
Main Race: Animatic
Secondary Race: Human
The city of Libera started off as a medium sized city where humans and animatics lived peacefully together for quite some time. They were ruled by the queen of the capital of the country, but she usually stayed out of their affairs. On the day the Queen was assassinated, the city began to crumble. Without any proper rule, gangs and tribes rose to try and take over, but other faction were also vying for control so they constantly battled. Eventually they all called in their strongest mages to unleash a huge war that decimated half of the city, blowing it to oblivion and tearing the city in half, leaving a nuclear winter terrain and valley that extended far away in both directions. In this disaster, the city was evacuated and they began to rebuild. Once they were rebuilt into New Libera, a autocratic rule was created. Now they city flourishes, but it is not without it's share of violence and crime. The weather of the city is almost always below freezing, and if it is not snowing lightly, there is a blizzard. This is all due to the catastrophic war that ensued.
The old city is left in ruins to the south of the new city. People sometimes go there for refuge when they cannot afford shelter at the newer city. There is a sort of civil unrest among the humans an Animatics since the war with not much trust between them.
The newer city is a city inside of a large building. The outside climate is much to harsh to survive in, so they created a city within a large building to keep the cold out. It has many places to go and see, but their pride and joy is their Tiverton Inn, which is one of the largest and most luxurious Inns in the country. Many people come from far and wide to visit it and stay the night and are always satisfied. Though it is very fancy, it is very inexpensive. Since the economy of Libera is extremely proficient, prices are very low compared to other places. That is why it is a major trade city. Most people live comfortably without much trouble financially. It is one of the best places to live if you don't mind the frequent civil unrest.
On the bottom to the sixth floor of the building is simply homes and hotels. On the upper levels are the most lively areas, with clubs and stores galore. Bars and clubs are frequented most.
Mentioning the old Libera is a sore spot for most inhabitants. It is not something they discuss anymore, seeing it as the greatest catastrophe to happen to them.
Credit goes to Huuballawick


Quote:
[H]Street Bully [F-Balanced]
Claiming ownership of the streets and taxing all who come by, this rowdy individual is used to brawls and will not hesitate to use extortion.
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 trapped you and blocked your attack. Deal 1/2* damage and made auto-run impossible until its HP is reduce to below 50%
8. Your opponent has interrupted your actions and landed a critical blow. Receive 2xdamage.
Abilities:
Rewards:
Obtained if an even number is obtained after rolling a 4D
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Quote:
[H]Pickpocket [F-Offensive]
Stealthy and lightning quick, they barely leave any trace of their presence and will nab your paycheck without letting you feel a thing.
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 deadly blow. Receive 4x damage
4. Your opponent has fled! Coward, get back here! Obtain half of normal loot if its HP has been reduced to below 50%
5. Your opponent has used a healing potion and healed itself of 5HP
6. Your move has been successful and uninterrupted
7. Your opponent has used a healing potion and healed itself of 5HP
8. Your opponent has interrupted your actions and landed a critical blow. Receive [2x] damage.
Abilities:
Rewards:
Obtained if an even number is obtained after rolling a 4D
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Quote:
[H]Violent Drunk [E-Offensive]
Description Someone's had a little too much to drink and is planning to knock someone out before succumbing to the amount of alcohol in their system.
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 deadly blow. Receive 2x damage
4. Your move has been successful and uninterrupted.
5. Your opponent has used a healing potion and healed itself of 3HP
6. Your move has been successful and uninterrupted
7. Your opponent has knocked itself out. Wut...Automatic win.
8. Your move has been successful and uninterrupted
Abilities:
Rewards:
Obtained if an even number is obtained after rolling a 4D
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Quote:
[H]Crime Lord[C-Sturdy]
The head of the underground crime syndicate in the current city.
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 60HP
6. Your move has been successful and uninterrupted
7. Your opponent has blocked your attack and countered with its own. It loses 1/2* of the damage dealt by you. Does not apply to non destructive spells. Receive 0.5x damage.
8. Your move has been successful and uninterrupted.
Abilities: When HP is below 25%, call in 1 Street Bully. The fight will then turn into a 2 vs 1 fight, and future number roll will apply for both NPC's though you may only attack 1 at a time.
Rewards:
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Advanced Mana Potion:Restores ۞۞۞ Each RP post for 5 posts
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Advanced Health Potion:Restores ❖❖❖ Each RP post for 5 posts
Upon defeating a Crime Lord, Outlaw status removed. City is once more a Safe Zone
The head of the underground crime syndicate in the current city.
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 60HP
6. Your move has been successful and uninterrupted
7. Your opponent has blocked your attack and countered with its own. It loses 1/2* of the damage dealt by you. Does not apply to non destructive spells. Receive 0.5x damage.
8. Your move has been successful and uninterrupted.
Abilities: When HP is below 25%, call in 1 Street Bully. The fight will then turn into a 2 vs 1 fight, and future number roll will apply for both NPC's though you may only attack 1 at a time.
Rewards:
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Upon defeating a Crime Lord, Outlaw status removed. City is once more a Safe Zone

Quote:
[H]City Guard [E-Sturdy]
Fitted for the job with basic armors and weapons, they are the first line of defense, protecting the city gates and ensuring peace and order.
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 5 HP while interrupting your actions.
6. Your move has been successful and uninterrupted
7. Your opponent has blocked your attack and countered with its own. It loses 1/2* of the damage dealt by you. Does not apply to non destructive spells. Receive 1x damage.
8. Your spell/move has been successful and uninterrupted.
Abilities:
Rewards:
Obtained if an even number is obtained after rolling a 4D
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Minor Mana Potion:Restores ۞ Each RP post for 5 posts
Fitted for the job with basic armors and weapons, they are the first line of defense, protecting the city gates and ensuring peace and order.
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 5 HP while interrupting your actions.
6. Your move has been successful and uninterrupted
7. Your opponent has blocked your attack and countered with its own. It loses 1/2* of the damage dealt by you. Does not apply to non destructive spells. Receive 1x damage.
8. Your spell/move has been successful and uninterrupted.
Abilities:
Rewards:
Obtained if an even number is obtained after rolling a 4D
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Quote:
[H]City Soldier [E-Offensive]
Trained for the art of war, soldiers are more experienced than your average City Guard. Their duty is to fight for their ruler and protect them at all cost.
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 1xdamage
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 40HP
6. Your move has been successful and uninterrupted
7. Your opponent has cast a shield on itself and countered with a blow that you've blocked. Receive 0.5x damage and all damage dealt to opponent cut in half for 4 posts.
8. Your move has been successful and uninterrupted.
Abilities:
Rewards:
█
Minor Mana Potion:Restores ۞ Each RP post for 5 posts
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Minor Health Potion:Restores ❖ Each RP post for 5 posts
Obtained if an even number is obtained after rolling a 4D
1 armor piece. Contact the crew
Trained for the art of war, soldiers are more experienced than your average City Guard. Their duty is to fight for their ruler and protect them at all cost.
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 1xdamage
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 40HP
6. Your move has been successful and uninterrupted
7. Your opponent has cast a shield on itself and countered with a blow that you've blocked. Receive 0.5x damage and all damage dealt to opponent cut in half for 4 posts.
8. Your move has been successful and uninterrupted.
Abilities:
Rewards:
█

█

Obtained if an even number is obtained after rolling a 4D
1 armor piece. Contact the crew
Quote:
[H]Mayor[C-Sturdy]
The one in charge of the city. Usually heavily guarded which makes him rather dangerous. Best to try and catch him by surprise though beware of the consequences should he be harmed.
Roll a D8
1. Your move has been successful and uninterrupted.
2. Your opponent has interrupted your actions and landed a blow on you. Receive1x 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 60HP
6. Your move has been successful and uninterrupted
7. Your opponent has blocked your attack and countered with its one. It loses 1/2* of the damage dealt by you. Does not apply to non destructive spells. Receive 0.5x damage.
8. Your move has been successful and uninterrupted.
Abilities:
Rewards:
█1 Magical Weapon to be approved by Crew. Contact them.
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Advanced Mana Potion:Restores ۞ Each RP post for 15 posts
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Advanced Health Potion:Restores ❖ Each RP post for 15 posts
Outlaw status acquired unless faction owns the city.
The one in charge of the city. Usually heavily guarded which makes him rather dangerous. Best to try and catch him by surprise though beware of the consequences should he be harmed.
Roll a D8
1. Your move has been successful and uninterrupted.
2. Your opponent has interrupted your actions and landed a blow on you. Receive1x 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 60HP
6. Your move has been successful and uninterrupted
7. Your opponent has blocked your attack and countered with its one. It loses 1/2* of the damage dealt by you. Does not apply to non destructive spells. Receive 0.5x damage.
8. Your move has been successful and uninterrupted.
Abilities:
Rewards:
█1 Magical Weapon to be approved by Crew. Contact them.
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Outlaw status acquired unless faction owns the city.
