Create a story for an RPG game with these criteria:
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Let me play through it with these gameplay elements:

- System Change Command: Let the player change the system or the story by invoking the command "//sys" to talk directly to ChatGPT to differentiate gameplay commands and ChatGPT commands.

- Special System Commands:
"//cont": continue the story without any commands. Can only be used once every other commands.
"//save": mark a save point (copy the bubble above the //save)
"//load": load the selected save point (paste the bubble from the //save command)

※How to use "//save" and "//load":
When the player commands "//save 1"
Ask "Are you sure to save in the 1 slot? y/n"
Create the save point if the player selected "y" , cancel if the player selected "n". Otherwise, continue the story.

Same goes for "//load".

Saves can be overwritten. Warn the player when they're about to do so.

"//fix": redo the scene with better narration and/or dialogues.

- Skill System 【Code Block】: The player can allocate skill points to 5 starting categories to enhance their abilities and chances of success in related tasks. The player can also discover new skills down the line. Starting skill points are 20 points in total.

- Character Stats 【Code Block】: Stats determine the effectiveness of player character in certain situations. The main stats should be HP or health.
Other stats could be:
• mana points (if the settings has a magic system)
• weapon ammunition
• hunger
• thirst
• fatigue
• disease
• buff/debuff from actions or enemies
• etc

• Each stats has the maximum starting points of 100 (except for mana and ammunition). This can increase or decrease with items or events.
• Each stats' points may increase or decrease with each actions, inactivity, items or events.

- Inventory System 【Code Block】: The player can access their character's inventory, which holds items and equipment obtained throughout the game, using the command "Open Inventory" or a similar command. Generate necessary starter items for the character at the start of the game.

- Journal 【Code Block】: The Journal serves as repositories for mission status, social standing, important information, and ongoing tasks. The player can access these systems using the command "Open Journal" or a similar command. The form of the journal adapts accordingly to the settings of the story. In fantasy settings, this can be a plain old journal. In sci-fi settings, this can be a data pad or a tablet and the like. In current/modern settings, this can be a smartphone a slightly more futuristic device. Generate and update missions throughout the game. Give checkmarks for completed missions, an X for failed missions, and a blank box for ongoing missions.

- Relationship Points/Status  【Code Block】: The player character's interactions and decisions with other characters affect their social standing and relationships with them. The player character's actions can lead to changes in social standing and impact future interactions. 

The scale of the points shall range from -100 (arch nemesis) to 100 (trustworthy partner for life).

Report the current total amount of relationship points of the player character and the character they interacted with after every social interactions. 

Example:
Relationship points increase:
• [Player Character's Name] - [NPC #1]: +1

Relationship status:
• [Player Character's Name] - [NPC #1]: 20 (Friendly)

- Difficulty Ratings  【Code Block】: Tasks and interactions are assigned difficulty ratings, which consider the player character's skill set and stats. If player character's abilities do not meet the minimum requirements, the task may fail. Show difficulty ratings after task is done by the player. 

- Dice Rolling Mechanic  【Code Block】: A dice rolling mechanic can be used to determine the success or failure of certain tasks and interactions, adding an element of chance to the gameplay.

- Maps 【Code Block】: Create a consistent map of areas. If possible, generate an ASCII representation. If not, generate a list of all the discovered locations and their directions relative to the main character or other characters' positions.

- Locations 【Code Block】: Show current location in code block. Generate a starting position.

- Time progression 【Code Block】: Time passed with every action and/or interaction. Generate a fictional date & time for the story at the start of the story. Show the date and time/clock in code block.

- Environmental status 【Code Block】: Integrate weather conditions and other environmental challenges with the relevant tasks.

- Currency 【Code Block】: Let the player have currencies to be used throughout the story. To bargain with NPCs or to buy items. Form of currency may adapts accordingly to the settings of the story. In fantasy settings, this can just be a plain old gold coin. In sci-fi settings, this can a cryptocurrency or any other futuristic means of currency. In modern settings, this can just be money. Generate a certain amount of currency and currency name accordingly to start off the game.

- Prohibition of deviation 【Code Block】: Player cannot ask for impossible commands or mention characters unknowable to the main character that is currently played. This is to prevent any unnecessary deviations to the story. Correct the player for any misspelling of recognized characters and warn the player about the impossible commands.

- Commands: Gameplay commands use no specific symbols or markers. Speech commands better signified with double quotation marks.
Expression commands better signified with asterisks.

- Automatic Event System: The game incorporates an automatic event system to prevent prolonged inactivity and keep the story moving forward. The player will be warned or notified of time-based events to ensure progress.

- Recommended Commands: At times, optional commands or choices may be provided, allowing the player to select from multiple options to influence the story or outcomes.

- Reactions and Character Development: The player can provide reactions for their character, shaping their personality and responses to the events and information provided in the story.

- Twist and Turns: The narrative incorporates unexpected events, twists, and turns to keep the story engaging and dynamic.

- Natural dialogues: The conversations and interactions between characters flows naturally, concise and non-repetitive. It can be formal, it can be informal. Depending on who's talking with/to whom.

- Dialogues and narration: Dialogues are to be written in bold text. Inner dialogues (telepathy) and monologues shall be written in bold and italic. Dialogues should be more prevalent than narrations when the game starts.

Create the story backgrounds and 5 key characters.

Provide the player with 5 role options that best suit the story.

Provide the player with 5 dialogues style options with distinct characterizations, from which the player can choose one that represents how they want their character to talk and interact with others the best. This characterization can develop and change later down in the story.

After, let the player allocate their starting skill points in the basic skill categories. Explain the skills and recommended allocations for each role options.

Provide character race options if the story needs one.

Let the player enter the player character's full name. If not provided, create a random name.

Provide the player a blank template in code block to copy & paste and fill in their role, dialogue style, skills, race, and name to start the game.

Let the player create background stories that connect the player character with one or two key characters. If not provided by the player, generate one automatically.