The world is untamed, wild, magical, new. You have been put into power through some means of your choosing. The objective is clear-grow your empire, create a thriving civilization. You can also play as a citizen of a civilization or a nomad, but for the best experience, try playing a leader/whole civilization!
To create a nation, you must choose a biome and two buildings to start with. You start at village size or below. For the biome you choose, you have a list of resource dice, benefits, and negative traits. You can roll the resource dice at the start of every out of game day, and you can choose to apply biome positive and negative traits to your settlement. You can also choose a government type, which grants you benefits. Every two in game months, you must roll a table that determines a random event.
To create a character, you can choose a nation, or not. If you choose to not join a nation, your level cap is 20, you start at level 1, and you level through experience. You get your scores by rolling. If you join a nation, you get your scores from the biome your nation is in, and you start at level 1, leveling through experience. Your level cap is your nation’s category times four.
Every day, an in game month will progress.
BIOME MECHANICS
Difficult Survivability - Citizens of nations in difficult survivability may have their ability scores be rearranged by the standard dnd 5e point buy rules and have 4 extra points to spend. They may go below 8 to a minimum of 6 and above 15 to a maximum of 20 (with every point above 15 costing the same amount as going from 14 to 15)
Medium Survivability - Citizens in medium survivability may have their statistics rearranged by point buy rules.
Easy Survivability - Citizens in easy survivability may use standard arrays for their statistics.
Forest (Medium Survivability)
Resource dice:
Lumber: 1d10
Stone: 1d4
Food: 1d8
Metal: No metal
Animal Products: 1d6
Water: DC 10
Biome positive trait: Instead of rolling a d10 for lumber, you can instead add five lumber.
Biome negative trait: When you collect lumber using the biome positive trait, you must halve the amount of food you collected with your daily roll, rounded up, due to scaring the animals away from the reckless process.
Mountains (Difficult Survivability)
Resource dice:
Lumber: No lumber
Stone: 1d10
Food: 1d4
Metal: 1d8
Animal Products: 1d6
Water: DC 14
Biome positive trait: You require half as much stone to create structures that require stone to create.
Biome negative trait: Every farm produces half as much food rounded up.
Rainforest/Jungle (Easy Survivability)
Resource dice:
Lumber: 1d8
Stone: No stone
Food: 1d6
Metal: 1d4
Animal Products: 1d10
Water: DC 6
Biome positive trait: When you roll your daily food die, you can roll twice and take the higher roll.
Biome negative trait: Whenever you use the positive trait, there is a 10% chance the food is poisonous. Every time you use the positive trait, the percent increases by 10. If your people are poisoned, a number of your buildings stop functioning from lack of workers equal to your category size for the rest of the day. If you have a medical center, the amount of buildings is halved, rounded up.
Wetlands (Difficult Survivability)
Resource dice:
Lumber: 1d6
Stone: 1d4
Food: 1d8
Metal: No metal
Animal Products: 1d10
Water: No need!
Biome positive trait: You do not need to look for water. Your water is always plentiful, and you can roll excess water that you can give to other settlements in your nation or trade using the normal water rules. Also, any attacking people must halve their speed due to the terrain being hard to walk through.
Biome negative trait: Disease is prevalent, and every time you roll your daily dice, you must also roll a 1d100. On a 30 or lower, a number of your buildings equal to your category number are unable to be operated for the next day. If you have a medical center, the amount of buildings is halved, rounded up.
Plains/Prairie (Easy Survivability)
Resource dice:
Lumber: 1d4
Stone: 1d6
Food: 1d10
Metal: No metal
Animal Products: 1d8
Water: DC 10
Biome positive trait: During the spring and summer, you can add an extra die to your food die. This works for base daily, and farms.
Biome negative trait: Due to the lack of stability and wild winds in the plains, all buildings now require twice as much stone or lumber, but only one of the two.
Tundra (Difficult Survivability)
Resource dice:
Lumber: None
Stone: 1d8
Food: 1d4
Metal: 1d6
Animal Products: 1d4
Water: DC 6
Biome positive trait: When you roll your daily base food dice, you can convert up to two items to animal products. Creatures native to this biome have advantage on stealth checks and do not suffer penalties from difficult terrain..
Biome negative trait: One of your first building slots must be used to make a hunter’s encampment or temperature regulation, as well as you must spend the resources to upgrade your heating every time you increase a category size. Every day your civilization goes without proper heating, your category size drops by 1.
Coastal (Easy Survivability)
Resource dice:
Lumber: 1d6
Stone: 1d6
Food: 1d10
Metal: 1d4
Animal Products: 1d8
Water: DC 14
Biome positive trait: You have access to every resource.
Biome negative trait: When you roll a 6 or higher on daily base (actually monthly in game but we’re calling it daily) food dice, you must halve and round up the amount of food you get the next month due to overhunting/fishing.
Desert (Difficult Survivability)
Resource dice:
Lumber: 1d4
Stone: No stone
Food: 1d4
Metal: 1d8
Animal Products: 1d10
Water: DC 16
Biome positive trait: If the desert is the first settlement of your nation, you may choose to have your population be able to survive on half as much water and food than average. Additionally, they do not suffer penalties from difficult terrain.
Biome negative trait: You may only build a farm if you have discovered a water source that is in the large category.
Custom Biome (If you have a biome in mind that does not fit one of these categories)
Resource dice: You may arrange your dice in any order you wish, such as by putting a 1d4 in animal products and a 1d8 in metal, using the following array- 1d8, 1d6, 1d6, 1d4, 0 (no resource). The DC for your water is equal to 15.
Biome positive trait: You may either increase one of your dice size by 1 or reduce your water DC to 10.
Biome negative trait: You may only have up to 2 settlements in this biome.
BUILDING MECHANICS
MINE: Mines cost 4 stone, 4 wood, and 2 metal to make. They allow you to roll either your metal or your stone dice another time per day and add that to the total metal/stone you get per day.
MEDICAL CENTER: Medical centers allow you to cure disease and heal injuries. If people fall ill in your settlement, you only lose 10 x Category size food, not go down a category size. Also, when your battalion numbers fall, you can replenish them back up to the number they were before the battle at the medical center using 2 food. Medical centers cost 5 food and 5 animal products to make, and they cost 5 food and 5 animal products times your category to upgrade. An upgrade divides the cost of the food required to heal people.
TRANSPORT HUB: A transport hub serves as a sort of dock or storage room. It allows you to transport goods faster. Without a transport hub, you can only make one trade per month, and you can only trade up to 3 items. Transport Hubs also allow you to distribute resources across settlements. Transport hubs cost 10 lumber to make.
FARMS (Animal, crop, lumber), costs 5 food and 5 lumber:
Crop Farm: Crop farms allow you to roll your food dice again and add that to your total food.
Lumber Farm: Lumber farms do the same thing as crop farms except with lumber
Animal farm: Animal farms allow you to tame and train animals. You can also eat the animals. Every in game month, you can choose whether to use, eat, or harvest your animals. If you eat them, you get to roll your food dice again and add that to your food total. If you tame them, you can mount them or use them for hunting. You can choose a resource and double the amount you got of that resource using your base roll. If you harvest your animals, you get to roll your animal products die again.
BARRACKS: Barracks allow you to have battalions. With a battalion, you can fight in wars and overpower enemies. Barracks cost 5 metal and 5 stone to make, and they cost 5 metal and stone times the number of the upgrade you’re doing to upgrade.
HOUSING: Housing protects against the elements. Every day when you roll your daily resource collection and do not have housing but have other functioning buildings, you may choose to make one of those buildings a temporary first level housing building, which removes any other benefit that building may have given you. For every day you go without housing your entire population, roll a 1d10. On a 3 or less, your category size decreases by 1 as people die from exposure to the elements. If your category size goes below hamlet, your civilization is destroyed.
TEMPERATURE REGULATION: Varies from region to region, prevents creatures native to the biome from dying to temperatures (such as in the tundra or desert). Allows farms to produce resources in all seasons. Can be built using either 10 coal or 10 stone.
FORTRESS: Adds 1 to your battalion number for every battalion near the fortress. Costs 20 metal and 20 stone to make, and 10 metal and 10 stone times the upgrade number to upgrade. Every upgrade adds another point to your battalion number while near the fortress, to a maximum of 6 upgrades.
HUNTERS ENCAMPMENT: Can also cook food, making food twice as effective (meaning citizens only require half food if it is cooked). With every Hunter’s encampment you have, you can add the number in your category’s name to rolls to find water, and your daily roll for food and animal products. Whenever you get a new hunter’s encampment, you can add one to that number you add to water rolls and food additions, this number can go up to ten. Requires 10 lumber, or 5 lumber and 5 animal products. Every day it must be given 2 lumber to stay burning.
ARTISAN’S GUILD: Artisan’s guilds are required to upgrade buildings. They cost 5 lumber, 5 metal, and 5 stone to make.
MISC MECHANICS
TRADE MECHANICS
You require a transport hub to be able to trade a significant amount of things in more than a month. Without a transport hub, you can only trade once per month. Transport hubs can be like docks or a caravan. For people outside of a nation, trading is hardly significant to nations, as 1 of their resource is like 100 of the resource of a civilization. Therefore, traders cannot trade more than a small fraction of one item for a civilization.
SEASONAL/FOOD/WATER MECHANICS
Food starts with the number you rolled on your daily food die, and it must meet your daily food requirement or else your settlement goes down a category. You can distribute food across settlements if you have enough and if you have a transport hub. Citizens must not be starved for a month (day out of game) or else your civilization will go down a category size. You can choose not to distribute food, which will save food in the long term.
Water simply works like if you create a civilization, you’d roll the d20 to try to hit the DC that lets you find a water source. If you roll below that, the DC increases by 1d4 the next day, and if you roll below that, another 1d4. After three days, your civilization goes down a category size. If you find a water source, it lasts for the number of its size in out of game days, but you can also search for water sources during the time you have water. Every time you find a water source the DC increases by 1 to a maximum of 20. Any water source found on a nat 20 has a number of 100.
There are 3 categories of water source: small, medium, and large. When you discover a water source, roll a 1d10. On a 1-5, it’s a small water source, on a 6-9 it’s a medium water source, and on a 10 it’s a large water source. Small water sources have a number of 5, medium have a number of 30, large have a number of 100. Settlements that are Village sized or larger consume an amount of water equal to their category size every day.
In the spring, autumn, and summer, you gain benefits. In autumn, you get to roll an extra die for food, autumn being the season of the harvest. In spring, farms require half as many resources rounded up to create. During the summer, your people gain access to the resource they usually don’t have access to, their die being a d4.
TABLE MECHANICS
Every two in game months, you get to roll a table (d20) that decides a random event that might help or hurt your civilization. You get to roll this for every settlement you have, starting on your second month of being around.
Random Events Table:
1-Your settlement is attacked by something wild (animals, monster). It goes down a category size.
2-Nothing happens.
3-Your settlement finds a new large water source.
4-Nothing happens
5-A plague starts in your settlement, and you go down a category unless you have a medical center.
6-Nothing happens,.
7-Your settlement is extremely lucky. Double the resource gains in one resource of your choosing for that in game month.
8-Nothing happens.
9-Your settlement succeeds in colonizing some new land. You get a free building.
10-Nothing happens.
11-Unrest begins in your settlement and people start to split. Go down a category size.
12-Nothing happens.
13-Your settlement is cursed. Halve your total food for that month.
14-Nothing happens.
15-Your settlement explores a new area and finds some extra resources. Reroll all your resource die.
16-Nothing happens.
17-Your settlement is attacked by a dragon. Lose one random building.
18-Nothing happens.
19-Your settlement starts a festival that attracts people from all over the world. Go up a category size.
20-Nothing happens.
GOVERNMENT MECHANICS
Government is chosen when you first make your settlements. Each government type has different benefits. Your civilization can only have one government type, but each settlement can have its own benefits.
Monarchy/Theocracy/Oligarchy: When you create a fortress, it automatically starts at upgrade level 2. Also, you can trade twice as much without a trade center.
Dictatorship/Fascism: When you create your first two barracks, you can have them start at upgrade 2. This only applies to your first two barracks.
Democracy/Socialism: You start with an extra free building.
WAR MECHANICS
With every barrack you buy, you get a battalion. Battalions have a number from one to six, the number starts at 1 and increases by 1 every time you upgrade the barrack, to a maximum of 6. The 1-6 thing is to simulate your soldiers getting better. There will be things that can temporarily increase your battalion number, even above 6, like a spell, but only a barrack upgrade can permanently increase it. When in a battle, you can position your battalions anywhere in your territory freely. When an enemy battalion encounters one of your battalions, you can choose to fight them. The person with the higher battalion number wins, but the winner must subtract the battalion number of the enemy from their battalion number until they reach a medical center. If the battalions have the same battalion number, then the one more familiar with the terrain wins, and if they are both familiar/unfamiliar with the terrain, then they are both destroyed, although a few soldiers will survive to carry the message back to their leader.
If a settlement has all their battalions destroyed, they are defenseless. They can be occupied or destroyed. Occupied settlements simply stay the same but belong to another civilization. Settlements that are in the process of being destroyed lose a category size every out of game day.
TYSM to Cynophobia_, TheFriendlyArchfey, and the people working on version 3! I ask that you use this thread instead of the version 2 thread.
hello there! I have too many ideas. I love splatoon and obssess over any minmax. I'm sorry if anything I post is unkind or offends you. I'm well aware that I am very weird and I like it that way! call me adam or atomic.
*oops, forgot about this. YESS! Athieria as you could probably tell is a democracy.*
Rollback Post to RevisionRollBack
hello there! I have too many ideas. I love splatoon and obssess over any minmax. I'm sorry if anything I post is unkind or offends you. I'm well aware that I am very weird and I like it that way! call me adam or atomic.
hello there! I have too many ideas. I love splatoon and obssess over any minmax. I'm sorry if anything I post is unkind or offends you. I'm well aware that I am very weird and I like it that way! call me adam or atomic.
hello there! I have too many ideas. I love splatoon and obssess over any minmax. I'm sorry if anything I post is unkind or offends you. I'm well aware that I am very weird and I like it that way! call me adam or atomic.
hello there! I have too many ideas. I love splatoon and obssess over any minmax. I'm sorry if anything I post is unkind or offends you. I'm well aware that I am very weird and I like it that way! call me adam or atomic.
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The world is untamed, wild, magical, new. You have been put into power through some means of your choosing. The objective is clear-grow your empire, create a thriving civilization. You can also play as a citizen of a civilization or a nomad, but for the best experience, try playing a leader/whole civilization!
To create a nation, you must choose a biome and two buildings to start with. You start at village size or below. For the biome you choose, you have a list of resource dice, benefits, and negative traits. You can roll the resource dice at the start of every out of game day, and you can choose to apply biome positive and negative traits to your settlement. You can also choose a government type, which grants you benefits. Every two in game months, you must roll a table that determines a random event.
To create a character, you can choose a nation, or not. If you choose to not join a nation, your level cap is 20, you start at level 1, and you level through experience. You get your scores by rolling. If you join a nation, you get your scores from the biome your nation is in, and you start at level 1, leveling through experience. Your level cap is your nation’s category times four.
Every day, an in game month will progress.
BIOME MECHANICS
Difficult Survivability - Citizens of nations in difficult survivability may have their ability scores be rearranged by the standard dnd 5e point buy rules and have 4 extra points to spend. They may go below 8 to a minimum of 6 and above 15 to a maximum of 20 (with every point above 15 costing the same amount as going from 14 to 15)
Medium Survivability - Citizens in medium survivability may have their statistics rearranged by point buy rules.
Easy Survivability - Citizens in easy survivability may use standard arrays for their statistics.
BUILDING MECHANICS
MINE: Mines cost 4 stone, 4 wood, and 2 metal to make. They allow you to roll either your metal or your stone dice another time per day and add that to the total metal/stone you get per day.
MEDICAL CENTER: Medical centers allow you to cure disease and heal injuries. If people fall ill in your settlement, you only lose 10 x Category size food, not go down a category size. Also, when your battalion numbers fall, you can replenish them back up to the number they were before the battle at the medical center using 2 food. Medical centers cost 5 food and 5 animal products to make, and they cost 5 food and 5 animal products times your category to upgrade. An upgrade divides the cost of the food required to heal people.
TRANSPORT HUB: A transport hub serves as a sort of dock or storage room. It allows you to transport goods faster. Without a transport hub, you can only make one trade per month, and you can only trade up to 3 items. Transport Hubs also allow you to distribute resources across settlements. Transport hubs cost 10 lumber to make.
FARMS (Animal, crop, lumber), costs 5 food and 5 lumber:
Crop Farm: Crop farms allow you to roll your food dice again and add that to your total food.
Lumber Farm: Lumber farms do the same thing as crop farms except with lumber
Animal farm: Animal farms allow you to tame and train animals. You can also eat the animals. Every in game month, you can choose whether to use, eat, or harvest your animals. If you eat them, you get to roll your food dice again and add that to your food total. If you tame them, you can mount them or use them for hunting. You can choose a resource and double the amount you got of that resource using your base roll. If you harvest your animals, you get to roll your animal products die again.
BARRACKS: Barracks allow you to have battalions. With a battalion, you can fight in wars and overpower enemies. Barracks cost 5 metal and 5 stone to make, and they cost 5 metal and stone times the number of the upgrade you’re doing to upgrade.
HOUSING: Housing protects against the elements. Every day when you roll your daily resource collection and do not have housing but have other functioning buildings, you may choose to make one of those buildings a temporary first level housing building, which removes any other benefit that building may have given you. For every day you go without housing your entire population, roll a 1d10. On a 3 or less, your category size decreases by 1 as people die from exposure to the elements. If your category size goes below hamlet, your civilization is destroyed.
TEMPERATURE REGULATION: Varies from region to region, prevents creatures native to the biome from dying to temperatures (such as in the tundra or desert). Allows farms to produce resources in all seasons. Can be built using either 10 coal or 10 stone.
FORTRESS: Adds 1 to your battalion number for every battalion near the fortress. Costs 20 metal and 20 stone to make, and 10 metal and 10 stone times the upgrade number to upgrade. Every upgrade adds another point to your battalion number while near the fortress, to a maximum of 6 upgrades.
HUNTERS ENCAMPMENT: Can also cook food, making food twice as effective (meaning citizens only require half food if it is cooked). With every Hunter’s encampment you have, you can add the number in your category’s name to rolls to find water, and your daily roll for food and animal products. Whenever you get a new hunter’s encampment, you can add one to that number you add to water rolls and food additions, this number can go up to ten. Requires 10 lumber, or 5 lumber and 5 animal products. Every day it must be given 2 lumber to stay burning.
ARTISAN’S GUILD: Artisan’s guilds are required to upgrade buildings. They cost 5 lumber, 5 metal, and 5 stone to make.
MISC MECHANICS
TRADE MECHANICS
You require a transport hub to be able to trade a significant amount of things in more than a month. Without a transport hub, you can only trade once per month. Transport hubs can be like docks or a caravan. For people outside of a nation, trading is hardly significant to nations, as 1 of their resource is like 100 of the resource of a civilization. Therefore, traders cannot trade more than a small fraction of one item for a civilization.
SEASONAL/FOOD/WATER MECHANICS
Food starts with the number you rolled on your daily food die, and it must meet your daily food requirement or else your settlement goes down a category. You can distribute food across settlements if you have enough and if you have a transport hub. Citizens must not be starved for a month (day out of game) or else your civilization will go down a category size. You can choose not to distribute food, which will save food in the long term.
Water simply works like if you create a civilization, you’d roll the d20 to try to hit the DC that lets you find a water source. If you roll below that, the DC increases by 1d4 the next day, and if you roll below that, another 1d4. After three days, your civilization goes down a category size. If you find a water source, it lasts for the number of its size in out of game days, but you can also search for water sources during the time you have water. Every time you find a water source the DC increases by 1 to a maximum of 20. Any water source found on a nat 20 has a number of 100.
There are 3 categories of water source: small, medium, and large. When you discover a water source, roll a 1d10. On a 1-5, it’s a small water source, on a 6-9 it’s a medium water source, and on a 10 it’s a large water source. Small water sources have a number of 5, medium have a number of 30, large have a number of 100. Settlements that are Village sized or larger consume an amount of water equal to their category size every day.
In the spring, autumn, and summer, you gain benefits. In autumn, you get to roll an extra die for food, autumn being the season of the harvest. In spring, farms require half as many resources rounded up to create. During the summer, your people gain access to the resource they usually don’t have access to, their die being a d4.
TABLE MECHANICS
Every two in game months, you get to roll a table (d20) that decides a random event that might help or hurt your civilization. You get to roll this for every settlement you have, starting on your second month of being around.
Random Events Table:
1-Your settlement is attacked by something wild (animals, monster). It goes down a category size.
2-Nothing happens.
3-Your settlement finds a new large water source.
4-Nothing happens
5-A plague starts in your settlement, and you go down a category unless you have a medical center.
6-Nothing happens,.
7-Your settlement is extremely lucky. Double the resource gains in one resource of your choosing for that in game month.
8-Nothing happens.
9-Your settlement succeeds in colonizing some new land. You get a free building.
10-Nothing happens.
11-Unrest begins in your settlement and people start to split. Go down a category size.
12-Nothing happens.
13-Your settlement is cursed. Halve your total food for that month.
14-Nothing happens.
15-Your settlement explores a new area and finds some extra resources. Reroll all your resource die.
16-Nothing happens.
17-Your settlement is attacked by a dragon. Lose one random building.
18-Nothing happens.
19-Your settlement starts a festival that attracts people from all over the world. Go up a category size.
20-Nothing happens.
GOVERNMENT MECHANICS
Government is chosen when you first make your settlements. Each government type has different benefits. Your civilization can only have one government type, but each settlement can have its own benefits.
Monarchy/Theocracy/Oligarchy: When you create a fortress, it automatically starts at upgrade level 2. Also, you can trade twice as much without a trade center.
Dictatorship/Fascism: When you create your first two barracks, you can have them start at upgrade 2. This only applies to your first two barracks.
Democracy/Socialism: You start with an extra free building.
WAR MECHANICS
With every barrack you buy, you get a battalion. Battalions have a number from one to six, the number starts at 1 and increases by 1 every time you upgrade the barrack, to a maximum of 6. The 1-6 thing is to simulate your soldiers getting better. There will be things that can temporarily increase your battalion number, even above 6, like a spell, but only a barrack upgrade can permanently increase it. When in a battle, you can position your battalions anywhere in your territory freely. When an enemy battalion encounters one of your battalions, you can choose to fight them. The person with the higher battalion number wins, but the winner must subtract the battalion number of the enemy from their battalion number until they reach a medical center. If the battalions have the same battalion number, then the one more familiar with the terrain wins, and if they are both familiar/unfamiliar with the terrain, then they are both destroyed, although a few soldiers will survive to carry the message back to their leader.
If a settlement has all their battalions destroyed, they are defenseless. They can be occupied or destroyed. Occupied settlements simply stay the same but belong to another civilization. Settlements that are in the process of being destroyed lose a category size every out of game day.
TYSM to Cynophobia_, TheFriendlyArchfey, and the people working on version 3! I ask that you use this thread instead of the version 2 thread.
I’m free! I’m free! Oh this is the good-est I’ve felt in forever and ever! It’s like the whole world is singing!
he/they. Roleplay and worldbuilding fiend.
can I keep my progress in athiria?
hello there! I have too many ideas. I love splatoon and obssess over any minmax. I'm sorry if anything I post is unkind or offends you. I'm well aware that I am very weird and I like it that way! call me adam or atomic.
That's kinda a hard one since the systems don't align perfectly, but sure. Y'all can keep your progress.
I’m free! I’m free! Oh this is the good-est I’ve felt in forever and ever! It’s like the whole world is singing!
he/they. Roleplay and worldbuilding fiend.
*oops, forgot about this. YESS! Athieria as you could probably tell is a democracy.*
hello there! I have too many ideas. I love splatoon and obssess over any minmax. I'm sorry if anything I post is unkind or offends you. I'm well aware that I am very weird and I like it that way! call me adam or atomic.
*do you reroll ones for hero stats?*
hello there! I have too many ideas. I love splatoon and obssess over any minmax. I'm sorry if anything I post is unkind or offends you. I'm well aware that I am very weird and I like it that way! call me adam or atomic.
*Yup!*
I’m free! I’m free! Oh this is the good-est I’ve felt in forever and ever! It’s like the whole world is singing!
he/they. Roleplay and worldbuilding fiend.
Banan's Nation: Aurica
Biome: Forest
Government Type: Dictatorship
Buildings: Hunters encampment, housing
Water Roll: 15
1 lumber
2 stone
3 food
8 animal products
I’m free! I’m free! Oh this is the good-est I’ve felt in forever and ever! It’s like the whole world is singing!
he/they. Roleplay and worldbuilding fiend.
*hero stats Ability scores: 17 17 14 8 12 12*
hello there! I have too many ideas. I love splatoon and obssess over any minmax. I'm sorry if anything I post is unkind or offends you. I'm well aware that I am very weird and I like it that way! call me adam or atomic.
*what. the. stats. HOLY WOW!*
hello there! I have too many ideas. I love splatoon and obssess over any minmax. I'm sorry if anything I post is unkind or offends you. I'm well aware that I am very weird and I like it that way! call me adam or atomic.