
Gank Role-Play System: Actions
Subaction Table:
- Quick gesture with a hand, tail, foot, head, or body posture
- Short whistle, shout, or other noise
- Saying a one syllable word
- Feeling, poking, prodding, or squirming
- Switching to a Searching state
Action Table - Noncombat:
-Walk 10 miles without stopping
-Run 1 mile without stopping
-Climb 40 feet of rope or ridged surface
-Hold breath one minute
Move Action Table - Combat:
-Move 5 feet
-Sprint 10 feet
-Jump 5 feet
-Overcome 5 feet of normal obstacle
-Perform a simple stunt (like swinging on a rope)
-Fall 10 feet
-Search 3 feet
-Draw a weapon or item
-Attack
-Recovery Action
-Inspire
Advanced Action Table - These Actions Are Not Possible Without Abilities or Equipment:
-Burrow 1 mile through loose soil without stopping
-Climb 40 feet of difficult surface
-Swim 2 miles without stopping
-Fly 20 miles without stopping
Advanced Action Table - Combat:
-Burrow 3 feet through loose soil
-Overcome 5 feet of difficult obstacle
-Swim 5 feet
-Lift off 5 feet or fly 10 feet after lifting off
Hazardous Actions - One Point of Health Damage is Assessed for:
-Every one foot in excess of falling preliminary 10 feet
-Every one second breath is held in excess of one minute
Clashes
Attack: A character tries to damage somebody with something. Attacks deal Health damage to the defensive character equal to their Clash Over. All characters can make physical Attacks using a Body -vs- Body Clash. Other types of attacks require supplementary Items or Abilities.
Coerce: A character tries to convince another character to do something. Mind -vs- Mind. If successful, the acting character can convince the defending character to obey one simple request, provided it is not an immediate danger to them. Coercion Clashes can be Modified 1 point for every additional 100 gold worth of bribery.
Grapple: A character grabs and wrestles with another character, or continues to wrestle if they have already been engaged in a grapple. Body -vs- Body. If an acting character wins their initating Grapple Clash, they can chose to apply a Temporary Negative Grapple Modifier to the Body Score of the defending character(s) equal to the Clash Over. If this Modifier is applied, the characters enter into a Grapple State. Grapples can not be broken by characters with a Negative Grapple Modifier. Successful Grapple Clashes while already engaged in a Grapple State will either reduce the winning character’s Negative Grapple Modifier or increase the Negative Grapple Modifier of the losing character(s) by an amount equal to the Clash Over (in the event a winning character’s Clash Over is higher than their Negative Grapple Modifier, the Modifier is completely removed and the additional Clash Over Points can be applied as Negative Grapple Modifiers). A character must remove all their Negative Grapple Modifiers completely before applying them to other characters. A Body Score reduced to 0 by Negative Grapple Modifiers will knock the character Unconscious for X seconds, where X is the amount their Body Score is below 0. One increment is removed from their Negative Grapple Modifier for every second (or turn) until the Body score returns to 1, at which point the character will be able to use a Recovery Action to wake up. Characters without Negative Grapple Modifiers can choose to pin a particular limb, silence, or blind a character with a Negative Grapple Modifier after a successful Grapple Clash. Those parts can be freed with a successful Grapple Clash by the pinned character. Actions other than Grapple Clashes can be attempted while in a Grapple, provided the appropriate body parts are free to do so. When a character engaged in a Grapple is damaged the Negative Grapple Modifiers of all characters they are engaged with is reduced by that amount.
Intimidate: A character tries to influence another character with a display of their ability. Body/Mind/Soul -vs- Mind Scores, depending on the method of Intimidation. Successful Intimidation Clashes will force an emotional state upon the Intimidated character that will influence their next Action, however it will not force them to perform a specific Action. Intimidated characters can not Attack the character that Intimidated them. If the Clash Over is equal to the defending character’s Mind Score, that character enters a Scared State. Intimidate can be an Area Effect if the Intimidating Action is appropriate.
Seduce: A character tries to sway another character using their sexual appeal. Seduce -vs- Mind. Acting characters use their Seduce Score instead of their Mind, Body, or Soul Scores in Seduce Clashes, unless otherwise indicated. A successful Seduction Clash prevents the Seduced character from making any aggressive Actions targeting their seducer and the seduced character receives a Negative Seduction Modifier to their Mind Score equal to the Clash Over. Seduction can not be broken by characters with a Negative Seduction Modifier. A Mind Score reduced to 0 by Negative Seduction Modifiers will result in permanent Seduction. In this event the Negative Seduction Modifier is removed and the character enters a Controlled State permanently. Seduction Modifiers are removed when the Seducing character is damaged, breaking the Seduction. Seduction Attacks are reduced by half against characters that are not attracted to the Seducer’s gender. If a Seducer is impersonating another sex and their true identity is discovered all Seduction Modifiers will be removed.
Throw Attack: Any object that can be held in one hand can be thrown as an Attack Clash with a range of 10 + Body Score feet. Body -vs- Body. Any modifiers an item may grant a character for other attacks can not be used with Throw Attack. The Action Type of a Throw Attack is Blunt, no matter the item, unless indicated otherwise.
Targeted Action Types
Adjacent: Any Action that is right next to a defending character is an Adjacent Action. Ranged Actions against immediately adjacent characters are still considered Ranged Actions, but defending characters may respond as if they were Adjacent Actions.
Area Effect: An Action that targets all characters within a certain area.
Blunt: The Action applies a direct blunt force to targeted characters.
Chemical: A Contact Action with a liquid base. Chemical Actions will splash on to characters immediately adjacent to their target.
Cold: A Contact Action that puts all targets into a Cold state.
Contact: An Action that just touches its target. Contact can only be avoided by successful Dodge or Evasion Clashes, which will not be available to normal characters.
Fire: A Contact Action that puts all flammable targets into a Fire state.
Gas: A Contact and Area Action.
Magic: Any Action with a magical component. This only applies to spells with a direct magical effect on their target; spells like ‘Firebolt’ summon fire with magic but is not considered a Magic Action for Clash Attack purposes.
Piercing: An Action using a thin, thrusting point or a small, speedy projectile.
Ranged: An Action made from a distance against a specified target or targets.
Sharp: An Action using a blade or other cleaving weapon.
States
Cold: A character is considered cold as long as they have a Cold Modifier. Cold is a Negative Modifier to Mind and Body, unless otherwise indicated. Negative Cold Modifiers and additional Cold effects will remain until the character is no longer Cold. One point of Cold Modifier will be removed per minute spent in a warm environment, and every six seconds (or one Turn Rotation) in a hot environment. Being in a Cold environment increases the Cold Modifier every ten minutes. Mind or Body scores reduced to 0 result in an Unconscious State. When a character’s Mind and Body scores reach 0, all additional Cold Modifiers that would be assessed instead deal direct damage to Health.
Concealed: A character is hidden from sight, either behind an object or by complete darkness. While in this state they can not be seen or targeted. The location of a Concealed character is revealed when another character Searching for them gets a Clue to their whereabouts. If a Concealed character performs an Action or Reaction while concealed they will give a Clue to their whereabouts. After a Clue characters in the vicinity Searching for them will discover, within 10 feet, where they are. After giving a Clue any character not Searching will be clued in that they perhaps should start, but will not know where the concealed character is.
Controlled: A controlled character must obey any requests made by the character controlling them. This includes potentially dangerous actions. They can not attack the character controlling them. They may act normally otherwise, but any commands given to them by the character controlling them must be obeyed for the entirety of their controlled state. Temporarily controlled characters can still attempt Resistance Clashes as their subaction for the turn.
Exhausted: A character is drained and unable to attempt Actions or Reactions. Two or more Subactions can be combined together to accomplish some Actions that could be completed in multiple turns: like communication, potion drinking, and walking (stumbling). Actions that require one turn of full body commitment to complete (like running, stunts, and attacks) can not be attempted. Exhaustion can be removed with a full rest period.
Fire: Items that are flammable will catch on fire whenever they are hit by a Fire Attack. When this happens they get a Fire Point. Fire Points double at the end of every turn that the object is on fire (or every 6 seconds removed from combat). Items have varying amounts of fire damage they can sustain before being destroyed. The average article of clothing has a Fire Rating of 10, the average wooden object has a Fire Rating of 20, and the average flammable wall or roof has a Fire Rating of 100. A bucket of water will extinguish 10 Fire Points and full submersion extinguishes all Fire Points. A Recovery Action can also be made to extinguish five Fire Points. Characters are not typically considered flammable, however characters wearing items or directly in an area on fire share the Fire Points of that item or area. Characters in direct contact with items on fire lose one point of Health every time an additional Fire Point is added. Wet items can sustain three fire attacks before catching fire.
Grappled: Two or more characters are engaged in a grapple with each other. While in this state they are Prone to events outside of the Grapple, but are not subject to Prone effects to events inside the Grapple.
Injured: When a character sustains an injury they amass Negative Injury Modifiers related to that specific injury, in addition to other injury effects. One Temporary Injury Modifier increment can be removed for every full night’s rest, but Permanent Injury Modifiers can not. Various healing effects may also remove Negative Injury Modifiers.
Insane: A character’s mind is almost entirely lost. The character can only make a willful Action or Subaction once every hour. For all other moments they are at the whims of madness.
Off-Balance: Agility Score Points can not be used until after an Action is used to Recover.
Prone/Bound: A character unable to move freely. Prone/Bound characters get a Negative Modifier equal to half their Body Score. An Action can be taken to recover from this effect, if able. The character may also have other Actions inhibited by this state. Agility Score Points can not be used. Characters lying on the ground or backed into a wall are considered Prone.
-Tressed: A special state of Bound in which a character is additionally affected by Exhaustion.
Scared: A character can attempt no other willful actions until they use an Action to recover.
Searching: A character is looking for a Concealed object or character. While Searching characters can only make Subactions and cover a total of 3 feet of space per second. Making other Actions or moving quicker will cause a character to leave the Searching state. If a character uncovers a Clue to a Concealed object while Searching they will know, within 10 feet, where it is.
Stinky: A character stinks. Stinky characters can not be Concealed.
Stunned: A character must replace their next Action or Reaction with an Action to recover.
Transformed: When a character’s Health is reduced to 0 or lower by a transformation effect that character is fully transformed. Fully transformed characters take on the total characteristics of their new form, including all limitations that may have for their strength, intelligence, and mobility. This may restrict their actions, attributes, and abilities. A full night’s rest will restore temporarily transformed to their original form at a weakened state of 1 Health (this is temporary, not permanent, and can be restored to full via normal healing methods or further rest).
Transforming: A character is being transformed. After a successful Transformation Clash, the defending character receives a Transformation Modifier to Body and Mind equal to the Clash Over. This modifier can be positive or negative, depending on the thing a character is transforming into, and Mind and Body transformation modifiers should be tallied separately because of this. The Transformation Modifier can not reduce a character’s Mind and Body Scores lower than animal they are transforming into. A character must remove all Transformation Modifiers to break free of the transformation. Transforming characters can use an Action to resist their transformation with a Soul Clash against the force transforming them, which if successful will reverse their Transformation Modifiers by an amount equal to the Clash Over. Transformation Modifiers can also be removed with Clash Overs from successful Transformation Clash defenses. Once a character’s Mind and Body scores equal those of the thing they are transforming into, all additional Negative Transformation Modifiers will apply to their Soul score. If their Soul score reaches 0 as a result of Transformation the character is Transformed.
Unconscious: A character can not make willful actions. Unconscious characters are also in a Prone state. The length of unconsciousness is typically determined by the effect that caused it, but if it is not specified the character will awaken when their next opportunity to make an Action would otherwise arise. Characters with a 0 Mind, Body, or Soul score will be Unconscious and can not be roused until that score recovers.
The Gank Combat System is still in the earliest stages of testing, so a lot of this may change in the dead of any given night. Likewise, if you have suggestions for improving anything listed above, or want to add some of your own, please take the time to post a comment below. Reply to other comments to help refine your fellow buccaneer’s ideas. Gank doesn’t just encourage user input, it thrives on it. This system is open and designed to be whatever you all want, or need, it to be. But it can’t be that unless you make your voices heard.
The Pirate’s Code:
Guide to Basics: http://www.furaffinity.net/view/11149256/
Actions and States: Right ‘ere!
Natural and Common Attributes: http://www.furaffinity.net/view/11149323/
Special Attributes: http://www.furaffinity.net/view/11149347/
Items: http://www.furaffinity.net/view/11149374/
Extraneous Appendix: http://www.furaffinity.net/view/11149424/
Subaction Table:
- Quick gesture with a hand, tail, foot, head, or body posture
- Short whistle, shout, or other noise
- Saying a one syllable word
- Feeling, poking, prodding, or squirming
- Switching to a Searching state
Action Table - Noncombat:
-Walk 10 miles without stopping
-Run 1 mile without stopping
-Climb 40 feet of rope or ridged surface
-Hold breath one minute
Move Action Table - Combat:
-Move 5 feet
-Sprint 10 feet
-Jump 5 feet
-Overcome 5 feet of normal obstacle
-Perform a simple stunt (like swinging on a rope)
-Fall 10 feet
-Search 3 feet
-Draw a weapon or item
-Attack
-Recovery Action
-Inspire
Advanced Action Table - These Actions Are Not Possible Without Abilities or Equipment:
-Burrow 1 mile through loose soil without stopping
-Climb 40 feet of difficult surface
-Swim 2 miles without stopping
-Fly 20 miles without stopping
Advanced Action Table - Combat:
-Burrow 3 feet through loose soil
-Overcome 5 feet of difficult obstacle
-Swim 5 feet
-Lift off 5 feet or fly 10 feet after lifting off
Hazardous Actions - One Point of Health Damage is Assessed for:
-Every one foot in excess of falling preliminary 10 feet
-Every one second breath is held in excess of one minute
Clashes
Attack: A character tries to damage somebody with something. Attacks deal Health damage to the defensive character equal to their Clash Over. All characters can make physical Attacks using a Body -vs- Body Clash. Other types of attacks require supplementary Items or Abilities.
Coerce: A character tries to convince another character to do something. Mind -vs- Mind. If successful, the acting character can convince the defending character to obey one simple request, provided it is not an immediate danger to them. Coercion Clashes can be Modified 1 point for every additional 100 gold worth of bribery.
Grapple: A character grabs and wrestles with another character, or continues to wrestle if they have already been engaged in a grapple. Body -vs- Body. If an acting character wins their initating Grapple Clash, they can chose to apply a Temporary Negative Grapple Modifier to the Body Score of the defending character(s) equal to the Clash Over. If this Modifier is applied, the characters enter into a Grapple State. Grapples can not be broken by characters with a Negative Grapple Modifier. Successful Grapple Clashes while already engaged in a Grapple State will either reduce the winning character’s Negative Grapple Modifier or increase the Negative Grapple Modifier of the losing character(s) by an amount equal to the Clash Over (in the event a winning character’s Clash Over is higher than their Negative Grapple Modifier, the Modifier is completely removed and the additional Clash Over Points can be applied as Negative Grapple Modifiers). A character must remove all their Negative Grapple Modifiers completely before applying them to other characters. A Body Score reduced to 0 by Negative Grapple Modifiers will knock the character Unconscious for X seconds, where X is the amount their Body Score is below 0. One increment is removed from their Negative Grapple Modifier for every second (or turn) until the Body score returns to 1, at which point the character will be able to use a Recovery Action to wake up. Characters without Negative Grapple Modifiers can choose to pin a particular limb, silence, or blind a character with a Negative Grapple Modifier after a successful Grapple Clash. Those parts can be freed with a successful Grapple Clash by the pinned character. Actions other than Grapple Clashes can be attempted while in a Grapple, provided the appropriate body parts are free to do so. When a character engaged in a Grapple is damaged the Negative Grapple Modifiers of all characters they are engaged with is reduced by that amount.
Intimidate: A character tries to influence another character with a display of their ability. Body/Mind/Soul -vs- Mind Scores, depending on the method of Intimidation. Successful Intimidation Clashes will force an emotional state upon the Intimidated character that will influence their next Action, however it will not force them to perform a specific Action. Intimidated characters can not Attack the character that Intimidated them. If the Clash Over is equal to the defending character’s Mind Score, that character enters a Scared State. Intimidate can be an Area Effect if the Intimidating Action is appropriate.
Seduce: A character tries to sway another character using their sexual appeal. Seduce -vs- Mind. Acting characters use their Seduce Score instead of their Mind, Body, or Soul Scores in Seduce Clashes, unless otherwise indicated. A successful Seduction Clash prevents the Seduced character from making any aggressive Actions targeting their seducer and the seduced character receives a Negative Seduction Modifier to their Mind Score equal to the Clash Over. Seduction can not be broken by characters with a Negative Seduction Modifier. A Mind Score reduced to 0 by Negative Seduction Modifiers will result in permanent Seduction. In this event the Negative Seduction Modifier is removed and the character enters a Controlled State permanently. Seduction Modifiers are removed when the Seducing character is damaged, breaking the Seduction. Seduction Attacks are reduced by half against characters that are not attracted to the Seducer’s gender. If a Seducer is impersonating another sex and their true identity is discovered all Seduction Modifiers will be removed.
Throw Attack: Any object that can be held in one hand can be thrown as an Attack Clash with a range of 10 + Body Score feet. Body -vs- Body. Any modifiers an item may grant a character for other attacks can not be used with Throw Attack. The Action Type of a Throw Attack is Blunt, no matter the item, unless indicated otherwise.
Targeted Action Types
Adjacent: Any Action that is right next to a defending character is an Adjacent Action. Ranged Actions against immediately adjacent characters are still considered Ranged Actions, but defending characters may respond as if they were Adjacent Actions.
Area Effect: An Action that targets all characters within a certain area.
Blunt: The Action applies a direct blunt force to targeted characters.
Chemical: A Contact Action with a liquid base. Chemical Actions will splash on to characters immediately adjacent to their target.
Cold: A Contact Action that puts all targets into a Cold state.
Contact: An Action that just touches its target. Contact can only be avoided by successful Dodge or Evasion Clashes, which will not be available to normal characters.
Fire: A Contact Action that puts all flammable targets into a Fire state.
Gas: A Contact and Area Action.
Magic: Any Action with a magical component. This only applies to spells with a direct magical effect on their target; spells like ‘Firebolt’ summon fire with magic but is not considered a Magic Action for Clash Attack purposes.
Piercing: An Action using a thin, thrusting point or a small, speedy projectile.
Ranged: An Action made from a distance against a specified target or targets.
Sharp: An Action using a blade or other cleaving weapon.
States
Cold: A character is considered cold as long as they have a Cold Modifier. Cold is a Negative Modifier to Mind and Body, unless otherwise indicated. Negative Cold Modifiers and additional Cold effects will remain until the character is no longer Cold. One point of Cold Modifier will be removed per minute spent in a warm environment, and every six seconds (or one Turn Rotation) in a hot environment. Being in a Cold environment increases the Cold Modifier every ten minutes. Mind or Body scores reduced to 0 result in an Unconscious State. When a character’s Mind and Body scores reach 0, all additional Cold Modifiers that would be assessed instead deal direct damage to Health.
Concealed: A character is hidden from sight, either behind an object or by complete darkness. While in this state they can not be seen or targeted. The location of a Concealed character is revealed when another character Searching for them gets a Clue to their whereabouts. If a Concealed character performs an Action or Reaction while concealed they will give a Clue to their whereabouts. After a Clue characters in the vicinity Searching for them will discover, within 10 feet, where they are. After giving a Clue any character not Searching will be clued in that they perhaps should start, but will not know where the concealed character is.
Controlled: A controlled character must obey any requests made by the character controlling them. This includes potentially dangerous actions. They can not attack the character controlling them. They may act normally otherwise, but any commands given to them by the character controlling them must be obeyed for the entirety of their controlled state. Temporarily controlled characters can still attempt Resistance Clashes as their subaction for the turn.
Exhausted: A character is drained and unable to attempt Actions or Reactions. Two or more Subactions can be combined together to accomplish some Actions that could be completed in multiple turns: like communication, potion drinking, and walking (stumbling). Actions that require one turn of full body commitment to complete (like running, stunts, and attacks) can not be attempted. Exhaustion can be removed with a full rest period.
Fire: Items that are flammable will catch on fire whenever they are hit by a Fire Attack. When this happens they get a Fire Point. Fire Points double at the end of every turn that the object is on fire (or every 6 seconds removed from combat). Items have varying amounts of fire damage they can sustain before being destroyed. The average article of clothing has a Fire Rating of 10, the average wooden object has a Fire Rating of 20, and the average flammable wall or roof has a Fire Rating of 100. A bucket of water will extinguish 10 Fire Points and full submersion extinguishes all Fire Points. A Recovery Action can also be made to extinguish five Fire Points. Characters are not typically considered flammable, however characters wearing items or directly in an area on fire share the Fire Points of that item or area. Characters in direct contact with items on fire lose one point of Health every time an additional Fire Point is added. Wet items can sustain three fire attacks before catching fire.
Grappled: Two or more characters are engaged in a grapple with each other. While in this state they are Prone to events outside of the Grapple, but are not subject to Prone effects to events inside the Grapple.
Injured: When a character sustains an injury they amass Negative Injury Modifiers related to that specific injury, in addition to other injury effects. One Temporary Injury Modifier increment can be removed for every full night’s rest, but Permanent Injury Modifiers can not. Various healing effects may also remove Negative Injury Modifiers.
Insane: A character’s mind is almost entirely lost. The character can only make a willful Action or Subaction once every hour. For all other moments they are at the whims of madness.
Off-Balance: Agility Score Points can not be used until after an Action is used to Recover.
Prone/Bound: A character unable to move freely. Prone/Bound characters get a Negative Modifier equal to half their Body Score. An Action can be taken to recover from this effect, if able. The character may also have other Actions inhibited by this state. Agility Score Points can not be used. Characters lying on the ground or backed into a wall are considered Prone.
-Tressed: A special state of Bound in which a character is additionally affected by Exhaustion.
Scared: A character can attempt no other willful actions until they use an Action to recover.
Searching: A character is looking for a Concealed object or character. While Searching characters can only make Subactions and cover a total of 3 feet of space per second. Making other Actions or moving quicker will cause a character to leave the Searching state. If a character uncovers a Clue to a Concealed object while Searching they will know, within 10 feet, where it is.
Stinky: A character stinks. Stinky characters can not be Concealed.
Stunned: A character must replace their next Action or Reaction with an Action to recover.
Transformed: When a character’s Health is reduced to 0 or lower by a transformation effect that character is fully transformed. Fully transformed characters take on the total characteristics of their new form, including all limitations that may have for their strength, intelligence, and mobility. This may restrict their actions, attributes, and abilities. A full night’s rest will restore temporarily transformed to their original form at a weakened state of 1 Health (this is temporary, not permanent, and can be restored to full via normal healing methods or further rest).
Transforming: A character is being transformed. After a successful Transformation Clash, the defending character receives a Transformation Modifier to Body and Mind equal to the Clash Over. This modifier can be positive or negative, depending on the thing a character is transforming into, and Mind and Body transformation modifiers should be tallied separately because of this. The Transformation Modifier can not reduce a character’s Mind and Body Scores lower than animal they are transforming into. A character must remove all Transformation Modifiers to break free of the transformation. Transforming characters can use an Action to resist their transformation with a Soul Clash against the force transforming them, which if successful will reverse their Transformation Modifiers by an amount equal to the Clash Over. Transformation Modifiers can also be removed with Clash Overs from successful Transformation Clash defenses. Once a character’s Mind and Body scores equal those of the thing they are transforming into, all additional Negative Transformation Modifiers will apply to their Soul score. If their Soul score reaches 0 as a result of Transformation the character is Transformed.
Unconscious: A character can not make willful actions. Unconscious characters are also in a Prone state. The length of unconsciousness is typically determined by the effect that caused it, but if it is not specified the character will awaken when their next opportunity to make an Action would otherwise arise. Characters with a 0 Mind, Body, or Soul score will be Unconscious and can not be roused until that score recovers.
The Gank Combat System is still in the earliest stages of testing, so a lot of this may change in the dead of any given night. Likewise, if you have suggestions for improving anything listed above, or want to add some of your own, please take the time to post a comment below. Reply to other comments to help refine your fellow buccaneer’s ideas. Gank doesn’t just encourage user input, it thrives on it. This system is open and designed to be whatever you all want, or need, it to be. But it can’t be that unless you make your voices heard.
The Pirate’s Code:
Guide to Basics: http://www.furaffinity.net/view/11149256/
Actions and States: Right ‘ere!
Natural and Common Attributes: http://www.furaffinity.net/view/11149323/
Special Attributes: http://www.furaffinity.net/view/11149347/
Items: http://www.furaffinity.net/view/11149374/
Extraneous Appendix: http://www.furaffinity.net/view/11149424/
Category Artwork (Digital) / Miscellaneous
Species Unspecified / Any
Size 700 x 700px
File Size 67.6 kB
wow so is this a tabletop rpg or computer/ console based rpg? I'm quite interested in this as it seems very well made. I also love the sword in the picture of this submission. your rpg seems very well thought out and well done. I look forward to seeing more of this on here.
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