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Down the River: A Fallout RP

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The Manticoran Empire
Powerbroker
 
Posts: 9861
Founded: Aug 21, 2015
Anarchy

Down the River: A Fallout RP

Postby The Manticoran Empire » Sun Feb 28, 2021 1:11 pm

War. War never changes.

When atomic fire consumed the Earth, those that survived did so in great, underground Vaults. When they opened, their inhabitants set out across the ruins of the Old World to build new societies, establish new villages, forming tribes.

In the decades that followed, these societies faced trials and hardships. Starvation, radiation, mutated monsters, and other societies. Most died out, succumbing to the unforgiving Wasteland. Some conquered their neighbors, seeking to dominate and control through strength. Some stumbled across caches of pre-war technology, becoming safe and stable. Others became bastions of democracy and law.

It is within this world that you are cast, victor or villain, to perform your role. Be you a small tribe, great nation, powerful pre-war enclave, or a simple wanderer, your saga is now to be written.

Will you seek peace, stability, and rebuilding?

Or will you destroy that which you cannot take?

The decision is yours.

The odds, however, belong to the Wasteland.


Rules, Regulations, Requirements, and Restrictions


Nation Structure
In the interest of maintaining a balanced and interesting standard of play, there is a structured nation system in play. Much like roles in a play, each nation will have an expected part to play. More powerful roles will be limited, to ensure the world isn’t populated by Enclave and BoS clones that pulverize the Wastes with laser guns.
So, we have the following nation types: Old World Blue, Regional Power, Minor Power, and Tribes. Each type has rules regarding territory, population, resources, technology, infrastructure, military, and the number of nations of that type permitted. An Old World Blue, like an Enclave-type group, would have limited territory and population but would have the most advanced technology available. Meanwhile, a Tribe would have a very large territory but a very low standard of technology. Furthermore, if your nation specializes in something, such as having an elite Army or a large core of merchants and caravaners, then it will be lacking in other areas. This simulates resource scarcity.

Roles

Old World Blue: Old World Blues are the last remnants of the pre-war world. Generally formed in the immediate aftermath of the Great War, they view themselves as the true successors of the pre-war world and are distrustful of the new world. The most prominent examples are the Enclave and the Brotherhood of Steel, with the Brotherhood by far the most successful Old World Blue.
Territory: OWBs have limited territories, often only a single building or small facility. They are also generally located around pre-war military or government facilities. Bunkers are common homes for Old World Blues.
Population: The isolated nature of OWBs serves to limit their population. An OWB will rarely have more than a few thousand members.
Resources: Being mostly underground in bunkers or in pre-war military or government facilities, natural resources are scarce for OWBs. To compensate, they are often required to raid or trade with the outside world for resources. This can be done either directly or through proxies.
Infrastructure: OWBs have the most advanced infrastructure in the wasteland, rivaling the pre-war standard. Electricity, clean water, non-irradiated food, all of these are the norm for OWBs. They make tempting targets for raiders.
Technology: OWBs also have the most advanced technology in the wasteland, with the ability to manufacture power armor, vertibirds, and energy weapons on a relatively large scale. This technology makes them tempting targets for raiders and prospectors.
Military: With a limited population, OWBs have small but well equipped militaries. They generally rely upon robots for securing their facilities and any new territorial acquisitions while human soldiers are used primarily for strike missions.
Nation Limit: 4

Regional Power: Regional Powers are the largest and most powerful states in the modern wasteland. Universally, these are states formed after the war, often through military or political domination. Regional powers are the undisputed military, political, and economic masters of their area.
Territory: Regional Powers control vast swathes of territory, with even the smallest generally claiming ownership of a pre-war state. However, their size is also their greatest weakness. So much territory is difficult to defend and vulnerable to small, fast moving bands of raiders.
Population: The vast territory of regional powers provide ample room for an equally vast population, at least in terms of the Wasteland.
Resources: The vast territory that houses their population is also home to extensive resources. From salvage to farmland to timber reserves and even the remnants of mines, regional powers have the resources needed to secure their dominance.
Infrastructure: Their size isn't universally advantageous. The same size that houses and feeds their population also isolates them. With resources often locked behind barriers of radiation or mutated beasts, infrastructure is often neglected in favor of defensive structures and weapons of war.
Technology: Regional Powers can vary in their technological capabilities but often have the technical base to outfit their troops with a powerful arsenal of advanced weapons, if they could maintain the supply lines. For many, the only protection against the technology of a regional power is the same size that gifted that power.
Military: The military of a regional power is vast and powerful, at least in theory. In practice, its strength is diffuse, diluted across garrisons and outposts too numerous to count, always with the goal of securing the region but forever lacking the resources to do so.
Nation Limit: 2

Minor Power: Minor Powers are the most prevalent. They occupy every book and cranny that isn't controlled by a larger power. From city blocks to pre-war counties, these nations are where most of the post war population lives.
Territory: A minor power is small, ranging from a few city blocks to a few prewar counties in size. While this size would limit their options, it also guarantees their survival. Travel times are low, meaning attacks can be dealt with quickly and decisively.
Population: A minor power has a relatively low but concentrated population, making defense and trade much easier. However, it also means that raiders can more easily pose an existential threat.
Resources: Resources are limited but also much closer to population centers and more easily defended.
Infrastructure: Like regional powers, the finite nature of resources means that even the smallest minor powers often neglect infrastructure in favor of more immediate concerns. However, minor powers tend to have better infrastructure than regional powers, since their smaller size demands less investment.
Technology: Where minor powers truly struggle is their access to technology. Their small size limits potential sources of advanced tech and their limited population reduces their ability to send out parties of scavengers to scour the wastes. As such, most of their technology is basic and rudimentary.
Military: Minor powers can have military forces that are relatively large and powerful, at least when one accounts for their smaller size. But, unlike regional powers, minor powers can afford to concentrate their forces and can meet threats with larger forces.
Nation Limit: None

Tribe: Tribes are loose collections of mostly nomadic people. They do not build cities nor do they build infrastructure or hold territory. They travel from place to place, hunting, gathering, and scavenging to survive.
Territory: The territorial extent of a tribe is nebulous and difficult to determine. Tribes generally remain in roughly one geographical area, travelling between familiar points in search of supplies. As such, a tribe will often consider an area many times larger than a regional power as its Homeland but will scarcely inhabit more than a handful of locations at any one time.
Population: Tribal populations are small, numbering a few thousand to a bit over ten thousand members in most cases. However, they will most commonly travel in groups not larger than about 200 individuals and often much smaller. Family and clan ties are central to tribal life.
Resources: Tribal societies have minimal access to resources. Their resources are limited to what can be stolen, bought, or quickly gathered. Because of this, they are constantly moving and must take care in their actions, lest they expend more resources than they can hope to collect.
Infrastructure: Tribal populations have no infrastructure to speak of. Their homes are tents, easily stowed onto a pack animal. They require no roads, no electricity, nothing of that nature.
Technology: The technology of a tribal society can vary wildly between groups. Some may be incredibly fortunate, with an array of energy weapons, robots, and other gadgets. Others, cursed with poor findings, may only have a handful of rusty pipe weapons and an assortment of melee weapons as well as hand tools.
Military: Tribes do not have standing armies. Rather, all who are fit to fight are armed and will take to the field if battle is joined. But the limited population and resources mean that tribes will avoid battle if at all possible.
Nation Limit: 5


Workshops

Armies require supplies. Infrastructure projects require materials. And all of these must be crafted from raw resources. To represent this manufacturing requirement, we have the workshops. There are two classes of workshops: Civilian and Military. A civilian workshop manufactures bricks, roof tiles, rebar, beams, and other materials needed to build, repair, and maintain infrastructure. Military workshops manufacture uniforms, weapons, armor, ammunition, and other equipment needed to ensure the military can fulfill its goal of protecting the society.
Major locations, as described in the application, can be home to up to five workshops total but will start with no more than three. Additional workshops can be built, though doing so will take resources away from other projects.
Finally, a workshop can produce multiple different items, though this severely curtails their production by 20% per additional category in production.

Civilian Workshops

Scavenging Station: This workshop collects scrap and dismantles it into base components. This serves as the primary source of resources for other workshops to manufacture their materials.

Manufactory: This workshop takes the base components collected by the Scavengers and turns it into usable materials.
For a manufactory to maintain output without a resource shortage, one scavenging station for every two manufactories is recommended.

Military Workshops

Basic Arms: Simplistic weapons, stuff you could make in a garage. Some examples include Pipe Firearms and Melee Weapons.
Rate: 2,000 units per month per Workshop

Single Action Small Arms: These are weapons that are slightly more complicated than pipe guns and melee weapons. Everything from black powder muzzleloaders to bolt and lever guns. If it requires the manual reset of the hammer and firing pin, this is where it goes.
Rate: 1,000 units per month per Workshop

Semi-Automatic Small Arms: These weapons recock themselves but only once per trigger pull. Rifles, pistols, shotguns, anything that qualifies as semi-automatic is included in this section.
Rate: 500 units per month per Workshop

Automatic Small Arms: These are weapons that will keep firing until either you let go of the trigger or your magazine is empty. Assault rifles, submachine guns, and machine pistols all fall under this category.
Rate: 250 units per month per Workshop

Heavy Weapons: These are heavy, crew served weapons. Examples include Medium and Heavy Machine Guns, grenade launchers, rocket launchers, and weaponry using heavy ammunition such as .50 caliber rifles or 12.7mm submachine guns.
Rate: 125 units per month per Workshop

Advanced Weaponry: Advanced weaponry, the really fucking big guns, or at least the ones that pack a punch. Examples include plasma grenades and Mortars.
Rate: 60 units per month per Workshop.

Energy Based Small Arms: Laser Guns, Plasma Guns, Gamma Guns, basically any and all energy weapons.
Rate: 30 per month per workshop.

Power Armor: T-45, T-51, T-60, and X-01 power armor is manufactured here.
Rate: 15 per month per workshop, reduced to 7 per month for X-01.

Field Guns and Howitzers: These are heavier field weapons used to make problems go away.
Rate: 5 units per month per workshop.

Munitions: Ammunition, Uniforms, Flags, Radios you name it. This is a catch all category for basic supply equipment
Rate: No Standard Rate, instead you must have a minimum of 20% of your Military Workshops dedicated to this Category, otherwise you will begin to lack this equipment.

It should be noted that these figures refer to basic types with iron sights and no modifications. Adding things like scopes, silencers, different barrel lengths for different models of the same weapon, and other such modifications will reduce the productivity of the workshop by 5% for each modification, rounding down. So, for example, a Basic Arms factory manufacturing pipe weapons with both a rifle and carbine version would be considered to have one modification, therefore being reduced from 2,000 units per month to 1,900 units per month. Similarly, an Automatic Small Arms factory manufacturing assault rifles with a silencer, scope, and two different barrel lengths would count as having 3 modifications, reducing the production from 250 units per month reduced to 212.5 units per month, rounding down to 212.

Finally, you don’t need to include production numbers in every post. This isn’t me attempting to turn this into a numbers game. Rather, this an attempt to balance the game and maintain a semi-level playing field.


With the question of nations and logistics out of the way, we turn our attention to conduct. Players are expected to adhere to the typical standards of roleplay: no godmodding, metagaming, or otherwise unsavory behavior. Such activities are detrimental and kill RPs.
Next on the list, players are also expected to avoid NSFW content. We understand that the birds and the bees are a thing and that Fallout does include romance options in some games. However, any such content must be maintained at a PG-13 level.
Next, out of character conduct. Players are expected to remain courteous to other players. Flaming, flame baiting, racism, sexism, or other such unsavory actions.
I have a simple philosophy on rules. Use common sense. If you wouldn't want someone doing it to you, then don't do it to others.

Now, with the discussion of conduct out of the way, we can move to the next topic of discussion, our setting. This RP starts in January of 2300. In the West, the NCR is victorious over Mister House and the Legion, solidifying their control of the Mojave and ensuring their place as the dominant power west of the Rocky Mountains. In the Capital, Project Purity was a success, with clean water now plentiful. And in New England, a new Commonwealth Provisional Government has been formed in the wake of the destruction of the Institute and the defeat of Maxson’s Brotherhood. The game itself takes place in the Midwestern United States, as defined by the United States Census Bureau. Players will fill out either a faction or character application (included below) and will be placed on the map. You claim any part of the states of Illinois, Indiana, Ohio, Iowa, Missouri, Wisconsin, North Dakota, South Dakota, Minnesota, Nebraska, Kansas, or Michigan. Every page or so, a series of events will be posted for each faction and character to deal with. The effects of these events are determined by the reaction of players so take care.

With all of that said, I hope you have fun and remember that War Never Changes.


Applications and Roster

After reading all that, I'm sure you're just aching to get yourself into our roleplay and I am here to provide you with the tools to do so. Please fill it out in as much detail as you can think of, and your application will receive a response within a 48 hour period by the OP himself. Please be patient with this process, and please for the love of god delete the parts in ().
Nation/Faction Application:

Code: Select all
[box][b]Faction/Nation Flag (Optional):[/b]
[b]Faction/Nation Name:[/b]
[b]Faction/Nation Territory:[/b] (Please be as Specific as possible)
[b]Capital City/Faction HQ:[/b] (If no capital city, please specify a bunker or other installation where you mainly operate.)
[b]Population:[/b] (For this particular RP, Regional powers will take the post war population of their selected area as calculated [url=https://docs.google.com/spreadsheets/d/18q_ePM0EDLLJggS7--kr8WY6xF8_2T7kNG6DiWkjp4s/edit?usp=sharing]here[/url] while minor powers will take 97% of the IRL population of their selected area for simplicity.)
[b]Government:[/b] (How does your nation run? Or if a faction, how does the faction run?)
[b]Leaders:[/b] (Please list all leaders and respective positions of your faction or nation here. Such as President or Elder, etc.)
[b]National/Group Ideology:[/b] (What is your ideology of your nation or group? What are the goals, ambitions, etc.)
[b]Military:[/b] (Detail every single detail about your military. What are they armed with, how are they trained, what are they trained in, what equipment do they use, bases, what is their military doctrine, etc. If it's military related, it should be here.  In addition, the total population draw of your military should not exceed 7% at full mobilization.)
[b]Major Towns or Locations:[/b] (Do you have other major towns or installations outside of your capital or faction headquarters for your nation or group respectively? List as many as you can, and also why they are important.)
[b]History:[/b] (How did your nation or group come to be?)[/box]


Character Application (Yes, PCs are permitted, but do not make too many!)

Code: Select all
[box]
[b]Name of Character:[/b]
[b]Age of Character:[/b]
[b]Appearance:[/b]
[b]Gender:[/b]
[b]Faction Alignment:[/b]
[b]Character S.P.E.C.I.A.L:[/b] (28 Points)
S:
P:
E:
C:
I:
A:
L:
[b]Equipment:[/b]
[list]
[*]
[*]
[*]
[*]
[/list]
[b]Character Backstory:[/b]

[b]Companions:[/b]
[/box]


Accepted Nations

Map | Discord
Last edited by The Manticoran Empire on Sun Mar 21, 2021 5:25 pm, edited 7 times in total.
For: Israel, Palestine, Kurdistan, American Nationalism, American citizens of Guam, American Samoa, Puerto Rico, Northern Mariana Islands, and US Virgin Islands receiving a congressional vote and being allowed to vote for president, military, veterans before refugees, guns, pro choice, LGBT marriage, plural marriage, US Constitution, World Peace, Global Unity.

Against: Communism, Socialism, Fascism, Liberalism, Theocracy, Corporatocracy.


By the Blood of our Fathers, By the Blood of our Sons, we fight, we die, we sacrifice for the Good of the Empire.

User avatar
The Manticoran Empire
Powerbroker
 
Posts: 9861
Founded: Aug 21, 2015
Anarchy

Postby The Manticoran Empire » Sun Feb 28, 2021 1:11 pm

Now Fallout New Vegas has a Gold Bar which weighs 35 pounds and is valued at 10,539 caps. The Fallout 4 Gold Bar weighs .5 pounds and is valued at 450 caps. Now one pound is equal to 14.5833 Troy Ounces and gold is sold by the Troy Ounce. So, in Fallout 4, a Gold Bar is 7.29167 Troy Ounces, putting gold at 61.71 caps per Troy Ounce. In Fallout New Vegas, a Gold Bar is 510.417 Troy Ounces, putting gold at 20.64 caps per Troy Ounce. That puts the average price of Gold in the two games at 41.18 caps per Troy Ounce. At present, Gold is worth $1,390.85 per Troy Ounce. Using gold as our standard, a cap in Fallout New Vegas is worth $67.38. In Fallout 4, a Cap is worth $22.54. That puts the average worth of a bottle cap at $33.77.

Silver in Fallout 4 is worth 30 caps or $1013.1 per 1/10th pound and Copper is worth 20 caps or $675.4 per 1/10th pound.

Faction/Nation Flag:
Faction/Nation Name: The Enclave, specifically Enclave Resettlement Site 3-Alpha
Faction/Nation Territory: A substantial subterranean complex built under Lake Michigan and a connected annex in Chicago. Detachments sent to Scott and Whiteman Air Force Bases and Fort Leonard Wood to secure intelligence, facilities, technology, and to establish outposts to serve as colonies.
Capital City/Faction HQ: Site 3-Alpha
Population: 5,000 current citizens, tens of thousands of viable embryos maintained in stasis.
Government: Military Dictatorship
Leaders: Commandant Vernon Kramer, Director Sadie Bruce
National/Group Ideology: Intense distaste for anyone and everyone not born into the Enclave with the goal of eliminating the entire population of the Wasteland to purify it.
Military: The Army consists of 350 human soldiers and several hundred robots. The current use of the military is to maintain the secrecy of Site 3-Alpha and secure initial facilities to serve as colonies for the resettlement program.

The human component of the Army is organized around 12-man Vertibird squads, dispatched into the wasteland to secure resources, protect assets, and eliminate threats. Unlike many other Enclave groups, these squads don’t employ plasma weapons, instead employing MARAUDER rifles and sidearms. Each squad would consist of two vertibird pilots to fly the VB-02m Vertibird, two door gunners in X-01 Power Armor to operate two gatling lasers or miniguns, and 8 dismounts in X-01 Power Armor.

The VB-02m Vertibird is a pre-war design that was finalized by Enclave scientists after the war. Powered by a nuclear reactor and two electric motors, it has a service range of 1,580 kilometers and is armed with two chin-mounted gatling lasers, two cheek-mounted five-pack anti-armor rocket pods, and two six-pack bomb racks. The bomb racks can carry conventional bombs or Fat Man micro-nukes. Additionally, two mounts are available in the doors to mount either a 5mm minigun or a gatling-laser.

AER-17 Gatling Laser is a pre-war development built from AER-9 barrels. In midwestern Enclave service, the weapon is focused towards power and accuracy at the expense of rate of fire.

The standard issue small arm of the Enclave in the midwest is a development of the AER-9 modular energy weapon system.

The AER-9A is the standard infantry rifle. Built around the same firing module as other AER-9 variants, the A variant has an increased barrel length, beam focuser, full stock, and recon scope to increase range, power, and accuracy over the basic weapon. The primary drawback to the weapon is its lack of an automatic firing mode. This weapon is carried by most soldiers.


The AER-9B is the standard squad support weapon. The B variant has an increased barrel length, beam focuser, full stock, and recon scope with the addition of a rotating tri-barrel system to increase the fire rate. While this reduces the power of the weapon, it retains similar range and accuracy to the A variant. At least one soldier in each four-man team will carry one of these as standard.


The AER-9C is the standard scattergun. The C variant has an increased barrel length, beam scatterer, full stock, and iron sights, improving the power of the beams while simultaneously increasing its effectiveness at short ranges. However, its effectiveness drops off quickly outside of a short range and accuracy is substantially reduced. These are not considered standard issue for all missions but are drawn by squads for missions which will take place primarily in confined areas.


The AER-9D is the standard marksman rifle. The D variant has an increased barrel length, beam focuser, custom stock, and recon scope in addition to a special barrel design that further increases the power and, therefore, range of the beams. While highly effective at long ranges, the D variant is difficult to employ at short range. At least one soldier in each four-man team will carry one of these as standard.


The AER-9E is the standard sidearm. The E variant is essentially a basic AER-9 action with a beam focuser. While this improves its accuracy and range, it does not greatly impede its effectiveness at close range. Non-combatant personnel commonly carry this weapon when undertaking operations outside of Enclave facilities.


The AER-9G is the standard carbine. The G variant is functionally identical to the A variant with the exception of the full stock, opting instead for a cutdown stock. While this reduces its long-range accuracy, it also reduces the overall length of the weapon, improving its use in the confines of buildings or aircraft. The G variant is the standard armament for vertibird crews.

Major Towns or Locations: Site Sierra-1 (Scott AFB), Site Sierra-2 (Fort Leonard Wood), Site Sierra-3 (Whiteman AFB), Site 3-Alpha
History: When the Great War scoured the globe, the Enclave was prepared. Several facilities had been prepared to house the people that would reclaim the world, each designed to house an initial population of 500 men and women whose sole reason for existing would be to produce and raise children to carry on the human species. These facilities would also house enormous vaults full of fertilized embryos, gathered by the Government before the war from prison inmates, with neither the inmate’s knowledge or consent.
The facilities themselves were built in remote locations. 3-Alpha was built at the bottom of Lake Michigan under the guise of being a research laboratory. Others were built by forcibly relocating Native Americans from their reservations, often under the pretense of being “Communist Sympathizers”. In the decades following the war, these facilities engaged in their primary function: the birthing and rearing of people in preparation for the completion of Project Purity.

After more than 220 years, Site 3-Alpha is the only one with a functioning IFF transmitter. The destruction of Control Site ENCLAVE, Navarro, and Raven Rock have combined to force the hand of those living here. Project Purity has failed. The Government has fallen. All that remains is to go ahead with the repopulation initiative by any means necessary. America shall be reclaimed by her rightful inhabitants. And all others shall be exterminated.
Last edited by The Manticoran Empire on Mon Mar 22, 2021 12:52 pm, edited 14 times in total.
For: Israel, Palestine, Kurdistan, American Nationalism, American citizens of Guam, American Samoa, Puerto Rico, Northern Mariana Islands, and US Virgin Islands receiving a congressional vote and being allowed to vote for president, military, veterans before refugees, guns, pro choice, LGBT marriage, plural marriage, US Constitution, World Peace, Global Unity.

Against: Communism, Socialism, Fascism, Liberalism, Theocracy, Corporatocracy.


By the Blood of our Fathers, By the Blood of our Sons, we fight, we die, we sacrifice for the Good of the Empire.

User avatar
Versail
Negotiator
 
Posts: 5114
Founded: May 21, 2012
Father Knows Best State

Postby Versail » Mon Mar 01, 2021 12:22 am

Reserving both an OWB slot and this post space.
What difference does it make to the dead, the orphans and the homeless, Whether the mad destruction is wrought under the name of totalitarianism or in the holy name of liberty or democracy?~ Gandhi.
http://freerice.com/#/english-vocabulary/2499

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NewLakotah
Minister
 
Posts: 2168
Founded: Feb 18, 2011
Civil Rights Lovefest

Postby NewLakotah » Mon Mar 01, 2021 8:34 am

Tagging for a minor power since Idk if I can get a regional power app up in a reasonable time frame.
"How smooth must be the language of the whites, when they can make right look like wrong, and wrong like right." ~~ Black Hawk, Sauk

"When it comes time to die, be not like those whose hearts are filled with the fear of death, so when their time comes they weep and pray for a little more time to live their lives over again in a different way. Sing your death song, and die like a hero going home." ~~ Tecumseh

Free Leonard Peltier!!

User avatar
The Manticoran Empire
Powerbroker
 
Posts: 9861
Founded: Aug 21, 2015
Anarchy

Postby The Manticoran Empire » Mon Mar 01, 2021 10:32 am

NewLakotah wrote:Tagging for a minor power since Idk if I can get a regional power app up in a reasonable time frame.
Versail wrote:Reserving both an OWB slot and this post space.

Glad to see you both.
For: Israel, Palestine, Kurdistan, American Nationalism, American citizens of Guam, American Samoa, Puerto Rico, Northern Mariana Islands, and US Virgin Islands receiving a congressional vote and being allowed to vote for president, military, veterans before refugees, guns, pro choice, LGBT marriage, plural marriage, US Constitution, World Peace, Global Unity.

Against: Communism, Socialism, Fascism, Liberalism, Theocracy, Corporatocracy.


By the Blood of our Fathers, By the Blood of our Sons, we fight, we die, we sacrifice for the Good of the Empire.

User avatar
Olthenia
Senator
 
Posts: 3755
Founded: Oct 03, 2009
Left-Leaning College State

Postby Olthenia » Wed Mar 17, 2021 8:56 am

A man sees. A man tags.

User avatar
The Manticoran Empire
Powerbroker
 
Posts: 9861
Founded: Aug 21, 2015
Anarchy

Postby The Manticoran Empire » Wed Mar 17, 2021 9:01 am

Olthenia wrote:A man sees. A man tags.

Welcome, welcome.
For: Israel, Palestine, Kurdistan, American Nationalism, American citizens of Guam, American Samoa, Puerto Rico, Northern Mariana Islands, and US Virgin Islands receiving a congressional vote and being allowed to vote for president, military, veterans before refugees, guns, pro choice, LGBT marriage, plural marriage, US Constitution, World Peace, Global Unity.

Against: Communism, Socialism, Fascism, Liberalism, Theocracy, Corporatocracy.


By the Blood of our Fathers, By the Blood of our Sons, we fight, we die, we sacrifice for the Good of the Empire.


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