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The following is the new TRUE and comprehensive edition of the Scenario Sensitive Thrall Ryne Battle System, used in Metawerx RP Chat. It combines the rules from the Basic, Advanced, and Scenario Sensitive Guidelines. There are no longer separate systems, all people who use the TRBS are expected to follow ALL of these rules to the letter. The name Scenario Sensitive was kept because fighting should only be used for role-playing anyway, and to do anything LESS while role-playing is just lame. This system was originally created to make fighting within role playing more creative and true to plots in which it will be implemented. Speed is still an important factor, but since the fast typing non-rpers took advantage, new factors had to be added. These guidelines only for FIGHTING within rp scenarios, be they planned or spontaneous, but not for general role playing actions. So, yes, you can walk to the bar and sit down in the same line... As usual, an of a battle by the TRBS will be listed below. When a change is made, be it new rule or revision of a current rule, and update notification will be posted below.
The TRBS was last updated 3|28|2000 with one new primary guideline (shown in red text)
No one is immortal, though specific conditions can be put on death within a role playing scenario.
Each combatant must recognize the other�s attacks
Everyone must take damage deserved
Those who view the fight will judge the winner
ONE action per line, but retreating from an enemy while acknowledging damage can be done in one line. REVISED!!
Autodeath attacks do NOT count, unless accepted by participators within an RP scenario.
No invisibility or prolonged disappearance, but VALID teleportation is allowed. (See spells/natural skills below)
No cutting and pasting (If asked to paste by an opponent to test your clipboard, you MUST do so...)
No one-impact bone breaks
No cowardly healing
No attacks that render the opponent unable to act for an extended amount of time until fatal blow.
Attacks by bots or other "cheating" programs such as hot-key input or the "CTRL-Z method" will not be recognized
You must use action braces (*nods*, ::nods::, -=nods=-, etc.)
Specify who and what you are attacking (Ex: *cutting into HIS leg deeply*)
When fighting a terribly slow person, break actions into more lines
Don't look for the easiest way to use the rules.
Don't always expect to kill the opponent
After sustaining so much injury, it should be evident in the way you fight
Actually MISS sometimes without the person dodging
Use lines occasionally to acknowledge injury (Ex: *stumbles back, holding his chest*)
When fighting more than one person, clarify who you are hitting each time.
Account for your mistakes
Example:
Third: *slashes angrily at his chest*
Thrall: *leaps upward in evasion*
Third: *strikes his right thigh instead*
All Characters should have Profiles, so opponents understand what they are dealing with.
Before engaging in battle with someone, you should have already read their profile.
Be more descriptive with your actions.
Be more diverse with your attacks
Be more creative in your fighting style. (Ex: Taking the time to taunt an opponent in mid-attack)
ALL attacks must be directed at a general body area such as the leg or chest.
ALL impacts must strike a specific body pary such as the knee cap or sternum.
Acknowledge the damage inflicted upon you as often as possible.
Fight with regard to your opponent's statistics and abilities.
Take your opponent's armor, magical protection, etc. into consideration.
If your opponent has a unique weapon, it may not be broken.
Don't dwell on your opponents invalids excessively unless they barely follow any of the rules.
A line stating your non-acknowledgement of an invalid attack is sufficient. Sometimes you'll just be the better fighter and will have to grin and bear it.
Try to chain the wording of your attacks as it would be written in prose (story format), if possible.
Any actions of less than FOUR words are invalid.
Only ONE word of three letters or less per line counts toward the four word minimum. (*it hit his gut* = INVALID)
Do not fill the four word minimum with copout phrases. Things such as "with ease", "with haste", "very slowly", or "and stuff" do NOT count towards the four words.
Guy: *cutting his chest with some ease* (six words! great! But...its terrible. See the above guideline about fighting in prose-style)
Try to develop a uniqueness to your fighting style
Pay attention to your position relative to your opponent's and act accordingly.
Don't be cheesy (Ex: Having ridiculous amounts of armor and then flipping around like an acrobat)
As always, no cutting and pasting. If your opponent asks you to paste, do so immediately. (CTRL + V)
Have SOMETHING on your clipboard to paste just in case you are accused of cheating.
Remain true to your characters abilities and limitations. (Ex: If you're a normal knight, don't just suddenly develop the ability to fly.)
Major "villain" characters are granted certain liberties, such as less succeptibility to damage and higher endurance
Revival of dead characters must be done in a ceremonial fashion.
Normal physical attacks
State the attack (Ex: Knight: *slashes wildly across his body*)
State the impact and its location (Ex: Knight: *striking the Warrior in the chest*)
Dodging and Parrying
State the dodge or parry (Ex: Warrior: *steps outside of the sword's path*)
The main rule of dodging is that it must be typed before the impact is stated.
Example of a good dodge
Warrior: *slashes horizontally at the knight's chest*
Knight: *shuffles backwards out of harm's way*
Warrior: *cutting a gash across his sternum*
The dodge was successful because it occurred BEFORE the impact.
Example of a BAD dodge
Knight: *brings the sword down upon the Warrior*
Warrior: *moves*
Knight: *Striking his chest hard*
What did the warrior move? Did he wiggle his toes? Or maybe he moved into the attack to hasten his demise?
Chant, concentrate, or charge up the spell/skill (Ex: Mage: *bellows an ominous incantation*)
Say the name of the spell to be casted (Ex: ::Fireball::) Note: One or two word spell names are VALID lines, thus the need for a separate line stating the actual attack.
Say the effect of the spell (Ex: *A ball of fire flies towards Warrior*)
State the success/impact of the spell (Ex: *striking the center of his chest*)
Reflections or magic blocks only work if the barrier/reflect spell was cast BEFORE the success/impact line.
Note: The implementation of the four line rule is only to make things fair for combatants, to give them a chance to evade the spell/skill. If you use a natural skill similar to magic, the attack can be 3 lines so long as the opponent has the chance to dodge. The name of a spell is NOT COUNTED as one required number of lines in a spell/skill.
Example of a Valid 3-line skill
Third: *Raises one open palm towards Thrall*
Third: *Firing a penetrating golden wave at his chest*
Third: *Striking him just above the ribs*
Example of an Invalid 3 line spell
Mage: *Chants*
Mage: *Ice Storm*
Mage: *Freezes Knight*
(That was just awful...)
Teleporting
Initiate the telportation (Chanting, Concentrating, Closing Eyes, etc...)
State the teleportation (*bears an aura of white light*)
Vanish (*evanesces within the glare*)
Reappear (*only to reappear behind the knight seconds later*)
Note: Any attacks landed successfully by your opponent BEFORE the vanish line DO count.
�
Aim the gun (Ex: Sniper: *trains the rifle's sight on the Mage*)
Fire the gun (Ex: *quickly fires a single round*)
State the impact (Ex: *striking the Mage in the arm*)
Note: When firing from close range, meaning point blank, as if you have your opponent pinned and the gun to their chest, only the aim and firing line are necessary. The impact can be considered automatic, because there is no way that a person can dodge a bullet at point blank range. The only way the opponent can stop the shot is if they knock the gun or similar weapon away before it fires, or erect some kind of barrier of protection between themselves and the shooter.
The rules of dodging bullets works the same as with normal attacks, deflecting them works the same as stopping magic.
�
When attempting a grab, tackle, or slam, AT LEAST 4 lines MUST be used.
One line must be used for the reach Third: *Reaches for Thrall's right arm*
The next line states the success of the grab. Third: *Grasping him by the wrist*
The next line initiates the purpose of the grab Third: *Then lifting him up into the air*
The final line finishes brings it all to a close Third: *And slamming him down like a rag doll*
Note: If the grab succeeds, an evasion line becomes invalid, the opponent must use an escape line. If the grabber has gotten to the THIRD stage of the grappling move, then the opponent must use TWO lines to break free. However many lines of the grab have succeeded, the opponent must use one less that amount to escape. Character position must be taken into account, for example, if you've already been lifted up, you have to drop down.
Thrall: *Rushes towards Third with dangerous determination*
Thrall: *Thrusting himself into a forward lunge*
Thrall: *Crashing into Third at the waist*
Thrall: *And tackling him to the ground*
Examples of Valid Grab-Breaks/Counters:
For Grabs:
Third: *Reaches for Thrall's arm*
Third: *Grabbing him by the wrist*
Thrall: *shakes free of his grasp* OR *kneels down to brace himself* (this prevents the lifting motion, unless the grabber takes another line to compensate for it)
For Tackles:
Thrall: *Rushes towards Thrall quickly*
Thrall: *Diving towards him recklessly*
Thrall: *Crashing into him at the waist*
Thrall: *And taking him down hard*
Third: *Rolls backwards with the tackle*
Third: *Pushing Thrall into a sacrifice toss*
Third: *Throwing him off and to the ground*
A Final Word about Grabs/Tackles: A tackle counter like this only works if the roll and sacrifice toss lines come BEFORE the *and taking him down* line. Leaping or simply getting up ARE NOT VALID if you have already been tackled. Use common sense.
When doing any battle move, typos must be taken into consideration. If the typo is minor, then the attack or dodge is still valid. If the typo is major, then it does not count and must be re-entered. In the case of dodging and guarding, if a combatant can re-type the the move before the impact is typed by his/her opponent, then it counts.
Examples of a valid Typo: *slsashes athim hard*
Example of an invalid Typo: *slaeyhe sat hitm hard*
If the same typo, major or minor is done twice, the move DOES NOT COUNT. The only exception to to the typo rule is if you are able to correct yourself on the NEXT line.
Example:
Thrall: *charges towards Third menacingly*
Thrall: *then swinging the staff at down upon him*
Thrall: * and Stirkign the crown of his head*
Thrall: *striking the crown of his head*
�
BRB is too often used as an excuse to fend off attacks, thus the need for this rule. If something happens where you MUST stop suddenly, then that's fine. However, if your opponent was already in the midst of an attack, that move WILL count against you. This rule does not apply to death blows.
Thrall: *Rushes at Laron with dangerous intent*
Thrall: *then swinging the staff at his leg*
Laron: BRB
Thrall: *and striking him at the knee cap*
After a long series of attacks, dodges, spells, etc, (minimum of 25 successful and valid attacks) a combatant may attempt a final attack. (Ex: *Plunges sword into Soldier�s chest*)
By this time, it should be obvious who is winning the battle. There is a degree of honor involved between fighters. One must admit it when they are getting their ass kicked, and accept defeat. One cannot attempt a fatal blow if they have been getting smashed the entire fight.
Once again, it is left to the others in the room and the honor of the combatants to judge the winner. If you are dealing with good role players, this system will work. The rules involving CORNY role players is to simply ignore them. Whether a person is good or not should become obvious within the first few minutes.
�
If your character has been defeated, then he/she/it must admit it. If a character is killed, they must remain silent or leave chat until resurrected. Again, no one is immortal. Also, a character must be resurrected by another character and this has to be witnessed by yet another character.
�
Below is an example of a battle fought using the TRBS correctly for the most part. However, there are still some things that could be improved. Can you pick them out? If so, then you probably have a firm grasp of the battle system.
Third Godheval Ex: *draws forth Bloodletter, its silver length gleaming*
Third Godheval Ex:*charges at Shinogue, his sword low to the ground*
Third Godheval Ex: *slashes viciously across at him*
Third Godheval Ex: *striking his chest hard*
Shinogue: *stumbles back hissing* (Note: Acknowledgement of damage taken)
Shinogue: *lunges at Third angrily*
Shinogue: *slashing at him in retaliation*
Shinogue: *striking his chest plate* (Note: Regard for Armor)
Third Godheval Ex: *leaps back wincing a bit* (Note: Valid one-line retreat and damage acknowledgement)
Third Godheval Ex: *steps towards Shinogue again*
Third Godheval Ex: *then slashing upwards with fury*
Third Godheval Ex: *slicing along his chest*
Shinogue: *lashes out at Third with his tail*
Third Godheval Ex: *leaps aside of the attack*
Third Godheval Ex: *then slashing at Shinogue's side*
Third Godheval Ex: Take this, freak! (Note: Taking the time to taunt in mid-attack)
Third Godheval Ex: *striking his ribs squarely*
Third Godheval Ex: *leaps back, sword twirling*
Shinogue: *stumbles back, clutching his side*
Shinogue: *lunges at Third again, despite the pain*
Shinogue: *slashes at him with claw*
Third Godheval Ex: *leaps to the right of his advance*
Third Godheval Ex: *spins his sword behind his back* (Note: Uniqueness---Third Trademark)
Third Godheval Ex: *then sheathing it, taking Aura Draw stance* (Note: Uniqueness---Third Trademark)
Third Godheval Ex: *engages his aura, drawing fire*
Third Godheval Ex: *redraws Bloodletter in a slashing motion at Shinogue*
Third Godheval Ex: *striking his arm viciously*
Third Godheval Ex: *searing his flesh badly*
Well, that sums up the new and more comprehensive version of the TRBS for now... As I said, check often for updates, and continue to fight with style...
If you have any suggestions and/or complaints, I can be contacted at <removed>
---Thrall Ryne, Sage of the Vandal Imperial Wizardry
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The TRBS was last updated 12|25|2002
Primary Guidelines
Nobody is immortal, though specific conditions can be put on death within a role playing situation.
Each combatant must accept that they were hit
Everyone must take adequate damage
Those who watch the fight, Will judge the winner
ONE action per line, but running away while acknowledging being damaged is acceptable.
Autodeath attacks do NOT count, unless everyone agress that they do count.
You can't just dissapear , but VALID teleportation is allowed. (See spells/natural skills below)
No cutting and pasting.
No single impact bone breaks
No unfair and cowardly healing
No attacks that render the opponent unable to act for an extended amount of time until fatal blow.
Attacks by bots or other "cheating" programs such as hot-key input or the "CTRL-Z method" will not be recognized. Though Macros works well if you're really deperate, it's still not allowed.
You must use action brackets (*nods*, ::nods::, -=nods=-, etc.)
Specify on what your attack is cenetered (Ex: *cutting into HIS leg deeply*)
When fighting a terribly slow person, break actions into more lines, unless you're an ****, then disregard this rule
I would say "Don't look for the easiest way to use the rules." But you would anyway, right?
Don't always expect to finish the opponent
After withstanding so much injury, it should be evident in the way you fight
Actually MISS sometimes without the person dodging
Use lines occasionally to acknowledge injury (Ex: *stumbles back, holding his chest*)
When fighting more than one person, clarify who you are attacking each time.
Account for your mistakes
Example:
Random: *slashes angrily at his chest*
Darien: *leaps upward in evasion*
Random: *strikes his right thigh instead*
Make a profile, so your opponents understand what they are dealing with.
Before fighting someone, read their profile.
Be more descriptive with your actions.
Be more diverse with your attacks
Be more creative in your fighting style. (Ex: Taking the time to taunt an opponent in mid-attack)
ALL attacks must be directed at a general body area such as the leg or chest.
ALL impacts must strike a specific body pary such as the knee cap or sternum.
Acknowledge the damage inflicted upon you as often as possible.
Fight with regard to your opponent's statistics and abilities.
Take your opponent's armor, magical protection, etc. into consideration.
If your opponent has a unique weapon, it may not be broken.
Don't dwell on your opponents invalids excessively unless they barely follow any of the rules.
A line stating your non-acknowledgement of an invalid attack is sufficient. Sometimes you'll just be the better fighter and will have to grin and bear it.
Try to chain the wording of your attacks as it would be written in prose (story format), if possible.
Any actions of less than FOUR words are invalid.
Only ONE word of three letters or less per line counts toward the four word minimum. (*it hit his gut* = INVALID)
Do not fill the four word minimum with copout phrases. Things such as "with ease", "with haste", "very slowly", or "and stuff" do NOT count towards the four words.
Try to develop a uniqueness to your fighting style
Pay attention to your position relative to your opponent's and act accordingly.
Don't be cheesy (Ex: Having ridiculous amounts of armor and then flipping around like an acrobat)
As always, no cutting and pasting. If your opponent asks you to paste, do so immediately. (CTRL + V)
Have SOMETHING on your clipboard to paste just in case you are accused of cheating.
Remain true to your characters abilities and limitations. (Ex: If you're a normal knight, don't just suddenly develop the ability to fly.)
Major "villain" characters are granted certain liberties, such as less succeptibility to damage and higher endurance
Revival of dead characters must be done in a ceremonial fashion.
General attacking and defending
Normal physical attacks
State the attack (Ex: Knight: *slashes wildly across his body*)
State the impact and its location (Ex: Knight: *striking the Warrior in the chest*)
Dodging and Parrying
State the dodge or parry (Ex: Warrior: *steps outside of the sword's path*)
The main rule of dodging is that it must be typed before the impact is stated.
Example of a good dodge
Warrior: *slashes horizontally at the knight's chest*
Knight: *shuffles backwards out of harm's way*
Warrior: *cutting a gash across his sternum*
The dodge was successful because it occurred BEFORE the impact.
Example of a BAD dodge
Knight: *brings the sword down upon the Warrior*
Warrior: *moves*
Knight: *Striking his chest hard*
What did the warrior move? Did he wiggle his toes? Or maybe he moved into the attack to hasten his demise?
Spells and special skills
Chant, concentrate, or charge up the spell/skill (Ex: Mage: *bellows an ominous incantation*)
Say the name of the spell to be casted (Ex: ::Fireball::) Note: One or two word spell names are VALID lines, thus the need for a separate line stating the actual attack.
Say the effect of the spell (Ex: *A ball of fire flies towards Warrior*)
State the success/impact of the spell (Ex: *striking the center of his chest*)
Reflections or magic blocks only work if the barrier/reflect spell was cast BEFORE the success/impact line.
Note: The implementation of the four line rule is only to make things fair for combatants, to give them a chance to evade the spell/skill. If you use a natural skill similar to magic, the attack can be 3 lines so long as the opponent has the chance to dodge. The name of a spell is NOT COUNTED as one required number of lines in a spell/skill.
Example of a Valid 3-line skill
Random: *Raises one open palm towards Thrall*
Random: *Firing a penetrating golden wave at his chest*
Random: *Striking him just above the ribs*
Example of an Invalid 3 line spell
Mage: *Chants*
Mage: *Ice Storm*
Mage: *Freezes Knight*
(That was just awful...)
Teleporting
Initiate the telportation (Chanting, Concentrating, Closing Eyes, etc...)
State the teleportation (*bears an aura of white light*)
Vanish (*evanesces within the glare*)
Reappear (*only to reappear behind the knight seconds later*)
Note: Any attacks landed successfully by your opponent BEFORE the vanish line DO count.
Aimed weapon attack
Aim the gun (Ex: Sniper: *trains the rifle's sight on the Mage*)
Fire the gun (Ex: *quickly fires a single round*)
State the impact (Ex: *striking the Mage in the arm*)
Note: When firing from close range, meaning point blank, as if you have your opponent pinned and the gun to their chest, only the aim and firing line are necessary. The impact can be considered automatic, because there is no way that a person can dodge a bullet at point blank range. The only way the opponent can stop the shot is if they knock the gun or similar weapon away before it fires, or erect some kind of barrier of protection between themselves and the shooter.
The rules of dodging bullets works the same as with normal attacks, deflecting them works the same as stopping magic.
Grabs and tackles
When attempting a grab, tackle, or slam, AT LEAST 4 lines MUST be used.
One line must be used for the reach
Random: *Reaches for Darien's right arm*
The next line states the success of the grab. Random: *Grasping him by the wrist*
The next line initiates the purpose of the grab Random: *Then lifting him up into the air*
The final line finishes brings it all to a close Random: *And slamming him down like a rag doll*
Note: If the grab succeeds, an evasion line becomes invalid, the opponent must use an escape line. If the grabber has gotten to the THIRD stage of the grappling move, then the opponent must use TWO lines to break free. However many lines of the grab have succeeded, the opponent must use one less that amount to escape. Character position must be taken into account, for example, if you've already been lifted up, you have to drop down.
Random: *Rushes towards Thrall with dangerous determination*
Random: *Thrusting himself into a forward lunge*
Random: *Crashing into Thrall at the waist*
Random: *And tackling him to the ground*
Examples of Valid Grab-Breaks/Counters:
For Grabs:
Thrall: *Reaches for Random's arm*
Thrall: *Grabbing him by the wrist*
Random: *shakes free of his grasp* OR *kneels down to brace himself* (this prevents the lifting motion, unless the grabber takes another line to compensate for it)
For Tackles:
Random: *Rushes towards Third quickly*
Random: *Diving towards him recklessly*
Third: *Crashing into him at the waist*
Third: *And taking him down hard*
Third: *Rolls backwards with the tackle*
Third: *Pushing Trips into a sacrifice toss*
Third: *Throwing him off and to the ground*
A Final Word about Grabs/Tackles: A tackle counter like this only works if the roll and sacrifice toss lines come BEFORE the *and taking him down* line. Leaping or simply getting up ARE NOT VALID if you have already been tackled. Use common sense.
The typo rule
When doing any battle move, typos must be taken into consideration. If the typo is minor, then the attack or dodge is still valid. If the typo is major, then it does not count and must be re-entered. In the case of dodging and guarding, if a combatant can re-type the the move before the impact is typed by his/her opponent, then it counts.
Examples of a valid Typo: *slsashes athim hard*
Example of an invalid Typo: *slaeyhe sat hitm hard*
If the same typo, major or minor is done twice, the move DOES NOT COUNT. The only exception to to the typo rule is if you are able to correct yourself on the NEXT line.
Example:
Southstar: *charges towards Blank menacingly*
Southstar: *then swinging the staff at down upon him*
Southstar: * and Stirkign the crown of his head*
Southstar: *striking the crown of his head*
The BRB rule
BRB is too often used as an excuse to fend off attacks, thus the need for this rule. If something happens where you MUST stop suddenly, then that's fine. However, if your opponent was already in the midst of an attack, that move WILL count against you. This rule does not apply to death blows.
Third: *Rushes at some idiot with dangerous intent*
Third: *then swinging the staff at his leg*
Idiot: BRB
Third: *and striking him at the knee cap*
Ending the battle
After a long series of attacks, dodges, spells, etc, (minimum of 25 successful and valid attacks) a combatant may attempt a final attack. (Ex: *Plunges sword into Soldier’s chest*)
By this time, it should be obvious who is winning the battle. There is a degree of honor involved between fighters. One must admit it when they are getting their ass kicked, and accept defeat. One cannot attempt a fatal blow if they have been getting smashed the entire fight.
Once again, it is left to the others in the room and the honor of the combatants to judge the winner. If you are dealing with good role players, this system will work. The rules involving CORNY role players is to simply ignore them. Whether a person is good or not should become obvious within the first few minutes.
Defeat
If your character has been defeated, then he/she/it must admit it. If a character is killed, they must remain silent or leave chat until resurrected. Again, no one is immortal. Also, a character must be resurrected by another character and this has to be witnessed by yet another character.
A sample battle
Below is an example of a battle fought using the TRBS correctly for the most part. However, there are still some things that could be improved. Can you pick them out? If so, then you probably have a firm grasp of the battle system.
Third: *draws forth his sword, its silver length gleaming*
Third:*charges at Random, his sword low to the ground*
Third: *slashes viciously across at him*
Third: *striking his chest hard*
Random: *stumbles back hissing* (Note: Acknowledgement of damage taken)
Random: *lunges at Third angrily*
Random: *slashing at him in retaliation*
Random: *striking his chest plate* (Note: Regard for Armor)
Third: *leaps back wincing a bit* (Note: Valid one-line retreat and damage acknowledgement)
Third: *steps towards Random again*
Third: *then slashing upwards with fury*
Third: *slicing along his chest*
Random: *retaliates with a quick slash to Third's chest*
Third: *leaps aside of the attack*
Third: *then slashing at Third's side*
Third: Take this, freak! (Note: Taking the time to taunt in mid-attack)
Third: *striking his ribs squarely*
Third: *leaps back, sword twirling*
Random: *stumbles back, clutching his side*
Random: *lunges at Third again, despite the pain*
Random: *slashes at him with claw*
Third: *leaps to the right of his advance*
Third: *brings his sword back in a twist* (Note: Uniqueness---Trips Trademark)
Third: *then sheathing it, taking aura draw stance*
Third: *engages his aura, drawing fire*
Third: *redraws his blade in a slashing motion at Random*
Third: *striking his arm viciously*
Third: *searing his flesh badly*
((TRBS was created by and is © to Thrall Ryne, 2k1 | All rights reserved))
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Tip jar: the author of this post has received 0.00 INK in return for their work.
Do not fill the four word minimum with copout phrases. Things such as "with ease", "with haste", "very slowly", or "and stuff" do NOT count towards the four words.
Guy: *cutting his chest with some ease* (six words! great! But...its terrible. See the above guideline about fighting in prose-style)
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