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


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OP: SCREEN mode – Kyokugen Dreamer

ED: Vic Mignogna- Bit by Bit

 

fjATmXO.jpg

-A Saikazo RP-

-Cohosted by Chaos Sonic and Yui-

-Logo by Yui-

-Special thanks to Yui for helping with World Building-

[spoiler=Rules] First and foremost, all YCM and RP section rules apply. That means no powerplaying, godmodding, etc. You know, obvious things that you should not do because you’re a decent human being.

I, and by extension, any and all cohosts, have final say. I am the law. However, I can be lenient if you are calm and explain yourself well. If you do not post within several days f when you are needed to post, I reserve the right to move your character. If you do not post for two weeks, then I reserve the right to write out your character. However, I can extend the timeline if you have a valid reason, but you have to tell me.

This is PG-16 to allow all kind of things to happen. Death happens, bad things happen, good things happen, stuff happens. Circle of Life, Circle of Death.

Customs are allowed, however, you must run them by the host and cohosts, and they must be approved by us before you can use them.

 

 

[spoiler=Setting]Forsaken Legends take place fifty years after Yugioh 5Ds, and ignores the events of Zexal and Arc-V. During these fifty years, six major cities were constructed, each one focusing on a Summoning Mechanic. Each town has every form of summoning, however, the ones they specialize in are more common, and more powerful cards of that kind appear in their town.

 

Due to the tireless research of Yusei Fudo, he was able to develop a program that stabilized the Momentum Reactor, allowing free and clean energy for the world to use. Because of this, technology made many advances. About 25 years later, Solid Vision was created, which allowed for a new kind of Dueling to rise, Action Dueling. It became a popular sporting event, and became its own league.

Psychic Duelists still roam the world, some using their power for good, others for their own selfish gains, and some gave themselves up for research, to discover the origins of their power. In hushed whispers, people speak of a more sinister version of Psychic Duels, where you use your own life force to power your monsters. They are called Destiny Duels.

 

During these fifty years, the game of Duel Monsters evolved even further beyond, adding two new summoning methods, known as Xyz and Pendulum. At first, there was an outcry that Xyz were too easy and Pendulum were even worse. The stigma still does exist with a vocal minority, but they have been accepted for the most part.

 

 

[spoiler=Database] (This will be updated as seen fit. Be sure to check back now and then)

[spoiler=Greater Domino Area]The Greater Domino Area is a large chunk of the world that is, by all means, the ultimate hub of all things Duel Monsters, and is identified quickly by six large cities. Because we live in a world where card games mean everything, this by no coincidence means that the Greater Domino Area is also considerably more urbanized and densely populated in comparison to the rest of the world. Technology in this area is a fair leap ahead of the rest of the world, and in addition to a bustling and powerful economy, it's not hard to see why somebody would opt to live here. Of course, due to so many people living here, the Greater Domino Area also has the downside of being the most likely place in the world where something goes terribly wrong.

 

[spoiler=The Cities]

[spoiler=Domino City (Main)]

The largest and oldest (not to mention namesake) city of the Greater Domino Area, Domino City is the Duel Monsters capitol of the world. Millions of Duelists from far and wide come here to participate in any number of tournaments, set up businesses, or watch their favorite Pro Duelists go head-to-head with each other. This is also the central headquarters for Kaiba Corp, who have established a monopoly for new technology and printing cards for the game that has made Domino City such a massive metropolis. As a result, the economy has found itself based almost entirely off of Duel Monsters; even its tourist attractions have to do with card games.

 

Most notably, the Duel Museum was constructed twenty years ago and contains in great detail the history of Duel Monsters and the champions of the game that continues to form the core of society. By closely observing the duels of past champions, the Duel Museum was even capable of being equipped with an AI unit that can be dueled, fully equipped with the decks and techniques of champions past. For a small fee, of course. While Domino City has all the comforts and luxuries one could ever ask for from a major city, it also comes fully equipped with the downsides one may not be so proud of.

 

Domino City has come to a point where two things make the city go round: Duel Monsters, and cold hard cash. It's a dog-eat-dog economy out there, and greed can run rampant in the hearts of Domino's citizens once they get a taste of just how much power can come with enough cash. This isn't to say one can't be broke and survive here, but it certainly makes life difficult in the big city. Under its cheering tournament crowds, neon lights, and bustling tourism, Domino City's heart is slowly rotting.

 

[spoiler=Reffo City (Ritual)]

The smallest city in the Greater Domino Area. Reffo is the "suburb city", so dubbed for its calm atmosphere, open space, and sparse population compared to the overpopulated cities in the rest of the area. KaibaCorp has designated Reffo as the city where the most powerful Ritual Monsters and ritual support get shipped, and as a result, the city's taken a natural stance that favors the Ritual Summoning mechanic. The lack of reliance on an Extra Deck as well as a much more rural vibe than the other cities in the Greater Domino Area are what Reffo is known for at a glance. A deeper look also shows that a lot of the population is quite old, and it would seem that many folks from other cities retire then move to Reffo.

 

The people of Reffo have proven to be quite hospitable with outsiders, and outside of Duel Monsters, the city gets a lot of its income from a plethora of inns and restaurants put in place to make visitors more comfortable during their stay. Reffo's most distinguishing feature is perhaps Old Town, a district found dead in the center of Reffo City that seems to have been thrown straight into the modern day from a time long since past. Dirt roads, traditional shrines and temples, paper lanterns, and more decorate Old Town. As a result, the atmosphere of this particular area is extremely different from the concrete buildings and streetlights of the Greater Domino Area in general. Roughly in the center of Old Town - and as a result, Reffo City itself - is a massive, three-story pagoda that is the city's largest dueling arena, which has found itself surrounded by several inns, restaurants, and stalls.

 

[spoiler=Taccon City (Fusion)]

Statistically, Taccon City is the wealthiest city in the Greater Domino Area. The average income of its families is higher than in any other city, which leads to inflated egos in many of the locals, but don't be fooled. Taccon City just barely takes home the gold for being the richest city, and the number of wealthy families living here gets artificially inflated by the presence of the Greater Domino Area's largest and most prestigious Duel Academy, not to mention the most expensive to attend. While a lot of Pro Duelists and their families end up living here due to the famous Duelist Academia, Taccon itself ironically has no proper dueling arena. Instead, its tournaments are hosted in the mighty Duelist Academia's dueling fields.

 

Although KaibaCorp has decided to focus its more powerful Fusion Monsters and fusion support toward Taccon's stores, the Duelist Academia holds courses for all manner of summoning methods. As a result, Taccon isn't as largely populated by users of the local summoning mechanic as other cities would be. It's perfectly likely to find a user of any summoning mechanic here, either as a Pro Duelist, a student at Duelist Academia, or somebody who either aspires to be or is related to either of the above. That being said, the people of Taccon have a particular distrust for Xyz users, due to some negative stigmas attached to Hearthome City and wanting to keep their image as a very desirable place to live.

 

[spoiler=Turbo City (Synchro)]

If roads and vehicles were bills and coins, Turbo City would by a long shot be the wealthiest city in the Greater Domino Area. However, they are not, and Turbo City's economy is by no means booming. As its name so subtly implies, Turbo City is a city built with Turbo Dueling in mind. By no coincidence, KaibaCorp chose this city to be the spot where the most powerful Synchro Monsters and synchro support would be sent. The whole thing works out rather nicely; powerful synchro cards get sold in Turbo City, which encourages Synchro Summoning monsters in Turbo Duels, generating Momentum for the Greater Domino Area and causing living expenses in Turbo City to drop considerably. This in turn leads to cheaper housing, letting people spend more money on new synchro cards, and the whole thing has spiraled in a way that leads some to call Turbo City "The Power Plant", as it's where most of the Greater Domino Area's Momentum comes from.

 

Turbo City's infrastructure can be confusing to outsiders at first; in an attempt to keep traffic under control, the city's roads and highways had to be built in three layers, two of which are occupied by the city itself. The city's bottom layer consists mostly of businesses and the occasional duel arena. Despite very efficient road layouts, traffic still gets pretty congested down here, but this bottom layer of the city serves as the economic (and physical) foundation for the rest of Turbo City regardless. The second layer, often called the "Nest" by the locals, holds the city's housing and inns. There are a great many ramps that connect the Nest to the businesses below, but traffic around these can still clog up during rush hours when most businesses open and close. Quite a few houses in the Nest connect to a business directly beneath it that the residents own. Most interesting, however, is the third layer.

 

The top layer of Turbo City, otherwise known as the Skyway, almost entirely consists of vast looping highways designed for Turbo Duels. The Skyway is accessed via a handful of "skyports" that can be found throughout the city, which act both as parking garages and large elevators for vehicular use. The Skyway also has one singular building besides the skyports used to access it; a large duel arena with a large track running along its perimeter, to be used in Turbo Duel tournaments. D-Wheel safety is a particular concern among Turbo City officials, as despite several efforts put into place to protect Turbo Duelists on the Skyway, crashes are still fairly common.

 

[spoiler=Hearthome City (Xyz)]

You will never find a more wretched hive of scum and villainy. Nobody's sure what caused it, but some time about a decade ago, a violent protest in Hearthome sparked up and became a full-blown riot. That riot led to more riots, and Hearthome nearly destroyed itself with a full month of violence, lawlessness, and property damage. By the time the dust had settled, Hearthome was a city of dilapilated buildings and run-down shacks that many agree would be better off demolished and rebuilt. Despite the seemingly universal wariness of the city's current state, the authorities of the Greater Domino Area have made no effort to restore order in Hearthome, and KaibaCorp has not revoked the city's status as the destination for the most powerful Xyz Monsters and support. Anyone who wants to make it big with an Xyz-based deck considers visiting this city a necessary evil, and for good reason.

 

You could spit from a Hearthome rooftop and it would almost certainly land on a dishonest human being who will lie, swindle, manipulate, and cheat to eke out a pitiful life in the rotting corpse of a once-gorgeous city. Even the city's run-down shacks, looking as though they'll collapse at any second, are terribly overpriced, and it would seem as though how easily one can afford their groceries here directly correlates with how good they are at stealing those very groceries. The only thing the people of Hearthome hold sacred in this city's disrepaired roads and shady alleyways is the local duel arena; the only building that wasn't damaged during the infamous riots. Inside the arena's walls, even the filthiest of homeless Hearthome citizens and the richest of gangsters running the city become equals, and - in their own distorted way - the people become respectful toward one another inside the arena's walls. Disrespecting somebody in "the pit" is considered a serious offense by the locals, and anyone who offends the people of Hearthome will find that they're a vengeful sort with a warped sense of community, and will make the already-difficult lives of anybody that offends their city damn near impossible.

 

For the most part, Hearthome is run by gangs that are constantly warring with one another for territory. As a result, the "laws" that govern a person's daily life can change in the blink of an eye. However, Hearthome citizens aren't a hopeless sort. If oppressed too strongly, the common men and women here violently rebel against their criminal overlords. This turns gang wars into an odd form of politics where local criminals keep the masses content with their miserable lives in order to secure their territory, in exchange for the masses holding down the fort for the local gangs. Of course, vigilantes exist, and most famous among them is the "Dread Knight"; an enigma with very little known information.

 

[spoiler=Cradle City (Pendulums)]

If it's bright and flashy you want, look no further than Cradle City. Bright neon, streamlined roads, and several arenas designed specifically for Action Duels that feature monitors on the outsides make Cradle a city that never sleeps. Perhaps because of its bright colors and personality, KaibaCorp designated Cradle as the location where the most powerful Pendulum Monsters and related support would be found. Due to an unusually high amount of local tournaments that are hosted in Cradle City, many who aspire to make it big as Pro Duelists end up living here, especially if their pursuit involves Action Duels. Every duel arena in Cradle is equipped with Solid Vision generators, and due to the considerably large amount of them, Cradle City has become the number-one Action Dueling center for the Greater Domino Area.

 

Cradle City is also the home of the WDMA, causing it to gain even more attention from the fans of newer pros around the globe as they come here time and again to participate in tournaments that would grant them entry to more prestigious events hosted in Domino City. It's not at all uncommon for a person to go about their daily business in Cradle and see a rising star on the streets at least twice a day. However, just as much as this is a place where hopes and dreams are born, Cradle City is where those of many an aspiring would-be pro come to die. The WDMA headquarters in Cradle is the stage for a semi-annual tournament that attracts many would-be pros, with the winner being recognized as an official Pro Duelist. However, this tournament will also reject a duelist if they've participated three times and still not taken the gold.

 

Aside from its grand duel arenas, most of Cradle's buildings are fairly modest; no towering skyscrapers to be found like in Domino or other big cities, and housing is more compact in size to allow for more of it in quantity. Cradle City's population and size is second in the Greater Domino Region only to Domino City itself, and it also boasts the lowest amount of homeless and/or unemployed citizens. There's always something to do here, and the city itself welcomes anyone who thinks they're up for its fast pace and bright atmosphere.

 

 

 

[spoiler=WDMA]The World Duel Monster Association. Think of it like the NFL, the head of the sport leagues of Duel Monsters.

 

[spoiler=Duel Museum] Twenty years, this museum was built to honor the champions of the past. By watching the old duels, they were able to recreate the champions' decks, and create an AI that can be freely challenged.

 

[spoiler=Dread Knight]Not much is known about the Dread Knight. Few have seen him, and those who do hardly can describe him. From what has been gathered, he is a man dressed in black clothes that resembles light armor. with a purple scarf. He seems to play Phantom Knights, and it is rumored he is a Psychic Duelist.

 

[spoiler=Kaiba Corp]After buying out Industrial Illusions, Kaiba Corp became the sole distributor of Duel Monsters, creating a card game empire. They are also the reason why the cards are spread as they are. Due to marketing, they threw the best cards of a Summoning Mechanic to the city that had the most interest in them. Domino itself, however, got the short end of the stick, but got the newest cards first.

 

Kaiba Corp is the largest provider of jobs in Neoteric Domino, and as such, pretty much have the local government in their pockets. They apparently are starting to spread their influences farther, although what this means, no one truly knows.

 

[spoiler=The Current Duel King]Kyouji Ryuu is the current Duel King, the third one after Yusei Fudo, and he is a loud, passionate, and hot blooded man. He runs a Synchro Dinosaur deck known as the Dinozars. It is rumored he is a student of the one and only JACK ATLAS.

 

[spoiler=Duel Spirits]Duel Spirits are beings from a parallel universe that can inhabits Duel Monsters cards. Usually, they can only been seen by special people, or by people who have a strong bond to the card. They have distinct personalities, and more often then not help their Duelists. Some may have more sinister motives though.

 

[spoiler=Cards] Only three sets of cards are off limits. The Egyptian God Cards, The Wicked Gods, and the Sacred Beasts. The signer cards have been reproduced, and they do not have the spirits of the cards like the signers’. Number Cards do not have the anime Number Clause, meaning they can be destroyed by battle from any kind of monster.

There is no ban list, and any cards will be their pre-errated cards, however, do not stack your decks with them. Exodia OTKs and Yata locks are off limits.

 

 

[spoiler=God Clause]

Monsters require three Tributes due to being Level 10 monsters.

Their attacks do not trigger the activation conditions of a Trap Card that needs to be activated in response to an attack.

They are unaffected by most effects that would directly remove them from the side of the field of their controller, except for the abilities of a God with the same Hierarchy.

Any other card effects only affect them for one turn.

 

 

[spoiler=Map of Greater Domino Area]lrhVzvV.jpg

 

 

 

 

 

[spoiler=Very Basic Plot]A crime is being committed throughout the six cities. People are disappearing, and the police cannot find either hair or hide of them. The disappearnces are getting more and more frequent, and a panic is slowly rising.

 

Meanwhile, one day, certain people received a blank card and a letter, stating ‘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’.

 

And thus, the story unfolds…

 

 

[spoiler=Application]Note: You may submit up to two applications. Each application should consist of one character. Please remove all items in parenthesis and from within the spoilers.

Name:

Gender:

Age:

[spoiler=Physical Description]Use of an Image is highly recommended. 1 paragraph of description minimum.

 

[spoiler=Personality]2 paragraphs minimum

 

[spoiler=Deck]The name and description of your character's deck goes here. You should not provide a deck list, but instead a brief description of their deck and strategy. Bonus points for extra detail and mentions of their ace card(s).

 

[spoiler=Custom Cards]Images of, links to, or written versions of all custom cards the character uses

 

[spoiler=Biography]1 paragraph minimum

 

[spoiler=Misc. Information]Theme songs, trivia, and other fun facts/goodies go here

 

Skype Name: Need this if you wanna join the Skype chat.

 

 

[spoiler=Roster]

Blank ​Card Holders

Aika Takakawa - JustYui

Yuria Kaneko - Stalfos

​Tycho Bosko - The Faytl Blow

Daichi Raimu - Chaos Sonic

H. O. Lee Paladin - Chaos Knux

Helena Grey - Wind Rider

Furiko Hoshizora - Skaia

Akira Inao - Dova

Lyall Hark - Krein

Miero Tammabukku - Talim Rave

Eizar Lutio - senorchavez

And JOHN CENA!!!

 

 

 

[spoiler=Special Custom Cards]

[spoiler=Boss Monster Raviel]

Shin Raviel, Emperor of Phantasms

Level 12 Divine Fiend Effect Monster

Attack: 4000

Defense: 4000

Effect: Can only be Normal Summoned by tributing 3 Fiend type monsters. While there are 'Raviel Tokens' on the field, this monster can not be removed from the field by battle or card effects. When a monster(s) is Normal or Special Summoned to the field, Special Summon 1 'Raviel Token' to the field (ATK:1000/DEF:1000) Once per turn, you can tribute up to 2 of your monsters, this monster gains ATK equal to the combined ATK of the two monsters.

 

 

 

 

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First off, interested noted.

 

Second off, small grammar issue "free and clean energy" but yeah, interesting background all the same.

 

Third off, what are all the Summoning Mechanics? There's Fusion, Synchro, Xyz, Ritual, Pendulum...and I'm guessing the last one is Tribute? Maybe? Read the database, nevermind. Why does Xyz Summoning get it so bad D:

 

But yeah, seems interesting.

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Note my interest, but I also state for the record that I will prioritise Codex over this if my available time becomes an issue.

Hmm... That's fair.

 

Second off, small grammar issue "free and clean energy" but yeah, interesting background all the same.

Ah, I missed that. Thanks, I fixed it.
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Pending slight interest. 

 

Given that it has all the new summon mechanics, basically is arc-v in city form instead of dimensions and takes place in a time that's far enough removed from the rest of the series, in addition to the basic plot not having any relevance to it, I'm a bit confused as to why this is a sequel rp and not just some original universe thing. 

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Thanks to Yui, we now have a much more detailed descriptions of each city. Be sure to go back and check them out!

 

Also, welcome Yui as your new Co-Host!

 

Pending slight interest. 

 

Given that it has all the new summon mechanics, basically is arc-v in city form instead of dimensions and takes place in a time that's far enough removed from the rest of the series, in addition to the basic plot not having any relevance to it, I'm a bit confused as to why this is a sequel rp and not just some original universe thing.

 

Well, it's a sequel RP because we want to use things from the past series. Can't tell too much without it being spoilers.

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[spoiler=Disowned]


1kMnuQ2.jpg
"No, there's no relation between me and that Iwaki family."




Name: Hiromi Iwaki

Age: 16

Gender: Female

[spoiler=Appearance]29mqBhi.jpg
Height: 5'3"
Weight: 97 pounds

Sporting medium-length black hair tied into a side ponytail, Hiromi possesses a fair skin tone. Her face is adorned with a pair of light red - nearly pink - eyes, and her generally slim frame has little worth boasting about. In her own opinion, Hiromi's least flattering trait is her chest. It came fully equipped with the curvatures and roundness of a sheet of paper. Inversely, Hiromi is quite proud of her legs, and isn't afraid to show them off.



[spoiler=Personality]One thing Hiromi is most certainly not is competitive. She has no desire to prove that she's better than others, nor does she have such lofty ambitions as being a champion duelist or ending world hunger. All Hiromi wants out of life is to spend it quietly and in peace, make some friends, have some fun, grow old, and then die knowing that she had no regrets. On which note, Hiromi isn't the sort of person to regret any actions she takes, no matter how heroic or heinous they may be. If she does something, that was her choice, and if there's one thing she firmly believes in, it's that a person is molded by their choices. If she does horrible things and becomes a villain due to it, she made herself the bad guy; feeling bad about it would do her no good. While this has the potential to make her a remorseless villain, it also allows Hiromi to be a very modest hero; she doesn't do good things for glory or fame, but because she decided it was the best course of action at the time.

Socially, Hiromi always looks at the glass half-full and makes the best of the positives she can find in life. Homeless, unemployed, broke, and starving? That just means you have nothing left to lose! This optimistic outlook on life is complimented by a completely shameless nature. She would say straight to somebody's face things that others wouldn't dream of sharing with even their closest friends. This can make her come off as a bit creepy depending on what subject comes up between her and a total stranger, but it also makes her the perfect person to break bad news to somebody. She's also a very social sort, and dislikes going on for too long without speaking with somebody. Leave her be for too long, and Hiromi starts feeling lonely and grows more active in her search for social interaction.

Speaking of seeking attention, one thing Hiromi seeks from others is approval. Although she won't compete with others, Hiromi puts out her best efforts for everybody around her in the hopes of being told she's done a good job, and that feeling when she's congratulated for a job well done is the happiest feeling in the world to her. She's very quick to form bonds with people who fulfill this powerful thirst of approval without realizing it, and treasures these people dearly. Wrong them, and Hiromi will shoulder their burdens, causing things with the wrongdoer to get personal. If her beef with somebody isn't personal, however, Hiromi has shown to be very forgiving. Even people with personal beef can be forgiven once Hiromi puts them back in their place.



[spoiler=Biography]The prestigious Iwaki family, residing in Taccon City, has a reputation for juicing out many a Pro Duelist. The many pros that emerge from the family marry and reproduce with other pros, leading to greatness being something that rather literally runs in the veins of an Iwaki. With this natural greatness as the hook, the family instills a desire for success in their children, and the Iwaki children have the bar for dueling performance raised extremely high. They're expected not only to meet that bar, but to want to exceed every harsh expectation set out for them. Hiromi was always the black sheep in a family of competitive yet extremely talented duelists.

While no pushover herself, Hiromi simply didn't duel to win. She played for the love of the game and had no interest in meeting her family's high standards of what made a good duelist. This caused no end of tensions between her and her family. Hiromi was by far the worst duelist of the Iwaki family, and without any desire to improve and become a pro herself, instead keeping herself to purely casual dueling, she'd prove more and more vivid an example by the day of what the Iwaki family didn't want from their children. The tensions between Hiromi and the Iwaki family hit a peak four months ago, just after turning sixteen, when Hiromi deliberately threw a duel she was forced into against her elder sister so that she could return to her own business as quickly as possible.

It had been far from the first time she'd gotten into an intense argument at home. In fact, to Hiromi, it was nearly tradition that every Saturday, after a required duel against her sister to see how the Iwaki sisters were holding up, she and her father would yell at each other for a few minutes about their clashing viewpoints before going their separate ways. What Hiromi didn't expect was to be told that if she still couldn't follow her sisters's example, even at her age, then there would be no place for her in the Iwaki family. Hiromi and her father were especially harsh on each other for the next couple of weeks, and things almost got physical more than once. Hiromi had been told by her sister to calm down and be the better person, and that Mr. Iwaki didn't mean any of the things he said when threatening to disown Hiromi and kick her out of the house. But even with this reassurance, the status quo wasn't breaking. It was ultimately Hiromi who put an end to the constant arguments, by packing up her deck, a few changes of clothes, and a large sum of money, before running away.

In the months since, Hiromi's taken to smaller-scale tournaments so that she can use the prize money to stay afloat wherever she wanders off to next, staying on the move to elude her family. She even purchased a shitty little house in Hearthome so that she had somewhere to go during dry spells. Due to a losing streak she hadn't expected, Hiromi's been laying low in said shitty house for the last couple of weeks, and has directed her attention to getting more familiar with her new home city.



[spoiler=Deck]Hiromi duels using a Sorahone deck. This archetype of WIND Zombie-Type monsters uses a combination of fusion monsters with defensive effects and main deck monsters that grant offensive effects when banished to keep their playstyle capable of turning on a dime. The deck's current ace monster - Sorahone Gashadokuro - boasts the highest ATK/DEF in the archetype (so far) and more powerful protection than the archetype's other fusions.



[spoiler=Custom Cards][spoiler=Main Deck Monsters]Sorahone Akago
Level 1 | WIND | Zombie/Effect | 100 ATK / 100 DEF
If this card is Summoned: Target 1 "Sorahone" card in your Graveyard; shuffle that target back into the deck. If this card is banished: Inflict 500 damage to your opponent. You can only use each effect of "Sorahone Akago" once per turn.

Sorahone Ayakashi
Level 4 | WIND | Zombie/Effect | 1200 ATK / 1600 DEF
If this card is Summoned: Discard 1 card, then draw 1 card. If this card is banished: Target 1 Spell/Trap Card on the field; destroy that target. You can only use each effect of "Sorahone Ayakashi" once per turn.

Sorahone Karakasa
Level 3 | WIND | Zombie/Effect | 900 ATK / 900 DEF
If this card is Summoned: Special Summon 1 "Sorahone" monster from your hand or Graveyard. If this card is banished: Target 1 "Sorahone" monster you control; it can attack directly, but its ATK is reduced by half, until the End Phase. You can only use each effect of "Sorahone Karakasa" once per turn.

Sorahone Kuchisake
Level 4 | WIND | Zombie/Effect | 1600 ATK / 1200 DEF
If this card is Summoned: Discard 1 card, then draw 1 card. If this card is banished: Target 1 face-up monster on the field; destroy that target. You can only use each effect of "Sorahone Kuchisake" once per turn.

Sorahone Kyonshi
Level 3 | WIND | Zombie/Effect | 1500 ATK / 0 DEF
If this card is Summoned: Special Summon 1 "Sorahone" monster from your hand or Graveyard. If this card is banished: Target 1 "Sorahone" monster you control; it gains 1000 ATK until the End Phase. You can only use each effect of "Sorahone Kyonshi" once per turn.

Sorahone Nukekubi
Level 2 | WIND | Zombie/Effect | 400 ATK / 200 DEF
If this card is Summoned: Discard 1 card; add 1 "Sorahone" card from your Deck to your hand. If this card is banished: Special Summon it. You can only use each effect of "Sorahone Nukekubi" once per turn.



[spoiler=Fusion Monsters]Sorahone Akateko
Level 5 | WIND | Zombie/Fusion/Effect | 1500 ATK / 2500 DEF
2 "Sorahone" monsters
Once per turn, during either player's turn, you can target 1 monster your opponent controls; banish 1 "Sorahone" monster from your Graveyard, and if you do, that monster loses 1000 ATK until the End Phase. During the End Phase: Return this card to the Extra Deck, and if you do, Special Summon up to 2 of your banished "Sorahone" monsters.

Sorahone Akurojin
Level 7 | WIND | Zombie/Fusion/Effect | 1400 ATK / 2800 DEF
2 "Sorahone" monsters
Once per turn, during either player's turn, when a monster declares an attack, you can banish 1 "Sorahone" monster from your Graveyard; negate that attack. During the End Phase: Return this card to the Extra Deck, and if you do, Special Summon up to 2 of your banished "Sorahone" monsters.

Sorahone Gashadokuro
Level 8 | WIND | Zombie/Fusion/Effect | 2400 ATK / 3200 DEF
3 "Sorahone" monsters
Once per turn, during either player's turn, you can target 1 "Sorahone" monster you control; banish 1 "Sorahone" monster from your Graveyard, and if you do, that target cannot be targeted or destroyed by card effects until the end of this turn. During the End Phase: Return this card to the Extra Deck, and if you do, Special Summon up to 2 of your banished "Sorahone" monsters.

Sorahone Kodama
Level 6 | WIND | Zombie/Fusion/Effect | 1800 ATK / 2400 DEF
2 "Sorahone" monsters
Once per turn, during either player's turn, you can target 1 "Sorahone" monster you control; banish 1 "Sorahone" monster from your Graveyard, and if you do, that target cannot be destroyed by battle this turn. During the End Phase: Return this card to the Extra Deck, and if you do, Special Summon up to 2 of your banished "Sorahone" monsters.



[spoiler=Spells]Sorahone Fusion

Normal Spell

Fusion Summon 1 "Sorahone" Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials. You can also banish 1 "Sorahone" monster from your Graveyard as one of the Materials.

 

Forced Sorahone Fusion
Quick-Play Spell
If you control no monsters: Fusion Summon 1 "Sorahone" Fusion Monster from your Extra Deck, using monsters from your Deck as Fusion Materials. If you activate this effect, you cannot Summon or Set monsters for the rest of this turn, except "Sorahone" monsters.

Sorahone Mortuary
Field Spell
Increase the ATK and DEF of all "Sorahone" monsters you control by 400. Once per turn, during either player's turn, you can Fusion Summon 1 "Sorahone" Fusion monster from your Extra Deck using monsters you control as Fusion Materials. If you activate this effect, send the top card of your Deck to the Graveyard during the End Phase.



[spoiler=Traps]Sorahone Digging Fusion
Counter Trap
If your opponent declares an attack on a "Sorahone" monster you control: Fusion Summon 1 "Sorahone" Fusion monster from your Extra Deck using that monster and 1 or more "Sorahone" monsters from your hand as Fusion Materials, and change the attack target to the Fusion Summoned monster.

 



[spoiler=Misc]


Duel Theme 2: Hiromi's on the offensive!
Duel Theme 3: Gashadokuro has arrived!



 

 

[spoiler=Notice Me, Senpai]


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"Now then, how do I win this one..."



Name: Ayame Iwaki

Gender: Female

Age: 20

[spoiler=Appearance]VehQ5Tk.png
Height: 5'10"
Weight: 142 pounds

Ayame is tall and features a wiry build with skinny arms and legs, long bony fingers, and a face with fairly defined features. It's pretty easy to look at Ayame's face and say "Okay, this part of the face ends here, and this other part starts there". Sitting just above - and in some parts, over - her face is a full head of light pink hair. The color is reminiscent of cotton candy, and those who touch her hair will find that even its texture - being soft and fluffy - can have the same mental effect. Ayame doesn't seem to take much care with her hairstyle, as short of tying it up into a ponytail, her hair tends to sit around in a mess, though it typically falls into low bangs over the upper-left part of her face. Not that it conceals her sky-blue eyes or anything.

Contrasting/complimenting her light pink hair, Ayame's fashion sense tends to gravitate toward purples and blacks, most commonly including a hooded jacket, with her Duel Disk going on over its left sleeve. Ayame's Duel Disk features a purple case and a Solid Vision playing field with a trim of a similar color. Also worth note are Ayame's accessories and tattoos, as she has a few of these. To boot, Ayame owns and typically wears a ring on her right hand, with the top shaped like a skull, complete with tiny sapphires in the eye sockets. Ayame used to own a multitude of other skeleton-themed accessories, but she appears to have mostly shifted to an aesthetic more suited for her deck.

Around Ayame's neck is a black necklace that alternates between links that resemble 0s and 1s, and while it's not often visible, Ayame has a tattoo running up the entirety of her right arm that resembles some sort of computer code. It may also be worth noting that Ayame frequently wears a glove over her left hand. It is solid black in color, made of silk, and reaches under her jacket up to her elbow. On the extremely rare chance that somebody catches Ayame without her glove, they'll find that the lower half of her left arm, including her entire hand, is covered in rather unpleasant-looking burn scars.



[spoiler=Personality]A phrase some people use is "the game of life". If life is truly a game, it's one Ayame plays to win. Whatever Ayame tries in life, she always aims to be at the top of it, whether that means becoming the best duelist in the world, a five-star gourmet chef, or even the lucky girl who bought a winning lottery ticket. Because of her need to succeed, Ayame doesn't take well to being looked down upon or receiving assistance without asking for it. She never takes the easy way out of things, and if she fails the first time, Ayame will re-evaluate what happened and where she went wrong, as well as how to improve upon it next time. By thoroughly repeating the cycle of finding her flaws and correcting them, Ayame aspires to be perfect and utterly unbeatable. It's as vain a goal as they get, and she'll acknowledge that, but the goal is hers, and that's what she believes counts.

While analytical, Ayame isn't a cold person by any means. She's actually a pretty good person when winning or losing isn't on the line, although she doesn't go out of her way just to help others, but if she sees something happening she can easily help with, Ayame won't mind spending a few seconds of her time. She's the type of girl who would give a homeless man money without a second thought, but wouldn't really want to go to a volunteer event since she could use that time on more personally productive things, like reviewing strategies or studying opponents more closely. However, she'll go above and beyond for her friends or other people she considers important to her if she has to. Friendship isn't something Ayame gives out easily (or trust for that matter), but once somebody has hers, losing it isn't likely without betraying her in some way. As somebody who aspires to win and succeed, a good way to earn Ayame's respect and eventually friendship is to prove one's skill in something is noteworthy. Ayame likes to be a talented individual who surrounds herself with other talented individuals.

When not focused on winning, Ayame can be carefree and approachable. She welcomes social interaction on her downtime, and will gladly respect any boundaries or rules a person sets. Although she wants to win and become famous, there's no point in having fame if everyone hates your guts, so she makes a point to act courteous and tries to see the best in others, not that the latter is always easy. Because she wants to be the best at everything, everyone is a potential rival to Ayame, and so she in turn has to carefully observe the strengths and weaknesses in others. It can make her pass off as being nosy or even stalker-ish, but it's more a force of habit and subconsciously treating everyone as a rival than any form of malice. Competitive though she may be, Ayame's completely harmless.

Of course, even she realizes there's more to life than winning. Everyone needs hobbies in life, and foremost among Ayame's is technology. By her own admittance, Ayame's not that great with computers and the like, but that doesn't make her any less interested in tinkering with devices to see what she can make them do. She's also particularly interested in sweets, though more for consumption purposes than any sort of hobby. Ayame's got a fondness for lollipops, gum, and taffy, since they keep her mouth occupied. She especially likes grape-flavored things. While she isn't as interested in it as technology or candy, another thing Ayame's fond of looking into with her downtime is cosplay. She typically doesn't care much for the shows or games characters come from, or the characters themselves for that matter, but Ayame likes the idea of changing up her appearance and becoming somebody else. She'll even try to change up her fashion sense every now and then, and she's got quite the wardrobe back home.

Inversely, Ayame does not like gambling. Being a winner or loser is beyond her control, and Ayame doesn't like leaving things up to chance like that. It makes her feel powerless, which is quite the opposite of victorious, so she can't really say she earned a victory she gambled her way into. For the same reason, Ayame hates surprises, even if they're pleasant like a surprise birthday party. She'd rather be told in advance about the party, though as somebody who craves the feeling of power and control, Ayame would likely end up taking the reigns on planning it herself if that happened. Her dislike of surprises can also be chalked up to the fact that Ayame is a more emotional person than she lets on, and being caught off-guard can make it hard to maintain her usual composure. For these reasons, she's really bad with scary movies and games, or anything with huge plot twists, though ghost stories are fine since they're rather predictable in nature.

She's isn't really a deep person when it all comes down to it. She likes to win, she likes being in control, and she's got hobbies. Those are what make her happy, so it's only natural she'd want them more than anything else in life.



[spoiler=Biography]Native to Taccon City, the Iwaki family is a prestigious one with a long history of having several active Pro Duelists in the family at a time. The elder of her parents' two children, Ayame is beaten in age in her generation of Iwakis only by a cousin that has since moved out of the GDA to tackle national tournaments overseas. But let's start at the beginning. From the day she was born, Ayame was instilled with the idea that greatness ran in her veins. Which it sort of did; her mother was a Pro Duelist, and so was her father. As such, it was expected that Ayame would someday go pro herself. And for her entire life, she's done a great job of living up to their expectations.

As Ayame grew, her dueling ability far outshined those of other kids in her schools. This was due to a combination of hard work, memorization, and having a high bar to meet. It seemed perfectly likely that Ayame would go pro when she grew up. Her need to succeed didn't take long to spread past dueling on its own, however. Ayame - fond of winning - soon aimed to surpass any Iwaki before her by becoming not only a Pro Duelist, but also a pro at so many other things. She wanted to be a master chef. She wanted to master every language known to man. Although she was a pretty big and frankly unrealistic dreamer, Ayame's absurd goals were what drove her to become the person she is today. Every setback taught her something she did wrong, and each victory secured her confidence in what she was doing right. Of course, living under the watchful eye of the Iwaki family, neither Ayame nor the younger sister Hiromi that would be born four years after Ayame had much spare time to sit down and just be themselves. As such, when Ayame received a letter from Academia, she was thrilled, despite pretty much knowing she'd get in.

Due to a combination of her dueling prowess and the Iwaki family being generous benefactors to the school, Ayame was granted full scholarships to the most prestigious dueling school in the Greater Domino Area. Rather than living with her parents, Ayame opted to pack her things and move into the school dorms. This was her chance to be a bit more of a normal person instead of an unstoppable dueling machine, though her thirst for victory did see her becoming the school's champion duelist as early as her first year at Academia. It was here that she started making actual friends instead of people that wanted her for her family's money or influence, and started learning more about herself and her hobbies. A late-night study session with a friend taught Ayame she liked sweets, and that she could focus better if her mouth was occupied by something like gum or a lollipop. Watching a geeky kid in one of her classes taught Ayame that, although she wasn't that great with them, Ayame liked machines and tinkering with them. So on and so forth.

During her third year at Academia, for the first time since joining the school, Ayame's position as the school champion was threatened. A new student, named Hanae Hanazawa, was shooting her way up the ranks, and soon came knocking at Ayame's dorm door, challenging her to a duel. Ayame, with a Duel Disk she'd been modifying to try and make the system run a bit faster (her old Disk was rather old and starting to die out), accepted this challenge. During the duel, as Ayame moved to summon Cyber Dragon Infinity, her Duel Disk exploded, ending the duel and injuring her, with a broken arm that took about a month to heal. By the time her arm healed, Ayame purchased a new Duel Disk, and later was challenged to a rematch by Hanae under more fair terms. The challenge was accepted, and Hanae was defeated. Thus sparked a sort of school rivalry between the two, but it only lasted two years before Ayame graduated from Academia.

Finally free, Ayame first took some time to herself. She bought an apartment in Taccon not far from her family or Academia, and took to winning tournaments across the Greater Domino Area by the dozen so that she could build up a bank account to pay her rent with. Once that was done, Ayame first tried to go pro in last year's Fortune Cup, but took her qualifiers in Turbo City and was - fittingly - supposed to partake in a Turbo Duel. Although it was later revealed that her opponent cheated, something went wrong with Ayame's D-Wheel crashed, leaving her in a local hospital for a couple of months while the Fortune Cup continued without her. Now that it's that time of year again, Ayame's back, this time without the crash injuries, and she aims to win.



[spoiler=Deck]Ayame uses a Cyber Dragon deck. This is an archetype of Level 5 LIGHT Machine-Type monsters capable of both Fusion and Xyz Summoning to create a powerful offensive front or stop an opponent from doing the same. The deck has several boss monsters, but the ones Ayame most frequently summons are Cyber Dragon Infinity and Chimeratech Overdragon.

It should be noted that Ayame also used to play with a Ghostrick deck, but it's unknown if she still owns it. If she does, she either doesn't use it anymore, or keeps its usage strictly to casual duels away from prying eyes or tournament cameras.



[spoiler=Misc]Acrophobic.

Although she likes tinkering with machines, Ayame has sworn off anything to do with modifying Duel Disks after the accident that happened with her old Duel Disk exploding.



 

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Dropping this here for now; will rework to fit this RP instead of the one it originally came from.

 

I'll probably make (slight) adjustments to the archtype that this char uses as well, just to freshen it up a little :]

 

[spoiler=Yuria Kaneko, The Fiery Passionate Protagonist Wannabe REDUX!!]


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"You better bring your A Game, or else I'll kick your ass back to next week!"


Personal Information
Name: Yuria Kaneko
Age: 15
Gender: Female
[spoiler=Appearance:]A little small for someone her age, Yuria only stands at 155cm (5' 1") tall, and weighs in at a meager 50kg (110lbs). She also has a BWH ratio of 22-16-19 if measured in inches and 56-41-48 if measured in centimeters. Yuria wears her Duel Disk on her left arm, indicating that she's right handed. Yuria's vibrant yellow eyes oddly tend to become partially enveloped in blood red from time to time, and this is most often the case when she started to become angry. She can be happily seen wearing a green tank top and a pink miniskirt and black jeans, and slinging a blue tote over one shoulder that contains many personal things. Just... don't try to rob her.
 
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[spoiler=Personality:]Not surprisingly, Yuria is a passionate young duelist, who is always eager to show the world exactly what she's capable of. She has a tendency to think with her heart first and her actual brain second, which may lead her to her fair share of troubles, but she's not afraid to dive right into the thick of things, and she has a level of bravery that's worth commending; especially for a young girl her age. Some may think that Yuria is too brave for her own good, and her natural cockiness may attest to such thoughts. But Yuria herself feels obligated to exercise her strong sense of justice whenever and wherever it needs to be applied. This bravery and sense of justice especially shows in her duels, and she's not afraid to play aggressively, even if her opponent has a way to punish her for making such plays.

 

However, Yuria can be rash in her judgment... and half the time she is. She's also quick to antagonize people based on first impressions alone, ignoring the big picture entirely. She's prone to manipulation to an extent, though she'd never allowed anyone to have her commit a crime or anything evil before, and that's unlikely to change any time soon due to her headstrong nature. The most worrying thing about Yuria is that she imagines herself as having "plot armor", or so she calls it, that renders her invulnerable to losing a duel regardless of the skill of her opponent at hand or how badly the odds are stacked against her. In truth, this so-called "plot armor" is nothing more than a veil of arrogance that washes over her when she duels, and she can get so full of herself at times that she ends up choking a good portion of the duel, and gets pushed into a corner that could've easily been prevented had she actually stop to think about all the possible plays an opponent can make. Funnily enough, Yuria's arrogance has yet to cost her more than a couple of duels in her entire career, despite all the close shaves. Furthermore, in an ironic twist of fate, Yuria actually excels at dueling against other arrogant duelists and beats them easily, turning their ego against them through overwhelming it with her own ego. 

 

It should be noted that Yuria had actually suffered brain damage, which had been caused by physical abuse from her own mother of all people. Thankfully it's not so severe that her ability to learn and grow as a person had come to a grinding halt but, aside from a significant drop in overall intellect, there are two things that have come from it. One, she will confidently warn people around her not to piss her off, as she'll claim that she can actually think more clearly when she's angry. As bold as such a claim is, it couldn't be further from the truth. Two, she remains adamant that she can see Duel Spirits all around her and speak to them; a trait that she wasn't born with. She may even converse with a Duel Spirit out in the open, which serves to confuse the populace and cause the occasional annoyance, and they keep her company even when no human in the vicinity wants anything to do with her all of a sudden. They've helped her through the darkest of times, even when she wasn't entirely aware of it. But now that she has the chance to finally find out what happened to her best friend Utemaro, Yuria's putting her best foot forward, ready to see the truth behind his and the many other disappearances, and if anyone's responsible, to give them hell and ensure justice is served once again.

[spoiler=Background Info:]Yuria Kaneko had grown up in one of the many total shithouse shacks that the scum of Hearthome City would call "a house", with abusive parents who would often fight with one another for control of the roost to boot. Some of those fights would get physical, and Yuria would always be left cowering in one corner, covering her ears while her mother, Machiko Kaneko, and her father, Keitaro Ohashi, traded blows with one another, as well as verbal attacks. Eventually, Keitaro got himself arrested for domestic violence and was sent to prison for several years, but that only enabled Machiko to turn on Yuria herself. This kept going for several years until one night, deciding that she had enough, Yuria managed to sneak outside and find her way to the house that her best friend, Utemaro Mori, lived and knocked on the door. It was Utemaro's mother, Masumi Mori, who let Yuria in, after seeing that she had been hurt and how scared she was, and showed her to where she could crash for the night. Well, at least she tried to. It turned out that Yuria couldn't sleep all that well, so she rose from the couch that she was sleeping on, and flicked on the TV.

 

Masumi had noted that the TV was on and that Yuria was watching some anime but, rather than yell her at her like Machiko would always do, Masumi calmly sat down next to Yuria and watch the anime with her. After asking her what she liked about this particular anime that she was watching, just as it was drawing to a close, Masumi had told Yuria that anyone could be the protagonist of their own lives. However, Yuria and Utemaro would find themselves waking up to a confrontation between their own individual mothers. Of course, Machiko the aggressor of the two, and came armed with a rusted that she'd presumably picked up in an alleyway that was on route. She slammed said pipe across Masumi's face three times, raised it over her head and threatened to bring it down on the young woman's head should Yuria not return to her side. Yuria looked as though she was about to comply; but without warning, she immediately tackled Machiko, hoping against all odds she could knock back the stronger woman... if only far away enough so she couldn't hurt Masumi any more. Unfortunately, all that achieved was to piss Machiko off even more than she already was, as she ended up tossing Yuria aside with one hand, throwing the pipe at Masumi which grazed her left ear, ramming her into the house itself and continuing to punch her.

 

Eventually, the police arrived at the scene to take Machiko in, and an ambulance raced to the house as well, with paramedics ready to tend to Masumi's wounds. But Masumi was bleeding too heavily by the time they got to her, and she'd lost her life before the medics were able to stabilize her in spite of their best efforts. Even worse, even though Machiko was taken to court for making such a scene, the jury had found her not guilty due to temporary insanity. They were likely bribed into reaching such a conclusion by Machiko's attorney, who was greedy for victory and not afraid to play dirty. Yuria did have a small victory in that Machiko got a restraining order that disallowed her to ever see her daughter again, but it wasn't enough to ease Yuria's troubled mind. She was still angry at Machiko for ruining her life, and getting away with what was effectively murder. But it was from that point on that she decided that if she ever needed justice to be served, she'd have to serve it herself. This determination has grown since the sudden disappearance of Utemaro, who'd vanished out of thin air like many other citizens around Neoteric Domino City.

 

Speaking of, Yuria had been greatly disheartened when Utemaro had just up and vanished all of a sudden, as there wasn't another human person in the world that replace him as her best friend. Her Duel Spirits claim to have been there for her ever since she was a child, but she was never able to acknowledge their presence until the day Utemaro disappeared, and if it weren't for that, she would've likely been driven insane and sent to psychiatrics for studying. Yuria never, ever forgot about Utemaro's disappearance but, after a long, hard talk with each of her Duel Spirits about all the things she had to go through, she thought she was finally able to move on with her life... until one day, a blank card made its way to her letterbox, presumably having been mixed in with the usual mail. She threw the card away at first, but after reading the note that came with it, she realized that she'd need that card if she was going to get any answers, so she picked the card back up, dusted it off and slip it into her back jeans pocket, before setting about her train ticket. Though this time she would not be going to Taccon City; she'd have to skip her main class for the day, and would instead be headed for KaibaCorp's main office in Neoteric Domino City, as per what the note had instructed. Yuria was determined to get those answers... one way or another.


Dueling Information
Deck: Xicserata

Deck Info: The Xiscerata archtype consists of Level 2 or 3 Main Deck monsters and a few Rank 2 or 3 Xyz monsters, but also carries Levels 9 or higher Synchro monsters that typically require double-tuning. The Main Deck Xicseratas are actually very weak from a statistical stand-point, but they can easily swarm to make up for this, and the tuners' optional ability to be Tribute Summoned make for potent removal when combined with Soul Exchange, especially considering the pluses that come from summoning them that way. The Xicserata Xyz Monsters have a... decent level of ATK and/or DEF considering their rank, but are generally not worth Summoning over the Xicserata Synchro Monsters except in a pinch. They do however tend to give control decks the proverbial "middle finger" and, while they still have Xyz Material, are plenty capable of protecting their Synchro counterparts if need be. However, the Xicserata Synchro monsters are the real playmakers of the archtype, having high ATK and DEF as well as powerful effects orientated around battle and/or removal, and are strong against Xyz Monsters in general, ironically enough. The Xicserata Main Deck monsters are all Insects, whereas their Synchro monsters are all Machines and their Xyz monsters are all Fiends, but every single Xicserata monster is of the DARK attribute.
Signature Cards: Soul Exchange, Swarming for Blood, Xicserata Neobis, Xicserata Palpigrad, Xicserata Trapdoor Striker
[spoiler=Custom Cards:]The entire Xicserata archetype

 

[spoiler=Swarming For Blood]Swarming for Blood

Normal Spell Card

 

Activate when your opponent controls at least 2 monsters and you control no monsters. Special Summon any number of Insect-type monsters from your Deck in Attack Position, whose combined Levels are less than or equal to the Levels or Ranks of all monsters your opponent controls. The End Phase of your turn initiates immediately after this card resolves.

[spoiler=Top Priority Tuning]Top Priority Tuning

Counter Trap Card

 

Activate only during your opponent's turn, when he or she activates a card effect that would remove a monster you control from the field, if you control a face-up Tuner monster. Negate that card effect, and if you do, you can: Immediately after this effect resolves, Synchro Summon 1 Synchro Monster using monsters you control.

 


Miscellaneous Information
Main Theme Song: Part of Me, by Katy Perry
Duel Theme Song: The Legend of Heroes: Zero no Kiseki OST: Get Over The Barrier
Ideal Voice Actresses: Maggie Flecknoe (En)/Atsuko Enomoto (Jp)
Tidbits of Trivia:
  • Yuria prefers to use Synchro Monsters over Xyz Monsters any day of the week, and she can see why the Pendulum Monsters are still complained about to this day. But, since her Pendulum Cards grant much needed Synchro Summoning speed, Yuria gladly welcomes the newer of the two mechanics that were introduced to the game of Duel Monsters. Her Xyz Monsters, however, are strictly used on an emergency basis; mostly because she doesn't want to look like a hypocrite.
  • Yuria loves watching anime and, when she takes a break from kicking people's butts at Duel Monsters, will often sit down and watch a few episodes of her favorite shows. She especially likes adventure anime, and especially the ones where the women are the main protagonists.
  • Yuria uses what little money she has on her to pay for trips from Hearthome City to Taccon City, mostly so she can attend a course offered by the Duelist Academia that allows her to be more proficient with Synchro Summoning. She can only afford to make such trips to Taccon City once a fortnight as train rides traversing to and fro the two cities are expensive to pay for. Despite her inability to attend classes as often as she should, Yuria still tries to make it through the course and get decent grades, and will even sacrifice a regular class visit for the sake of managing to make it to exam day.
  • Yuria's written exam results need improvement, and her duel puzzle solving ability is atrocious by any standard. This is like because the brain damage she'd taken prevents her from being able to think critically, and she gets frustrated by the puzzles easily as a result. But her practical exam results are even better than those of the top ranking students in her school. It's these outstanding practical exam results that, more often than not, carry the rest of her grades to acceptable levels overall.
  • Yuria is capable of seeing and conversing with Duel Spirits. This may come off as weird considering how rare such a trait is, but in reality, it's the only thing keeping the poor girl relatively sane considering what had happened to her. However, people can only hear one side of a conversation between Yuria and a Duel Spirit.

 

 

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[spoiler=Tycho Bosko]

 

Name: Tycho Bosko

Gender: Male
Age: 42

[spoiler=Physical Description]

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A tall, broad-shouldered man, Tycho sports a dignified air about him with his fancy, well-kept clothes and meticulously groomed goatee. His hair is black, leaning towards the gray, and his eyes are a similar color. Full eyebrows arch over his eyes. His clothes are always neat, and leaning towards a silver and gold color scheme, accented by his red scaf. He is rather imposing up close, muscular and powerful even in his age.

 

 

 

 

[spoiler=Personality]

 

Thycho is at heart a sad and angry man. Tired from his constant inefectual attempts to try and improve his home, he is bitter and resentful of everything around him, especially to the other cities for refusing to help Hearthome and for the regrets he harbors for tossing his future aside to remain there. 

 

Tycho is a strong believer in the concept of justice and everyone getting a fair share, and hates anyone who looks down on others. This doesn't just appl to the gangs, it also applies to the citizens of the other cities. It's part of the reason his deck centers around changing his opponent's monsters into Xyz Monsters: It's a point of pride for him, one of the few he has left. 

 

He tries his best to be kind to others who he feels haven't wronged him, though he is notably standoffish to non-Hearthome natives by default. He struggles with beleiving in himself, having doubted his cause millions of times over the last few years, the stress gradually mounting up. He compensates for the stress by keeping himself meticulously groomed, it being a bit of a personality tic that he hates to be unkempt.

 

 

 

[spoiler=Deck- Heraldic Beast]

Tycho uses Heraldic Beast monsters to allow him to Xyz Summon various Rank 4 monsters. His deck is unusual in that his cards allow him to convert his opponent's monsters into Xyz Monsters, allowing his ace monster, Heraldic King Genom-Heritage, to take advantage of opposing monsters.

 

 

 

 

[spoiler=Custom Cards]

Heraldic Beast Antelope
Level 4 Tuner, EARTH Beast
When this card is Normal Summoned, you can Special Summon 1 "Heraldic Beast" monster with 1500 or less ATK (from your hand).
1200/1000

 

Heraldic Beast Nebula Phoenix
Level 4, FIRE Winged-Beast
You can banish this card in your Graveyard: Target monster your opponent controls is treated as an Xyz Monster, with a Rank equal to it's Level and it gains this effect:
* You can attach 1 card from your hand to this card as Xyz Material. You can detach an Xyz Material from this card to inflict 1000 damage to your opponent. You may only use each of these effects once per turn.
1500/1300

 

Heraldry Bloodline
Cont Trap
Once per turn, you can pay 800 Life Points: Target monster with a Level your opponent controls is treated as an Xyz Monster with a Rank equal to it's Level and gains this effect:
* You can attach 1 card from your hand to this card as Xyz Material. You can detach an Xyz Material from this card to inflict 1000 damage to your opponent. You may only use each of these effects once per turn.

 

Edict of Helix
Spell
All face-up monsters with a Level are treated as Xyz Monsters with a Rank equal to their Level, and gain this effect:
* You can attach 1 card from your hand to this card as Xyz Material. You can detach an Xyz Material from this card to inflict 1000 damage to your opponent. You may only use each of these effects once per turn.

 

Heraldry Blazon

Quick-play
Activate only when a face-up Xyz Monster would be destroyed: Negate that destruction, and attach this card to that monster as Xyz Material.

 

Heraldic Lord Dominus Crest

Rank 4, DARK

2 Level 4 monsters

Cannot be destroyed by battle by Xyz Monsters and cannot destroy Xyz Monsters by battle. During each of your End Phases, your opponent takes 800 damage for every Xyz Monster on the field. When this card battles an opponent's Xyz Monster, any battle damage your opponent takes is doubled. If this card would be removed from the field by a card effect: You can detach 1 Xyz Material from this card, instead.
2500/1900

 

 

 

[spoiler=Biography]

 

Born in the slums of Hearthome City, Tycho's life has always been an uphill battle. With lawless gangs running the section of the city he lived in since before he was born, an incredibly difficult existance has always been his to bear. Constantly in fear of the gangs as he grew up, Tycho always hated them, especially as they tormented his father, forcing the man to pay large sums of money just to get across town safely, easily extorting the weak-willed man. 

 

Tycho resolved to try and bring the law to the slums from the age of twenty-four, and he struck out by trying to urge the people into doing something. But by then the gangs had a power grip on them that was tight like a vice, and the people were unwilling to rise up. Tycho was targeted by the gangs, who easily defeated him in duels, beating him up day after day, not even bothering to just kill him.

 

Tycho struck back. He shut himself up in his house for almost a year, leaving only for food and to enter the shady corners of the city where the strongest duelists collected. In doing so, he also threw away the chance to work in KaibaCorp, an internship that had been offered to him from their accounting department. He relentlessly challenged stronger and stronger opponents, honing his skills in dueling before finally reaching out to Hearthome proper, trying to muster up support for challenging the gangs. He was unsuccesful, and fell into deep depression, barely struggling by until that fateful day happened where the riots started.

 

The city was soon under gang control completely, not just the slums. In addition, Tycho's father was finally killed in the violence, a victim of the gangs. Tycho was livid, and he struck out to the other cities, trying desparately to seek aid. He has been one of the loudest voices against gang rule in Hearthome since, and he is deeply ashamed of his city and what it has become. 

 

He recently received a blank card, and a message asking if he would save the world. Hoping against hope he could use it to save his city, he has gone to the people who once offered him a future, hoping to give one to his home, at any cost.

 

 

 

 

 

 

 

 

[spoiler=The Psychic Snake]

Name: Hibiki Hisakawa
Gender: Male
Age: 20
[spoiler=Physical Description]

 

1453651795-0d2118bed083729225bc080827978

 

Hibiki is a beady-eyed young man of average height and build, with hair that is a bright white. He is somewhat on the handsome side if you can ignore his unnerving gaze. He is surprisingly muscular, and his skin is pale and smooth.

 

 

[spoiler=Personality]

"assh*le" is a word often associated with Hibiki. He's unwilling to be nice to people unless it really benefits him and he's very okay with being rude to someone if he gets a kick out of it. And he does. Hibiki takes immense pleasure in getting the better of people, wether it be in something as mundane as a conversation or a full-blown duel. Competetive in the extreme, Hibiki always strives to be the best at anything in the room, getting off on his superiority.

 

He takes immense pleasure in winning, the bigger the victory, the better. His deck uses very meticulous and planned strategies to inflict drawn-out damage, but he himself is very reckless, and will do things at the drop of a hat because he thinks they'll be fun.

 

While he's merely a jerk in life, in dueling he comes closer to sadistic. He makes no effort whatsoever to reign in his psychic powers, and often causes physical injury to his opponents. Very cavalier and lazy, he takes responsibility with little to no seriousness, even his status as a member of Arcadia.

 

[spoiler=Deck- Reptillianne]

Hibiki's Reptilliane monsters utilize powerful effects to reduce the ATK of opponent's monsters to 0, allowing massive damage to be inflicted. He'll often employ cards that prevent his opponent's monsters from being destroyed by battle or switching to defense mode, allowing him to repeatedly sandbag their monsters or use them as fodder for his stronger monsters to feed off of. His dueling strategy is brutal and sadistic, toying with opponents.

 

 

[spoiler=Custom Cards]

 

Reptilliane Stheno

Level 3 Reptile Tuner, DARK

You can banish this card in your Graveyard to target 1 Attack Position Monster your opponent controls: Until the End Phase, it's ATK becomes 0 and it cannot be destroyed by battle.

1300/1700

 

Reptilliane Euryale

Level 4 Reptile, DARK

When this card declares an attack involving an opponent's monster, that monster's ATK becomes 0 until the end of the Damage Step, but it cannot be destroyed by battle.

1000/1900

 

Reptillianne Lamia

Level 7 Synchro Reptile, DARK

1 Tuner monster + 1 or more non-Tuner monsters

When this card is Synchro Summoned, the monster your opponent controls with the highest ATK has its ATK reduced to 0. Once per turn, when a monster with 0 ATK leaves the field: Draw 1 card.

2400/2100

 

Reptillianne Curse

Cont Spell

When the ATK of a monster changes: Your opponent takes 400 damage.

 

Spawning Bed

Trap

Activate when your opponent Special Summons a monster while you control a Reptile-Type monster. Special Summon a Level 3 or lower Reptile-Type monster from your Deck in Attack Position, then your opponent takes damage equal to half it's ATK. 

 

 

 

[spoiler=Biography]

 

Hibiki was born in Turbo City, amongst a very competetive family. His older siblings were both very adept at school, while Hibiki had the worst grades growing up. His parents pushed him hard to improve, and Hibiki was constantly stressed through his early years. It wasn't until he was ten and started playing Duel Monsters in what little time he had that he found something he was good at. 

 

His parents encouraged this, glad their son finally had something he was good at. However, his siblings were a little doubtful, always bringing up "how hard it is to get into the pro dueling world" and his parents still clearly favored them. Hibiki grew resentful, and resolved to show them he had what it took, and practiced dueling constantly.

 

One day when he was fourteen, his brother finally teased him too much, and Hibiki angrily challeneged him to a duel. His abilities as a Psychic Duelist were awoken in this duel, and he seriously injured his brother with his winning turn. Hibiki was not sorry at all, but actually found it felt good to make his brother hurt, for once. After the incident, his family was constantly wary of him, and Hibiki didn't spend much time in the house. He dueled in the back alleys, and later the Skyway after he scraped together enough money for a D-Wheel, taking down opponents and having his psychic powers become stronger, gradually growing less and less restrained in using them. 

 

He eventually gained a bit of a reputation, once he had hit about 18, and people became eager to avoid him, for fear of what his duels would result in them ending up like. Hibiki responded by leaving the city, heading instead to Cradle City, looking for the pro scene there. His status as a Psychic Duelist, however, meant nobody really was eager to sponsor him once they saw what became of his first opponent. Hibiki WAS< however, seen by members of the Arcadia Movement, who requested him to join. WHile Hibiki doesn't give a damn about the movement at large, his skills as a duelist allowed him to gain good standing among them, and the Movement uses him often to duel people they would prefer not to meddle in their affairs again. Hibiki has since spent his free time in the seedier areas of Cradle City, fighting against the priveleged duelists he feels have been unfairly given a better shot in this town than he.

 

 

 

 

 

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So yeah...

 

[spoiler=The Moonlit Magician]

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"Alright then...let's put on a show they'll never forget!"

 

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Personal Information

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Name: Daichi Raimu (Lit. Raimu Daichi 来夢 )

Age: 19
Gender: Male

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[spoiler=Physical Description]

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Height: 5'8"

Weight: 129 lbs

 

Daichi is fairly tanned and sports a brown messy hair style to match his olive green eyes. Being one for Action Duels, Daichi is very slim but well built for the needed parkour and acrobatics needed to perform. Depicted above is Daichi's normal attire (birds not included). Not displayed in the above image, is a costume he likes to wear in Action Duels to be both flashy and to entertain.

 

 

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[spoiler=Personality]

Daichi is actually an upbeat young man who is always smiling. Now whether this is because he lives in Cradle City and not Domino or just because he can find reasons to smile in any situation, that's something only he knows. Nevertheless, you can always find Daichi smiling. This young teen is both kind and loyal to those he considers to be friends and doesn't care about the social status of a person (especially if they're Xyz users) unlike the social norm that is currently around the other cities.

 

While he is always smiling and happy, there are times when like any normal teen would have when they get irritated. Despite this, Daichi usually has the voice of reason to calm this side of him down. That voice being in the form of Haruto, his Gagaga Magician Duel Spirit. Between the two, they act like the longest friends anyone would meet (if they could physically see and hear Haruto), but even the best of friends can argue and nag each other. This is usually seen between them...and usually looks to other people like Daichi is arguing with himself and is crazy.

 

Bottom line for him, he absolutely loves to make others smile in everything he does...especially Dueling. In an Action Duel, Daichi does his best to put on a show (either as himself or his Entertainment Duelist persona, "The Moonlit Magician". Rather than focusing on winning, he prefers to focus on how he can get the audience pumped and excited, and when that happens, usually winning falls into place for him. Does this mean he wins all his Duels? Far from it, but he likes to put the audience before himself in a Duel, in order to make them happy.

 

 

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[spoiler=Biography]

"Ladies and gentlemen! Step right this way! The show's about to start!"

 

Daichi was born in Domino City to a family who wished to bring out a better life for themselves and their son, but not at first. He lived and played with the other children of this once great city. Of course, like most children, Daichi got into Duel Monsters, but never found a deck and style that would fit him. However, it wouldn't be until a few years later for this to happen.

 

Then, Daichi was introduced to a new style of Dueling: Action Duels. From the televised Action Duels that were usually always on, something about them just fascinated Daichi. Was it the bright lights? The beautiful colors on the field? Or maybe the interesting outfits the Duelists wore? Whatever the major factor his love for these duels, it was obvious that Daichi wanted to entertain people just like those Duelists. This dropped the small seed to feed Daichi's desire to become an Entertainment Duelist.

 

His opportunity came sooner than he expected...

 

Daichi's family had a relative who lived in the bright and colorful place known as Cradle City. The offer for them to live with him and become workers at his card shop were there and they sprang at the chance, if only to let Daichi achieve his goal in life. Now the question became...what deck was he going to use? The answer came to the young boy in the form of his own Duel Spirit.

 

His father, handed him an assortment of Spellcaster monsters (which was his favorite Type) and he was put in contact with his new partner: Gagaga Magician. The following night, Daichi came in contact with the spirit of the Gagaga Magician monster, to which the two became the best of friends...well, it was a work in progress, but it was a friendship that happened nonetheless.

 

From there, Daichi and his new Gagaga deck went to try and become the best they could be. However, Gagagas were still associated with Xyzs and Hearthome City. And at this point, Xyz Summoning was frowned upon by people. This didn't stop the young man though, and with Haruto (his Gagaga Magician Duel Spirit), he came up with a new way for him to entertain the audience. By taking an outfit that resembled a magician clad in white, Daichi would be able to dazzle the audience in the best way he possibly could. That was the start of the Moonlit Magician.

 

As the years went by, Daichi got more popular in Cradle City and even out further as both himself and the Entertainment Duelist persona he created. After another Duel, he returned home only to find a blank card with a letter in the mail, requesting he come to Neoteric Domino City to Kaiba Corp. Heeding Haruto's words that this seemed too strange, Daichi left Cradle City for Neoteric Domino City.

 

 

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Dueling Information

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Entertainment Duelist Alias: The Moonlit Magician

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[spoiler=Deck]

Gagaga Rush

Daichi runs a unique deck he likes to call "Gagaga Rush". By the name, its obvious he runs the Gagaga Magician and the assortments of support that goes with it (i.e. Gagaga Girl, Child, Sister, Gagaga Academy Emergency Network, and Gagagarevenge). However, this build doesn't just run those, but they run Dark Magician and Chocolate Magician Girl. And strange of all...no Traps.

 

This deck is an Xyz Toolbox deck, allowing Daichi to bring up Xyz monsters from Rank 2 all the way to Rank 10. But along with this, there is a Field Control element to it in the form of keeping an opponent from activating Spells (Secret Village of the Spellcasters) and having monsters not attack and activate effects (Secret Sanctuary of the Spellcasters).

 

While an unorthodox build, Daichi loves it and it has served him well. And through his playing of this deck, he's found his favorite monster (which is also his staple in the deck): Gagaga Magician. However, his Ace would happen to be Ebon Illusion Magician, due to it being able to Special Summon a Normal Spellcaster (Dark Magician) and even being able to banish a card on the opponent's field when a Spellcaster attacks.

 

 

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Custom Cards: N/A

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Misc. Information

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Daichi's Theme | Duel Theme (Alternate) | Turnaround! Theme | Summoning Ace

  • Daichi's name can be translated into the following: Daichi - Big, Great, Wisdom, Intellect, Raimu - This can be roughly translated as "next illusion" with the kanji combination of 来夢.
  • Daichi's name could also be a reference to Dai Vernon, a Canadian magician who was famous for sleight of hand.
  • Daichi's costume he likes to wear during an Action Duel is actually based off of Kaitou Kid from the anime and mangas "Magic Kaito 1412", "Magic Kaito", and "Detective Conan".
  • While not on purpose, Daichi's last name, roughly translated is something the character Kaitou Kid says in his ending scenes in "Magic Kaito 1412": "See you, next illusion".
  • Daichi has the capability to see and speak to Duel Spirits, as he has conversations with his own Duel Spirit: Gagaga Magician.
  • The nickname Daichi gave to his Duel Spirit, Haruto, is a reference to the main character of the same name in the Japanese tokusatsu "Kamen Rider Wizard".

 

 

 

[spoiler=The Starry Experiment]

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"You don't get it...they lied to me. They did...THIS to me...and since then, I've risked my life to try and survive around here. HELL! I've never even seen the outside world! So don't talk to me...like you have ANY clue on what I've gone through!"

 

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Personal Information

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Name: Jet Hoshimi (Lit. Hoshimi Jet 星美ジェト)

Age: 20
Gender: Male

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[spoiler=Physical Description]

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Height: 5'9"

Weight: 130 lbs

 

Above is Jet's normal appearance, complete with his messy light brown hair and deep emerald green eyes. He wears a short-sleeved faded dark green jean jacket with a black tank-top underneath, as he wears a pair of faded black jeans with a pair of white shoes. On his right forearm, the a fake Crimson Dragon mark can be seen, though he usually tries his best to hide it with either medical wraps/tape or even cover-up at times. For his Dueling equipment, Jet has in his possession a Duel Disk that has been customized with a pure white paint job along with his Duel Runner.

 

 

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[spoiler=Personality]

Jet had a very kind personality in the few days of his time in the orphanage, but it has quickly been buried by the need to survive and looking out for number one. Because of this, Jet is a great survivalist that is always able to take care of himself and only himself. Not only this, but he always seems prepared for anything, knowing good and well things can always change in an instant. He comes off a bit cold, but this is only because of the complete crappy life he was dealt with, however, despite his coldness, Jet is also one who follows whatever orders he is given...even if he doesn't like them. Underneath his cold and survivalist persona, Jet tries to at least have an outlet of kindness show, though this is usually when KaibaCorp isn't watching him...and it is usually very rare for him to try this.

 

 

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[spoiler=Biography]

"Oh? You were hoping for a happy go lucky history...then you were sadly mistaken."

 

Jet Hoshimi was born in Turbo City. To reasons never truly told to him, Jet's parents abandoned him and left him at the local orphanage. And with the newer staff being a few levels under the kindness meter, Jet was thrust into situations in where he had to learn to survive and look out for himself. It was an attitude and personality he truly hated to go through, but as the years of his childhood slowly passed, it became almost second nature to him. Though despair only rooted deeply into the child's heart, thinking that this was all he was ever going to know. However, a ray of hope shimmered through the darkness with outstretched arms.

 

When Jet turned thirteen, some people from KaibaCorp came to the orphanage to find a few children. Their reason wasn't mentioned, but this threw the kids into a frenzy, as they hoped to escape the hell-hole of an orphanage. However, their eyes fell upon the Hoshimi child. It could be that they saw something within the child that they others didn't...or maybe it was something else. Whatever the reason, they came to him, extending their hand for an escape. "Come with us...and you can leave this life behind for a much better one", was the promise and it was on that promise Jet accepted to eagerly. It is this promise...that Jet wishes he could've rejected.

 

When Jet left the orphanage, he was sent to the Turbo City branch of KaibaCorp...and what he thought was going to be a great life...he found was not. He was strictly sent to a lab where these KaibaCorp scientists began to run countless tests on the boy. He never knew why they did this, but one phrase kept going around in the labs: Project Crimson. He had asked what this was, but was only told that it was a funded project that the previous CEOs of KaibaCorp set in place, no other information was given to him. After all these tests, which also involved giving Jet a strange looking mark on his right arm, he was handed him a Synchro monster and told him to use it in his duels. Jet was hesitant on using the card, but he did so regardless. A flawless summon of the monster Stardust Spark Dragon...however once the dragon hit the field, Jet doubled over in excruciating pain coming from his right arm. He asked many times what this was, but no one gave him a direct answer, but he found out it only occurred when he summoned Stardust Spark Dragon.

 

Years continued to pass and the tests and experiments continued on, and young Jet was finally at his breaking point. Jet attempted to escape, but was only detained before being told that the promise he agreed to so many years prior meant that he belonged to them until his usefulness ended. Jet tried to argue, but was only met with KaibaCorp per-verbally spitting in his face at his attempts. Because of this, Jet has just obeyed the orders he was given like a good soldier, if only to survive and not have KaibaCorp dispose of him.

 

 

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Dueling Information

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Turbo Duelist Alias: N/A

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[spoiler=Deck]

Crystron Star

Jet runs a normal Crystron deck with a few additions, such as a few Mermail cards and a means to bring them back after they have been used. This deck was originally the one he had gotten for himself, but during his time in KaibaCorp, it has been outfitted to allow for swift and quick Synchro Summons.

 

As mentioned, this deck allows Jet to have swift and quick Synchro Summons during a Duel. While some may go straight for a total field control aspect of a Duel, Jet's Crystron deck deals with getting out his strong Synchros out and controlling the field in this aspect and to hit hard with everything he has.

 

While he has no specific ace cards, he does take a liking to Crystron Phoenixion. However...there is another card he uses often, but against his own will. If anything, he prefers not to have to use Stardust Spark Dragon, due to the experiments done.

 

 

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Custom Cards: N/A

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Misc. Information

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Jet's Theme | Duel Theme (Alternate) | Summoning Ace

  • His name: "Jet Hoshimi" are points to certain aspects of his character. Jet is an English name for a black gemstone, a point towards his workings with Crystrons, who are comprised of jewels and gems themselves. Hoshimi is a Japanese name meaning "Starlight", which is a point towards Stardust Spark Dragon being his ace.
  • Jet's name also could work with the Japanese name for Stardust Spark Dragon: Flaring Jeweled Dragon - Stardust.
  • When he summons Stardust Spark Dragon (which he tries his best not to), his summoning chant also points to how much he wishes to be out of KaibaCorp: "Your star lights up the escape route for me! Spread your wings and take flight! Synchro Summon!! Liberate me from this hell! STARDUST SPARK DRAGON!!"
  • Jet Hoshimi originally came from the YGO RP: Яeverse of the Earthbound Immortals hosted by Final Fan/Tsumugi Shiranui, in which he was a part of a select few that were known around Yliaster as "Brand Signers", Duelists who in a sense have artificial Signer Dragons in the forms of the Duel Dragons from the 5Ds manga. However, things have been changed for Jet here, but some of the original ideas still remain.

 

 

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Strap in, folks, two full custom Decks inbound. It's a long one.

 

[spoiler=The Paladin Siblings]

 

[spoiler=Onii-sama, The Starstrike Duelist]

Name: H(arold) O(liver) Lee Paladin
Gender: Male
Age: 17

[spoiler=Physical Description]
Xg0MAcm.png
Height: 5’11”/180cm
Weight: 183lb/83kg
Hair: Violet, Shoulder-length
Eye: Sapphire blue
Garb: Obelisk Blue Uniform, open jacket



[spoiler=Personality]Loves his sister Naomi and would do anything to protect her against harms physical and emotional alike. Values all human life but prioritizes his and her wellbeing first. Generally unapproachable even among fellow Obelisk Blue ranked Duelists due to a mix of social-isolationist cold shoulder and a hard reputation at the Duel Academia, but tolerates others’ presence when his sister invites others to join them for lunch. All of this is just a front to impress according to his sister, though if any others have seen his kinder side, they’re good at keeping secrets. 

Merciless on the Dueling fields, Lee doesn’t let up even 1 tiny iota against his opponents. Even his own Multi- and Tag-Duel partners aren’t spared should their field presence become a hindrance to reach victory. These traits blend into a negative feedback loop, especially when his Deck's intense power level comes into the mix. As a result he has next to no friends, and many enemies on the Academia campus.

[spoiler=Deck]
Deck Name: Sigilstars
Strategy: Sit behind constantly respawning cycles of monsters until an Xyz play can be made, then make it. The Level 4 monsters are generally just ignition for the Deck to get started before eating a direct attack on Turn 3 for a hand limit discard.
The Level 6s hold the main engine in their shared effect. Whenever one touches the Grave, no matter HOW they touch the Grave, they Summon the next in the Zodiac cycle and return themselves to the bottom of the Deck after the shuffle. I made sure this effect cannot miss timing by phrasing it exactly the same as White Stone of Legend, and also it is mandatory. You can Tribute one for another and the one that was Tributed will go off, Summoning its target, and that's how this works as a Rank 6 engine. If the Summon fails they stay in the Grave by nature of the "then" keyword. The inbuilt Xyz is meant to remove the threat presented by overextension. The Continuous Trap combines Valhalla, Hall of the Fallen and LP regeneration. Card List is in Customs, I’m a perfectionist when I can be assed about something, so decklist!

 

[spoiler=Custom Cards] [spoiler=Level 4s]
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Sigilstar Sage Seer
Level 4 | LIGHT | Spellcaster-type | Tuner | Effect Monster
1400 / 1200

  • If this card is destroyed by battle and sent to the Graveyard: you can discard 1 card; destroy the monster that battled this card.
  • You can Banish this card from your Graveyard; add 1 "Sigilstar" Spell or Trap card from your Deck to your hand.

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Sigilstar Sage Priestess
Level 4 | DARK | Spellcaster-type | Effect monster
1700 / 1400

  • If this card is destroyed by battle and sent to the Graveyard: you card draw 1 card, then discard 1 card.

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Sigilstar Sage Swordsmistress
Level 4 | FIRE | Warrior-type | Effect Monster
1800 / 1600

  • When this card is Summoned: target 1 other card you control; return that target to the hand, and if you do, Special Summon 1 "Sigilstar Sage" monster from your hand or Deck, except "Sigilstar Sage Swordsmistress".

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Sigilstar Sage Vicar
Level 4 | WIND | Fairy-type | Effect Monster

  • If you control a face-up WIND "Sigilstar" monster: you can Special Summon this card from your hand.
  • When this card is Special Summoned by its own effect: discard 1 card and target 1 other "Sigilstar" monster you control; destroy that target, also you gain LP equal to the ATK of that target.

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Sigilstar Sage Kunoichi
Level 4 | Scale 3 | Water | Warrior-type | Effect Pendulum Monster
300 / 2000

  • You cannot Pendulum Summon monsters, except "Sigilstar" monsters.
  • When you draw a card(s) due to a card effect: both players discard 1 card.

 

  • When this card is Special Summoned: Take control of 1 face-up monster your opponent controls until your next Standby Phase.

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Sigilstar Sage Shinobi
Level 4 | Scale 7 | EARTH | Warrior-type | Pendulum Effect Monster
1900 / 1600

  • You cannot Pendulum Summon monsters, except "Sigilstar" monsters.
  • When you Pendulum Summon a "Sigilstar Sage" monster(s): draw 1 card.
  • When this card is Special Summoned: Discard 1 card; Special Summon 1 "Sigilstar" monster from your hand or Deck. It cannot be destroyed by battle or by card effects until the End Phase.

[spoiler=Level 6s]
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Sigilstar Aries
Level 6 | FIRE| Spellcaster-type | Effect Monster
2000 / 1400

  • If this card is sent to the Graveyard: Special Summon 1 "Sigilstar Taurus" from your hand or Deck, then return this card to the bottom of the Deck.
  • If this card attacks or is attacked: destroy 1 Spell/Trap card on the field after damage calculation, and if you do, this card gains 300 ATK.

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Sigilstar Taurus
Level 6 | EARTH | Warrior-type | Effect Monster
2600 / 800

  • If this card is sent to the Graveyard: Special Summon 1 "Sigilstar Gemini" from your hand or Deck, then return this card to the bottom of the Deck.
  • This card inflicts piercing Battle Damage.

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Sigilstar Gemini
Level 6 | LIGHT | Fiend-type | Effect Monster
2000 / 1700

  • If this card is sent to the Graveyard: Special Summon 1 "Sigilstar Cancer" from your hand or Deck, then return this card to the bottom of the Deck.
  • This card can attack twice each Battle Phase

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Sigilstar Cancer
Level 6 | WATER | Aqua-type | Effect Monster
1600 / 2700

  • If this card is sent to the Graveyard: Special Summon 1 "Sigilstar Leo" from your hand or Deck, then return this card to the bottom of the Deck.
  • When this card is destroyed: send the top 5 cards of your opponent's Deck to the Graveyard.

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Sigilstar Leo
Level 6 | DARK | Beast-type | Effect Monster
2500 / 1300

  • If this card is sent to the Graveyard: Special Summon 1 "Sigilstar Virgo" from your hand or Deck, then return this card to the bottom of the Deck.
  • When this card is Summoned: all banished cards are shuffled into their owner's Deck. If this card is banished; add it to your hand during the End Phase.

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Sigilstar Virgo
Level 6 | WIND | Fairy-type | Effect Monster
2500 / 1300

  • If this card is sent to the Graveyard: Special Summon 1 "Sigilstar Libra" from your hand or Deck, then return this card to the bottom of the Deck.
  • Your opponent cannot target face-up Level/Rank 6 monsters you control with card effects.

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Sigilstar Libra
Level 6 | EARTH | Reptile-type | Effect Monster
2600 / 0

  • If this card is sent to the Graveyard: Special Summon 1 "Sigilstar Scorpio" from your hand or Deck, then return this card to the bottom of the Deck.
  • Once per turn: target one face-up monster your opponent controls; equip this card with that target as an Equip Card. This card can only be equipped with 1 monster at a time.
  • Destroy this card during the End Phase if it does not have an equipped monster card.

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Sigilstar Scorpio
Level 6 | FIRE | Insect-type | Effect Monster
2450 / 1650

  • If this card is sent to the Graveyard: Special Summon 1 "Sigilstar Sagittarius" from your hand or Deck, then return this card to the bottom of the Deck.
  • This card can make 3 attacks on monsters each Battle Phase.
  • If this card attacks twice or more in the same Battle Phase: switch it to Defense position at the end of the Battle Phase.
  • If this card attacks three times in the same Battle Phase: reduce its ATK and DEF to 0 until the End Phase of your next turn.

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Sigilstar Sagittarius
Level 6 | LIGHT | Beast-Warrior-type | Effect Monster
2450 / 1650

  • If this card is sent to the Graveyard: Special Summon 1 "Sigilstar Capricorn" from your hand or Deck, then return this card to the bottom of the Deck.
  • Once per turn: You can pay 800 LP and declare 1 Extra Deck Monster Card Type (Fusion, Synchro, or Xyz) and a Level/Rank(1 through 12); send 1 card of the declared Type and Level/Rank from your opponent's Extra Deck to the Graveyard. If there are no monsters of the called Type and/or Level/Rank in your opponent's Extra Deck, your opponent can Special Summon 1 Level 4 or lower monster from their Main Deck.

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Sigilstar Capricorn
Level 6 | WATER | Sea Serpent-type | Effect Monster
2800 / 1150

  • If this card is sent to the Graveyard: Special Summon 1 "Sigilstar Aquarius" from your hand or Deck, then return this card to the bottom of the Deck.
  • While you control this face-up monster: If this card inflicts Battle Damage, banish 1 card from your opponent's Graveyard for every 400 points of damage.

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Sigilstar Aquarius
Level 6 | DARK | Psychic-type | Tuner | Effect Monster
1800 / 2050


  • If this card is sent to the Graveyard: Special Summon 1 "Sigilstar Pisces" from your hand or Deck, then return this card to the bottom of the Deck.

  • When this card is Special Summoned: shuffle all Spell/Trap cards in each player's Graveyard into their respective Decks; each player then draws 1 card and reveals it, then applies the appropriate effect, based on the type of card drawn (Monster, Spell, Trap). You can only activate this effect of Sigilstar Aquarius once per turn:

    • Monster: During your next turn, you can Summon Level 5 or higher monsters for one less Tribute.
    • Spell: Draw 1 more card.
    • Trap: Skip your next Battle Phase.

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Sigilstar Pisces
Level 6 | WIND | Fish-type | Effect Monster
2200 / 2200

  • If this card is sent to the Graveyard: Special Summon 1 "Sigilstar Aries" from your hand or Deck, then return this card to the bottom of the Deck.
  • While this card is attached as Xyz Material: that Xyz Monster gains 200 ATK for every card on the field.
  • If this card is sent to the Graveyard for the Summon of a Synchro Monster: add 1 "Sigilstar" monster from your Deck to your hand.

 

[spoiler=Fusions]
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Zodiac Phoenix
Level 4 | Scale 1 | FIRE | Winged-Beast-type | Pendulum | Fusion | Effect Monster

  • When a "Sigilstar Sage" monster is Normal Summoned: you can banish 1 card from the top of your Main Deck; destroy 1 card on the field. You can only use the Pendulum Effect of "Zodiac Phoenix" once per turn.

2 "Sigilstar" monsters

  • Once per turn: you can discard 1 card; add 1 "Sigilstar" card from your Deck to your hand. Cards and effects with the same name as the card added by this effect cannot be Summoned or activated until your next Standby Phase.
  • You can banish 2 "Sigilstar" cards from your Graveyard face down; place this face-up card in your Extra Deck in your Pendulum Zone.

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Zodiac Dragon
Level 12 | LIGHT | Dragon-type | Fusion | Effect Monster
3 "Sigilstar" monsters

  • Must be Fusion Summoned with "Sigilstar Fusion" and cannot be Special Summoned by other ways.
  • While you control this face-up card: you cannot Special Summon from the Main Deck.




[spoiler=Xyz]
 

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2300 / 1700
Rank 4 | LIGHT | Spellcaster-Type | Xyz Effect Monster
2 or more Level 4 "Sigilstar" monsters

  • When an Xyz Monster is Xyz Summoned: you can detach 1 Xyz Material from this card and target 1 Set card on the field; the targeted card(s) cannot be activated as long as this card remains face-up on the field.
  • If this card is sent to the Graveyard: target up to 3 "Sigilstar Sage" monsters in your Graveyard; return those targets to your hand.



[spoiler=Spells]
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Sigilstarlight
Field Spell

  • Reduce the Levels of all "Sigilstar" monsters in your hand by 2.

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Sigilstar Fusion
Normal Spell

  • Send, from your hand or your side of the field to the Graveyard, the Fusion Material Monsters that are listed on a "Zodiac" Fusion Monster Card, then Special Summon that Fusion Monster from the Extra Deck. (This Special Summon is treated as a Fusion Summon.)
  • You can banish this card in your Graveyard: Special Summon 1 banished "Sigilstar" monster.

[spoiler=Trap]
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Sigilstar Destiny
Continuous Trap

  • Once per turn: You can Special Summon 1 "Sigilstar" monster from your hand. You must control no monsters to activate and resolve this effect.
  • When a "Sigilstar" monster is returned to the bottom of the Deck: gain 200 LP.




[spoiler=Biography]Born in Hearthome , Lee spent much of his younger years learning to fight directly in order to protect not only himself but also his sister while their parents worked in KaibaCorp’s production facilities to provide for them. Occasionally, their parents would bring home recently released cards, usually as birthday gifts. Frequent robberies and vandalism kept prices relatively high on most items in Hearthome, so it was still a struggle at times.
At the age of 14, Lee approached the Duel Academia’s entrance exams, deck in hand and Naomi at his side to watch. His final score was high enough to grant him acceptance into the Ra Yellow dorms. After dutiful studying and relentless practice, he advanced to Obelisk Blue with a reputation as the “Starstrike Duelist” in his 2nd year.



[spoiler=Misc. Information]Theme Song: https://www.youtube.com/watch?v=Siu5y71yJks


Skype Name: Already in said chat.

 

[spoiler=Imouto-chan]

Name: Naomi Dawn Paladin
Gender: Female
Age: 14

[spoiler=Physical Description]
Height: 5’0” / 152cm
Weight: 118 lbs / 54kg
Small and cute, with violet hair down to hip length. At their Duel Academia classes Naomi wears a Slifer Red uniform with the jacket trimmed just above her abdomen, baring her midriff if not for the ride suit she usually wears under it.

[spoiler=Personality]Her brother’s complete opposite. Where he’s cold and reserved, she’s outgoing and loud. Does her very best to make everyone she meets her friend, which isn’t too hard when she turns heads just walking down the hall.
Her carefree demeanor also carries onto the Dueling fields, opting to drag the duels as long as she can for maximum fun.


[spoiler=Deck]All-female Warrior Deck, long setup period focusing on overwhelming force to finish the fight all at once.

[spoiler=Custom Cards] [spoiler=Monster Cards][spoiler=Normal Monsters]

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Hopeful Hime
2000 / 300
Level 4 | EARTH | Warrior | Normal Monster
Lore:
"Against unfathomable hordes we fight. Myself on the front lines bolsters the resolve of my commander, though it drives my sister berserk. Their army was endless... and just as hope for an end was nearly lost, a new ally appeared to me and promised aid, from the most unlikely of sources. We can only hope these gifts will be enough."


[spoiler=Effect Monsters]
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Berserk Maiden
1700 / 300
Level 4 | EARTH | Warrior | Effect Monster
Effect:

  • When this card destroys an opponent's monster by battle: if your opponent controls an attack position monster(s), this card can attack again in a row.
  • If this card attacks a defense position monster your opponent controls, inflict piercing battle damage.
  • When this card destroys a monster by battle: place 1 Warfare Counter on this card.

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Resolute Commander
Level 6 | EARTH | Warrior | Effect Monster
2300/300
Effect:

  • While you control another face-up "Solemn Soldier" monster: this card cannot be targeted for an attack or by a card effect.
  • During your Standby Phase: Place 1 Warfare Counter on every face-up "Solemn Soldier" card you control.
  • When a "Solemn Soldier" card with Warfare Counters on it is destroyed: place all Warfare Counters on that card on this card.
  • Once per turn: You can remove all Warfare Counters from this card; Special Summon 1 "Solemn Soldier" monster from your Main Deck with a Level equal to or less than the number of Warfare Counters removed.
  • You can only control 1 face-up "Solemn Soldier - Resolute Commander".

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Solemn Soldier - Valiant Knightcorn
Level 4 | EARTH | Warrior | Effect Monster
1500 / 300
When this card is destroyed and sent to the Graveyard; Special Summon up to 2 monsters with 300 DEF from your hand or Deck.

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Solemn Soldier - Sigil Sisters
Level 4 | EARTH | Warrior | Tuner | Effect Monster
1000 / 300

  • Cannot be used as a Synchro material for a Synchro Summon, except for the Synchro Summon of a "Solemn Soldier" monster.
  • Once per turn: if this card would be destroyed by battle, it is not destroyed.
  • When this card is Normal Summoned: if your Graveyard has more Warrior-type monsters in it than your opponent's, you can draw cards up to your Graveyard's current Warrior-type monster surplus (max. 3). This effect of "Solemn Soldier - Sigil Sisters" can only be activated once per turn.


[spoiler=Pendulum Monster]
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Artillery Sprite
Level 4 | EARTH | Warrior | Tuner | Pendulum Monster
Blue Scale 3

Red Scale 7
1900 / 300

Pendulum Effect

  • If you do not control another "Solemn Soldier" card in your other Pendulum Zone: this card's Pendulum Scales become 4.
  • When a face-up "Solemn Soldier" monster you control is destroyed: place 1 Warfare Counter on this card.
  • When a "Solemn Soldier" card is banished: place 1 Warfare Counter on this card.
  • "Solemn Soldier" monsters you control gain 250 ATK.

Monster Effect

  • If this card is Pendulum Summoned from the Extra Deck: it cannot be used as Synchro Material for a Synchro Summon for the rest of this turn.
  • You can remove 2 Warfare Counters from a card(s) you control: target 1 card your opponent controls; destroy that target. This card cannot attack for 2 turns after activating this effect.


[spoiler=Synchro Monsters]
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Solemn Soldier - Maiden of Divine Justice

Level 8 | EARTH | Warrior | Synchro | Effect
1400/300

1 Tuner Synchro Monster + 1 or more "Solemn Soldier" monsters

  • You can treat face-up Xyz Monsters you control as Level 0 Synchro Material monsters for the Synchro Summon of this card.
  • While you control a face-up Spellcaster-type Xyz Monster, this card cannot be destroyed or targeted by card effects.
  • During your End Phase: If you do not control another Warrior-type monster; return this card to the Extra Deck.
  • When this card leaves the field, Special Summon one "Solemn Soldier - Berserk Maiden" from your hand, Deck, or Graveyard, its effects are negated until your next Standby Phase.
  • This card gains additional effects depending on the number of Xyz Monsters used as Synchro Material for its Synchro Summon:
    • 1+: This card's original ATK becomes 3400.
    • 2+: If this card battles a Fiend-type monster, destroy that Fiend-type monster at the end of the Damage Step and inflict damage to your opponent equal to its original ATK.
    • 3+: Negate the effect to return this card to the Extra Deck if you do not control another Warrior-type monster.

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Erazure mkVIII
Level 8 | EARTH | Machine | Synchro | Effect
2000 / 300
1 "Solemn Soldier" Tuner + 1 non-tuner "Solemn Soldier"monster

  • Once per turn: if this card was Synchro Summoned using a Pendulum Summoned Synchro Material(s); it cannot be destroyed by card effects.
  • When this card battles an opponent's defense position monster: inflict piercing battle damage.
  • While you control this face-up monster: other face-up "Solemn Soldier" monsters you control cannot be attacked.

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Absolution mkX
Level 10 | EARTH | Machine | Synchro | Effect
3400 / 300
1 "Solemn Soldier" Tuner + 1 non-Tuner "Solemn Soldier" monster

  • Once per turn: if this card was Synchro Summoned using a Pendulum Summoned Synchro Material(s); it cannot be destroyed by card effects.
  • Once per turn: If a face-up "Solemn Soldier" card, except this card, would be destroyed, this card loses 600 ATK instead.
  • You cannot activate Spell cards.

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F.I.N.A.L.E. (have fun with the acronym. It means nothing)
Level 12 | EARTH | Machine | Synchro | Effect
4500 / 300
1 "Solemn Soldier" Tuner + 1 non-Tuner "Solemn Soldier" Synchro monster

  • Must be Synchro Summoned and cannot be Special Summoned by other ways.
  • Once per turn: if this card was Synchro Summoned using a Pendulum Summoned Synchro Material(s); it cannot be destroyed by card effects.
  • You cannot activate Spell or Trap cards.
  • You can remove all Warfare Counters on the field and target cards in your opponent's hand or on their field, up to the number of counters removed; destroy those targets and, if you do, inflict 100 damage to both players for each card destroyed.
  • This card loses 900 ATK and gains 300 DEF each Standby Phase.
  • During your End Phase: banish the top 3 cards of your Main Deck and pay 500 LP. If you do not: banish this card and destroy all other cards you control.

[spoiler=Xyz Monsters]
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Spellblader Sorceress
Rank 6 | EARTH | Spellcaster | Xyz | Effect
2600 / 300
2 or more Level 6 EARTH Warrior-type monsters

  • You can also Xyz Summon this card using 3 or more non-Xyz "Solemn Soldier" monsters you control as the Xyz Material.
  • Once per turn, during either player's turn: you can detach 1 Xyz Material from this card: add 1 Spell Card from your Graveyard to your hand.
  • This card gains 600 ATK for each face-up Spell Card you control.
  • Once per turn, during your Battle Phase: You can detach 3 Xyz Materials from this card and banish up to 4 Spell Cards you control; gain 1000 LP for each Spell card banished this way.

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Warcrux Witch
Rank 4 | EARTH | Spellcaster | Xyz | Effect
2300 / 300
2 Level 4 "Solemn Soldier" monsters

  • Once per turn: if this card was Xyz Summoned using a Pendulum Summoned Xyz Material(s); it cannot be destroyed by battle.
  • Once per turn: you can detach 1 Xyz Material from this card; add 1 Normal Spell Card whose card text includes "Warrior-type" from your Deck to your hand. Cards with the same name as that card cannot be activated for the rest of this turn.
  • You can detach 2 Xyz Materials from this card; Special Summon 1 "Solemn Soldier" monster from your Graveyard. Banish it when it leaves the field.

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Progenitor Technomancer
Rank 4 | EARTH | Spellcaster | Xyz Monster | Effect
2600/300
3 Level 4 Monsters

  • When this card is Xyz Summoned: You can add 1 EARTH Warrior-type monster from your Deck to your hand.
  • You can detach 1 Xyz Material from this card and pay 600 LP; place 1 EARTH Pendulum Monster from your Deck or Graveyard in your Pendulum Zone.
  • You can detach 1 Xyz Material from this card and remove any number of Warfare Counters from cards you control; Special Summon 1 EARTH Warrior-type monster from your hand with a Level less than or equal to the number of Warfare Counters removed.
  • You can only activate 1 effect of "Solemn Soldier - Progenitor Technomancer" per turn, and only once per turn.

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Solemn Soldier - Armed Apprentice
Rank 4 | EARTH | Spellcaster | Xyz | Effec
1000/300

2 Level 4 EARTH Warrior-type monsters

  • This card cannot be destroyed by battle or by card effect while it has Xyz Material.
  • Once per turn: you can detach all Xyz Material from this card; Special Summon 1 Level 4 or lower Warrior-type monster from your Deck.
  • While this card has no Xyz Materials: it gains the following effects:
    • • This card is treated as a Level 4 Warrior-type Synchro Tuner monster, also it is no longer treated as a Rank 4 Xyz Monster.
    • • This card cannot be used as a Synchro Material monster, except for the Synchro Summon of a Synchro monster that lists a "1 Tuner Synchro Monster" as a Synchro Material monster.

Lore Identity: A younger Progenitor Technomancer, still learning the craft from Artillery Sprite.


[spoiler=Spell Cards]
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Dhasheimr, Kingdom of the Solemn Soldiers

Field Spell
Effect:

  • Once per turn: you can Special Summon 1 "Solemn Soldier" monster from your hand.
  • The Special Summon of a Warrior-type monster(s) cannot be negated.
  • If this face-up card would be destroyed, you can remove 3 Warfare counters from cards you control instead.

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Secret Sword of the Solemn Soldiers
Equip Spell

  • Equip only to a Warrior-type or Spellcaster-type monster.
  • The Equipped monster is treated as both Warrior-type and Spellcaster-type, also it gains 600 ATK for each face-up monster that shares a type with the equipped monster.
  • You can tribute the monster equipped with this card; Special Summon 1 of your banished Level 4 Warrior-type monsters. That monster is returned to the bottom of the Deck when it leaves the field.

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On the Warpath
Normal Spell
Activate only while you control a "Solemn Soldier" monster. Excavate the top 5 cards of your Deck; you can Special Summon any number of "Solemn Soldier" monsters among them in face-up defense position then send the rest to the Graveyard. You can only activate "On the Warpath" once per turn.


[spoiler=Trap Card]
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Soldiering Onwards
Continuous Trap

  • Once per turn: You can Special Summon 1 EARTH monster with 300 DEF from your Graveyard. It cannot attack or activate its effect(s) this turn.
  • When this card is removed from the field(except by its own effect); destroy and banish any monsters Special Summoned by this card's effect.
  • When a monster Special Summoned by this card's effect would be destroyed by a card effect (except the effect of "Soldiering Onwards"); you can banish this card instead, and if you do, take damage equal to that monster's ATK.

 

 


[spoiler=Biography]Born in Hearthhome, Naomi spent much of her time in the house with her elder brother, safe from the crime wave that swept through the area frequently. As a result of Lee's protection and care for her, Naomi looked up to and idolized her Onii-san and made to follow everywhere he went. 3 years after Lee's entry to Duel Academia, Naomi too took the entrance exam, only barely passing well enough to enter as a Slifer Red.

 

In the intervening 3 years, she continued living with their parents, now in Turbo City, abandoning their rundown house in Hearthome for the better conditions the Speed City provided on even the lowest level housing.

[spoiler=Misc. Information]Character Theme Song:

 

Duel Theme Song:

 

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[spoiler=The Tormented Psychic]Name: Helena Grey

Gender: Female

Age: 17

[spoiler=Physical Appearance]Sophia.jpg?w=480&h=480&fit=clip

Helena stands at about 5'10" and weighs about 118 lbs. She wears an eyepatch simply to hide her left eye, as it begins to glow a deep green when she begins to use her psychic powers.

 

 

[spoiler=Personality]Helena can be seen as being a rather timid and shy duelist, as the only one's she ever really dueled were her brother and a few close friends in the "Nest". She tries her best to make new friends, but because of her reputation, she's usually given the cold shoulder, as a result she's not really much of a talker. If someone is kind enough to her, she enjoys talking about dueling strategies and other duel monsters cards, including cute ones like the two kuriboh she keeps in her deck. She doesn't like it however when people look down on her, thinking that she only uses her powers to win duels more easily, or when people don't talk to her all out of fear.

 

When dueling, Helena takes her time when making a move, analyzing her opponent's moves and trying to counter them to the best of her ability. Though, since she doesn't have much control over her psychic powers, she usually ends up hurting herself and the one's she duels. When this happens, she begins to stress out and her headaches start to take effect. When her headaches become really severe, she loses herself in the duel and turns into an insane maniac of a duelist. This has only ever happened once, but she was only able to snap out of it when her brother was around. With her brother traveling, Helena fears for when her powers may start to act up again.

 

 

[spoiler=Deck-Psychic Burn]Helena runs a Psychic deck that correlates to her ability to inflict pain through her powers. Most if not all of her cards deal burn damage in some way and a few of them even inflict pain and damage to her.

 

 

[spoiler=Custom Card]Paladin of the Dark Descent

Rank 4 Attribute: Dark Type: Psychic

ATK: 2400 DEF: 2100

2 or more Level 4 Psychic Type Monsters

This card is unaffected by the effects of Spell Cards. Once per turn: you can detach 1 Xyz Material and target 1 face-up monster your opponent controls; banish it, then both players take damage equal to half that banished monster's ATK.

 

Dark Telekinesis Dragon

Lv 7 Attribute: Dark Type: Dragon

ATK: 2700 DEF: 2300

1DARK Tuner + 1 or more non-tuner monsters

If this card attacks or is attacked, your opponent takes no battle damage. If you would take effect damage, gain that much LP instead, also one monster your opponent controls loses ATK equal to the amount of LP you gained.

 

 

[spoiler=Biography]Helena and her older brother Chris are orphans who live in home of Synchro monsters, Turbo City. Helena and her brother make their livings off working in the inns on the second layer of the city. Despite the small amount of money they get paid, they've been able to live their lives relatively great, with some of the money they earned they were even able to afford some cards to duel with. It was only after she began to duel that Helena learned of her abilities as a Psychic Duelist and this was only when she had accidentally hurt herself and a few others while in a tag-team duel.

 

Duelists around the area started to avoid Helena after the incident and she had to cover her eye with an eyepatch as it began to glow a bright green and it only grew brighter whenever she gets in a duel. In some cases when her eye grew bright enough she would start to experience severe headaches and would start getting extremely aggressive in a duel, to a point where only her brother could bring her to her senses. Eventually, Helena's days of dueling came to a stop when her brother left to further his dueling skills.

 

A few months later, Helena received two letters, one from her brother and one from an anonymous sender. Her brother had sent her an unusual card saying that it reminded him of her and said that he was doing fine in terms of dueling. Chris encouraged her to continue her dueling career just so that she could gain better control over her abilities, and the second letter furthered this by requesting Helena to come to Kaiba Corp in Neoteric Domino City to solve some mystery of disappearing people. Helena set off to N. Domino City, not only in the hopes of controlling her powers, but to also answer the call of that anonymous letter.

 

 

[spoiler=Misc]Themes:

A Battle of Psychics

Off Comes the Eyepatch/Total Insanity

 

-Helena has a profound taste for sweets and usual has a bag of candy on her just in case she ever wants to satisfy her sweet tooth.

-Helena's eye, despite not being in a duel, has a distinct, light green coloration, though she usually doesn't take her eyepatch off.

 

 

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[spoiler=Sway Pendulum of my Soul]

Name: Furiko Hoshizora
Gender: Female
Age: 18
[spoiler=Appearance]

xS71ypG.jpg?1

 

Furiko stands at a rather average height of 5'8". She is someone whose build is far more toned and athletic then one might expect from a girl of her age, due to training it has gone through for action duels. The girl is often seen wearing some kind of jacket over a short sleeved shirt and tends to wear her fedora alongside these outfits, while also always having her necklace adorned on her as well. She has a pair of golden eyes and her blue-violet hair is shoulder length, though does not cover her face, save for her forehead.  Because of her generally performing athletic maneuvers, due to the nature of action duels, she tends to dress more in pants than she ever does skirts. 

 

 

[spoiler=Personality]
An always calm and confident person, Furiko seems to be someone who tries to hold her composure at every given moment. She seems to be a person who always seems to be friendly enough to others, an often tends to not be at all bothered by anyone's sort of eccentricities or oddities. This extends even further to not losing her cool in the face of something surprising or under pressure due to a naturally composed demeanor and poker face. 

 

Furiko is someone considers themselves an entertainer, yet not a "clown." While she does try to bring out entertainment and enjoyment out of her duels, she does it more so through her own skill and confident nature, rather than any sort of performance or on stage persona. This style of not trying to make herself rely on a gimmick and reach all hearts is reflected in this manner, and as well in her deck that branches out into every summon type that exists. To further the point of enjoyment, she is a person who is humble in victory and graceful in defeat. 

 

While she is most definitely a self assured person, completely confident in her own strength, she is not cocky and recognizes her limits. When met with them, she ends up becoming easily frustrated with herself, and continually works as hard as she can to overcome them and become stronger, refusing to accept them as her final limit. To this effect, she respects those who are both either strong or are aware an acknowledge their own limitations, believing them to be in the same kind of struggle as her. Because of this, the only kind of person she outright has disdain towards are those who are delusional or try to cover up their weakness through some kind of stage act, using it as a kind of "mask" or "crutch" instead of attempting to use their own strength to power through it. 


[spoiler=Deck]

Furiko uses an Odd-Eyes Pendulum Magician deck. The deck revolves around using pendulum monsters in order to fill the field and then be used as all manner of fodder to bring out her extra deck monsters. Most all of her extra deck cards, (save for a few spellcasters) are some form of Odd-Eyes dragon.  

 

 

[spoiler=Custom Cards]

Knight Ascent Magician
Level 3 | Scale 7 | LIGHT | Spellcaster/Pendulum/Effect | 900 ATK / 1500 DEF

Once per turn, during either player's turn, if you have a "Magician" or "Odd-Eyes" card in your other Pendulum Zone: You can target 1 monster on the field; it becomes Warrior-Type until the End Phase.
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Once per turn: You can make this card become Warrior-Type until the End Phase. A Fusion Monster that was Summoned using this card on the field as a Fusion Material gains this effect.
● Once per turn: if this card would be destroyed by card effect; it is not destroyed. 

 

 

Beast Blood Magician

Level 7 | Scale 1 | EARTH | Spellcaster/Pendulum/Effect | 2000 ATK / 500 DEF
Once per turn, during either player's turn, if you have a "Magician" or "Odd-Eyes" card in your other Pendulum Zone: You can target 1 monster on the field; it becomes Beast-Type until the End Phase.
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Once per turn: You can make this card become Beast-Type until the End Phase. A Fusion Monster that was Summoned using this card on the field as a Fusion Material gains this effect.
● When this card attacks a face up monster your opponent controls; negate that monster's effect until the End Phase. 

 

 

Rune Blood Magician
Level 4 | Scale 8 | WATER | Spellcaster/Pendulum/Effect | 1000 ATK / 2500 DEF
Once per turn, during either player's turn, if you have a "Magician" or "Odd-Eyes" card in your other Pendulum Zone: You can target 1 monster on the field; it becomes Spellcaster-Type until the End Phase.
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Once per turn: You can target a Dragon-Type monster and a Pendulum monster that you control, other than this card, and if you do; you may tribute this card and Fusion Summon 1 Fusion Monster from your Extra Deck using the targeted monsters as Fusion Material. A Fusion Monster summoned by this card's effect gains this effect.

● This card gains 300 ATK for every Spell Card activated until the End Phase. 

 

 

Clockwork Arcanist

Rank 3 | DARK | Spellcaster/XYZ/Effect | 2000 ATK / 2000 DEF
3 Level 3 Monsters

If this card was summoned XYZ summoned using only Pendulum Monsters as its XYZ Materials: you can target 1 Pendulum Monster in your graveyard; add it to your hand. Once per turn, at the start of the damage step, when this monster battles a monster your opponent controls; detach 1 XYZ material from this card; banish that monster until your opponent's next End Phase. This card is unaffected by the effects of trap cards. 

 

 

Odd-Eyes Phantasma Dragon 
Scale 0, DARK, Level 8, Pendulum, Effect, Dragon 
3000/2500
Pendulum Effect
When you Pendulum Summon; you may Pendulum Summon 1 Pendulum Monster from your hand or face up in your Extra Deck whose Level or Rank is not within the range of your scales.
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Monster Effect
When there is a monster in your Pendulum Zone and an "Odd-Eyes" in your Extra Deck, you can Pendulum Summon this card regardless of your Pendulum Scales. When this card attacks, the opposing monster loses 1000 ATK for each face-up Pendulum Monster in your Extra Deck.
 
 
Odd-Eyes Nova Dragon 
Scale 10, FIRE, Level 10, Pendulum, Synchro, Effect, Dragon 
3300/2800
Pendulum Effect
When a Pendulum or Dragon-type monster you control battles an opponents monster; you can negate the opponent's monster's effect. When a Pendulum or Dragon-type monsters effect would negated by an opponent's card or effect; you can negate that card or effect. You can only use each effect of "Odd-Eyes Nova Dragon" once per turn, during either player's turn. 
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Monster Effect 
1 Tuner + 1 or more non-Tuner Synchro Dragon-type monsters
You can only use each effect of "Odd-Eyes Nova Dragon" once per turn. For this card's Synchro Summon, you can treat 1 Pendulum Summoned Pendulum Monster you control as a Tuner. If this card in the Monster Zone is destroyed by battle or card effect: Special Summon 1 monster in your pendulum zone and place this card in your pendulum zone. If this card is Synchro Summoned it gains the following effects. 
● During the battle phase, your opponent cannot activate monster cards or effects.
● When this card battles an opponent's monster; you can negate the effect of one card face up on the field until the end of the battle phase. 
 
 
Odd-Eyes Maelstrom Dragon 
Scale 10, WIND, Level 10, Pendulum, Fusion, Effect, Dragon 
3300/2800
Pendulum Effect 
If a Pendulum or Dragon-type Monster(s) you control would be sent back to the hand, the deck or destroyed by an opponent's card of effect; you may negate that effect. You can only use this effect of "Odd-Eyes Maelstrom Dragon" once per turn. 
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Monster Effect
1 "Odd-Eyes" Pendulum Monster + 1 Fusion Dragon-type Monster not from the Extra Deck
You can only use each effect of "Odd-Eyes Maelstrom Dragon" once per turn. When this card in your monster zone is destroyed by battle or card effect; return as many cards in your pendulum zone as possible (Min: 0) to your hand and place this card in your pendulum zone. This fusion summoned card gains the following effects: 
● When a Pendulum Monster or Dragon-type monster you control battles a monster your opponent controls: before the damage step, you can banish one Pendulum Card face up in your Extra Deck or Graveyard; return it to the hand. 
● During either player's turn, when a Spell/Trap Card or another monster's effct is activated: send 1 Pendulum card from your hand or face up in your Extra Deck to your graveyard and if you do; shuffle that card to the owner's deck. 
 
 
Odd-Eyes Zero Dragon 
Scale 0, WATER, Rank 7, Pendulum, XYZ, Effect, Dragon 
3300/2800
Pendulum Effect: 
If a Pendulum or Dragon Type monster you control would be destroyed by a card effect, you may choose to negate that destruction. If a Pendulum or Dragon Type monster you control would be destroyed by battle, you may choose to negate that destruction. Also the attack of the opponent's monster that attacked is cut in half it must attack again, if possible. You may only use each effect of Odd-Eyes Zero Dragon once per turn. 
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Monster Effect: 
2 Level 7 Monsters 
If you control a Pendulum Summoned Pendulum monster, you may treat one face up XYZ monster you control as having a level equal to its rank for the XYZ summon of this card. If this card in the Monster Zone is destroyed: You can place it in your Pendulum Zone. If this card is summoned with an XYZ monster as XYZ material it gains the following effects:
● Monsters that battle this card have their attack points halved.
● If this card destroys an opponent's monster you may detach 1 XYZ material from this card: Special Summon 1 Odd-Eyes monster from your graveyard or face up in your Extra Deck, and if you do; it gains ATK points equal to the level of the destroyed monster x 100. 

 

 

[spoiler=Bio]

The lights. The camera. The action. These were all the kinds of different things that the young Furiko had been exposed to during the earlier years of her life. Having been born and growing up in Cradle City, the girl had always been enamored by every kind of Action Dueling and performance. As they were all that had ever filled her life, she was always one to try and watch them wherever and whenever she could. Whether it be watching it over television or berating her parents to see the duels live, Furiko had done whatever she could to see them. And nothing ever excited her more than watching some kind of entertainment duel. 

 

The next course of action, of course, was for the girl to try her best and become a star duelist herself. While her own parents weren't much of duelists themselves, despite where they lived, they were nothing but supportive towards the girl and did their best to get her off her feet. And so, the girl had obtained her first deck and tried her best to become a rising star entertainment duelist...with very little success. No matter what kind of act she tried, what kind of stage handle she took, or what kind of performance she put on, nothing had ever really worked out. It wasn't until she found her inspiration that her true style started to form. 

 

While she was an avid lover of the duel monsters game, she was enamored by one kind of dueling more than any other. The King's dueling. It didn't matter who the king was, whether it be the legendary Jack Atlas or all those who followed after him, they all had the most entertaining duels to watch. Not because of some gimmick or trick they had, simply because of the raw charisma and skill they displayed. Realizing this, Furiko had stopped trying to emulate all kind of performers that she had seen duel before, and instead try to carry on them in quite the same way that they had. 

 

Since then, Furiko has done but strive to become better at the game in anyway that she possibly can be, and has done her best to become the calm and confident duelist that she is today. Making a name for herself, the girl has entered many a tournament that she has been physically able to, winning a large amount of smaller scale tournaments and generally placing high in larger scale ones. Things had continued this way until the day that Furiko had acquired a blank card in the mail, alongside a letter that seemed of grave importance. Confirming that the letter was indeed official, the young duelist had set out to go figure out what the meaning behind it was.  

 

 

Misc: 

While the girl has formed a connection with Odd-Eyes Pendulum Dragon, to the point that it is her duel spirit, she is unaware of its spirit status. Nevertheless, she still has pride in the card, going as far as to declare it the soul of her deck and the basis for all of her evolution. 

 

 

 

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