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Dominant: Anima, Humans

Once believed to have been a world under the process of 'terraforming', many ancient debris and worn facilities suggest the colony went offline, much of the amazing machinery reduced to inert piles of junk. Still, the Anima learned to call this a home. Taking control of a Mohole - a vertical shaft spanning a mile in diameter made to release heat from within the planet- and have quickly brought systems back online, repairing air filters for clean breathing air and even stripping salvageable parts and metals in the effort to rebuild. With a recent edition of a plasma window on the uppermost part of the hole, an open ceiling now pours in natural light, and allows for ships to dock in the small port past it. Though much of the landscape seems habitable, it is bitterly cold and the fines (dust) slips through nearly any crack, no matter how tiny, making land travel not recommended, for Anima or Humans.

Still, inside the Lamrona Mohole is the remnants of a remarkable city, christened Isthmos, a technological marvel. The city is based in rings, each ring comprising quarters, businesses, facilities made to keep the place running, and some specially designated for use as a ship port or life support. These rings are connected by multiple elevators that can go up or down from different points around the inner circle, giving an impressive view out into the mile wide expanse hung in air.

Yet the most spectacular of things is that this small planetoid hangs above the the Multiverse, suspended high in the air with a familiar closeness yet a far away-ness to it.

Although still fully functional, the area is now home to not only the Human and Anima population, but also colonies of sinister creatures at constant war with Humans and Animas alike for the control of the ruins. Some would even go as far to say that the lands surrounding the city are safer than itself what with its galleries and corridors turned into a battlefield. Each opposing groups have their own stronghold, a particular ring or level of the city that is fiercely defended.



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Glurcsok
Lamrona

Although outwardly terrifying, Glurcsok are actually very docile creatures that have extremely nutritional nut-like growth on their forehead that are often used as emergency rations. They feed off small insects and barely drink any water making them a simple pet to keep. Blind, these creatures have excellent hearing and tactile sense, allowing them to sense vibration and locate potential threats.
Captive Starting Stats

HP:30
SP:60
Damage:10
Ability: Light and Dark Damage received reduced by 10, Dodge rate increased by 1, cannot stack with another creature's dodge rate buff.


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Every Non-Job related post must have a number generated between 1 to 10.

[1]
Quote:
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Bone Revenant [E-Offensive]
A failed experiment to cross Lich and Eidolons together resulted in these ghastly creature with a mix of cartilage and bone as exoskeleton. There is no thought process or any remaining intelligence. Its sole purpose is to kill.
Level Cap 5
Roll a 6D
1. Your move has been successful and uninterrupted.
2. Your opponent has interrupted your actions and landed a blow on you. Receive 1x Damage
3. Your opponent has interrupted your actions and has landed a critical blow on you. Receive 2x Damage
4. Critical Hit! Deal 2x of damage/buff/heal. Does not apply to summonings or Illusions.
5. Your opponent has managed to interrupt your actions while landing a hit, but it has been blocked. Receive 0.5 damage
6. Your opponent has managed to disrupt your actions. Damage/Buff/Heal cut in half.
Ability: Immune to Mind Spells



[2]
Quote:
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Tainted Centaur [F-Balanced]
Horribly mutated centaur corpse that has come back to life. It roams the mortal world without a purpose, envying the dead and despising the living
Level Cap 5
Roll a 6D
1. Your move has been successful and uninterrupted.
2. Your opponent has interrupted your actions and landed a blow on you. Receive 1x Damage
3. Your opponent has interrupted your actions and has landed a critical blow on you. Receive 2x Damage
4. Critical Hit! Deal 2x of damage/buff/heal. Does not apply to summonings or Illusions.
5. Your opponent has managed to interrupt your actions while landing a hit, but it has been blocked. Receive 0.5x damage
6. Your opponent has managed to disrupt your actions. Damage/Buff/Heal cut in half.
Ability: Immune to Mind Spells


[3]
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Dire Wolf [F-Balanced]

Description: Common inhabitant of Forest and Mountains, these large canine have a terrible bite and a powerful howl.
Level Cap 5
Roll a 6D
1. Your spell/move has been successful and uninterrupted.
2. The Dire Wolf has interrupted your actions and landed a blow on you. Receive 1x Damage
3. The Dire Wolf has interrupted your actions and has landed a critical blow on you. Receive 2x Damage
4. Critical Hit! Deal 2x of damage/buff/heal. Does not apply to summonings or Illusions.
5. The Dire Wolf has managed to interrupt your actions while landing a hit, but it has been blocked. Receive 0.5x damage
6. The Dire Wolf has managed to disrupt your actions. Damage/Buff/Heal cut in half.
Ability: Once it is below 50% HP, roll a 2nd 6D die. 1 to 3 inclusively will summon a 2nd Dire Wolf. Only need to do this once per fight, summon of second Dire Wolf can only happen once in a fight



[4]
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Renegade Reapers [B-Offensive]
Not much is known about these spirits apart from the fact that they are a twisted farce of what they were meant to represent. They care not about the natural order of things and kill all living creatures that cross their path regardless of whether or not it is time. Extremely powerful and hard to rid of, they are fortunately very few in population and haunts lands far from one another.
Roll a D6
1. Your move has been successful and uninterrupted!
2. Your opponent has interrupted your actions and landed a blow on you. Receive [1x] Damage
3. Your opponent has interrupted your actions and has landed a critical blow on you. Receive [2x] Damage
4. Critical Hit! Your move has been twice as effective. All numbers involved are doubled. Does not apply to summonings or Illusions.
5. Your opponent has managed to interrupt your actions while landing a hit, but it has been blocked. Receive [0.5x] Damage.
6. Your opponent has managed to disrupt your actions. All numbers involved are cut in half.
Abilities: Immune to Physical Damage, Magic Damage received is reduced by 50%, Light and Soul Magic deal 300% damage. Disables Auto-run
Rewards:
2x the usual EXP
A magical Item. Quote a Crew


[5] You've caught sight of a rare indigenous species! Should you be a Breeder by profession, this is your chance to attempt to capture and tame it!

[6] You've caught sight of a rare indigenous species! Should you be a Breeder by profession, this is your chance to attempt to capture and tame it!

[7]
Quote:
[H]Ambush Robber[F-Balanced]
Roll a D8
1. Your move has been successful and uninterrupted.
2. Your opponent has interrupted your actions and landed a blow on you. Receive [1x] damage
3. Your opponent has interrupted your actions and landed a critical blow. Receive [2x] damage
4. Your move has been successful and uninterrupted.
5. Your opponent has used a healing potion and healed itself of 25HP
6. Your move has been successful and uninterrupted
7. Your opponent has interrupted your actions and landed a critical blow. Receive [2x] damage
8. Your move has been successful and uninterrupted.
Abilities:
Rewards:
Obtained if an even number is obtained after rolling a 4D
User ImageMinor Health Potion:Restores ❖ Each RP post for 5 posts


[8] Safe passage through the area. Nothing particular happened.

[9] Safe passage through the area. Nothing particular happened

[10] Safe passage through the area. Nothing particular happened.


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