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Yu-Gi-Oh! Codex of Shadows [OOC / PG-13 / Started / Accepting / Co-host: Zaiduck]


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[spoiler=Yuriko]
Name: Yuriko Maxsimova Kuznetsova
Gender: Female
Age: 23
Occupation: Pro Duelist/Hedge Fund Manager
 
Appearance:

[spoiler=Picture]
42d819712ca26966212de1a75e032362.jpg

 

Yuriko is a pale-skinned woman with bright-red hair, striking blue eyes, and features that blend Caucasian and Asian together into something beautiful. Standing at only 169 centimeters in height, Yuriko's physique is slender and lithe, traits she inherited from her model of a mother. Normally, she hides her looks behind a business suit with a skirt, a set of glasses, and her hair tied up and out of the way into a bun or a ponytail when she is working or is focused on business, but when she is enjoying herself, she will let her hair down and take off her glasses to reveal her true self. Her Duel Disk is one of the newer high-end Version 3.0s that were recently revealed, with her custom color scheme being a dark gunmetal grey with red pulsating lines as well as gold and silver accents added on. She keeps her headset, which is in the same design schema, configured to also act as a Bluetooth-esque cellular device in case she needs to take important business calls.
 
Personality: Yuriko is perceptive, knowledgeable, and intuitive, while maintaining a facade of a charismatic and pleasant young woman that simply enjoys games. In truth, her love of games, bets, and ultimately gambling is what drives her, as she revels in the thrill of a high-stakes match between powerful opponents, and wants nothing more than to bask in the best high she can get. To that end, she seems completely unfazed to be placed into peril, financially or otherwise, and will more than happily try to play her way out of a bad situation. Because of this, she is never concerned with money when gambling or placing bets, carelessly moving around large sums with no worries about potential debt, but only when it seems like others at the table are willing to raise the stakes with her. She even enjoys it when people try to cheat against her, so she can discover such cheats and turn them on their users. One could consider her to be borderline sociopathic with a deep-seated gambling addiction, and she seems more concerned with what she wants than what other people want, and she probably wouldn't have any investors if they knew she wasn't very good at picking winning bets. Currently, she is fixated on getting into a high-stakes duel with one of the top duelists in the world, and even wants to steal a special set of Duel Monsters cards just to use for that occasion.
 
Biography: Yuriko's entire history revolves around luck. Her father's side of the family, the Kuznetsovs, spent the run of the Soviet Union finding whatever ways they could to benefit from the misery and hardships of the proletariat, all in the name of bettering the Party's position. However, near the end, Yuriko's father, Maxsim, ran away with his inheritance, and set up Briar Patch Capital Management in Europe, where he proved himself to be a contrarian investor by placing shorts against Soviet-backed shell companies. He almost had to default everything, when the Soviet Union collapsed, and he was able to make millions while the rest of his family was ruined. While vacationing in the Pacific, he had a chance run-in with June Gansley, a half-Japanese model and actress distantly related to the financial manager of KaibaCorp, and the two fell in love. A couple years later, June gave birth to Yuriko, the heiress to the Briar Patch fortune.
 
Yuriko grew up loved by her family, never having any hardships or struggles. Whenever she wanted something, her parents provided it, though not before teaching her lessons on how to be a good investor and manager. She became incredibly adept at reading those around her and judging situations, while obfuscating her own motives to further manipulate people. Despite her efforts to hide it, she displayed a genius-level intellect, absorbing knowledge and languages like a sponge. She especially loved the various myths and legends throughout different cultures and learning the history and origins of such superstitions. Her powerful mind, coupled with the fact that her nannies and governesses kept getting wrapped around her fingers, resulted in her eventually being sent to a boarding school in the Swiss Alps for rich young heirs and heiresses.
 
At the prestigious St. Cajetan's Academy for the Leaders of Tomorrow, Yuriko discovered her true passion in the secretive underbelly of the school: games and gambling. While attending, she also started to amass her own personal fortune aside from what she might have someday through the manipulation of these various illicit activities involving other rich teens. She grew in power and wealth, and was about to graduate from her school when two things happened with near-simultaneity. First, she found out about Duel Monsters and Industrial Illusions, and how it was quickly growing into one of the most popular games in the world. Second, on their way to her graduation ceremony, her parents' private jet suffered a bad stroke of luck and slammed into the side of a mountain as it was descending towards the tarmac, killing all on board instantly.
 
Now alone in the world, Yuriko could devote her time and energy into her passions, as she found managing Briar Patch to be surprisingly easy. She took 2 years off to earn a degree in Business, so people would be able to respect her more, while also starting to duel more professionally on the side. But as she worked her way up to become one of Europe's top duelists, she started to notice certain events popping up regarding intense games of chance being played in a small but notable Japanese city, as well as some of the incredible dueling talents of Maximillian Pegasus, who seemingly could never lose. She used her prestige to enter into Duelist Kingdom, and would have attended the tournament if not for a crucial meeting regarding a large short she had been working on. She scheduled a vacation to Domino to attend Battle City, and made it into the Top 16, but another work-related crisis caused her to miss out on her last locator card, and she never got to set foot on the KaibaCorp blimp. Yet this only drove her to want to meet Seto Kaiba, Yugi Muto, and Maximillian Pegasus face-to-face in a duel even more.
 
Yuriko was not incredibly frustrated, and obsessed with a high-stakes game involving the best duelists in the world. She sent personal invitations to them, offering them bets if they came to duel her, but never heard back from any of them. She almost tried to storm her way into I2's headquarters to confront Pegasus' heirs when they took over the company, but was turned down by her own board of investors. Thus, upon learning that the Tenma Brothers possessed a rare set of powerful cards revolving around European fairy tales, she schemed to own those cards, and put into motion a plan to acquire them so she could get the attention of the creme de la creme of the Duel Monsters community. While they would be distracted at Kaiba's gala, she would hire a crack team of professional thieves break in and steal the cards she wanted, along with a bunch of other really rare cards. At the same time that her thieves were planning on robbing Pegasus, she would use her hedge fund to establish a short against him, predicting that the value of his stock would drop so she could make a profit.
 
What Yuriko would not realize is just how much the KaibaCorp gala would influence her plan...
 
Deck: Yuriko owns several Decks, but the one she will be primarily using, once she acquires it, is a Fairy Tale Deck based around the card "Golden Castle of Stromberg". Of the Fairy Tale cards, she considers "Hexe Trude" to be her ace. She also prefers to use a Deck focusing on "Darkest Diabolos, Lord of the Lair" and the Field Spell "Lair of Darkness".
 
Miscellaneous:

 - Yuriko is basically an expy of Yumeko Jabami from Kakegurui. Make of that what you will.
 - Currently, I intend on only using the Fairy Tale retrains that I made, but I might make more cards for her Deck as needed. I will submit them when the time arises.
 - I don't intend for her to jump in immediately, but once the gala is over, she will enter the narrative.

 

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[spoiler=Yuriko]

Name: Yuriko Maxsimova Kuznetsova

Gender: Female

Age: 23

Occupation: Pro Duelist/Hedge Fund Manager

 

Appearance:

[spoiler=Picture]

42d819712ca26966212de1a75e032362.jpg

 

 

Yuriko is a pale-skinned woman with bright-red hair, striking blue eyes, and features that blend Caucasian and Asian together into something beautiful. Standing at only 169 centimeters in height, Yuriko's physique is slender and lithe, traits she inherited from her model of a mother. Normally, she hides her looks behind a business suit with a skirt, a set of glasses, and her hair tied up and out of the way into a bun or a ponytail when she is working or is focused on business, but when she is enjoying herself, she will let her hair down and take off her glasses to reveal her true self. Her Duel Disk is one of the newer high-end Version 3.0s that were recently revealed, with her custom color scheme being a dark gunmetal grey with red pulsating lines as well as gold and silver accents added on. She keeps her headset, which is in the same design schema, configured to also act as a Bluetooth-esque cellular device in case she needs to take important business calls.

 

Personality: Yuriko is perceptive, knowledgeable, and intuitive, while maintaining a facade of a charismatic and pleasant young woman that simply enjoys games. In truth, her love of games, bets, and ultimately gambling is what drives her, as she revels in the thrill of a high-stakes match between powerful opponents, and wants nothing more than to bask in the best high she can get. To that end, she seems completely unfazed to be placed into peril, financially or otherwise, and will more than happily try to play her way out of a bad situation. Because of this, she is never concerned with money when gambling or placing bets, carelessly moving around large sums with no worries about potential debt, but only when it seems like others at the table are willing to raise the stakes with her. She even enjoys it when people try to cheat against her, so she can discover such cheats and turn them on their users. One could consider her to be borderline sociopathic with a deep-seated gambling addiction, and she seems more concerned with what she wants than what other people want, and she probably wouldn't have any investors if they knew she wasn't very good at picking winning bets. Currently, she is fixated on getting into a high-stakes duel with one of the top duelists in the world, and even wants to steal a special set of Duel Monsters cards just to use for that occasion.

 

Biography: Yuriko's entire history revolves around luck. Her father's side of the family, the Kuznetsovs, spent the run of the Soviet Union finding whatever ways they could to benefit from the misery and hardships of the proletariat, all in the name of bettering the Party's position. However, near the end, Yuriko's father, Maxsim, ran away with his inheritance, and set up Briar Patch Capital Management in Europe, where he proved himself to be a contrarian investor by placing shorts against Soviet-backed shell companies. He almost had to default everything, when the Soviet Union collapsed, and he was able to make millions while the rest of his family was ruined. While vacationing in the Pacific, he had a chance run-in with June Gansley, a half-Japanese model and actress distantly related to the financial manager of KaibaCorp, and the two fell in love. A couple years later, June gave birth to Yuriko, the heiress to the Briar Patch fortune.

 

Yuriko grew up loved by her family, never having any hardships or struggles. Whenever she wanted something, her parents provided it, though not before teaching her lessons on how to be a good investor and manager. She became incredibly adept at reading those around her and judging situations, while obfuscating her own motives to further manipulate people. Despite her efforts to hide it, she displayed a genius-level intellect, absorbing knowledge and languages like a sponge. She especially loved the various myths and legends throughout different cultures and learning the history and origins of such superstitions. Her powerful mind, coupled with the fact that her nannies and governesses kept getting wrapped around her fingers, resulted in her eventually being sent to a boarding school in the Swiss Alps for rich young heirs and heiresses.

 

At the prestigious St. Cajetan's Academy for the Leaders of Tomorrow, Yuriko discovered her true passion in the secretive underbelly of the school: games and gambling. While attending, she also started to amass her own personal fortune aside from what she might have someday through the manipulation of these various illicit activities involving other rich teens. She grew in power and wealth, and was about to graduate from her school when two things happened with near-simultaneity. First, she found out about Duel Monsters and Industrial Illusions, and how it was quickly growing into one of the most popular games in the world. Second, on their way to her graduation ceremony, her parents' private jet suffered a bad stroke of luck and slammed into the side of a mountain as it was descending towards the tarmac, killing all on board instantly.

 

Now alone in the world, Yuriko could devote her time and energy into her passions, as she found managing Briar Patch to be surprisingly easy. She took 2 years off to earn a degree in Business, so people would be able to respect her more, while also starting to duel more professionally on the side. But as she worked her way up to become one of Europe's top duelists, she started to notice certain events popping up regarding intense games of chance being played in a small but notable Japanese city, as well as some of the incredible dueling talents of Maximillian Pegasus, who seemingly could never lose. She used her prestige to enter into Duelist Kingdom, and would have attended the tournament if not for a crucial meeting regarding a large short she had been working on. She scheduled a vacation to Domino to attend Battle City, and made it into the Top 16, but another work-related crisis caused her to miss out on her last locator card, and she never got to set foot on the KaibaCorp blimp. Yet this only drove her to want to meet Seto Kaiba, Yugi Muto, and Maximillian Pegasus face-to-face in a duel even more.

 

Yuriko was not incredibly frustrated, and obsessed with a high-stakes game involving the best duelists in the world. She sent personal invitations to them, offering them bets if they came to duel her, but never heard back from any of them. She almost tried to storm her way into I2's headquarters to confront Pegasus' heirs when they took over the company, but was turned down by her own board of investors. Thus, upon learning that the Tenma Brothers possessed a rare set of powerful cards revolving around European fairy tales, she schemed to own those cards, and put into motion a plan to acquire them so she could get the attention of the creme de la creme of the Duel Monsters community. While they would be distracted at Kaiba's gala, she would hire a crack team of professional thieves break in and steal the cards she wanted, along with a bunch of other really rare cards. At the same time that her thieves were planning on robbing Pegasus, she would use her hedge fund to establish a short against him, predicting that the value of his stock would drop so she could make a profit.

 

What Yuriko would not realize is just how much the KaibaCorp gala would influence her plan...

 

Deck: Yuriko owns several Decks, but the one she will be primarily using, once she acquires it, is a Fairy Tale Deck based around the card "Golden Castle of Stromberg". Of the Fairy Tale cards, she considers "Hexe Trude" to be her ace. She also prefers to use a Deck focusing on "Darkest Diabolos, Lord of the Lair" and the Field Spell "Lair of Darkness".

 

Miscellaneous:

 - Yuriko is basically an expy of Yumeko Jabami from Kakegurui. Make of that what you will.

 - Currently, I intend on only using the Fairy Tale retrains that I made, but I might make more cards for her Deck as needed. I will submit them when the time arises.

 - I don't intend for her to jump in immediately, but once the gala is over, she will enter the narrative.

 

 

 

Accepted.

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Ok, this is my app, please tell me if it's ok, It's my first pg for an online RP and English is not my native language, so if there are any errors feel free to point them out. (Custom cards text updated under the deck section)

[spoiler=Nereo Granduchi]
Name: Nereo Granduchi
Gender: Male
Age: 20
Occupation: Part-time trainee at the KC under his father's wing, currently trying to find his own way
[spoiler=Appearance]
Nereo has a slim and figure, accentuated by his prominent cheekbones and sharp body, but not quite dry enough to be defined skinny. He's 178 cm tall (it should be about 5' 10''), with brown eyes and a black, straight hair that arrives under his shoulder blades, which he usually keeps in a low ponytail. His casual attire usually consist in a white shirt or another similar clothing, under a leather jacket with internal pockets where he keeps his belongings, and a pair of regular jeans. While not quite interested in fashion, he highly appreciate and recognize the effect a good looks can have on the first impression of someone, especially on a formal party, so he usually put quite the effort in choosing his attire for the formal events, this consisting in a white shirt complemented with a set of matching gray trousers, jacket and necktie. he also sports a pair of white gloves and a tuxedo of a darker shade of grey.


[spoiler=Personality]
Nereo does have quite the big ego, thinking of himself as generally better than most of the people around him and often acting in an arrogant and haughty manner as a result. While most of this attitude comes from who Nereo is as a person, he was also encouraged of thinking greatly of himself by his upbringing. Having grown up in a well-off and supportive family of which he's very proud of, he always tried to follow the footsteps of his parent's and stepbrother success and live up to what he perceives as his family expectations, drive this that grant him a great determination in pursuing his objectives. Insulting his family and what he perceives as their well-earned success is sure to hit a sore spot to him. He's also an admirer of Seto Kaiba, not just for his dueling skills and his prideful persona, but also as the man of success that made himself up to becoming the CEO of the Kaiba Corp, despite the really questionable ruthlessness of his methods. Unluckly for him, while full of determination and self-confidence Nereo has the bad tendency of letting his ego getting the best of him, bringing him to act boldly without necessarily having the resources, skills or wits to actually back it up, and his refusal to give up (till the last life point and beyond) make him quite the sore loser when he can't best his opponent, resulting in fighting more and more desperately when he's losing, pulling out all the stops and trying every trick he can come up with to gain the upper hand, even if he won't resort to cheating since it would be admitting to himself that he would actually lose otherwise. On the other side, when he think he has the upper hand he start to indulge in the sense of superiority, bragging and taunting his opponent almost cruelly if he gets really carried away. Despite having passed some time in therapy to help with his relationship issue he still find difficult forming lasting friendships or empathize with others over trauma, accomplice the fact that he had a peaceful upbringing, without grave losses which he can relate to, and this sometimes end up in him being particularly hurtful or cruel even even when he doesn't necessarily mean to, even though he is now at least partially aware of his problem, and can try to exercise a certain measure of restraint if he has to relate friendly to someone and he doesn't feel challenged.


[spoiler=Biography]
Nereo was born in Italy, his father an employee of the Italian branch of the KC and his mother one of his colleagues, his father also had a (at the time seven years old) son from a previous relationship, Angelo Granduchi, who's currently employed as card designer at the Industrial Illusions, and is Netero stepbrother. His upbringing was quite happy, if lonely, since during this period he was developing his smug attitude, and even without actively seeking to antagonize his peers his passive abrasiveness ended up marking him as the bully who nobody wanted to deal with. his lack of recognition from the others made him latch on quite heavily on his family, especially his brother, and started to work harder to impress them and make himself feel at an even level with them. this behavior kept worrying his parents and eventually came to a breaking point at the start of Nereo's adolescence, with several visits to the psychologist bringing to light the problem and therapy that still to this day help him in dealing with other people without immediately lashing out at them. during his adolescence, his brother, now working as a card designer introduced him to duel monster, and while still to this day interested an informed in the game, Nereo never had the courage of trying a career as a pro player despite his parent's encouragement, rationalizing it as a too risky and unstable way to success compared to his actual studies, that would have directed him on his father footsteps. He was however secretly afraid of failing and deluding his family, even though they were quite supportive of their son trying to find his way, and after he started to work with his parents at the KC his father prompted him to follow a specialization course for manager of pro duelist, in hope of approach him to the game from a different direction. Some years before Nereo's first approach at DM his parents got a promotion and accepted a transfer to work at the KC headquarters, so the entire family transferred to Japan where Nereo had quite the trouble learning the new language on top of his studies, but he's finally able to speak it well enough despite the Italian accent.
Nereo originally didn't intend to participate at the KC gala, manly over the bitterness of being the only member of his family who din't receive an invite, but after hearing of Seto's retirement he decided to ask his father to accompany him in order to meet the new CEO, talk to some of the eminent figures of the pro dueling who certainly would've been here to try to make up his mind about his future and pro dueling and possibly get a grasp of what happened to cause such a sudden change in the high spheres of the KC.


[spoiler=Deck]
Nereo use an archetype called "Test Subject" (T.S.), designed by Angelo's design team. The deck strategy consist in quickly swarming the field with the main deck "Experimental T.S" monsters and maintaining card advantage using the spells and traps, all while controlling "Experimental T.S.- Core Root", a weak normal monster that has to be protected in order to unleash the more powerful effect of his "T.S." cards. The "T.S." is an heavy-combo deck designed for the competitive scene, with multiple viable strategies and intricate effects that interact with each other. The deck posses two boss monsters, the main deck one witch is "Successful T.S. - Core Chimera", who help maintain control of the game while also counting as "Core Root" on the field, and the true boss monster, which is Nereo's favorite card, the powerful level 8 fusion monster "Unsuccessful T.S. - Core Nightmare", card that Nereo consider his ace in the sleeve.
Custom Cards (Written)
[spoiler=Monsters]
Experimental T.S. - Core Root
EARTH - level 3
Insect
XX/XX/XXXX
Experimental Test Subject #0, code name "Core Root" ready.
Experimental Test Subject XXX prepared.
Initiate grafting test no. XXX...
ATK 1200 / DEF 1400


Experimental T.S. - Bloodhound
EARTH - level 4
Beast/Effect
When this card is Normal Summoned; You can add 1 "T.S." monster from your Deck to your hand, except "Experimental T.S. - Bloodhound". Once per turn: You can discard 1 "T.S." monster from your hand; Special Summon 1 level 5 or lower "T.S." monster from your hand, also, if you control "Experimental T.S. - Core Root", you can send 1 "T.S." monster from your Deck to the GY instead of discarding to activate this effect.
ATK 1800 / DEF 400

Experimental T.S. - Devourer
EARTH - level 4
Dinosaur/Effect
When this card i Normal Summoned you can; Immediately after this effect resolves, Normal Summon 1 "T.S." monster from your hand. During the turn this card was Summoned you can Tribute this card; Special Summon 1 "Experimental T.S. - Core Root" from your hand or GY. Once per turn you can discard 1 "T.S." card; Draw 1 card, then, if you control "Experimental T.S. - Core Root", you can reveal the card you just drew, and if it was a "T.S" card you can draw another card. You can activate each effect of "Experimental T.S. - Devourer" only once per turn.
ATK 1600 / DEF 1000

Experimental T.S. - Venomous Intruder
WATER - level 2
Sea Serpent/Effect
If you control at least 2 "T.S." monsters with different names, and do not control "Experimental T.S. - Venomous Intruder", you can Special Summon this card (from your hand). Once per turn you can Tribute 1 face-up "T.S." monster you control and target 1 monster on the field; Destroy that target. If you control "Experimental T.S. - Core Root" while this card is in your GY, and you od not control "Experimental T.S. - Venomous Intruder", you can activate this effect: Special Summon this card, but it cannot activate its effects for the rest of this turn, also banish it when it leaves the field.
ATK 500 / DEF 1600

Experimental T.S. - Rapacious
WIND - level 3
Winged Beast/Effect
You can Special Summon this card (from your hand) by discarding 1 "T.S." card from your hand. If this card is Special Summoned by its own effect: You can target 1 Spell/Trap card on the field; Destroy that target. Once per turn, if you control "Experimental T.S. - Core Root": You can Tribute 1 "T.S." monster you control and target 1 card on the field; Banish that target until the End Phase.
ATK 1500 / DEF 600

Experimental T.S. - Predator
FIRE - level 5
Reptile/Effect
If you control a "T.S." monster except "Experimental T.S. - Predator", you can Normal Summon this card without tributes. You can discard this card from your hand; Add 1 "Experimental T.S. - Core Root" or 1 "T.S." Recombination Lab" from your Deck to your hand. While you control "Experimental T.S. - Core Root" all "T.S." monsters you control gains 400 ATK and DEF, also your opponent cannot target level 3 or lower "T.S." monster(s) you control for attacks or with card effects.
ATK 1900 / DEF 1400


[spoiler=Spells/Traps]
T.S. Research
Spell
Add 1 "T.S." card from your Deck to your hand except "T.S. Research". If you control "Experimental T.S. - Core Root" when you activate this card you can also send 1 "T.S." card from your Deck to the GY except "T.S. Research". If you control "Experimental T.S. - Core Root" This card in your GY gains the following effect: If a "T.S." monster(s) you control would be destroyed, except the turn this card was sent to the GY, you can banish this card from your GY instead of destroying 1 of those monster(s). You can only activate 1 "T.S. Research" per turn.

T.S. Test Field
Continuous Spell
You can only control 1 face-up "T.S. Test Field". Destroy this card during your 2nd End Phase after activation. Once per turn you can discard 1 "T.S." card from your hand and target 1 Spell/Trap card on the field; Destroy that target. Once per turn, if you discarded a "T.S." card to activate the effect of a "T.S." card except "T.S. Test Field" while controlling "Experimental T.S. - Core Root": You can pay 500 LP; Draw 1 card. If you control "Experimental T.S. - Core Root" This card in your GY gains the following effect: You can banish this card from your GY; Immediately after this effect resolves, Normal Summon 1 "T.S." monster from your hand in addition your your Normal Summon/Set this turn (you can only gain this effect of "T.S. Test Field once per turn"). You can only activate 1 "T.S. Test Field" per turn.

T.S. Extra
Quick-Play Spell
Reveal the top 3 cards of your Deck, your opponent randomly picks 1 for you, and if it is a "T.S." card, add it to your hand, otherwise place it on the bottom of your Deck, then shuffle the rest back into the Deck, also if you control "Experimental T.S. - Core Root" when you activate this card you can instead choose to reveal 3 "T.S." cards from your Deck with different names instead of the top 3 of your Deck. If you control "Experimental T.S. - Core Root" This card in your GY gains the following effect: When a "T.S." monster(s) you control is targeted by an opponent's card effect: You can banish this card from your GY; Negate that effect and have the targeted monster(s) gains 500 ATK and DEF. You can only activate 1 "T.S. Extra" per turn.

T.S. Assets Relocation
Spell
Activate 1 of these effects. If you control "Experimental T.S. - Core Root" you can activate both effects and resolve in sequence.

  • Target 1 "Experimental T.S." monster in your GY; Special Summon that target.
  • Target 1 "T.S." monster you control; It gains 500 ATK and DEF and the following effect: "When this card destroys an opponent's monster by battle and sends it to the GY: Inflict damage to your opponent equal to half the original ATK of that monster in the GY."

If you control "Experimental T.S. - Core Root" This card in your GY gains the following effect: You can banish this card from your GY and 1 "T.S." card with a different name from your Deck face-up; During the 1st Standby Phase after this effect's activation, add that banished card to your hand. You can only activate 1 "T.S. Assets Relocation" per turn.

T.S. Resource Recycle
Continuous Trap
You can only control 1 face-up "T.S. Resource Recycle". Destroy this card during your 2nd Standby Phase after activation. Once per turn, during the Main Phase of either player's turn, if you do not control a "T.S. Token": You can activate this effect; Special Summon 1 "T.S. Token" (Fish-Type/EARTH/Level 1/ATK 500/DEF 500) on your side of the field. Once per turn, If you Tribute a "T.S." card to activate the effect of a "T.S." card (except this one) while controlling "Experimental T.S. - Core Root": You can pay 500 LP; Send 1 "T.S." card from your Deck to the GY. If you control "Experimental T.S. - Core Root" This card in your GY gains the following effect: During your Main Phase you can banish this card from your GY; Add 1 "T.S." monster from your GY to your hand. You can only activate 1 "T.S. Resource Recycle" per turn.

T.S. Strike Revolt
Counter Trap
When a Spell/Trap card is activated while you control a "T.S." monster(s); Negate that activation and the effects of that card until the end of this turn. If you control "Experimental T.S. - Core Root" you can also activate this card in response to, and then negate the activation of the effect and negate the effects until the end of this turn of a face- up monster on the field, also you can activate this card the turn it was set. If you control "Experimental T.S. - Core Root" This card in your GY gains the following effect: During your Main Phase you can banish this card from your GY and target 1 card in your opponent's GY or 1 of your banished "T.S." monster(s); Respectively banish or return to the GY that target. You can only activate 1 "T.S. Strike Revolt" per turn.

T.S. Recombination Lab
Field Spell
All "T.S." monsters you control gains 200 ATK and DEF. Once per turn you can send 1 "T.S" card from your hand to the GY; Add 1 "T.S." Spell/Trap card from your Deck to your hand except "T.S. Recombination Lab". The first time exactly 1 "Experimental T.S. - Core Root" would be destroyed each turn, it is not destroyed. If you control "Experimental T.S. - Core Root": You can banish this card from your GY and choose 1 of the following effects.

  • Send 1 "T.S." card from your Deck to the GY.
  • Fusion Summon 1 "T.S." Fusion Monster from your Fusion Deck ignoring the summoning conditions, by banishing the fusion Materials from your field or GY.

You can only activate 1 "T.S. Recombination Lab" per turn.


[spoiler=Boss Monsters]
Successful T.S. - Core Chimera
EARTH - level 7
Beast-Warrior/Effect
This card can be also treated as "Experimental T.S. - Core Root" while face-up on the field. If this card is destroyed by battle or by an opponent's card effect; You can add 1 "Experimental T.S." monster from your GY to your hand. If you control at least 2 "T.S." monsters with different names except "Successful T.S. - Core Chimera" you can Special Summon this card (from your hand) by Tributing 1 "T.S." monster you control. once per turn, if you control a cad whose original name is "Experimental T.S. - Core Root", you can activate this effect; Negate the effect of a face-up card on the field until the end of your opponent's turn or until this card is no longer face-up on the field (whichever comes first).
ATK 2500 / DEF 2000

Unsuccessful T.S. - Core Nightmare
DARK - level 8
Psychic/Fusion/Effect
"Experimental T.S. - Core Root" + 2 "T.S." monsters with different names
Must first be Fusion Summoned (from your Fusion Deck) by sending from the field to the GY the above cards you control. (You do not use "Polymerization"). You can Fusion Summon "Unsuccessful T.S. - Core Nightmare" only once per turn. When this card is Fusion Summoned: You can target 1 monster in your GY that was used for the Fusion Summon of this card; Destroy all monster(s) on your opponent's field and up to 1 monster in your opponent's hand (your choice) whose level is equal or lower than the original level of the target in the GY, also this card cannot attack directly the turn you activate this effect. When this card battles, your opponent cannot activate cards or effects until the end of the Damage Step. Once per turn, during the Damage Step, when this card battles an opponent's monster: You can send 1 "Experimental T.S." monster from your hand or side of the field to the GY; This card gains ATK equal to the original ATK of the sent monster until the end of the Damage Step. If this card is destroyed by battle or by an opponent's card effect and sent to the GY; You can Add 1 "T.S." card from your GY to your hand, except "Unsuccessful T.S. - Core Nightmare".
ATK 2700 / DEF 3000



Miscellaneous:

  • His deck was a gift from his brother, made sometimes after he introduced Nereo to DM, and he hold it with great care. He keeps it in his father's present for his 18th birthday, a personal deck box with a clip to attach it to any kind of cloth. He rarely get out without it even if he doesn't intend to duel.
  • After approaching the world of competitive dueling, Nereo started to appreciate the theatrics that the some pro putted up during their duelings, and has got the tendency of of going quite hammy when he gets really fired up ("... come forth and crash these maggots before me! ... no, too explicit, maybe I should try something in Italian..." Nereo trying out summoning chants for his boss monster, probably while standing in front of a mirror and posing)
  • Initially Nereo wanted to have Angelo accompany him to the gala, but his big brother had to make extra hours at work, and among the other things he's working at the design of a new card for Nereo's deck, so he declined.
  • Nereo's deck was designed while he was in a "rebellious edgy" phase, in which he passed time reading horrors and '90 heroes comic books to alleviate the stress from the transfer in Japan, and since his brother used to bring work at home, he obviously sneaked in to watch and give "naming advice" for the cards. Initially he was irritated that his brother ignored his advice for more "watered down" names, today he's very grateful to his brother for being able to use his cards without sinking for the embarrassment every time he calls their names.
  • Despite theoretically knowing how to use one due to his workplace, Nereo has never used, nor owned, a duel disk. Not so much for a financial problem since while reluctant to ask his parents for money he does have savings of his own, nor for a personal distaste since he has nothing against the device. He simply never needed one, and always dueled analogically or in holoboxes at best.

Duel music:

 

 

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Ok, this is my app, please tell me if it's ok, It's my first pg for an online RP and English is not my native language, so if there are any errors feel free to point them out. (Custom cards text updated under the deck section)

 

[spoiler=Nereo Granduchi]

Name: Nereo Granduchi

Gender: Male

Age: 20

Occupation: Part-time trainee at the KC under his father's wing, currently trying to find his own way

[spoiler=Appearance]

Nereo has a slim and figure, accentuated by his prominent cheekbones and sharp body, but not quite dry enough to be defined skinny. He's 178 cm tall (it should be about 5' 10''), with brown eyes and a black, straight hair that arrives under his shoulder blades, which he usually keeps in a low ponytail. His casual attire usually consist in a white shirt or another similar clothing, under a leather jacket with internal pockets where he keeps his belongings, and a pair of regular jeans. While not quite interested in fashion, he highly appreciate and recognize the effect a good looks can have on the first impression of someone, especially on a formal party, so he usually put quite the effort in choosing his attire for the formal events, this consisting in a white shirt complemented with a set of matching gray trousers, jacket and necktie. he also sports a pair of white gloves and a tuxedo of a darker shade of grey.

 

 

[spoiler=Personality]

Nereo does have quite the big ego, thinking of himself as generally better than most of the people around him and often acting in an arrogant and haughty manner as a result. While most of this attitude comes from who Nereo is as a person, he was also encouraged of thinking greatly of himself by his upbringing. Having grown up in a well-off and supportive family of which he's very proud of, he always tried to follow the footsteps of his parent's and stepbrother success and live up to what he perceives as his family expectations, drive this that grant him a great determination in pursuing his objectives. Insulting his family and what he perceives as their well-earned success is sure to hit a sore spot to him. He's also an admirer of Seto Kaiba, not just for his dueling skills and his prideful persona, but also as the man of success that made himself up to becoming the CEO of the Kaiba Corp, despite the really questionable ruthlessness of his methods. Unluckly for him, while full of determination and self-confidence Nereo has the bad tendency of letting his ego getting the best of him, bringing him to act boldly without necessarily having the resources, skills or wits to actually back it up, and his refusal to give up (till the last life point and beyond) make him quite the sore loser when he can't best his opponent, resulting in fighting more and more desperately when he's losing, pulling out all the stops and trying every trick he can come up with to gain the upper hand, even if he won't resort to cheating since it would be admitting to himself that he would actually lose otherwise. On the other side, when he think he has the upper hand he start to indulge in the sense of superiority, bragging and taunting his opponent almost cruelly if he gets really carried away. Despite having passed some time in therapy to help with his relationship issue he still find difficult forming lasting friendships or empathize with others over trauma, accomplice the fact that he had a peaceful upbringing, without grave losses which he can relate to, and this sometimes end up in him being particularly hurtful or cruel even even when he doesn't necessarily mean to, even though he is now at least partially aware of his problem, and can try to exercise a certain measure of restraint if he has to relate friendly to someone and he doesn't feel challenged.

 

 

[spoiler=Biography]

Nereo was born in Italy, his father an employee of the Italian branch of the KC and his mother one of his colleagues, his father also had a (at the time seven years old) son from a previous relationship, Angelo Granduchi, who's currently employed as card designer at the Industrial Illusions, and is Netero stepbrother. His upbringing was quite happy, if lonely, since during this period he was developing his smug attitude, and even without actively seeking to antagonize his peers his passive abrasiveness ended up marking him as the bully who nobody wanted to deal with. his lack of recognition from the others made him latch on quite heavily on his family, especially his brother, and started to work harder to impress them and make himself feel at an even level with them. this behavior kept worrying his parents and eventually came to a breaking point at the start of Nereo's adolescence, with several visits to the psychologist bringing to light the problem and therapy that still to this day help him in dealing with other people without immediately lashing out at them. during his adolescence, his brother, now working as a card designer introduced him to duel monster, and while still to this day interested an informed in the game, Nereo never had the courage of trying a career as a pro player despite his parent's encouragement, rationalizing it as a too risky and unstable way to success compared to his actual studies, that would have directed him on his father footsteps. He was however secretly afraid of failing and deluding his family, even though they were quite supportive of their son trying to find his way, and after he started to work with his parents at the KC his father prompted him to follow a specialization course for manager of pro duelist, in hope of approach him to the game from a different direction. Some years before Nereo's first approach at DM his parents got a promotion and accepted a transfer to work at the KC headquarters, so the entire family transferred to Japan where Nereo had quite the trouble learning the new language on top of his studies, but he's finally able to speak it well enough despite the Italian accent.

Nereo originally didn't intend to participate at the KC gala, manly over the bitterness of being the only member of his family who din't receive an invite, but after hearing of Seto's retirement he decided to ask his father to accompany him in order to meet the new CEO, talk to some of the eminent figures of the pro dueling who certainly would've been here to try to make up his mind about his future and pro dueling and possibly get a grasp of what happened to cause such a sudden change in the high spheres of the KC.

 

 

[spoiler=Deck]

Nereo use an archetype called "Test Subject" (T.S.), designed by Angelo's design team. The deck strategy consist in quickly swarming the field with the main deck "Experimental T.S" monsters and maintaining card advantage using the spells and traps, all while controlling "Experimental T.S.- Core Root", a weak normal monster that has to be protected in order to unleash the more powerful effect of his "T.S." cards. The "T.S." is an heavy-combo deck designed for the competitive scene, with multiple viable strategies and intricate effects that interact with each other. The deck posses two boss monsters, the main deck one witch is "Successful T.S. - Core Chimera", who help maintain control of the game while also counting as "Core Root" on the field, and the true boss monster, which is Nereo's favorite card, the powerful level 8 fusion monster "Unsuccessful T.S. - Core Nightmare", card that Nereo consider his ace in the sleeve.

Custom Cards (Written)

[spoiler=Monsters]

Experimental T.S. - Core Root

EARTH - level 3

Insect

XX/XX/XXXX

Experimental Test Subject #0, code name "Core Root" ready.

Experimental Test Subject XXX prepared.

Initiate grafting test no. XXX...

ATK 1200 / DEF 1400

 

 

Experimental T.S. - Bloodhound

EARTH - level 4

Beast/Effect

When this card is Normal Summoned; You can add 1 "T.S." monster from your Deck to your hand, except "Experimental T.S. - Bloodhound". Once per turn: You can discard 1 "T.S." monster from your hand; Special Summon 1 level 5 or lower "T.S." monster from your hand, also, if you control "Experimental T.S. - Core Root", you can send 1 "T.S." monster from your Deck to the GY instead of discarding to activate this effect.

ATK 1800 / DEF 400

 

Experimental T.S. - Devourer

EARTH - level 4

Dinosaur/Effect

When this card i Normal Summoned you can; Immediately after this effect resolves, Normal Summon 1 "T.S." monster from your hand. During the turn this card was Summoned you can Tribute this card; Special Summon 1 "Experimental T.S. - Core Root" from your hand or GY. Once per turn you can discard 1 "T.S." card; Draw 1 card, then, if you control "Experimental T.S. - Core Root", you can reveal the card you just drew, and if it was a "T.S" card you can draw another card. You can activate each effect of "Experimental T.S. - Devourer" only once per turn.

ATK 1600 / DEF 1000

 

Experimental T.S. - Venomous Intruder

WATER - level 2

Sea Serpent/Effect

If you control at least 2 "T.S." monsters with different names, and do not control "Experimental T.S. - Venomous Intruder", you can Special Summon this card (from your hand). Once per turn you can Tribute 1 face-up "T.S." monster you control and target 1 monster on the field; Destroy that target. If you control "Experimental T.S. - Core Root" while this card is in your GY, and you od not control "Experimental T.S. - Venomous Intruder", you can activate this effect: Special Summon this card, but it cannot activate its effects for the rest of this turn, also banish it when it leaves the field.

ATK 500 / DEF 1600

 

Experimental T.S. - Rapacious

WIND - level 3

Winged Beast/Effect

You can Special Summon this card (from your hand) by discarding 1 "T.S." card from your hand. If this card is Special Summoned by its own effect: You can target 1 Spell/Trap card on the field; Destroy that target. Once per turn, if you control "Experimental T.S. - Core Root": You can Tribute 1 "T.S." monster you control and target 1 card on the field; Banish that target until the End Phase.

ATK 1500 / DEF 600

 

Experimental T.S. - Predator

FIRE - level 5

Reptile/Effect

If you control a "T.S." monster except "Experimental T.S. - Predator", you can Normal Summon this card without tributes. You can discard this card from your hand; Add 1 "Experimental T.S. - Core Root" or 1 "T.S." Recombination Lab" from your Deck to your hand. While you control "Experimental T.S. - Core Root" all "T.S." monsters you control gains 400 ATK and DEF, also your opponent cannot target level 3 or lower "T.S." monster(s) you control for attacks or with card effects.

ATK 1900 / DEF 1400

 

 

[spoiler=Spells/Traps]

T.S. Research

Spell

Add 1 "T.S." card from your Deck to your hand except "T.S. Research". If you control "Experimental T.S. - Core Root" when you activate this card you can also send 1 "T.S." card from your Deck to the GY except "T.S. Research". If you control "Experimental T.S. - Core Root" This card in your GY gains the following effect: If a "T.S." monster(s) you control would be destroyed, except the turn this card was sent to the GY, you can banish this card from your GY instead of destroying 1 of those monster(s). You can only activate 1 "T.S. Research" per turn.

 

T.S. Test Field

Continuous Spell

You can only control 1 face-up "T.S. Test Field". Destroy this card during your 2nd End Phase after activation. Once per turn you can discard 1 "T.S." card from your hand and target 1 Spell/Trap card on the field; Destroy that target. Once per turn, if you discarded a "T.S." card to activate the effect of a "T.S." card except "T.S. Test Field" while controlling "Experimental T.S. - Core Root": You can pay 500 LP; Draw 1 card. If you control "Experimental T.S. - Core Root" This card in your GY gains the following effect: You can banish this card from your GY; Immediately after this effect resolves, Normal Summon 1 "T.S." monster from your hand in addition your your Normal Summon/Set this turn (you can only gain this effect of "T.S. Test Field once per turn"). You can only activate 1 "T.S. Test Field" per turn.

 

T.S. Extra

Quick-Play Spell

Reveal the top 3 cards of your Deck, your opponent randomly picks 1 for you, and if it is a "T.S." card, add it to your hand, otherwise place it on the bottom of your Deck, then shuffle the rest back into the Deck, also if you control "Experimental T.S. - Core Root" when you activate this card you can instead choose to reveal 3 "T.S." cards from your Deck with different names instead of the top 3 of your Deck. If you control "Experimental T.S. - Core Root" This card in your GY gains the following effect: When a "T.S." monster(s) you control is targeted by an opponent's card effect: You can banish this card from your GY; Negate that effect and have the targeted monster(s) gains 500 ATK and DEF. You can only activate 1 "T.S. Extra" per turn.

 

T.S. Assets Relocation

Spell

Activate 1 of these effects. If you control "Experimental T.S. - Core Root" you can activate both effects and resolve in sequence.

  • Target 1 "Experimental T.S." monster in your GY; Special Summon that target.
  • Target 1 "T.S." monster you control; It gains 500 ATK and DEF and the following effect: "When this card destroys an opponent's monster by battle and sends it to the GY: Inflict damage to your opponent equal to half the original ATK of that monster in the GY."

If you control "Experimental T.S. - Core Root" This card in your GY gains the following effect: You can banish this card from your GY and 1 "T.S." card with a different name from your Deck face-up; During the 1st Standby Phase after this effect's activation, add that banished card to your hand. You can only activate 1 "T.S. Assets Relocation" per turn.

 

T.S. Resource Recycle

Continuous Trap

You can only control 1 face-up "T.S. Resource Recycle". Destroy this card during your 2nd Standby Phase after activation. Once per turn, during the Main Phase of either player's turn, if you do not control a "T.S. Token": You can activate this effect; Special Summon 1 "T.S. Token" (Fish-Type/EARTH/Level 1/ATK 500/DEF 500) on your side of the field. Once per turn, If you Tribute a "T.S." card to activate the effect of a "T.S." card (except this one) while controlling "Experimental T.S. - Core Root": You can pay 500 LP; Send 1 "T.S." card from your Deck to the GY. If you control "Experimental T.S. - Core Root" This card in your GY gains the following effect: During your Main Phase you can banish this card from your GY; Add 1 "T.S." monster from your GY to your hand. You can only activate 1 "T.S. Resource Recycle" per turn.

 

T.S. Strike Revolt

Counter Trap

When a Spell/Trap card is activated while you control a "T.S." monster(s); Negate that activation and the effects of that card until the end of this turn. If you control "Experimental T.S. - Core Root" you can also activate this card in response to, and then negate the activation of the effect and negate the effects until the end of this turn of a face- up monster on the field, also you can activate this card the turn it was set. If you control "Experimental T.S. - Core Root" This card in your GY gains the following effect: During your Main Phase you can banish this card from your GY and target 1 card in your opponent's GY or 1 of your banished "T.S." monster(s); Respectively banish or return to the GY that target. You can only activate 1 "T.S. Strike Revolt" per turn.

 

T.S. Recombination Lab

Field Spell

All "T.S." monsters you control gains 200 ATK and DEF. Once per turn you can send 1 "T.S" card from your hand to the GY; Add 1 "T.S." Spell/Trap card from your Deck to your hand except "T.S. Recombination Lab". The first time exactly 1 "Experimental T.S. - Core Root" would be destroyed each turn, it is not destroyed. If you control "Experimental T.S. - Core Root": You can banish this card from your GY and choose 1 of the following effects.

  • Send 1 "T.S." card from your Deck to the GY.
  • Fusion Summon 1 "T.S." Fusion Monster from your Fusion Deck ignoring the summoning conditions, by banishing the fusion Materials from your field or GY.

You can only activate 1 "T.S. Recombination Lab" per turn.

 

 

[spoiler=Boss Monsters]

Successful T.S. - Core Chimera

EARTH - level 7

Beast-Warrior/Effect

This card can be also treated as "Experimental T.S. - Core Root" while face-up on the field. If this card is destroyed by battle or by an opponent's card effect; You can add 1 "Experimental T.S." monster from your GY to your hand. If you control at least 2 "T.S." monsters with different names except "Successful T.S. - Core Chimera" you can Special Summon this card (from your hand) by Tributing 1 "T.S." monster you control. once per turn, if you control a cad whose original name is "Experimental T.S. - Core Root", you can activate this effect; Negate the effect of a face-up card on the field until the end of your opponent's turn or until this card is no longer face-up on the field (whichever comes first).

ATK 2500 / DEF 2000

 

Unsuccessful T.S. - Core Nightmare

DARK - level 8

Psychic/Fusion/Effect

"Experimental T.S. - Core Root" + 2 "T.S." monsters with different names

Must first be Fusion Summoned (from your Fusion Deck) by sending from the field to the GY the above cards you control. (You do not use "Polymerization"). You can Fusion Summon "Unsuccessful T.S. - Core Nightmare" only once per turn. When this card is Fusion Summoned: You can target 1 monster in your GY that was used for the Fusion Summon of this card; Destroy all monster(s) on your opponent's field and up to 1 monster in your opponent's hand (your choice) whose level is equal or lower than the original level of the target in the GY, also this card cannot attack directly the turn you activate this effect. When this card battles, your opponent cannot activate cards or effects until the end of the Damage Step. Once per turn, during the Damage Step, when this card battles an opponent's monster: You can send 1 "Experimental T.S." monster from your hand or side of the field to the GY; This card gains ATK equal to the original ATK of the sent monster until the end of the Damage Step. If this card is destroyed by battle or by an opponent's card effect and sent to the GY; You can Add 1 "T.S." card from your GY to your hand, except "Unsuccessful T.S. - Core Nightmare".

ATK 2700 / DEF 3000

 

 

 

 

Miscellaneous:

  • His deck was a gift from his brother, made sometimes after he introduced Nereo to DM, and he hold it with great care. He keeps it in his father's present for his 18th birthday, a personal deck box with a clip to attach it to any kind of cloth. He rarely get out without it even if he doesn't intend to duel.
  • After approaching the world of competitive dueling, Nereo started to appreciate the theatrics that the some pro putted up during their duelings, and has got the tendency of of going quite hammy when he gets really fired up ("... come forth and crash these maggots before me! ... no, too explicit, maybe I should try something in Italian..." Nereo trying out summoning chants for his boss monster, probably while standing in front of a mirror and posing)
  • Initially Nereo wanted to have Angelo accompany him to the gala, but his big brother had to make extra hours at work, and among the other things he's working at the design of a new card for Nereo's deck, so he declined.
  • Nereo's deck was designed while he was in a "rebellious edgy" phase, in which he passed time reading horrors and '90 heroes comic books to alleviate the stress from the transfer in Japan, and since his brother used to bring work at home, he obviously sneaked in to watch and give "naming advice" for the cards. Initially he was irritated that his brother ignored his advice for more "watered down" names, today he's very grateful to his brother for being able to use his cards without sinking for the embarrassment every time he calls their names.
  • Despite theoretically knowing how to use one due to his workplace, Nereo has never used, nor owned, a duel disk. Not so much for a financial problem since while reluctant to ask his parents for money he does have savings of his own, nor for a personal distaste since he has nothing against the device. He simply never needed one, and always dueled analogically or in holoboxes at best.

Duel music:

 

 

 

Accepted. For someone not using their native language, this is very well written, and just needs its paragraphs broken down to be smaller. You could also install something like Grammarly on your browser, to proofread your posts and correct any mistakes before publication.

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