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Footpads and Flash Lingo(alpha)


Hentaispider

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This is meant to be a system for playing a gang of thieves in a medieval Setting. Currently in early stages, ready for testing.

Rolling

All rolls are characteristic die + skill die or characteristic die + another characteristic die, roll under the Target Number(TN).

Some guidelines(note to self: add examples)
TN 25: Very easy. Anyone with any training in the skill can succeed this check automatically unless they're at a severe disadvantage.
TN 20: Easy. For most people, this is a piece of cake. Unless something hampers them or they're very unlucky, they'll succeed.
TN 15: Moderate. This isn't really hard for most people, and an expert can do it blindfolded
TN 10: Hard. Most people will fail this task most of the time, a competent person will probably succeed and an expert will have little trouble.
TN 5: Very hard. Most people will find this task nearly impossible and even experts will have some trouble. Only a true master can expect to succeed more often than not. TNs this low should come up rarely, and a careful observer should be easily able to discern the true difficulty of the task.

Successes and failures
In general, any roll less than or equal to the target number is a success, any roll higher than that a failure. A roll of TN+10(TN+5 if TN is 10 or lower) is a serious failure: the GM is free to come up with ways to make the failure even worse than normal. A roll of 2(for TN higher than 5: If the TN is 5 or lower, an additional success against the same TN is required to confirm the exceptional success) is an exceptional success. The character succeeds at what he was trying perfectly, or close enough. The player should be free to describe how he succeeded and make it sound as awesome as he wants.

Advantages and disadvantages
When the GM determines that you have an advantage, you roll your skill die twice and pick the lower result. When the GM determines that you have disadvantage you roll your skill die twice and pick the higher result. A particularly severe advantage might grant you a -2 on the total(note that this is the only way to roll under 2 in normal circumstances. Rolling 1 or 0 counts as 2 for the purpose of exceptional success. It is also the only way to get 2 when you're splitting die) and an equally severe disadvantage might grant you a +2 to the total - but rolling 2 ones still counts as rolling a 2! A disadvantage or advantage that lasts for more than one action might be applied to the characteristic die instead - a broken arm might grant a disadvantage to your tricks die until it is healed, for example. If the character would have two disadvantages or advantages, it counts as a severe disadvantage or advantage. If he would have both an advantage and a disadvantage, they cancel each other out. More than two advantages or disadvantages do not stack.

Splitting die
Any time you are making a roll while not in a particularly stressful situation(like combat), you can choose to split die: In game terms this means that you divide the skill die by 2, and roll two die of this size instead: For example, if you have a d8 characteristic and d8 skill, you might choose to split the skill die: 8/2 is 4, so you'll roll 1d8+2d4 instead of 2d8. The average is a little higher and you can't roll a 2(unless you have a severe advantage, as mentioned above), but you're much less likely to roll a 16: very useful if the TN happens to be close to 15 and you absolutely MUST succeed.

Characteristics

Each PC has four defining characteristics, ranging from d12(/d20) to d4: Body, Tricks, Wits and Smarts.

Body defines how well a thief can take punishment as well as how strong and athletic he is and how long he can keep running.

Tricks defines how good a thief is with his hands, whether it comes to picking locks or pockets as well as cheating in card games and placing a dagger into the gap of a breastplate.

Wits determines how intelligent a thief is: coming up with plans and figuring out escape routes as well convincing a guard that you're innocent and coming up with a clever insult all come under wits.

Smarts is perception, instinct and streetsmarts all rolled into one: Whereas wits means coming up with a fitting insult, smarts is what tells you that slinging it at the 6ft 180 lb bruiser standing in front of you is not a good idea. Smarts also determines whether you spot a moon pig(night watchman) before he spots you - the bastards sometimes cheat and don't carry torches, after all. Smarts also tells you when you're being followed and what's the best place to lay low.

(optional) Flash is magical talent. Magic isn't meant to be a big part of the game - at least at this point - and complete rules for magic likely won't be included for some time yet. I'll just leave this here as a reminder for myself and others that it will be included as an optional system.

Characteristic die

The characteristic die determines in part how likely any of your rolls involving the characteristic are to succeed. It's also a measure of how you compare to other people in general.

d4: The lowest and therefore the best die. d4 means truly exceptional talent that isn't found in normal people.
A d4 body means you can take blows that would kill another man and when you swing a sap, you're more likely to break bones than not - if you connect, at least.
A d4 tricks means you can master sleight of hand with little effort. When you throw things, they generally find their target, you can juggle four balls the first time you try and lockpicks feel like they were made for your hands.
A d4 wits means you're a genius, or at least the next best thing. You always come up with daring plans that succeed as long as no-one messes up, when you tell a story people on the streets stop to listen and you can always get even the most suspicious shopkeeper to relax while you steal his purse.
A d4 smarts means you rarely miss anything. You always get a little voice telling in your head when it's time to skip town, you generally duck behind the corner just when the guards aren't looking and you can always tell who is cheating in a card game.

d6: Your talent is unlikely to stay unnoticed and you can compete with the best without shame. Not quite as rare as d4, a d6 is still somewhat exceptional.

d8: Above average. You do better than the average joe, but the difference can sometimes be hard to tell.

d10: Average. Nuff said.

d12: Below average. Maybe you're a little clumsy or your attention just happens to be elsewhere when it shouldn't, you can still do as well as most people, you just have to try harder.

d20: Cripple. You have a serious and noticeable defect that makes it hard to do anything related to characteristic. Crippled people rarely survive long as thieves - most thieving crews have neither the inclination nor the resources to take care of dead weight. A characteristic can temporarily(or in rare cases, permanently) fall to d20 due to illness or injury. Starting characters being allowed to be cripples is an optional rule, and if a PC starts as a cripple, it should always be justified.
A d20 body means you're bed ridden, or near it. Maybe you had an illness as a child that left you unable to walk or maybe you have a hacking cough that stops you from running or maybe a wagon ran over you, leaving you only just alive.
A d20 tricks means you can't really do very much with your hands - you may be able to hold a club, but picking a lock is a hopeless task. Perhaps all your fingers were broken and healed all crooked or your hands are always shaking when you try to do anything requiring precision.
A d20 wits means you're an idiot. You can barely make coherent sentences and your mind is child-like. Perhaps you've been that way since you were born or maybe you took a blow to the head.
A d20 smarts means you have hard time noticing things. Perhaps you were blinded recently and your other senses aren't that good, or maybe you're just demented and have a hard time focusing on anything.

Derived statistics

X max: the maximum result from x die. For example, a person with d6 smarts would have smarts max of 6.
Speed: 30-body max: For example, a character with d10 body would have 30-10=20 speed
Passive defence: (body max + smarts max)*2/3 + 1 per every attack targeted at the character during the current round(rounded naturally).

Skills

Like characteristics, skills range from d20 to d4.

d20 is any untrained skill: these are mostly things you wouldn't have picked up during your childhood or adolescence and never got time or inclination to learn afterwards. As a thief you've had to learn - or just happened to pick up - at least basics of most things related to thievery regardless of specialization, but many other things may elude you, like playing an instrument or noble etiquette.

d12 is basics. You've probably never spent very much time learning this skill, but you've managed to pick up at least basics. This should include most skills that aren't related to your profession, but you would be familiar with to one degree or another - a burglar might not be able to run a masterful con, but he's likely been around enough conmen talking about their trade to know at least something about how one is supposed to go.

d10 is novice. You've picked up the basics and afterwards spent some time to learn the intricacies of the skill, but you don't have the skill or the knowledge of a professional.

d8 is intermediate. You're not an expert yet, but if you continue training, you're well on your way to becoming one. Most successful thieves know all the skills directly related to their trade to at least to this degree.

d6 is expert. You've spend years practising this skill, and it shows. Your skill is good enough that you can succeed most of the time, and you may even be moderately well-known for your skill in the right circles.

d4 is master. You spent a long time training in this skill and have gone beyond mere expertise. If you also have some natural inclination to the skill, you may be moderately famous of your skill even among people you've never met. Skill this high is rare, and most people can never get this high in more than one skill, no matter how hard they try - and unless they focus in the single skill, they won't ever get this far even in one skill.

Skill list Format: Name(Default characteristic used with the skill: Amuse(wits) for example means that the roll is wits + amuse. Note that in some situations characteristic may be other than the default): Short description of the skill(to do: add examples)
Acrobatics(body)
Amuse(Wits): To run a con on someone. Apart from actual cons, this skill is also used any time you try to convince someone with lies.
Climb(body)
Decipher Script(wits)
Diplomacy(wits)
Disguise(wits)
Escape Artist(tricks)
Forgery(tricks)
Gather Information(smarts)
Handle Animal(smarts)
Intimidate(wits)
Knowledge(wits)
Listen(smarts)
Locksmith(tricks): Opening locks without a key, breaking locks and making picks fall under this skill.
Perform(tricks OR wits)
Ride(tricks)
Score(wits): Loot from a theft. Figuring out what loot is worth and where to sell it for the most money.
Search(smarts)
Sense Motive(smarts)
Shadow dance(body or wits): Hiding. How good you are at staying unseen and unheard. If you're moving about, the roll is body + shadow dance. If you're looking for a good spot to hide in, the roll becomes wits + shadow dance.
Sleight Of Hand(tricks)
Spot(smarts)
Survival(smarts)
Swim(body)
Tinker(smarts): Healer. This skill governs everything from bandaging scratches to setting bones to herbal remedies to primitive surgery.
Trapper(tricks): Setting, bypassing and triggering mechanical traps. Also used to deal with other mechanical devices.

Skills per characteristic: Body: 4 Tricks: 7 Wits: 9 Smarts: 8 Total: 26

Weapon skills:
Dagger(tricks)
Sap(tricks)
Club(body)
Sword(tricks OR body)
Axe(body)
Two-handed melee(body)
Polearms(body)
Small thrown weapons(tricks)
Sling(tricks)
Javelin(body)
Bow(body)
Block(body)
Parry(tricks)

Total 13

Perks and flaws

Perks that reduce die size apply to the skill or characteristic die being rolled: d12 becomes d10, d10 > d8, d8 > d6, d6 > d4, d4 > d3. If multiple perks would apply, they stack. Flaws that increase die size work in identical manner: d4 > d6, d6 > d8, d8 > d10, d10 > d12, d12 > d14.

Perks
Light sleeper: reduce all smarts die to wake up by two steps when you would be awakened by noise or other distraction.
Smooth player: Reduce all wits die involved in talking to people of opposite gender in person - does not apply to interacting with groups.
Blending into crowd: Reduce all wits die related to mixing in with a crowd by one step.
Slippery step: Decrease your passive defence by 1 points any round you do not take attack actions and take at least 1 move action.
Street runner: Reduce acrobatics die by 2 for passing over obstacles.
Brazen: Reduce wits die in all social rolls where bold actions and words are called for instead of tact and guile.
Mule: Reduce sleight of hand die by 2 when concealing items on your person.
Thorough mugger: Reduce search die by 2 when searching people for items.

Flaws
Near-sighted: Increase spot die on checks involving distant targets
Far-sighted: Increase trapper die involving working on fine mechanisms and forgery die.
Pacifist: Increase your body die by 2 steps for all damage rolls.
Impudent: Increase wits die for any social situation where tact is called for.
Bewitched: Increase smarts die when dealing with the opposite gender.
Sweaty hands: Increase tricks die when in particularly stressful situation.

Weapons and armor

Format: Name/damage die

Melee weapons
Dagger/d8
Sword/d6
Sap/d10 Special: If you perform a surprise attack and succeed on a roll against their passive defense, you may knock them out instead of dealing normal damage. Additionally, any time a sap attack would cause the target to begin bleeding to death, they are instead knocked unconscious.
Club/d8
Maxe/d6
Axe/d6
Polearms/d6
Two-handed sword/d4
Two-handed axe/d4
Warhammer/d4
Big club/d5
Buckler/d12 Special: Can be used with Block skill
Shield/d10 Special: Can be used with Block skill

Ranged weapons
Sling/d8
Dagger, thrown/d8
Stone/d10
Javelin/d5
Bow/d6

Armor
Leather armor: Decreases the TN of the damage roll by 1. In addition, TN+10 damage rolls deal no damage
Maille: Decreases passive defence by 1 and decreases the TN of the damage roll by 2. TN+10 damage rolls deal no damage. Any attempts to move silently are made at a disadvantage. Disadvantage may also be applied to other checks at the GM's discretion.
Breastplate: Decreases passive defence by 2 and decreases the TN of the damage roll by 3. TN+10 damage rolls deal no damage. Any attempts to move silently are made at a disadvantage. Disadvantage may also be applied to other checks at the GM's discretion.

Combat
Initiative is decided by smarts+tricks, with the character with smallest total going first. Each character can take up to two actions. Some examples of available actions are: Moving, drawing weapon, making an attack, actively defending himself, speaking more than a short sentence. Some things do not count as actions(these are generally restricted to once or twice per turn: more than that would take a separate action): speaking(up to a few words), dropping an item, grabbing something(if done part of an action other than attack), jumping over an obstacle(if done as a part of a move action), retrieving an arrow or other ammunition from quiver or other suitable container where it is easily retrieved, take a step or two as a part of an action(move up to half your speed in straight line). Each round takes approximately 6 seconds.

Moving: A character can move up to his speed per action or twice that if running in a straight line and half that if there are obstacles that the character decides not to/can't go around. Unless the character needs hands to move(like climbing over an overturned cart, for example) he can be assumed to be able to perform an action that only requires his hands other than attack if he succeeds at body+tricks check TN 12.

Attack: Attacking is a skill roll with TN equal to target's passive defence. If the attack succeeds, you roll body+weapon damage vs. body max. On a success the target takes 2 levels of damage, on a failure 1 level. An exceptional success deals an additional level of damage, ignores armor(if any) and causes the target to be disadvantaged for the round. Instead of attacking, you can use an attack action to do some non-damaging action to hinder the target with TN equal to passive defence: You could, for example make a sleight of hand check to throw a handful of sand at someone's face, temporarily blinding them and causing them to take disadvantage or severe disadvantage to all rolls for the round; an exceptional success might increase their smarts to d20 for the rest of the encounter.

Active defence: Instead relying on your passive defence, you can spend an action to actively defend yourself for the round. This might include acrobatics check to tumble past enemies, cowering behind your shield, readying your weapon to parry attacks or swinging a club in wide arches, forcing your opponents to take a step back. Make a relevant skill roll: If lower than your passive defence, replace your passive defence with the rolled number for the round.

Speaking: While you'd normally use short expressions to communicate with your allies during a fight("Take cover!" "Behind you" etc.) sometimes you might want to try to distract your opponent with a few words or take a step back and try to communicate a more complex plan to your allies.

Surprise
If you manage to attack an opponent who is not aware of you, make an attack roll against their passive defence + 5. On a success, treat the attack as an exceptional success. The damage roll is made against TN+4. If you succeed against their normal passive defence, deal additional level of damage.

Damage and healing

Damage
Each level of damage taken moves the character one step closer to death. The levels are:
Fine: You're fine and haven't taken any damage yet.
Bruised: It's just a flesh wound.
Hurt: You're bleeding from somewhere. Better take care of that sooner rather than later.
Seriously hurt: You have a bad wound somewhere. All body rolls are at a disadvantage
Crippled: Things are starting to look bad, and you definitely need medical attention. Your body is lowered to crippled for all rolls(but not for passive defence, speed or anything that doesn't require rolling) and all other rolls are at disadvantage.
Bleeding to death: You have about five minutes to live, thirty minutes tops unless you get some help right away. If you can move at all, your all characteristic rolls are crippled and your all rolls are at disadvantage.
Death: You've gone legit.

Healing
Bruised: Little rest and possibly bandaging of any cuts and you're fine
Hurt: After a night(or day) of resting you count as Bruised for 3 days of bedrest, a week of normal activity or possibly longer if the wounds aren't treated.
Seriously Hurt: Better rest if you can afford to. Recover to Hurt level in one day, Bruised in 3 more days and Fine after another week in bed. Times are doubled if you're active.
Crippled: Recover to Seriously Hurt in a day, Hurt in a week and after that recover as if Seriously Hurt. Need to stay in bed until Hurt or recovery doesn't happen.
Bleeding to death: Recover to Crippled in a day and thereafter recover as if Crippled with all times doubled.
Note: These are general guidelines and they assume relatively competent treatment. The GM should feel free to adjust these times to be longer or shorter depending on the specific injuries suffered and the needs of the story.

Flash(optional rule)
Each character has a theme that is selected at the character creation, though players should be allowed some leeway in being allowed to change this early on, as not everyone knows how their character will play. This should be something integral to the character: a character prone to fits of anger could have Rage as his theme, and a character who loves pranks could be a Trickster. After the game is truly underway and everyone has settled into their character, changing themes is trickier; it takes either a dramatic, life-changing scene or a long term well-played change of character. The details are left up to the GM.

Like other characteristics, Flash ranges from d20 to d4, but in case of Flash, d20 means the character is unable to even attempt flash-based abilities.

Using Flash
Whenever a character performs an action that is related to their theme, they can declare that they infuse their actions with flash. This should either remove a disadvantage or grant them an advantage and it counts as a use of flash only if the GM feels that the connection to the theme is tedious or non-existent or if they do it multiple times in quick sequence.

A character can also declare that they want to use their flash. This is straight up magic. The use should always be somehow related to their theme: a character with a theme Watcher might, for example, become able to perceive things slightly before they happen, a character with Trickster theme might be able to use flash to tie someone's shoelaces together or distract them with a noise coming from elsewhere, and so on. The more complex and the more blatant the effect is, the lower the TN should be: as a general guideline, use the target numbers given earlier divided by two, rounded down. A very hard task would thus become TN 2: a character with flash of d4 will be able to perform such a task successfully about half the time.

Flash pool
Note: this rule is solely meant to discourage players from abusing their ability to use magic. If the game master feels the rule too restricting or wants to run a somewhat higher-magic game, he should double the pool sizes, triple them, or even ignore this rule entirely.
Each character has a pool of magic at their disposal; the GM should note down the total for each character. Dice: pool size d4:6, d6:5, d8:4, d10:3, d12:2. Each time the character uses Flash more than once without having a chance to take a breather subtract 1 point from the pool. Also subtract one or more points from his pool each time the character pushes the limits of his power - remember that despite the name, magic in this game isn't meant to be flashy; tossing fireballs around isn't something the characters should even consider doing unless the situation requires miracles and even then their chances of actually succeeding in it should never be very high. Any time the character's flash pool reaches zero, reset the pool and make a mark next to it. The flash pool also resets whenever the character sleeps for a night(or day). The marks go away at the rate of around 1 mark per three days, though some circumstances might speed this rate up considerably - or possibly slow it down. After a character reaches a pre-set milestone - generally 10 marks - their character starts to embody their theme more and more completely. Unless the number of marks goes down in the mean time, the next time they would gain a mark, a transformation occurs. This might be purely mental - a quick descent into madness or bestial savagery - or both mental and physical - a character with Rage might turn into a savage giant or a bestial dragon while a mischievous character might turn into a trickster spirit or a kitsune. Depending on what the GM wants from his setting, the latter kind of transformation might be fairly common among people capable of magic - making them all the more feared - exceedingly rare or non existent.
 
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Hentaispider

Hentaispider

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Re: Footpads and Flash Lingo(first draft)

Character creation

Characteristic
Each characteristic starts from d12 and you get x points to distribute amongst the four characteristics. Increasing body to d10 costs 12 points, to d8 28 points, to d6 52 points and to d4 88 points. Increasing other characteristic to d10 costs 8 points, to d8 costs 20 points, to d6 costs 40 points and to d4 costs 68 points. Extra points can be used to buy perks for 4 points each or they can be added to skillpoint total one one per one basis.

If Flash is included, it follows the same progression as body, except it starts from d20 and raising it to d12 costs 8 points.

The recommended value for x ranges from 56 for low-powered campaigns to 148 or higher for super-powerful campaigns. The default value is 104 or 124 if flash is included.

Skills
All skills start at d20. You can freely increase 12 skills to d12. In addition, you get y points to distribute among your skills. Raising any skill to d12 costs one point. Raising d12 to d10 costs 2 points, from d10 to d8 4 points and from d8 to d6 8 points. Weapon skills except for dagger, sap, club and small thrown weapons cost one additional point to raise per level. Starting characters may not have any d4 skills.

The recommended value for x ranges from 24 for low-powered campaigns to 70 for campaigns where the characters are expected to be experts at several skills at the beginning of the game. The default value is 36.

Perks and flaws
For any points left from characteristics, you may buy equal number of perks. In addition, you may choose up to 3 flaws and take additional perk for each.

Improving characters

Characteristics
Characteristics may only be improved two steps beyond the original value. Increasing body and flash costs 12 experience points for d12 > d10, 16 for d10 > d8, 24 for d8 > d6, 36 for d6 > d4. Increasing Tricks, Wits or Smarts costs 8 experience points for d12 > d10, 12 for d10 > d8, 20 for d8 > d6, 28 for d6 > d4.

Skills
Increasing skills costs 1 point from d20 > d12, 2 for d12 > d10, 4 for d10 > d8, 8 for d8 > d6, 16 for d6 > d4. Weapon skills except for dagger, sap, club and small thrown weapons cost one additional point to raise per level.

Perks
Additional perks may be purchased ONLY at the GM's discretion for 5 points each.

Notes:
The character sheet math needs to be made easier to check.
The default points can easily make a character with average or above average in all stats (no flash). The cost of specializing in skills may be too high; need actual playtesting and more characters to be sure.
Needs guidelines for starting equipment, probably. Exact costs and prices are probably unimportant for now.
More flaws and perks.
How high should passive defence be? With average body and smarts it's 13, with exceptional in both it's 8. Figure out the maths for at least d10+d10, d10+d8, d6+d6
 
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Hentaispider

Hentaispider

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Re: Footpads and Flash Lingo(first draft)

Character sheet

Name:
Age:
City:

Body: d12 Original value: d12
Tricks: d12 Original value: d12
Wits: d12 Original value: d12
Smarts: d12 Original value: d12

Passive Defence:
Speed:

Perks:

Flaws:

Weapon skills:
d20 Dagger(tricks)
d20 Sap(tricks)
d20 Sword(tricks OR body)
d20 Club(body)
d20 Axe(body)
d20 Two-handed melee(body)
d20 Polearms(body)
d20 Small thrown weapons(tricks)
d20 Sling(tricks)
d20 Javelin(body)
d20 Bow(body)
d20 Block(body)
d20 Parry(tricks)

Skill list
d20 Acrobatics(body)
d20 Amuse(Wits): To run a con on someone. Apart from actual cons, this skill is also used any time you try to convince someone with lies.
d20 Climb(body)
d20 Decipher Script(wits)
d20 Diplomacy(wits)
d20 Disguise(wits)
d20 Escape Artist(tricks)
d20 Forgery(tricks)
d20 Gather Information(smarts)
d20 Handle Animal(smarts)
d20 Intimidate(wits)
d20 Knowledge(wits)
d20 Listen(smarts)
d20 Locksmith(tricks): Opening locks without a key, breaking locks and making picks fall under this skill.
d20 Perform(tricks)
d20 Ride(tricks)
d20 Score(wits): Loot from a theft. Figuring out what loot is worth and where to sell it for the most money.
d20 Search(smarts)
d20 Sense Motive(smarts)
d20 Shadow dance(body or wits): Hiding. How good you are at staying unseen and unheard. If you're moving about, the roll is body + shadow dance. If you're looking for a good spot to hide in, the roll becomes wits + shadow dance.
d20 Sleight Of Hand(tricks)
d20 Spot(smarts)
d20 Survival(smarts)
d20 Swim(body)
d20 Tinker(smarts): Healer. This skill governs everything from bandaging scratches to setting bones to herbal remedies to primitive surgery.
d20 Trapper(tricks)

Inventory:

Backstory/character notes:

OOC:
 
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Hentaispider

Hentaispider

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Re: Footpads and Flash Lingo(alpha)

Update: I just converted everything to a google doc found
Character sheet:
 
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MagicWhiteLady

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Re: Footpads and Flash Lingo(alpha)

This game feels very stylish, even from the crunch. I hope I can play it sometime!

I'd love to see a heist style quest~ OuO
 
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