Dr. Tickle Time
Ashtray   Washington, United States
 
 
If you don't like it, you can shove it. But you don't like it, you love it.
:toriel::bradtackle::shit::jf_kon::Kenny::sans::hintlord::dungdefender::deadrat::zote::lgbt::fardy::toilet::gman::summercat2023::GunfireRebornhandsup:
Sin conexión
Juego favorito
11,6
Horas jugadas
14
Logros
Expositor de completista
Expositor de capturas
Dead by Daylight
Coleccionista de juegos
Grupo favorito
professional frotnite org
7
Miembros
1
Jugando
4
Conectados
5
En el chat
Actividad reciente
6,6 h registradas
última sesión: 25 DIC
25 h registradas
última sesión: 25 DIC
265 h registradas
última sesión: 23 DIC
Comentarios
tomo 13 NOV a las 12:12 
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tomo 18 OCT a las 7:36 
10/10 Top Tier Roblox Competive Player, and rage quitter. Runs GMOD My little Pony Server.
tomo 15 SEP a las 15:53 
sucker? ur mom rly good yesterday night
tomo 11 AGO a las 4:06 
+rep daddy 💦💨 gave 🙌🏻 me 💁😙 that 🤐😐😳😐 hawk tuah right 👌🏿 before 😺 bed 🛏️
Storm 24 JUL a las 17:50 
-rep listens to weezer
tomo 11 MAR a las 6:08 
Tim Cain began working on Fallout in 1994. It began as a game engine based on Steve Jackson Games's tabletop role-playing game GURPS. Interplay dropped the license after Steve Jackson Games objected to Fallout's violence, and Cain and designer Christopher Taylor created a new character customization scheme, SPECIAL. Although Interplay initially gave the game little attention, the development ultimately cost $3 million and employed up to thirty people. Interplay considered Fallout the spiritual successor to its 1988 role-playing game Wasteland and drew artistic inspiration from 1950s literature and media emblematic of the Atomic Age as well as the movies Mad Max and A Boy and His Dog. The quests were intentionally made morally ambiguous. After three and a half years of development, Fallout was released in North America in October 1997.