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On a hot summer day on the outskirt islands of the Caribbean, Solman, relaxing on a small yet expensive vacation tour, was taken hostage by the infamous Guerrilla Warfare (GW). Overhearing his captors talk about the division of ransom money, Solman negotiated his own release if he delivered three additional hostages within 24 hours. And deliver he did, armed with only money, charm, and a way with words reserved for the world's most horrific cult leaders. Stunned by his lack of empathy for his fellow tourists and his ability to deliver a steady supply of 'ransom units' (people) the GW negotiated a position for Solman among them. Taking the highest percentage of hostage random money of any member of the GW, Solman had won the game before it even started.

You only need three things to fix a bad situation: money, charm, and a loaded weapon.

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