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Hellfire and Brimstone

A forum rp by Chaqery

 
Before you read anything else, take note: The game hasn't started yet. This is the place where you read about the idea, and apply. Once we get some initial applications, the game will start. Hope you enjoy :)

The following forum RP is a tradition passed on to my from my very first roleplay community: Harmony Roleplay, a Garry's Mod HL2RP community about 8 years ago. Simply titled "Hellfire and Brimstone", the concept was easy and fun. Players assume control of a science-fiction race and then  in a turn-based method, struggle for control through diplomacy or warfare over a small solar system. It was carried with the general population of HRP for about 3 years as we travelled about. Garry’s Mod servers are typically much more short lived… it’s because there are so many. Lots of competition. When we all split up the game stopped. And I thought it would be fun to bring it here to LoTC.
 
I've witnessed Warhammer Space Marines fight Star Wars Jedi. Halo ODST fight a totally original sci-fi interpretation of the Soviet Union. Killzone Helghast soldiers assault a Mass Effect Quarian colony. EVE Online fleets hunting Mass Effect Reapers. It turns into this giant web of factions that blend together to create some pretty interesting alliances and confrontation. The most important aspect though is that it requires a relative fairness aspect from everyone playing. Hellfire and Brimstone requires maturity, and the realization that even if you pick a faction as awe-inspiring as say the Reapers or something else, you MUST concede losses in realistic situations. To help control that, I will be moderating in instances where it seems like intervention is required. Just be cool. Let your units take losses. There will be opportunities for reinforcements later on.

Current Factions (And starting situation):



L'Empire des Étoiles (Fleet)
The Breesha (Fleet)
Protorian Council (Fleet)
The Vasari (Moon Vann'gegna: In distant orbit of Planet Bogdana)
The Technocracy of Japan (Planet Bushido)
The Empire of Samarkan (Fleet)
Remnants of the Tau Empire (Fleet)
The Fourth Reich (Moon Hoffen: In orbit of Unknown Planet)
Orks (Fleet)
The Cerberus Federation (Planet Bogdana)

Background:
Small solar system:
3 planets - two moons. (This seems alarming I know, but you are free to assume your civilization is space-capable in order to transfer between planets over the course of two turns. One to start your journey, and one to arrive. After all, unless knocked out, we will assume that planetary defenses will see you coming. Hard to miss a huge planetary assault ship in orbit.)

Players may select any sci-fi faction in existence, from any game, book or otherwise. They are also highly encouraged to create their own.

Players applying prior to game start are encouraged to apply for one of the planets. If you do not receive the planet though, your faction may still be accepted. Have a back up plan.


 
RULES:
 
For the most part, anything goes. Powergaming is of course possible in any roleplay medium and is a massive NO in this forum rp.
 
Additionally,  any faction, so long as they're sci-fi is fair game. It's also highly recommended that you make up your own faction! We're a community of creative people. I feel sure some of you can create some awesome stuff. Have at it.
 
As a general rule of thumb, this is a turn-based situation... as I'm sure those of you familiar with forum rp are more than accustomed to.

Ships and their Roles 





Carrier - Provide air cover through the carrier's fighter wing, with a secondary role as a flagship of a fleet or task force. At least half of the space on board a carrier is dedicated to maintaining the flight wing.

Battleship - Serve as an artillery platform against surface installations, space stations, and other larger vessels (cruisers, battleships, and carriers). Also has a secondary role, alongside the dedicated carrier, as the flagship of a fleet or task force. Most of the free space inside the battleship is dedicated to ammunition for the weapons.

Cruiser - Serve as an escort for the larger carriers and battleships; act as flagships for the smaller task forces; and provide strike capability against other ships and space stations through its guns and missiles.

Strike Carrier - Provide air cover through the carrier's flight wing; serve as an escort for the larger carriers and battleships; act as a flagship for smaller task forces; and provide strike capability against other ships and space stations through its guns, missiles, and fighters. Roughly one third of the ship is dedicated to the flight wing, another third to the weapons systems.

Escort Carrier - Provide air cover for battleships, cruisers and bulk freighters through the carrier's flight wing. Two thirds of the escort carrier's space is used to support the flight wing.

Destroyer - Serve as an escort for the cruisers and strike carriers; act as point defense around carriers, battleships, space stations, and bulk freighters; and provide additional firepower against other ships.

Marine Transport - Serve as a home base for marine contingents, housing the marines, their equipment, their dropships, and their assault shuttles. Analogous to today's Amphibious Landing Ships. Many Marine Transports are converted Strike Carriers or Escort Carriers, others are designed with the intent of being Marine Transports.

Frigate - Serve as an escort for the cruisers, strike carriers, and destroyers; and provide point defense around all larger ships.

Patrol Boat - Provide in-system patrols for space stations, carriers, and strike carriers; provide an additional layer of point-defense for cruisers and larger; and escort for freighters. Almost never FTL-capable, and often deployed in squadrons. FTL-capable patrol boats are often called Corvettes, although that classification is also reserved for any ship that falls between the Frigate and Patrol Boat in size and purpose.

Racker - Transport fighters into a combat zone and release them; provide rearming for fighters under combat conditions, especially when a larger mothership is not feasable.

Assault Shuttle - Provide marines with the means for conducting boarding parties during both the insertion and extraction phases; and protecting the marines while en route to their target.

Dropship - Provide infantry, mechanized infantry, and armored forces with the means to make insertions and extractions into and out of planetary combat zones. Analogous to today's Amphibious Landing Craft.

Interceptors - Provide fast, long-range air cover in order to stop approaching enemy fighters and bombers as fast as possible.

Superiority Fighters - Elimination of enemy air cover; and provide escort for the bombers, dropships, and assault shuttles.

Attack Fighters - Elimination of enemy frigates, destroyers, and cargo craft; and eliminate weapon emplacements on enemy carriers, cruisers, strike carriers, battleships, and space stations.

Multi-Role Fighters - Elimination of enemy air cover, frigates, destroyers, and cargo craft; elimination of weapon emplacements on enemy carriers, cruisers, strike carriers, battleships, and space stations; and provide escort for the bombers, dropships, and assault shuttles.

Bombers - Elimination of enemy carriers, battleships, cruisers, strike carriers, bulk freighters, and space stations. Some bombers have been outfitted with grappling lines to provide Search and Rescue functions.

SWACS Craft - "SWACS" stands for Spaceborne Warning And Control Systems. Provide identification of friendly, hostile, and neutral craft prior to and during combat conditions; extend the effective range of fleet sensors; and to scout nearby systems. Some SWACS craft have been outfitted with grappling lines to provide Search and Rescue functions.

Bulk Freighters - Transportation of goods from system to system, usually from space station to space station or station to ship, as very few bulk freighters can make planetary landings. A number of bulk freighters are actually passenger liners.

Light Freighters - Transportation of goods between planets, stations, ships, and systems. A number are capable of search and rescue, and are often used by pirates and smugglers as blockade runners, or by couriers, messenger services, and slavers.

Colony Ship - Provide transportation of families and personal items, as well as the necessary facilities, to generate a self-sufficient colony.

Colony Ship: Generation - Provide long-term living space for a colony planet; usually travels at sublight speeds. May take thousands of years to reach the colony planet. Generally completely self-sufficient.

Colony Ship: Sleeper - Provide cryogenic sleeping capsules for colonists while en route to a colony planet; depending on technology levels, can travel at sublight or very slow FTL speeds.

Tenders - Provide medical assistance; additional living space; additional cargo space, ammunition, or fuel; or any other additional non-combat function necessary.

Of course in the world of science fiction there are tons others. But this is a list of the basic ones. Remember if you invent a new one, be sure to describe it and it's role in extreme detail.



Some tips that I've found useful having seen Hellfire and Brimstone done before years ago. Keep in mind that most of them coincide with the guide and tips within the Forum RP section:
- I’ve seen from experience that often approaching your moves as though it’s centered around the decisions of one character, the commander, or sometimes a small cast of characters, like a command staff, often makes it seem more interesting

-Include an overview of what you just did in a follow up. Make it clear cut what you just did.


-Don’t be afraid to make up a faction! I’ve seen it done before and honestly they’re some of the coolest things I’ve seen.


- Diplomacy is a tricky thing. Sometimes it’s best done blatantly in your post (via sending a transmission or the like), and sometimes it’s best kept secret (PMs or the like), so that your enemies never see it coming.

-Don’t make a habit of crushing newcomers to the game. The beauty in it’s design is that people can join in with a fleet at any time and start doing whatever they wish. It’s no fun when you eliminate them off the bat.

-Players who are eliminated must take two IRL days to chill out (often people get pretty heated when they lose)before applying to re-enter the game. I’m more than willing to let them back in.
 
Application:
Faction (feel free to explain it in further detail if it’s an original idea, or a lesser known faction):
Does your faction control one of the planets or moons?:
If so, name it and tell us a bit about it. Terrain, climate, how densely settled it is, etc.:
Starting military forces (Be reasonable. Large is fine. Massive is a bit ridiculous. Note that you will be able to apply for reinforcements as things progress along.):
Be sure to explain your faction in relative detail in your opening post.

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Faction (feel free to explain it in further detail if it’s an original idea, or a lesser known faction):Orks are a savage green skinned humanoid race. They span across the galaxy, outnumbering any intelligent race. They are savage and warlike to their foes. They are genetically engineered to be muscular, aggressive, and none too bright. Orks give off fungal spores constantly, and these spores eventually form into Orks. Thus a planet invaded by orks will have trouble with them for hundreds of years. orks also have a physic ability, so if Orks believe yellow makes bigger explosions, yellow missiles make bigger explosions. Or if orks believe red means faster, vehicles painted red will go faster.

Does your faction control one of the planets or moons?: No

If so, name it and tell us a bit about it. Terrain, climate, how densely settled it is, etc.:
Starting military forces (Be reasonable. Large is fine. Massive is a bit ridiculous. Note that you will be able to apply for reinforcements as things progress along.): The Orcish Horde would consist of 75,000 orks. There would be 4 Ork Battleships, 10 Battle Kroozers, 5 Terror Ships and 5 ramming ships.

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Faction (feel free to explain it in further detail if it’s an original idea, or a lesser known faction): The Breesha. It is ruled by a slim-built humanoid species with telepathic communcation powers and extrememly intelligent in their technology. They consider themselves the perfection of evolution, the higher beings of all else. They called themselves "The Higher Beings".

They visited Earth long time ago by accident, they were considered Egyptian Gods since then it had not affected their age they kept altering their own dna to stay alive. The roles and power is still recorded by the anicent Egyptians although they are still struggle for power.

The Breesha enslaves lesser speices through force of their technology and genetically alter their DNA to enable to control their soldiers which were from previous slaved race they conquored. They are nothing more than cyborgs programmed to follow the Breeshas' command. These soldiers are slow mech-like giants with a plasma beam ray that slowly builds up, as well as 5ft tall cyborg engineers with many mechanic arms.

 

For technology, tiny black hole power, force fields for spacecrafts, and energy weaponry.
Does your faction control one of the planets or moons?: No.
If so, name it and tell us a bit about it. Terrain, climate, how densely settled it is, etc.:

Starting military forces (Be reasonable. Large is fine. Massive is a bit ridiculous. Note that you will be able to apply for reinforcements as things progress along.): Although this faction travels around to colonise planets in their path, spread and thin. This fleet consists of  one massive mothership and 4 frigates. The population for this fleet is 20 thousand.

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((THis sounds fun, but I am bad at sci-fi and even worse at written rpg's, plus a non-character role-play seems challenging. Have fun though!))

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Interested but a bit uncertain right now... though screw it, here goes nothing:

 

Faction: Protorian Council

Race: Protorians -

 

Wise, gentle and firm in their belief to preserve the diversity of the universe.

 

The Protorians are tall and slim and all of them have a golden skin. They are tall with an average size of 1.90 to 2.10 meters. The "white" in their eyes is black, the eyecolors range from yellow, grey, white, purple, green, blue, teal, red to brown.

 

Weapon technology relies mainly on energetic weapons in terms of disrupting energy weaponry. Whilst rather useful against kinetic armor, rather inefficent against energy shields.

 

Does your faction control one of the planets or moons?: Well, would not. I had intended it to be originating from the outside, but that is something I can talk out with you other participants. Their "planet"/homeplanet is Proteum Un, though they would be an interstellar nation with hundreds of systems already settled and occupied.

 

If so, name it and tell us a bit about it. Terrain, climate, how densely settled it is, etc.: Proteum Un is the home planet of the Protorian race. A very habitable planet, on average warmer than Earth of today, with vast oceans, lush green continents and mountain ranges of lower height. The population density would be extremely high as it poses the capital planet of the Protorian Council.

 

Starting military forces (Be reasonable. Large is fine. Massive is a bit ridiculous. Note that you will be able to apply for reinforcements as things progress along.):  They would appear with a starfleet on the edge of the solar system. Originally of course only with a minor/medium expiditionary force. The expidionary force would consists of a heavy cruiser class, eight destroyers, four frigates and six transport and four supply ships. Dropships and military vehicles would be available as well, a total deployable manpower of ten thousand men (regular soldiers, crew of the ships not included). With this expeditionary force specialists like linguists, biologists, chemists, physicists, geologists, diplomats and construction engineers are also present.

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Application:
Faction (feel free to explain it in further detail if it’s an original idea, or a lesser known faction): The Vasari are a small, densely populated race of humanoid/insectiod creatures who inhabit large, winding caverns usually tunneling far below ground. They rely on the heat from the cores of planets for their energy and life, and though this sustains their society well enough, they are constantly scrabbling for the more vital resources such as water. They are proud and strangely xenophobic, and tend to keep to themselves- though they're paranoid and almost always on edge when meeting with another species.
Does your faction control one of the planets or moons?:
The Vasari control a small, densely populated moon dubbed "Vann'gegna", which holds their entire population. The surface of the orbiting chunk of rock is rather uninhabitable- being dangerously cold at night and blazing warm at day, and the atmosphere is dangerous to breath and perhaps more dangerous for unshielded ships. Below ground, however, the Vasari have colonised their catacombs through countless years of their habitation, and seem to have no trouble with flourishing- though to the point where their resources are scarce and pockets of water are valued greatly.
Starting military forces (Be reasonable. Large is fine. Massive is a bit ridiculous. Note that you will be able to apply for reinforcements as things progress along.): The Vasari's ships are scarce but powerful. They have developed their technology with many centuries of fear and paranoia, and as such are one of the most technologically advanced races in their solar system. Unfortunately for them, the cost of launching these ships is great, and at the moment five immense battlecruisers are the only ships that orbit around their homeland. Building and launching more would cost them more resources then they currently have, and as such these are packed full of all the weaponry and technology the Vasari have to offer. Long range sensors from the moon can detect any incoming races, and ground based missile platforms litter the surface in preparation of an enemy's attack- with at least four being able to target one place in the planet's sky at the same time.
They specialise in shielding, anti shield lasers, and nanotechnology- which they use in missiles stocked in the silos on the surface and on each of their spacecrafts to wreak havoc among any ship they collide with. These do very little damage to shields.


capitalshipphasesiege_zpse35eae33.png

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Application:
Faction (feel free to explain it in further detail if it’s an original idea, or a lesser known faction): The Technocracy of Japan. In the future on Earth, Japan committed all of their resources to technology, putting aside bias and superstition. As other nations warred, Japan stayed neutral by selling their technology for peace. This allowed them to grow stronger, and they founded a empire that was to last thousands of years. Thousands of years after the founding the empire was established in name and physically. Smaller nations fell to the heavily superior Japanese techno army, and they swept across the world. The other nations were all weak, and realized the Japanese sold them outdated models, victory was assured.

When they came upon the planet, the Japanese colonized it. Naming it Bushido, they established a small colonial town. The militant arm of the colony was the Techno-Samurai, men heavily armored in samurai-esque armor. They all had energized katanas, and either shotguns or smgs. Special dutes entailed heavy weapons and sniping, along with acting as political envoys.

The Ruling Daimyo is Su'Zu
 

Does your faction control one of the planets or moons?:

1387-fantasy-village-on-outskirts-of-fut

(The town and town life will be explained in first post)

Yes, the planet named Bushido in honor of the men who took it.
 

If so, name it and tell us a bit about it. Terrain, climate, how densely settled it is, etc.: It is a relatively small world,  but full of life. The Japanese colony settled in the southern agricultural planes, but both north and south was jungle all across the globe. Japanese drones picked up two contents, one small one, running all along the north rim of the planet. And a massive land mass in both north and south, almost always covered in jungle or forest. The plains are highly fertile but scattered throughout, and the only relief from the trees was in the north-it was fertile desert. The weather is usually calm, but very rainy. This leads to a horribly humid clime in the jungles and desert. Earthquakes are common in the jungles, but besides that the only threat is storm. It's only settled region is the Japanese town Bushido, with a population of about 60,000
 

Starting military forces (Be reasonable. Large is fine. Massive is a bit ridiculous. Note that you will be able to apply for reinforcements as things progress along.): 

The militants Techno-Samurai branch is composed of 20,000 of the 60,000 population in Bushido. Take note only about 8,000 are actually armored samurai-the rest are auxiliary, militia, and regular troops. 

 

The Japanese ship that brought them there was Spirit, a long and slender sword shaped ship. It relied and speed and pliability to win, and only boasted medium defensed attack and defense turrets. The majority of the regular troops are stationed in the ship.

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Application:
 

Faction: The Empire of Samarkan, formerly the Joint Republic of Samarkan, is an expansionist power from a large planet several light years away from this galaxy. It had expanded by use of it's highly disciplined military, but at the price of using up the majority of its natural resources. A civil war followed, in which a military junta took control of the former Senate and established the new power. Fighting had lasted nearly 147 years, leaving the solar system horribly scarred. Peace had finally been achieved when the 17th legion stormed the Republican Capital of Hujkola, and seized the majority of the rebellion's leaders along with command codes to the enemies' communications systems. Only three years later, the men of the 17th legion are assigned to protect the colonists onboard three transport ships, and help establish a presence on another solar system.

 

Does your faction control one of the planets or moons?: No

 

Starting Military force: 

 

--17th legion--

-One Armored battalion, utilizing Class X hover tanks.

-One Shock battalion, these elite troops are the first into the fight and are armed with the best weaponry Samarkan has to offer.

-Six rifle battalions, the standard infantrymen

-One engineer battalion, tasked with helping the colonists construct their new homes and set up defenses

-One Airborne battalion, these troops can be carried via drop ship and HALO jump from extraordinarily high distances.

 

--2nd Fleet--

-One Heavy Frigate, carries some 800 personnel and a company of Marines

-Two corvettes, medium armament, crews of 300

-Four Civilian transport ships, chartered to move the colonists and their materials.

 

Total:

-17th Legion: 10,000

-2nd Fleet: 1,600

-Colonists: 7,000

 

((Hope it's not too many men))

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Faction (feel free to explain it in further detail if it’s an original idea, or a lesser known faction): Remnants of the Tau Empire, after the destruction of the Home World by the overwheleming Tryannid swarm. Remnants of the Empire spread out across space and colonized a local planet and discovered this solar system. With them having about half their remaining military force these Tau are extremely cautious.   

Does your faction control one of the planets or moons?: No

If so, name it and tell us a bit about it. Terrain, climate, how densely settled it is, etc.:

Starting military forces (Be reasonable. Large is fine. Massive is a bit ridiculous. Note that you will be able to apply for reinforcements as things progress along.): Pretty decent size about 800 ground troops and a fleet of about 8 ships(I will post more details later)

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-snip-

 

PENDING. Shoot me a PM about force size. I would normally be fine with it but it seems like everybody else has scaled down their starting forces considerably. Plus Orcs are some murder machines. If it would take a few chapters of Space Marines to stop the force you've got here, I'm guessing nobody else is going to have a prayer right now. Look at scaling it down some. Remember you can call in reinforcements via a reinforcement application I'll put up as things move along.

 

-snip-

 

ACCEPTED for both faction and moon control.

 

-snip-

 

ACCEPTED for both faction and planetary control. I would lightly suggest increasing your starting forces though. Shoot me a PM if you decide to do so. 

 

-snip-

ACCEPTED. You may want to consider starting in orbit around one of the planets.

With these starting applications, I'm setting the game start date as this coming Monday. Look for updates in this thread including a star map, etc.

If you're considering it, just apply! It'll be fun I promise.

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Faction (feel free to explain it in further detail if it’s an original idea, or a lesser known faction):

 

The Fourth Reich - The German Empire

 

As the planet Earth began to collapse due to drought, famine, and disease the German Empire struggled to control it's expanded borders. The Germans controlled large swaths of Eastern Europe. What was formerly Poland, East Prussia, Denmark, Sweden, the Czech Republic and Slovakia, and the Baltic states were all annexed by the Empire at the height of it's power in 2076. However, the Kaiser, Bismarck III, soon realized that he would need to take his people to the stars in order to survive. Humankind was born on Earth, but it was not meant to die there.

 

The Kaiser ordered that the space program be all encompassing, with funding for the military being cut by nearly 60% while the program was developed. First, a massive space port was built on the Moon {Luna} and would be used to launch ships toward interstellar travel. Using nuclear fission power and wormholes based on the theories of a deceased physicist named Kip Thorne when traveling between stars. It had been determined nearly as soon as humans were space capable that no solution to the problems that faced Earth would be found in our own solar system. A wormhole was discovered just on the edge of the solar system beyond Pluto, and the hope was that the Reich's ships could reach it with haste.

 

A fleet was built, nearly seventy-five ships using almost all of the Reich's resources and even resources from other planets around the solar system. Most of the metal is supplied from the moon and asteroids while the steel is supplied from Earth. Nanotubes make up the skeleton while shielding is primitive at best, the ion shields mere prototypes. The largest of the ships, dubbed the SPIRIT OF DEUTSCHLAND, is the flagship of the entire fleet, dubbed the Fleet of Hope. What the general public does not know however is that the Kaiser ordered these ships to be heavily armed while the largest "Nuremberg" Class carrier ships holding dozens of smaller fighter aircraft for planetary combat.

 

The ships hold roughly 100,000 civilians and 50,000 Sailors/Soldiers combined. Each ship held roughly 6,000 men each, which explained their massive size and high priority armament. There were exclusively military corvettes which provided security as the fleet moved through the wormhole, but otherwise the fleet was relatively civilian in nature. But the ships were not intended to house the people forever.

 

Once they went through the wormhole the fleet observed that one of the moons would be suitable for a small colony. Most of the living quarters would be made on the ships with probes being sent down to the surface of one of the planets to gather needed resources. The colony was intended to support the Reich as they waited for more reinforcements, but they never came. The group claimed the section of the moon they landed on for the Fourth Reich and waited for the coming of the promised reinforcements. The ships were left just above the moon's orbit. Drones and nanotech helped build a strong defense platform and spaceport with some turrets to help prevent any outside threats from harming them. 

 

CONCEPT IMAGES

 

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craft_png_by_mysticmorning-d4hxxv8.png

 

 

Smaller auxiliary ships for military purposes, held within Carrier class ships

 

incredible-starship-designs-by-vattalus.

 

7.jpg

 

Nuremberg Carrier Class Ships

 

terran-light-missile-frigate.png

 

 

Light11.png

 

 

 

Frigates/Corvettes

 

 

 

Does your faction control one of the planets or moons?: The Germans have taken control of one of the smaller moons, a large base established on it's northern pole. 

If so, name it and tell us a bit about it. Terrain, climate, how densely settled it is, etc.: Fittingly the moon was dubbed "Hoffen," the German word for Hope. It is similar in features to the moon of Earth and is settled in large part by the Germans. Orbital defense surrounds the planet, protecting it from outside threats that have begun to be detected.  

Starting military forces (Be reasonable. Large is fine. Massive is a bit ridiculous. Note that you will be able to apply for reinforcements as things progress along.): The ships hold roughly 100,000 civilians and 50,000 Soldiers/Marines combined. Each ship held roughly 6,000 men each, which explained their massive size and high priority armament. The soldiers are the best that the Germans could offer, made up of their special forces and marines.

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Anything I can do to get mine accepted? I'll easily alter the application upon your request, as it was a pretty quick job. I understand that having 'the most advanced technology in the solar system' is o.p, but for them there's little to no chance of being able to produce more ships or other defensive structures in this game, unless they achieve a massive trade agreement with another race, so I believed it was balanced enough. Upon request i'll change it, however.

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Oh dear. I thought I'd accepted yours. Yes, yours is accepted. Yours as well Pok.

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