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    1.98 MB Anonymous 01/10/11(Mon)22:31 No.13475182  
    The year is 1992. Massive debt has forced the federal government to sell off public property, allowing the new private owners to convert government programs into for-profit operations.

    Florida - cut off from the mainland since the polar icecap melt of 1989 - has been particularly impacted by these new policies. As the island's surface area gradually shrank, property values dropped dramatically. It was clear that the only thing keeping the island afloat economically was the formerly federal, now privately-owned women's prison that supplied the area with jobs. The solution that Apex Unlimited - the owner of the prison - implemented solved Florida's problems while cutting the prison's costs drastically.

    By buying up the surrounding area, Apex Unlimited was able to open the prison's cell doors and accommodate a much larger population of prisoners. At the same time, AU replaced the site's human personnel with airborne drones. These drones, armed with stun rays, were more than capable of preventing inmate escapes and deaths, and making regular supply drops as well. In addition, they could do it at a fraction of the cost.

    While the prison's expansion was controversial at first, the results have spoken for themselves. The system - despite its irregularities - works.
    >> 1 Anonymous 01/10/11(Mon)22:32 No.13475195
    While the Socialist Republic of Fairway Park is currently one of the most powerful groups on Florida Island, its origin was less than impressive. Roxie Segrest, the group's de-facto leader, had decided to hole up in a remote warehouse. It was a reasonable choice; her group of political dissidents were not fighters, and were vulnerable to the experienced criminal groups that controlled the area. Unfortunately, the group had to leave the hideout to gather supplies regularly, eventually resulting in a local warlord's scouts tracking them back.

    Segrest knew that her group had a limited amount of time to act. The group agreed that the best option among the bad ones available was to fight, rather than organizing a hasty mass-evacuation to a place that might be even more dangerous. Everyone contributed to the defense. There were fortifications to be built, signal systems to be set up, weapons to be scavenged and built, and plans to be made. Segrest herself negotiated with other, smaller groups of the area who had reason to oppose the warlord, offering them products manufactured by her group's workforce in exchange for help against their common enemy.

    When the attack came, Segrest's group was ready. Her own inexperienced but organized fighters held their ground, aided by their coordination and planning, and her hired guns were worth their pay, sending the warlord's forces fleeing with a well-timed charge. News of the battle of Fairway Park travelled quickly, and within months the warlord found her territory picked apart by various gangs who sensed her vulnerability, and was eventually driven into the wastes with a small band of followers.
    >> 2 Anonymous 01/10/11(Mon)22:33 No.13475204
    Meanwhile, Segrest was learning to deal with an expanding group. A steady trickle of desperate political prisoners sent their population steadily higher. There were even some unaffiliated locals who were willing to join up, whether they were interested in politics or better treatment. The system of consensus that had governed the group so far grew increasingly strained as the group got bigger. The result was a constitution, a parliament, and the founding of the Socialist Republic of Fairway Park.

    The SFRP has strong isolationist tendencies - partially for political reasons, but also for practical ones. All of the other three major powers of Florida Island are larger and better suited for fighting than the SFRP, which only maintains its stability if it is not worth the effort to invade. The SFRP controls a limited amount of territory, and because of this must trade - mostly vodka, which it produces from scratch at every step of the process - to gain resources that it does not control.

    Citizens of the SFRP are free to go about their own business freely, and even criticize those in power - something out of the question almost anywhere else. While they often do so, support for the overall election system and the existence of the parliament remain high. They are also free to organize themselves into groups - often called cells - as they wish.
    >> 3 Anonymous 01/10/11(Mon)22:33 No.13475211
    When traveling outside of the Republic's highly fortified borders, even the more scrupulous Republic cells often find themselves in the awkward position of having to repeatedly punch the faces of the downtrodden commoners that they sought to help before they were arrested for their activism. Others embrace the chaotic nature of the prison, traveling from place to place with pamphlets in one hand and clubs in the other, hoping to sell the locals they encounter on the righteousness of their cause.

    Player gang examples:
    -A border patrol squad tasked with driving disorganized opposition out of an unstable area
    -A cell that believes the SRFP to be living up to its name insufficiently, seeking to spread propaganda and gain recruits outside of its borders
    -A cell operating by the same methods, believing instead that the SRFP would be better off adopting free market principles instead
    -A mercenary group that spends its off time living in the SRFP, due to its stability, safety, and high political freedom
    -A group of merchants and their guards fighting to make the trip to and from their destination a bit safer
    >> Anonymous 01/10/11(Mon)22:34 No.13475214

    >Florida - completely submerged since the polar icecap melt of 1989

    >> Anonymous 01/10/11(Mon)22:35 No.13475233
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    Catfight: Tactics basic gameplay, for everyone who hasn't read the rules:
    -Players make a small gang with 2-5 members, each with her own stats and repertoire of attacks.
    -Gangs fight on a hex map until one is either knocked out or driven off.
    -Based on the results, each gang gets upgrades for its members, a hideout, loot, and reputation. The first gang to become the dominant force in the area wins the campaign.

    -Test dem shits, particularly the loot/base building/experience phase
    -Fluff the other three big factions
    -Replace the generic punching bag group in the SRFP section with a specific, entertaining punching bag group. Someone from tgchan had suggested making testers fluff their gangs and then using them as minor players, major players, or punching bag groups in the fluff depending on their performance. I'm all for this, but if someone throws a good idea into the thread I'll probably just use that.

    Rules: http://www.mediafire.com/?aymahr635zrgwie
    >> Anonymous 01/10/11(Mon)22:37 No.13475259
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    I mean, this is true, but it's a game about gratuitous bitch fights and ridiculous costumes in an early 90s grimderp world controlled by megacorps. You might as well assert that Mike Haggar should get food poisoning from eating trash can turkeys.
    >> Anonymous 01/10/11(Mon)22:50 No.13475421
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    Ok, so here's what you can do, /tg/. You can toss ridiculous gang themes, leaders, and plot events and such at me - if it isn't directly contradictory to stuff I have, it's almost certainly becoming canon. You can also volunteer for the tester blob, or just point out anything in the rules that looks like a problem. You can also combine the two and insist on having a fluffy gang like that one person suggested, which is by far the most helpful.

    Everything else is sort of under control, but go right ahead and yell at me about anything you think needs to go in or get taken out.

    I'm going to wait until this is far enough off of the front page that I suspect it won't get any replies, and then go make dinner, so either comment now or accept that I won't respond for a while.
    >> Anonymous 01/10/11(Mon)23:07 No.13475632
    I am all in favor of CFT, but I have nothing to add but a bump.
    >> Anonymous 01/10/11(Mon)23:12 No.13475696
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    That's fine. I kind of suspect it's bloated enough at this point that it's kind of difficult to plow through all of the material.
    >> Anonymous 01/10/11(Mon)23:19 No.13475808
    The Panthers

    There were big cats in the Florida swamps, once. Now there are just The Panthers. Some see the as a ragged band of anarcho-revolutionaries. Others see them as nothing more than a filthy pack of mud-caked, possibly cannibalistic savages. They try to live on the fringes, hiding out in what remains of the brackish swampland. Led by a positively Amazonian bitch who calls herself Sheba, they seem to want nothing more than to tear the whole system down...but can often be directed at an enemy for the right price. This makes them a pack of unstable, but relatively effective mercenaries.

    The look would be ragged clothing, with hand-made weapons - especially knives and claws - topped by a decidedly feline aesthetic. Cat ears and tails, feline face paint, filed teeth.
    >> Anonymous 01/10/11(Mon)23:25 No.13475875
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    Man, I am so dumb for not being able to think of an excuse for face paint other than clowns or skulls. Canon.

    I'm sticking them into the general wasteland confederacy group (biggest, fights itself, sort of technically a united faction because its most important leaders occasionally convene and agree to do something as a whole, but only about half of its population is actually under the control of its biggest leaders so even this is usually kind of a mess) unless you have a better idea.
    >> Anonymous 01/10/11(Mon)23:28 No.13475905
    Nah, you do what you want! I haven't even perused the book, yet, out of sheer laziness, but I've been in a slightly write-faggy mood tonight. If I think of anything else, I'll slap it down.
    >> Anonymous 01/10/11(Mon)23:36 No.13476020
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    The fluff in the book is shitty, not really connected to the setting, and outdated. Actually, here's the summary of the four major factions. There's the SRFP, which I already put in the thread. There's the confederacy that I mentioned.

    There's also a bartertown/ancient roman/middle-eastern marketplace faction that collects taxes, enforces contracts, and does nothing else. It's residents generally don't actually belong to the group. It's where people go to spend their loot on luxury goods/entertainment, trade for essentials, or hire mercenaries. I put it in the game specifically for the purpose of allowing Running Man/Thunderdome type scenarios.

    Finally there's a Genghis Khan style (each who isn't a grunt controls roughly ten underlings and reports to a superior, all the way to the top, and has some freedom in how they carry out their instructions) dictatorship. It's an excuse to have tall hats and ridiculous propaganda posters.

    Anyway, the thread contains literally all of the established fluff I have so far.
    >> Anonymous 01/10/11(Mon)23:39 No.13476044
    >using Dmitrys for SFW character art
    My penis is confused, but I heartily approve.
    >> Anonymous 01/10/11(Mon)23:41 No.13476069
    It fits the aesthetic, unlike every other picture the dude has ever done. Well, the one on the right, anyway. She has a clunky jacket and that one type of gloves. Streets of Rage, go.
    >> Anonymous 01/10/11(Mon)23:41 No.13476074
    and because it's Dmitrys at the very least, one of those women is hiding a (likely horse) penis. I don't make the rules, I just calls them as I sees them.
    >> Anonymous 01/10/11(Mon)23:44 No.13476096
    >Florida - cut off from the mainland since the polar icecap melt of 1989

    geography simply doesn't work that way.
    >> Anonymous 01/10/11(Mon)23:47 No.13476129
    >At the same time, AU replaced the site's human personnel with airborne drones. These drones, armed with stun rays, were more than capable of preventing inmate escapes and deaths

    >stun escapee from the sky
    >no method of returning the inmate to the jail
    >> Anonymous 01/10/11(Mon)23:50 No.13476153
    Do you masturbate to future political conditions OP?
    Because I swear I've seen you do this exact setting five different ways by now.
    >> Anonymous 01/10/11(Mon)23:51 No.13476170

    I believe the idea is that the whole place is a lawless "prison".

    Of course, that won't stop people from trying to escape by boat. Even if some are caught they will keep trying. See: Cuban boat people. Even if the Coast Guard catches most of them there will be some who make it to shore.
    >> Anonymous 01/10/11(Mon)23:53 No.13476200
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    >all of those women
    Fixed. I didn't know when I found it, and it's a good picture!

    Gangs don't dress like characters from The Warriors, either.

    Though, maybe "icecap melt" indicates that the icecaps have been completely turned to water. Maybe I need to rephrase a bit.

    I'll make a note that they also have arms. They should be doing the supply drops anyway, and possibly maintenance, so it makes sense.
    >> Anonymous 01/10/11(Mon)23:57 No.13476239
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    It's pretty cliche. I remember seeing a homebrew setting thread and half of them were some variation on this, but less stupid.

    Unless you're complaining about the fact that I post modified versions of the previous thing I wrote for the purpose of refining it, in which case I don't know what to tell you.
    >> Anonymous 01/11/11(Tue)00:06 No.13476331
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    The Demoliliths.

    The overall "costume" would be heavy industry. Scrap metal 'amor', hammers, wrenches, power-tools if they could afford it. Otherwise, they simply rely on their muscle-mass, since most of the Demoliliths are heavyweight-sized. Think women who would be find with being called Big Bertha.

    They'd wear hardhats and overalls and lots of black and yellow striped accouterments. Probably part of the SRFP because they're used as construction for the growing free space.
    >> Anonymous 01/11/11(Tue)00:20 No.13476480
    Canon, though I might move them around a bit. This is great.
    >> Anonymous 01/11/11(Tue)00:24 No.13476527
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    Dude. It's a game where most of Florida is an open-grounds privately-owned women's prison guarded by automated drones (IN 1992!) and filled with rival female inmate versions of the gangs from "The Warriors", Carpenter's "Escape" flicks, "A Clockwork Orange", "Mad Max", "Fist of the North Star" and "Final Fight", and that's just the sane ones. It's blatantly obvious that reality is out to lunch. I'm normally the guy who spends hours checking out geographical details on maps to see if they make sense, but I'm gonna tell you loud and clear about how important that shit is in this setting: FUCK GEOGRAPHY.
    >> Anonymous 01/11/11(Tue)00:24 No.13476528
    Speaking of The Warriors, maybe you should have a gang like The Orphans. By which I mean young and weak. They'd be cast-offs from other gangs or wannabes. Perhaps, crunch-wise, they could have more than the normal number of units, but they'd all be significantly weaker unless they're ganging up on someone. They'd also have a fear mechanic where if one of them gets injured, there's a chance everyone can scatter in a random direction.
    >> Anonymous 01/11/11(Tue)00:32 No.13476610
    Another one from the anon who did The Panthers and The Demoliliths...bear with me here, this might be the weirdest one yet.

    So, it's Florida, right? Before everything went down, there was this place...it was a happy place. Quite possibly the happiest place. It's been long since razed to the ground, but its memories live on in The Princesses. Part of the trading guild(?) ostensibly, they're best known for their vicious sporting fights where the "nobility" can bet on the lives of combatants.

    Oh, don't be fooled. Sure, the leaders are dolled up in finery, such as it is. There's a preponderance of pink and ruffles. But each one is vicious to the core, not afraid to off an underling just to remind them who's boss.
    >> Anonymous 01/11/11(Tue)00:33 No.13476625
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    Hell yeah.

    I've put enough work into the neutral point buy system that I'm going to stick with it, but you'll be glad to know that the gang you just described is easy to make using the mechanics, and will scatter if things go poorly. So, feature exists.
    >> Anonymous 01/11/11(Tue)00:34 No.13476628
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    Almost forgot a pic.
    >> Anonymous 01/11/11(Tue)00:40 No.13476677
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    The trader group is a few owners, a bookkeeper squad, a police force, and possibly might be stretched to include a mercenary army. Most of the business person types would be independent of the actual formal group, and just hang out in the territory disregarding harlots and acquiring currency (and paying an insignificant amount of that currency in taxes to the group's official members, but that beats the shit out of doing your own security). So, this group fits in fine.

    Also, favored weapon: parasols.
    >> Anonymous 01/11/11(Tue)00:41 No.13476684

    >> Anonymous 01/11/11(Tue)00:42 No.13476697
    God that chick from Die Antwoord is creepy.
    >> Anonymous 01/11/11(Tue)00:48 No.13476750
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    Oh, minor issue though. To keep the whole Streets of Rage/Warriors feel, characters don't die, they just get knocked out and come back later. The fluff justification is the security drones breaking up fights that look too lethal. So, save the deaths for the most dramatic circumstances only, not as a routine thing.

    I like the fat guy that carries around the newspaper article that makes vague mention of them, personally.

    Exactly. Weird haircut, sort of scary. Imagine ten of her. They have bats. Gang done!
    >> Anonymous 01/11/11(Tue)02:00 No.13477587
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    Thread status: archived, because I don't want to lose the stuff that's been posted or anything that happens while I'm asleep, which will be soon. Anyone else have any comments?
    >> Anonymous 01/11/11(Tue)02:25 No.13477866

    your ideas are bad and you should feel bad
    >> teka 01/11/11(Tue)03:08 No.13478341

    your ideas seem good, and you should feel good!
    >> Anonymous 01/11/11(Tue)03:18 No.13478431
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    Wait, are my ideas good, or is the idea that my ideas are bad good. It's unclear.

    Ok, next on the to do list is probably handling the trader group. Hard-assed tax collectors, shadowy rulers, and high-society tea-drinking frilly-dress-wearing lead-pipe-parasol-wielding aristocrats is enough material. I need a name for the group and for some key players though. Requesting suggestions there.

    Also, should the princesses have names following the "Priscilla Gutripper" format, the "Knuckles Livingston" format, or should they actually just have two upper class sounding names? Decisions, decisions.
    >> Anonymous 01/11/11(Tue)05:01 No.13479186
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    Well, I'll figure that out in the morning, I guess. Thread should still be here.
    >> Anonymous 01/11/11(Tue)05:02 No.13479199
    I hope you die in your sleep.
    >> Anonymous 01/11/11(Tue)07:56 No.13480114
    Ha ha, internet trolls!
    >> Anonymous 01/11/11(Tue)13:08 No.13482268
    Ok, back. Little to contribute, but I'll say that I'm leaning towards having the princess name scheme be two proper names, with an increasing number of middle names depending on rank. Also, trader group law enforcement is going to look as much like riot cops as humanly possible, because the early 90s. Maybe their territory includes the original prison complex. Still open to suggestions on the subject of that or anything, though.
    >> Anonymous 01/11/11(Tue)14:22 No.13482971
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    Also, considering making The Princesses into The Royalty or something similar, with a ranking system based on this chart:

    That would take out the implied Disney connection, but I'm not sure what I'd do with that anyway that making them royalty wouldn't also do.
    >> Anonymous 01/11/11(Tue)17:40 No.13484751
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    I think it would be funnier if the princesses all had names like Princess Pipewrench and Princess Cinderblock.
    >> Anonymous 01/11/11(Tue)17:59 No.13484916
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    Yeah, I might also do this, provided they get a name too. Princess Victoria Cinderblock, Princess Beatrix Pipewrench, etc.

    More sold on the ridiculous ranking system now, though. Lady Victoria Cinderblock and Archduchess Beatrix Pipewrench. You can't say no.
    >> Anonymous 01/11/11(Tue)18:48 No.13485408
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    Ok, I know the current state of the trader group, but I can't think of a good back story for it. Maybe it started out as a neutral ground marketplace, and then someone took it over and expanded it, but that's a bit bland. I guess if the details are good it would work. Opinions?
    >> Anonymous 01/11/11(Tue)22:35 No.13487901
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    In the early, chaotic days of Florida Island Prison, there were few safe areas. However, on the edge of the wastes, in a plot of land that was not particularly valuable to anyone, an unofficial truce was taking place. In this secluded location, representatives from many groups met to trade their surplus resources. While negotiations were often tense, they rarely broke down - all sides benefitted from the ability to make a deal.

    Erin Squires knew an opportunity when she saw one.

    With a little bit of hired help, she began to make sure things ran smoothly. People who went back on their deals rarely did so a second time after Squires' gang paid them a visit. Eventually, when she was well known enough to get away with it, Squires started collecting money to cover business expenses. This was the beginning of the Trade Regulation Committee.

    Within a few years, the TRC's territory had grown exponentially, covering miles and miles of ground. Its operating methods were almost exactly the same, though more formal. The Committee enforced three laws, which it publicized very well. All trades are to use TRC currency and pay a 5% tax. No trade, contract, exchange, or service can be acquired by coercion. All contracts are binding and enforced by the TRC's security.

    >> Anonymous 01/11/11(Tue)22:35 No.13487908
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    Most people within the TRC's borders are happy to obey these laws. Independent traveling merchants needed the stability that the TRC's security could bring. Representatives of larger groups needed a market to offload large quantities of goods quickly. And the permanent residents? Well, there was nowhere else that they could make a living in their line of work.

    Given the relative safety and wealth of the neutral market, a niche for extravagant live entertainment quickly sprang up - and was filled just as quickly. In particular, a great deal of money changed hands betting on the fighting pits. While anyone who could come up with two volunteers could organize a pit, the most outrageous events were always thrown by the Princesses - a mysterious and flamboyant group known for their over-the-top formal attire and brutal business practices.

    The TRC has stopped expanding, but it shows no sign of going anywhere. Its vast holdings and buying power seem to prove that it will remain a major player on Florida Island for many years to come.
    >> Anonymous 01/11/11(Tue)22:39 No.13487945
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    I'm pretty happy with that, barring a few copy-editing issues that I'll clean up later, but it's really asking for some expansion in certain areas. Trying to keep the intro short and manageable, though, so those will have to go in somewhere else - probably in the fluff epilogue.

    Oh, here's my example player gang list.
    -Low ranking Princess and her guards
    -TRC security squad evicting squatters
    -Independent mercenary group accepting jobs in the area surrounding the TRC territory
    -Free group of pit fighters
    -Merchant caravan
    >> Anonymous 01/12/11(Wed)01:22 No.13489607
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    So, I guess next up is the loose confederacy.

    I'm thinking that their back story is the plot of The Warriors, but they caught the assassin (or someone they think is the assassin, it should be unclear) and the alliance didn't fall apart. Pretty much every ridiculous group should go here.

    Then there's the Mongol type group, which I'm leaning towards having be kind of paramilitary (leader should have the title Supreme High General and have a ridiculous hat, etc), but don't quite know how to handle yet.
    >> Anonymous 01/12/11(Wed)04:49 No.13491455
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    ...but that's for tomorrow.
    >> Anonymous 01/12/11(Wed)12:44 No.13494471
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    Aaaand back. Going to do things other than this, but bump in the interest of consolidating imaginary future threads with this one.
    >> Anonymous 01/12/11(Wed)17:23 No.13497227
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    Anyone have any ideas for major player gangs in the confederacy? The suggestions I got were great. I'm not going to tackle this for a few hours at least, though.
    >> Anonymous 01/12/11(Wed)21:53 No.13500148
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    Ok, final stallpost and then I'll save the thread next time with real content.

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