
Dammit. I was hoping to enjoy the shenanigans between you two
[QUOTE=iAmaNewb;48017486]Don't worry, I've moved to start at a different location.[/QUOTE]
Cheers, bud :v:
[img_thumb]http://i.imgur.com/cRVXl5f.png[/img_thumb]
[media]http://www.youtube.com/watch?v=zYMdjMdpp8Y[/media]
[quote]Success depends on forethought, dispassionate calculation of probabilities, accounting for every stray variable. – Robert House[/quote]
North American Population: 9,227,000
Events of the years 2250 – 2255:
-As North America enters the second half of the 23rd century, it has seen much come and goes in its time. But now the chaos of the post-apocalyptic era is giving way to order. For some, questions about this being a new period in history have already been raised.
-Caesar declares himself the son of Mars, the Roman god of war. During this time he later establishes his capital city in the ruins of Flagstaff, Arizona.
-The Brotherhood of Steel sends an expedition to the capital wasteland, in the process they manage to wipe out a number of people in “The Pitt”, raze the town, and then move to the ruins of Washington where they establish a base in the former Pentagon. By this point, the Brotherhood has given up on trying to hold the west against the NCR.
[img]http://i.imgur.com/dEBYebO.png[/img][img]http://facepunch.com/image.php?u=270470&dateline=1428951727[/img]
[b]The Red State – Deathgrunt
Capital: Clear Waters
Economy: Least developed Agrarian
Population: 120,000[/b]
-Even before the Great War, Florida was a place difficult to live in. With the destruction of most functioning water systems and electricity, most of the population perished from the lack of clean water or malaria. Florida was also dependent on imported energy in the past, meaning even energy weaponry is rare. The survivors built a number of towns after the war, most possessing a council that generally maintained order. In 2233, many bands of super mutants left over from the Masters destruction made their way to Florida but were heroically repelled with the aid of the “Caravaneer”.
-To protect against future threats, the councils all later met in 2234 to establish “The Red State”, administered by a prime council elected by the towns. One of its first acts was to establish regular conscription, in which men aged 17 were given five weeks of training before a rifle is thrust into their hands and they are told to guard Brahmin caravans. Families are usually given a free rifle if they serve in the militias, but finding ammunition is difficult. With gun mills being crucial, some towns manage to successfully gather enough scrap and materials that they can set up basic gun mills, which can repair and produce a limited number of rifles.
-The prime council also tried to introduce scrip in 2252, without much success. Without much backing or people using it, only soldiers tend to use it amongst themselves to trade small items. Caps remain the predominating currency, especially since caravans rely on it and do not trust scrip. Most of them do pay some of their profits over to the soldiers guarding them though, making mercenary duty worthwhile. Expedition teams travel out at the same time to help expand The Red States influence and to convince other settlements to join in return for protection. Several agree to do so after construction of the wall in the north.
-This wall was built along the northern end of the peninsula. Consisting mostly of ditches and piled up junk, the other main effort of the militias is to prevent hostiles from passing this wall. While mutants are shot on sight, armed humans are yelled at to put down their arms, while unarmed humans are taken in for processing before being allowed to enter (something that annoys merchants).
[img]http://i.imgur.com/WhZXybJ.png[/img][img]http://facepunch.com/image.php?u=306346&dateline=1434330582[/img]
[b]Alasijia Banglian – Zillamaster55
Capital: New Shanghai
Economy: Least developed Agrarian
Population: 3,000[/b]
-In the aftermath of the Great War, a number of Chinese had managed to survive the bombings, most notably a few lost soldiers and sailors who found themselves without a home to return to. With little else they could do these survivors travelled in Southern Alaska to settle. With their expertise, they cleared out the local area from the native inhabitants and established a military base on the ruins of Port Alexander. A mere few hundred strong, they struggled over the next 170 years to eke out a new existence. Although Chinese, the people living here have become ignorant of what the old China was like. Indeed, many of them have only a vague idea of what Socialism is, and Mao is frequently mixed up with the Yellow Emperor.
-Most people here are drafted into a militia at the age of 16, with men aged 18 and over serving in patrol units and helping to defend their people. In outposts at the borders of their lands, they usually help to prevent the entry of hostiles (mostly mutant animals and some very confused super mutants). By the 23rd century however, trade has started up again with some peoples throughout the mainland who against all the odds, managed to survive the war. They trade for salvaged junk with fish they have gotten from the ocean. For the most part, fish populations boomed a century after the war, and few mutant varieties lived for long.
-Most of the Chinese here fish for a living, and shoot the odd giant rat or grow potatoes in the cold and stony soil of Alaska. As they own a few (very aged) boats, they can travel and fish much more easily than most people around here. These boats are usually rented out to move goods around or to fish from, in return for valuable salvaged materials. By 2255, the people here have collected enough spare parts that they can repair and maintain a number of radios along with a radio station. Unfortunately, the only piece of music they have to play is “I love Beijing Tiananmen”.
[img]http://i.imgur.com/Roi5XOf.png[/img][img]http://facepunch.com/image.php?u=440820&dateline=1434667789[/img]
[b]The Deepwood Confederacy – Native Hunter
Capital: Preacher’s Promise
Economy: Least developed agrarian
Population: 20,000[/b]
-Created from the inhabitants of a vault 97, somehow a society composed entirely of rednecks survived almost intact long after many other vaults had succumbed. But by the turn of the 22nd century, they eventually had to leave the safety of the vault as their numbers grew. Thus is the origin of the Deepwood confederacy, a society of around 20,000 living in a few scattered towns in what was once Maine. They live by fishing, hunting, gathering, and farming whatever plants survive in the dead soil. While bottlecaps are used as currency like out west, the caps are from beer bottles, and are backed with moonshine or cigarettes. Occasionally, flasks of moonshine or cigarettes are used as small change. NASCAR flags feature prominently in most homes, while holodisks containing reruns of “The Dukes of Hazard” and “Moonrunners” are popular.
-Each village in the confederacy usually elects an elder to sit on the council ruling Preacher’s Promise, which in turn is headed by the Mayor of Deepwood (he is elected from the council to serve for a decade). Security is usually managed by the Mayor of Deepwood, who is responsible for keeping the militias well-armed and sending them to where they are needed. A vague and dim memory of the first few amendments of the US constitution are used as the basis to create these heavily armed patrols, which both protect villages and the caravans that snake their way up here. Yao Guai (mutant bears) are one of the biggest threats, although in recent years the Yao Guai have learned to stay clear of patrols as it becomes clear that some rednecks are attempting to capture them live for some unknown purpose.
-As the rednecks here build and develop their society, they become aware that they are not the only survivors, as people from the south bring horribly disfigured cows carrying all sorts of things for sale. The moonshine trade quickly takes off as drinking is one of the few things to take one’s mind off these dark times. As the forests recover, timber begins to be used to build with. Streams are often diverted and used to irrigate crops, with the aid of the vault GECK to purify the water. Some fruit trees and vegetable plots appear here and there, but are still rare. Hunting is the main source of food and furs to wear, and the Mayor Zacharias Flabbernatch often builds up a reserve of moonshine that he can sell to traders in return for Brahmin and any other surviving domestic animals (the only others appear to be pigs and dogs). He also uses moonshine and militias to help convince several villages which had nothing to do with the vault to join the confederacy in return for booze and protection.
[img]http://i.imgur.com/5NsYyE3.png[/img][img]http://facepunch.com/image.php?u=292290&dateline=1391289736[/img]
[b]New California Republic – Malos
Capital: Shady Sands
Economy: Developing agrarian
Population: 850,000[/b]
-The New California Republic is perhaps one of the few post-apocalyptic entities that most resembles a functioning society. With taxes, police, a railway, a standing army, a legal system, and an economy that is actually growing, the NCR holds much promise. With the recent death of Tandi and a long running series of conflicts with tribal gangs and the brotherhood however, the new nation struggles to maintain stability. Some efforts to tackle corruption are made in this time, as investigations were carried out. Unfortunately besides a few arrests little was done, as the president did not commit to any specific policies targeting corruption.
-The NCR is starting to undergo a steady transition into a new kind of society. A market economy is growing here, aided by the development of currencies ranging from official NCR dollars to bottle caps (although NCR dollars are weak due to the lack of gold to back them). Agriculture makes up the biggest part of the economy, followed by the cottage industries that dominate industry and services. With most scrap and rubble either cleared away or scavenged, most scavengers have to travel east to make a living. In the west, a small number people now work for regular wages in factories or farms, a very strange way of life that surely can’t spread in a world such as this.
-In 2253, one such group of scavengers is massacred by the Great Khans, prompting an outcry in the republic as people demand a strong response to this travesty. The new president Wendell Peterson promises to avenge them, and sends three battalions into the Mojave wasteland. They fight with many of the tribal groups, but are unable to find the original perpetrators, instead setting up outposts. Caravans into the Mojave consequently begin to enjoy their protection, but demands from trading companies and Brahmin barons force them to bring more soldiers to protect caravans into the land. Few horrors from out west can get into the NCR now.
-With most of the post-nuclear horrors gone, agriculture can really start to expand. Some factories have begun to manufacture equipment such as ploughs, while key land reforms passed in this time opened up vast new tracts of land to private ownership and created a property market, paving the way for the great barons to farm on a truly massive scale. The result is that a large deflationary effect begins in the NCR as food prices tumble, forcing many smaller farmers to the wall. Increasingly, they begin to take up side-jobs to sustain themselves wherever they can. As a result cottage industries explode in number, looking to manufacture everything from cookware to guns, clothing, clocks, and furniture. Others stay in the towns and look for jobs there during the quiet months when there isn’t much work on the farms to do.
[img]http://i.imgur.com/9yqcgR4.png[/img][img]http://facepunch.com/image.php?u=246712&dateline=1282690331[/img]
[b]Transatlantic Alliance – Jcorp
Capital: Raleigh
Economy: Least developed agrarian
Population: 157,500[/b]
-In the 22nd century, people in the East Coast realised that there were still humans living in what was once Europe, evidenced at first by the arrival of Tenpenny. Later, several boats of people followed him and left the the old world to seek a better life in the new world. These survivors ironically settled in the very same place that their ancestors did many centuries ago, in the ruins of post-war Raleigh in Virginia. They joined with some vault dwellers and tribes to build a number of towns in the wasteland of Virginia, later forming the “Transatlantic Alliance”.
-Although there were a lot of things that could be salvaged, one problem is a lack of medical supplies, a big problem in a place where diseases such as malaria had returned with a vengeance. With radiation levels reduced and plant life recovering, the people here have started to grow various medicinal herbs and begin to prepare concoctions that have effectively the same effects as pre-war stimpaks. Without many syringes to go around however, the use of old ones tends to help spread diseases.
-Most people here tend to live in heavily fortified towns, only emerging during the day to tend to their farms. One of the big problems is that a lot of stagnant pools of water (many radioactive) dot the land and provides good places for mosquitoes to breed, all of which contributes to this being seen as a disease ridden land by many traders. Those few, who are brave enough to travel here, only do so for a lot of caps or to get access to the stimpaks manufactured here. Agriculture is also very slowly beginning to take off, with some farmers growing tobacco (an extreme rarity) in their plots.
-Otherwise, this is a place that is not seemingly ruled or even run by any kind of authority. Most towns and villages run themselves and do not contribute to any kind of larger government (hence it remains mostly an alliance). There are often almost no forms of taxation or regular patrols. Any that exist are often the initiative of individual towns. But they usually band together to fight larger threats, which in combination with the fact that there are no taxes or laws to follow, means many other settlements (often set up by vaults or tribes) are happy enough to join them.
[img]http://s12.postimg.org/hqqa7vfzt/Great_Khans.png[/img][img]http://facepunch.com/image.php?u=599411&dateline=1434105786[/img]
[b]Great Khans – EuSKalduna
Capital: Bitter Springs
Economy: Least developed agrarian
Population: 8,000[/b]
-The Great Khans have been broken and reborn many times in the past century ever since they left vault 15. By 2250, many of them had fled to the Mojave wasteland as the NCR began to consolidate itself and grow into a true civilization. Without the ability to roam freely as they once had before, the Khans have been forced to move east to find a new land where they could continue. With the new world that is coming into being, the Khans have been forced to adapt their ways, in the hopes of continued future survival. They manage to convince several other tribes and gangs to follow them on the way out of the NCR, as the law begins to follow them.
-Setting themselves up in what was once southern Nevada, the Khans form organised squads of around 4-8 in number, which prowl the I15 looking for caravans to “tax”. Which merchants are irritated, they at least keep away some of the more dangerous raiding groups. Indeed, the Khans have made it a policy to subdue smaller tribes and isolated bands of prospectors to give out a strong message that they control the I15 highway. This turned ugly in 2253 when some Great Khans massacred 38 NCR citizens, prompting the NCR to start a campaign into the Mojave wasteland. By 2255, they have established several outposts close to the Khans.
-The Khans have also introduced the rather novel courier service. Based off the old world postal systems, they have managed to get runners who carry packages for people over the wastes. Given that they have the protection of the Khans, many merchants make use of their services. As the Khans also sell chems, it’s a great way to smuggle them into the NCR too. Later the Khans also invite the Followers of the Apocalypse to set up in Bitter Springs, offering protection from wasteland evils in return for medical and scientific assistance. A few hardier ones accept and set up a small camp in the town, but the organisation as a whole distrusts the Khans motives. Some of them fix up old motorcycles and even use some fission batteries for them, although the poor state of the roads and omnipresent rubble makes them nearly useless anyways. Others are content to provide medical assistance (but are reluctant to give out supplies that could be used to make chems).
[img]http://i.imgur.com/Ve48h5v.png[/img][img]http://facepunch.com/image.php?u=204760&dateline=1236913184[/img]
[b]United States of America (Enclave) – testmen
Capital: Raven Rock
Economy: Developed industrial
Population: 3,000[/b]
-The Enclave was utterly devastated by the destruction of their oil rig by the Chosen One years ago. With their leadership and bases ruined by NCR, the survivors (much like the Brotherhood of Steel) trekked east in search of a new place to re-establish themselves. On the long march, they lost most of their equipment, haemorrhaged even more people through attrition or desertion, and destroyed anybody in their way. After reaching the east coast, they settled in the old bunker of Raven Rock to establish a new base of operations. After reconfiguring a supercomputer, and with a new beloved president, and with some old supplies, they have hopes that one day they may be able to rebuild the USA.
-The Enclave is initially quite secretive during this time, focusing largely on making the network of bunkers and abandoned vaults scattered throughout the wasteland habitable once more. This usually involves shifting a lot of skeletons or shooting mutants and deathclaws. With their technical acumen, the enclave is successful at repairing the old facilities and in some cases even managing to set up some manufacturing as well (usually to make ammo). But it is nearly impossible to survive without outside resources, so the enclave has to resort to rapid attacks on smaller tribes squatting in former bases or warehouses before looting the materials inside. They also manage to collect enough materials that they can repair or maintain a lot of old equipment, such as a small radio network they use to blast out patriotic music.
-Being hidden and secretive, and with such low numbers, many in the Enclave are starting to consider the possibility that the old plan (formulated many centuries ago) is no longer feasible or even desirable. What remains of congress debates permitting citizenship for non-enclave persons, a concept horrifying to some within the Enclave. But with their numbers so low, none of them deny the need to make use of the “mutants” outside of Raven Rock. Explorers are sent out to map out the eastern seaboard and to work out the general conditions. Contrary to their expectations, some form of society is slowly at work rebuilding itself, and some people in the Enclave have argued that trade with the savages and scum out there is a good idea, and that some could stay in a slum outside Raven Rock to act as intermediaries.
[img]http://i.imgur.com/i2o0wBR.png[/img][img]http://facepunch.com/image.php?u=578995&dateline=1434630455[/img]
[b]Fourth Reich – iAmaNewb
Capital: Charlotte
Economy: Least developed agrarian
Population: 140,000[/b]
-As part of the Vault experiments, Vault 88 was filled with heavily altered history textbooks, holodisks, and other media that showed Adolf Hitler as a hero (albeit omitting the holocaust). When the Vault door opened centuries later, the entire vault was filled with Neo-nazis believing that National Socialism is the hope for humanity. While based on the Third Reich, it is not for racial purity, but rather for a homeland free of deformities. Ghouls and mutants are barely tolerated, and are considered second class citizens at best. The Overseer of Vault 88, now the leader of the Fourth Reich, is the Fuhrer.
-Much like the original Reich, the inhabitants of vault 88 are militaristic, with a strong focus on a standing military force made up of men who are conscripted at the age of 17 to serve the Fuhrer. Armed with rifles and scraps of scavenged armour, this army is used to brutally crack down on raiders and various other tribes, using harsh methods to ensure peace. As military duty and service to the state is expected from all, women typically maintain the homes and raise children while men are out on near constant military campaigns. These usually end up attacking the weakest ones first, where they aim to annex them into the Reich and indoctrinate them with the tenets of National Socialism.
-Over the first five years, the Reich begins to eerily resemble Caesars Legion (or perhaps the other way around), as it constantly expands to obtain new territories and to subjugate the tribes. Of course, integration is much harder, and many newly annexed peoples are reluctant to give up their old customs. Frequent crackdowns are made to ensure rebellion does not take place, while holodisks are played to public audiences to convince them of the need for Nationalism Socialism. Posters are commonplace too, calling on people to do their duty, and to build up the productive forces of society. With the aid of a GECK, the Reich manages to build irrigation channels, grow vegetables, start up a number of farms, and to purify some water. But to most people outside of Charlotte, the GECK has made little difference to their lives.
-During this time, the Reich also successfully managed to use their store of weaponry to hunt various animals roaming the post-nuclear landscape for their hides and meats. As they managed to find a way to recreate ammunition (usually out of spent shell casings and other bits of scrap in addition to using explosive powders) too, the Reich was able to also continue their war of conquest, albeit with difficulty as supplies frequently ran out. Some traders to the nation were able to provide some additional supplies, but shortages continue to plague them constantly. Some people work in ad-hoc factories and workshops that act as stopgap measures, but without the energy to run many pieces of machinery, manufacturing is heavily constrained.
[img]http://i.gyazo.com/edabc6ab2be9c8c71a531c7790a34fe0.png[/img]
Please label turns “countryname”: Turn 2.
[B]Current player List:[/B]
[b]If you haven’t already done so, please join our group. There will usually be people chatting in the chat room after each turn is posted, so please pop in for a visit.[/b]
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[QUOTE=EuSKalduna;48017490][QUOTE=iAmaNewb;48017486]Don't worry, I've moved to start at a different location.[/QUOTE]
Dammit. I was hoping to enjoy the shenanigans between you two[/QUOTE]
That's 167 miles away.
Man I am not used to turns being churned out this quickly but I am by no means complaining
Ah fuck I was gone for a few hours to see a late night drive-in movie and then the turn comes out :suicide:
Decide to write out the Red State, explaining why they have an soviet-like flag and name.
[QUOTE]The flag of the Red State bears resemblance to the Soviet union's brander of the old world, this is not an coincidence. During the last days before the great war, an large schism broke out within the crumbling Motherland. Vice Admiral Aleksandr Berens defected from the Red Navy after learning of over half of the Soviet fleet were to be sold to China in exchange of fuel and political favor. Outraged by this revelation, instead of surrendering his fleet, he attempted usurp the soviet government with his loyal forces and engaged in open war with the corrupt government.
Berens was met with success at first during the initial conflicts but his forces were quickly decimated when Chinese begin their attacks, routing much of Berens's fleet and sinking the ones that didn't or couldn't retreat. Berens's fleet managed to last with an handful of ships around Europe's coasts when the great war was unleashed. Their the fleet did the best they cold as atomic weapons rained from sky, much of the already devastated fleet was turned to ash within seconds. Now deep in the middle of the sea after most of them were either at the bottom of the sea or struggling to stay alive on their battered warships with no radio contact with anyone.
Completely isolated in the middle of the sea with all navigation systems busted, Berens order his fleet to continue their trek forwards, intentionally leaving Europe in hopes of finding refuge in south america. The journey goes on for years, many of the crew do not survive or are forced to be thrown off ship in order in conserve resources such clean water or due to their talks of mutiny.
In 2109 the last ship of the once prized fleet of the now nearly century year old Berens begins to sink, Berens orders the most brightest of command crew along with the youngest, most healthy sailors to take the life boats to the nearest land in hopes of the glorious Soviet Motherland to live on in their hearts. Including his daughter, Nadiya to leave them behind. The last crew of the original crew prepares to go down with the ship as they watch their sons and daughters to stall onward into the murky fog beyond.
Nearly half of them are able make to the swamps of Florida, fighting tooth and nail between the hordes of flesh eating gatormen and other monstrous mutants as they rush to find shelter from this new hell. The survivors manged to find an abandoned town that names has disappeared into history as the other settlements denied them access or are even outright hostile, the soviets begin to make the lost town their home. As years pass by, the Soviets isolate themselves to the outside, making sure to keep the spirit of the Motherland alive though the many journals and holo-tapes that were given by the fleet when they first begin their voyage.
In 2186, the town is now renamed to the Berens's Star and is one of the two thriving settlement within what is known as "The Dark Marshes" next to Clear Water. The Tension sky rockets in the wake of Prime Minister Nadiya's death, the blame is place on Clear Water witch dives the already hostile community in open war between one other. The war also sparks the interest of several nearby bands of mercenaries and weapon dealers, bringing in trade to the once deserted area. The War last nearly 10 years, before Clear Water and with the help other settlements to push the Soviets back to the inter walls of Berens's Star.
The peace last for many years as the other settlements begin to rise with the marshes, many with indirect or direct help from Berens's Star as Clear Water becomes a large trading hub within the region. The peace is ended on 2233 after an mass army of super mutants invade the The Dark Marshes, much of the frontier towns are destroyed and Clear Water was edge of fall as the mutants laid siege to town before an unknown "Caravaneer" manages to bring together the shattered region to fight off the invasion.
The "Caravaneer" left as soon as he came but his image inspired people of Berens's Star to rise again. Setting aside their differences, The devastated Clear Water and now rebuilt Berens's Star along with an hand full of other settlements banded to together in the creation of The Red State.[/QUOTE]
So who wants moonshine?
Who wants democracy? I've got democracy. A [i]lot[/i] of democracy.
Let all of the oppressed workers of the wastes find their way to true safety under the glorious hands of communism, also free vodka on Thursdays.
[QUOTE=Deathgrunt;48021144]Let all of the oppressed workers of the wastes find their way to true safety under the glorious hands of communism, also free vodka on Thursdays.[/QUOTE]
vodka is for pussies, real men drink moonshine
Snip
Guess I'm not in the game.
[QUOTE=TheNerdPest14;48021709]Guess I'm not in the game.[/QUOTE]
shit
jk nevermind i don't have free time at all
Your all just a bunch of neo nazis, neo commies, and muties. I wish I could say I was joking.
[QUOTE=testmen;48022051]Your all just a bunch of neo nazis, neo commies, and muties. I wish I could say I was joking.[/QUOTE]
B-but... democracy.
[QUOTE=testmen;48022051]Your all just a bunch of neo nazis, neo commies, and muties. I wish I could say I was joking.[/QUOTE]
We're as much Murrican as you, best be movin long now son
There's still lots of people wanting to join and I'm not sure what do about that
[QUOTE=Sobotnik;48023621]There's still lots of people wanting to join and I'm not sure what do about that[/QUOTE]
It's up to you if you think you can handle the load. I, for one, wouldn't mind more people to interact and compete with, but I wouldn't think less of you if you don't think you can take it on.
Though I wouldn't mind a human Caesars Legion
[QUOTE=EuSKalduna;48023705]It's up to you if you think you can handle the load. I, for one, wouldn't mind more people to interact and compete with, but I wouldn't think less of you if you don't think you can take it on.
Though I wouldn't mind a human Caesars Legion[/QUOTE]
I can let one more person join this turn I suppose, unfortunately there's like 5 people wanting to join up.
So who want's to join the Great Khans and get warbikes
Join the Alliance, we'll dig you a ten-foot-wide moat filled with acid. Or something similar to acid. Maybe just water. Okay, yeah, water, but [I]dirty[/I] water. And twenty foot high barricades, because fuck the world in general.
nah, yall should join the Confederacy. We got guns, bitches, and moonshine
People who want to join post here with your ideas I suppose. I'll try working in another player this turn.
Also get in your turns soon m80s, i have 4/9 done already.
[QUOTE=Sobotnik;48024649]People who want to join post here with your ideas I suppose. I'll try working in another player this turn.
Also get in your turns soon m80s, i have 4/9 done already.[/QUOTE]
Since Native stole my flag and my land I'll be Cascadia
[QUOTE=Native Hunter;48024522]nah, yall should join the Confederacy. We got guns, bitches, and moonshine[/QUOTE]
Nah, join the Reich. We got great ovens and holiday camps!
come on Zilla you're the only one who needs to get their turn in
I will use a threat I used in MW
Get your turn in or I'll disembowel you with a wooden cooking spoon
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