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~Opening theme: Evolution~


~Ending Theme: Sunlight~

d4ee09f1c1.png

~A Zai Yu-Gi-Oh! RP~


~Co-Hosts: Kate, Cirrus~


~Logo by Cirrus~


[spoiler=Rules, Terms, and Information]Yup, I'm doing another YGO rp! All YCM and RP section rules apply obviously. This means no Godmodding, powerplaying, etc. My word (and by extension my Co-Host(s)'s, whomever that may be) is law in here, and we have the final say on all matters. Posts must be of a decent length, Yada yada yada, you know this stuff already, I'm sure.

As with what you should expect from this RP, its typical YGO fare for me, which means an alternate universe with minimal if any relation to the anime or manga and some fun extra stuff to add flavor, which I'll be getting into later. I'm trying to keep this RP relatively small-scale, as my main priority is still Synchro Frame, and as such I don't want to have too much on my hands with this one. What that means is that, though I'm not doing limited acceptance (because excluding people isn't cool, yo), I'm ideally looking for a maximum of 8 participants, Co-Host(s) included. As well, should you wish to be a Co-Host, please know that it will entail more of a workload than the job would normally call for, as Synchro Frame-related work still takes priority and therefore I will be delegating things to you as needed. If you can handle it, feel free to ask me for the position. I'm also not opposed to working with 2 Co-Hosts, should that be a possibility. Other than that, Typical YGO rp stuff: script your duels prior to posting, decide on a winner in advance, etc.

As for the RP itself, It will be thematically similar to 5d's in that it contains dystopian, post-apocalyptic, horror, and supernatural elements, as well as concepts that are similar in some ways to those of Signers and Dark Signers. As the PG-16 rating should indicate, this RP will be a good measure darker than your typical YGO rp. Nothing too crazy though, as its still about card games. Speaking of card games, seeing as this RP takes place in an alternate universe, custom cards are welcomed and encouraged (though all custom cards must be approved either by myself or a Co-Host before a character is allowed to make use of them). In fact, I intend this RP to be a sort of exercise in cardmaking, and for this purpose I have created two new summoning mechanics, as well as an additional monster type exclusively for this RP. All will play a large role in the plot, though making use of them is of course purely optional.

Other than that, make sure you enjoy yourself and have some fun! [/spoiler]
[Spoiler=Setting]Yu-Gi-Oh! [R]EVOLVE takes place on a world named Sonus, rather than Earth. An Earth-like world, Sonus's flora, fauna, and ecosystem are very similar, if not identical, to that of our own modern Earth, though unlike Earth, Sonus is home to one super-continent called Ennerve (pronounced En-erve-ey). Like earth, humanity has evolved here and created a modern society that was nearly identical to our own at one point in time, though nowadays things are not nearly as idyllic.

In the [R]EVOLVE universe, duel monsters do not originate from a spirit world of any kind. Instead, they reside on numerous, uncountable alternate planes of existence that are overlaid with the natural, material plane, all existing in one multilayered universe and separated by the thinnest fabric of space-time. In antiquity, the humans of Sonus discovered a means through which to tap into these alternate planes; summoning their terrifying and powerful inhabitants to do their bidding. This process came to be known as magic, and those who made use of it were called mages. With the advent of this great power, naturally war was soon to follow, and ancient Sonus was ravaged with centuries of magical warfare between mages and the monsters they controlled. In order to gain the upper hand on their opponents, some mages learned to combine their monsters together or utilize their power to summon even stronger monsters, with some of these various summoning techniques eventually becoming the basis for the 6 types of special summoning (Ritual, Fusion, Synchro, Xyz, Pendulum, and Alloy) found in the modern game of duel monsters.

Eventually however, the constant magical warfare took its toll, and this combined with what is only described in ancient texts as an otherworldly "plague" nearly brought humanity to extinction. However, as legend has it, a group of mages banded together, and using their combined might, brought humanity out of its darkest hour and ended both the war and the mysterious "plague". Afterward, the old tomes state that the mages laid down their arms, and all magical knowledge was destroyed to ensure such a catastrophe never occurred again.

Unbeknownst to most of the world, the actual reality is slightly different, as even today there are a select few who still keep the knowledge of the ancient mages in secret, in case it ever needs to be used again...

As for the rest of history, humanity recovered, constructing a modern society as the centuries wore on. eventually, the game of Duel Monsters emerged based on the old legends of the ancient wars, and like the Yu-Gi-Oh! anime, the game became wildly popular, to the point that it eventually became the world's primary form of conflict resolution, with nearly everyone on the planet knowing how to play, and most owning a deck and duel disk themselves. [/spoiler]
[spoiler=Plot]Roughly 150 years prior to the beginning of the RP, advances in solid vision hologram technology allowed for the weaponization of holograms. This led to a major world war not unlike the magical wars of antiquity. Like these wars, the Hologram War, as it came to be known, wreaked massive devastation on Ennerve, destroying cities and covering much of the continent in battle scars and rubble. Eventually, a group calling itself Center managed to rally many dissident groups around itself and bring the fighting to an end by force. Faced with the widespread destruction of the war's aftermath, Center and its powerful armed forces set about rebuilding the continent, constructing massive cities in the most habitable areas of the continent and forcefully relocating the survivors to the more fertile land.

Though ostensibly each citizen of Center is equal, the reality of life in the new megacities is that most of the citizenry are oppressed and forced to work in industrial plants and on collective farms that feed the rich and powerful Center elite. This is most exemplified in the largest city on the planet, Eden, which is Center's capital and also where the plot of Yu-Gi-Oh! [R]EVOLVE begins.

Eden is a massive, hundred square mile, Blade Runner-esque city. The rich and powerful live at the top of massive towers, with the ruling governmental body, known as the Origin Council, reigning over all. Meanwhile, the majority of the city below is a dirty, decaying, crime-infested hellhole where many struggle to survive. This order is maintained the police force: Eden Security (more commonly referred to as E-Sec), who are armed with specialized duel disks capable of producing weapons-grade solid vision holograms capable of inflicting serious harm or even death to whoever is foolish enough to duel against them. Though on paper E-sec is in place to keep order and protect eh people, the force is almost entirely corrupt, and works in the interests of those at the top, or whomever has enough money to bribe the officers on a regular basis. The regular citizens are forced into lives of hard labor working in the resource plants or on the collective farms outside the city, unable to escape thanks to E-sec's constant watchful eye, and the almost certain possibility of death by starvation and the elements if they manage to make it outside the city's walls. Their only comfort is the game of duel monsters, which has still managed to stay prevalent despite the crime and squalor.

In response to this, a revolutionary group calling itself Hydra has begun to take action against the Origin Council and Center, stealing weaponized duel disks and using them in guerrilla attacks. Though still relatively small, Hydra is growing rapidly in power, and will soon be a major threat to Center and E-Sec's dominance of Eden.

Meanwhile, a far more dangerous storm is brewing. The magical plague from ancient times has resurfaced, infecting a select few duelists and their decks, granting them powers of infection and mutation. Though small in number at the moment, the infected are slowly and secretly adding new members to their ranks from both sides of the brewing conflict, subtly steering both sides toward further conflict, though their ultimate goal, the cause of the infection's return, and even their existence remain unknown to the world at large for the moment.

In the middle of all of this, the last remaining cabal of mages, trained in the old ways of ancient times by their ancestors, have divined that another great conflict is on the horizon, one that may very well shake Sonus to its core yet again. In preparation, they have developed a new method of summoning, known as Kai summoning, and are now actively seeking out those who have magical potential so that they may guide them in its use for the coming battle. To facilitate this, they've managed to print 8 enchanted blank red monster cards cards, disseminating them secretly throughout Eden to be acquired by those able to break the enchantments and activate them.[/spoiler]
[spoiler=Database]Can be updated at any time, check here frequently for new stuff, though i will try and inform you via the OOC thread when a change or addition is made.
[spoiler=Weaponized Solid Vision]An advent of fairly recent technological developments, some Duel disks are capable of produing holograms capable of inflicting real damage to physical objects. Most commonly found in the hands of E-Sec officers, some of these disks have found their way into the hands of private citizens and Hydra as well, and as such a decent number of them can be seen in the hands of characters in every faction. [/spoiler]
[spoiler=Center]The current world government, Center has control over all of Ennerve in one way or another. Its seat of power is the seven member Origin Council, seated in the middle of the city of Eden. The council has the final say on all matters regarding Center's, and by extension, E-Sec's actions. [/spoiler]
[spoiler=Eden]The largest city on the planet, Eden is the seat of power for Center and the closest thing the world has to a stable, functioning metropolis. It isn't a stretch to say whomever controls Eden controls the fate of Ennerve.[/spoiler]
[spoiler=E-Sec]Center's police and military force, E-Sec is primarily employed to keep the center's elite in power, and as a reuslt is often responsible for oppressing the people and enforcing Eden's draconian laws. In addition, a large portion of E-Sec is corrupt, and their services are able to be bought for the right price, though usually its members are ore loyal to the Origin Council than anyone else. E-Sec counts many powerful duelists in its ranks, the most talented of which become officers and have authority over lesser officers. The Organization is led by three Chiefs, all of whom are subordinate to the Origin Council.[/spoiler]
[spoiler=Hydra]A shadowy rebel group that is violently opposed to Center's rule, they fight to free the people from Center's oppression via guerrilla tactics. Though their methods are very extreme, the group is rapidly growing in size and power, and it seems that it will soon be able to conduct overt actions against E-Sec and Center. Hydra's motto is "when one falls, two rise".[/spoiler]
[spoiler=Alloy Summoning] One of the two new summoning mechanics I've created for [R]EVOLVE, Alloy monsters are silver colored extra deck monsters. All Alloy Monsters require at least 2 materials to be summoned, called Alloy materials, to be sent to the graveyard in the same fashion as a synchro summon. All Alloy monsters require at least 2 of their Alloy materials to be of a different type and attribute, thus the materials text on an alloy monster requiring 2 materials might read “ 1 FIRE Reptile-type monster + 1 WIND Dragon-type monster”, but not "1 WIND Dragon-type monster + 1 DARK Dragon-type monster" or "1 WIND Dragon-type monster + 1 WIND Winged Beast-type monster", while a 3 mat might read “1 WATER Aqua-type monster + 2 EARTH Rock-type monsters”, but never “3 DARK Fiend-type monsters”. In other words, an alloy monster always requires at least two monsters with differing types and attributes. Alloy Monsters have levels, and are all of the types of their component materials. However, Alloy monsters have no attribute. Alloy monsters are just as common as any other monster type in the actual game of Yu-Gi-Oh!, and as such any character may have access to them. However, The infected specialize in their use, and as such infected characters must make use of at least one, preferably as their ace. For the purposes of making alloy monsters in the card maker, use the effect monster template and list their attribute as DIVINE.

sample card
[/spoiler]
[spoiler=Infected]Those corrupted by the resurgent magical plague are known as infected. While outwardly identical to regular humans (indeed there are no symptoms o fthe infection other than the powers it grants and the alterations it makes to a person's mental state), all infected gain a few abilities from their infection, which become more powerful over time. Upon infection, a card in the infected's deck is transformed into a new Alloy monster that fits into their deck. These Alloys are for the most part indistinguishable from any other alloy monster, save for the fact that they tend to be more powerful and have an additional, unique monster type in their card text, called Carrier (which would be listed on an alloy like "Dragon / Warrior / Carrier / Alloy / Effect"). Regardless of whether or not an infected duelist is making use of a weaponized duel disk, the Carrier alloy always becomes completely real upon summoning, and is able to spread the infection via battle damage. In addition to the use of carrier alloys, infected individuals are able to communicate over short distances telepathically with other infected nearby, and all infected gain the ability to use a limited degree of magic outside of a duel, usually to create real, solid versions of cards in their decks. The infection also alters the victim's mental state, compelling them to infect others. However, other than the compulsion to infect others, at first an infected retains their free will, and many victims see their new powers as more of a blessing than a curse. However, as the plague spreads, it begins to influence the victim's personality, bringing out their negative emotions as their powers continue to grow. as the plague has only been active for a short while, the full scope of its symptoms have yet to be observed, but more will be made apparent as the rp progresses and the infection grows in power.[/spoiler]
[spoiler=The Magi]The last cabal of mages in existence, these sages have safeguarded humanity's magical knowledge for centuries, waiting for the day to come when it may be needed again. Having divined the arrival of the plague and the gathering storm of another war in prophecy, they have prepared the 8 Kai monster cards to be secretly distributed throughout Eden, so that they may find their way into the hands of those that can be trained to use them in the coming battle to bring about a positive outcome. [/spoiler]
[spoiler=Magic]In the [R]EVOLVE universe, the word "magic' is used to refer to teh ability of a person to summon monsters from or cast spells using the energies of the various planes of existence. The use of magic requires both magical potential (the degree of which varies from person to person, as some people are naturally extremely adept at its use) as well as years of meticulous study. As the game is based on the magic used by mages in the past, more experienced duelists find it easier to study magic and learn to properly use it. In practice, magic is sparingly used due to the incredible power some spells and creatures possess, though small spells and creatures still see regular use in secret for both practice and assistance in the mage cabal's further study of magic.[/spoiler]
[spoiler=Kai Summoning]The second Summoning Mechanic I've developed for [R]EVOLVE, Kai monsters are red extra deck monster cards that are supposed to be enhanced/powered up/evolved forms of existing monsters (The word Kai is roughly translated from japanese as meaning “modified” or “enhanced”). Kai monsters are summoned via Kai summon, which, like Synchro summoning, involves sending the required materials you control to the graveyard. The key difference here is in the materials used and how a Kai monster functions once it is summoned. All Kai monsters have 2 kinds of materials: a Prime Material and Kai Charges. The Prime Material is the original monster that the Kai monster is supposed to be a modified form of. It is always listed on the Kai monster card via its card name, exactly like a fusion material. Kai Charges are additional materials that are required for the Kai summon, and can be any monster you control. Like non-tuner monsters on a synchro monster, Kai Charges are always listed on a Kai monster card as "X or more Kai Charges". All Kai Monsters require banishing the Prime Material and sending at least a minimum number of Kai Charges specified in the summoning requirements you control to the graveyard at once to summon them. All Kai monsters possess the same level (or a level equivalent to the prime material's rank, if it was an xyz), attribute (none if the Prime Material was an Alloy), and type (or types, if the Prime Material was an Alloy) as their prime material. In addition, all Kai monsters have what is known as a charge bonus effect. A charge bonus is an additional effect a kai monster gains if it was summoned using at least a specified number of kai charges, and is indicated on a kai monster card by “Charge Bonus X: *effect text*”, with the X being the minimum number of Kai charges required for the Kai to gain its charge bonus effect.

Developed as a tool to end the magical wars of antiquity, Kai summoning requires a great deal of magical power and training to use effectively. At present, only 8 blank Kai monster cards exist, and all of them have been enchanted and distributed throughout Eden, to be found by those who may be able to make use of them. In order to break the enchantment on a Kai monster card, a duelist must have an incredible amount of magical potential, as well as a heightened emotional state of some sort. Once the seal is broken, the blank Kai monster card will then become an enhanced form of the whichever monster is most present in the Duelist's mind at the time of the seal's breaking, usually their ace monster, and will remain in that condition from then on. As Kai monsters are integral to the plot, I ask that no character begin the rp in possession of an unsealed Kai, as their reveals should be important plot events. As well, since there are only 8 cards, they will be given to characters on a first come-first serve basis.

For the purposes of creating Kai monsters in the card maker, use the effect monster template, and add " / Kai" after the monster's type.

sample card[/spoiler][/spoiler]
[spoiler=Application]Please remove all items in parenthesis and use spoilers where requested, thankyou.
Name:
Gender:
Age:
Faction: (Mage, Center, E-Sec, Hydra, Infected, etc..)
[spoiler=Appearance]A picture and/or a minimum of 4 lines[/spoiler]
[spoiler=Personality]6 lines minimum[/spoiler]
[spoiler=Biography]6 lines minimum, if the character is in possession of one of the 8 Kais, specify where and how they acquired it here.[/spoiler]
Deck: (A Name and a brief description of what the deck is meant to do.)
Ace Card(s): (Provide an image link if it is a custom card)
Custom Cards: (A link to all of the custom cards the character uses, spoiler is requested if there are a lot of links)
[spoiler=Misc. Info]Theme songs, fun facts, etc. go here. [/spoiler][/spoiler]
[spoiler=Accepted RPers]Cherry
Tayla Lider
Cirrus
Kate
Simdoggy
Bringerofcake

Stalfos

Emperor of the Sands

Broken

[/spoiler]
[spoiler=Links]Character roster[/spoiler]

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Possibly interested. Really digging the Kai Summon mechanic.

Would like to reserve Synchrons, along with the Stardust-related stuff and Clear Wing Synchro Dragon (Monster reservations voided). Though, I haven't forum rped in a long time, so please bear with me.

Reserving Cocytus.

[spoiler=obscured falcon raise your sharpened talons in front of adversity spread your wings of rebellion]

Jiyuu no Tsubasa
A Stranger I Remain
Savior of the Waking World


[spoiler=Appearance]dcOLaW2.jpg

Muse is a blonde, slender woman of average height with said hair covering her right eye and containing some black dye. Those baby blue eyes matching her coated nails could successfully distract a lovestruck man from her punk attire. The colors of black and blue, combined with all of silver zippers seem like they were meant to smoothly mix with her natural brighter hue. The open, dark, sleeveless jacket exposes her beautiful, creamy flesh to the world - drawing attention to her braless, belt-covered breasts and tattooed midrff. Even with the elbow-lengthed, fingerless gloves, her shorts and thigh bands left little necessary to the imagination when put with the whole picture.[/spoiler]
Name: Muse Ryuusei
Gender: Female
Age: 20
Faction: Hydra

Deck: “Unite Synchronization” - An array of cards revolving around the “Synchron” archetype, consisting of Warriors and Machines with occasional mixes of a Bug and Plants. The central strategy is to swarm the field with a legion of small, weak monsters. Then subsequently combining them into powerful “Warrior” Synchro monsters with a plethora of diverse abilities. The deck's speed is outrageous, being able to do this constantly and consistently over and over in the same turn. However, the deck's greatest weakness is reflecting that it is sort of “musical” in a sense. It cannot function with a single note, and the slightest of sour notes can completely destroy the harmony.

To counteract this, the Extra Deck contains powerful dragonic trump cards such as “Stardust Dragon” as an overwhelming defensive force that ceases interfering, destructive descants. And the favored “Clear Wing Synchro Dragon”, a beast worthy of the title “Maestro”. With these counters, the song can go on, and the army can expand into a full field of snowy, majestic warriors.

Ultimately, however. The deck lacks a definitive finishing “punch”. Something flashy that can ultimately control and/or end the game. This is defined as the song's Missing Piece.

Ace Monster: Clear Wing Synchro Dragon
Custom Cards: Only the second one.

[spoiler=Personality]Despite her gang look, Muse is actually nice most of the time. It's almost scary how much her personality contrasts her appearance, usually. Muse simply likes blue and black, but feels bad that it gives such a bad first impression to others.

Aside from that, Muse is a girl who revels in very notion of “Freedom”, to the point where the thought can lead to near-orgasmic euphoria when facing adversity. As an artist, creative liberty is her life's blood. Not even as just a musician, but a duelist as well. If she's being oppressed on anything, she won't hesitate to go on very long and annoyingly repetitive speeches about liberation and freedom. Not even caring for the consequences of not shutting her mouth or how stupid she sounds. It isn't hard to find the lady mindbogglingly aggravating when she gets like that. To further express her love for symphonic art, she tends to musical terms like “Fortissimo” and “Augmentation” in her everyday speech mannerisms. In addition to that, blue is her favorite color because it's the color of the free, blue sky.

Muse is usually pleasant and well-mannered only if someone doesn't push her buttons though. Enjoying the act of sharing new art ideas, ideologies, or even something as mundane as talking about the weather. Casual friendship comes naturally to her, but she feels no one really understands the depth of her mind - the undying high that comes with no restrictions. This results in some waning loneliness, unable to truly consider someone the very definition of the word "Comrade". It's hard to put into words for the poor lass, but in short: an artist's mind is really complex and makes no sense to anyone who doesn't get it firsthand or doesn't ask. And she's rather awful at explaining it in detail.

Her combination of yearning for freedom and social nature leads to a desire to protect the weak. However, there are no brakes at just telling them to find shelter. Instead, the blondie encourages the small, cornered rats to rise up and fight back, clinging onto the hope of glorious liberty. This even reflects her deck's playstyle of weaker creatures who rise up, banding together.

When her buttons are actually pushed beyond making her bring up needless speeches... she can become somewhat unstable. It comes with the intoxication of revolting, she enjoys reminding her oppressors how she and everyone else feels constantly through actions. The “Song of Hope” for the cornered rats turns into a “Song of Despair” for the counterattacked hunters. In this state, she shows off a sadistic side of herself. This persona is the one that truly fits her outward appearance of some gothic punk girl, and she's fully aware of it. Muse is moderately disgusted with it, but can't deny how good it feels in realtime.[/spoiler]
[spoiler=Biography]From the very start, Muse only remembers life as a lower middle class citizen of Eden. While her family didn't necessarily have to work as hard as others, they still broke many a sweat over outrageous labor hours. Muse's only saving grace was that she was a child and physically weak growing up. In her childhood, the young maiden could only watch the adults of the Ryuusei blood come back home drenched in sweat, or covered in bruises from extensive work. No one was happy and they had no sunshine and rainbows to share with the little one either. Powerless to bring smiles to their faces, Muse truly felt isolated in the early years of her life.

In these times of loneliness, she picked up reading. Old books spoke of “songs of hope”: little jingles and the like that were known to uplift the soul from despair. In addition to that, the word of Duel Monsters was widespread like fire, praised as salvation for relieving stress and other things. Wanting to bring smiles to her family and friends, both were taken up into practice. It didn't take long for Muse or anyone to realize that she was incredibly talented in the art of music. Her voice like an angel's, her coordination of a piano like that of a legends... it was awe-inspiring. The voices around became calmer, cheerful, happy. This was great, because she was very, very terrible at Duel Monsters. Muse tried to apply the same laws of music to the game and it was rather... disastrous, to say the least. It certainly didn't help that she had weak and awful cards jumbled up into a deck, but for some reason, she refused to change how she wanted her deck to play. It was to be another song of hope to play.

Unfortunately, the tyranny of E-Sec was without limits. Hearing there was some use for the girl, they demanded to have her for themselves. The family wasn't mistaken in thinking she'd be a slave to the high class for her voice alone. After some vulgar and lewd remarks about her “singing”, Muse stated that she would only sing for those in despair. When E-Sec told her she can't do that anymore, simply because they said so, well...

It wasn't their best of ideas.

Muse's lid was so far blown off, someone would’ve seen it from the highest towers of Eden.

“How dare you”, she snarled venomously, scaring even her own kin as a speech was broken into. “My presence is hope itself for all of the people you oppress! An artist has the FREEDOM to spread hope or despair as she pleases! Telling me how my voice will be used goes against the principles of CREATIVE LIBERITY, and if you take that away, there isn't even an artist left! Telling me I can't sing at all is even worse, as my very mouth is a GIFT OF RIGHTS bestowed onto me by whatever God in heaven decided that he had enough of you! My ENTITLEMENT completely-”

dear lord someone shut her the hell up

An E-Sec officer took that notion to take a shot at pistol-whipping her. To protect their savior, a brother took a hit for her instead. This only served to infuriate her more. The commanding E-Sec officer on the scene showed his “mercy” and suggested a duel with her voice at stake. This way, civilians wouldn't be caught in the mix, so they could still work later.

This wasn't good. Her skills were still subpar at best.

Blowing the hot air she was, the challenge was accepted regardless. A lot of people gathered around to see this, cheering Muse on. Though, that did nothing as she was getting curbstomped at every turn. A rational person would get on their knees, surrender, and apologize profusely to avoid a hellish near death beating. But she didn't. Call it a cliché, but she had a point to make; as hope for herself and the people. Muse proceeded to rip a miracle with her most trusted “Junk Synchron”. For the first time ever, the melody of synchronization came together for all to bare witness. Endless flurries of Synchro Summons rained upon the battlefield, little sparkles of light flying about beyond that which was a hologram. In the heat of this counterattack, Muse felt incredible. This euphoric high brought about by the act of rebellion consumed the diva.

Hunting the hunters was a hell of a turn on.

Two cosmic dragons appeared. “Stardust Dragon” and “Clear Wing Synchro Dragon”. These white majesties practically defined the combatant's own little revolution. The former negating destruction at every turn, the latter making itself and her Synchro allies virtually untouchable. The twin dragons suppressed the E-Sec's movements – stole away his free reign. The duel was over turns ago, but the woman dragged it out, letting him feel what he made her loved ones feel.

“You wanted me to sing. Here's my own personal song for you”.

“Clear Wing” obtained a ludicrous amount of power at some point through its own effect. The duel nearly ended in murder from the overkilling direct attack. That shouldn't be possible for anyone outside of E-Sec, as no one has the technology or power to bring harm like that to someone. But she did. After calming down, she roared. A bellow of triumph, but also a declaration of resistance. As long as she lived in this town, those people were not only going to be protected... no. She suggested they all rise up. They all ran E-Sec out for the time being with their uproars, then proceeded to treat her as some sort of messiah.

Muse felt strange.

She almost killed a man, and she was taught never to hate or resort to murder. But at the same time, she was being praised for this.

The musician just wanted to defend her voice's free reign, but the intoxicating act of rebellion...

It was like a sucker punch of confusing realization. Was she an angry musician or a righteous madwoman?

Days passed, word on the street spread. Everyone loved Muse and the people shared some happiness amongst one another when their bones weren't breaking from inhumane orders of labor. Grunt officers didn't even dare to try and confront her, but she never went at them during this time. In the midst of these unfathomable feelings, the brother from that day revealed a number of truths. E-Sec was not the only one with the ability to cause real harm to other players via Dual Monsters. The revolutionary “Hydra” were armed with weapnoized solid vision. The Duel Disk her brother supplied that day was equipped with that programming. He longed for this day where those songs would be ones of victory, and her win was proof of her potential. The disk was now an invitation to join this revolution; also a request to not deny herself.

She was still a mediocre duelist at best. The only reason she won was because her boss monsters were rather good. The amateur could become more of a liability than anything in the long run.

… Or she could hone her skills, obtain new powers that support her deck's harmony... and liberate the masses.

Taking a step outside with him, feeling the cool, fresh breeze caress her skin in the dawn, Muse let out a deep breath.

“Let us orchestrate the revolution, and spread our wings of rebellion.”[/spoiler]
[spoiler=Misc. Info]- Shooting Star Dragon and Stardust Warrior are to be developed into. As is Dragocytus, the Impure Underworld Dragon.
- Formula Synchron and Accel Synchron have already been obtained, but the theoretical equation leading to Accel Synchro has not yet been formulated.[/spoiler][/spoiler]
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I might give this a shot. Haven't RP'd in a while, and I feel like jumping back into the site a bit more. I'm going to reserve Hands (since it seems like we can do that now), with a couple of things:

 

1) should Giant Hand/Giant Red Hand be a Number?

2) Is RUM allowed? All of the Zexal Era RUMs are tied to the Zexal universe, so if it's allowed I'd have to create some new ones.

3) I'm going to fill in a lot of blanks for them. Expect a thread link soon if they are reservable.

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All reservations noted. really late atm so i'll get to cleaning up and prepping the OP when i get a chance tomorrow. Just making a note that i'm reserving Red-eyes and vannilla pendulums for myself, since we're doing that it seems.

 

I might give this a shot. Haven't RP'd in a while, and I feel like jumping back into the site a bit more. I'm going to reserve Hands (since it seems like we can do that now), with a couple of things:

 

1) should Giant Hand/Giant Red Hand be a Number?

2) Is RUM allowed? All of the Zexal Era RUMs are tied to the Zexal universe, so if it's allowed I'd have to create some new ones.

3) I'm going to fill in a lot of blanks for them. Expect a thread link soon if they are reservable.

I usually just remove the numbers from card text when i do these things (ie: "number 39: utopia" becomes "Utopia") and allow for whatever RUMs work with the removed card text. feel free to create better suited RUMs if need be.

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[spoiler=Enter the Spirit Caller]Name: Miero Tammabukku
Gender: Male
Age: 29
Faction: Mage/Hydra
[spoiler=Appearance]MieroTammabukku.png
Yes, he even has that staff with him at almost all times. This is also an official image from a game that's no longer in the US, so I can't edit out the glowing orb in his hand.[/spoiler]
[spoiler=Personality]Miero has become a reserved soul over the years of growing up in Eden under the thumb of those who hold power over the city and almost all of the world. It is because of this life that he's also street-smart as well. He hates the fact that he had to do all he did while growing up, but he also knows that said hatred is better aimed toward the supposed rulers of Eden and the world for forcing him to have to do so to survive. He takes pity upon the dead and has often wished he could strike out for them on their behalf, something that has indirectly come true upon his acquiring his Séance Beckoned deck from the Magi. After becoming one of the Magi himself, he has done his best to act as a defender against the E-Security and others whom threaten the lives of the lower class on a daily basis, even risking life and limb in duels. He doesn't like to use the feature of his duel disk that allows him to turn his cards into weapons, but when things get dangerous, he is able to put that to the side and duel at full force, with the Spirits swinging at the opponent with bloody glee as they did. So far, however, he hasn't seen anyone that matched what the Magi has said he should watch out for...[/spoiler]
[spoiler=Biography]Miero was once one of many people stuck under the thumb of those who 'ruled' Eden, forced to work jobs that those with funds won't even bother to think about. Because of this, he's learned skills he sometimes wishes hadn't been needed, such as learning how to steal from and fight other people. One of the times he had to steal food, however, he was caught by E-Sec and almost killed by their Solid Vision systems. He was thankfully saved by a pair of Magi who saw the tag-end of the duel and brought him to their hidden location after sensing potential within him. During the weeks of recovering, Miero discovered a powerful deck that strangely refused to work with anyone among the Magi. However, when he decided to try using them in a duel against one of the other Magi in a practice duel, Miero wiped the floor with his opponent. Once he was well enough to really do much, the Magi asked Miero to return to Eden to watch for other duelists that are acting strangely and are harming others without a weaponized Solid Vision system after being given a golden staff with a cresent moon and a green jewel upon it and a duel disk that seemed linked to the strange staff. He hesitantly agreed, after having finally been freed from his former life, to return upon this request. Upon accepting, one of the Magi handed Miero a strange red-bordered card with a blank image, which he was told to guard with his life. That card he keeps within one of the inside pockets of his green jacket, though he is still unsure what the other Magi were smoking when handing him the blank card...
 

It is actually after his return to Eden that he discovered that his new duel disk had been weaponized, in a duel against another E-Sec officer. When his Wild Hunt's last attack reduced his opponent's LP to 0, the pack that the card represented completely decimated the opponent, leaving behind a mess of blood, guts and bones. Utterly shocked at the sight, he quickly found a way to turn this weaponization off, which turned out to be a hidden button on the main duel disk to prevent it from being hit by accident.

A member of Hydra had came forward soon after the incident, asking him to join their cause and help to fight for freedom. Figuring this may help him find more of the duelists the Magi were talking about, Miero agreed and joined the Hydra, hoping to strike a few blows of his own as well...[/spoiler]
Deck: Séance Circle
~This deck focuses around six unique Spirit Monsters, all based off of mythical spirits of the past, that must be Ritual Summoned to first enter the field. Using the various effects of these monsters as well as those of other Spirit Monsters that come to aid him, he rips apart the field to keep the opponent from doing much.

Ace Monsters: Thing is, he's got six monsters he treats equally as his Aces, which are his six different Ritual Monsters. There is no favoring one over the other for him. If he winds up gaining a Kai Monster, it can be stemmed from any one of them, most-likely the most-recent one played. Updated versions of these cards will be made upon approval.
[spoiler=Séance Beckoned - Headless Horseman]SB-HeadlessHorseman_zps24d20bb9.jpg[/spoiler]
[spoiler=Séance Beckoned - Bloody Mary]SB-BloodyMary_zps1aed1058.jpg[/spoiler]
[spoiler=Séance Beckoned - Vântoase]SB-Vacircntoase_zps9bf20485.jpg[/spoiler]
[spoiler=Séance Beckoned - The Wild Hunt]SB-TheWildHunt_zps11db4a6c.jpg[/spoiler]
[spoiler=Séance Beckoned - Moroi]SB-Moroi_zpsfce816ca.jpg[/spoiler]
[spoiler=Séance Beckoned - The White Lady]SB-TheWhiteLady_zps0de613e1.jpg[/spoiler]

Custom Cards:

~Ritual Monsters~

[spoiler=Séance Beckoned - Headless Horseman]Attribute: FIRE
Level: 6
Type: Zombie/Ritual/Spirit
Effect: Cannot be Normal Summoned or Set. Must first be Ritual Summoned. You can Ritual Summon this card with any "Séance" Ritual Spell Card. If this monster is Special Summoned by other means, it is returned to the Hand during the turn's End Phase. When this monster is Summoned, Special Summon 1 "Flaming Pumpkin Head" Token (FIRE/Plant-type/Level 1/ATK: 500/DEF: 500) to your side of the field. Once per turn, Special Summon 1 "Flaming Pumpkin Head" Token to your side of the field. Once per turn, during your Main Phase: you can tribute any number of "Flaming Pumpkin Head" tokens you control to target an equal number of cards on the field; destroy those targets.
ATK: 2500
DEF: 2150[/spoiler][spoiler=Séance Beckoned - Bloody Mary]Attribute: WATER
Level: 6
Type: Zombie/Ritual/Spirit
Effect: Cannot be Normal Summoned or Set. Must first be Ritual Summoned. You can Ritual Summon this card with any "Séance" Ritual Spell Card. If this monster is Special Summoned by other means, it is returned to the Hand during the turn's End Phase. When this monster is Ritual Summoned, banish the top 5 cards of your opponent's deck face-down. If an opponent has 15 or more cards Banished face-down, your opponent cannot Banish Spirit Monsters. (If a card would Banish cards face-down, reveal the affected cards first. If there are any Spirit Monsters among them, they are not Banished.)
ATK: 1700
DEF: 2150[/spoiler][spoiler=Séance Beckoned - Vântoase]Attribute: WIND
Level: 8
Type: Zombie/Ritual/Spirit
Effect: Cannot be Normal Summoned or Set. Must first be Ritual Summoned. You can Ritual Summon this card with any "Séance" Ritual Spell Card. If this monster is Special Summoned by other means, it is returned to the Hand during the turn's End Phase. When this monster is Ritual Summoned, return all non-Spirit monsters and all Spell/Trap Cards to their owner's hand.
ATK: 2700
DEF: 1850[/spoiler][spoiler=Séance Beckoned - The Wild Hunt]Attribute: EARTH
Level: 8
Type: Zombie/Ritual/Spirit
Effect: Cannot be Normal Summoned or Set. Must first be Ritual Summoned. You can Ritual Summon this card with any "Séance" Ritual Spell Card. If this monster is Special Summoned by other means, it is returned to the Hand during the turn's End Phase. Once per turn, during either player's turn, the Turn player may Special Summon from the Hand 1 non-Ritual Spirit monster, ignoring all summoning conditions. If a monster is summoned by this effect, the Summoned Monster's controller pays LP equal to the Monster's Level x300. A Spirit Monster summoned by this effect does not return to the Hand during the End Phase.
ATK: 2400
DEF: 2150[/spoiler][spoiler=Séance Beckoned - Moroi]Attribute: DARK
Level: 6
Type: Zombie/Ritual/Spirit
Effect: Cannot be Normal Summoned or Set. Must first be Ritual Summoned. You can Ritual Summon this card with any "Séance" Ritual Spell Card. If this monster is Special Summoned by other means, it is returned to the Hand during the turn's End Phase. If this monster was destroyed by battle, this card's owner may Special Summon this monster to their side of the field during the End Phase. If Special Summoned by this effect, this card does not return to the Hand during the End Phase.
ATK: 2200
DEF: 1600[/spoiler][spoiler=Séance Beckoned - The White Lady]Attribute: LIGHT
Level: 5
Type: Zombie/Ritual/Spirit
Effect: Cannot be Normal Summoned or Set. Must first be Ritual Summoned. You can Ritual Summon this card with any "Séance" Ritual Spell Card. If this monster is Special Summoned by other means, it is returned to the Hand during the turn's End Phase. Whenever a monster is returned to the Hand from the field, this card's controller gains 800 LP.
ATK: 2200
DEF: 2150[/spoiler]~Non-Ritual Monsters~[spoiler=Séance Leader (has image)]Attribute: LIGHT
Level: 3
Type: Spellcaster/Spirit
Effect: Cannot be Special Summoned. During the End Phase of the turn this card is Normal Summoned or flipped face-up: Return it to the hand. If this card is sent to the Graveyard for the Ritual Summon of a "Séance Beckoned" Ritual Monster, return this card to your Hand during your End Phase. You may only use the effect of "Séance Leader" once per turn.
ATK: 1200
DEF: 700

SeacuteanceLeader_zps6a98c738.jpg[/spoiler][spoiler=Séance Follower (has image)]Attribute: LIGHT
Level: 2
Type: Spellcaster/Spirit
Effect: Cannot be Special Summoned. During the End Phase of the turn this card is Normal Summoned or flipped face-up: Return it to the hand. If this card is send to the Graveyard for the Ritual Summon of a "Séance Beckoned" Ritual Monster, return this card to your Deck during your End Phase. You may only use the effect of "Séance Follower" once per turn.
ATK: 700
DEF: 500

SeacuteanceFollower_zpsf3t4gfvc.jpg[/spoiler][spoiler=Séance Guardian (has image)]Attribute: DARK
Level: 4
Type: Warrior/Spirit
Effect: Cannot be Special Summoned, except by its own effect. During the End Phase of the turn this card is Normal Summoned or flipped face-up: Return it to the hand. When an opponent's monster declares a direct attack: You can Special Summon this card from your hand in face-up Defense Position.
ATK: 700
DEF: 2100

SeacuteanceGuardian_zps6172cf91.jpg[/spoiler][spoiler=Séance Hound (has image)]Attribute: EARTH
Level: 3
Type: Beast/Spirit
Effect: Cannot be Special Summoned. During the End Phase of the turn this card is Normal Summoned or flipped face-up: Return it to the hand. If this card is send to the Graveyard for the Ritual Summon of a "Séance Beckoned" Ritual Monster, you may return either 1 Spell Card from your Graveyard to your Deck OR 1 "Séance" Ritual Spell Card from your Graveyard to your Hand. You may only use this effect of "Séance Hound" once per turn..
ATK: 1700
DEF: 200

SeacuteanceHound_zps6b86e315.jpg[/spoiler][spoiler=Séance Seeker (has image)]Attribute: WIND
Level: 1
Type: Winged Beast/Spirit
Effect: Cannot be Special Summoned. During the End Phase of the turn this card is Normal Summoned or flipped face-up: Return it to the hand.  Once per turn, when this monster is Normal Summoned, you may search your deck for a "Séance" card and place it your hand. If you do, shuffle your deck and reduce your LP by 1000. You may only use the effect of "Séance Seeker" once per turn.
ATK: 100
DEF: 100

SeacuteanceSeeker_zpscfda450b.jpg[/spoiler][spoiler=Séance Channeller (has image)]Attribute: LIGHT
Level: 1
Type: Spellcaster/Spirit
Effect: Cannot be Special Summoned. During the End Phase of the turn this card is Normal Summoned or flipped face-up: Return it to the hand.  This card can be used as the entire tribute for the Ritual Summon of a "Séance Beckoned" monster while face-up on the field, but it is banished afterwards. If this card is send to the Graveyard for the Ritual Summon of a "Séance Beckoned" Ritual Monster, the Ritual Summoned monster is returned to your hand during your next End Phase. You may only use the effect of "Séance Channeller" once per turn.
ATK: 300
DEF: 200

SeacuteanceChaneller_zpstn1ojit0.jpg[/spoiler]~Spell Cards~[spoiler=Séance Calling (has image)]Type: Ritual Spell
Effect: This card can be used to Ritual Summon any "Séance Beckoned" Ritual Monster. You must also Tribute Spirit Monsters from the field or your hand whose total Levels equal the Level of the Ritual Monster you Ritual Summon.

SeacuteanceCalling_zpsb90cef02.jpg[/spoiler][spoiler=Beckoning Séance From Beyond (has image)]Type: Ritual Spell
Effect: This card can be used to Ritual Summon any "Séance Beckoned" Ritual Monster. You may send Spirit Monsters from your Deck to your Graveyard whose total Levels equal the Level of the Ritual Monster you Ritual Summon.

BeckoningSeacuteanceFromBeyond_zps039206[/spoiler][spoiler=Doorway to the Realm Beyond (has image)]Type: Field Spell
Effect: Once per turn, you can Normal Summon 1 Spirit monster in addition to your Normal Summon or Set. During each of your opponent's Standby Phases: Place 1 Stability Counter on this card. While there are 4 or more Stability Counters on this card, you do not take any Battle Damage while you control no monsters. When this card with 4 or more Stability Counters is sent to the Graveyard: Special Summon 1 "Séance" monster from your hand or Deck, ignoring all other summoning conditions. "Séance Beckoned" monsters summoned by this effect are treated as if they had been Ritual Summoned.

DoorToTheRealmsBeyond_zpsqztpmnr6.jpg[/spoiler][spoiler=Return to the Beyond (has image)]Type: Continuous Spell
Effect: Once per turn: you may Shuffle 1 Spirit monster into your Deck from your Graveyard.

ReturnToTheBeyond_zpsbgx56rkn.jpg[/spoiler][spoiler=My Soul for Thee (has image)]Type: Quickplay Spell

Effect: Banish 1 Spirit monster in your hand to target 1 card on the field; destroy it. If the destroyed card was a monster card, negate its effect(s) until the end of the turn. If the destroyed card was a face-down Spell/Trap, it cannot be activated.

MySoulForThee_zpsttxx9al3.jpg[/spoiler][spoiler=Soulbinding Oath (has image)]Type: Normal Spell

Effect: Target 1 Spirit monster you control and 1 face-up monster your opponent controls; banish the second target, and if you do, the original ATK and DEF of the first monster becomes that of the banished monster. When the first target leaves the field: Return the second target to the field in its original Battle Position.

Soulbinding%20Oath_zpsdhs29u1j.jpg[/spoiler]~Trap Cards~[spoiler=Chains of the Séance (has image)]Type: Normal Trap
Effect: Activate only when a "Séance Beckoned" monster is Ritual Summoned. Select one card on your opponent's field and Banish it. If a face-down card was selected, it is Banished face-up. If the Ritual Summoned monster used to activate this effect leaves the field, return the Banished card to the field in its original position.

ChainsOfTheSeacuteance_zpsf787469c.jpg[/spoiler][spoiler=Cursed Séance (has image)]Type: Normal Trap
Effect: Pay 6000 Life Points; Special Summon as many Spirit monsters as possible from your Graveyard, ignoring the summoning conditions. During the End Phase, banish all monsters that were Special Summoned by this effect.

CursedSeacuteance_zpsad221b91.jpg[/spoiler][spoiler=Possessive Séance (has image)]Type: Continuous Trap
Effect: When this card is activated, place 1 Possession Counter on every non-Spirit monster on the field. Whenever a monster is summoned, place 1 Possession Counter on every non-Spirit monster on the field. Monsters with a Possession Counter on it are treated as Spirit Monsters. When this card leaves the field, all monsters with a Possession Counter return to the hand. "Séance" monsters increase their ATK and DEF by 100x the number of Possession Counters on the field.

PossessiveSeacuteance_zpsibdohyhm.jpg[/spoiler][/spoiler]

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[spoiler=Ruben Hokama, the Secretary Affected by the Plague]Name: Ruben Hokama

Gender: Female
Age: 26
Faction: Hydra/Infected
[spoiler=Appearance]Ruben stands at a modest height of 5' 10", although the high heels she wears makes her look as though she's a solid 6' instead. She has a slender and beautiful body that gives a BWH ratio of 26-20-21. Ruben tends to dress formally, much as if working in an embassy rather than an underground organisation. However, she never does up the topmost one or two buttons of her undershirt, and as a result, one can see traces of the black CC-cup bra that she wears on most occasions. Although she doesn't wear it all the time, Ruben will place her Duel Disk on her right arm when she's expecting to duel someone, which suits her because she's left-handed.

 

fbb0415c585d49721bfb1e7a674b33710a24c328[/spoiler][spoiler=Personality]Ever since being affected by the plague, Ruben's intelligence has dropped significantly... and that's putting it nicely. But she always has an uncanny smile on her face wherever she goes, and she always appears to maintain that smile no matter how down she is. Unlike the other infected souls, Ruben is blissfully unaware that she's contracted the plague; mostly because she has no idea what this plague is. But one can tell that she's slowly, but surely losing all the smarts that she could possibly have left, and that's because her stupidity is her most negative trait that the infection is bringing out. Still, Ruben tries her very best not to act or sound completely retarded, and doesn't mean to be as incompetent as she is at her role at times, but... knowing Ruben, it's a tall order.

 

Ruben can usually be found hanging around Hydra's leader, buzzing around him in a "notice me senpai" manner just waiting for him to give her something to do each time. But she tends to bug other members of Hydra too; especially Chimari, who Ruben is gravitated towards because of her abnormally large breasts. It should be noted that Ruben has breast envy; not the volatile type, but the creepy type that makes her feel a little lovey-dovey all of a sudden, which with her sorely lacking of intelligence makes it even creepier. For all her flaws however, Ruben makes up for them with a strong devotion for Hydra's cause, and that's something that there's just no arguing over.[/spoiler][spoiler=Biography]Before joining Hydra and contracting the plague, Ruben Homaka was a popular student in high school and college, who who later managed to land a place as a secretary for a large business. As such, she was well enough payed to avoid all the drama that the working class had to put up with, and was practically living a luxury. But that all ended when the business that Ruben worked for had made an error when filing their annual tax report which, since it technically "benefited" from that error, gave E-Sec an excuse to shut the entire thing down. Lawyers from both sides argued vehemently, but E-Sec's lawyers were very crafty and manipulative, and managed to convince the Origin Council to maintain foreclosure of the business, preventing it from ever being able to start back up again. Because of this, Ruben had lost her job for good, and as this was recorded in her resume, she had a hard time getting another position in the business area.

 

Despite eventually getting another job as a secretary for another business, Ruben never felt the same passion as before, and her mood spiraled down to the point where she was diagnosed with depression. Deciding that there was no point in living any more, Ruben climbed all the way up to the roof access of the apartment complex where she lived, and walked towards and dived off the edge... only to be grabbed at the ankle by a strong, presumably male hand. Ruben only realized that she'd been saved when her head had banged against one of the windows, but rather than thank the supposed savior, she tried to kick his hand off with her free foot, but to no avail. She had also screamed in agony, but stopped everything when the savoir mentioned something about there being "another way".

 

It was through this that Ruben learned more about Hydra and their cause; all she needed to know before she hastily signed up. Ruben was among one of the first few to have done so, so at the time, Hydra was still relatively small. Ruben would later be responsible for recruiting more members and making Hydra the sizable force that it is today, as well as bribe many E-Sec officers to look the other way. But her first order was to steal an unawakened Kai Card from E-Sec's forensic offices, so the leader could find out more about such cards. However, although Ruben managed to obtain the card without raising any red flags, she ended up giving it to Chimari Mura instead, after failing to bribe her herself, but managing to bribe her superiors into ignoring the crimes that Hydra committed. At first, Chimari complained that the Kai Card was even less of an incentive for her to convert to Hydra's cause than the money was, but Ruben asked her to reconsider... which she eventually did.

 

Shortly after Chimari was officially added to Hydra's ranks, Ruben went out to fetch more people to recruit when she stumbled upon an infected girl, who replied that she'd only join if Ruben could beat her in a duel. Had she known any better, Ruben would've likely realized that this was a trap to get her infected, but since she was unaware that infection was a thing, she accepted... and quickly bolted back home to grab her Duel Disk. It was safe to say that, since she was never very good at the game of Duel Monsters, Ruben lost the duel relatively quickly, but her final amount of Life Points were cut down to size by a direct attack from an Alloy Carrier monster, and this is turn was how she got infected. But Ruben still carried on her usual routine anyway, completely unaware of what this infection meant.[/spoiler]

Deck: SynchroCell - an archetype of mostly Synchro Monsters and main deck Tuner monsters, that revolves around Urgent Tuning. The other cards in Ruben's main deck are primarily anti-meta S/Ts and generic easy SS monsters.

Ace Monster: SynchroCell Depth Witch

[spoiler=Custom Cards:][spoiler=SycnhroCell Depth Witch - Alloy Monster]Fiend-type/Fish-type/Carrier/Level 10/2900 ATK/2500 DEF

1 DARK Fiend-type monster + 2 WATER Fish-type monsters

If this card was Alloy Summoned: Target 1 "Urgent Tuning" in your Graveyard or Banished Zone; Set that target on a vacant Spell or Trap Card Zone on your side of the field. Once per turn, if you Synchro Summon a monster: You can Special Summon Eel Eye Tokens to your side of the field equal to the number of Synchro Material monsters used for the Synchro Summon of that monster (Fish-type/WATER/Level 1/0 ATK/0 DEF), but if you do, destroy them during your opponent's End Phase. If your opponent activates a card effect that targets a SynchroCell monster you control: You can Tribute all Eel Eye Tokens you control; negate that card effect, and if you do, look at a number of cards in your opponent's hand equal to the number of Eel Eye Token that you Tributed.[/spoiler][spoiler=SycnhroCell Archangel - Synchro Monster]Fairy-type/LIGHT/Level 9/3000 ATK/3000 DEF

1 Tuner + 2 or more non-Tuner monsters

If this card was Summoned by the effect of "Urgent Tuning": End the Battle Phase, and gain Life Points equal to the ATK of the monster your opponent controls with the highest ATK. You can target 1 monster your opponent controls and choose ATK or DEF; gain that many Life Points, and if you gain any, banish that target. Monsters you control cannot attack your opponent directly during the turn you activate this effect. You can only activate the effect of "SynchroCell Archangel" once per turn. Monsters banished by this effect are Special Summoned to your opponent's side of the field during the End Phase, and cannot be targeted by the effect of "SynchroCell Archangel" for the rest of the Duel.[/spoiler][spoiler=SycnhroCell Knight - Synchro Monster]Warrior-type/LIGHT/Level 8/2700 ATK/2900 DEF

1 Tuner + 1 or more non-Tuner monsters

If this card was Summoned by the effect of "Urgent Tuning": End the Battle Phase. If this Attack Position card would be destroyed by battle: Destroy the monster it battled instead, and if you do, your opponent takes all Battle Damage you would've taken from that battle. After this effect resolves: Switch this card into Defense Position.[/spoiler][spoiler=SycnhroCell Magician - Synchro Monster]Spellcaster-type/WIND/Level 6/2400 ATK/1100 DEF

1 Tuner + 1 or more non-Tuner monsters

If this card was Summoned by the effect of "Urgent Tuning": End the Battle Phase. You can target 1 Quick-Play Spell Card in your Graveyard: Set in on a vacant Spell or Trap Card Zone on your side of the field, but banish it when it leaves the field. You can only activate this effect of "SynchroCell Magician" once per turn.[/spoiler][spoiler=SycnhroCell Mermaid - Synchro Monster]Fish-type/WATER/Level 5/1600 ATK/2300 DEF

1 Tuner + 1 or more non-Tuner monsters

If this card was Summoned by the effect of "Urgent Tuning": End the Battle Phase. Once per turn: You can discard 1 card; Special Summon 1 WATER monster from your Deck. That monster cannot attack this turn, and its effects are negated until the End Phase.[/spoiler][spoiler=SycnhroCell Ninja - Synchro Monster]Pyro-type/FIRE/Level 7/1800 ATK/1700 DEF

1 Tuner + 2 or more non-Tuner monsters

If this card was Summoned by the effect of "Urgent Tuning": End the Battle Phase. This card can attack your opponent directly. This can attack twice in the same Battle Phase. During your Main Phase 1: You can target up to 2 cards your opponent controls; send those targets to the Graveyard. You cannot conduct your Battle Phase the turn you activate this effect. During the End Phase: Return this card to the Extra Deck.[/spoiler][/spoiler][spoiler=Misc. Info]Theme Song: Fade, by Devilskin

Ideal Voice Actress: Janice Kawaye (En)/Eri Kitamura (Jp)[/spoiler][/spoiler][spoiler=Chimari Mura, the Double Agent with a Strong Conscience]Name: Chimari Mura

Gender: Female
Age: 24
Faction: Hydra/E-Sec
[spoiler=Appearance]Chimari is short for someone her age, only standing at 5' 5", yet she weighs in at a total of 157lbs, and her BWH ratio stands at 36-32-37. This technically grants her a straight body type like that of the vast majority of women, but with all those curves that it actually has to it, it would've been a prime candidate for the hourglass body type that women deem so perfect if Chimari'd actually watch what she was was eating and lose some weight for once in her life. The other thing that distinguishes her appearance, apart from the small things like her not wearing a glove on her right hand and the long skirt of her uniform having a slit on the right side, is that she has heterochromia, with her right eye being orange and her lime green hair hiding a baby blue left eye.

 

6bc799f7fd174a3277562fe6fa7fcaf76752606e[/spoiler][spoiler=Personality]Although she's seen more than her fair share of corruption in the E-Sec industry, Chimari is still doing her damnedest to live her life as an honest cop who helps those in need. However, with her superiors having been bribed by Ruben herself to ignore most of the actions Hydra takes, Chimari doesn't hold much hope for anyone else, and is starting to feel as though she has to uphold peace and nobility all by herself. Unfortunately, this in turn leaves her with a ton of stress to deal with. One can tell that she has trouble coping with it and the closer she is to her limit, the less she wants to deal with people in general. This even extends to her family, friends and colleagues in the office where she works during the day, but give her something to snack on and she'll get over it quickly.

 

Chimari tends to miss out on a lot Hydra meetings because of her job as an E-Sec officer, but throughout all the ones that she did attend, she's learnt that she can't trust a single Hydra member not to take things too far, and is wary of them as a result. Specifically, she dislikes their leader, and outright despises Ruben for being such a kiss-ass around him. But the reason she's sticking with them is because the only way to truly help the citizens through the oppression is to end it already, and Chimari learnt and accepted that a long time ago. Nonetheless, she still reports Hydra's actions to E-Sec and vice versa, and hasn't truly picked a side yet; reason being that the Council has always been at fault for oppressing the citizens in the first place, and while Hydra's mission statement sounds noble in theory, in practice it feels more like an excuse for people to riot and do illegal things, which gives Chimari an uneasy feeling. After all, all she ever wanted was to do the right thing... and eat plenty of donuts too.[/spoiler][spoiler=Biography]In hindsight, Chimari Mura wishes she never did a lot of the stuff that she did over the years. She was born obese, and as such, her family had to work harder than most just to get enough food to satisfy their needs. They managed to survive despite this, and everything was going well right up until one Friday night when Chimari was just 7 years old. Both her parents were out looking for supplies that night when all of a sudden they both got caught in the middle of a protest against the Center, which quickly escalated into a full-scale riot that killed both of them, as well as many of the protesters that started the riot in the first place. Needless to say that Chimari was distraught by this, but she'd learnt a valuable lesson in conscience, which she would never forget in her lifetime.

 

However, the death of her parents had brought Chimari a great, long-lasting depression that had cut her motivation down to size. As a result, she never got the job she wanted in the end because her grades for her schooling were too poor for it, and she couldn't maintain any job that she could find for any more than two days. In the end, Chimari gave up entirely, and resorted to prostitution for her reliable source of regular income. Even to this day, she regrets even considering such a notion, as because she was still heavily overweight from being obese at birth, she was classed as a 'cheap' prostitute, meaning the scarce payment she got wasn't even worth the risks involved.

 

After 15 long years after the death of her parents, Chimari finally caught a break; in the form of the same person that caused the riot being assigned to her as a client. Having recognized this scumbag, Chimari decided that instead of doing her job as a prostitute after their little rendezvous, she'd try to apprehend him, tie him up and bring him to the authorities instead. She only entertained the idea because she had nothing to lose in the attempt to take him on, but in her surprise, it was easy for her to take down. It was then that she realized that perhaps she could grow to be a decent E-Sec officer after all, just like she always wanted to be. And so she ditched her poultry lifestyle and made for the E-Sec Academy, in which she passed her tests, albeit barely, and was given her own weaponized Duel Disk.

 

2 years passed, and Chimari soon realized, after seeing the corruption with the E-Sec industry as a whole first-hand, that being an officer was too different from what she had been dreaming about all this time. As such, she considered quitting the force multiple times. Her superiors were there to keep her on track with her sense of nobility at first, but they were bribed into turning a blind eye to some of the actions that Hydra took, specifically by Ruben Hokama, a member who worked closely with the leader. Ruben tried to bribe Chimari too, but was surprised by her flat-out refusal to accept that bribe out of nobility. However, Ruben decided that she'd plant a large sum of cash into Chimari's cleavage, and tasked Chimari not to touch it for a week unless she wanted to join Hydra's ranks. The embarrassing part was that Ruben left this cash in plain view, but Chimari never touched it nonetheless... except to shove it back into Ruben's face. But, although she could tell that Chimari was serious about not wanting to join Hydra, Ruben still insisted that Hydra needed someone like her to end the oppression once and for all, and gave her an unawakened Kai card to keep should she join. It was certainly less of an incentive at that stage than the money was, but after some thought, and blank staring at the Kai card, Chimari requested to the chief that she go undercover and watch Hydra's actions... if only because she couldn't trust anyone else not to defect.[/spoiler]
Deck: Allies of Justice

Ace Monsters: Catastor, Cyclone Creator and Decisive Armor

[spoiler=Custom Cards:][spoiler=AoJ Hyper Nexus - Xyz Monster]Machine-type/DARK/Rank 8/2300 ATK/3200 DEF

2 Level 8 monsters

This card can attack while in Defense Position. If this card attacks while in Defense Position, apply the ATK for damage calculation. Once per turn, during your Main Phase 1: You can detach 1 Xyz Material to target 1 Spell or Trap card your opponent controls; flip that target face-up if it was Set. The targeted card's effects are negated, and it is Special Summoned in Attack Position as an Effect Monster (Fairy-type/LIGHT/Level 1/0 ATK/0 DEF)[/spoiler][spoiler=AoJ Intellectual Artifact - Fusion Monster]Machine-type/DARK/Level 5/2300 ATK/500 DEF

Tuner Monster

1 "Ally of Justice" monster + 1 EARTH, FIRE, WATER or WIND monster

If this card would be sent to the Graveyard for a Synchro Summon: Return it to the top of the Extra Deck face-up instead. While this card is face-up on top of your Extra Deck: You can Fusion Summon it by banishing the above materials from each player's Graveyards. (You do not use Polymerization.)[/spoiler][spoiler=AoJ King Blade - Synchro Monster]Machine-type/DARK/Level 7/2500 ATK/2300 DEF

1 Tuner + 1 or more monsters

This card cannot be destroyed by battle with a non-DARK monster. If this card attacks a non-DARK monster: Your opponent takes all Battle Damage you would've taken, and if he or she takes any, this card can attack once again. If this card attacks an additional time with this effect, Battle Damage is applied normally.[/spoiler][spoiler=AoJ Twilight Storm - Xyz Monster]Machine-type/DARK/Rank 4/2300 ATK/1200 DEF

3 Level 4 DARK monsters

While this card on the field has Xyz Material: Neither player can Special Summon monsters, except LIGHT or DARK monsters. During each of your End Phases: Detach 1 Xyz Material from this card or destroy it. Once per turn, if this card would be destroyed by battle: You can detach 1 Xyz Material from this card; it is not destroyed.[/spoiler][spoiler=AoJ Valkyrie Golem - Synchro Monster]Machine-type/DARK/Level 11/4100 ATK/4000 DEF

1 Tuner + 2 or more "Ally of Justice" monsters

Must be Synchro Summoned, and cannot be Summoned by other ways. You can only control 1 face-up "Ally of Justice Valkyrie Golem". During either player's turn, when a card effect is activated: You can banish 1 "Ally of Justice" Synchro Monster from your Extra Deck, except "Ally of Justice Valkyrie Golem"; render this card unaffected by that card effect. You can only activate this effect once per turn. If this card leaves the field: Special Summon as many monsters that were banished by this card's effect as possible. (This effect is treated as a Synchro Summon.) You cannot conduct your next Battle Phase, and all Effect Damage your opponent receives is reduced to 0 until your next End Phase.[/spoiler][spoiler=Color Extortion - Field Spell]If either player declares an attack with a non-DARK monster: The controller must discard an EARTH, FIRE, WATER or WIND Monster Card. If he or she cannot, destroy the attacking monster before damage calculation. If you Synchro Summon an "Ally of Justice" Synchro monster: You can activate this card from your Graveyard, but if you activate it, banish it when it leaves the field.[/spoiler][spoiler=Purifier Satellite Array - Continuous Trap]Activate while you control an "Ally of Justice" monster. All monsters on your opponent's side of the field or in their hand are treated as LIGHT Attribute monsters. During each Standby Phase: Your opponent can pay 800 Life Points. If they do, negate this card's effects until the End Phase.[/spoiler][spoiler=Serving Justice Once More - Normal Spell]Activate if your opponent controls a LIGHT monster and you control no monsters. Target 1 "Ally of Justice" Synchro monster in your Graveyard that was successfully Synchro Summoned; Special Summon that target.[/spoiler][spoiler=Stealth Drop-In - Continuous Spell]Special Summon this card as an Effect Tuner Monster (Machine-type/DARK/Level 2/900 ATK/400 DEF). (This card is also still a Spell Card.) If this card is used as a Synchro Material for the Synchro Summon of an "Ally of Justice" Synchro monster, you can use "Ally of Justice" monsters in your hand as the additional Synchro Material. You can only activate 1 "Stealth Drop-In" per turn.[/spoiler][/spoiler][spoiler=Misc. Info]Theme Song: Kryptonite, by 3 Doors Down

Ideal Voice Actress: Carrie Keranen (En)/Aiko Aihashi (Jp)[/spoiler][/spoiler]

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OP edited with a couple minor things.

Possibly interested. Really digging the Kai Summon mechanic.

Would like to reserve Synchrons, along with the Stardust-related stuff and Clear Wing Synchro Dragon. Though, I haven't forum rped in a long time, so please bear with me.

[spoiler=obscured falcon raise your sharpened talons in front of adversity spread your wings of rebellion]

Jiyuu no Tsubasa
Savior of the Waking World


[spoiler=Appearance]dcOLaW2.jpg

Muse is a blonde, slender woman of average height with said hair covering her right eye. Those baby blue eyes matching her coated nails could successfully distract a lovestruck man from her punk attire. The colors of black and blue, combined with all of silver zippers seem like they were meant to smoothly mix with her natural brighter hue. The open, dark, sleeveless jacket exposes her beautiful, creamy flesh to the world - drawing attention to her braless, belt-covered breasts and tattooed midrff. Even with the elbow-lengthed, fingerless gloves, her shorts and thigh bands left little necessary to the imagination when put with the whole picture.[/spoiler]
Name: Muse Ryuusei
Gender: Female
Age: 20
Faction: Hydra

Deck: “Unite Synchronization” - An array of cards revolving around the “Synchron” archetype, consisting of Warriors and Machines with occasional mixes of a Bug and Plants. The central strategy is to swarm the field with a legion of small, weak monsters. Then subsequently combining them into powerful “Warrior” Synchro monsters with a plethora of diverse abilities. The deck's speed is outrageous, being able to do this constantly and consistently over and over in the same turn. However, the deck's greatest weakness is reflecting that it is sort of “musical” in a sense. It cannot function with a single note, and the slightest of sour notes can completely destroy the harmony.

To counteract this, the Extra Deck contains powerful dragonic trump cards such as “Stardust Dragon” as an overwhelming defensive force that ceases interfering, destructive descants. And the favored “Clear Wing Synchro Dragon”, a beast worthy of the title “Maestro”. With these counters, the song can go on, and the army can expand into a full field of snowy, majestic warriors.

Ultimately, however. The deck lacks a definitive finishing “punch”. Something flashy that can ultimately control and/or end the game. This is defined as the song's Missing Piece.

Ace Monster: Clear Wing Synchro Dragon/Stardust Dragon
Custom Cards: Only the first two.

[spoiler=Personality]Despite her gang look, Muse is actually nice most of the time. It's almost scary how much her personality contrasts her appearance, usually. Muse simply likes blue and black, but feels bad that it gives such a bad first impression to others.

Aside from that, Muse is a girl who revels in very notion of “Freedom”, to the point where the thought can lead to near-orgasmic euphoria when facing adversity. As an artist, creative liberty is her life's blood. Not even as just a musician, but a duelist as well. If she's being oppressed on anything, she won't hesitate to go on very long and annoyingly repetitive speeches about liberation and freedom. Not even caring for the consequences of not shutting her mouth or how stupid she sounds. It isn't hard to find the lady mindbogglingly aggravating when she gets like that. To further express her love for symphonic art, she tends to musical terms like “Fortissimo” and “Augmentation” in her everyday speech mannerisms. In addition to that, blue is her favorite color because it's the color of the free, blue sky.

Muse is usually pleasant and well-mannered only if someone doesn't push her buttons though. Enjoying the act of sharing new art ideas, ideologies, or even something as mundane as talking about the weather. Casual friendship comes naturally to her, but she feels no one really understands the depth of her mind - the undying high that comes with no restrictions. This results in some waning loneliness, unable to truly consider someone the very definition of the word "Comrade". It's hard to put into words for the poor lass, but in short: an artist's mind is really complex and makes no sense to anyone who doesn't get it firsthand or doesn't ask. And she's rather awful at explaining it in detail.

Her combination of yearning for freedom and social nature leads to a desire to protect the weak. However, there are no brakes at just telling them to find shelter. Instead, the blondie encourages the small, cornered rats to rise up and fight back, clinging onto the hope of glorious liberty. This even reflects her deck's playstyle of weaker creatures who rise up, banding together.

When her buttons are actually pushed beyond making her bring up needless speeches... she can become somewhat unstable. It comes with the intoxication of revolting, she enjoys reminding her oppressors how she and everyone else feels constantly through actions. The “Song of Hope” for the cornered rats turns into a “Song of Despair” for the counterattacked hunters. In this state, she shows off a sadistic side of herself. This persona is the one that truly fits her outward appearance of some gothic punk girl, and she's fully aware of it. Muse is moderately disgusted with it, but can't deny how good it feels in realtime.[/spoiler]
[spoiler=Biography]From the very start, Muse only remembers life as a lower middle class citizen of Eden. While her family didn't necessarily have to work as hard as others, they still broke many a sweat over outrageous labor hours. Muse's only saving grace was that she was a child and physically weak growing up. In her childhood, the young maiden could only watch the adults of the Ryuusei blood come back home drenched in sweat, or covered in bruises from extensive work. No one was happy and they had no sunshine and rainbows to share with the little one either. Powerless to bring smiles to their faces, Muse truly felt isolated in the early years of her life.

In these times of loneliness, she picked up reading. Old books spoke of “songs of hope”: little jingles and the like that were known to uplift the soul from despair. In addition to that, the word of Duel Monsters was widespread like fire, praised as salvation for relieving stress and other things. Wanting to bring smiles to her family and friends, both were taken up into practice. It didn't take long for Muse or anyone to realize that she was incredibly talented in the art of music. Her voice like an angel's, her coordination of a piano like that of a legends... it was awe-inspiring. The voices around became calmer, cheerful, happy. This was great, because she was very, very terrible at Duel Monsters. Muse tried to apply the same laws of music to the game and it was rather... disastrous, to say the least. It certainly didn't help that she had weak and awful cards jumbled up into a deck, but for some reason, she refused to change how she wanted her deck to play. It was to be another song of hope to play.

Unfortunately, the tyranny of E-Sec was without limits. Hearing there was some use for the girl, they demanded to have her for themselves. The family wasn't mistaken in thinking she'd be a slave to the high class for her voice alone. After some vulgar and lewd remarks about her “singing”, Muse stated that she would only sing for those in despair. When E-Sec told her she can't do that anymore, simply because they said so, well...

It wasn't their best of ideas.

Muse's lid was so far blown off, someone would’ve seen it from the highest towers of Eden.

“How dare you”, she snarled venomously, scaring even her own kin as a speech was broken into. “My presence is hope itself for all of the people you oppress! An artist has the FREEDOM to spread hope or despair as she pleases! Telling me how my voice will be used goes against the principles of CREATIVE LIBERITY, and if you take that away, there isn't even an artist left! Telling me I can't sing at all is even worse, as my very mouth is a GIFT OF RIGHTS bestowed onto me by whatever God in heaven decided that he had enough of you! My ENTITLEMENT completely-”

dear lord someone shut her the hell up

An E-Sec officer took that notion to take a shot at pistol-whipping her. To protect their savior, a brother took a hit for her instead. This only served to infuriate her more. The commanding E-Sec officer on the scene showed his “mercy” and suggested a duel with her voice at stake. This way, civilians wouldn't be caught in the mix, so they could still work later.

This wasn't good. Her skills were still subpar at best.

Blowing the hot air she was, the challenge was accepted regardless. A lot of people gathered around to see this, cheering Muse on. Though, that did nothing as she was getting curbstomped at every turn. A rational person would get on their knees, surrender, and apologize profusely to avoid a hellish near death beating. But she didn't. Call it a cliché, but she had a point to make; as hope for herself and the people. Muse proceeded to rip a miracle with her most trusted “Junk Synchron”. For the first time ever, the melody of synchronization came together for all to bare witness. Endless flurries of Synchro Summons rained upon the battlefield, little sparkles of light flying about beyond that which was a hologram. In the heat of this counterattack, Muse felt incredible. This euphoric high brought about by the act of rebellion consumed the diva.

Hunting the hunters was a hell of a turn on.

Two cosmic dragons appeared. “Stardust Dragon” and “Clear Wing Synchro Dragon”. These white majesties practically defined the combatant's own little revolution. The former negating destruction at every turn, the latter making itself and her Synchro allies virtually untouchable. The twin dragons suppressed the E-Sec's movements – stole away his free reign. The duel was over turns ago, but the woman dragged it out, letting him feel what he made her loved ones feel.

“You wanted me to sing. Here's my own personal song for you”.

“Clear Wing” obtained a ludicrous amount of power at some point through its own effect. The duel nearly ended in murder from the overkilling direct attack. That shouldn't be possible for anyone outside of E-Sec, as no one has the technology or power to bring harm like that to someone. But she did. After calming down, she roared. A bellow of triumph, but also a declaration of resistance. As long as she lived in this town, those people were not only going to be protected... no. She suggested they all rise up. They all ran E-Sec out for the time being with their uproars, then proceeded to treat her as some sort of messiah.

Muse felt strange.

She almost killed a man, and she was taught never to hate or resort to murder. But at the same time, she was being praised for this.

The musician just wanted to defend her voice's free reign, but the intoxicating act of rebellion...

It was like a sucker punch of confusing realization. Was she an angry musician or a righteous madwoman?

Days passed, word on the street spread. Everyone loved Muse and the people shared some happiness amongst one another when their bones weren't breaking from inhumane orders of labor. Grunt officers didn't even dare to try and confront her, but she never went at them during this time. In the midst of these unfathomable feelings, the brother from that day revealed a number of truths. E-Sec was not the only one with the ability to cause real harm to other players via Dual Monsters. The revolutionary “Hydra” were armed with weapnoized solid vision. The Duel Disk her brother supplied that day was equipped with that programming. He longed for this day where those songs would be ones of victory, and her win was proof of her potential. The disk was now an invitation to join this revolution; also a request to not deny herself.

She was still a mediocre duelist at best. The only reason she won was because her boss monsters were rather good. The amateur could become more of a liability than anything in the long run.

… Or she could hone her skills, obtain new powers that support her deck's harmony... and liberate the masses.

Taking a step outside with him, feeling the cool, fresh breeze caress her skin in the dawn, Muse let out a deep breath.

“Let us orchestrate the revolution, and spread our wings of rebellion.”[/spoiler]

[spoiler=Misc. Info]- Level 12 Synchro Custom Card is to be developed into.
- Shooting Star Dragon and Stardust Warrior are to be developed into.
- Formula Synchron and Accel Synchron have already been obtained, but the theoretical equation leading to Accel Synchro has not yet been formulated.[/spoiler][/spoiler]

 

 

Well, I'm still scheming my Infected Toon user, but for now...
[spoiler=Enter the Spirit Caller]Name: Miero Tammabukku
Gender: Male
Age: 29
Faction: Mage/Hydra
[spoiler=Appearance]MieroTammabukku.png
Yes, he even has that staff with him at almost all times. This is also an official image from a game that's no longer in the US, so I can't edit out the glowing orb in his hand.[/spoiler]
[spoiler=Personality]Miero has become a reserved soul over the years of growing up in Eden under the thumb of those who hold power over the city and almost all of the world. It is because of this life that he's also street-smart as well. He hates the fact that he had to do all he did while growing up, but he also knows that said hatred is better aimed toward the supposed rulers of Eden and the world for forcing him to have to do so to survive. He takes pity upon the deck and has often wished he could strike out for them on their behalf, something that has indirectly come true upon his acquiring his Séance Beckoned deck from the Magi. After becoming one of the Magi himself, he has done his best to act as a defender against the E-Security and others whom threaten the lives of the lower class on a daily basis, even risking life and limb in duels. He doesn't like to use the feature of his duel disk that allows him to turn his cards into weapons, but when things get dangerous, he is able to put that to the side and duel at full force, with the Spirits swinging at the opponent with bloody glee as they did. So far, however, he hasn't seen anyone that matched what the Magi has said he should watch out for...[/spoiler]
[spoiler=Biography]Miero was once one of many people stuck under the thumb of those who 'ruled' Eden, forced to work jobs that those with funds won't even bother to think about. Because of this, he's learned skills he sometimes wishes hadn't been needed, such as learning how to steal from and fight other people. One of the times he had to steal food, however, he was caught by E-Sec and almost killed by their Solid Vision systems. He was thankfully saved by a pair of Magi who saw the tag-end of the duel and brought him to their hidden location after sensing potential within him. During the weeks of recovering, Miero discovered a powerful deck that strangely refused to work with anyone among the Magi. However, when he decided to try using them in a duel against one of the other Magi in a practice duel, Miero wiped the floor with his opponent. Once he was well enough to really do much, the Magi asked Miero to return to Eden to watch for other duelists that are acting strangely and are harming others without a weaponized Solid Vision system after being given a golden staff with a cresent moon and a green jewel upon it and a duel disk that seemed linked to the strange staff. He hesitantly agreed, after having finally been freed from his former life, to return upon this request.
 

It is actually after his return to Eden that he discovered that his new duel disk had been weaponized, in a duel against another E-Sec officer. When his Wild Hunt's last attack reduced his opponent's LP to 0, the pack that the card represented completely decimated the opponent, leaving behind a mess of blood, guts and bones. Utterly shocked at the sight, he quickly found a way to turn this weaponization off, which turned out to be a hidden button on the main duel disk to prevent it from being hit by accident.

A member of Hydra had came forward soon after the incident, asking him to join their cause and help to fight for freedom. Figuring this may help him find more of the duelists the Magi were talking about, Miero agreed and joined the Hydra, hoping to strike a few blows of his own as well...[/spoiler]
Deck: Séance Circle
~This deck focuses around six unique Spirit Monsters, all based off of mythical spirits of the past, that must be Ritual Summoned to first enter the field. Using the various effects of these monsters as well as those of other Spirit Monsters that come to aid him, he rips apart the field to keep the opponent from doing much. Due to the fact that almost all of his Spirit Monsters are Zombies, however, he's not exactly able to Alloy Summon with his current deck.

Ace Monsters: Thing is, he's got six monsters he treats equally as his Aces, which are his six different Ritual Monsters. There is no favoring one over the other for him. If he winds up gaining a Kai Monster, it can be stemmed from any one of them, most-likely the most-recent one played.
[spoiler=Séance Beckoned - Headless Horseman]SB-HeadlessHorseman_zps2dc684dc.jpg[/spoiler]
[spoiler=Séance Beckoned - Bloody Mary]SB-BloodyMary_zps1aed1058.jpg[/spoiler]
[spoiler=Séance Beckoned - Vântoase]SB-Vacircntoase_zps9fb73d21.jpg[/spoiler]
[spoiler=Séance Beckoned - The Wild Hunt]SB-TheWildHunt_zps4c743791.jpg[/spoiler]
[spoiler=Séance Beckoned - Moroi]SB-Moroi_zpsfce816ca.jpg[/spoiler]
[spoiler=Séance Beckoned - The White Lady]SB-TheWhiteLady_zps0de613e1.jpg[/spoiler]
Custom Cards: Séance Beckoned archetype
All custom cards used from the Séance Beckoned archetype are here, along with card images as I make them. Not all of them have card art, but I AM working on that.

[spoiler=Misc. Info]The original Miero Tammabukku is actually a character I made in a relatively-short-lived MMO called "Red Stone: A Lunatic Story". In it, he was a Magician/Werewolf (meaning he could swap between being a human spellcaster and being a anthromorphic wolf at will). The werewolf half is exchanged for the Ritual Spirits this version uses, however. Also, when calling out his Ritual Spirits through a Ritual Summon, they always appear as if he's summoning them from within the green jewel on his staff, due to the fact that a part of his particular disk's Solid Vision system is held within the entire staff. It's also the part that makes his monsters inflict pain, if a certain trigger in the main part of the disk is activated.[/spoiler][/spoiler]

 

Also, putting down what I have so far for my Toon duelist... VERY-WIP!
[spoiler=The Maddened Toon User]Name: Aureli Pegasus
Gender: Female
Age: 23
Faction: Infected
[spoiler=Appearance][/spoiler]
[spoiler=Personality]Aureli, while indeed hyper-intelligent, has always been a bit unhinged due to her schizophrenia, almost always hearing a voice in her head that she believes to be a Blue-Eyes Toon Dragon by the name of Tekran. However, her recent becoming one of the Infected has made her condition even worse, now viewing others as either a stain that needs to be purged or one of her fellow Toons (other Infected duelists). Her concepts of 'right' and 'wrong' have become completely-shattered and now only does things when she wants to.[/spoiler]
[spoiler=Biography]6 lines minimum[/spoiler]
Deck: Toon Swarm
~With the aid of a pair of Toon Pendulum monsters as well as the newest addition in the form of an Alloy monster, Toons have found themselves on the field after having been thrown away so long ago. With the ability to direct attack, they do their best to swarm the field and quick before the opponent has much of a chance to set up.

Ace Monster: Blue-Eyes Datatap Toon Dragon
~(Apparently putting down Dragon/Machine/Alloy/Carrier/Toon on a card doesn't fit...card doesn't have an image just yet, but I'm working on it.)

Custom Cards: Toon Pendulums and Friends
Toon-based cards that could be made into real cards are placed into the thread above. Cards made specifically for this RP, such as Alloy and Kai monsters will be below...
[spoiler=Blue-Eyes Datatap Toon Dragon]Level: 8
Type: Dragon/Machine/Alloy/Toon
Effect: 1 LIGHT Dragon-type Toon Monster + 1 DARK Machine-type Toon Monster
This card is also treated as a Carrier Monster. "Toon World" must be on the field to Summon this monster. If your opponent controls no Toon Monsters, this card can attack your opponent directly. If they do control one, this card must target a Toon Monster for its attacks. Effects that affect cards in the Graveyard may also affect Banished cards as well.
ATK: 3000
DEF: 2500[/spoiler]

[spoiler=Misc. Info]Monsters that either have a Toon Double created of them via Painting a Toon (Custom Card) or is taken over via Comic Hand will often have a Toon version of that monster show up as a permanent addition to her deck, so expect her deck to change over the course of the RP.[/spoiler][/spoiler]

Lookit you guys making me read. I'll get to these soonish.

 

 

[spoiler=Eijiro Hokama, Founder of the Almighty Hydra Faction]Name: Eijiro Hokama
Gender: Male
Age: 29
Faction: [acronym='More specifically, Eijiro just so happens to lead the organisation']Hydra[/acronym]
[spoiler=Appearance]Manual Description to come

4fe3061a29e224e202c4df68d74efc193672fbf3[/spoiler]
[spoiler=Personality][/spoiler]
[spoiler=Biography][/spoiler]
Deck: 
Ace Monster: 
Custom Cards: 
[spoiler=Misc. Info][/spoiler][/spoiler][spoiler=Ruben Hokama, Secretary to and Younger Sister of Hydra's Leader]Name: Ruben Hokama

Gender: Female
Age: 26
Faction: Hydra
[spoiler=Appearance]Manual Description to come

fbb0415c585d49721bfb1e7a674b33710a24c328[/spoiler]
[spoiler=Personality][/spoiler]
[spoiler=Biography][/spoiler]
Deck: 
Ace Monster: 
Custom Cards: 
[spoiler=Misc. Info][/spoiler][/spoiler]

 

My two apps. May add a third one later

more or less ok with you playing as Hydra's leader (though i'll most likely need to work with you on it, since its obviously plot-integral), though one wonders what an underground rebel group needs a secretary for. Not exactly the office, you know?

 

Other than that, my app(s) will be forthcoming

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more or less ok with you playing as Hydra's leader (though i'll most likely need to work with you on it, since its obviously plot-integral), though one wonders what an underground rebel group needs a secretary for. Not exactly the office, you know?


Well, it's not so much that Hydra needs a secretary than that Ruben will still wanna act as such anyway. But I'll work on her first in any case.

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Excuse me, pardon me, but is my husband making a roleplay without me?

 

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[spoiler=Laura, The Fallen Angel]

Name: Laura Ventus

Gender: Female

Age: 19

Faction: E-Secx393wz.jpg

[spoiler=Appearance]sample_d311ff518468932e061ab6b5062a5392f[/spoiler]x393wz.jpg

Personality:  She's... quiet.  Too quiet.  Or, at least, that's what how Laura comes off nowadays.  Her demeanor is quite lackadaisical after her recent firing from E-Sec.  Her motivation to do anything is virtually nonexistent.  Her daily toil due to the forced labor is something she does in silence, with a bare look on her face.  She used to be nice.  She used to be kind - much more fair than other officers in E-Sec - and she had passion to make the place better.  Her past reputation as the officer of her area was untouchable; she was the Angel of Sector 14.

 

It seems impossible to wake her up from her rut.  In her downtime, she has began taking challenges from fellow duelists.  Her current record is flawless, and she plays the game like a savant.  She's methodical and ruthless, now, reflecting her old, more fair duel style.

 

“Did God ever cry over his lost angel, I wonder?”  - Libba Rey, "Rebel Angels"

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History:  A beautiful desert sun shines overhead.  Underneath, a young woman stands against a wall, under the shade, her arms crossed.

 

Born to a privileged family that lived near the more protected center of the city, Laura really never got into fights as a child.  She was prodigious at dueling - especially against those who were more aggressive in their strategies - and soon found herself playing against some of the city's more elite.  E-Sec in particular was where most of her opponents came.  When she was a teenager, she was approached by one of E-Sec's commanding officers, offering her a place in their academy.  She and her family jumped at the opportunity, and off she went.

 

It wasn't long before she was on the streets of the more outer edges of the city, patrolling the place for any kind of despicable life.  However...

 

...nothing felt all that wrong.  Her fellow officers complained about the uneducated dogs of that area, but she found that the place was more loving and friendly than ever - especially compared to the inner city area where she grew up.  Soon, she became a loved officer of her sector as her treatment reflected a far more fair view on it; only those who actually committed crimes were punished.  Her lack of taking bribes also cleaned up some of the more criminal aspects of that sector; this in particular is what got her in trouble.

 

Her fellow comrades, along with the criminal organizations, turned on her.  After two years of service, she was kicked out.  It was so bad that her family, in shock, outright refused to speak with her.  She was exiled to the very place she worked.

 

Thanks to her reputation, and some pity as well, an old man took her in.  She kept his place clean; he let her stay.  In this symbiosis, she found a new home, but her purpose still felt empty.  To fill this emptiness, she has dueled - and keeps dueling, to this day, sitting out on her little street corner.

 

She possesses one red-bordered card, won in a bet on that very street corner.  She keeps it tucked away in her room, a souvenir of her victories.

 

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Deck:  Board of Fate  UPDATE:  CARD LIST HERE

Laura's deck revolves around her ace card - Board of Fate - to control the tempo and force the opponents to make decisions they will regret.  Her secondary ace monster is Pawn of Fate - a simple level 1 Rock-type monster that dishes out punishment when it's equipped with the deck's Equip Spell cards.

 

Board of Fate

[ Spell / Field ]

Each time a player places a card on the field:  Place 1 Fate Counter on this card.  If this card has 2 or more Fate Counters on it:  This card cannot be destroyed.  During your End Phase, based on the amount of Fate Counters on this card, apply 1 of the following effects, then remove all Fate Counters on the field.

  • 1:  Special Summon 1 "Pawn of Fate" from your hand, Deck, or Graveyard.
  • 2-4:  Send 1 card on the field to the Graveyard.
  • 5-9:  Add 1 "Fate" card from your Deck to your hand.
  • 10+:  Equip up to 2 "Fate" Equip Spell cards from your Deck to 1 monster you control.

This card allows for massive counterplay to combo-oriented decks with its 5-9/10+ effects, while its 2-4 punishes slower decks that rely on beatdown.  If played by its lonesome on turn 1, it allows for her ace monster to come out extremely early.

 

Pawn of Fate

[ Earth | | Level 4 ]

[ Rock / Effect ]

If this card is equipped with an Equip Spell:  Every time an effect of that card activates, apply that effect twice instead of once.

[ ATK: 100 / DEF: 100 ]

 

Pawn of Fate triggers each of the deck's equip spells twice, adding some removal and stopping power.  Its low base attack and defense mean that, by itself, it won't do much.

 

Twist of Fate

[ Trap / Counter ]

Activate only if you control 1 monster.  Negate the effect of a monster card and return that card to the hand.  When this card is sent to the Graveyard:  Set 1 "Fate" Equip Spell card from your Deck in your Spell/Trap zone face-down.

 

En Passe

[ Spell / Quickplay ]

Return 1 monster you control and 1 card your opponent controls to the hand.  During the End Phase:  You may reveal that monster card you returned in your hand and Special Summon it.  If you do:  Equip 1 "Fate" Equip Spell card from your Deck to that card.

 

These are the main methods of grabbing Equip Spells from the deck.  These allow Laura to control the outcome of the duel while also gearing herself up for a massive assault.

 

Fate's Blade

[ Spell / Equip ]

Once, during either player's turn:  You can increase the ATK of the equipped monster by 300.  If the equipped monster destroys a monster by battle:  You can destroy 1 card on the field.  You can only control 1 "Fate's Blade".

 

Fate's Crown

[ Spell / Equip ]

Once, during either player's turn:  You can increase the ATK of the equipped monster by 400.  If this card is sent to the Graveyard:  You can shuffle all cards in your Graveyard into your Deck, and if 3 or more "Fate" Equip Spell cards were shuffled into your Deck this way, add 1 "Fate" card from your Deck to your hand.  You can only control 1 "Fate's Crown".

 

Fate's Shield

[ Spell / Equip ]

Once, during either player's turn:  You can increase the DEF of the equipped monster by 600.  If the equipped monster would be targeted, or if it would be destroyed by a card effect:  You can return this card to the hand and reveal it;  That monster is not destroyed.  During your End Phase, you can equip this card from your hand to 1 monster you control (if this card is being revealed by its own effect).  You can only control 1 "Fate's Shield".

 

Fate's Armor

[ Spell / Equip ]

Once, during either player's turn:  You can equip 1 "Fate" Equip Spell card from your Deck to your hand, then discard 1 card.  If this card is sent to the Graveyard:  Draw 1 card, then return 1 card you control to the hand.  You can only control 1 "Fate's Armor".

 

Fate's Greatblade

[ Spell / Equip ]
You must destroy 1 Equip Spell card you control in order to activate this card.  You cannot activate other "Fate" Equip Spell cards during the turn this card is activated.  Once per turn:  You can increase the ATK of the equipped monster by 800.  If you control only 1 monster:  During this turn's Battle Phase, if that monster declares an attack:  Banish 1 card on the field.  During the End Phase, if this card's effect(s) was activated:  Return this card to your hand.

[/spoiler]x393wz.jpg

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[spoiler=My First App For This RP]

Name: Yudai Yamada

Gender: Male

Age: 22

Faction: Hydra/ Mage

[spoiler=Appearance]young-anime-boy.jpg?w=450[/spoiler]
 
 
[spoiler=Personality] Yudai is an optimistic man who loves the idea of Duel Monsters, but also knows that live isn't all fun and games. He loves sports, especially soccer and baseball, and his cards show his love for them. Yudai likes making friends, but often has too many and has to let go of some, which leads to many arguments and duels. Although Yudai is quite laid back, whenever he gets into a duel or a serious situation he becomes extremely focused on what he is doing. Yudai is very good at manipulating people and tricking them with mind games. Yudai believes that there is more to dueling than just beating your opponents. He believes that the monsters within the cards hold more purpose than for rules and order. He believes that the monsters and mystical creatures with the ability to change the world, but they are being given out to the wrong people. [/spoiler]
 
 
[spoiler=Biography] Yudai learned how to duel when he was only 10. Using the U.A cards, a set of cards that reflect his passion for sports, he became the best duelist in his family. Now 22, Yudai is a member of Hydra and on multiple occasions has come extremely close to becoming infected. Yudai loves to research the infected, and this is why he gets into duels with them so much. He tries to find out the way they duel and how they changed the personality of the body's owner. When Yudai isn't researching or dueling he is with his friends, possibly playing Baseball or Soccer. He is quite optimistic and tries to just "hang out" with people whenever possible. Yudai uses tricks to fool or impress people and make them his friend. Yudai taunts people using these same tricks. [/spoiler]

 

 

Deck: U.A Power Play (Does not support "powerplaying') A Deck that can constantly swap out U.A monsters for other ones.

 

 

Ace Card(s): U.A Ruthless Babe (Babe Ruth reference) & U.A Messy Lion (Lionel Messi reference)

 

 

Custom Cards: Hooray for terrible images! (Please just ignore them.)

[spoiler=Cards]

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[/spoiler]

[/spoiler]

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[spoiler=Application]
Name: Zandre Galrega
Gender: M
Age: 25
Faction: Center/E-Sec (loosely affiliated)
[spoiler=Appearance]Being tall and skinny helps Xandre to stay above the crowds and light on his feet. His face is long, yet somewhat wide, with a nose to match. A few wisps of blond hair poke out from underneath whatever hat he is wearing for the current show, yet through some feat of magic all its own, he manages to hide an enormous clump of hair beneath such hats. His eyes, large and catlike, are also a lovely shade of emerald green. Depending on the show he is running, Zandre could be wearing any sort of costume, from animal suits to coats with tails, but his out-of-show dress is collared shirts with slacks and decent shoes. A desire to avoid being recognized constantly turned him away from dark, bulky clothing. That was a sign of the elite and wealthy, which naturally drew attention outside that realm. His mouth is constantly turned very slightly upward, as if he were ready to burst out in a big smile. [/spoiler]
[spoiler=Personality]To Zandre, it's all about the spectacle. He loves to have fun and be the most bombastic, boisterous, and flamboyant person he can be. If there's a chance that he can play a role, or a quick word gag, or virtually anything else related to the variety show stage, he's ready to take it on. Zandre is impossibly persistent and dedicated. While he has some natural talent in the field of performance art, much of the skills he displays are the result of an incredible amount of practice. Any chance, any spot of free time is solely devoted to practicing whatever new skill he needs for the show. Of course, with skill on the stage, skill with the Duel Disk is also necessary. Zandre has managed to neatly pin down Pendulum, Synchro, and Alloy Summons (especially for dramatic effect) and hopes one day to finally dazzle the crowds by summoning all 5 kinds of Extra Deck monsters at once. However, despite his situation, Zandre carries some depression with him. He is fully aware of his situation as a clown for the amusement of the upper class as well as a tool to pacify the lower class, and he is bothered every day as he witnesses the situation that exists around him. [/spoiler]
[spoiler=Biography]At a young age, Zandre developed a small talent for card tricks and monte. With quick hands and a quicker set of legs, he managed to pick up a meager amount of money to live, at least until he needed to go back out into the world and try to make some more. Many times his livelihood would be stolen, and he would have to spend days on end starving. With no family that he knew of, and no dependable friends, Zandre lived mostly a solitary life. On occasion, if he'd had enough to eat and felt up to it, Zandre would rummage in the dumpster of a somewhat popular nightclub in the upper ring. He liked looking at all the strange costumes and props the acts would use and throw out. One night, he was caught by one of the orderlies, and brought before the showmaster. The showmaster, ever a conniving sort, punished Zandre by throwing him into an hour long show with no opening act and no preparation. Despite the showmaster's best efforts, however, the kid persevered, adapted, and made the few jokes and many card tricks he had last the whole hour, exiting the stage to tumultuous applause from the rich and famous. From there (since the showmaster knew talent when he saw it) Zandre was taken on as an apprentice, learning the tricks and techniques of how to entertain in every way. One member of E-Sec's middle management, who attended one of Zandre's shows several years later, saw a useful tool, and successfully lobbied his superiors to get Zandre showing on every TV in the lower ring. The idea was that people would flock to his flashy and flamboyant show and stay away from dissidents, and it worked. Zandre became an overnight celebrity, and currently the network airing his show is in talks to get his face across all Center-controlled territory, which is to say, everywhere.[/spoiler]
Deck: The Most Grand Performance!
Much like its wielder, Zandre's deck tries to do everything at once. The Performapals are capable of Pendulum, Synchro, and Alloy Summon, and currently Zandre is mastering Xyz and Fusion as well. His deck is adaptable, filled with cards that work with every situation and turn it into a grand spectacle. Bombastically high ATK is also expected, and many of his monsters revolve around achieving this.
Ace Card(s): Performapal Weevil Keneivel, Performapal Swallendas, unnamed Fusion Monster, unrevealed Xyz monster, unrevealed Pendulum monster
[spoiler=Misc. Info]Nothing yet, but maybe I'll think of something.[/spoiler]
 
Also, Zai, let me know if any info clashes with what you want for the world, and I'll try to find a work around.[/spoiler]
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Posting interest. Will definitely use Alloy Monsters with one profile, probably not with the other. Actually I guess it's three characters in total but TWO APPLICATIONS what is this sorcery.

Wow quelle surprise links don't break anymore wonderful.
 

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[css='background: transparent url("http://i.imgur.com/o6L2k1U.png") no-repeat left top'][css='margin-left: 145px'][css='text-align: justify'][spoiler=quasi una fantasia - mondscheinsonate]name: [acronym=genmetsu]幻滅[/acronym] [acronym=kyo]嘘[/acronym]

gender: male

age: 23

faction: e-sec / mage

[spoiler=appearance:][spoiler=picture]nbZqBx2.png[/spoiler]Tidily groomed silver hair frames Kyo's face neatly, flowing into an effortless ponytail, tied with a silken ribbon, trailing down to his waist. The colour of his eyes, light red with a trace of amber, is reminiscent of fallen leaves and autumn, calling to mind a quiescent coolness. Cutting a lean figure of moderate height that are completely counteracted with the smooth laziness his posture and conduct seem to pin him with, Kyo usually stands at somewhere below 185cm (6'1"), with a weight that hovers at around 73 kg (161 lbs). Fashion and comfort in equal parts being his goals in regards to clothing, he typically sports a long-hemmed jacket, richly decorated with metallic trinkets and glistening thread. The cotton shirt beneath is decidedly more plain, not being particularly different from most commonly found white collared shirts aside from its frilled sleeves. His trousers are similarly adorned to his outer garment, albeit with less intensity, and the outfit is liberally embellished with aquamarines. White cabretta gloves and a pair of sleek dress boots completes the ensemble.[/spoiler]
[spoiler=personality:]
Although the pressure he exerts can be overwhelming when the situation calls for it, Kyo exhibits a languid demeanour the majority of the time. A firm believer in the principle of non-interference if others abide by the same, he greatly cherishes the idle moments of daily life in a way that's rare for individuals of his station. He has no concerns whatsoever about the supposed integrity of his actions, and scoffs at the words of those whom he considers moral crusaders; rarely are his methods considered to be fair or proper, and he prefers to act with freedom and unpredictability.

 

A better insight into the nature of his character can be gleaned from his reaction to grander matters. Although he might be described inaccurately as an adherent of such, Kyo's not actually a believer of consequentialism. An elaborate and capable architect of schemes, he has his own principles and answers to little else, which sometimes results in his approaches and procedures being labeled deviant and even monstrous. A significant motivation for his active participation in the affairs of the Mages is the implicit understanding that he has no desire to see the world end, and will thus contribute as much as possible in halting the occurrence of cataclysmic events.

 

In terms of where he stands on the ageless conflicts of light versus darkness, Kyo's not keen on taking a side. He's derisive towards extremists of either stripe and genuinely respectful towards those he perceives are well-intentioned and achieve results proportionate to their objectives, but he has no interest whatsoever on pursuing loftier goals. An aptitude and instinct for intense analysis combined with a cynical outlook - on macroscopic matters, anyway - have convinced him of the futility of attempting to effect change to topics without personal investment, seeing it to be pointless and impossible to feel responsibility for the majority of tragedies in the world.

 

In his spare time, Kyo is a capable cook and an acceptable pianist; his musical sense, carried over, allows him semi-competence on a guitar and a decent showing with vocals. He also likes to teach at his leisure, though this preference doesn't carry over to caretaking. Perhaps in contrast to the hyper-development of the rational side of his mind, his emotional facilities are … somewhat blunt; it's easy for him to mimic the expectations of others, but the lack of desire to do this as well as the inability to engage superficially (appropriate with strangers) makes interaction with close acquaintances often an interesting spectacle.

[/spoiler]
[spoiler=background:]
Kyo's earliest personal memories are of solitude; hours upon hours spent in the midst of archaic tomes, poring over and absorbing their contents. His cognitive and rational functions having matured at a very small age, he spent most waking moments of his childhood in voracious consumption of various types of knowledge. Despite not having played with toys or other children, Kyo felt completely at home in the grand library he had access to. He has only a hazy recollection of his parents, their disappearance occurring at around the same time as his intellectual awakening. The role of mentor and advisor is taken up by his grandfather, a careful mathematician, erudite philosopher, and - as Kyo later finds out - accomplished mage.

 

Not wishing to neglect exercise for the young boy and no longer anticipating the return of his daughter and son-in-law, Genmetsu Noriyuki began to groom the boy as his successor upon Kyo's reaching six. The relationship between grandfather and grandson is rather atypical, however, resembling more of a cross-generational friendship than what is typically found between an elderly man and his protégé. Part of this can be attributed to Noriyuki's natural air of tranquility, but Kyo's status as heritor of a bloodline trait cements his inability to interact with the mindset of a child, regardless of age. The possession of fragmented ancestral memories - despite their typically nebulous contents - greatly enriches his understanding of the world, even without improving pure intelligence. A comprehensive education with far-reaching scopes and goals followed, spanning at least the rudimentaries of history, fine arts, and the sciences; a more in-depth approach was taken with reasoning, mathematics, and magic. The oncoming onslaught having been predicted by Noriyuki and his colleagues a sufficiently long period of time prior, Kyo received training with full knowledge of the expectation of his participation in the conflict.

 

Gaining a minor advisory position in Eden Security at 15 and quickly ascending the ranks to his current rather lofty post is mainly a matter of convenience. While Kyo has the ability to amass vast amounts of material wealth with the power of his office, doing so would be demeaning personally and socially; his grandfather's public front alone commands a decent amount of respect among the upper echelons of society, and he has no interest in playing such a fragile system in any case. On the other hand, his high-level association with E-Sec does give quite a bit of clout in his day-to-day interactions, which is the main reason for his participation in spite of his acknowledgement of E-Sec's manifold flaws. He has no real reason to wish to change the societal system (seeing the effort as pointless as a similar hierarchy would rise in its place), but adjudicates - and in some cases- aids - operations by lower-ranking officers on a semi-regular basis. One of his first such attempts, a mere two years after joining E-Sec, resulted in his adoption of guardianship of two young girls …

[/spoiler]
deck: moonlight, custom archetype. plays around with negation of effects and the concept of (un)fair duality. DARK Warriors have a detrimental effect but a beneficial cost, and LIGHT Spellcasters simply have different effects while negated and not-negated.

ace card(s): moonlight librarian, blademaster, archangel, and wanderer. for a better look at the lore, please visit the google docs document below.

custom cards: all custom cards may be found in a google docs document.

 

[spoiler=misc:] theme song! find the link in the links section. song name is 「背徳の記憶〜The Lost Memory〜」. the rest of this section is quite possibly as important as the background, meant as a supplement since I couldn't fit a lot of tidbits into the background itself without wanting to bang my head against the wall / rewrite extensively / etc. so I'll have to be satisfied instead with this disjointed mess. oh well let's get started.

 

first, I hope it wasn't hard to see that Kyo is indeed a privileged cis-het you-know-what. the reason being, I assumed that mage bloodlines lasting through the ages would have enough clout through knowledge / connections / simple foundational strength from inheritance, if it wanted to, to exert a decent amount of influence on the upper level of society. the Genmetsu bloodline has never been too picky about whether the means it uses to achieve what it wishes aligns with common perception, as long as they are personally ok with it then it's fine (and being upper class is ok.) plus, Kyo's grandpa is pretty cooperative and active in upper society even with his public front.

 

names - grandpa: 幻滅 識行 (genmetsu noriyuki), mom: 幻滅 枝諒 (genmetsu eri), dad: 霜星 繁歳 (sousei shigekawa). following the age-old tradition of a lower-class male (in this as in every case, not /much/ lower) marrying into a more prominent family and having the children adopt the surname of the mother to prolong the bloodline. the dynamic between Kyo's mom n' dad is definitely better than most such cases though, and there is (was?!) respect between his dad and his grandpa as well. his paternal grandparents are deceased, maternal grandma is alive but unnamed.

 

addressing concerns about his bloodline trait: yes he's pretty smart but this doesn't extend to nearly as many things and isn't nearly as op as it might read like. he's better at predicting stuff done by smart people and analyzing situations; that's about it. complicated schemes fail even with comprehensive info, and smart people are weak against crazy/exceedingly stupid people (I mean, they know they are but they can't exactly deal with randomness beyond minimizing it). the trait is more of a maturity / experience booster than anything else.

 

in further explanation of personality: his personal sense of justice isn't eroded per se. condemning corruption does little immediate good, as even e-sec members are humans; easier to redirect their attentions elsewhere and also maintain a good relationship for future interaction. if there's overwhelming greed and so on he'll have a good reason to put his foot down and no one will bother criticizing him overmuch. he considers hydra's ambition(s) misplaced.

 

very skilled with magic. Genmetsu line's specialties are illusion and deconstruction / disintegration, as the name shows.

 

pun idea: 君の夢は幻滅許可!
ha … ha … genmetsu kyo-ka … geddit … …… ……… I'll stomp on ur dreams m8

 [/spoiler][/spoiler][/css][/css][/css]

 

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[spoiler=Convergence of the two? Does it produce four?]Name: [acronym=sousei]霜星[/acronym] [acronym=vanille]ヴァニラ[/acronym] & [acronym=sousei]霜星[/acronym] [acronym=chocolat]ショコラ[/acronym]

 

Gender: Female

Age: 16 / 16

Faction: Mage

[spoiler=Appearance:]
0kApwHt.png[/spoiler]
[spoiler=Personality:]
Vanille
theme song: Umbrella
h/w: 5'3.4" (161.0 cm) / 110.0 lbs (49.9 kg)
basic traits: A peaceable and quiet girl, Vanille has an air of tranquility that many find difficult to intentionally disturb. Presenting a graceful figure and persona at functions and formalities, she instinctively distances herself from casual acquaintances who try to cover too much ground. Her day-to-day persona is much more open and welcoming, and affects people with all the warmth and compassion of the spring breeze. Neither exterior should be necessarily taken as a sign of weakness; beneath the superficial details, she possesses perfect self-confidence as well as resilience of character, and has mastered the art of polite refusal - standing her ground, but not making other people feel bad in the process. Rather pure and innocent on the whole, though she tends to exhibit a bit more flexibility than people would reasonably expect, and has no qualms, for example, about skipping school or actively ignoring supposed authority. Singular and focused on any pursuit she's serious about, and excels at academics, magical theory, and caretaking. Quite organized, though not to the point of being obsessive about it given that she's had to live with her sister all her life; perpetually has to clean up after Chocolat in more senses than one.

 

minor tidbits: Perfect vision, but doesn't think much of it. A very capable pianist on her way to professional-level playing - music is one of her devoted pastimes, and she has far more talent for it than Kyo. Appreciates art in all its forms; dabbles in painting and has a charming natural voice despite lack of vocal training.

 

Chocolat

theme song: next

h/w: 5'4" (162.6 cm) / 114.9 lbs (52.1 kg)

basic traits: Volatile and a little fractious, Chocolat is easily irritable towards perceived hostility from strangers, sometimes quickly escalating to the point of intolerance and scorn. Her status as an effective princess of the Genmetsu family - alongside Vanille, naturally - allows her a lot more crassness than can be afforded the typical person. Typically her demeanor is lively and temperate, but always very direct whatever her decisions; because of this, she can be perceived as quite charismatic in some of her behaviours, and is looked up to among her group of female friends as お姉様. Believes baseball bats to be excellent tools for beating people up (or, in her words, "meting out justice to those who deserve it") and has a small collection of them; she generally prefers brandishing a stainless steel one in usual out-and-about excursions that would require them. Despite her outward unruliness and mischief, she's actually comparatively more principled than her sister, and worries about being perceived as a bad person by those close to her. Casual with a hint of laziness, but tendencies to rampage are not infrequent, often with devastating results; more lax than Vanille with her studies, either due to or made up by (or both) her immense magical output / talent.

 

minor tidbits: A bit nearsighted, just enough to have some parts of her field of view be slightly blurry without glasses. Understandably a little miffed about this and often wears contacts, becoming a little embarrassed when she has to wear her glasses in public. Technically the older sibling of the twins. Has a decent amount of training in a couple of garden-variety martial arts, which she liberally employs (because magic is often not an option).

 

---

 

shared traits: Their names are also their favourite flavors of ice cream, which is possibly a two-way effect (they like it both because they like it and because it's their names?). Both love small critters of all stripes; the familiars they keep around-ish are testament to this. They like to shop, but not necessarily for luxurious items - although they're both practically ojousamas they enjoy interacting with normal people and buying normal things a lot more (stuff like groceries, household items, etc) - the planning part is more fun than the actual buying part, even. A bit of a holdover from their days before adoption.
[/spoiler]
[spoiler=Background:]
The memories that Chocolat and Vanille have of their younger days are a little hazy. An abode that was a little externally small but quite cozy, voices and environs filled with warmth and nostalgia. Their parents ran a mildly successful convenience store, and were thus reasonably well off. Their lives wouldn't have been far out of the ordinary - the education system, then work and marriage under the Center regime. A little changed when their mother passed away due to disease when they were six or seven, but not much; the sisters' father was an enlightened man, easygoing and resilient just as Vanille is, and carried on the task of raising his daughters admirably. As a result, although the loss was harsh, their family was able to persevere through the hardship.

 

As the saying goes, however, misfortune never comes alone. Only two years and a half after the twins' mother's death, the sector the family made its residence in experienced a particularly chaotic incident caused by violent dissidents. A considerable amount of the buildings and infrastructure in the area was damaged, and quite a few lives were lost amidst the chaos. Vanille and Chocolat's father was seriously injured in the turmoil, sustaining grievous wounds stemming from his unconditional effort to protect his children, and although it took less than half an hour for reinforcements from E-Sec to arrive and restore order, the damage proved to be fatal. The poignancy and bleakness of the situation attracted the attentions of a certain young officer, who managed to have a protracted exchange of words with the dying man, during which guardianship of the girls was verbally entrusted.

 

In the weeks and months that followed, Vanille and Chocolat were nominally adopted by the Genmetsu household. As the household's sole members consisted of he and his grandfather, Kyo decided to confide in and relegate a part of the care for the girls to two dependable friends of his father, to ensure that there would be no shortage of affection and intimacy in the girls' growth. Although Vanille and Chocolat felt apprehensive and nervous at first, Kyo's generally accommodating nature as well as the kindness that the Kouzeki household exhibited towards them quickly put them at ease. Closer to the present, they've fully embraced their espousal of membership in the Genmetsu family (as well as duties, mostly mage-related, that come with it), but despite their current comfort, they hold a fearsome grudge against the entirety of Hydra to this moment still.

[/spoiler]
Deck: Revamped Charmers. Now with extensive synergy, beating power, monarchical effects, and most importantly flashy Spells which enable BIG PLAYS O'CLOCK.

Ace Card(s): Four Sages, Great Scholar, Twin Stars. Pictures not available yet, please stay tuned. They are slated to be the holders of a Kai card.

Custom Cards: They're here on YCM and in a Google Docs document. Please refer to Google Docs for the most recent revision, correctness-of-text-wise.

 

[spoiler=Miscellany:]Most of what I wanted to say is under personality's minor tidbits instead, buuuut, Kyo's dad's friend's family:

後関 柏 (kouzeki haku) - dad
雨夜 悠楓 (amaya yuuka) - mom
後関 碧衣 (kouzeki aoi) - daughter, vanille & chocolat's close friend

quick bio: auntie yuuka is a doctor. uncle haku is a florist but moderately skilled in martial arts. both are comfortably middle-class. kouzeki & amaya were very good friends with sousei shigekawa; part of the reason why they're able to live without much interference from society, understandably. aoi is a year older than both vanille and chocolat, and is very gentle and soft-spoken; long-haired, wears glasses, reads books a lot, etc.

[/spoiler][/spoiler][/css][/css][/css]

 

So since links break inside of my layout (isn't that rad. going into bbcode mode also breaks it), custom card links:

 

[spoiler=Kyo:]theme song ~ 「背徳の記憶〜The Lost Memory〜」

ace cards:

Moonlight Librarian

Moonlight Blademaster

Moonlight Archangel

Moonlight Wanderer

full:

Google Docs[/spoiler]

 

[spoiler=Chocolat & Vanille:]vanille's theme song ~ Umbrella

chocolat's theme song ~ next

ace cards:

Familiar-Possessed Prophet

Four Sages of the Spirit Charmers

Great Scholar of the Spirit Charmers

Twin Stars of the Spirit Charmers (most likely kai candidate)

full cards:

Google Docs[/spoiler]

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