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Yugioh: Forsaken Legends [OOC/Not Accepting/Started/PG-16]


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Psychic Duelist now.

[spoiler=Saori Iwamoto, the Child Prodigy of Psychic Duelists]


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"Hi. Future heir to Neo Arcadia Movement's Taccon Divison Saori speaking. How can I help you? Or rather... how can you help me?"

Personal Information
Name: Saori Iwamoto
Age: 9
Gender: Female
[spoiler=Appearance:]It's not surprising that Saori is much shorter than the average teenage girl; after all, she's only a child. At the moment, she stands at 124cm (4' 1"), and weighs in at 33kg (73lbs). Underneath Saori's turquoise hair are 4 Auxillary Psychic Energy Stabilizers, which have been disguised as hair pins for discretion. Two of these are directly attached to her scalp, and one more can be found on each side of her head. Hidden under her fringe is a small scar across her forehead, where a 5th Auxillary Psychic Energy Stabilizer used to be situated. She wears a pair of blue shorts and white sneakers to go with her blazer and scarf.

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[spoiler=Personality:]Contrary to what her age would suggest, Saori has an unnaturally high level of maturity, and her precocity tends to make people treat almost anything coming out of her mouth with utmost seriousness. That said, she likes to issue orders around to other Psychic Duelists within Neo Arcadia Movement's Taccon Division, and while Gaho is outside of the office, Saori will pretend as though she rules the roost... despite not having earned the right to lead the division just yet. It should be noted that Saori has a good level of charisma about her which, although her primary use of this is to get what she wants from whoever she thinks can give it to her, is a great asset should a diplomatic approach be in order rather than coercion. And she's not afraid to appeal to her superiors. However, behind her childlike appearance and her charismatic persona lies a very sinister intent just waiting to be revealed.

Saori's ultimate goal is to have the entire world right under her cute little fingertips. As for her motive... well, she doesn't like the idea of freedom all that much, as she views it as a flawed concept that only allows idiots to do what they want. Saori despises being defied, and although she's aware that's a big part of not being high enough on the chain of command, that is not something she wants happens to her during her reign; as such, she's already gotten a pretty low tolerance of it. While she recognizes who her superiors are and why they're... well, superior to her, Saori practically views everyone else in the world as beneath her. This is especially the case for those who lack the psychic prowess that she has, but it even applies for fellow Psychic Duelists as well. Of course, there'll be people who claim that she's merely a big fish in a small pond, likely because they still see her as a mere child who has a superiority complex and, in their minds at least, has no knowledge of what she's talking about. But whether they talk of it behind her back or say it straight to her face, she won't hesitate to make an example of them.
 
The fewer people that she has to submit to, the better she'll feel about it. But she's above trying to murder her way up the proverbial food chain with her psychic powers. Not that that would work anyway. Besides, she's against senseless killings anyway; not because she's squeamish (which she isn't), but because these cut down on the number of people she can potentially control, and control of 2,000,000,000 people magically seems just that little bit more impressive than control of 1,999,999,999 people... just as an example. Although she sees most of the world as beneath her, she does realize that individual has their own talents. But those individual talents are useless to her if she doesn't have their bearer's compliance, and sometimes sacrifices have to be made in order to maintain control of a population as massive as would occupy the entire world.

[spoiler=Background Info:]Saori Iwamoto was born and bred in Neo Arcadia Movement's Taccon Division Headquarters, raised by Gaho & Egao Iwamoto. Her psychic powers were beginning to manifest even as she was developing inside Egao's womb, and they were developing at an alarming rate. Of course, Egao was never had very strong psychic powers; although they were strong enough to weaponize if need be, they couldn't possibly compete with the psychic powers emanating from higher-ranked Psychic Duelists. But the fact that Saori's powers already gotten roughly half as powerful before Egao managed to give birth to her was a cause for concern. Soon after she was born, Gaho had taken Saori and fitted her with 2 Auxillary Psychic Energy Stabilizers across her scalp. These Auxillary Psychic Energy Stabilizers were only prototypes at the time Gaho fitted them on, but he was confident that they'd serve the purposes that they needed to and keep the growth of Saori's powers in check. Unfortunately, Gaho would be proven wrong, in a way he could never have anticipated, the moment he and Egao had taken Saori into the outside world for the first time in her life.

By that time, Saori was just over 4 years old, and her psychic prowess had already overtaken that found in Egao. She was eager to show her powers off to the world, so Saori ran ahead of her parents, and found herself in Taccon's City Centre in among a huge crowd. She was stopped by a trio of older boys who tried to intimidate her into walking away, but she wouldn't comply. Instead, she simply gave the trio a cold, blank stare, before finally deciding to tell them that she didn't like their tone, and unleashed her psychic powers for the first time, inflicting a heart attack on the tallest of the three boys. The other two slowly backed away from Saori at first, but then suddenly they warned everyone around them to get away from her... which of course led to a wide-spread panic.
 
It was at this point that Saori lost control of her powers, which caused a whole chain reaction of heart attacks, and when she realized this and tried to wrest control of them again, her protoype Auxillary Psychic Energy Stabilizers had overloaded with psychic energy and burst as a result. Egao and Gaho had split up in search for their daughter, and Egao had managed to find her first. But she too was stricken by Saori's psychic powers, and although she had a natural resistance to the attack, it almost wasn't enough to save her. Thankfully, Gaho had arrived just in time, using his own psychic powers to effectively shut down Saori's. From there, he had taken his daughter home, redesigned the Auxillary Psychic Energy Stabilizers, replaced the broken prototypes with the new versions and fitted 3 more on Saori just to be safe. Saori was not happy with that last decision.
 
Now though, Saori is venturing in the outside world for the second time in her life, and this time she has 2 high ranking Psychic Duelists escorting her as bodyguards. She's on the lookout for others with psychic prowess among the waves of normal civilians. And what better place to start than her own home that is Taccon City? Saori's next destination will likely be the main Neoteric Domino City where KaibaCorp's Headquarters can be found, after she's done scouting for a bit, she has a speech to prepare. After all, she may need the help of all available Psychic Duelists if her plot to control the whole world will have a chance of seeing fruition.


Dueling Information
Deck: Shaddolls
Deck Info: Shaddolls are DARK Spellcaster-type monsters that bear resemblance to other monsters that can be found in Duel Terminal. They are most Flip Effect monsters with an additional effect that triggers when they're sent to the Graveyard by a card effect. They prove to be quite destructive to the opponent's playstyle, but the real powerhouses are the El Shaddoll monsters, which require a Shaddoll monster and another monster of any attribute to be Fusion Summoned.
Signature Cards: El Shaddoll Fusion, Nephe Shadoll Karitha, Shaddoll Archangel, Shaddoll Construct, Shaddoll Fusion, Shaddoll Mecha
[spoiler=Custom Cards:][spoiler=Monster Cards][spoiler=Extra Deck Monsters][spoiler=Nephe Shaddoll Almidfaeia]Nephe Shaddoll Almidfaeia
(Ally of Justice Decisive Armor + Nekroz of Decisive Armor)
Thunder-type/FIRE/Level 10/3300 ATK/2300 DEF
Effect Synchro Monster - 1 "Shaddoll" Tuner + 1 or more non-Tuner "Shaddoll" monsters

All non-Tuner monsters used as Synchro Material for this card's Synchro Summon are treated as if they were sent to the Graveyard by a card effect. When this card destroys a Special or Tribute Summoned monster by battle while you have a "Shaddoll" card in your Deck: You can send 1 "Shaddoll" card from your Deck to your Graveyard, and if you do, this card can attack again. If this card is sent to the field to the Graveyard: You can target 1 Set card your opponent controls; take control of it, but send it to the Graveyard during the next turn's End Phase. You can only use this effect of "Nephe Shaddoll Almidfaeia" once per turn.

[spoiler=Nephe Shaddoll Construct]Nephe Shaddoll Construct
(El Shaddoll Construct)
Fiend-type/WATER/Level 8/2800 ATK/2500
Effect Synchro Monster - 1 "Shaddoll" Tuner + 1 or more non-Tuner "Shaddoll" monsters

All non-Tuner monsters used as Synchro Material for this card's Synchro Summon are treated as if they were sent to the Graveyard by a card effect. During either player's turn, when your opponent Special Summons or Tribute Summons a monster: You can banish that monster. Your opponent can negate this effect by negating the Summoned monster's effects and switching it to face-down Defense Position. If this card is sent to the Graveyard: You can add 1 "Shaddoll" card from your Deck to your hand. You can only use each effect of "Nephe Shaddoll Construct" once per turn.

[spoiler=Nephe Shaddoll Faris]Nephe Shaddoll Faris
(El Shaddoll Construct + Constellar Ptolemy M7)
Warrior-type/LIGHT/Level 6/2700 ATK/2000 DEF
Effect Synchro Monster - 1 "Shaddoll" Tuner + 1 or more non-Tuner "Shaddoll" monsters

All non-Tuner monsters used as Synchro Material for this card's Synchro Summon are treated as if they were sent to the Graveyard by a card effect. This card can attack all Special Summoned and Tribute Summoned monsters your opponent controls once each. If this card is sent to the Graveyard: You can Special Summon 1 "Shaddoll" monster from your Deck in face-up Attack Position. You can only use this effect of "Nephe Shaddoll Faris" once per turn.

[spoiler=Nephe Shaddoll Iilhat Zawal]Nephe Shaddoll Iilhat Zawal
(El Shaddoll Construct fused w/ Sophia, Goddess of Rebirth)
Pyro-type/DARK/Level 11/3600 ATK/3400 DEF
Effect Synchro Monster - 1 "Shaddoll" Tuner + 1 or more non-Tuner "Shaddoll" Fusion or Synchro monsters

Must first be Synchro Summoned, and cannot be Summoned by other ways except its own effect. All non-Tuner monsters used as Synchro Material for this card's Synchro Summon are treated as if they were sent to the Graveyard by a card effect. During your Main Phase, except during the turn this card was Summoned: You can reveal 1 "Shaddoll" monster in your hand; inflict damage to your opponent equal to the combined ATK and DEF of the revealed monster, and if you do, send that monster to the Graveyard. This card cannot attack this turn, also all Battle Damage and additional Effect Damage your opponent takes is halved until the End Phase. If this card is sent to the Graveyard: Destroy all cards on the field, and if 2 or more of those cards were Special Summoned or Tribute Summoned monsters in your opponent's possession, you can Special Summon this card from the Graveyard. You can only control 1 face-up "Nephe Shaddoll Iilhat Zawal".

[spoiler=Nephe Shaddoll Karitha]Nephe Shaddoll Karitha
(Steelswarm Longhorn)
Zombie-type/EARTH/Level 9/3000 ATK/0 DEF
Effect Synchro Monster - 1 "Shaddoll" Tuner + 1 or more non-Tuner "Shaddoll" monsters

All non-Tuner monsters used as Synchro Material for this card's Synchro Summon are treated as if they were sent to the Graveyard by a card effect. If this card inflicts Battle Damage: You can target 1 "Shaddoll" monster in your Graveyard whose DEF is equal to or less than the damage you inflicted; Special Summon that target in face-down Defense Position. If this card is sent to the Graveyard: You can target 1 Special Summoned or Tribute Summoned monster your opponent controls; destroy that target. You can only activate each effect of "Nephe Shaddoll Karitha" once per turn.

[spoiler=Nephe Shaddoll Nasim Ealayl]Nephe Shaddoll Nasim Ealayl
(Dragunity Knight - Trident)
Wyrm-type/WIND/Level 7/2400 ATK/1700 DEF
Effect Synchro Monster - 1 "Shaddoll" Tuner + 1 or more non-Tuner "Shaddoll" monsters

All non-Tuner monsters used as Synchro Material for this card's Synchro Summon are treated as if they were sent to the Graveyard by a card effect. If a "Shaddoll" monster you control attacks a Defense Position monster while this card is face-up on the field: Inflict piercing Battle Damage. If this card is sent to the Graveyard: Your opponent returns all Special Summoned and Tribute Summoned monsters he or she controls to the top of his or her Deck in any order.

 

[spoiler=Shaddoll Archangel]Shaddoll Archangel
(Vylon Delta)
Spellcaster-type/DARK/Level 7/1700 ATK/2800 DEF
Effect Monster
 
You can Tribute Set this card by Tributing 1 face-up "Shaddoll" monster you control.
FLIP: Return up to 4 "Shaddoll" cards from your Graveyard to your Deck.
If this card is sent to the Graveyard by a card effect: Excavate the top 5 cards of your Deck; rearrange them in any order. You can only activate 1 "Shaddoll Archangel" effect per turn, and only once that turn.

[spoiler=Shaddoll Construct]Shaddoll Construct
(El Shaddoll Construct)
Spellcaster-type/DARK/Level 8/2800 ATK/2500 DEF
Effect Monster
 
If 3 or more of your "Shaddoll" monsters were sent to the Graveyard this turn: You can Set this card without Tribute.
FLIP: Send 1 "Shaddoll" monster from your Deck to your Graveyard.
If this card is sent to the Graveyard by a card effect: You can use 1 monster your opponent controls as a Fusion Material Monster for the Fusion Summon of a "Shaddoll" monster this turn, but if you do, you cannot Summon other monsters from the Extra Deck. You can only use 1 "Shaddoll Construct" effect per turn, and only once that turn.

[spoiler=Shaddoll Cowboy]Shaddoll Cowboy
(X-Saber Wayne)
Spellcaster-type/DARK/Level 5/2100 ATK/400 DEF
Effect Tuner Monster
 
FLIP: You can target 1 Normal or Quick-Play Spell Card in either player's Graveyard: add it to your hand, but banish it when it is activated or removed from the hand.
When this card is sent to the Graveyard by a card effect: Your opponent discards 1 card from his or her hand, if able. You can only activate 1 "Shaddoll Cowboy" effect per turn, and only once that turn.

[spoiler=Shaddoll Globule]Shaddoll Globule
(Worm Hope)
Spellcaster-type/DARK/Level 1/800 ATK/1500 DEF
Effect Tuner Monster

FLIP: Declare 1 Attribute; this card's Attribute becomes the declared Attribute.
If this card is sent to the Graveyard by a card effect: You can target 1 "Shaddoll" monster you control; increase OR decrease that target's Level by 1. You can only use 1 effect of "Shaddoll Globule" per turn, and only once that turn.

[spoiler=Shaddoll Mecha]Shadoll Mecha
(Ally of Justice Core Destroyer)
Spellcaster-type/DARK/Level 3/1200 ATK/200 DEF
Effect Monster
 
FLIP: Target 1 of your banished "Shaddoll" cards; add that target to your hand.
If this card is sent to the Graveyard by a card effect: You can target 1 of your banished "Shaddoll" monsters, except "Shaddoll Mecha"; activate that target's Flip Effect. You can only activate 1 "Shaddoll Mecha" effect per turn, and only once that turn.

[spoiler=Shaddoll Monstrosity]Shaddoll Monstrosity
(Infernoid Sjette)
Spellcaster-type/DARK/Level 6/2400 ATK/0 DEF
Effect Monster
 
FLIP: Switch the ATK and DEF of all face-up monsters on the field.
If this card is sent to the Graveyard by a card effect: Inflict 1200 damage to your opponent. You can only activate 1 "Shaddoll Monstrosity" effect per turn, and only once that turn.

[spoiler=Shaddoll Saurus]Shaddoll Saurus
(Jurrac Giganoto)
Spellcaster-type/DARK/Level 7/2100 ATK/1800 DEF
Effect Monster
 
You can Tribute Set this card by Tributing 1 face-up "Shaddoll" monster you control.
FLIP: Your opponent cannot conduct his or her next Battle Phase.
If this card is sent to the Graveyard by a card effect: You can target 1 "Shaddoll" monster in your Graveyard, except "Shaddoll Saurus"; Special Summon that target in face-up Attack Position. You can only activate 1 "Shaddoll Saurus" effect per turn, and only once that turn.

 

[spoiler=Spell & Trap Cards][spoiler=Manipulation and Deceit]Manipulation and Deceit
Counter Trap Card

Activate when a card effect targets a "Shaddoll" card on the field. You can change that card effect to the following:

  • That target's controller sends 1 "Shaddoll" card from his or her hand or Deck to the Graveyard.

You can only activate 1 "Manipulation and Deceit" per turn.

[spoiler=Shaddoll Craftsmanship]Shaddoll Craftsmanship
Continuous Spell Card

Banish 1 "Shaddoll" card from your Deck. During your next Standby Phase, send this card to the Graveyard, and if you do, activate the appropriate effect, based on the type of card you banished with its effect:

  • Monster Card: Special Summon that card in face-up Attack Position.
  • Spell or Trap Card: Set that card in a vacant Spell & Trap Card Zone.
  • If all appropriate Zones are occupied: Send that card to the Graveyard.

You can only control 1 face-up "Shaddoll Craftsmanship".

[spoiler=Shaddoll Mirage]Shaddoll Mirage
Normal Trap Card
 
Activate when your opponent declares a direct attack. Target one of your banished "Shaddoll" monsters; Special Summon that target in face-down Defense Position, and if you do, it becomes the new attack target. You can banish this card from your Graveyard; banish all monsters on the field, and if you do, Special Summon as many of those monsters to their respective sides of the field as possible in face-down Defense Position during the End Phase, also you cannot conduct your Battle Phase during the turn you activate this effect.

[spoiler=Shaddoll Storm]Shaddoll Storm
Continuous Trap Card
 
During either player's turn, when you Fusion Summon a "Shaddoll" monster: You can return 1 Special Summoned or Tribute Summoned monster your opponent controls to its owner's hand. If this card is sent to the Graveyard by a card effect: you can target 1 "Shaddoll" Spell/Trap Card in your Graveyard, except "Shaddoll Storm"; add that target to your hand. You can only use 1 "Shaddoll Storm" effect per turn, and only once that turn.

[spoiler=Shaddoll Transcendence]Shaddoll Transcendence

Continuous Spell Card
 


While you control this face-up card, you can Normal Summon Level 5, 6 or 7 "Shaddoll" monsters from your hand without Tribute. If a monster attacks during the turn it was Summoned through this card's effect, switch it to face-down Defense Position at the end of the Battle Phase. That card's Battle Position cannot be changed until the End Phase of your next turn, except with a card effect.

[spoiler=Shaddoll Trick Switch]Shaddoll Trick Switch
Quick-Play Spell Card

Activate while you control a face-up or face-down "Shaddoll" monster, by targeting 1 "Shaddoll" monster in your Graveyard. Special Summon that target in face-down Defence Position, then send 1 other "Shaddoll" monster you control to the Graveyard. During your Main Phase: You can banish this card from your Graveyard to target 1 of your banished "Shaddoll" monsters; send that target to the Graveyard. You can only use 1 effect of "Shaddoll Trick Switch" per turn, and only once that turn.

[spoiler=Yanking the Strings]Yanking the Strings
Equip Spell Card
 
Equip this card to a monster your opponent controls while you control a face-up "Shaddoll" monster. Once per turn: You can take control of the equipped monster, then send 1 "Shaddoll" monster you control to the Graveyard. Return control of the equipped monster to your opponent during the End Phase. Monsters equipped with this card are treated as "Shaddoll" monsters, and gain this effect:

  • When this card is sent to the Graveyard by a card effect: Its owner excavates the top N cards from his or her deck; his or her opponent rearranges the excavated cards in any order (N is the monster's original Level/Rank).

 

 

 


Miscellaneous Information

Main Theme Song: Can't Be Tamed, by Miley Cyrus
Duel Theme Song: Pokemon Sun & Moon OST: Legendary Pokemon Battle (fanmade by Bliitzit)
Ideal Voice Actresses: Carli Mosier (En)/Sanae Kobayashi (Jp)
Tidbits of Trivia:
  • Saori is able to inflict heart attacks onto her opponents during Psychic Duels, and even outside of a Psychic Duel on occasions. Heart attacks inflicted by Saori's psychic power are usually small, but the larger ones can be fatal nonetheless. During a Psychic Duel, Saori's power triggers not only when the opponent takes damage, but also when a monster they control is destroyed or forcibly removed from the field.
  • Saori may not look threatening, as children rarely do, but the reality is that her psychic powers even rival those of the leaders of each division of Neo Arcadia Movement. However, Saori's powers would be prone to spiraling heavily out of control if not for the Auxillary Psychic Energy Stabilizers that she has attached to her scalp and the sides of her head. 
  • Saori's father, Gaho, is the current leader of Neo Arcadia Movement's Taccon City Division. But Egao, Saori's mother, is not a member and wants nothing to do with the Movement, despite having psychic powers as well.
  • Saori refers to those without psychic prowess simply as 'them', and usually with a tone of spite and/or disgust. She remains adamant that she was provoked into relinquishing control of her powers during the first time she entered the world outside of Neo Arcadia Movement's Taccon Division Headquarters, and blames the crowd that was around her at the time for allegedly doing so with the widespread panic that was caused. Hence why Saori detests 'them' so much.
  • Saori's left eye sometimes glows golden when she means to be serious or intimidating, and her voice can warp and distort itself as well. For IC purposes, salmon text will indicate when Saori is speaking normally and red text will indicate when her voice distorts and her eye glows gold.

 

 

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[spoiler=Akira Inao, Sportsman to the End]


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"I'm always up for another one, as long as you actually try this time!"



Name: Akira Inao
Gender: Male
Age: 20
[spoiler=Physical Description]ss7Bzw1.png
Akira stands at 6'2", and weighs in at 68 kilograms. His skin color is not particularly tanned or pale, and, while he is muscular, he is still relatively skinny. Doesn't really care how he looks, so his clothes aren't exactly the neatest thing ever; torn black overshirt, with a saggy grey shirt beneath, combined with a brown scarf which he may or may not actually wrap around his neck, and torn or whole grey jeans depending on what he grabs out of his closet. Green eyes, sharp face, really nothing incredibly special.


[spoiler=Personality]Akira is rather outgoing, being a born extrovert and always wanting to be part of the action, not to mention brimming with confidence. Or, to be more accurate, to be the star of the action, as he has always had the deep-rooted desire to be on top as often as possible. Yes, he enjoys the fun in duels, quite often calling his opponents out if they had done the double deed of not putting up a challenge and not making it an enjoyable experience, always on his terms. While the fame or popularity is not the driving force behind this, the personal experience and memories are.
 
Unfortunately, the consequences of this is easy to see when Akira ends up on the back foot in a duel, or in fact, most things he perceives as a competition. He becomes a lot more serious and sometimes desperate, and while he may make a habit of underestimating opponents, he won't forget any of these struggles, no matter the outcome. He's also rather agnostic in the sense that while he is undecided on the actual truth and power behind these Psychic Duelist rumors, and the supernatural backgrounds to Duel Monsters as a whole, he doesn't really care, although he can be quick to blame those sort of events on cheating.
 
Going back to friends, while Akira has a friendly attitude generally, he is not too interested in making real friends. Allies maybe, acquaintances sure, but like an actual person to connect to is something he doesn't feel the need for. There have been a few exceptions, but that's exactly what he things of them: Exceptions. In that sense he is selfish, but is quite the adept at not giving out an immediate impression of so. Following this, his thoughts and feelings on many other topics can really be summoned as he just doesn't care, focusing on  he likes and just doing whatever with everything else. He knows when he has to actually work for others for the great good, but prefers to always help his own advancement wherever possible.


[spoiler=Biography]Akira had always been a normal child in Cradle City, dreaming big of many things. Interestingly, he had not started dueling until recently, as he had not really understood the excitement and hype around it until he had been convinced to go to view an Action Duel with someone he knew. He had spent his early years as a sporty kid, destroying the opposition in most the of the sports he played in with his natural skill, and practicing until he could if he didn't do it the first time.
 
Despite this, Akira put most of his energy into becoming good at Duel Monsters, eager to add another skill to his repertoire. The creation of another focus has distanced himself even further from the few who were actually close to him, although he doesn't seem to care. He has been specializing in Action duels, although his opinions of Pendulum monsters are considerably low, and has been having the time of his life, waiting until the next opportunity to participate in the annual open tournament.
 
The arrival of a strange blank card in the mail was certainly enough to bring him a little closer to earth. The mysterious aura around it was almost tangible, and, while Akira's first thoughts were of a prank by one of those be defeated in a duel, he had a hunch that there was more to it than that. After a brief moment of indecisiveness, he decided to there would be no harm in checking out, and so began to prepare.




[spoiler=Deck]Akira uses a U.A. deck. This deck revolves around returning U.A. monsters in your hand to Special Summon other ones from your hand, and then either beat down your opponent or floodgate them until you can. While having most of its power in its main deck, he does have a toolbox of Extra Deck monsters of various types in order to advance his plays, as there is no reason not to. His ace card is U.A. Striker, an Xyz Monster.


[spoiler=Custom Cards]U.A. Overseer
(A sort of umpire in the typical U.A. style.)
EARTH - ✪✪✪✪ - Warrior/Xyz/Effect - 800/1600
You can Special Summon this card (from your hand) by returning 1 "U.A." monster you control to the hand, except "U.A. Overseer". You can only Special Summon "U.A. Overseer" once per turn this way. You pay 1000 LP: Special Summon 1 "U.A." monster from your hand. You can only use this effect of "U.A. Overseer" once per turn.
 
U.A. Lucky Libero
(A Netball player in the typical U.A. style, more defensive)
EARTH - ✪✪✪✪✪ - Warrior/Xyz/Effect - 1600/2800
2 Level 5 Warrior-Type Monsters
You can detach 1 Xyz Material from this card, then target 1 "U.A." monster in your Graveyard: Shuffle it into your Deck, and, if you do, Special Summon 1 "U.A." monster from your hand. If this face-up card is returned to the Extra Deck: You can draw 1 card.  You can only use each effect of "U.A. Lucky Libero" once per turn.
 
U.A. Striker
(A Netball player in the typical U.A. style, more offensive)
EARTH - ✪✪✪✪✪✪✪ - Warrior/Xyz/Effect - 3000/0
2 Level 7 Warrior-Type Monsters
While this face-up card has Xyz Material, if a "U.A." monster you control attacks or is attacked, it is unaffected by your opponent's cards or effects until the end of the Damage Step. You can detach 1 Xyz Material from this card, then target 1 card your opponent controls: Destroy it. If this face-up card is returned to the Extra Deck: You can target "U.A" monsters in your Graveyard, up to the number of Xyz Materials this card had on the field; Special Summon those targets. You can only use each effect of "U.A. Striker" once per turn.

U.A. Foul Call
(Art is an injured U.A. Playmaker clutching his leg)
Quick-Play Spell
Send 1 "U.A." monster you control to the Graveyard; Special Summon 1 "U.A." monster from your Deck with a different name to that monster, also you cannot Special Summon monsters for the rest of the turn, except from the hand.




[spoiler=Misc. Information]

 

 


 
[spoiler=Kenzou Wakai, Team of Three (leaving this here for later but currently not in use)]


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" We're - Sorry, I'm pleased to meet you! Yeah, just a slip of the tongue, happens often, but anyway..."



Name: Kenzou Wakai
Gender: Male
Age: 29
[spoiler=Physical Description]JtSRNiI.png
Kenzou is about 6'0" tall, and weighs 76 kilograms. His relatively thick build is caused by neither pure fat nor muscle, more of a combination of the two. He's not too interested in getting a bodybuilder physique, but works out on and off to keep away from the other end of the spectrum. Something you might have probably noticed is the green theme surrounding Kenzou, a favorite color of his, and coincidentally the color of his eyes. Green jacket, green trainers, dark green scarf on cold days, if he has it, he'll try to add green. The shirts he normally wears stretch this rule a bit, as green is not a common color for clothes, but if you squint at the right angle you could let him convince you its green too.


[spoiler=Personality]Kenzou is a friendly bloke, although he does have his limits. He dreams of a small, close, circle of friends, but is willing to give everyone a chance, and so is still somewhat extroverted in that regard. He tries to be true to his friends when he can, and this is accompanied by a great maturity with a bit of fun, encouraged with his Duel Spirits, Dance Princess of the Nekroz (Sophia) and Strategist of the Nekroz (Shurit).

 

When Kenzou is dueling, he normally gives off a cool and collected aura at first, but as the duel progresses his more fesity side might arise as he gets caught in the action, revealing his original competitive nature. More for fun than for winning, he always enjoys a good game. His own skills may not be that high, but he has always had his companions to rely on, their combined skills tackling all sorts of things, not exclusively duels.

 

Shurit is a fun-loving character, eager to be part of the action and always looking for the best possible experience. This is balanced by his surprisingly high intelligence, knowing whether a decision would be worth the excitement for a possible downside, and always eager to learn more. Sophia, on the other hand, is more calm and collected, not to mention emphatic. She is the kind of person who wants to like everyone, and think the best of them, as opposed to Shurit's rash judgements of character.

 


[spoiler=Biography]Kenzou was born in Cradle City, and grew up with the highlights, the shine of the best, and the ambitious all surrounding him, filling him with determination and giving him the dream of one day being up their on the stage with the best of the best. Ever since he was old enough to get a basic grasp on Duel Monsters, he had been playing and messing around with the cards that he had convinced his parents to buy. It was all he could think about, Duel Monsters this and Duel Monsters that. Life was simple.

 

Of course, all of this came was forced to end when Kenzou's parents, being offered a new, well-paying job, moved from the city of the prestigious to the quiet, lax, Reffo City. He was still relatively young, and grew bored in the older retirement town, always begging his parents to return to the hub of the action, where he could have something to do, and complaining whenever the flat, predictable denial came along. But, he couldn't stay mad for long, and this new home started to grow on him.

 

Something changed, however, when he had finally started to settle in, and was browsing a store of the most recent cards Reffo was semi-famous for: Rituals. Some money from his parents to try and get him connected to the Duel Monsters community here, and some more from his 9th birthday. Upon glancing over a few of the cards, he suddenly heard a voice talking to him. Whirling around, he caught sight of two ethereal figures, a boy in flowing robes and a girl dressed in pink, identically matching the art of two of the cards he had been examining. He was somewhat surprised at first, if not a little afraid, but the friendly aura of the two spirits and the endearment on their faces soon overcame that, not to mention the fact that they both seemed young, like him. These beings introduced themselves as Duel Monster spirits, companions for him in this world. Of course, Kenzou had always heard rumors about this sort of thing, and his imagination had gone haywire, but now having it as a reality was almost too much to take in.

 

As time went on, he grew a relationship with his Duel Spirits. His parents wondered why he was never really keen to build up friends even though he didn't seem to have any. He would occasionally talk about some friends of his that his parents had never seen or even heard about other than this, but since he seemed to grow out of it when he was older and they, whoever they were, didn't seem to be being a bad influence on him, they didn't pressure him about it. In fact, when he got older, Kenzou started to realize how different and strange he was, and so kept these Spirits a secret to everyone else. And, as he grew, so his companions seemed to mature, aging at a similar rate and always being with him.

 

While he started to be more outgoing, and did his best to conceal this fact, he would constantly slip up, and so got the branding of a weird kid. He didn't care though; he got some friends, and the small amount was easily balanced by the relationship he had with these Spirits. His Duel Monster craze started to wear down, and although Kenzou still played casually, his dreams of being up top had been left in Cradle City like so many others, and he slowly slipped into the calming routine of Reffo City.

 




[spoiler=Deck]Kenzou uses a Nekroz focused Zefra Deck. The main strategy of this deck is to spam Zefra versions of various other archetypes (which are Pendulums), and either keep them in the Extra Deck or use them as fuel for every sort of Summoning Method. While this is true for most Zefra Decks, Kenzou, as said previously, mainly uses Nekroz and hence the Ritual aspect of the deck. His ace card is Nekroz of Sophia, a Ritual Monster.


[spoiler=Custom Cards]SISLSHT.png
Cannot be targeted by cards or effects while you control a "Zefra" Card in both of your Pendulum Zones. During the End Phase: You can target 1 "Zefra" monster in your Graveyard; Add it face-up to your Extra Deck. You can banish this card from your Graveyard, then target 1 Pendulum Monster in your Graveyard; Special Summon it. You can only use each effect of "Revival of the Zefra" once per turn.

Q5ZAVYc.png
Banish 1 monster from your hand; Add 2 "Zefra" Pendulum Monsters from your Deck face-up to your Extra Deck. You can only activate 1 "Zefra Bargain" per turn.

fqjtDEC.png
You can only control 1 face-up "Zefra Aura". This card gains these effects depending on the number of face-up "Zefra" Spell/Trap Cards you control.
● 2 or more: This card cannot be destroyed by cards or effects.
● 3 or more: Once per turn: You can add 1 "Zefra" monster from your Deck face-up to your Extra Deck.
● 5 or more: Once per turn: You can add 1 of your banished Pendulum Monsters face-up to your Extra Deck.
● 7 or more: Monsters you control are unaffected by your opponent's cards or effects.




[spoiler=Misc. Information]

 

 

 

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[spoiler=Lyall Hark][spoiler=Appearance]sSSmvzT.png

 

 

[spoiler=Age]23

 

 

[spoiler=Gender]Male

 

 

[spoiler=Personality]

Lyall is sometimes referred to as a walking contradiction. Even though he is a proper individual raised by a wealthy family within the comforts of Taccon City, he is known for, one, running and manipulating certain gangs in Hearthome City, two, being an Xyz user, and three, running a deck filled with fiendish, dark monsters. In contrast to these, Lyall does not bear the usual characteristics associated with such things. He is not brash or overtly threatening, and typically does not bother to be outspoken about who he is or what he’s done. Lyall prefers to let his reputation and actions speak for themselves, almost seeming humble and reserved. Almost, after all, a wealthy resident of Taccon with connections to the criminal city of Hearthome cannot exactly be meek now, right? The young man’s presence and way of carrying himself is an authoritative one, and one that implies both an “I’m better than you” and “watch yourself” kind of attitude. These prideful and condescending traits become more prevalent during duels. Lyall will keep to the formalities of greeting his opponents and announcing his action, but will not give them any further acknowledgement aside from cursory examinations and occasional mocking stare downs. He’ll respond to neither boasts nor insults, save by disproving said boasts with a victory and keeping his own retorts until victory is assured and gotten. Naturally though, if an opponent puts their money where their mouth is, he will deign to interact with them more personally and sometimes even acknowledge their skills. If Lyall breaks character… well, you probably touched a nerve somewhere.

 

On a more personal and direct level, Lyall tends to drop (or at least dial back) his solemn and condescending behavior. He might retain his “properness”, but will ultimately be much more open and natural about things. Those who know him on good terms would describe Lyall as a considerate and even trustworthy individual. This holds true, as there exist certain people and groups within Hearthome whom Lyall has promised help to, along with actually getting them out of the city. He kept his word. Those who know him on dismal terms would say the guy is “stay the hell away from him” material. That isn’t due to any spoken threats or attempts at bringing misfortune upon them, but because of his oppressive nature towards them and implication that if he is tested any further, misfortune would be a natural occurrence.

 

In regards to Hearthome City, deep down, Lyall is just another person who wants the best for the city and desires a change for it. Actually, not really. He might have felt that way at one point, but now he’s somewhat apathetic to the city’s wretched conditions. If anything, he likes the way it is and is even responsible for keeping it as the hive of scum and villainy that it is. All because he can benefit from it, and because he is free to do as he pleases within the city. After all, in Hearthome, “might makes right”. But although he benefits from the city, Lyall still hates it, and shares the belief that the only way to improve the city and its society would be to tear it down and start anew.

 

 

[spoiler=Biography]

Lyall Hark was born to a wealthy family in Taccon City. To say he lived comfortable would be an understatement, as the family had much wealth and many possessions. The Hark family was also involved with the city’s infrastructure development, as well as the development and provision of other Tacconian commodities. Being the son of a business family, Lyall was taught in the way of business, learning to manage money, resources, and people. He was obviously taught to duel, too, because even in the business world, deals and disputes were sometimes settled by dueling. In this regard, Lyall took after his mother, who was a user of the noble Constellar Xyz archetype, and became an Xyz user himself. Much to his family’s appreciation, Lyall turned out to be a promising individual in both the dueling and business world.

 

When he came of age, Lyall was tasked with seeing about possible reforms and renovation projects in Hearthome City. Long story short, he did try to send help to the city, but the people just ended up crying out and fighting each other for more than what they were being given. Lyall soon changed his way of dealing with the city, setting up a base of operations for the workers in the nicer parts, and basically turning them into a gang. As this was unexpected by the citizens of Hearthome, Lyall’s organized gang easily fell upon others and amassed in size and territory. This gang became quite the influence and authority in its parts, and regularly extorts and oppresses the Hearthomians for whatever they’re worth. His mother did not approve, and his father questioned these actions, but Lyall simply said that if Hearthome was going to go as far as rejecting the help they always wanted, then it deserved to stay miserable oppressed. Lyall’s father approved. His mother not so much. Still, to say Lyall was being a complete douchebag to the residents of Hearthome wouldn’t exactly be accurate. Lyall both receives reports from his workers and travels to Hearthome himself, and through these he sifts through the populace for people that are genuinely decent and trying to survive while causing the least amount of harm. These people are gathered within his gang’s territory, where they live and work under relative safety. He has even arranged for some of them to be liberated from the city, and it is these altruistic actions that allow Lyall to continue his “work” within Hearthome.

 

 

The time came to pass where Lyall began receiving reports that people from his area of Hearthome were going missing. Believing it to be the work of enemy gangs, Lyall again traveled to the wretched hive of scum and villainy to sort things out himself. There, he learned that nobody from Hearthome was responsible. Not long afterwards, he received a blank card and message from the Kaiba Corporation inviting him to “find the missing and save the world”. He went along with the invitation, not wanting to let the few good residents of Hearthome meet a sad fate.

 

 

[spoiler=Deck and Customs]

Lyall uses the scornful Lswarm archetype, an archetype that focuses on locking down and disrupting the opponent while promoting its own plays. His favorite cards from the deck are Evilswarm Ophion, Steelswarm Moth, and Evilswarm Kerykeion, with more favoritism for the last card there. Lyall would say that he has a strange resonance with the card, as it was the first of the Lswarm that he obtained. Afterwards, the other cards of its archetype seemed to just come to him until the deck was finally completed. Hearthomian duelists that have dueled against Lyall say that the monsters can sometimes be spotted around his gang’s territory, especially when he is there in person.

 

Custom Cards: https://forum.yugiohcardmaker.net/topic/359323-return-of-infestation-lswarm-support-2nd/

 

 

[spoiler=Misc. Info]

Duel Theme

 

Lyall’s duel spirit is Evilswarm Kerykeion. The monster reflects Lyall in that despite appearing corrupt and wielding a dangerous power, it is not corrupt itself and maintains proper control of its thoughts and actions. Lyall acquired the card not long after he sent help to Hearthome City, and Kerykeion’s spirit was obviously responsible for bringing the other Lswarm and Infestation cards to him.

 

 

Lyall is aware of the existence of duel spirits. He figured that their existence was discernible from the unexplainable events that sometimes surrounds intense duels, and the history of Duel Monsters as a whole. He considers the Egyptians to have been no fools, and thus that their talk of “magic and spirits” in their special brand of dueling had to have at least some truth to it. He is also aware of the strong resonance between him and the Evilswarm Kerykeion card, and knows that he has communed with it at least a couple of times in the past.

 

Unlike what would be expected of most young men, Lyall has no qualms about taking up his family’s business. He sees no point in chasing after something else, and considers some of his colleagues foolish for wanting to break away from their families’ dealings.

 

 

 

This was a chore to get up. Anyway, here it is, my first application here on the forums, and my first new CS in a looooong time. I hope that it meets the standards of this RP community, and that my IC posts do the same. Let me know if everything's good to go or if I should kms.

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I wound up liking the second app more than the first one, as per what usually happens when I join an RP with two apps.

[spoiler=A v ^ A v ^]

hekIVkN.png
"Yep, y'all best hunker down. Nasty storm's a-brewin'."




Name: Aika Takakawa

Age: 17

Gender: Female

[spoiler=Appearance]GMuhl4J.png
Height: 4'10"
Weight: 87 pounds

Aika's got a lightly-tanned skin tone and small, yet still distinct, amounts of muscle tone that together suggest her small body is one that's seen plenty of sunshine and hard work. Starting at the top, Aika has bright red hair generally tied back into a short ponytail to keep it from erupting every which way in a spiky mess. Her eyes are a similar shade, and have a bit of a natural glare to them, making Aika look a bit more threatening than she actually is. Or rather, it would. There are many adjectives to describe Aika's appearance, but "big" and "mature" are not among them.

With her fashion sense and proportions, it wouldn't be too hard to mistake Aika for a growing child. Her womanly assets are nowhere to be found, and aside from her tomboyish hairstyle - a necessity to keep her hair neat - Aika's appearance choices are surprisingly girlish. She likes frilly dresses, shiny accessories, and as an aspiring Pro Duelist, always keeps her Duel Disk strapped over her arm; it's an old model, but it's still perfectly functional. Aika is also generally seen carrying around a fairly large red messenger bag with cupcakes printed on it. The contents of this bag are primarily geared toward the instances when she duels, and are listed below.

1 raincoat, hip-length, in Aika's size. For use during duels or just during a rainy day.
1 pair of rain pants, in Aika's size, fastening over the shoulders like overalls. For use during duels or just during a rainy day. Aika apparently doesn't like wearing these, but prefers them over soaked legs.
1 pair of rubber boots, in Aika's size. For use during duels, cleaning wet floors, or just during a rainy day.
1 raincoat, knee-length, one size fits all. Aika offers this to an opponent she'll be dueling to be polite, or to a tag-team partner. She expects it back after the duel is over.



[spoiler=Personality]
Aika's not from the city, and it shows. While she's courteous and polite with others, her mannerisms are far more blunt and shameless than what one would expect from city folk - a demographic Aika does in fact address as "city folk". If given the option to do something herself or let a machine do it for her, Aika will generally opt for the former of the two, not entirely certain if machinery can be trusted or not, even in this day and age. She also doesn't believe a person's reputation should affect how they're treated. Famous or not, loved or loathed, Aika treats everybody with equal amounts of fairness and curiosity. Except Psychics. Aika has a bit of a soft spot for Psychic Duelists like herself, and finds herself bonding with them quite quickly.

With fellow Psychics, Aika's priorities take a sharp turn toward learning more about Psychics. This isn't done with the goal of creating a utopia quite like what the Neo Arcadia Movement has in mind, but she has no intent of exterminating them either. Aika simply wants to find a way to disable her powers forever, not at all proud of the damages she's capable of causing simply for using her deck the way it's meant to be played. For this same reason, Aika actively tries to avoid dueling whenever possible unless it's on an Action Field, despite her ambitions to be a Pro Duelist. On Action Fields, her power can be contained to the boundaries of the Solid Vision around her, allowing her to finally unleash her passion for dueling, come hell and very likely high water.

As a duelist, Aika's first priority is to enjoy herself, letting each turn and every monster she summons build up to an epic finale where she unleashes climatic hell upon the opponent. The finishing move in a duel is always her favorite, as everything has led up to that moment. During the duel itself, Aika's every bit the same person as she usually is. She's headstrong, eager to learn, and values hard work in herself and in others. If she wants to accomplish something, she'll set out and see her goals through personally. She expects the same willingness to do it right from others, and greatly frowns upon laziness and manipulation.

Socially, Aika has very little ice to break with new faces, and can pick up the paces of others quite easily. Outside of dueling, she isn't really somebody with many hobbies, and doesn't mind tagging along with others to pursue theirs instead. Whatever a person is passionate about should be something they get the chance to do, after all, and Aika likes to think she'll find a new passion or two of her own along the way. In the end, that's all she really wants. To do the things she's passionate about, and to help others do the things they're passionate about in turn.



[spoiler=Biography]
Aika is not from the Greater Domino Area. Her origins are quite far form the hustle & bustle of the big cities, hailing instead from a small ranching town that isn't even worth adding to a map. She grew up with two parents, three older siblings, one dog, and hundreds of livestock animals. Growing up, life on the ranch started at sunrise and didn't end until the sun went back down. Aika was expected to work hard and contribute just like everyone else from a young age, and thanks to everybody pitching in like they had to, the ranch was pretty successful as it had been. It was a life full of hard work, but it was comfortable.

One thing that took Aika a while to get into was Duel Monsters. She didn't pick up a deck until she was already twelve years old, at which point she'd received a hand-me-down Stormlet deck from her eldest sibling - also the only boy of the lot - and still uses that same deck to this day. She was mostly just instructed on how the game worked for a while, as well as picking up bits and pieces from watching her siblings duel or checking out a tournament on the television. Once Aika started putting it all into practice, however, it was clear that something was...off.

Any time Aika dueled, a mysterious cloud would form over the ranch, dark and thick, and threatening to unleash sudden storms upon the ranch. Whenever Aika's games concluded, the cloud would disappear. If she stayed at it for too long, thunderstorms and hurricanes would fall upon the family's property. Everybody - Aika included - had agreed that enough was enough when one particularly length game led to the house losing its doors, windows, and almost its roof. Aika stopped dueling for a while as everybody looked into the cause. Eventually, a theory had sprouted that she was a Psychic Duelist. One trip to a trained doctor later confirmed the theory as true; Aika was a Psychic Duelist, and a pretty powerful one to boot. However, there was no known way to disable a Psychic's abilities. As a result, Aika was forced to either stop dueling or look into a deck that wouldn't threaten the livestock and house every time she dueled.

This wouldn't have been a problem, were it not for two factors. First off, no other deck would click with Aika; even if she tried decks with very similar play styles, she'd find herself constantly looking back to her trusty Stormlets. In addition, she aspired to be a Pro Duelist; she couldn't very well stop dueling. Unsure of how to proceed, Aika made her way to the local library to make use of a handy resource for gathering information: The Internet. A bit of research taught her that it was possible to control a Psychic's powers, but the websites she visited were hazy at best and had conflicting details on how it worked. However, quite a few of them mentioned a Neo Arcadia Movement. Loose though it may have been, an organization of Psychic Duelists would be the perfect people to present her problem with. Determined to rid herself of the powers she never asked for, Aika spoke with her parents about her findings. She would be permitted to move to Cradle City in the Greater Domino Area to both pursue her dream career and search for a treatment for psychic powers, under two conditions. One: Aika had to bring her eldest sibling and only brother with her. Two: Aika had one year to find a treatment before being forced to return home. She accepted the terms given to her.

Aika, on the verge of turning seventeen, packed her bags along with her thirty-year-old brother, and the two got a small, cheap house in Cradle that their parents helped pay for with money from the ranch. The Solid Vision fields created in Action Duels have allowed Aika to duel again without threatening the area around her, and she's partaken in quite a few small-scale tournaments in town, using the prize money from scoring well to help further contribute funds to the small household. Between tournaments, Aika searched for the Neo Arcadia Movement. Her search was ultimately interrupted when people started disappearing in Cradle. Her brother among them. No signs of the kidnapper could be found, and the only thing even vaguely resembling a clue was a blank card sent to her by KaibaCorp.

She hasn't figured out a cure for her powers yet, and she's far from making it into the world of pro dueling, but Aika's got bigger priorities right now.



[spoiler=Deck]
When she duels, Aika uses a Stormlet deck, which employs defensive strategies to wall out the opponent while generating Storm Counters to be placed on the field spell. These Storm Counters are used as currency for a variety of effects throughout the deck, as well as for boosting the ATK and DEF of "Stormlet" monsters. The deck is designed to stall until its ace monster - Stormleterror Cataclysm - can be unleashed to wreack havoc upon the enemy's field presence and secure a swift kill with an abundance of Storm Counters.



[spoiler=Custom Cards]
[spoiler=Main Deck Monsters]
Stormlet Sparkdrop
Level 2 | WATER | Thunder/Tuner/Effect | ? ATK / ? DEF
This card's ATK and DEF are equal to its Level x200. If this card is Summoned, and during your Standby Phase: Place 1 Storm Counter on this card. Increase this monster's Level by 1 for each Storm Counter on it. If this card is destroyed and sent to the Graveyard: You can Special Summon 1 non-Tuner "Stormlet" monster from your deck.

Stormlet Staticmist
Level 1 | WATER | Thunder/Tuner/Effect | ? ATK / ? DEF
This card's ATK and DEF are equal to its Level x100. If this card is Summoned, and during your Standby Phase: Place 1 Storm Counter on this card. Increase this card's Level by 1 for each Storm Counter on it. If this card is destroyed and sent to the Graveyard: You can Special Summon 1 Level 2 "Stormlet" monster from your deck.

Stormlet Thundersurge
Level 2 | WATER | Thunder/Tuner/Effect | ? ATK / ? DEF
This card's ATK and DEF are equal to its Level x100. If this card is Summoned, and during your Standby Phase: Place 2 Storm Counters on this card. Increase this monster's Level by 1 for each Storm Counter on it. If this card is destroyed: Target up to 2 "Stormlet" monsters in your Graveyard; Special Summon those monsters in face-up Attack Position.

Stormlet Flashflow
Level 1 | WATER | Thunder/Effect | ? ATK / ? DEF
This card's ATK and DEF are equal to its Level x200. If this card is Summoned, and during your Standby Phase: Place 2 Storm Counters on this card. Increase this monster's Level by 1 for each Storm Counter on it. Once per turn, you can remove 2 Storm Counters from this card, then target 1 card you control; destroy that target, and if you do, add 1 "Stormlet" card from your deck to your hand.

Stormlet Magnapuddle
Level 1 | WATER | Thunder/Effect | ? ATK / ? DEF
This card's ATK and DEF are equal to its Level x100. If this card is Summoned, and during your Standby Phase: Place 1 Storm Counter on this card. Increase this monster's Level by 1 for each Storm Counter on it. If this card is destroyed and sent to the Graveyard: You can Special Summon 1 Level 1 Tuner monster from your deck.

Stormlet Shockshower
Level 2 | WATER | Thunder/Effect | ? ATK / ? DEF
This card's ATK and DEF are equal to its Level x200. If this card is Summoned, and during your Standby Phase: Place 2 Storm Counters on this card. Increase this monster's Level by 1 for each Storm Counter on it. Once per turn: You can remove 3 Storm Counters from this card, then target 1 card you control and 1 card in your opponent's hand; destroy the target you control, and discard the target in the opponent's hand.

Stormlet Zaprain
Level 2 | WATER | Thunder/Effect | ? ATK / ? DEF
This card's ATK and DEF are equal to its Level x200. If this card is Summoned, and during your Standby Phase: Place 2 Storm Counters on this card. Increase this monster's Level by 1 for each Storm Counter on it. Once per turn: You can remove 2 Storm Counters from this card, then target 1 card on each side of the field; destroy those targets.



[spoiler=Spells]
Stormlet Supercell Zone
Field Spell
If a "Stormlet" monster is Summoned, place 1 Storm Counter on this card. If a "Stormlet" monster with 1 or more Storm Counters on it leaves the field, except as Material for a Synchro Summon, place all Storm Counters that were on that monster on this card. Up to twice per turn, you can remove any number of Storm Counters from this card; place an equal amount of Storm Counters on a face-up "Stormlet" monster you control. If this card would leave the field, remove 1 Storm Counter from this card instead.

High Pressure Stormlet Cell
Continuous Spell
Once per turn: You can target 1 "Stormlet" monster you control, and 1 card your opponent controls; destroy the target you control, and if you do, shuffle the target your opponent controls into the deck.

Low Pressure Stormlet Cell
Continuous Spell
Once per turn, during either player's turn: You can target 1 face-up "Stormlet" monster you control; place 1 Storm Counter on that target. Once per turn, during either player's turn: You can target 1 "Stormlet" card you control; destroy that target, and if you do, "Stormlet" monsters you control cannot be targeted by an opponent's card effects until the end of this turn.

Stormlet Bolt
Quick-Play Spell
Remove 3 Storm Counters from anywhere on the field, then target 1 monster on the field; destroy that target.

Stormlet Gust
Quick-Play Spell
Remove 3 Storm Counters from anywhere on the field, then target 2 Spell/Trap Cards on the field; destroy those targets.



[spoiler=Traps]
Compact Stormlet Cell
Continuous Trap
Once per turn: You can target 1 "Stormlet" monster you control; destroy it, and if you do, add 1 "Stormlet" card from your Deck to your hand. If this card is destroyed: You can Special Summon 1 "Stormlet" monster from your Graveyard.

Stormlet Rogue Wave
Counter Trap
When a monster effect is activated: Remove 5 Storm Counters from anywhere on the field; negate that effect, and destroy that monster.



[spoiler=Synchro Monsters]
Stormlet Lightningtide
Level 4 | WATER | Thunder/Synchro/Effect | ? ATK / ? DEF
1 Tuner + 1 or more non-Tuner "Stormlet" monsters
This card's ATK and DEF are equal to its Level x400. If this card is Summoned, and during your Standby Phase: Place 1 Storm Counter on this card. Increase this monster's Level by 1 for every Storm Counter on it. Once per turn: You can target 1 card you control, and 1 "Stormlet" monster in your Graveyard, except "Stormlet Lightningtide"; destroy the target you control, and if you do, Special Summon the target in your Graveyard. If this card is destroyed, you can shuffle a number of other "Stormlet" cards from your Graveyard into the deck equal to the number of Storm Counters this card had.

Stormlet Volthail
Level 7 | WATER | Thunder/Synchro/Effect | ? ATK / ? DEF
1 Tuner + 1 or more non-Tuner "Stormlet" monsters
This card's ATK and DEF are equal to its Level x300. If this card is Summoned, and during your Standby Phase: Place 2 Storm Counters on this card. Increase this monster's Level 1 by for every Storm Counter on it. Once per turn: You can remove 2 Storm Counters from this card, then target 1 other card you control; destroy that target, and if you do, draw 1 card. If this card is destroyed, you can send a number of cards from the top of your opponent's Deck to the Graveyard equal to the number of Storm Counters on this card.

Stormleterror Cataclysm
Level 10 | WATER | Thunder/Synchro/Effect | ? ATK / ? DEF
2 WATER Tuners + 2 or more non-Tuner Thunder-Type monsters
This card's ATK and DEF are equal to the number of Storm Counters on it x500. Increase this card's Level by 1 for each Storm Counter on it. When this card is Synchro Summoned: Place 10 Storm Counters on it. You can remove 5 Storm Counters from this card, then target 1 card on the field; banish that target.

 



[spoiler=Misc]





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Jokes on you, one of my characters will be from Hearthome city! (born there though, not living there anymore).

[spoiler="Ryo Satoshi]
Name: Ryo Satoshi
Gender: Male
Age: 16
[spoiler=Physical Description]
zero_kiryu_by_ioshik.png
Ryo has a slender build. His hair is shoulder-length with a white color.
Ryo wears a default Obelisk Blue jacket with a red tie over it and a white long-sleeved shirt under it. He also wears the duel disk on his right arm as he is left-handed.
Under this he wears black leather pants and black leather shoes. His eye-color is crimson red and he has a black tattoo on his neck looking like a cross. When he controls his psychic powers this tattoo turns red.

Ryo is about 1 meter 80 centimeters long and weighs around 60 Kilograms.
He has a pale white skin tone.


[spoiler=Personality]
Ryo has had a rough and weird past which affected him as a person. Ryo considers himself a loner as he simply just isn't social. He likes to be alone, and those who disturb him when he is at peace will pay the price.
Ryo has a strong dislike against XYZ users due to his past in Hearthome City, going as far as wanting to eradicate XYZ summoning from the world, blaming the summoning method for the state of the city.
Ryo likes to think he is the best, as he sees himself as a flawless person. With his dueling record and constant high grades in school, nobody can really blame him.
This clouds his judgment as he sees himself as superior over others, causing him to underestimate his opponents in a duel.
Ryo thinks Ritual Summoning is a waste of time due to him believing it is a inherent -2, making it so that he barely knows how to even use this summoning method.
Ryo is considered a genius due to his high grades, often being at the top of the class. His weak point however is that he can't really socialise, as he has a hard time trusting others, causing him to lose out points during tag duels.

From the outside Ryo just seems like your average perfect student who is a bit awkward, but those who think this are false. Ryo is quite sadistic during his duels, sometimes going as far as hospitalizing people using his psychic dueling just for fun.  Out of sheer boredom he sometimes dresses up as the "Academia Reaper", wearing a hockeymask and a black hoody over his normal clothes hiding his identity while attacking slifer red students as he feels like they don't belong in the same school as him and because he simply gets bored fast, hurting innocent students during a duel gets him off.

Ryo also suffers from depression, seeing everything from the negative side. He has no hope for the future of humanity as a result of his past.



[spoiler=Deck]
Ryo uses a mix between Metalfoes and Psychics monsters.
He believe this decks suits a genius like him because it is able to access all relevant summoning methods: Pendulum, Synchro, XYZ and Fusion Summoning (and to a certain degree Tribute summoning.) The deck has the perfect playing style according to Ryo, being able to summon out powerfull boards quick and being able to maintain that same board. The deck has multiple win conditions which include summoning Ultimate Axon Kicker and using Overdrive Teleporter to bring out Hyper Psychic Blaster. He can also abuse the combination of Future Glow and Orihalhalc to destroy the opponent in 1 hit. He prefers not to summon Ultimate Axon Kicker however as he often uses it when attacking people as the Academia Reaper as the power of his Psychic powers are the strongest in combination with that monster for some reason.



[spoiler=Biography]
Ryo grew up in a poor family in Hearthome City. His parents both were away working all week long so he usually was stuck alone at home. He had no friends so he grew up in solidarity. There was barely anything to do at his home due to the state of his family, They were lucky to have a small television where he usually spent the day watching boring Television shows and cartoons until he one day saw The King dueling. Around this time he was 4 years old. The dueling of the king amazed him so much that it inspired him to start playing too, but he had no cards. When his father came back home he asked if he could have some of those cards too, causing his dad to become enraged. They could barely pay the bills, how could he even think about playing some cardgame?!

Mad at his father, Ryo walked away from home onto the streets. He knew there were a lot of bad people, but at this point he didn't really care much. He started picking up some cards that were tossed away in the garbage or just literred over the streets. Those cards were usually very damaged and so worthless even the poorest of criminals didn't bother with them. After a while, he walked into an alley as he saw a card somewhere in the alley, unaware of it being a trap. As soon as he picked up the card, he heard a voice behind him.

"Hey kid... Do you want to become a strong duelist?" A weird man in a dark robe asked him, Ryo at first was scared about the weird man suddenly appearing behind him, but he quickly answered with a scared voice.. "y-y-y-y.... Yes!" he said, as the man smiled, before holding some kind of cloth near Ryo's mouth, knocking him out. When Ryo woke up later in the same alley his entire body was hurting and he had some kind of burning sensation in his neck. He quickly put his hand in his pocket, glad that his cards were still there. When he looked at his cards however, he noticed something strange. Those weren't the cards he collected!

"Overdrive Teleporter... Krebons... Metalfoes Steelen?" he whispered to himself as he looked through the cards. He didn't recognize a single one of them, but they looked very strong. He also noticed some weird white, black and even a few purple cards. One was called Ultimate Axon Kicker.

Anyways, Ryo quickly stood up, and returned to his home, ready to show his parents his new cards. As soon as he entered the house, his mother shouted his name.

"Ryo? Ryo, is that you!" she shouted, as she started walking towards him.
"Where have you been... We were looking for you the entire week!".

A week... he had been knocked out for a long time. As his mother entered the hallway, he noticed a red tattoo in his neck. "Where did you get that tattoo?!" She shouted, as his dad also came into the room.

"I don't know... But look, I have some cards!" he said, as he revealed his deck. His father suddenly hit him in the face.

"I always told you... no stealing!" he shouted, as Ryo fell down by the punch. He didn't steal the cards, but how does he ever explain that?

"This isn't what we teached you Ryo, you should live a honest and fair life, stealing is bad, return these cards to their owner now!" His mother shouted as he stood up.

Ryo suddenly looked possesed, as he held up the Ultimate Axon Kicker card in his hand. "Eliminate them." He ordered, as the monster actually appeared from the card. His parents looked in despair as the monster suddenly attacked them both with a shock, killing them both in the process. Ryo looked down at his parents he just killed. He didn't feel sadness however, the power felt absolutely great!

Ryo left the house immediately and started wandering the streets. The coming few years, he joined multiple gangs, battling as a way to learn more about Yu-Gi-Oh while earning enough money to survive. Some gangs were hesistant on accepting him because of his age, but his superior strength easily converted them.

After a while off doing dirty jobs for those gangs and attacking people on the streets to survive, he started to duel a professor from some kind of academy. At this point Ryo was already 14 years old. Ryo attacked mercilessly, finishing him off quickly in a one-turn-kill using his deck. Ryo was able to control his powers at this point, usually only using it to finish off his opponents after a duel. As he grabbed his Ultimate Axon Kicker his tattoo turned red. He was ready to summon it and attack, however the professor started clapping. "Pendulum, XYZ, Synchro and Fusion summon in the same turn? I have only seen a few duelists with your talent!" the professor told him. Ryo put the card away as his tattoo returned to its normal black color.

The professor and Ryo talked for a bit. Ryo told him about some of his criminal deeds while the professor told him about the academia in Taccon City. Ryo and the professor came to an agreement. If Ryo promised to stop his criminal behaviour, he was allowed to live with the professor under the terms that he makes it during the entrance exams.

Due to his past dueling experience, he was able to perfectly ace the entrance exam obtaining the highest grade among his classmates. His carreer at the academy was very succesfull, he always had high grades and the professor was very nice to him. He was living the perfect live after all his struggle. Ryo however was quickly bored, and the tattoo started hurting, as if it was looking for sacrifices. This is when he obtained the alternative ego called the "Academia Reaper".


[spoiler=Misc info]
Battle theme
Battle Theme when enabling his psychic powers:


Skype Name: xxplokiexx

 

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[spoiler=Misao the Malevolent Puppeteer] large.pnglarge.png

                                                                                             Oh boy oh boy! is it showtime already?                                                I can't wait to play with my new toy!

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 Name: Misao Ishihara

Gender: Male
Age: 19

[spoiler=Physical Description] large.png 

 

 

[spoiler=Personality] He'll often pretend to be cheery and fun loving but in a psychic duel he'll lose control and become blood hungry and deranged, often laughing like a maniac as his victim squirms underneath him, Misao will crush anyone he feels has wronged him in some way or just because he's in the mood to see someone suffer. Most times he'll attempt to befriend victims to lure them into his trap and trick them into dueling him, his psychic matches are always to the death. While he will target anyone for unknown reasons he has a particular soft spot for children and tends to leave them alone and occasionally performs shows for the children that live near him with his favorite hand puppets Loppy & Snow. 

 

 

[spoiler=Deck] Misao uses a "Marionette" deck, focused on changing the ATK and DEF of his and his opponents monsters while working to summon his ace, "Marionette Master", to deliver a final blow with an all out direct attack. His deck discourages the destruction of his monsters by allowing him to search his deck anytime one is destroyed. 

 

 

[spoiler=Custom Cards] Marionette Master (Fiend-Type/Dark/Lvl8/ATK3000/DEF3000) "This card can only be summoned by the effects of "Strings of Mastery. Once per turn Special summon one "Marionette" monster from your deck or add one "String" spell/trap from your deck to your hand. All other "Marionette" monsters you control can attack your opponent directly."

Marionette of No-Face (Machine-Type/Light/Lvl4/ATK?/DEF?) "When this card is summoned, it's ATK and DEF become 100 more than that of one monster your opponent controls. When this card is destroyed, add one "Marionette" monster or one "String" spell/trap card from your deck to your hand."

Marionette of Sorrow (Machine-Type/Dark/Lvl4/ATK0/DEF0) "When this card is summoned all monsters your opponent controls loses 1000 ATK, this card gains 500 ATK for each card affected by this. When this card is destroyed add one "Marionette" monster or "String" spell or trap from your deck to your hand."

Marionette of Joy (Machine-Type/Light/Lvl4/ATK0/DEF0) "All "Marionette" monsters you control gain 100 ATK, this card gains 400 ATK for each card this affects. When this card is destroyed add one "Marionette" monster or "String" spell or trap from your deck to your hand." (i know the wording is weird on the first eff but i wasn't sure how to put it)

Marionette of Anguish (Machine-Type/Dark/Lvl4/ATK0/DEF0) "This card gains 300 ATK for each "Marionette" and "String" card in your graveyard. When this card is destroyed add one "Marionette" monster or "String" spell or trap from your deck to your hand."

Marionette of Love (Machine-Type/Light/Lvl4/ATK0/DEF0) "This card gains 200 ATK for each monster your opponent controls. When this card is destroyed add one "Marionette" monster or "String" spell or trap card from your deck to your hand."

Marionette of Fear (Machine-Type/Dark/Lvl4/ATK0/DEF0) "Once per turn return one card your opponent controls to their hand, if it is a monster this card gains that monsters ATK. When this card is destroyed add one "Marionette" monster or "String" spell or trap card from your deck to your hand."

Marionette of Anger (Machine-Type/Dark/Lvl4/ATK0/DEF0) "This card gains 500 ATK each time a monster is destroyed by battle. When this card is destroyed add one "Marionette" monster or "String" spell or trap card from your deck to your hand."

Marionette of Insanity (Machine-Type/Dark/Lvl4/ATK0/DEF0) "When this card attacks or is attacked it's ATK becomes 1 more than the monster it battles When this card is destroyed add one "Marionette" monster or "String" spell or trap card from your deck to your hand."

Marionette of Last Will (Machine-Type/Dark/Lvl4/ATK?/DEF0) "When this card is summoned, pay any amount of life points, this cards ATK is equal to the amount of life points you payed. When this card is destroyed add one "Marionette" monster or "String" spell or trap card from your deck to your hand."

 

Strings of Mastery

Spell

"Special Summon one "Marionette Master" from your hand, equip it with one monster your opponent controls, it gains that cards effects while equipped with it, if a "Marionette Master" would be destroyed destroy the equipped card instead."

Strings of Control

Equip

"Equip to a monster your opponent controls, take control of the equipped monster and destroy one "Marionette" monster you control."

Strings of Release

Spell

"Choose one "Marionette" monster you control and give control of it to your opponent, it's effects are negated and your opponent takes 700 damage when it is destroyed, it cannot be tributed or used for an Xyz summon."

Spellbound Strings

Quick-play

"When your opponent activates a spell/trap card that would target or destroy a "Marionette" monster you control, negate the activation and destroy that card."

Strings of Power

Continuous Spell

"Target one "Marionette" monster you control, it gains 500 ATK for each "String" card on the field, when this card is destroyed (except by it's own effect) destroy all "String" cards on the field, when the targeted monster is destroyed destroy this card."

Restricting Strings

Counter

"When your opponent would attack a "Marionette" monster you control, negate that attack and equip the attacking monster with this card. A monster equipped with this card has it's effects negated and it's ATK reduced to 0."

Strings of Fate

Trap

"Activate this card while you control a "Marionette" monster, it gains the ATK of all "Marionette" monsters you control and all other monsters you control's ATK is reduced to 0 until the endphase. During your endphase take damage equal to the ATK of this cards target." 

 

[spoiler=Biography] Misao grew up in Hearthome city with his parents who were in debt to a local crime lord, as a result at age nine Misao was taken from his parents to be used as a weapon for that leaders gang due to his psychic powers, they taught him how to duel and gave him a decent "Gimmick Puppet" deck which he was eventually able to use to overthrow the current boss and escape to Domino City where he got his beloved "Marionette" cards. His mind was twisted by the violent abuse he had suffered under the mob and and the lives he took to escape them drove him to insanity, at night he becomes "The Malevolent Puppeteer" and while he tries to hold back and attack criminals he has been known to attack the innocent more often than not. 

 

 

[spoiler=Misc. Information]  

[spoiler=Duel Theme 1 - Showtime!] 

 

[spoiler=Duel Theme 2 - The Puppeteer] 

 

 

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[spoiler=The Martyr]


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"Sorry friend, but I've come too far to step aside."




Name: Valeria Landi

Age: 16

Gender: Female

[spoiler=Appearance]ZHW9bT7.jpg
With a height of 5'3" and a weight of 126 pounds, Valeria isn't exactly a big person. A bit on the small side, her size is made up for with a near-palpable aura of kindness. Those who don't pick up on those sorts of things so well may not think Valeria as kind a person as she is, especially if they're one to judge a book by its cover. Valeria often wears a stoic expression that belies her warm insides, and it's not unusual for her golden eyes to look as though they're not really focused on anything in particular. Her hair is generally kept short, and comes in a shiny blonde similar to her eyes. Because of her rather ordinary appearance and fashion sense, it can be easy to lose Valeria in a crowd.



[spoiler=Personality]If one needs a person in their life who will give them love and friendship unconditionally, look no further than Valeria. Not really one for violence, Valeria prefers to settle conflicts with peace when she can, and by simply being less willing to give up than the other side when peace fails. Even when she duels, she doesn't do it with any sort of ill intent; to her, it's simply a game between two friends, even if she doesn't know the opponent. "Friend to all" would suffice when talking about her. While this completely platonic form of love is given freely by her to anyone who simply asks, those who stick with her long enough for it to become anything else - be it romantic, family-like, or even just a friend she likes more than the others - will find that Valeria values those dear to her immensely; quite possibly more than herself.

Self-sacrifice is Valeria's specialty. Be it time, money, food, or any other commodity, she's happy to give it to somebody who she thinks needs it more than her. She has a reputation of taking the blame for another's misdeeds, as well as confessing to her own actions if confronted about them. However, no amount of punishments or stern warnings will make Valeria change her ways. It takes something truly important to her to prompt a change of heart. As it so happens, such things exist in this world.

While she doesn't mind inconveniencing herself for others, there are very few people in the world that Valeria would go to even greater lengths for. Namely, her own family. While pretty large for such a specific category of people, Valeria treats each and every relative as if they're the most important thing in the world, simply because to her, keeping everybody in the family happy and healthy is the most important thing in the world. In their company, Valeria's emotional state can be directly tied to that of a relative. If they're angry, she'll stand there and be angry alongside them, and if they cry, so will she.

On her own, Valeria is adventrous and hard-working to the core. There's not a single lazy bone in her skeleton, and a job well done is always the icing on her day's cake. She likes selecting the "hard mode" option when given the choice, believing that a person is defined by both their successes and their failures. Even a loss will be a victory for her morale if she put up a good fight on the way down. In the game of life, Valeria doesn't mind a few setbacks, but ultimately, she plays to win.



[spoiler=Biography]The Landi family is by no means a small one. There seems to be a few of them in every city, but most Landis currently reside in Taccon. Valeria, her parents, and her three older siblings, are not among them. Instead, Valeria was born in Domino City. She grew up fairly normally; her family loved her, and she loved them. Things were pretty good for Valeria and her folks. Then, about a year ago, they stopped being so great.

Valeria's father had become terminally ill. While the Landis weren't poor, they weren't exactly swimming in cash either, and the treatment for Mr. Landi couldn't be afforded by the family. This impacted Valeria the hardest; she wanted to do something about it, but she just couldn't. Then, about a month ago, she could. Her father - practically decomposing, yet still alive - had initially sent her off on a simple errand to get some groceries, when she met "them".

"They" could cure him, she'd been told. In exchange, all she had to do was get word about "them" out. "They" claimed to be a minor card printing company in a bit of an arms race with Kaiba Corp, and had supplied Valeria with a deck similar enough to her old Noble Knight deck, yet so much more powerful. They had also given her one extra card, saying it was from their flagship archetype. "Summon that a few times in tournaments across the Greater Domino Area, and we'll make curing your father our top priority," Valeria had been offered. The deal seemed odd to Valeria, and she'd never even heard of this mystery company. However, she was getting desperate in her hopes to cure Mr. Landi. Valeria accepted the offer.

While Valeria has won a couple small tournaments since then, her duels have ended too fast to summon the flagship card she was told to use. Entering a big tournament in Cradle, Valeria has told herself that she'll make a point to summon it for the very first time here at the finals if the other duels end too quickly.



[spoiler=Deck]Valeria has recently changed decks. She now uses a Cursed Arms deck, which features a "Cursed Armsman" sub-archetype. The Cursed Arms themselves are DARK Fiend-Type monsters that banish themselves from the Graveyard to grant a DARK monster an effect, but only one effect can be on a monster at a time. The Cursed Armsmen, meanwhile, are DARK Warrior-Type monsters designed around swarming and quickly filling up the Graveyard with Cursed Arms monsters. Lacking an Extra Deck, the deck's ace monster is Cursed Armsman - Dreaded Blademaster.



[spoiler=Custom Cards]Cursed Arms - Frostmourne
Level 1 | DARK | Fiend/Effect | 0 ATK / 0 DEF
You can banish this card from your Graveyard, then target 1 Level 2 or higher DARK monster you control; until it is targeted by the effect of another "Cursed Arms" card you own, if it battles an opponent's monster, that monster cannot be destroyed by battle for the rest of this turn, and its ATK becomes 0 after damage calculation.

Cursed Arms - Sulfuras
Level 2 | DARK | Fiend/Effect | 0 ATK / 0 DEF
You can banish this card from your Graveyard, then target 1 Level 3 or higher DARK monster you control; until it is targeted by the effect of another "Cursed Arms" card you own, if it destroys an opponent's monster by battle: You can destroy 1 Spell/Trap card on the field.

Cursed Arms - Shalamayne
Level 3 | DARK | Fiend/Effect | 0 ATK / 0 DEF
You can banish this card from your Graveyard, then target 1 Level 4 or higher DARK monster you control; until it is targeted by the effect of another "Cursed Arms" card you own, it can make a second attack during each of your Battle Phases.

Cursed Arms - Thunderfury
Level 4 | DARK | Fiend/Effect | 0 ATK / 0 DEF
You can banish this card from your Graveyard, then target 1 Level 5 or higher DARK monster you control; until it is targeted by the effect of another "Cursed Arms" card you own, at the start of your Battle Phase: You can reduce that monster's ATK by half until the End Phase, and if you do, it can attack your opponent directly this turn.

Cursed Arms - Gorehowl
Level 5 | DARK | Fiend/Effect | 0 ATK / 0 DEF
You can banish this card from your Graveyard, then target 1 Level 6 or higher DARK monster you control; until it is targeted by the effect of another "Cursed Arms" card you own, if it attacks or is attacked, it gains ATK equal to the difference between its current ATK and the ATK of the opposing monster until the end of the Battle Phase.

Cursed Arms - Ashbringer
Level 6 | DARK | Fiend/Effect | 0 ATK / 0 DEF
You can banish this card from your Graveyard, then target 1 Level 7 or higher DARK monster you control; until it is targeted by the effect of another "Cursed Arms" card you own, if it destroys an opponent's monster by battle, that monster is banished instead of being sent to the Graveyard.

Cursed Arms - Doomhammer
Level 7 | DARK | Fiend/Effect | 0 ATK / 0 DEF
You can banish this card from your Graveyard, then target 1 Level 8 or higher DARK monster you control; until it is targeted by the effect of another "Cursed Arms" card you own, while it is face-up on the field, your opponent cannot activate cards or effects during the Battle Phase.

Cursed Armsman's Shieldmaiden
Level 1 | DARK | Warrior/Effect | 100 ATK / 100 DEF
If this card is Summoned, you can reveal 1 Level 2 or higher "Cursed Armsman" monster in your hand; send 1 "Cursed Arms" monster with a lower Level than the revealed monster's from your Deck to the Graveyard, and if you do, Special Summon the revealed monster.

Cursed Armsman - The Aristocrat
Level 2 | DARK | Warrior/Effect | 500 ATK / 500 DEF
If there is a Fiend-Type "Cursed Arms" monster in your Graveyard, you can Special Summon this card from your hand. If this card is Summoned, you can discard 1 "Cursed Arms" card; add 1 "Cursed Arms" card from your Deck to your hand. You can only Summon "Cursed Armsman - The Aristocrat" once per turn.

Cursed Armsman - The Bandit
Level 3 | DARK | Warrior/Effect | 1400 ATK / 1000 DEF
If there are 2 or more Fiend-Type "Cursed Arms" monsters in your Graveyard, you can Special Summon this card from your hand. Once per turn, if a card(s) is sent from your Deck to the Graveyard while you control this face-up card: Send 1 "Cursed Arms" card from your Deck to the Graveyard.

Cursed Armsman - The Barbarian
Level 4 | DARK | Warrior/Effect | 2500 ATK / 0 DEF
If there are 3 or more Fiend-Type "Cursed Arms" monsters in your Graveyard, you can Special Summon this card from your hand. This card cannot declare an attack unless it has been targeted by a card effect this turn. If this card is Summoned: Send the top three cards of your Deck to the Graveyard.

Cursed Armsman - The Iron Maiden
Level 5 | DARK | Warrior/Effect | 2400 ATK / 2000 DEF
If there are 4 or more Fiend-Type "Cursed Arms" monsters in your Graveyard, you can Special Summon this card from your hand. Up to twice per turn, if another monster(s) is Summoned: You can send 1 "Cursed Arms" card from your Deck to the Graveyard. You can only control 1 "Cursed Armsman - The Iron Maiden".

Cursed Armsman - The Unmoving
Level 6 | DARK | Warrior/Effect | 2000 ATK / 2000 DEF
If there are 5 or more Fiend-Type "Cursed Arms" monsters in your Graveyard, you can Special Summon this card from your hand. If this card would be destroyed by battle or card effect, you can send 1 "Cursed Arms" card from your Deck to the Graveyard instead, but its effects cannot be activated this turn.

Cursed Armsman - The Hungerer
Level 7 | DARK | Warrior/Effect | 2600 ATK / 2500 DEF
If there are 6 or more Fiend-Type "Cursed Arms" monsters in your Graveyard, you can Special Summon this card from your hand. Up to twice per turn, if a "Cursed Arms" card(s) is sent from your Deck to the Graveyard: You can draw 1 card.

Cursed Armsman - The Black Knight
Level 8 | DARK | Warrior/Effect | 3000 ATK / 3000 DEF
If there are 7 or more Fiend-Type "Cursed Arms" monsters in your Graveyard, you can Special Summon this card from your hand. When this card is Summoned: Return up to 3 of your banished "Cursed Arms" cards to the Deck, then send an equal amount of "Cursed Arms" cards from your Deck to the Graveyard. You can only Summon "Cursed Armsman - The Black Knight" once per turn.

Cursed Armsman - Dreaded Blademaster
Level 9 | DARK | Warrior/Effect | 3500 ATK / 3500 DEF
Cannot be Normal Summoned/Set. Can only be Special Summoned from your hand while there are 7 or more Fiend-Type "Cursed Arms" monsters with different names in your Graveyard. When this card is Summoned: Target up to 5 Fiend-Type "Cursed Arms" monsters in your Graveyard; equip those targets to this card, and if you do, treat this card as having gained the effects provided by the activated effects of any of its equipped monsters.


[spoiler=Misc]Duel theme



 

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And my second character!

[spoiler="Miyuki Watanabe]
Name: Miyuki Watanabe
Gender: Female
Age: 17
[spoiler=Physical Description]
14639161567_1b75e1b0ea.jpg
Miyuki has a slender build. Her hair is very long and straight going past her hips with a purple color, the same color of purple her eyes are.
Miyuki wears a stereotypical schoolgirl top like in the picture with a black bowtie ontop of it. She also wears black leather fingerless gloves. Her duel disk is a Kaiba Corporation standard production one which she can attach and detach from her inspiration Yusei Fudo. Underneath that she wears a black skirt and purple stockings. Underneath those she wears black leather boots.

Miyuki is about 1 meter 60 centimeters long and weighs around 50 Kilograms.
She has a somewhat light skin tone.


[spoiler=Personality]
Miyuki is a very energetic person. When she was young her grandparents used to tell her about the heroes of satellite called Team Satisfaction. This story inspired her to become a turbo duelist herself, wanting to become the best duelist in the world herself and making others happy in the person. Miyuki is a very friendly and popular duelist in Turbo City, some call her "The Princess" as a variant of being the king without actually holding any title due to her talent and style of dueling. Miyuki is interested by other summoning methods, but she exclusively uses Synchro summoning herself. Miyuki is a very humble person, respecting her opponents. This however doesn't mean she doesn't go all out in a duel!

Miyuki gets very excited during a duel, she almost lives dueling. She never went to school, as her parents weren't that rich and because of her talents at a young age, they believed she didn't need a school and should indeed focus on dueling, convinced that she would become the new dueling king... or maybe the first dueling queen.



[spoiler=Deck]
Miyuki uses a mix between Laval and Flamvell to quickly fill up the grave with fire monsters before ressurecting them with Rekindling allowing her to summon out any of her aces or a combination of them easily. In her deck, she has a total of 5 ace monsters:
Red Dragon Archfiend, Stardust Dragon, Infernity Doom Dragon and her own ace monster Hellfire Dragon.

Her deck is focused on summoning out iconic Synchro monsters as much as possible being inspired by the original Team Satisfaction members.



[spoiler=Custom Cards]
Text for now.

Hellfire Synchron
Level: 4
Monster/Pyro/Fire/Effect/Tuner
Atk: 1400
Defense: 200

Effect:
When using this card as a Tuner you can make this monster count as a DARK monster. If you do, the other Synchro Material(s) must be 1 Non-Tuner monster in your hand. If this card is send to the Graveyard, you can excavate the top card of your deck: If it is a Monster: Banish it, and deal damage equal to its level x400.
If it is a Spell Card: Activate the effect of the card if possible. Shuffle the card back into your deck. Trap: Set it to your side of the field.


Synchro Panic
Spell
Active by sending your hand and deck to the Graveyard:
Special Summon as many Synchro Monsters from your Graveyard as possible ignoring their Summoning Conditions. Their effects are negated and their Attack and Defense becomes 0. You cannot Special Summon cards from the rest of the turn except from your Extra Deck.

Hellfire Dragon
Level: 10
Atk: 2500 Def: 3300
Monster/Synchro/Dragon/Fire/Effect/Tuner
1 Tuner Synchro Monster + 1 Non-Tuner Synchro Dragon.
Must be Synchro Summoned and cannot be Special Summoned in other ways.
When this card is Synchro Summoned: Deal Damage equal to half the ATK of the non-tuner monster used for this Summon of this card.
Once per turn, reveal the top 5 cards of your deck. Shuffle them back in, and deal 500 damage for every "Pyro" Type monster revealed, also you cannot attack this turn.
Once per turn, during either player's turn when your opponent uses a card effect: You can negate the card and apply the effect as if you controlled the card instead.
When this card is destroyed by Battle or Card Effect: You can Special Summon 1 Tuner and 1 Non-Tuner monster from your Graveyard.


[spoiler=Biography]
Miyuki grew up in Turbo city living with her parents. Both her parents were Turbo duelists, it ran in her family. At a young age she learned how to turbo duel using skates, and since then she has only evolved her dueling skills. With no need to go to a school, she has always dueled and learned common knowledge via Yu-Gi-Oh. Every friday night she visited her grandparents who grew up in the time of team satisfaction, and they told her all kinds of stories. This inspired Miyuki to wanting to do something good for the world too, but she had no idea what. As a child growing up, she spent her days either working at a local garage working on Duel Runners or Turbo Dueling. While the job had very low pay and she was officialy too young to work, she liked working on Duel Runners, and this job allowed her to get new cards.

This happy life continued until the day she turned 17 and received an envelope with a blank card and an invite in it. It asked if she wanted to save the world. Miyuki's childhood dream of saving the world might finally come true!



[spoiler=Duel Runner]
Miyuki rides a replica of the Yusei Go.


[spoiler=Misc info]
Regular Battle Theme


 

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[spoiler: Hei YouYou]
Gender: Male
Age: 17

[spoiler: Physical Description]

 spider__son_of_anansi_by_expression.jpg 

Henry stands a normal 5’8” with dark brown skin and deep black eyes. His skin is still quiet smooth though he is going through that manly stage of his life so he getting some stubble. He has now taken favor to his current style of maintaining these locks that he has in . He has a pretty slim build but nothing alarming, just normal. His clothing usually consist of the most casual gear that almost makes him blend in to the crowds.   His shoes vary from sneakers to the utmost classy wing-tip dress shoes, mainly due to the duality of his family’s lifestyle and his own occupation growing up.

 

 

[spoiler: Personality]

If you ever needed cheering up or someone to help you put a smile on your face you can always count on Hei YouYou. The young lad always has a song in his heart and will always see the bright side of things. There is no need for negativity in this world because how could you be negative when the sun shines so brightly, the sky is always so blue, and grass is always so green. He tries to solve the world’s problems through song (though he can’t sing), he bears no ill-will to those who have wronged him ever because life is too short to have grudges. 

 

When it comes to dueling he isn't much different. He tries to look on the bright side of things and doesn't run that many cards that would interrupt an opponent's combo plays more like they just keep him from dying. How can you marvel at someone's strategy if you keep interrupting it? It is his with this mindset that his deck functions. One of Hei's downsides is that he has somewhat of a magpie complex. Meaning he is easily distracted by shiny things. Sometimes he gets distracted to the point that it is comical. What is hilarious is that he owns his not so subtle weakness constantly sticking to the excuse "the first step is admitting you have a problem."

 

[spoiler:Deck ]
Diamonds are Forever: The deck is based around an old favorite of Hei's known as the monster Hyozanryu. The decks essential strategy is to self mill and gain power for having a sizable graveyard. The two boss monster are Ritual versions of the classic Hyozanryu that are meant to help reload the deck after a lot of usage.

 

[spoiler: Custom Cards]

 

[spoiler: Biography]
Hei YouYou actually comes from a rather humble beginning. He was actually born and raised in Reffo City the home of the Ritual Summon. Nothing to extravagant about his life he worked part time at his family's Onsen tending to the needs of others. Like all the kids his age he has taken to dueling and all of its fandom. However in Reffo City he didn't have the need to play the game that much as Reffo was a city where people usually came to relax. Dueling always turned out to be one of those "hype" events. Not really fitting his chill attitude and lifestyle. So while he went on playing the game casually with his friends he was getting marginally better, but nothing that would set him apart in the pro-leagues. 

Fortunately, Hei was blessed one day to get into a real intense game where he actually lost himself in his own passion. It was at this moment he was introduced to his Duel Spirit...Hyozanryu. For whatever reason Hyozanryu was impressed by the lad and from then on Hei and Hyozanryu were inseperable. However, Hei couldn't shake that feeling of a close match...granted he lost but still being on the edge like that was something he had never experienced. He really did like the chill life of living in Reffo City but with advent of Action Dueling and the possibility of having that much fun again was something he couldn't pass up. But how was he going to go out and have an adventure. As luck would have it adventure is going to come to him. He recieved a letter in the mail with a blank card asking him if he wants to save the world. With him and his spirit buddy he quickly decided that of course he would participate.

 
[spoiler: Misc. Information]
  • Hei is a pretty chill dude at his core and doesn't try to let negative vibes into his life. Meaning he doesn't really read/watch the news. 
  • Hei knows about the disappearances across the city, but that is pretty much word of mouth so he has no concrete information on it.
  • Hei is bugged to the the point he doesn't know it. His family is overly cautious about letting their son loose into the world after getting a mysterious letter in the mail. Most of the electronics he carry on his person including his duel disk constantly transmit his location to his parents.
  • The YouYou family has a very successful chain of Onsens they don't let Hei know this because they want to keep him humble as most of the residents in Reffo City are. 
  • Hyozanryu doesn't talk the human tongue... As a Dragon it just roars at different decibels and Hei typically infers a meaning.

 

 

 

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[spoiler=Eternal Revolution]Name: Eizar Lutio

Age: 16

Gender: Male

 

[spoiler=Physical Appearance]o6bDnqm.jpg

Height: 5'11"

Weight: 185 lbs.

 

Of average-height and weight, Eizar was never one for extravagance. He usually sports his blue coat whenever he's either not working or at the Academy. Whenever he does go to the Academy, he wears his Slifer Red jacket in a uniform manner, ensuring that he never gets it too dirty. Underneath his clothes he has an athletic build, a product of running and various forms of physical labor. If there's one distinct feature on him, aside from his glasses, it would be the gyroscope necklace his mother gave him when he was born. He has never took it off for a long period of time since.

Solos_BrassGyro-3_large.jpg

 

[spoiler=Personality]Eizar is probably one of the most naive you would ever meet. No matter your outward appearance or any ulterior motives, he will never see you as a bad person unless you've done something to personally hurt him or anybody close to him. He is easy to manipulate as a result of it and a few people in the past have taken advantage of that, despite them being minor betrayals. He is also not one who takes complaints well, often times belittling himself for upwards of an hour after the fact. Sometimes, when the persons criticism is particularly harsh, he would end up tearing up a little or even audibly crying, earning him a bit of a crybaby status among his peers.

 

He is also one to always put others before him. If he sees somebody get bullied, he would put himself between the victim and aggressor(s), oftentimes imploring them to go about their business. As you would expect this usually doesn't go over well, ending with the bullies turning onto him, whether it be with insults or with physical force. He also tends to avoid violence, but if others are threatened and there are no passive alternatives, he would resort to the level of force necessary to resolve the conflict. He is also extremely persistent in such situations.

 

[spoiler=Deck]The name of Eizar's Deck is "Revolution Force" or "Revol" for short. The entire basis of the Archetype is to loop pairs of monsters from the Graveyard in order to maintain a field presence, though this cycle is a relatively delicate one. If he manages to get two monsters of the same rotation on the field, he can call upon the power of any of his "Revolfusion" monsters, powerful monsters that contain mixes of the Materials' effects

 

[spoiler=Custom Cards (This is a pretty long read, so I would understand if you don't go through all of it)]I'll write up descriptions later.

[spoiler=Monsters]Revol Binder

Level 2|LIGHT

Psychic

800/1200

Effect: If, when this monster is Summoned, "Revol Shifter" is not in the Graveyard: You can send 1 "Revol Shifter" from your Deck to the Graveyard. Once per turn, if your opponent Summons a Level 5 or higher monsters: Target that monster; it cannot attack or activate its effect until the End Phase. During the End Phase, if this card attacked or activated this effect: Send this card to the Graveyard; Special Summon 1 "Revol Shifter" from your Graveyard.

 

Revol Shifter

Level 2|FIRE

Machine

1200|500

Effect: If, when this monster is Summoned, "Revol Binder" is not in the Graveyard: You can send 1 "Revol Binder" from your Deck to the Graveyard. Once per turn, you can send 1 "Revol" monster from your Deck to the Graveyard and target 1 face-up "Revol" monster on the field: it gains ATK equal to that monsters Level + 500 until your End Phase. During the End Phase, if this card attacked or activated this effect: Send this card to the Graveyard; Special Summon 1 "Revol Binder" from your Graveyard.

 

Revol Striker

Level 4|FIRE

Warrior

1800|1000

Effect: If, when this monster is Summoned, there is no "Revol Caster" in the Graveyard: You can send 1 "Revol Caster" from your Deck to the Graveyard. Once per turn: If this card destroys an opponents monster, it can attack once again. During the End Phase, if this card attacked or activated this effect: send this card to the Graveyard; Special Summon 1 "Revol Caster" from your Graveyard.

 

Revol Caster

Level 4|DARK

Spellcaster

1500|1200

Effect: If, when this monster is Summoned, there is no "Revol Striker" in the Graveyard: You can send 1 "Revol Striker" from your Deck to the Graveyard. Once per turn, you can reveal 1 "Revol" monster in your hand; target and destroy 1 monster on the field. During the End Phase, if this card attacked or activated this effect: Send this card to the Graveyard; Special Summon 1 "Revol Striker" from your Graveyard.

 

Revol Dryad

Level 4|EARTH

Plant|Effect

1300/1400

Effect: If, when this monster is Summoned, "Revol Naga" not in your Graveyard: You can send 1 "Revol Naga" from your Deck to the Graveyard. Once per turn, if an opponents monster attacks: target the attacking monster; negate the attack. During the End Phase, if this card attacked or activated this effect: Send this card to the Graveyard; Special Summon 1 "Revol Naga" from your Graveyard.

 

Revol Naga

Level 4|WATER

Reptile|Effect

1600/1200

Effect: If, when this monster is Summoned, "Revol Dryad" not in your Graveyard, You can send 1 "Revol Dryad" from your Deck to the Graveyard. If this card inflicts Battle Damage to your opponent: select 1 random card in your opponents hand; send it to the Graveyard. During the End Phase, if this card attacked or activated this effect: Send this card to the Graveyard; Special Summon 1 "Revol Dryad" from your Graveyard.

 

Revol Golem

Level 7|EARTH

Rock|Effect

2400/2800

Effect: You can Special Summon this monster from your hand by returning 1 Level 6 or lower "Revol" monster from your side of the field to your hand. If, when this monster is Summoned, "Revol Slasher" not in your Graveyard, you can pay 500 Life Points: Send 1 "Revol Slasher" from your Deck to the Graveyard. When your opponent Special Summons a monster: Lower the ATK of all of you opponents monsters by 500. During the End Phase, if this card attacked or activated this effect: Send this card to the Graveyard; Special Summon 1 "Revol Slasher" from your Graveyard.

 

Revol Slasher

Level 7|WIND

Warrior|Effect

2800/2000

Effect: You can Special Summon this monster from your hand by returning 1 Level 6 or lower "Revol" monster from your side of the field to your hand. If, when this monster is Summoned, "Revol Golem" not in your Graveyard, you can pay 500 Life Points: Send 1 "Revol Golem" from your Deck to the Graveyard. If this card destroys an opponent's card by battle: return 1 Spell/Trap card on the field to the deck. During the End Phase, if this card attacked or activated this effect: Send this card to the Graveyard; Special Summon 1 "Revol Golem" from your Graveyard.

 

Revol Sage

Level 3|WATER

Aqua|Effect

1200/1500

Effect: If, when this monster is Summoned, there is no "Revol Shinobi" in the Graveyard: You can send 1 "Revol Shinobi" from your Deck to the Graveyard. You can target 1 "Revol" monster in your hand; Special Summon that card. You can only use this effect once per turn. During the End Phase, if this card attacked or activated this effect: Send this card to the Graveyard; Special Summon 1 "Revol Shinobi" from your Graveyard.

 

Revol Lycan

Level 5|WIND

Beast-Warrior|Effect

2300/1200

Effect: If, when this card is Summoned, "Revol Shaman" is not in the Graveyard: You can Pay 500 Life Points; send 1 "Revol Shaman" from your Deck to the Graveyard. This card cannot attack your opponent directly. If this card attacks an opponents Defense Position monster: negate it's effects and destroy it without damage calculation. During the End Phase, if this card attacked or activated this effect: Send this card to the Graveyard; Special Summon 1 "Revol Shaman" from your Graveyard.

 

Revol Shaman

Level 5|EARTH

Spellcaster|Effect

2000/1500

Effect: If, when this card is Summoned, "Revol Lycan" is not in the Graveyard: You can Pay 500 Life Points; send 1 "Revol Lycan" from your Deck to the Graveyard. This card cannot attack your opponent directly. Once per turn: You can send 1 "Revol" monster from your Deck to the Graveyard and target 1 differently-named "Revol" monster in your Graveyard; Special Summon it. That target cannot be destroyed until the End Phase. During the End Phase, if this card attacked or activated this effect: Send this card to the Graveyard; Special Summon 1 "Revol Lycan" from your Graveyard.

Revol Shinobi

Level 3|WIND

Warrior|Effect

1400/800

Effect: If, when this monster is Summoned, there is no "Revol Sage" in the Graveyard: You can send 1 "Revol Sage" from your Deck to the Graveyard. Once per turn, you can target 1 Spell/Trap card your opponent controls: destroy it. During the End Phase, if this card attacked or activated this effect: Send this card to the Graveyard; Special Summon 1 "Revol Sage" from your Graveyard.

 

Revol Reaper

Level 6|DARK

Fiend|Effect

2500/1500

Effect: If, when this monster is Summoned, "Revol Guardian" is not in your Graveyard, you can pay 500 Life Points: Send 1 "Revol Guardian" from your Deck to the Graveyard. Once per turn, you can target 1 monster your opponent controls: banish it. During the End Phase, if this card attacked or activated this effect: Send this card to the Graveyard; Special Summon 1 "Revol Guardian" from your Graveyard.

 

Revol Guardian

Level 6|LIGHT

Machine|Effect

1300/2500

Effect: If, when this monster is Summoned, there is no "Revol Reaper" in the Graveyard: You can Pay 500 Life Points; send 1 "Revol Reaper" from your Deck to the Graveyard. Once per turn, if your opponent activates a card or effect that targets 1 monster you control: Pay 500 Life Points; negate the activation and destroy it. During the End Phase, if this card attacked or activated this effect: Send this card to the Graveyard; Special Summon 1 "Revol Reaper" from your Graveyard.

 

Golden Revol Dragon

Level 8|LIGHT

Dragon|Effect

2800/2000

Effect: You can Special Summon this monster from your hand by returning 1 Level 6 or lower "Revol" monster from your side of the field to your hand. If, when this monster is Summoned, "Silver Revol Dragon" is not in the Graveyard: You can pay 500 Life Points; send 1 "Silver Revol Dragon" from your Deck to the Graveyard. If this card Inflicts Battle Damage to your opponent: Gain Life Points equal to the damage inflicted +500. During the End Phase, if this card attacked or activated this effect: Send this card to the Graveyard; Special Summon 1 "Silver Revol Dragon" from your Graveyard.

 

Silver Revol Dragon

Level 8|DARK

Dragon|Effect

2200/3000

Effect:You can Special Summon this monster from your hand by returning 1 Level 6 or lower "Revol" monster from your side of the field to your hand. If, when this monster is Summoned, "Golden Revol Dragon" is not in the Graveyard: You can pay 500 Life Points; send 1 "Golden Revol Dragon" from your Deck to the Graveyard. Once per turn: you can target 2 Spell/Trap cards your opponent controls; destroy them and inflict 800 Damage for each. During the End Phase, if this card attacked or activated this effect: Send this card to the Graveyard; Special Summon 1 "Golden Revol Dragon" from your Graveyard.

 

Ruby Revol Dragon

Level 8|FIRE

Dragon|Effect

3000/1000

Effect:You can Special Summon this monster from your hand by returning 1 Level 6 or lower "Revol" monster from your side of the field to your hand. If, when this monster is Summoned, "Sapphire Revol Dragon" is not in the Graveyard: You can pay 500 Life Points; send 1 "Sapphire Revol Dragon" from your Deck to the Graveyard. If this monster destroys an opponents monster by battle: inflict Damage equal to the ATK of the destroyed Monster. During the End Phase, if this card attacked or activated this effect: Send this card to the Graveyard; Special Summon 1 "Sapphire Revol Dragon" from your Graveyard.

 

Sapphire Revol Dragon

Level 8|WATER

Dragon|Effect

2500/2500

Effect:You can Special Summon this monster from your hand by returning 1 Level 6 or lower "Revol" monster from your side of the field to your hand. If, when this card is Summoned, "Ruby Revol Dragon" is not in the Graveyard: You can pay 500 Life Points; send 1 "Ruby Dragon" from your Deck to the Graveyard. Once per turn, if you control 2 other "Revol" monsters: You can target 2 cards your opponent controls; banish them. During the End Phase, if this card attacked or activated this effect: Send this card to the Graveyard; Special Summon 1 "Ruby Revol Dragon" from your Graveyard.

 

[spoiler=Spells]Revol Birth

Spell|Normal

Effect: If there are 4 or more "Revol" monsters in your Graveyard: You can target 2 "Revol" monsters in your Graveyard; Special Summon them. You cannot Special Summon until the End Phase.

 

Revol Rush

Spell|Normal

Effect: Pay 1000 Life Points: Select 2 "Revol" monsters that are banished or in your Graveyard; add them to your hand. You can Normal Summon without Tributing this turn.

 

Revol Zone

Spell|Field

Effect: "Revol" monsters you control gain 500 ATK. Once per turn, if a "Revol" monster is destroyed: draw 1 card. If it's a "Revol" monster, you can Special Summon it instead. If there are 12 differently-named "Revol" monsters in your Graveyard, this card gains these effects:

-You do not need to pay Life Points to activate the effect(s) of "Revol" cards.

-If there are no face-up "Revol" monsters on your side of the field: Send this card to the Graveyard; Special Summon 5 "Revol" monsters from your Graveyard.

Revol Cycle

Spell|Continuous

Effect: Pay 500 Life Points to activate this card. Once per turn, when a "Revol" monster is sent to the Graveyard by the effect of a "Revol" card: target 1"Revol" monster in your Graveyard with a different name; Special Summon it.

 

Revolution Stream

Spell|Normal

Effect: You can only activate this card if there is a face-up "Revol Dragon" monster on your side of the field. Pay 500 Life Points: send up to 4 face-up "Revol" monsters from your side of the field to the Graveyard; send an equal amount of monsters your opponent controls to the Graveyard and deal damage equal to 500 x number of cards sent.

 

 

[spoiler=Traps]Revol Block

Trap|Counters

Effect: Pay 1000 Life Points and reveal 2 "Revol" monsters in your hand; negate the activation of an opponent's card or card effect and destroy it.

 

Revolsal

Trap|Normal

Effect: If a face-up "Revol" monster you control is targeted for an attack: Pay 500 Life Points; destroy the attacking monster.

 

Revolution Switch

Trap|Normal

Effect: If your opponent activates a card or card effect that targets 1 card on the field while you control 1 face-up "Revol Dragon" or "Revolfusion" monster, or "Revol Force Maxima" on the field: Pay 500 Life Points: target 1 other appropriate target; that card/effect now targets the new target.

 

 

[spoiler=Extra]Revolfusion Flame Sealer

Level 4|LIGHT

Psychic|Fusion|Effect

1700/1200

Effect:"Revol Binder" + "Revol Shifter"

Must first be Special Summoned (from your Extra Deck) by Tributing the above monsters (You do not use "Polymerization"). This card is also treated as FIRE-Attribute. Once per turn, you can target 1 monster your opponent controls: place 1 "Flame Seal" Counter on it, and if you do, that monster Loses 1000 ATK, and its effects are negated. You can only use this effect of "Revolfusion Flamesealer" once per turn. Your opponent cannot target this card for an attack as long as they control a monster with a "Flame Seal" Counter on it. If this card is destroyed: Special Summon 1 "Revol Binder" or"Revol Shifter" from the Graveyard.

 

Revolfusion Verdant Gorgon

Level 6|Earth

Reptile|Fusion|Effect

2100|1700

Effect: "Revol Naga" + "Revol Dryad"

Must first be Special Summoned (from your Extra Deck) by Tributing the above monsters (You do not use "Polymerization"). This card is also WATER-Attribute. When an opponent's monster declares an attack: Negate that attack, also end the Battle Phase, and, if you do, your opponent discards 1 card for each monster they control. If this card is destroyed: Special Summon 1 "Revol Naga" or "Revol Dryad" from your Graveyard.

 

Revolfusion Primal Druid

Level 7|EARTH

Beast-Warrior|Fusion|Effect

2700/2100

Effect: "Revol Shaman" + "Revol Lycan"

Must first be Special Summoned by Tributing the above monsters(You do not use "Polymerization"). This card is also WIND-Attribute. If this monster attacks an opponent's Level 6 or lower monster: Negate it's effects. If this card destroys an opponent's monster by battle: You can pay 500 Life Points; Special Summon 1 "Revol" monster from your Graveyard, all monsters you control cannot be destroyed until the end of the Battle Phase. If this card is destroyed: Special Summon 1 "Revol Shaman" or "Revol Lycan" from your Graveyard.

 

Revolfusion Covert Strategist

Level 5|WIND

Spellcaster|Fusion|Effect

2100/1900

"Revol Sage" + "Revol Shinobi"

Must first be Special Summoned (from your Extra Deck) by Tributing the above monsters(You do not use "Polymerization"). This card is also treated as FIRE-Attribute. Once per turn: you can target 1 Spell/Trap on the field; destroy it and add 1 "Revol" Spell/Trap card from your Graveyard to your hand. If this card is destroyed: Special Summon 1 "Revol Sage" or"Revol Shinobi" from the Graveyard.

 

Revolfusion Spell Gauntlet

Level 6|DARK

Warrior|Fusion

2200|1500

Effect: "Revol Striker" + "Revol Caster"

Must first be Special Summoned by Tributing the above monsters (You do not use "Polymerization"). This card is also FIRE-Attribute. If this card battles an opponent's monster whose Level is lower than 8: Destroy it without damage calculation. Once per turn: If this card destroys an opponents monster, it can attack once again in a row. If this card is destroyed: Special Summon 1 "Revol Caster" or "Revol Striker" from your Graveyard.

 

Revolfusion Dragon - Electrum

Level 10|DARK

Dragon|Fusion

3400|3400

Effect: "Golden Revol Dragon" + "Silver Revol Dragon"

Must first be Special Summoned by Tributing the above monsters (You do not use "Polymerization"). This card is also LIGHT-Attribute. Once per turn: You can pay up to LP in multiples of 500 (max. 1500), then target 1 card on the field for every 500 LP paid; destroy those target(s). If this card inflicts Battle Damage to your opponent, gain Life Points equal to the damage dealt. If this card is destroyed: Special Summon 1 "Golden Revol Dragon" or "Silver Revol Dragon" from your Graveyard.

 

Revolfusion Divine Terror

Level 8|LIGHT

Fiend|Fusion|Effect

2800/2500

Effect: "Revol Reaper" + "Revol Guardian"

Must first be Special Summoned by Tributing the above monsters (You do not use "Polymerization"). This card is also DARK-Attribute. Once per turn, during either players turn, if your opponent activates a card or effect that targets 1 or more "Revol" monster(s) on the field: Pay 500 Life Points; Negate the activation of the card or effect and banish it. If this card is destroyed: Special Summon 1 "Revol Reaper" or "Revol Guardian" from your Graveyard.

 

Revolfusion Soot Blade

Level 9|EARTH

Warrior|Fusion|Effect

3500/3200

Effect: "Revol Slasher" + "Revol Golem"

Must first be Special Summoned by Tributing the above monsters (You do not use Polymerization). This card is also WIND-Attribute. If this card destroys an opponent's card by battle: return 1 Spell/Trap card on the field to the Deck and lower the ATK of your opponent's monsters by 1000. If this card is destroyed: Special Summon 1 "Revol Slasher" or 1 "Revol Golem" from your Graveyard.

 

Revolfusion Dragon Corundum

Level 10|WATER

Dragon|Fusion|Effect

3700/2300

Effect: "Ruby Revol Dragon" + "Sapphire Revol Dragon"

Must first be Special Summoned by Tributing the above monsters (You do not use "Polymerization"). This card is also FIRE-Attibute If this card attacks an Attack Position Monster whose ATK is lower than this card: banish it and Inflict Damage equal to this cards original ATK. If this card is destroyed: Special Summon 1 "Ruby Revol Dragon" or "Sapphire Revol Dragon" from your Graveyard.

 

 

[spoiler=Biography (It's an autobiography, technically)]Hello there. I guess you’re reading this to learn about me, huh? Well, okay but I don’t think it’s anything too special. My name is Eizar Lutio, son of Joseph and Senzai Lutio. Despite being Tacconian residents, we weren’t really on the high part of the spectrum when it came to wealth, so we were considered to be more of a traditional family than anything: Playing ball with my dad, learning how to cook with my mom and other stuff like that. We lived a happy life together, sure it wasn’t extravagant but I was fine as long as we had each other. Then came the eve of my sixth birthday, they left saying that they would be back with something special for my birthday. Man, I was excited to see what they were planning on giving me.

 

I remember getting up off of my bed with with the widest grin I could’ve had on my face at the time. I went straight to opening the door to my parents’ room with plans to surprise them on the bed before they could surprise me with their present, only they weren’t there. Thinking they were playing a game of hide-n-seek to give me a bit of a workout before getting my present, I looked everywhere around the house trying to find them. When I couldn’t find them anywhere, I figured they didn’t come home last night, so I decided to cook for them in order to give them a big surprise when they came home, then sat in the living room, waiting for them to come back with the one thing I wanted the most at the time: more time to spend with them. And so I waited, sunup to sundown, waiting for them to come back with the present that they promised. I did my best to make sure the food didn’t spoil until they returned; I was really determined to make sure we were all happy when that time came. It never did.

 

What felt like an eternity passed, with me laying on the couch in front of door, like a dog waiting for their master to come home. I practically jumped off of the couch when I heard somebody knocking on the door, closing the distance between me and the doorknob within a few strides. I opened the door, expecting to see the smiles of my parents; instead I found the stoic face of a GDA officer greeted me instead. The man asked if he could come in, of which I warily obliged. I asked him what he was doing at our house, inwardly dreading what he had to say in response. He looked at me with a solemn expression, clearly not wanting to respond, but did so anyway with one of the three phrases that a child almost never wants to hear, “Your parents are missing”. He stood there, giving me time to process the words that just left his mouth. I have never been so distraught in my life. “My parents, gone? No, that can’t be right. What about my present? What about us?”, those were the thoughts running through my mind as I collapsed onto my knees. I, in my naivety, called the policeman a liar, refusing to believe that what he said what he said to be true. The officer knelt down to my height and hugged me, putting my head onto his shoulder and saying only two words in response: “I’m sorry.” At that exact moment, my eyes flooded with tears, tears that were formed since the day my parents weren’t home on my birthday. I cried and cried, hoping that each tear I shed got me closer to bring them back. I have yet to cry as hard as I did back then. After I calmed down for the most part, the officer asked me if I had any relatives or legal guardians within the immediate area. For some reason, there was only one name that came to mind: Mitchell.

 

Mitchell is the owner of “Another Home”, one of the many inns within Reffo’s “Old Town”. He was a friend of my father’s when he first came to the GDA. When he learned that my parents went missing, he came to our house within the hour and took me back to Reffo with him for a temporary place of residence until they found my parents. After two months, the authorities called off the search, having finished a citywide search as well as the area around it, declaring that my parents, despite not having found their bodies or any evidence to support it, are deceased. It saddened me that they couldn’t find my parents, much to the point that it put me into a depressive state. After the funeral procession which occurred 3 months later, I just stayed in the room Mitchell gave me for the most of the days, not wanting to interact with anyone in my temporary household. Mitchell grew tired of my negative attitude and decided and told me that I was gonna help him around the inn, I guess to get my mind off of the “deaths” of my parents.

 

For 9 more years I stayed with him, slowly recovering from the rut that I got myself into. I started exercising more to help raise my spirits. Just because my parents might be gone doesn’t mean that I should waste my existence. Some time later, there was a card creating contest and I thought up a few cards and sent them to Kaiba Corp to have them looked over. I by no means thought that I would win, but I still hoped that they would accept them. 8 years later, I even got to work there when I was of age, doing a little bit of everything to help the other employees at the inn like cooking, cleaning, and tending to the customers’ needs for the most part. Sure there were a few downsides, like being berated by some of the more uppity tenants, but for the most part it was great. Then, on my 16th birthday, despite it not being what I wanted at the time, I got the next best things: A letter from the Taccon Duelist Academia saying that I will be attending classes there after the Summer and a deck of the cards I created and then some, dubbed “Revolution Force” or “Revol” for short, the latter apparently having been hidden by Mitchell for such an occasion. I think I almost broke his back out of joy.

 

The first day of of the Duel Academy was rough, to say the least. Having taken the bus from Reffo to Taccon, I was one of the last ones to take their exam, placing me in Slifer Red. The dorms weren’t spectacular by any means, but it reminded me of my first home: cozy and livable. The way I see it, being placed in Slifer Red just means I have room to improve. I still had to work a job at Reffo so I decided to keep taking the bus; I just had to make sure I took one of the early ones. Beisdes that, I was living a contented life.

[spoiler=Miscellaneous]I based his name off of the phrase "Revolutio Aeternum", or Eternal Revolution. I also forgot to mention that he has 2 Duel Spirits in the for of Revol Striker and Revol Caster.

 

I might add some theme songs later.

 

 

 

Aaaand done. Sorry if it's a little wordy.

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Third app because we could use a bit more fusion.

[spoiler=][hr]

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"Hey hey. It's a good day to hang out on a rooftop, isn't it?"




Name: Leona Little

Age: 17

Gender: Female


[spoiler=Appearance]icx3B7o.png
Leona stands at a solid 5'6" and weighs 124 pounds. Starting at the top, Leona has short white hair accompanied by a pale skin tone. It wouldn't be hard to mistake her for being albino were it not for the sky blue coloration of her eyes. The vast majority of her physique has all the curves and roundness of a cutting board, with the roundest thing on her body being her head. As far as fashion is concerned, Leona prefers monochromatic clothing, gravitating toward whatever is comfortable for her to wear. This generally means sporting her signature cat-hoodie-and-thighhighs look, but placing her in a particularly hot room reveals that she opts to wear t-shirts and miniskirts under the signature hoodie, which she has tied a bell to the tail of.

Leona's Duel Disk has been cosmetically customized quite a bit, sporting a blue frame and creating a Solid Vision playing board when activated. This board is white instead of the usual black, and features a blue glow around the edges. Leona's given her playing field a more rounded shape, not content with the sharp angles of the default Duel Disk, but these cosmetic choices are all possibilities with a regular Duel Disk. The Duel Disk is worn over Leona's right wrist, and is never far from her person.



[spoiler=Personality]
Leona is somebody who doesn't operate on the traditional morals of "good" or "evil". Her morality is more like "what I want to do" and "hurting people". She believes that every person should be allowed to go about their lives however they please, without rules or regulations having to exist in order to tie them down. Leona, as a result, chooses her actions without any consideration for if there's a rule against what she does next. While she'll sometimes find herself helping to catch a rampant lawbreaker, it's just as likely for Leona to be the one breaking the law as it is for her to unintentionally enforce it. If she wants to do something, she simply does it. Rules and opinions be damned. That isn't to say she'll kill or harm somebody on a passing whim. Quite the contrary. Leona's mostly a completely harmless girl who simply does what she thinks is fun or otherwise a good idea; she couldn't hurt a fly.

When it comes to interacting with others, Leona at first may pass off as uninterested or carefree. While she's certainly carefree, calling Leona uninterested in anything is a bold-faced lie. She intently listens to anything others say to her, and responds in the manner she finds most appropriate. If something somebody says warrants dry sarcasm, Leona will deliver. If it demands hugs and words of comfort, Leona will comfort somebody without a second thought. If something she's told should warrant a response of anger, Leona will...she'll try her best. Anger has always been something Leona simply seems incapable of feeling, though it wouldn't be accurate to call her infinitely patient. She can definitely get annoyed or irritated with others, but never quite angry. In particular, she dislikes being ignored or disresgarded. Her heart is far from cold, but not quite warm. It would suffice to say she has a room temperature heart. However, in those rare instances where Leona ceases her carefree drifting and becomes serious, she becomes a creature that would cause her target to flee for the polar ice caps in search of warmth.

The serious Leona is one who has been greatly offended, and is not capable of forgiving the offender. This will most often be caused by someone deliberately harming others to either spite or call out Leona, and she always responds to the call. When on the hunt, Leona takes on a more grim and single-minded demeanor; her goal becomes purely to track down her target, and put fear into their heart by turning the hunter into the prey. She stalks them incessantly, always choosing the best times to appear and interfere with their life until she's thoroughly convinced that her prey has changed their ways to a more peaceful lifestyle. She often sticks to one target for a while due to this, as when she gets serious, Leona is quite skeptical of others. While she feels that these "hunts" are something she must do, they aren't at all enjoyable for her, since they involve striking fear into somebody's heart. It stresses her out greatly to act in such a way, meaning that she'll probably be rather erratic once she's wrapped such a hunt up until she's gotten all the stress out of her system.



[spoiler=Biography]
Leona was born and raised in Reffo's Old Town district. It was a peaceful life, with a peaceful family. Honestly, it wasn't even a childhood worth mention, save that Leona was a bit...odd. Even if she knew that she was doing something against the rules, she'd do it anyway and shamelessly confess it was her when confronted. Punishments didn't seem to have any effect on her, and it eventually was decided that Leona just didn't care about the rules to begin with. Which, as she herself admitted, was perfectly true. She wanted to do something, so why should something that other people made up have to stop her? Of course, Leona never wanted to hurt anybody. In fact, Leona didn't want anybody to hurt anybody. She avoided participating in Action Duels because she didn't want to harm others with Solid Vision monsters, and most of her dueling prowess came from studying the game's cardpool intently. For somebody of her young age, it would have sufficed to call her a dueling genius. And it seemed she wasn't the only one who noticed, either.

When offered a scholarship to Taccon's reputable Duelist Academia at age fifteen, Leona and her parents were thrilled. Her family adamantly suggested she take the offer; learning more about the game there could put her on the fast track to becoming a Pro Duelist. When presented with the notion, however, Leona quickly had second thoughts. Dueling for fame or fortune just wasn't her, and there was little point in going to such a school as Duelist Academia if she didn't want to become a pro with the knowledge, especially if it meant shutting out another potential student who wanted the classes more than Leona. Ultimately, she declined the offer. Leona's interests were instead directed at Domino City. While it was indeed a place of greed and corruption, one could make a living doing just about anything there. It worked nicely with Leona's life goals of not having any life goals, instead living on more short-term aspirations like "Wash the laundry" or "Ask somebody on a date". Leona explained her viewpoint in the best words she could think of, and concluded with the declaration that she would not attend Duelist Academia.

Aiming to get a head-start on the solo life, Leona instead asked her parents to help her get a place in Domino. They complied with her wishes, and Leona found herself leaving  Reffo a month later with the best of wishes and the offer that she could always return to Reffo if things in Domino didn't work out. Leona moved into a cheap apartment in Domino, which was not at all what it had been advertised as. The apartment building had bugs, the plumbing and power barely worked, the neighborhood was run-down, the neighbors were greasy and loud, and the whole place just screamed "lower-class urban apartment". Leona, in fact, welcomed the one-star quality of her new place; it was an experience that completely clashed with her comfortable Reffo house, and gave her a new perspective on life. Over time, the shitty apartment life grew to have a bit of its own sort of charm to Leona, so much so that she and her awful apartment shared their one-year anniversary just last week and she can now tell you all about everybody in her building.



[spoiler=Deck]
Leona duels with a Lunalight deck. These DARK Beast-Warrior-Type monsters play a simple and rather straightforward beatdown strategy, using effects to modify ATK values, remove opposing Spells/Traps, and just use sheer force to end the duel quickly in general. The archetype is also capable of Fusion Summoning, which is a requirement if one wishes to eventually build up to the deck's ace monster, Lunalight Lio Dancer.



[spoiler=Misc]
>Is left-handed.
>For the sake of her sanity, Leona just pretends Hearthome City doesn't exist; the notion of having to "hunt" most of the city drives her straight up the wall.
>The amount of money Leona makes winning small-scale tournaments around Domino is actually considerably higher than her rent, but directing most of her finances toward bug spray and other items to counter her apartment's quality makes it seem like she's earning less than she actually is.


Duel Theme (Alternate): Hidenori Shoji, Daiki Kasho - Aeropolis



 

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[spoiler: Hei YouYou]

Gender: Male

Age: 17

[spoiler: Physical Description]

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Henry stands a normal 5’8” with dark brown skin and deep black eyes. His skin is still quiet smooth though he is going through that manly stage of his life so he getting some stubble. He has now taken favor to his current style of maintaining these locks that he has in . He has a pretty slim build but nothing alarming, just normal. His clothing usually consist of the most casual gear that almost makes him blend in to the crowds.   His shoes vary from sneakers to the utmost classy wing-tip dress shoes, mainly due to the duality of his family’s lifestyle and his own occupation growing up.

 

 

[spoiler: Personality]

If you ever needed cheering up or someone to help you put a smile on your face you can always count on Hei YouYou. The young lad always has a song in his heart and will always see the bright side of things. There is no need for negativity in this world because how could you be negative when the sun shines so brightly, the sky is always so blue, and grass is always so green. He tries to solve the world’s problems through song (though he can’t sing), he bears no ill-will to those who have wronged him ever because life is too short to have grudges. 

 

When it comes to dueling he isn't much different. He tries to look on the bright side of things and doesn't run that many cards that would interrupt an opponent's combo plays more like they just keep him from dying. How can you marvel at someone's strategy if you keep interrupting it? It is his with this mindset that his deck functions. One of Hei's downsides is that he has somewhat of a magpie complex. Meaning he is easily distracted by shiny things. Sometimes he gets distracted to the point that it is comical. What is hilarious is that he owns his not so subtle weakness constantly sticking to the excuse "the first step is admitting you have a problem."

 

[spoiler:Deck ]
Diamonds are Forever: The deck is based around an old favorite of Hei's known as the monster Hyozanryu. The decks essential strategy is to self mill and gain power for having a sizable graveyard. The two boss monster are Ritual versions of the classic Hyozanryu that are meant to help reload the deck after a lot of usage.

 

[spoiler: Custom Cards]

 

[spoiler: Biography]
Hei YouYou actually comes from a rather humble beginning. He was actually born and raised in Reffo City the home of the Ritual Summon. Nothing to extravagant about his life he worked part time at his family's Onsen tending to the needs of others. Like all the kids his age he has taken to dueling and all of its fandom. However in Reffo City he didn't have the need to play the game that much as Reffo was a city where people usually came to relax. Dueling always turned out to be one of those "hype" events. Not really fitting his chill attitude and lifestyle. So while he went on playing the game casually with his friends he was getting marginally better, but nothing that would set him apart in the pro-leagues. 

 

Fortunately, Hei was blessed one day to get into a real intense game where he actually lost himself in his own passion. It was at this moment he was introduced to his Duel Spirit...Hyozanryu. For whatever reason Hyozanryu was impressed by the lad and from then on Hei and Hyozanryu were inseperable. However, Hei couldn't shake that feeling of a close match...granted he lost but still being on the edge like that was something he had never experienced. He really did like the chill life of living in Reffo City but with advent of Action Dueling and the possibility of having that much fun again was something he couldn't pass up. But how was he going to go out and have an adventure. As luck would have it adventure is going to come to him. He recieved a letter in the mail with a blank card asking him if he wants to save the world. With him and his spirit buddy he quickly decided that of course he would participate.

 
[spoiler: Misc. Information]
  • Hei is a pretty chill dude at his core and doesn't try to let negative vibes into his life. Meaning he doesn't really read/watch the news. 
  • Hei knows about the disappearances across the city, but that is pretty much word of mouth so he has no concrete information on it.
  • Hei is bugged to the the point he doesn't know it. His family is overly cautious about letting their son loose into the world after getting a mysterious letter in the mail. Most of the electronics he carry on his person including his duel disk constantly transmit his location to his parents.
  • The YouYou family has a very successful chain of Onsens they don't let Hei know this because they want to keep him humble as most of the residents in Reffo City are. 
  • Hyozanryu doesn't talk the human tongue... As a Dragon it just roars at different decibels and Hei typically infers a meaning.

 

 

 

It's not the worst character in the world, far from it. It's just, with the overwhelming response that I was not prepared for, and how I'm having a hard time working him in the current arc, I'm going to have to say no.  Perhaps if Arc 2 comes around, he can be fit in.

 

​Other than that, if you were not rejected, you're in the rp. I will have the roster list up tomorrow.

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  • 4 weeks later...

[spoiler=Elijah Diamond]

iU8EggM.png

Let's light it up, Igknights!

iU8EggM.png
Skype Name: raptorbadgerdiscotek
Name: Elijah Diamond
Gender: Male
Age: 19
 
Physical Description https://s-media-cach...336abb2170f.jpg (6'0" 160 pounds)
 
Personality:
Elijah is a brotherly figure, someone everyone looks to for help, and only the foolish dare to test. He's a nice guy, brusque but not heartless, with a dark sense of humor but a bright, contagious smile. He loves to Duel, because that's when he shines brightest. He wants to win, but he wants to work for it. When he Duels, depending on which Extra Deck type he's using, he puts on a "stage persona" and a corresponding costume, but only if he has the time to get ready, like when there's a bracket and he knows who he's fighting next. A red name means it's a hot personality, super active, whereas a blue name means it's cooler, more calm and collected.
 
Elijah: His regular self, Just Dueling to have a good time. Used in any low-stakes duel or when he just isn't in costume for his other ones.
 
The Anti-Hero: Elijah takes on an attitude not unlike that of our ZeXal-era villains, and leaves trauma and destruction in his wake. Used mostly against people with happy-go-lucky attitudes or other Dueltainers.
 
The Professor: Using technical talk and referring to the metagame a lot, analyzing his opponent and wearing glasses that seem to have come from nowhere, this Elijah is like a teacher out of a job. Usually used against very brutish or childish opponents.
 
The Rockstar: Elijah kind of emulates the personalities of the 5D's era, swaying the crowd with sheer Dueling might. Used often against opponents that have too much ego.
 
The Kid: Elijah acts all naive, talking about how he's playing to have fun, but in the end, he's still fighting to win. Used mostly for people who've forgotten that Duel Monsters is a game. 
 
The Knight: Elijah becomes a red knight. Red for the fiery, honor-bound attitude he takes. Usually used when fighting someone with a totally evil attitude.
 
The Heartbreaker: A suave, seductive hunk, Elijah goes from boy to man in a snap. Usually against people with low self-esteem, this Elijah doesn't care what you are as long as you blush hard.
 
Game Face: He mostly cuts the entertainment out and becomes a more precise version of his usual self, like a bonfire focused into a blowtorch-sized flame. This is the most popular personality among his fans.
 
Background:
Elijah grew up in a family of fifteen kids, and ended up being raised by his former stepdad and stepmom, after a freakishly complex divorce and no less than three marriages afterwards. He was the awkward middle child, too young to fit in with the older siblings, too old to play with the younger ones. So naturally, he took up Dueling. This turned out great, because with his penchant for acting and his wild imagination, he discovered that he was a smash hit. Enrolling in junior tournaments, he was thrilled to see all 14 brothers and sisters showing up to cheer him on, and worked up a bit of a fanbase in his neighborhood, on account of his glowing personality and ruthless determination.
 
Sadly, all good things must come to an end. Elijah moved out of the house early, promising his little siblings that they'd be watching him Duel in the big leagues someday soon. And so he set off to become a professional Duelist, ready to take the world by firestorm! He started with underground tournaments to build his skill, develop more ruthless tactics. He consulted with master Duelists on how to better his skills. He even sought out and Dueled people that had beaten him in the past, just to see his own improvements. Now, he's ready for the big leagues, and in his past few years, he's grown up quite handsome, and he knows it.
 
Deck: Igknight Deck. Interchangeable Extra Deck focus and LOTS of Normal Monster and FIRE Support.
Custom Cards: TBD
 
Misc:
⦁ He's fluent in Latin, and will kick your ass if you call it a dead language.
⦁ Elijah loves candy. He'll go out of his way for good candy, and you could probably bribe him with the stuff. His favourite kind of candy is licorice, but NO black licorice, ever!
⦁ Theme: 

 

 

Just leaving a modified version for you to potentially look into once you have an opening again.

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I have a pair of toons for thee.
 
The Blank Card-Holder.
[spoiler=Inherited Summoner of Souls]Name: Miero Tammabukku
Gender: Male
Age: 29[spoiler=Physical Description]Wolfram.(Magician).full.1281604.jpg
Almost every inch of skin on Miero is covered. From the skin you can see (face, top of neck, maybe slivers of wrists), you can see that he's pale in coloration. His slightly-wavy brown hair reaches down to past the middle of his back and he never seems to wear in a ponytail unless he absolutely has to. Over his long-sleeved white shirt is a red vest that looks vaguely-checkerboard, but not quite. Around his neck is a simple white ascot that's made of a silk-like material, which is the same material that his gloves are made of, though they allow him to handle some seriously-hot stuff. His jeans are an obvious blue denim with a simple brown leather belt looped through and holding them up and his brown leather boots are literal knee-highs that allow him to way through some deep water without getting his feet (too) wet. The most notable part of his outfit is the faded-green trenchcoat with the neck folded down and the sleeves rolled up to match his arm length. High on the left-hand side of the jacket is a pocket and it has several more pockets inside as well. He stands at a 6'4 and weighs in at roughly 172 lbs, though five pounds of that is from his trenchcoat alone. The strangest part of him, however, are his eyes, which change depending on the last Ritual Spirit summoned in the current duel. Normally, his eyes are a vivid-green, but they can change radically. For example, they appear in the picture as yellow eyes with slitted irises, which is how they appear after summoning Séance Beckoned - The Wild Hunt. (The chain at the picture's waist is not part of the character.)

[spoiler=Personality]Wisdom. Knowledge. Emotion.
Miero, when himself, is either calm and tactical or oddly timid with a powerful temper. In both mentalities, he is highly-intelligent and very-knowledgeable in regards to both street intelligence and book intelligence. While he hates doing so, he is skilled in fighting with weapons, while preferring quarterstaves, and prefers an evasive style of combat. Outside of the Séance deck, he doesn't actually have a deck of his own. He used to run a Harpy deck of his own as a kid, but would have often get picked on for it because 'it's a girl's deck'. Such kids in Hearthome would often find themselves blown away quick in the duel. He still has his Harpy's Pet Dragon from those days in his jacket pocket, even though one of those kids managed to take the others and throw them into a nearby fire at 14 years of age.

Something worth noting, however, is that his personality does seem to change while in duels with the Séance deck. The Séance Beckoned ritual monsters each have an effect on his behavior, with five of them being out at once creating what looks like the wildest mood swings of all. This forces Miero to be extra careful with whom he summons among the ritual spirits, making him consider not only if playing them would be right...but also if their individual personalities would affect his way of thinking in a way he cannot afford. He often hesitates to summon Wild Hunt, since unlike the others, it often feels like the ritual tries to pull him into their pack mentality.

As usual, however, there are always traits that reveal themselves during the course of the RP, and even Miero has a few hidden quirks that even I, the player, may not yet be aware of.

[spoiler=Deck Style]"Séance Circle"
The Séance Circle deck is a unique deck that focuses on the Ritual Summoning of 6 lingering Spirits known collectively as the "Séance Beckoned" Spirits, which don't leave the field upon being Ritual Summoned, but will bounce back if summoned in other ways. Each of these unique Ritual Spirits have varying abilities reflecting the Soul that they represent, such as the 'pack-summoning' ability of The Wild Hunt or the ability to blast away 'corporeal' things back to the hand that Vântoase possesses. The other Spirits that reside in this deck aid in the summoning of these monsters in their own ways.

[spoiler=Custom Cards]Séance Beckoned archetype

[spoiler=Biography]Twelve years ago, when Miero was still 17, he had been sitting next to his father in the hospital, whom laid with an advanced form of cancer. He had been visiting after school, as per his recent usual, to see how he was progressing. There was a noticeable age difference between father and son, and there was no sign left of color on the elder's slowly-balding head.

"Miero," he once started to say through a breathing mask. "I have something to give you."

"Do you really think you should be mo---how did you get that in here?"

Somehow, Miero's father had snuck a deckbox into the room and underneath the pillow of his bed without anyone else knowing, a puzzle that Miero still hadn't figured out in modern day. "I want you to have my deck, but you must promise me that, whatever you do, you will not open it until you absolutely need it."

Confused, Miero looked down at the deck box now in his hand. All six sides were of different colors, one for each Duel Monster attribute, but there was odd writing all over it and it smelled oddly.

The deckbox was ritually sealed.

"You've seen me with this deck, my son, fighting the shadows within Hearthome while we lived there," the father soon continued, his voice starting to hiccup in volume. "It is a powerful deck, but also dangerous if misused by its wielder." His eyes moved from the box to Miero's green eyes. "It may save you one day, but be warned. The moment you make contact with them, their souls becomes a par...t o...f you....r... o...w...n..."

He lived alone with his mother after that, trying to earn what extra funds he could while living in Turbo City to help her out. It was a miracle he managed to complete high school because of this, despite his intelligence. Hanging from his neck was a key to a safety deposit box, which he got soon after his father's death. He soon ended up smacking into the would-be love of his life, whom he married and had a little boy with at 24.

Miero and his son, Malin, moved to Reffo City from Turbo City while Malin was still an infant after an accident had killed Miero's wife. A librarian for as long as he worked and thankfully saved money while he could while still maintaining a comfortable lifestyle, he soon began and finished construction of the Tammabukku Public Library in Reffo City alongside the edge of Old Town, taking great care to make the outside of the building match the flavor of the rest the city as a whole, not too rural, but not too modern, either.

He soon figured that he hit a jackpot because a lot of people soon started coming, mostly of older generations wanting to take a break from busier spots like the restaurants and inns that are often filled with chaos from foreigners. The amount the city pays him to keep the place open was far greater than what he got back in Turbo City, for certain. Because of this, he hired certain particular clients whom were willing to help take care of the little tyke as he grew up, though Malin would often want to visit his papa while at work. He was actually happy to see the little guy take to the stories and books so easily.

Unfortunately, the years of peace shattered in one day.

Miero had been taking a lunch break when he more felt a strange silence than heard. Sure, libraries are quiet by nature, but you could often hear the sounds of pages turning and people breathing in addition to writing things down and typing on a keyboard. He wasn't hearing even that. Wondering what was going on, the first place he went to was towards the security room.

But the two guards were gone and the DVD recorder was gone. At first, he figured the guards were on watch cycle, but that wouldn't have explained the disappearing equipment. He decided to see if he could spot them on the cameras that were scattered throughout the building...and discovered something eerie.

Everyone in the building was gone. The books had been left behind, a few look like they had been thrown by something, and...

...there was a little red shoe left behind, which he recognized as Malin's.

Like a bat out of hell, Miero bolted down the staircase towards the main floor of the library, which everyone was on, and started searching everywhere for his son, even calling out the kid's name repeatedly as well as the lady he had hired to watch over him. When he got no reaction from anyone, he fell to his hands and knees, panic overwhelming him. Many scenarios ran faster than he could register through his head before, in the briefest moment of clarity, he pulled out his phone and dialed the first number he could remember.

"Kuria, get to the library now."

"Dude, what happened? You sound like a bomb just got dropped in your la---"

"Malin's gone."

"...I'll be right over."

Took ten minutes, but soon Miero found himself lifted up by both a hand of flesh and a hand of metal, though he still looks like death itself from how pale he was. After an amazing amount of convincing...in addition to being forced to stare his friend in both his mechanical eye and his still-living eye, Miero finally agreed to go home and try to calm down while he searched for Malin. Soon after getting home, he noticed sitting on his doorstep a small package without a return address. Miero opened it up to reveal two things, a card with one side being entirely white and a letter. Unfolding the letter revealed not much in the text however.

Do you want to save the world and the people that have disappeared? Then come to Kaiba Corp in Neoteric Domino City. Bring the blank card with you, it is your ticket in’.

"It may save you one day," a nearly-forgotten voice echoed in his head after reading the letter, prompting Miero to look around to try to find the source before recognizing what it was and looking upon the blank card.

"I may finally need my father's deck after all..."

[spoiler=Misc. Information]Theme Song/Actual Voice: Falling With Glory - Standing Tall
Battle Theme: .MisC. -  Pokemon Sun and Moon - Battle! vs. Mewtwo (...I know it's a fanmade Pokemon song.)[spoiler=He's got a pattern to his summon chants used for his Ritual Monsters, which comes as the following:]~Chant Beginning~
O mournful voice of creation!
Send unto me a creature of the abyss,
my thrall to command,
that I may smite mine enemies!

~Ritual Middles~
Séance Calling:

~It is time for ye showed forth, (First effect)
OR
~Arise, lost soul, from the ground below, (Second effect)

Beckoning Séance From Beyond:
~Fueled by the future yet to come, (First effect)
OR
~I break the chains that hold ye bound, (Second effect)

Words of the Forbidden Séance:
~With the words I now utter, (First effect)
OR
~Empowered by the Soul's mirror, (Second effect)

Unexpected Ritual:
~Within the thunder does one come,

Doorway to the Realm Beyond:
~The door to stars opens from above,

~Monster Endings~
Séance Beckoned - Headless Horseman:

~Now end the tale that was once began!
Séance Beckoned - Headless Horseman!

Séance Beckoned - Bloody Mary:
~All who know you be ever wary!
Séance Beckoned - Bloody Mary!

Séance Beckoned - Vântoase:
~Come now, arrive with force!
Séance Beckoned - Vântoase!

Séance Beckoned - The Wild Hunt:
~Your pray, I shall bid thee confront!
Séance Beckoned - The Wild Hunt!

Séance Beckoned - Moroi:
~Now, allow thyself to fly!
Seance Beckoned - Moroi!

Séance Beckoned - The White Lady:
~May fellow souls know of your safely!
Séance Beckoned - The White Lady!
 
~Séance Beckoned - Harpy's Pet Dragon (currently unrevealed):
Brought to the surface as Life's lagan,
Séance Beckoned - Harpy's Pet Dragon!
 
For example, if Vântoase was summoned using Beckoning Séance From Beyond's second effect...

O mournful voice of creation!
Send unto me a creature of the abyss,
my thrall to command,
that I may smite mine enemies!
Empowered by the Soul's mirror,
Come now, arrive with force!
Séance Beckoned - Vântoase!


...it's admittedly not perfect, I get that.

 

Skype Name: I'm already in the chat.



And now, the non-Blank holder.[spoiler=And we obtain Clear Vision]Name: Kuria Bijorn
Gender: Male
Age: 27
[spoiler=Physical Description][spoiler=Kuria's appearance]H28Ph7v.png
Standing at 5'11, and weighing in at 189 lbs, Kuria is a man of mostly-average build and appearance outside of having longer than usual legs. His hair, which is often kept at a short length, is a relatively-dark blue that is sometimes mistaken for black in a dark-enough environment. His eyes are extremely-different from one another. His right eye is of a turquoise color and his left...is a prosthetic, a camera eye with a one-sided light-blue lens that doesn't affect his sight. He has learned how to look in two different directions at a single time in his current field of view, allowing him to catch things that others might usually miss from only be able to look in one direction with both eyes. He wears over them a pair of thin, wire-framed glasses, though he now only needs it for his nearsighted right eye, with the lens of the left eye being replaced with glare-proof glass. He has pale skin and his entire right arm is a pale-silver color with aquamarine lines over parts of it. Where the various joints are, lines of black durable rubber are visible to reduce the damage caused by wear and tear during daily use.
 
In regards to his outfit, he often wears various shades of blue and aquamarine, not exactly picky about dark or light shades except for when it gets too hot or cold for his liking. His oft-favored outfit consists of the following: a short-sleeved pocketless blue polo shirt dark enough to almost be called black in the sun, lined with turquoise on the sleeves, at the edge of the folded down collar and two lines at the bottom edge, faded blue denim jeans with relatively-deep pockets and the bottom edges flared out slightly, and a pair of black boots that only reach to halfway up his lower calf.

[spoiler=Duel Runner's appearance]Vim9gIA.png
The above duel runner wasn't Kuria's original one. Instead, his one replaced the one he ended up wrecking during the Fortune Cup after succumbing to the pain caused by the Stardust Spark Dragon after he swiped it mid-duel against Jet Hoshimi. Like his original one, however, the area under the handlebars has an area that allowed him to slot a deck in and work with the digitized version of the cards during a Turbo Duel, preventing him from ever losing his cards. The area holding the deck is also designed so that, even in a crash, the cards will remain unharmed.

[spoiler=Duel Disk's appearance]JlwSSht.png
While I failed to show it here, the lighter parts of where the cards themselves are placed are actually transparent so you can see the mechanical workings underneath. But other than the paintjob, Kuria doesn't have a fancy duel disk. Just a typical store-bought one that he painted over most of it to colors he thought would work better. After his arm was replaced, the straps were replaced with magnets to allow it to just 'stick' onto his arm with a hidden button in it to release it from the magnetic hold.

 

[spoiler=Personality]Loyalty. Freedom. Endurance. Strength.
 
Kuria is usually a cheerful soul, despite the damage that had been done to his body from an accident he had in Turbo City. He often prefers altered variants of various melodies instead of the originals, showing that he doesn't like to stick with the status quo often times, even if he has to do so for survival's sake. Kuria, while nowhere near as book-smart as his friend Miero Tammabukku, has been seen to be very observant of his surroundings, even taking advantage of the fact that he can look at two different points in his overal field of view at once. His favorite color is blue and often wears various shades of it, even stretching into aquamarine in his outfits.
 
Due to a bad tendency to have difficulty finding words when he's trying to straight lie his way out of situation, he has a bad habit of pulling what's known as 'lawyer speak', where he's telling the truth, but manages to not give away the truth that's being sought. While he has finally gotten over the awkwardness of having an artificial arm enough to get away with wearing short-sleeved shirts again, he's still is somewhat sheepish and embarrassed about his mechanical eye when it is brought up. Because of this, he often tries to hide it behind some of his hair, though that's often hard to do when he requires glasses to see clearly with his other eye. Saying anything negative or bad about his eye is often likely to get you a balled-up metal fist in your face you don't see until right before it connects, despite the shyness displayed otherwise. He's managed to coldcock quite a few unsuspecting people because of this particular quirk, despite having both for 5 years now.

There's something rather quirky in regards to his driving ability. Kuria apparently can drive around on a D-wheel without paying attention to his surroundings, even in Turbo City. That on its own is impressive, but it's also combined with the fact that he never seems to crash during these particular drives as well. All of the crashes he's been in, including the one that netted him his cybernetic arm and eye, has been while he was paying attention while driving.

However, there may be yet more unrevealed traits Kuria has that even I may not know about. We shall just see what they turn out to be, shall we?

[spoiler=Deck Style]"Clear Vision"
Kuria's "Clear" deck focuses on punishing the foe for the Attributes of their monsters with the Clear World field while being unaffected by its presence himself. The Synchros of his deck have a variety of effects that can help or harm Kuria in various situations, and even the Rising Ideal Dragon has a way to shed its own Attribute temporarily so that Kuria isn't punished by Clear World for its presence. Thanks to the Synchros, this deck has a Banish-heavy theme as well when they emerge, with the Clear Hive Wyrms being the primary means of controlling what does and does not stay banished. Unlike most people, whom stick to one type of special summon, Kuria's extra deck contains more than just Synchro monsters. There's also the odd XYZ as well that can slam down the opponent as needed. The deck is also fairly large, currently standing at an unusual 60 cards, the max any deck is allowed to have. (I actually have the deck listed out, so I can use a dice roller to determine what he actually draws.)

[spoiler=Custom Cards][spoiler=Clear Hive Wyrm]27dqgnl.png

[spoiler=Clear Soul Dragon]RJQgyHL.png

[spoiler=Clear Nebula Dragon]nZOiGPT.png

[spoiler=Rising Ideal Dragon]4oKio99.png

[spoiler=Clear Whelp]MpmseID.png

[spoiler=Clear Maiden]9HjyFFT.png

~Anime Conversions~
[spoiler=Attribute Bomb]ETLmsnj.png

[spoiler=Attribute Chameleon]1D2pCCq.jpg

[spoiler=Attribute Mastery]xq2poTR.jpg

[spoiler=Clear Viscious Knight]fFlKQ2g.jpg

[spoiler=Clear Rage Golem]NFj2urF.jpg

[spoiler=Clear Phantom]OLWGVX9.jpg

[spoiler=Clear Cube]KNK0YGi.jpg

[spoiler=Clear Sacrifice]I was unable to find the actual picture for this one.
WnkNM7d.jpg

[spoiler=Clear Wall]GGuLOXf.jpg


[spoiler=Biography]Kuria grew up in Hearthome City, his family scrapping by barely while saving up as much as possible to get to a better position. He ended up meeting Miero in a duel and was at first one of the same kids that had been picking on him at first about the Harpy deck...at least until the first time he dueled him and got his ass handed to him by said birds. Off and on, in order to survive, the pair slowly started working either each other despite their parents clashing with one another due to Miero's father being a vigilante. However, the melting point of their friendship happened when one of the other kids took Miero's deck, the Harpy's Pet Dragon miraculously still in his small hands, and threw the deck into the fire.

Kuria bashed the kid in the face with a fist, which wound up cementing the budding friendship.
 
Kuria was hit hard by the event that destroyed Hearthome, leaving him without any living parents and no home at 17. Feeling sorry for him, Miero managed to convince his parents to let him stay with them. While thankful for what they did, it was Miero's father that 'inspired' Kuria to get out of there as soon as possible...which was at 21 when he could go into trucking school.

He's been a consistent worker for one of the companies that helps with the Momentum Grid and was one of the main delivery folks for this particular business he was in. However, it was on the job that he suffered major damage, specifically to his right arm and his left eye. While he was paying attention to his surroundings, a pair of turbo duelists behind him weren't. At the speeds they were going, they wound up crashing and sending him flying into multiple other vehicles and buildings with the 18-wheeler he had been driving. A shard of glass from one of the buildings went under his glasses and through his eyelid before he could even raise his arms and pierced his eye and his arm wound up crushed under a lot of heavy rubble that barely missed the rest of him. Due to the insurance he had been paying for with a part of each check, he was able to actually afford to replace both his eye and his shattered arm with excellent replacements. Fortunately for him, he wasn't exactly growing anymore, so he didn't have to worry about replacing it every so often because of that.
 
However, two odd things came came from the surgery to gain his new arm and eye. One was the odd need to itch at a particular spot on his forearm, while the other was the random appearance of a single Ancient Pixie Dragon in his deck.

With the speed of his D-runner, he could visit Miero at any point, though it was admittedly when he needed a sanity break from Domino City's chaotic lifestyle. He had already been on the way over upon recieving a particular call...and hearing practically a direct order from a shaken-up Miero.

Whatever Miero's gotten himself into now, Kuria ain't gonna let him go solo on...

[spoiler=Misc. Information]Oddly enough, Kuria's name is also the name of the archetype he uses. For example, Clear Vice Dragon is actually Kuriā Baisu Doragon in Japan.
Due to his right arm being mechanical, Kuria wound up becoming left-handed for things that require precision and the sensation of touch, such as signing his name for the former or stitching something together for the latter.
Battle Theme: Asking Alexandria - Single Moment of Sincerity (Nightcored Variant)
General Theme: Nickelback - If Today Was Your Last Day / Epic Rock - This Is For The Fallen
Actual Voice: Set It Off - Why Worry (Nightcored Variant)[spoiler=Attack/Effect Names]Clear Nebula Dragon's summoning: "I call upon the wisdom of the endless void, the clarity granted by the ability to see all. May the great wyrm of the stars emerge! XYZ Summon! I call upon you, my Herald of Clear Vision! Clear Nebula Dragon!"
Clear Nebula Dragon - Attack: Spiral of Stars
Clear Nebula Dragon - Effect: Roar of Clarity
Clear Vice Dragon: Shattering Reflections
Clear Soul Dragon: Spectral Slash
Clear Vicious Knight - Attack: Corrosion Slash
Clear Vicious Knight - Effect: Disaster's Test
Ancient Pixie Dragon's summoning: "Led by the Heart's Melody does she fly, as the brightest of stars in the day-lit sky! May thy song heal the wounds of the heart as it is heard! Synchro Summon! I call upon the Harmony of the Ancient Chorus! Ancient Pixie Dragon!"
Ancient Pixie Dragon - Attack: Melodic Enrapture
Ancient Pixie Dragon - Effect: Trail of Rainbows
Rising Ideal Dragon: Eternity's Storm

 

 

 

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