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Yu-Gi-Oh! Skies [OOC/Started/Not Accepting/R-16]


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IC Thread

OP:


ED: Unlimits-





~VISIONS Project Presents~


~A Zai Yu-Gi-Oh! RP~



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~Original Concept: Zai~


~Story Support: Yui, Sai~


~Logo: Yui~


~Hosts: Zai, Yui, Sai~

[spoiler=Rules & Intro]There is no number 6.

So, after months of half baked ideas, setbacks, and general do-nothingness, I'm back to hosting RPs. This is happening. For realizes, I promise.

What better way to get back in the saddle than to give a good RP the second chance it deserves. The original Skies had its problems (many of which were due to my hosting), but the cast was brilliant and for my money it had tons of potential. Trying to make lightning strike twice seems kind of silly, but hey lets do it anyway. Besides, I did say Skies would be my last YGO RP. I'm technically keeping my word ;)

So what is Skies? Short answer: its a Yu-Gi-Oh RP, taking inspiration from every entry in the franchise (except one, but we'll get to that) and trying to be the best damn piece of YGO fiction it can be. Long answer? Well...

First on the list, Skies is a coming of age story. The cast, who will almost exclusively be high school students, will come into their own through the events of the story, both mundane and extraordinary. What exactly that means for each character will of course be up whomever is writing them, but growing up and becoming a better person is nonetheless a major, if not the major theme of Skies. Its super important. Fear not though, we're not all character development up in here. You came for the card games after all, didn't you?.

And card games there will be, but here we're doing things a bit differently. See, the original incarnation of Skies was created during Arc-V's run, and since I both want to stay true to the original and really really dislike Link monsters and VRAINS's VR theme, it is there we will stay. In short, Skies will operate under the Master Rule 3 ruleset from the Arc-V era, and there will be no link monsters of any kind found in this setting. Action Duels from Arc-V will, however, not be returning. We've got something else in store.

Skies is going to be written as if it were a television anime series, with title cards denoting the beginning and end of "episodes", which you can liken to chapters in a work of written fiction. Naturally, that means we're going for a more episodic, less serialized story. While there is an overarching plot that will eventually dominate the RP, Skies will begin as a more mundane slice of life story. Expect some lighthearted high school antics and anime cliches before we delve into the big important world saving stuff.

I could go on, but this section would get too wordy and there's a whole OOC to read, so lets get the rules out of the way and call it a spoiler tag, shall we?

1. All YCM and RP section Rules apply.
2. Hosts' word is final.
3. All Duels in the RP will be scripted prior to posting. If you don't know what that means or how to go about doing that, just ask ya boi (Me) or one of the other hosts.

Oh, one last thing. I'll be running a discord server for the RP, and I strongly recommend joining it if you want to be a part of the RP. It makes communication much simpler. The link will be given upon request.

One more thing. I'd like to take this opportunity to give a huge thankyou to all of the people who helped me put this together, be it designing summon mechanics (that we ultimately cut, sadly), helping me sort through story concepts, characters, themes, cards, and a whole bunch of other sheet, or just generally kicking me in my ass and inspiring me. Joe, Yui, Sai, Dova, you guys are awesome and putting up with my creative process means a lot to me. You deserve the shoutout.



[spoiler=Setting]Skies takes place in Ambrosia: domed habitat established centuries ago after an event known as "The Great Destruction" nearly wiped out humanity and scarred the surface of the earth. Ambrosia's dome is obscured from view by an artificial sky, complete with seasons and weather patterns, though its existence is still common knowledge. Ambrosia is massive, home to about 50 million people, and contains not only a massive city and several smaller towns, but also examples of various locales found on pre-destruction earth such as farms, forests, and even a massive fresh water lake that serves as Ambrosia's equivalent of the ocean. Living in Ambrosia is, for the most part, identical to living in the 21st century as depicted by Yu-Gi-Oh!.

All of Ambrosia's systems are controlled by a semi-sentient AI known as the Autonomous Data Management Intelligent Network, or ADMIN for short. Operating Control (Ambrosia's governmental body), ADMIN is responsible for all of Ambrosia's functions, up to and including life support, food production, construction, and population management. In short, ADMIN is vital to the survival of everyone and everything living in Ambrosia. Though relatively peaceful and cosmopolitan, Ambrosian society suffers from class stratification and elitism, with those in the upper class being largely in control of Control, and those of lower social standing occasionally being forced to bow to their whims.

Of course, Duel Monsters is ever present and is by and large played by most everyone in Ambrosia, with many people choosing to resolve their conflicts through card games rather than other methods. As it was before the Great Destruction, the game is most often played using a device called a duel disk, which can create solid vision holograms of the cards played in the game. Duel disks in Ambrosia however, are built to generate an energy field known as Duel Space when in use. Dyeing the sky over the surrounding area an ethereal magenta color, Duel Space alters the laws of physics pertaining to Solid Vision, allowing the wills of the players to make the holograms as real as their imaginations will allow, up to and including causing massive collateral damage and granting monster cards personalities and self awareness. Though ubiquitous and generally used only to enhance the experience of dueling, Duel Space can obviously be used for destructive or criminal purposes, and so Ambrosia's police force, Security, specializes in dealing with duelists.

More specifically, Skies is set at Blue Yonder Academy: an elite boarding school known both for its several pro duelist alumni, as well as its iconic mascott. Blue Yonder's curricula are all a minimum of four year programs, with students entering at age 14 and graduating anywhere from ages 18 to 20, making it functionally similar to a modern day high school. Blue Yonder is located in the suburbs of Ambrosia's largest city, strategically close to both the culture and activity of the big city as well as the natural beauty provided by Ambrosia's fresh water reservoir. Its campus is both spacious and pleasant, with numerous recreation facilities (including a brand new stadium and several areas designed for dueling) and a very natural feel. Notable locations outside of the main school buildings include:

Dormitories: Dotted all over campus, Blue Yonder's dorms are segregated on a building-by-building basis. Girls' dorms and Boys' dorms are generally located on opposite sides of campus, though a few of the buildings are closer together. While first year students are required to live with a roommate, the dorms offer a variety of living accommodations, from dorm rooms to suites to full-on apartments. Older students and those with stellar grades generally get first choice of living arrangements. All of the dorms on campus have a resident attendant, either a teacher or some other adult faculty member, who also lives in the building and is in charge of keeping an eye on the students and coordinating the building upkeep.

Dueling Grounds: Large, conspicuous squares of concrete scattered throughout the otherwise green campus, the dueling grounds are reinforced pads designed to take punishment from the solid vision holograms used in duels, and some are flanked by bleachers for spectators. The Dueling grounds are the only spots on campus where duels are permitted, though enforcing this has proven somewhat difficult and students often find other areas to play, especially those who take part in ante duels.

Fast Food: Blue Yonder's resident food truck, and by far the best tasting meals on campus (especially compared to the nightmarish "golden eggwich" found occasionally on the cafeteria menu). Fast Food takes both regular currency and Blue Yonder student cash, and can invariably be found parked somewhere near a major path on campus. Fast Food's owner is a young woman named Jo Gordon, a former semi-pro duelist who is known for her obsessions with fast cars, cool cards, and her friendly attitude. Her looks have earned her quite a few admirers among the male student body, too, and all of this combined means that Fast Food is often mobbed at meal hours.

Maximilian J. Crawford Arena: Blue Yonder's athletic stadium, and also where most major events on campus are held. Its size rivals some professional sports stadiums, and students often sneak in at late hours when they're looking for a place where they won't be seen or disturbed. Attached to the stadium is an athletics building which houses a pool, basketball court, locker rooms, a weight room, and pretty much anything else that the turf field of the stadium proper isn't cut out for.

CoffeeCards: Though Blue Yonder has a curfew, students are permitted to leave campus during their free time. Many often frequent the shore of the reservoir during warmer months, and year-round students travel into the city proper to do any number of things. However, for the duelists among the student body, the local coffee spot, CoffeeCards, is the perfect destination. Along with the standard café fare, CoffeeCards has multiple hologram tables upon which patrons can duel. There are numerous Coffeecards across the city, and because of the accessibility, surprisingly low prices, and homely atmosphere, these places are often hotspots for duelist activity. Although these cafés have weekly tournaments for prize cards, these are not official tournaments and do not offer cash prizes.



[spoiler=Plot]Another school year is beginning at Blue Yonder Academy. The school is abuzz with excitement for the upcoming Kickoff Cup: a celebratory weekend-long duel monsters themed festival held near the beginning of every year for both faculty and students. In addition to several elimination tournaments, students also compete against one another in card design and card art competitions, and nearly all of the campus clubs and organizations contribute in some way shape or form to the festivities. In short, there's a little something for everyone, and there's a whole lot if you're into duel monsters.

Of course, its three weeks away (conveniently after the first round of exams on the curriculum), so for now most of the students have to deal with moving into the dorms and settling into another school year. Little do they realize that this year at blue yonder will be unlike any other.....




[spoiler=Reference][spoiler=Duel Space]The latest innovation in solid vision technology, derived from and powered directly by ADMIN itself. While only used in duel disks and in certain arenas, the power and entertainment value of duel space makes it exceedingly popular, bordering on ubiquitous. When active, a duel space field dyes the sky in the surrounding area an etherial magenta in color, and subverts the laws of physics within the field to allow human will to influence solid vision constructs. This can be used in a variety of ways, including, but not limited to:
Intensifying- the act of making solid vision, be it monsters or card effects, more “real”, allowing for actual damage (in varying degrees of severity) to be inflicted to players and the surrounding area. It should be noted however that attacking players without their consent is considered a crime, and duelists are almost always liable for any property damage they cause.
Creating dueling fields- a side effect of how duel space subverts reality, players with strong wills will often inadvertantly manifest solid vision constructs based on their subconcious, in essence creating a personalized dueling arena. This is a skill that can be trained, and most pro duelists learn to do it to add flavor to their duels. When both players possess this skill, the resulting arena resembles a blend of the two, with more characteristics inherited from the player with the stronger will, if there is one.
Personalizing cards- the main draw of using duel space is adding spice and flavor to the solid vision constructs created during the duel. This varies wildly from person to person, but most duelists are fond of making cosmetic alterations to their monsters and card effects, and those with more vivid imaginations are even able to bestow personalities, self awareness, and memories of previous duels onto their cards, truely making the game come alive.
Duel Skills- another side effect of duel space is the creation of the duel skill- special gameplay effects unique to each duelist that can be activated at will. Usually this takes some degree of physical and mental effort, and current official rules limit the use of duel skills to once per game.

Duels using duel space are the norm, but the technical term for such games is, fittingly, space duels. They differ from normal “kitchen table” duel monsters in a few key ways:
1. Duelists may move around the arena as they please, strategically positioning themselves in order to take advantage of property 2.
2. A duelist must respond to any given play before the solid vision manifestation of said play, be it an attack or card effect, “connects”, which is usually defined as striking its target or otherwise finishing its animation. Most duelists take advantage of this by commanding their monsters to dodge incoming effects, giving them more time to react and make a counterplay.
3. If a duelist is rendered physically incapable of continuing the game, be it by accident or design they lose automatically.
4. Multiple duelists may participate at once, though any player who enters the game late must take a 2000 LP intrusion penalty.

 



[spoiler=Application]Note: You may submit as many applications as you desire. Each application should consist of one character.
Gender:
Age:
[spoiler=Physical Description]Use of an Image is highly recommended. 4 lines 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 blurb describing 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

 



[spoiler=Cast]Yushiro Midori- Zai
Akira Hoshi- Sai
Sai Kamezooka- Sai
Souji Kazuraba- Sonic
Alison Collidge- Broken
Kyouko Izumi- Yui
Yusuji Ishida- Dova
Elizabeth Hall- Joe

Hiraku Tsukino- VCR_CAT

Katsu Tanaka- VCR_CAT

Hoshiko Saki- Reptillious

Jun Shui- Skaia

Melissa Ashforth- Radio

Hitomu Amaya- Hakima

Akari Ito- Frost King

 

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And here are all my apps. All of them
 
[spoiler=The Man]
Name: Akira Hoshi
Gender: Male
Age: 17
[spoiler=Physical Description]6xP7Eww.jpg
He stands at a mighty 6'3, weighing 210 pounds of pure dueling muscle. He has spiky black hair, brown eyes, and tanned skin. He has a red headband he wears on his shoulder, no matter what he is wearing. He ties it on to his head when he gets serious.
 
When not in school and forced to wear the uniform, Akira can be found in wearing mostly a t-shirt of some sort with jeans and a jacket over his shoulders. When he trains, he wears a blue gi that has flame designs coming from the legs up to his stomach. Some might find it tacky, but he wears it with pride.


 
[spoiler=Personality]Akira is generally somewhat gruff and proud. He has a short temper and is easily angered or antagonized, but despite this he generally speaks politely. In accordance with his speech pattern of referring to himself as "the man, Akira", he often makes statements regarding himself and his fellows as "men".
 
Akira is extremely loyal to his friends, and despite his pride, he is not above requesting aid nor congratulating his opponents, and is willing to sacrifice himself in order to allow a team victory. He is protective of his friends as well, ready to throw down and fight for them at a moment's notice. He tries to be the level headed voice of reason, but his temper sometimes ruins that. He still does his best from keeping people from acting too rashly, however.
 
Despite not being anywhere near as good as his best friend Yushiro, Akira can be seen playing many games with him, and conversing with him. He does not have as much of a love of tabletop games, being a physical kind of person, but he will always take time out of his day for whenever Yushiro wants to play. Akira does his best to be a good friend, but is sometimes overwhelmed by just how smart his best friend is.
 
He is very serious about and loyal to his Dueling style, having been trained to use it since childhood. He has great faith in his deck, never letting anyone insult it or take his cards. He is also shown to have little tolerance for injustice, ready to fight what he believes is right.


 
[spoiler=Deck]Superheavy Samurai: These Earth Machines boast an incredible defense, with their boss monsters being able to attack from the defense position. They are able to turn the tides in a instant using either Synchro or Tribute Summoning. And above all else, there are no traps and spells!
Ace Card: SuperHeavy Samurai Big Benkei and SuperHeavy Samurai Warlord Susanowo.


 
[spoiler=Custom Cards]He doesn't need any, jabroni!


 
[spoiler=Biography]Akira had a simple life growing up in his father's Steadfast Dueling Dojo, where he trained both his body and his dueling skills all day and everyday. As he grew up, he had manners and the concepts of honor and justice pounded into his very being, something he is grateful for. If not for them, he would have never met his best friend.
 
10 years ago, Young Akira was jogging in order to condition his body. When he paused for a break, he noticed a boy about his age, all alone. Seeing as no one approached him, he decided this was an injustice and marched over to the boy, introducing himself and basically self-appointing himself as the boy's friend. That is how he and Yushiro first met, and their friendship still persists to this day.
 
No matter where Yushiro would be bounced around with foster families and orphanages, Akira would always make sure there was a place at the dojo for Yushiro to crash and stay if need be. The two bonded over games, especially Duel Monsters. The two would duel each other often, to the point they know the other's deck and strategies inside and out, and could even play the other's deck if it was ever needed.
 
One day, Akira's father surprised him with unexpected news. As the next successor to the dojo, his father felt it would be best if he left for awhile and experienced the world. As such, the Steadfast Duelist was enrolled into Yonder Blue Academy. Now, he has to try to survive in a place completely out of his element...


 
[spoiler=Misc. Information]

  • He has a love of spicy foods.
  • Akira works out daily.
  •  

 

 


 
[spoiler=Magician of Dark Magic]
Name: Saiku 'Sai' Kamezooka
Gender: Male
Age: 16
[spoiler=Physical Description]HYThCFh.png
He stands at 5'10, with a thin frame. His hair is bright orange, along with being messy and spiking out in many directions. He has bright blue eyes. He wears a white jacket with a aqua blue trim, along with a red shirt and jeans, with a pair of blue sneakers that have a white trim and a pair of red fingerless gloves on his hands.On special occasions, he wears a white wig, red contacts, and a very fantasy styled cloak to resemble a mage.



[spoiler=Personality]Sai is not a very confident person. Wether it comes to women, grades, or life itself, he has very little confidence on good things happening to him. He seems to have horrible luck in life in all things except Duel Monsters, after all. As such, he tends to be very quiet, mostly because he is afraid of screwing something up.
 
However, he believes on putting on a good show when he duels. As such, he puts on an act portraying him as a confident master magician, acting cocky and being loud. He loves the smiles he can create when he duels, so he does his absolute best to make sure he can make someone happy with his dueling. However, he knows not everything can be solved with a simple smile, so when push comes to shove, he will do his best to win.



[spoiler=Deck]Pendulum Magician: This deck summons a lot of monsters, allowing him access to every summon mechanic, and a wide variety of effects. 
Ace Card: Enlightenment Paladin



[spoiler=Custom Cards]None.



[spoiler=Biography]When Saiku was a young child, he was picked on a lot because he was too afraid to fight back. This topped with an inferiority complex he acquired from having a pretty much superior twin brother made him quiet and a bit afraid of people. His father, seeing that his son was having trouble, gave him a deck: The Pendulum Magicians. He told him that they had the potential to constantly evolve, and he should strive to evolve with them. Sai, taking these words to heart, decided to do his best to live up to that.
 
One day as he practiced in the park, there was a young child that passed by and watched the orange haired boy train. Saiku noticed that the boy seemed to enjoy it, and the smile he had made Sai smile as well. That's when he realized what he wanted to do with his life. He wanted to become an entertainer and make people forget their problems, even for just a little bit, with his duels.
 
He became a very good duelist and a decent student, although not able to be called the very best, not by a long shot. While his father took his brother Limerick to tournaments to compete, their mother enrolled Sai into Blue Yonder Academy, hoping it could help. Now, he has determined to do his best to become the very best, like no one ever was!



[spoiler=Misc. Information]

  • Sai actually knows magic tricks, especially card ones.
  • He loves sweets.

 

 


 
[spoiler=Knight of the Blue Yonder WIP]
Name: Beowulf Kishi
Gender: Male
Age: 16
[spoiler=Physical Description]GeuyVxc.jpg
Beowulf stands at 5'11 and weighs 190 pounds. His clothes from a distance seem to look like armor, but it is indeed just cloth. His hair is a light brown, and his eyes are green. He is physically fit, but not overly muscular.


 
[spoiler=Personality]Beowulf, above and all else, believes in treating people equally and fairly, giving people the benefit of the doubt, and taking people at their word. He is, however, not gullible. When someone has broken his trust enough, he will need some convincing. He also despises cheating, always wanting a fair duel. All in all, he's the closest thing to a modern day knight as one could get.
 
He finds great enjoyment in dueling, so whether he wins or loses, he will duel with a big old smile on his face. However, while he enjoys dueling, that is not his true passion. He loves art the most, and can be seen drawing when he has a spare moment. He doesn't like it when he's unable to finish an art piece or hits an artist's block. He wants to make his own manga someday, although he feels he has a long way to go until then.


 
[spoiler=Deck]Gaia the Fierce Knight: His deck specializes in summoning the various forms of Gaia to attack his opponents. He also has a certain ritual monster in his deck as his secret ace.


 
[spoiler=Biography]1 paragraph minimum


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

 

 

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[spoiler=The Action HERO]

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"Alright, let's show 'em how a real hero does things! Transformation Summon! HENSHIN!!"

 

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Personal Information

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Name: Souji Kazuraba

Age: 17

Gender: Male

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[spoiler=Physical Appearance:]

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Height: 5'9"

Weight: 127 lbs

 

Depicted above is Souji's regular style of outfit he enjoys to wear (especially if it's purple). In class he actually wears the the standard Blue Yonder uniform but with a slight difference than the usual uniform attire dictates...and that is he's always wearing his fedora, in class or out of it. His Duel Disk happens to be one of the Academia style with the energy blade being purple with the style of the disk being white and purple.

 

When he does his Entertainment Dueling, he wears a custom costume that he made in order "keep his identity a secret", but at the same time...he figures it makes his alias more believable. Along with the costume, he owns a dirt bike that he uses to ride in onto the Duel Field, to do tricks with and to add flavor to his performance.

 

Not outfit related, but it's easily told that he's physically fit and active. Not only this but his eyes are a slight shade of violet, best usually seen when he tips his fedora over his eyes slightly to keep the light from shining in them. Underneath said fedora is his unkept brown hair which usually seems like he just woke up with it like that.

 

 

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[spoiler=Personality:]

An energetic youth who puts his all into his Dueling and studies (but not tests), that is the brief description of Souji.

 

The young man, however, doesn't have too many friends. This reasoning is due to the overall nature of himself: a total jerk. He can be manipulative in some regards, but deep down he is someone who cares about those around him. Despite this, he is someone who always as his friend's (however few they be) backs and even does what he can to help in situations (be it a bully situation, lost items, or even helping others testing new deck builds). He's as dependable as they come but at the same time, this can also be his downfall. His willingness to help can also have him have multiple things stacked up and he can forget them. While he's trying to fix this problem, it's slow going. Souji is a physically fit young man, due to his dream of being an "Action Hero" type of Entertainment Duelist. As such, he's limber and quick on his feet and does his own stunts. This is just given his thought process that a Duelist shouldn't just train their mind, but also train their body to be just as strong.

 

He excels at dueling, while his test scores are to be desired, but this is due to his very bad test anxiety. Unless the test is in the form of a Duel, Souji will end up freezing up and not doing much of anything else. Souji does his absolute best to show off as much as he can in a duel, just to demonstrate his skills to those around him.

 

 

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[spoiler=Biography:]

"Like all heroes, here's my epic tale! ...Well...not so much EPIC though."

 

Souji was born in a lower middle classed family, not able to get much and give much. However, this didn't upset Souji in the slightest and he didn't care what others said about his living. He always thought: "You live your life and I'll live mine", but after a long period of time for this, he stopped.

 

It started to change for him when he started watching a few Duelists that were a bit different than any other Entertainment Duelists around. He tended to classify them as "Action Hero" Duelists. In Souji's eyes, even though they were acting like the heroes they portrayed, he saw them as real heroes nevertheless. Because of this, he did his best to change himself to mirror the type of person he wished to be, just like them. And when he went to a nearby card shop, he found the tool that would get him there. It was here that he came in contact with his deck: the Elemental HEROs and Masked HEROs.

 

As he grew, this young man and his HEROs did what they could to beat all odds and show them what they could do. And for a while it did them good, especially with being sought out because of his talent for the boarding school: Blue Yonder Academy. Seeing this as the stepping stone to his goal of being an "Action Hero" Duelist, Souji enrolled in Blue Yonder. However...

 

He didn't expect this school to be just that...a school. And rather than just Dueling, Souji had to deal with actual classes. In order to continue his stride, Souji has to do everything he can to keep him from losing his head with these classes...mainly the horrid and dreaded tests.

 

 

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Dueling Information

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Dueling Alias: The Kamen Rider

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[spoiler=Duel Skill:]

Duel Skill - Dynamic Entrance

Once per Duel, if your LP is 1000 or less: Special Summon 1 Level 8 or lower "HERO" Fusion Monster from your Extra Deck, ignoring it's Summoning conditions. This counts as a Fusion Summon.

 

 

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[spoiler=Deck:]

Next Decade

This deck is comprised of the monsters known as Elemental HERO. The deck by itself specializes in quick Fusions and uses the fused E-HERO monsters' abilities to gain control (be it in the form of destroying the opponent's monsters, banishing them if they would hit the grave, etc.). However, these are only the start of the surprises that Next Decade deal in. By use of Quick-Play Spells known as "Change" cards, Souji is able to change his monsters into warriors known as Masked HEROs. Because of this, Souji refers to it by the correct terminology of "Transformation Summon" and not Fusion Summon.

 

Next Decade allows Souji to gain the field advantage against his opponent, especially if the certain combos work properly. Not only this, but he has the advantage of multiple attacks with these cards.

 

Ace Cards: E-HERO Shadow Mist, E-HERO Solidman, E-HERO Blazeman, Mask Change, Form Change, E-HERO Absolute Zero, M-HERO Acid, M-HERO Dian, Contrast HERO Chaos

 

 

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[spoiler=Custom Cards:]

[spoiler=Contrast HERO Chaos - Errata Effect]

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2 "Masked HERO" monsters

(This card is always treated as an "Elemental HERO" card.)

Must be Fusion Summoned and cannot be Special Summoned by other ways. While face-up on the field, this card is also LIGHT-Attribute. This card cannot be targeted by card effects. Once per turn, during either player's turn: You can target 1 face-up card on the field; negate that target's effects until the end of this turn.

 

 

 

[spoiler=Contrast HERO Geyser - Not Available Yet]

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2 "Masked HERO" monsters

(This card is always treated as an "Elemental HERO" card.)

Must be Fusion Summoned and cannot be Special Summoned by other ways. While face-up on the field, this card is also WATER-Attribute. This card cannot be destroyed by card effects. If this card is Fusion Summoned: Destroy all cards your opponent controls in the same column as this card, and if you do, inflict 500 damage to them for each card destroyed.

 

 

 

[spoiler=Contrast HERO Dust - Not Available Yet]

FI1EsWE.png

2 "Masked HERO" monsters

(This card is always treated as an "Elemental HERO" card.)

Must be Fusion Summoned and cannot be Special Summoned by other ways. While face-up on the field, this card is also WIND-Attribute. This card cannot be destroyed by battle. If this card attacks an opponent's monster, at the end of the Damage Step: Return it to the hand, then you can have this card lose exactly 1000 ATK until the end of this turn, and if it does, it can make an additional attack in a row.

 

 

 

 

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Misc. Information

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Souji's Theme (Alternative) | Duel Theme (Alternative) | Turnaround! Theme | Summoning Ace

  • Souji's name is a combination of two separate Kamen Riders: Souji - This is from Souji Tendou of Kamen Rider Kabuto, Kazuraba - This is from Kouta Kazuraba of Kamen Rider Gaim.
  • Further on the Kamen Rider theme, Souji's appearance is that of Kamen Rider W's Shotaro Hidari, Kamen Rider Joker.
  • Contrast HERO Chaos being Souji's ace card is a play on the fact that it was based off of the Fang/Joker combo of Double from Kamen Rider W.
  • During the Transformation Summon, he has a habit of shouting "Henshin" when his monsters change.
  • The Deck title for Souji's deck is a reference to the song "The Next Decade" by Gackt. This song was used in the movie Kamen Rider Decade: All Riders vs. Dai-Shocker.
  • Souji's costume he wears when using his Dueling Alias, The Kamen Rider, is Masked HERO Gust. Since none of the actual M-HERO cards (i.e. Bassols, Gust, etc) it was chosen to be his costume.
  • This is the 2nd iteration of Souji Kazuraba, as he appeared in Skies Version 1.0 but wasn't my main character. He appeared in a total of 3 Episodes and didn't exactly do anything. With this in mind, I chose to use him as my main. The only difference is the fact that the need to use Action Duels to reach his dream. Instead, he's going the Go Onizuka route of Entertainment Dueling.

 

 

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[spoiler=The Girl Who Presides Over Fate]

NKloqQK.jpg

"What a remarkable fate you have~"

 


Personal Information


Name: Alison Collidge

Age: 16

Gender: F


[spoiler=Physical Appearance]

 

81aXdWV3UfL.png

 

Height: 4"9

Weight: 77lbs (35 kg)

 

When not with the Occult Club, the above is Alison's standard wear, and if not that she always wears simple, comfortable clothing, mostly dresses or tops and skirts with Mary Jane-style shoes. However, when within her club she takes on a darker appearance, and favours a black robe and cowl to "get into the mood". She uses a standard academy energy duel disk, though it is a smaller model than most in order to fit her slender and delicate wrists. It also comes with a colour change feature as well, which changes based on her lucky colour for the day.

 

The girl is very thin and petite, which is why she tends to sit during duels so as to not overexert herself or exacerbate her condition.

 


[spoiler=Personality]

She doesn't believe in fortune-telling, not at all. A strange thing really, considering she's very much into the occult and fortune-telling, but it's more of a hope factor than a belief factor. Due to suffering from Juvenile Parkinson's Disease, she is prone to mild-tremors and rigidity, affecting her activities from day to day which incites bouts of depression and anxiety. This is where her fortune-telling comes in, as each morning she performs a tarot card reading on herself, and the relief from each positive reading allows her to get through her day without a trail of melancholy and anxiety following her like a plague.

 

When not weighed down by her condition, Alison appears to be quite together, with her being fairly cheerful albeit a touch aloof and perhaps a little eerie with that small smile of hers. It's the knowing look in her eyes as well, and she is fully aware of that affect, as she puts it on for a mysterious factor. This allows her to keep people at a certain distance, due to a stubborn desire to not want people pitying her about her condition, should they find out. Deep down she knows it's because she is scared of the idea of people understanding her condition, which somehow seems worse in her own mind. She does, however, let people get close enough to her in order to give them a short tarot card reading.

 

When in Occult Mode, she is deeply mystical, and plays up the whole "crazy soothsayer", perhaps a bit too much. It's sad in a ways, given that this is when she tends to be truly happiest when she is allowed to act so OOC. It is also her habit to perform a reading of a duel she is due to have, in order to prepare herself for what comes next.

 


[spoiler=Biography]

Alison was diagnosed with Juvenile Parkinson's Disease four years ago, roughly two years before she began attending Blue Yonder Academy. This resulted in her being pulled out of her previous school, and was then home-schooled per advice from her doctor until they could fully analyze her condition. The stress of the situation forced Alison into herself for a full year, and she tended to refuse to leave her room except to eat, use the bathroom, or shower. This was how she came into fortune-telling through reading countless articles online in order to learn more about others suffering from her condition. They were very rare, as her own condition was. She also took to dueling online in order to satisfy her urges, until eventually she was told she could attend public schooling again. Naturally she chose Blue Yonder, and felt determined to not let her condition weigh her down physically.

 

 


Dueling Information


Deck: Misguiding Fortune - A Fortune Lady deck that works to play against their opponent, always slipping in and out of time or manipulating it in order to maximize their plays while also making their opponent waste theirs.

 

Ace Cards: Fortune Lady Dark, Fortune Lady Earth, Fortune Mistress Opalescent

 

Custom Cards: Newfound Fortune

 

Duel Skill: Fateless Fortune - Once per duel, during your Draw Phase before you draw: You can pay 1000 LP; reveal 1 card in your Deck to your opponent, then add it to your hand instead of conducting your normal draw.


Miscellaneous Information:

  • She trades cards for readings, even though she'd never use them.
  • Said payment collection sits at roughly 134 cards so far.


 

[spoiler=The Gentlemen Gambler]

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"Let's take a chance and roll them bones!"

 


Personal Information


Name: Jason Kerr

Age: 17

Gender: M


[spoiler=Physical Appearance]

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Height: 5"8

Weight: 152lbs (69 kg)

 

Okay, the look is kinda overdoing it, but hey, I'm a gentleman duelist, and I always gotta look my best when I'm trusting my fate to a roll of the dice. But hey, I wear normal clothes when I'm not dueling. I just happen to like the look of a tailcoated vest, is that wrong? But look, I tend not to wear the makeup or the hat when I'm not dueling; I'm normal looking, m'kay? M'kay. I do like the tie though, really make me feel dapper.

 


[spoiler=Personality]

Sorry, I don't like this third-person stuff. I like to spell myself out, y'know? But look, since you need the lines I'll tell you about myself. Firstly, I am a Gentleman Duelist, and as such I believe in courtesy and politeness when I duel, whether I'm winning or losing. It's an act of consideration, and I do like to be considerate to others, even if I'm winning. That's the way of a Gentleman Duelist. Other than that, let's see. Well, I do happen to enjoy non-Yugioh card games, like poker, blackjack, or the less gambly Twenty-One to Forty-One, if you know those games. Uhhh, I do enjoy socializing, especially with the ladies. Heh, I do enjoy showing a fine lady a good time, if you know what I mean~

 

I can also be pretty nice, and perhaps a little vulnerable, cause hey, I can't be charming and courteous all the time. I'm actually fairly modest too, definitely pretty modest if I do say so myself. Oh, debonair too. Can't forget that aspect, as it's what drives the ladies wild like aces. Okay, maybe I might use a few too many poker metaphors, but hey, I got an image to keep, you get me? Like my old man, and man does he have a great image. Now while I'm not into the whole stage magic shtick, I do enjoy the aesthetic a bit, and the card tricks. It's amazing what you can do with a little sleight of hand. Not that I use it to cheat, I wouldn't do that, even though some people have called me out on it.

 


[spoiler=Biography]

Jason doesn't come from darkness, or a broken home, or much... really. His dad is a popular stage magician in Ambrosia, and his mother works part-time in order to feel fulfillment in her life whenever her husband is out of the city doing gigs in the smaller towns. In essence, Jason has a pretty normal life, which adequately explains why he's a self-proclaimed ladies man, as would some teenagers feel during their time in the awkward pupa stage of life know as adolescence. Really he takes after his father in that aspect, given how charming he is, and that may be why Jason took up some of his father's stage aesthetic, namely the card stuff. He can actually do a couple tricks, though far prefers playing with the cards in actual games rather than make them appear behind someone's ear.

 

 


Dueling Information


Deck: Aces Are Wild - My deck uses the Poker Knight family, which focuses on swarming using Queen's Knight and King's Knight, while also using a good deal of search and draw power so I can Fusion Summon out one of my many Fusion Monsters to really tilt the odds in my favour.

 

Ace Cards: Arcana Knight Joker, Royal Straight Slasher, Parallel Flush Crusher, Royal Knight Ruler

 

Custom Cards: Poker Knights

 

Duel Skill: Luck of the Draw - When the duel begins: You can pay 1000 LP; for the rest of the duel, when you would draw a card you can declare monster, Spell, or Trap, then proceed with the draw and reveal the drawn card. If the revealed card is of the declared Type, gain 500 LP.


Miscellaneous Information:

  • He owns 14 different ties.
  • And 15 pairs of gloves.
  • And 9 tail-coated vests.

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word. this rp will be almost as good as my victory over dad.

 

[spoiler=The Class President] Name: Ashley Rendleman

Gender: Female

Age: 18

[spoiler=Physical Description]

[spoiler=Image]AiDmHI8.jpg

 

As the school’s student council president, Ashley feels the need to look well-presented at all times, and has a variety of styles and outfits to help her appear fresh, charming, and ready to go at any moment in time, even under the most stressful of times. Ashley obviously is found in her uniform most times, and when she is not is found in a wide variety of skirts, dresses, and form-fitting tops, heels and flats to keep her image as a beautiful, well-informed student powerhouse intact. She is lean, as a result of being an athlete and actress, and finds the gym to be her relaxation spot. There is never a blemish to be found, and her long, flowing blonde hair is kept immaculately straight and glows radiantly in the sunlight. Some of her peers consider her perfect, and she would rather keep it that way.

 

 

[spoiler=Personality]

In a word: Persistent. Ashley knows what she wants, and she will stop at nothing, and she means nothing, to get to it, so long as it does not involve hurting someone physically to get there. Physically is mentioned in specific because, well, as a politician, Ashley knows that sometimes feelings have to get manipulated for certain things to happen. It’s not her proudest quality, but she is acutely aware that there are just some things in life just require other people to go down. That being said, Ashley is also extremely personable and does truly make an effort to know anybody and everybody that crosses her path. She will take the time to say hello to anybody, and is always willing to get the student government involved in student-teacher affairs for anybody, even the bullies. As such, she is quite peppy and probably just a bit too talkative for her own good, but clearly means well and is well-liked for it.

The positive to taking all that time out of her day to be well-known and well-liked is that she is the most informed person on campus. Sometimes Ashley knows things that are happening before they even happen, and has just as many ears and eyes on staff as she does the student body. Simply put, it is not impossible to hide things from Ashley, but should you succeed it would be a feat indeed. It’s one of the things that makes her so good as a student council president. She always knows the needs of those around her.

 

In private time, Ashley is often a busybody that is looking to get something done. New goals, new people, new places. She does not have time for relaxing and hates being in the same place for more than 20 minutes. She plays hard, studies hard, politics hard, and parties hard. That competition factor means she’ll munchkin with the nerds at the D&D table and bench with the football team (although she’s a little less successful in that regard). If you challenge the Ashley Rendleman to a battle of skill, you better be prepared to get tested, win, lose or draw, because she will do her darndest to beat you.

 

 

[spoiler=Card Games Shenanigans]Deck

Pure Zoodiacs

 

Ashley likes to win these duels and to do that you need to have a good deck. While there is not the same emotional attachment to the deck, as some of the other students show, the highly competitive Zoodiacs deck is a reflection of her personality. Ashley does not play for fun, she plays to win because winning is fun.

 

Custom Cards

(Not Likely)

 

Duel Skill

Busy Body - Duelists must play the game with their hands exposed. After all, nobody likes secrets.

 

[spoiler=Biography]

Ashley, simply put, has had it quite easy in her lifetime. Her parents were well off, she was an only child and received virtually anything she ever wanted due to not having to share, has always made friends somewhat easily and became the student council president of one of the most prestigious dueling academies out there. It was all gravy, except for one thing: Ashley has never truly been passionate about anything. She loves catching up with people and does everything to their fullest because she does not see the point in wasting energy on doing something if you are not going to do it right, but has never found something that she feels she can put the rest of her life to. She is not set on being a pro duelist, but does not want to be a disappointment to her parents. She went to Blue Yonder and became the student council president as a way to learn more about the different avenues in life, and hopefully find a passion of her own.

 

When she first arrived at Blue Yonder, Ashley quickly took to Elizabeth and Todd Hall. They were both successful, attractive, and seemed to know exactly where they wanted to be in life. Elizabeth in particular always seemed to be the party queen, something she could relate to, and they became great chums at the top. When Todd passed, she stuck by Elizabeth’s side, because they had spent the whole year and change practically at each other’s hips, and she felt she could not let her down by jumping to the next most popular thing. For this reason, Ashley spends the better part of her free time calling Liz to see how she’s doing, if she wants to go somewhere, and doing her part to try and get her out of the funk she’s in. What Liz doesn’t know, and will likely never know, is Ashley has used her strong pull inside of the student government to keep Liz in the school and out of trouble. She is not particularly proud of corrupting her own government to protect her, but Liz has grown to be an incredibly dear friend, and wants to see her come out of the other side of this depression with a graduation certificate.

 

 

[spoiler=Misc. Information]

Ashley has an embarrassing streak of kissing random strangers at parties, something she is not proud of, and something her friends will endlessly tease her about.

Ashley has a pet lizard named Bart that she keeps in her apartment.

 

 

 

[spoiler=The Lonely Dancer]

Name: Elizabeth Hall

Gender: Female

Age: 17

[spoiler=Physical Description]

 

[spoiler=Image]sFvYLJq.jpg

 

Being part of an academy, Elizabeth is caught in her uniform most days, accompanied by thigh high boots, and her platinum hair tied back and slung over her left shoulder, leaving large, curving bangs to outline her jawline that is stronger than is typical for women her age. Her pale blue verging on gray eyes are typically lightly outlined with black to bring more attention to the capturing, analytical gaze of her's. The only other makeup on her face, if you could call that, is a faint shine from the lip balm she applies to her thin, pale lips just to keep everything looking beautiful without being overbearing. Her pierced ears are not usually a point of conversation, but if her ears were to be examined, it would be noticed that she's got 2 or 3 small rings going up her earlobes on either side of her head. On any day where she were not to be uniform, however, Elizabeth wears your normal t-shirt, jeans, and canvas sneakers, preferring not to flaunt her hard-earned figure from years of dancing as a hobby. An average bust is featured by her deep curves and unusual height. Standing at 5'10", Elizabeth towers over most women of her age and even some men as well.

 

 

[spoiler=Personality]

Since birth, Elizabeth and her brother Todd were both quite the troublemakers, Elizabeth has never been much for the rules, and, whether it is for fun, proving a point, or simply because she views it as an inconvenience at the time, will absolutely circumvent them. This troublemaking streak never quite got any better with age, and especially not with the success her and her brother met with dueling. She had been caught numerous times with cards up her sleeves and sneaking answers into tests at a young age until the tandem was admitted to the academy. At first offense, it was made incredibly clear that the both of them would be ejected from the academy were they to be caught again. Now, say what you will about a bit of fun, but Elizabeth was no idiot; she knew that the best thing to do in that instance was to go on the straight and narrow, a pretty clear display of her willpower when all things are considered.

 

What was once a fun loving and excitable, if not mischievous, Elizabeth has now transformed into an uninspired, lonely youth since the passing of her brother. She no longer finds the fun in dueling that she used to, and only continues at the academy to hold on to what she has left of her brother's memory. Elizabeth now reflects the life of an introvert, seeking to avoid crowded social interaction whenever possible with the explicit intention of avoiding any conversation involving her late brother. In more ways than one, Elizabeth is keeping herself from being able to heal and move on, something fostered by her closest friends, the only ones she still talks to. Elizabeth has given up on the concept of partying, dating, and all other things distracting her from her own loneliness, something she used to be big on, and desired for. To say that Elizabeth was popular at her height of being the #1 student in her class at the Academy would be an understatement; she was the popular girl that all the other girls wanted to be, and Elizabeth always allowed random people to be her friend for the sake of spreading her happiness with as many people as she could. Now, there is a certain degree of wishing someone else would do the same for her.

 

 

[spoiler=Card Shenanigans]

Deck - Lunalights

 

Elizabeth has kept her deck, and thus her playing style, up to date as a result of simply being a good player of the game, but often will completely sabotage herself in a game or outright forfeit when she no longer feels like playing. Elizabeth no longer has the same passion for the game since Todd's passing, and while she could quite easily win more games than she does, she simply cannot will herself to be as competitve and strong at the game as she once was. Perhaps one day, with the right motivation, Liz will find herself back into competitive shape. She always keeps the deck that way just in case the fire comes back.

 

Duel Skill - Battle Dancer - If an attack would result in lethal damage, choose a different target for that attack.

 

No Custom Cards

 

[spoiler=Biography]

Upon entrance to the Academy, talk of the Hall family was littered with praise; Elizabeth and Todd were two children that appeared to have incredibly bright futures as tag duelists. Born 3 minutes later than her brother, Elizabeth was an identical twin, and, as many identical twins tend to, lived a life inseparable from her brother. They adventured together, learned together, dueled together, and even shared successes and failures together. They were always the other's shoulder to cry on, or the loyal sibling to the other when they were getting in trouble with Mom and Dad. Long story short, they rose to the top of their class quickly after broadcasting their unique dueling style that involved rituals and the use of normal monsters in a climate that featured Synchros, XYZs, and an orgy of other, seemingly more useful styles.

 

Popularity in Academy as the grade's conjoined #1 duelist would bring them apart slowly over time; they would always check in with one another, but they were both getting older and friends, significant others and other things would prevent them from being inseparable as they once were. For Elizabeth, regrets came in no stronger waves than when she realized she could have done all of those things later in order to spend more time with her brother before he passed. Todd was cruelly taken from the world in a motor vehicle accident just 2 years ago, something Elizabeth has never truly been able to recover from. Ignoring the fact that she was practically inconsolable when the event itself happened, having to transition her deck from a doubles deck to a singles deck has fostered an extreme feeling of loneliness in Elizabeth. A major side effect of her brother's passing would be Elizabeth's dramatic fall from the top, now being nothing more than your average student. She skates by in classes, hardly duels, and wins even less frequently than that. Elizabeth now enters the tournament for the first time since her freshman year after, hoping to regain her spot on top as the class' top duelist, a wish her parents have asked her to fulfill for her own good alone.

 

 

[spoiler=Miscellaneous]

Elizabeth and her entire family are what would be considered a very traditional English family, accent and all. Were Earth to exist, it could be theorized that she has a London accent.

 

Elizabeth is a terribly overbearing backseat driver, as a result of her brother's passing.

 

She is a dedicated dancer and is quite skillful in many styles, even taking it as seriously as to learn proper ballet, despite it being a vastly outdated artform in this era.

 

Elizabeth was a fiercely dedicated Harpies player as a child.

 

Despite her grades now being quite poor for her level of intelligence, Elizabeth takes great pride in tutoring younger, less skilled students.

 

Elizabeth goes by both Liz and Beth in terms of nickname, but will not shun you for referring to her by her full name.

 

 

 

I put the more important character on the bottom to fight the system

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[spoiler=Perfect Performance]

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"Is it rewarding, to do 'hard work'?"


Name: Natasha Alexandrovna Ivanka 

Age: 15

Gender: F


[spoiler=Appearance]

[spoiler=Image]

ucvJGjo.png

 

 

Natasha stands at 152 cm, rather short for a girl her age, though her body is certainly anything but petite. Her icy blue eyes match her silver hair, complimenting her image of an unreachable ice queen. Pictured is her usual outfit, though in casual settings, she prefers to wear simple yet fashionable clothes, with a mostly bi-chromatic color scheme. Most commonly, a sleeveless blouse, either in white or black, paired with a modest-length skirt, along with fancy designer shoes. Her duel disk is standard issue and is gray in color, with light blue accents along the edges.

 

 


[spoiler=Personality]

To sum up her character in a simple phrase, Natasha is a child prodigy. Though not a genius by any means, she's somehow blessed with the ability to pick up skills and learn concepts in no time at all, quickly adapting to and performing any ideas or tasks given to her without fail, much to the astonishment of her parents, and the ire and jealousy of her peers. Add that to the fact that she's a naturally blunt and brutally honest person, Natasha's lived most of her life standing alone at the top of the social ladder, with barely anyone to call friend.

 

Natasha cannot relate or empathize to the struggles of people around her, often commenting that if she were to help them or do the task herself, she'd complete it in no time. As you might expect saying this to someone struggling with a task would only make them annoyed, and Natasha does not understand why. To her, other people are weird beings that can't think or reason on the same level as her, even though she meant no harm by her comments. The same also goes for people working hard or not giving up at a task despite failing repeatedly, to her it just doesn't make sense to keep wasting time and energy doing something while never improving at that. This inability to empathize with people or to pick up social cues hints that she may be some form of neurodivergent, though it is never diagnosed, and is perhaps just a flaw in her personality that may be able to be changed.

 

Aside from her social awkwardness and unpleasant comments, Natasha is a 'good' person, as in, she genuinely wants to be helpful to others and to be friends with those around her, it's just that she keeps pushing them away by being too nosy and wanting too much to be of help, to the point where it might seem she just wants to show off. For the most part, she's rather cheerful and keeps a happy-go-lucky attitude with a hefty heap of confidence that she can do anything she puts her mind to, since, well, she can do near enough anything without trying. Naturally, this also means Natasha has never been in a hard situation in her life at all, and never really learnt what it feels like to struggle at something.

 

When it comes to dueling, Natasha plays in a very meticulous and calculated style, generally keeping quiet and using little theatrics, though she does let loose a little whenever victory is certain, or if the 43-step combo she's about to perform goes unhindered. As of the start of her second year in Yonder Academy, Natasha is undefeated in official duels around the academy.

 

 


[spoiler=Backstory]

For most of her life, Natasha lived with the company of her parents, a rather wealthy family with close ties to not only the government, but also the military. Her father is a fairly important minister in Ambrosia, while her mother was a rather prominent fashion designer. At a very young age, her parents took notice of Natasha's learning capabilities and natural talents, and quickly put her in an advance program during her elementary school years. However, due to her unpleasant and rude personality causing her to be shunned and ostracized by her peers, causing her to have to relocate school several times in the span of a few years before finally her parents decided to simply homeschool her.

 

The lack of friends from an early age, as well as her generally sheltered and spoiled upbringing did nothing to help Natasha learn how to interact with others, add to the fact that she's basically been backed by the wealth and influence of her parents all her life, Natasha has practically zero experience in dealing with hardship, or the generally harsher aspects of life. This even extends as far to her hobbies, to her, dueling is simply nothing more than a 'fun way to pass time', the same as playing a musical instrument or studying for classes.

 

Natasha's secluded personality and lack of empathy eventually got brought to the attention of her parents, who, after hard deliberation, decided it'd be best for her to study at an actual school and stick to it, deciding that Natasha is old enough to handle things on her own. She enrolled in Blue Yonder during her freshman year, at age 14. For the most part, they're correct. Natasha's first year at Blue Yonder went without any major problems, that is, if you don't count not having a single friend and pretty much outcast by her classmates to not be a problem. Natasha wonders to this day why people always push her away when she only speaks what, in her mind, is the truth.

 

"Why does everyone around me value 'hard work' and 'effort' so much? I could do their job much better than them, so if anything, I'd be helping them if I did their job for them. I don't understand it, other people are so hard to understand."

 

 


[spoiler=Deck Info]

Deck: Zefra - Natasha plays a Zefra deck, a Pendulum deck that can access near enough all forms of Extra Deck summoning, as well as Ritual Summons. Her deck's current incarnation focuses on the Synchro and Xyz aspect exclusively, as she has yet to delve into Ritual or Fusion Summons. Her extra deck is packed with powerful monsters that belong to other archetypes, such as Chaofeng from Yang Zing, Ptolemy M7 from Constellar, and many others. 

Ace CardsNuwa, Aspect of Creation, Zefraath, True King of All Calamities

Custom Card: Nuwa, Aspect of Creation

 

 


[spoiler=Misc Info]

Character Song:

Duel Theme:

[spoiler=Mini-profile]

Full Name: Natasha Alexandrovna Ivanka

Height: 152 cm

Weight: 48 kg 

Birthday: February 13 (Aquarius)
Blood Type: O

Favorite food: Chiffon cake

Least favorite food: Anything soupy

Side Hobbies: Piano, shopping

VA: Chisuga Haruka

 

 

-Natasha is multilingual, and can speak Russian as well English in addition to Japanese.

-She can play the piano from a young age, and has also learnt how to play the guitar and violin at some point in her life.

 

 

 

 

btw add me to the discoord

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[spoiler=Church Goin' Girl]

OJ6iQzK.jpg

"The LORD knows my prayers. He is in my heart. He is in my soul."

Name: Melissa Thomas Ashforth
Gender: Female
Age: 16 (Sophomore)

iU8EggM.png
[spoiler=Physical Description:]

ITuSp0g.jpg

Melissa stands on the shorter end of five feet and four inches and weighs about 110 pounds. Depicted above is something akin to her formal wear, her “Sunday Best” as some might call it. Despite its cartoonish, costume-esque appearance, it’s what she is most comfortable in during times of worship or prayer. Her normal clothing is similarly formal, or at the very least conservative. Ankle-high dresses are practically all she wears if she can get away with it, and her posture is similarly as straight up-and-down as this sort of attire requires.

Melissa generally prefers her hair shorter than the above picture, generally keeping it just below the shoulder. She seldom removes her crucifix necklace and is incredibly uncomfortable when not wearing it. She doesn’t tend to use any other accessories outside of her duel disk which is a standard model, given character only by the signs of wear it has endured.


[spoiler=Personality:]

"It’s not that I don’t have anything to say. It’s just that I’d really rather not say it."


Melissa finds a lot of spiritual comfort in Catholicism, though she doesn’t really like to talk about it. Melissa doesn’t like to talk about a lot of things, actually. Outside of scripture readings and the standard “Peace be with you” (“And with your spirit”), Melissa’s voice slowly decreases in decibel level until it is barely a mumble.

Interacting with Melissa, therefore, is a series of ordeals, each three or four sentences long. It’s not that she tries to push people away, it’s just that, well, wouldn’t it be better if she was left alone? Just for a little bit? She’s better with people she’s gotten to know, sometimes holding her own in lengthy, meaningless, conversations that friends tend to have with each other, but it’s definitely the “getting to know you” stage that she suffers at. It should be noted that a lot of this comes from the mere idea of face-to-face interaction. When online or through SMS (even with the recipient still in talking range), many of these inhibitions fade away and she’s almost a normal person.

Sometimes, whether because of some external influence (“You should get out more!”) or a sincere attempt to better herself, Melissa will try to push past these mental barriers she’s set up for herself. It’s in these instances -- instances that last for maybe a week at most -- where Melissa meets new people. It’s never great -- meeting new people never is for her -- but these people are added to the people she is slightly more comfortable talking with, and for Melissa, that’s enough.

All this also translates over to Melissa’s dueling style. In a general sense, dueling is still interacting with another person; it’s still an interaction she’d like to get over with, so she duels as efficiently as possible, though perhaps at the expense of skill. She’s prone to mistakes, sometimes missing an on-board trick or not properly playing around a trap. When she does take her time, she’s amazing, but these are flashes of brilliance lost in a fog of mediocrity.


[spoiler=Biography:]

"I have never heard The LORD speak myself, and I don’t pretend to know what He would say. I can only hope that He would approve."


It’s not that her parents were particularly religious, it’s not that one of them had died and Melissa had turned to spirituality for answers, and it certainly wasn’t aggressive recruiting by some fringe group, but for as long as Melissa could remember, she’d been an active member of some church or another. Her parents don’t really attend -- they’re more of a “Christmas and Easter” sort of family -- but they know it makes her happy.

Church and school take up the two largest chunks of Melissa’s life. In fact, Melissa learned how to duel during an after-church youth group session. The leaders, a couple named Nick and Katie, were very interested in keeping violent conflict to a minimum, and introducing their students to the dome’s most popular game was as good a solution as any. It was in this environment that Melissa was introduced to the Darklords.

Darklord Nasten’s struggle for repentance resonated with Melissa, who herself constantly deals with her own crises of faith. Most of them, broadly, concern her own desire for perfection contrasted with how fallible she knows she can be. During especially bad periods she can spend more time in or near a confession booth than outside of a one.

Melissa dreams of joining a convent -- it doesn’t particularly matter which one -- taking a vow of silence, and disappearing into the halls of her nunnery without a word. But there’s also a small part of her, a part that she’d really rather ignore thank you very much, that wonders if that’s particularly healthy of her, and maybe, just maybe…

Well, there’s a reason she doesn’t like to think about it.


[spoiler=Dueling Information:]Deck: Darklords. These cards tell the stories of fallen angels, which mechanically translates to large angel-shaped fairies moving quickly from hand or deck to graveyard to play, occasionally spending Life Points to rebuy individual spells and traps. When Melissa does become more committed to a duel, she activates her Duel Skill and all of her Darklords finally re-ascend to heaven.

Ace Card: Darklords' "Boss Monster" is Darklord Morningstar, though Melissa's favorite is Darklord Nasten.

Duel Skill: Last Sacrament
If your LP are 4000 or less, during your Main Phase: You can banish any number of "Darklord" cards from your hand, Deck and/or GY, and if you do, replace each of them with 1 "Archlord" card from your Side Deck with an identical word in its name to the card banished.

Custom Cards: Archlords


Misc. Information:

  • Melissa’s favorite Old Testament book is the Book of Job, her favorite New Testament book is the Acts of the Apostles, and her favorite Psalm is Psalm 32.
  • While she is still partial to any religious or religious-adjacent media (George Fredric Handel’s Hallelujah Chorus was a particular favorite when she was younger, for example), as she’s grown older she’s allowed herself to branch out past that, if only a little. Not that she'll want to talk about it or give recommendations.
  • Short Story: "Our First Reading"

 

 

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[spoiler=The Abstracted Artist]

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"A touch of vermillion, and- oh, hi there! Sorry, I was just painting...wow, that's a simply beautiful dress you're wearing!"

Name: Yusuji Ishida

Gender: Female

Age: 16

[spoiler=Appearance:]qbdz6hJ.jpg

 

Half the time you WILL actually find Yusuji in her apron, due to her abandoning her work in the middle of another great idea to go say hi to a friend. Not too fussy about how smart she looks, even in school with her Blue Yonder uniform hastily put on, as she almost always has more important things on her mind, especially at mornings.

 

Those glasses aren't just a fashion statement, as she is naturally far-sighted, and the big frames were just cheap. Her Duel Disk, on the other hand, was a little more pricey than the standard model, having a curved shimmering blade that shifts from color to color while active. The base itself is a standard white, it not mattering to her too much while she has the vivid rainbow blade when its active.

 

 

[spoiler=Personality:] The world is a canvas, worked tirelessly by artists of all kinds day and night, and the rest of the world are those blessed enough to simply be able watch the result of their creativity. And then there is Yusuji, who somehow fits into neither category. She pours her heart into designing massive art pieces, drawn either from her imagination or the world around her...for about 5 minutes, before being distracted by a text message. Again.

 

You see, Yusuji's always eager to try something new. Perhaps a bit too much so. Her excited, friendly personality leads to her interest to many things sometimes getting in the way of her day-to-day life, but rarely if ever completely overwhelming her. It's not so much getting bored of whatever she's currently doing, more so her getting a greater interest in something new. Everything's always a fresh experience to marvel at for her, and she always expects it to be. Maybe that's because she does her best to seek them out and shy away from what may be boring, or maybe it just inherently is for her.

 

However, she does have a tendency to miss the trees for the forest, as it were. Often so caught up in the big picture, Yusuji tends to miss out little details in her experiences she either forgot about or just didn't consider. Because of this, there's often little filter between her thoughts and her mouth, and she tends to just say whatever comes to her mind. Even with other people, she takes things said at face value, concentrating more on what is said, rather than how it is said or what it implies. Most people don't mind this, as there's rarely anything bad that comes spilling out, but she has unknowingly gotten herself into many an awkward situation, or sometimes worse.

 

Although she can be a little hasty sometimes, particularly in dueling, at other times she can be rather thoughtful. This is mostly in dueling or in her painting, when she gets properly invested in something she enjoys, but if something else particularly piques her interest, she can focus on it somewhat.

 

 

[spoiler=Biography:]There was nothing really special about Yusuji’s growing up life. Born as an only child to an upper-middle-class family with a stay-at-home mom and a dad who worked at some office in the city, it wasn’t anything compelling. She went to school, did a bit of dueling, and painted by herself, but she never seemed to have any of the interesting escapades everyone else had. There was always some kid at school doing something awesome, and when she came home and spent all of the dinner talking wistfully about what had happened that day, her parents would then do their best to deliver on that reality for their little girl, using what money they had to make life exciting for her, be it through letting her join dueling tournaments around Ambrosia of paying through the nose for art lessons. Soon, she was spending more time out the house than in, barely coming back for those dinner conversations as her world had been expanded so much.

 

Eventually, with Yusuji turning 14 and having high enough grades, her parents enrolled her on Blue Yonder, due not only to the school's good reputation but its high grade art facilities and state of the art dueling systems, both things that were bound to impress their daughter. Yusuji left, eager for a completely new life, and was completely blown away by her experiences at the boarding school. It was everything she had hoped for and more, and this eagerness translated into her excelling in and enjoying both inter- and extra-curricular work. Meanwhile, her parents were content just to wait for the time when she would return, and perhaps have some time for them.

 

 

[spoiler=Deck:] Yusuji uses a “The Weather” Deck, which focuses on self-banishing Fairies that disrupt your opponent with wild storms and return for a encore the next turn. She uses her monsters as artists, with her continuous Spells/Traps as the literal canvases they work with in order to create a new masterpiece every time she duels.

 

Ace Card: The Weather Painter Rainbow

 

[spoiler=Customs]

 

 

The Weather Painter Rainbow (errata'd)

LIGHT - ✪✪✪✪✪✪✪✪✪ - Fairy/Fusion/Effect - 2400/2600

3 "The Weather" monsters

Must first be Special Summoned (from your Extra Deck) by sending the above cards you control to the GY. (You do not use "Polymerization".) When your opponent would Special Summon a monster(s) (Quick Effect): You can send this Fusion Summoned card to the GY; negate the Summon, and if you do, destroy that monster(s). Once per turn, during the Standby Phase of the turn after this card was banished from the field to activate a "The Weather" card's effect: You can Special Summon this banished card. "The Weather" Effect Monsters this card is adjacent to gain the following effect.

● When a card or effect is activated (Quick Effect): You can banish this card; negate the activation, and if you do, destroy that card.

 

The Weather Painter Haze

FIRE - ✪✪✪✪✪✪ - Fairy/Effect - 1700/2400

If this card is Special Summoned: You can add 1 “The Weather” Spell/Trap Card from your Deck or GY to your hand. You can only use this effect of "The Weather Painter Haze" once per turn. Your opponent cannot activate cards or effects in response to your “The Weather” Spell/Trap Card or effect activations, also their effects cannot be negated. Once per turn, during the Standby Phase of the turn after this card was banished from the field to activate a "The Weather" card's effect: You can Special Summon this banished card.

 

Zephyr, the Weather Hall

Field Spell

All "The Weather" monsters you control gain 200 ATK and DEF. Once per turn: You can shuffle 1 Fairy monster from your GY into your Deck; draw 1 card. Once per turn, during the Standby Phase: You can target 1 of your Monster Zones; until the end of your opponent's next turn, a Level 6 or lower Effect Monster in that Monster Zone gains the following effect:

● This card cannot be targeted or destroyed by your opponent's cards or effects.

 

Weather Forecast

Normal Spell

Banish 1 “The Weather” monster from your GY; Special Summon 1 “The Weather” monster with a different name to that monster from your Deck, but you cannot Special Summon from the Extra Deck for the rest of the turn. You can only activate 1 “Weather Forecast” per turn.

 

Canvas Refreshing

Quick-Play Spell

Return all “The Weather” Continuous Spell/Trap Cards you control to your hand, then target any number of Spell/Trap Cards your opponent controls, up to the number of cards returned to your hand; destroy them.

 

The Weather Hazy Canvas

Continuous Trap

"The Weather" Effect Monsters in your Main Monster Zones of this card's column and its adjacent columns gain this effect.

● If your opponent Special Summons a monster(s) (except during the Damage Step): You can banish this card, then discard 1 card; return that monster(s) to the hand.

 

[spoiler=Duel Skill]Sudden Inspiration

Once per duel, if your LP are 4000 or less: You can place 1 "The Weather" Continuous Spell/Trap Card from your Deck face-up in your Spell & Trap Zone, and if you do, you can Special Summon 1 monster from your hand to that card's column.

 

 

 

 

[spoiler=Misc][spoiler=Mini-Profile]Full Name: Yusuji Ishida

Height: 1.66 meters | 5'5"

Weight: 54 kg | 119 lb.

Birthday: August 10 (Leo)

Blood Type: B

Favorite Color: Canary Yellow

Favorite food: Cakes, anything sweet and pretty

Least favorite food: Spicy stuff

Side Hobbies: Painting

 

 

 

 

 

#hype

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[spoiler=Elitist Jerk]

Name: Hiraku Tsukino

Gender: Male

Age: 16

 

[spoiler=Physical Description]

jieBLgR.jpg

 

Height: 5'6" | Weight: 154 lbs

 

 

 

 

[spoiler=Personality]

Hiraku is an intelligent and capable Duelist; he's very skilled at reading situations and his opponents, making the right decisions at the right time, and using cards to the best of their ability. He's also the kind of person who not only knows all of this too well, but thinks that much less of people who can't accomplish the same. Hiraku is the sort of person who taunts his opponents and rubs his victory in their noses, and in the words of the victims: "It wouldn't be so bad if there was nothing behind his words". Yet, despite his attitude and demeanor, Hiraku still ends up being a fairly popular student, surrounding himself with like-minded individuals and being flocked to and kissed-up-to by much less capable players that just don't know any better. To some, this sort of "get good" attitude is what gave him his place at the school. Yet, to those people that either suck up to him or share a similar attitude, Hiraku will treat them well and act as a friend to them, which to many only paints him in a worse light.

 

Of course, this isn't to say he's irredeemable jerk, but it might take a bit of effort to go beyond that.

 

 

 

[spoiler=Deck]

Hiraku makes good use of a general Chaos Fiend Deck called "Daedalus's Crucible". Using that theme in conjunction with various strong support cards, Hiraku plays a more complicated combo/control game aimed directly at utterly dismantling his opponent's strategy and leaving them with nothing else to work with. While the deck has a variety of boss monsters, Hiraku prefers one monster in particular that lands as his favorite for most situations.

Ace: Ambition of Daedalus

 

Skill: Assault from a Different Dimension

Once per Duel, while your opponent controls more monsters than you do: Special Summon "Crucible" monsters that you have banished up to the difference.

 

 

 

[spoiler=Custom Cards]

Hiraku's "Crucible" and "Daedalus" themes can be seen here: https://imgur.com/a/udQ0Irx

 

 

 

[spoiler=Biography]

Hiraku doesn't come from a very friendly home-life, to say the least. His parents are constantly working, and his two older siblings have both graduated and moved on to make great successes of themselves. Through his childhood Hiraku wasn't one to get much attention, and as time went on it seemed that the only way to gain any sort of recognition in the home was to do something worth recognizing. Both of his brother and sister earned plenty of attention and recognition for their achievements in school, business, and politics, while Hiraku spent much of his childhood goofing off and wasting his time. Come high-school and his entry into Blue Yonder, Hiraku found that he was, indeed, good at one thing: dueling. In fact, he was very, very good at it. Hiraku quickly gained notoriety as a duelist among his classmates and even family, and it seemed like he finally found the place where he can be worth something.

 

 

 

[spoiler=Misc. Stuff]

Duel Theme: https://www.youtube.com/watch?v=5WB4iUNkWQc

  • Hiraku has a tremendous taste for incredibly sweet and/or salty food.
  • Hiraku is still in possession of a very large video game collection that he enjoys on the DL now and then.
  • Hiraku is the kind of student who also drinks coffee more for the appearance rather than the taste (he dislikes coffee)

 

 

 

 

 

[spoiler=Fite Girl]

Name: Katsu Tanaka

Gender: Female

Age: 17

 

[spoiler=Physical Description]

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Height: 5'10" | Weight: 165 lbs

 

 

 

 

[spoiler=Personality]

Katsu is tough, and often refers to herself as the toughest girl in the school. Strong-willed with a good sense of independence and possibly too much self-confidence; Katz has yet to find anyone yet to really intimidate her beyond her own father, but has definitely found more than enough people to make her angry. Especially in her duels, Katz's aggressive side shines through; to the point that most other students aren't directly willing to duel her in class. Katsu isn't by any means a jerk, though. She may be strong-willed with a rather confrontational personality; but her morals are in the right place. Katsu hates bullies, and especially feels a duty to stand up for those that need it. This may or may not be directly related to her own family.

 

 

 

[spoiler=Deck]

Katsu uses an aggressive, battle-oriented Xyz machine deck called "Skrappers". Here she can make use of monsters that can become continuous spells for a variety of versatile effects. Her main deck monsters, including her aces Skrapper Goad Roller and Skrapper Edge Trimmer go for broke and combine for some devastating attacks! She is also known, now and then, to take advantage of the card Digvorzhak for a strong field presence.

 

Skill: Hot-Blooded Overtime

Once per Duel: You can target 1 monster you control; it gains ATK/DEF equal to its Level x200 until the end of your opponent's next turn.

 

 

 

[spoiler=Custom Cards]

Katsu's entire "Skrapper" theme can found here: https://imgur.com/a/esdh3

 

 

 

[spoiler=Biography]

Katsu comes from a big family. A big, big family. Katsu has 5 brothers; and is the oldest child among them. Katsu lives with her father and her brothers near her father's dojo, where she's frequently involved in its upkeep, in assisting with the training of other students, and with her own training. All of this to the point where her social life outside of school is practically non-existent. Throughout the early years of school, especially after her mother's passing, Katsu has felt a large responsibility in taking care of her brothers, especially from the many bullies that frequently try to pick on them.
 
Now, in high-school, Katsu spends a lot of time with physical education, but takes any chance she can get at any practical class aimed towards dueling. She entertains the thought that one day she can be a pro, but knows deep down that her father expects her to take over the dojo. While she has the grades and record to show that she could become a strong, professional duelist, she hasn't been able to participate in any significant tournaments.

 

 

 

[spoiler=Misc.]

Dueling Theme: https://www.youtube.com/watch?v=O0K_5-ca0sA

  • Shoujo manga and anime is a secret and guilty pleasure of Katsu's, a secret stash she may or may not keep under her bed.
  • Katsu has expressed some interest in art and drawing, but has never had the time to practice and is still really quite bad at it.

 

 

 

 

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[spoiler=Anger Management]


R2X4TKY.jpg
"I'm not mad, but I'd kind of like to snap your leg in half for doing that."



Name: Kyouko Izumi

Gender: Female

Age: 18

[spoiler=Appearance]LI08Mf5.jpg
Height: 6'0"
Weight: 163 pounds

Generally taller than her fellow students, Kyouko carries an air and facial expression about her as if she's perfectly calm, but her body language will generally indicate otherwise. The hands in pockets, the tapping feet, everything in her body language below the neck indicates that Kyouko is either really angry, or about to be. She possesses a fair skin tone, and prefers to wear baggy clothing in cool colors, possibly to hide an altogether unimpressive body. The keen eye will notice that the roots of her hair over time turn black, in a stark contrast to the sky blue she prefers to dye it. What's more, the orange color of her eyes can be attributed to colored lenses; her natural eye color is a dark blue.

Will dress for comfort rather than appearance whenever she can. She particularly likes the blue whale-print hoodie she has.



[spoiler=Personality]Someone who identifies Kyouko as the "sunshine and unicorns" type of girl has either been lied to, or is the one telling the lie. In Kyouko's case, it's more like "thunderstorms and dragons". Although it may not be clear at a glance, if it breathes, bleeds, or exists in her general vicinity, Kyouko probably wants to punch it, because she hates it. She's a girl with a lot of anger inside her heart, and while she can seem calm on the surface, she generally has no qualms about letting her anger out on whatever's nearby. As such, despite her usual calm tone of voice and icy poker face, Kyouko can and generally will come off as aggressive, blunt, and selfish. But does Kyouko have any redeeming qualities as a human being?

...kind of, but not really.

Although she's very much a "tough love" kind of person if one can win the uphill battle of getting Kyouko to not hate their guts, Kyouko is a surprisingly loyal friend if one can get her on their side. It may not feel that way sometimes, but if there's someone Kyouko holds in high enough regard to care about their well-being, she isn't afraid to beat the hell out of them if she thinks that's what they need. In the same vein, if someone's giving that person trouble, Kyouko is far from afraid to crack some skulls. Consequences be damned. If someone wants to try and stop her, let them. She'll just beat the hell out of them too.

As one can perhaps imagine by now, Kyouko doesn't really care much for rules. As far as she's concerned, they're made-up things the pigs at the top of society made so that they could pay their way into ignoring them while everyone else has to do what they say or be sent to jail. As a result, Kyouko doesn't like people who just blindly do what they're told, she doesn't like figures that enforce the rules such as police, and she has a particular burning hatred for the upper echelons of Ambrosian society. As she'd put it herself:

"The rest of us are down here busting our rears just to get by, while a select few lucky enough to be born into money sit in their pampered lavish mansions without ever having to care about us or the basic struggles of life. Urgh, just thinking about it makes me want to find some rich pig and break all their limbs."

One might think this means Kyouko would expect the rich to be more generous with their money. As it turns out, though, Kyouko can't stand being just given stuff, making philanthropists and charities further additions to the long long list of things Kyouko can't stand. That's your money or possession, and just giving it away like that is an idiotic thing to do. Kyouko, for one, is used to fiercely guarding what she has, and expects others to do the same. Giving stuff away comes off as arrogant to her, as if the donor is saying "I'm too good to need this thing anymore, so I'll give it to you instead because you suck at life". Kyouko doesn't look down on or up to others, nor does she ever want to be looked down upon or up to by another person. Humans are humans, and no amount of shiny coins or fancy possessions can change that, because in the end, everyone's bones break the same and everyone dies, no matter your social status.

In case it wasn't obvious already, somebody who's out to please Kyouko is very much going to have their work cut out for them. However, get her talking long enough, and the observant listener may realize Kyouko isn't the way she is by choice. While she can pretend not to be angry just fine, she has a hard time not letting herself be controlled by her emotions. She'd like to be a happier person who can make a better future for herself and have a brighter outlook on life, but she just finds it difficult to accomplish that task.



[spoiler=Biography]Growing up, Kyouko and her folks didn't have much. Roof over their heads, food on the table, the necessities of life, but not much else. Growing up in a "barred windows and zero trust" neighborhood, being one of the more unsavory ones in Ambrosia, Kyouko tried to take what solace she could in being born into such a place. In a mother's love or a father's words of wisdom, for instance, except that wasn't how things worked at the Izumi household. It was more like a mother's yelling or a father's violence. The Izumi household was not a kind one to grow up in, and as they say, violence breeds violence.

Between the rampant hostilities in her own home and the crime-ridden neighborhood she grew up in, Kyouko was somebody who got in a lot of fights from a young age. These fights along with a noisy house without peace are what lie at the core of Kyouko's anger. By the time she was ten, Kyouko wasn't just fighting to defend herself anymore. She'd go on the offensive without warning, ruthlessly attacking someone until they were on the ground then continuing to hit them when they were down. The only peace Kyouko ever found was when she wasn't with people, so it wasn't uncommon for her to go off exploring on her own. Which was how her interest in dueling came up. Stumbling upon some kids from a nicer neighborhood that were dueling, and learning how the game worked from them, wound up teaching Kyouko how to duel as a less violent outlet for her anger. It didn't really satisfy her, but trading life points was a decent alternative to trading injuries if Kyouko didn't want to deal with getting beat up that day.

Fast-forward to just before high school, and Kyouko's looking for a school to go to. In the end, she settled on Blue Yonder, because it was far away from home, had dorms, and was near a lake. "That's impossible," her father grunted. "There's no way they'd take you," her mother cawed. Fueled by spite toward and a desire to get away from her family, Kyouko did something she'd never actually done before. Tried to do well in school. She studied for once, actually showed up to class on time, and almost managed to go an entire school day without fighting other students on multiple occasions. While she was still a poor student, by Kyouko standards, she was positively flourishing, and her efforts paid off. Kyouko was just barely granted entry to Blue Yonder.

Ever since arriving, Kyouko has taken care to be on her best behavior as best she can. With generally little success. Once she was in the school and away from her family, Kyouko found that with her goal completed, she quickly fell back into her old behaviors again. Constant fighting, lashing out at anyone who set her off, and being very much not a model student. As a result, Kyouko has probably spent more time in the nurse's office and suspension than she has in her actual classes. With her fourth and final year of school beginning, Kyouko isn't exactly excited for the inevitable day when it ends.



[spoiler=Deck]FIRE Fish
A set of cards that support FIRE Fish monsters. These cards make heavy use of the player's hand, and reward aggressive playstyles by gaining more power when inflicting tons of damage at once or otherwise becoming stronger when your opponent's LP is low. The ace card of this set is Firecore Megalodon

Duel Skill - Relentless Pummeling: At the start of the Battle Phase, the user can activate this skill. If they do, all monsters the user controls deal piercing battle damage until the end of this turn, and during the End Phase, their opponent takes 500 damage for every monster that inflicted Battle Damage this turn.

[spoiler=Custom Cards][spoiler=Lava Swimmer]OntaaG4.png
During the End Phase, if this card is in your GY because it was discarded by the effect of a FIRE Fish monster: You can add this card to your hand. You can only use this effect of this card's name once per turn. If a monster(s) is discarded while you control this card: Inflict 100 points of damage to your opponent's LP for each monster discarded.



[spoiler=Phoenixfin]n1DlcxI.png
If this card and at least 1 other FIRE Fish monster are discarded simultaneously: Special Summon 1 of those monsters from your GY. You can discard 1 card, then target 1 FIRE Fish monster in your GY; add that target to your hand. If your opponent takes 1000 or more damage: This card's original ATK and DEF are swapped until the End Phase. You can only use each effect of this card's name once per turn.



[spoiler=Infernal Snapper]HSb3wL5.png
Once per turn, you can discard any number of FIRE Fish monsters; draw an equal amount of cards. If this card is destroyed: Add 1 FIRE Fish monster from your Deck or GY to your hand, except "Infernal Snapper". If this card and at least 2 other FIRE Fish monsters are discarded simultaneously: Target 1 Spell/Trap Card on the field; destroy that target. You can only use this effect of this card's name once per turn.



[spoiler=Burning Seafang]9KbPcZK.png
Cannot be Normal Summoned/Set. If this card is discarded by a monster effect: Special Summon it. If this card inflicts Battle Damage: Inflict 500 damage to your opponent's LP.



[spoiler=Brimstone Kraken]Rrp4Wfg.png
You can reveal this card and at least 1 other FIRE Fish monster in your hand; Special Summon this card, then discard all other cards revealed by this effect, then for each card discarded, decrease the ATK and DEF of a monster on the field by 500. Your opponent's monsters cannot be destroyed by battles involving this card.



[spoiler=Boiling Barracuda]gOwtKd8.png
You can reveal this card and at least 1 other FIRE Fish monster in your hand; Special Summon this card, then discard all other cards revealed by this effect, and if you discarded 3 or more cards by this effect, inflict 1000 damage to your opponent. If this card destroys an opponent's monster by battle: Increase its ATK by the original Level/Rank of the destroyed monster x100.



[spoiler=Firecore Megalodon]zBs94Xr.png
If this card is in your hand: You can reveal it and at least 2 other FIRE Fish monsters in your hand; Special Summon this card, then discard all other cards revealed by this effect, and if you do, increase this card's ATK by 500 for each card discarded. If this card attacks a Defense Position monster, inflict piercing damage to your opponent. If this card inflicts Battle Damage to your opponent: Draw 1 card, then draw 1 more card if it inflicted at least 3000 points of damage. You can only Special Summon 1 "Firecore Megalodon" per turn.



[spoiler=Dangerous Bait]yotsCCv.png
If a FIRE Fish monster destroys a monster, or is destroyed: Activate one of the following effects (activate two effects if your opponent has less than 4000 LP). You can only activate each effect of this card's name once per turn.
• Add 1 FIRE Fish monster from your Deck to your hand.
• Add 1 FIRE Fish monster from your GY to your hand.
• Special Summon 1 FIRE Fish monster from your hand.



[spoiler=Molten Scales]41BeWYx.png
Equip only to a FIRE Fish monster by discarding 1 card. The equipped monster gains 2000 ATK, and is destroyed during the End Phase. If this card is sent from the field to the GY: Add 1 FIRE Fish monster from your GY to your hand.



[spoiler=Searing Sea]Y2TcKS2.png
If a FIRE Fish monster(s) is discarded: Draw cards equal to the number of cards discarded. During each player's End Phase: The turn player destroys the monster(s) they control with the lowest ATK, then adds 1 monster from their GY to their hand. You can only use each effect of this card's name once per turn.



[spoiler=Volcanic Storm]1mQ8BQ9.png
During the End Phase, if your opponent has taken 2000 or more damage this turn: Special Summon 2 Level 3 or lower FIRE Fish monsters from your Deck, then inflict damage to your opponent equal to their combined ATK.

 

 



[spoiler=Misc]Kyouko's Theme (alt.) | Duel Theme (alt.) | Summoning Ace (alt.)
Doesn't like using swear words. They make her seem like a typical thug and she wants to be better than that.
[spoiler=Mini Profile]Full Name: Izumi Kyouko (泉京子, lit. Kyouko Izumi)
Height: 183 cm
Weight: 74 kg
Birthday: April 16th (Aries)
Blood Type: B
Favorite food: Tacos
Least favorite food: Vegetables
Side Hobbies: Swimming

 




 

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[spoiler=Yushiro Midori]

VbgeYdc.jpg

"I'm gonna turn this game around, you can bet on it!"

 

iU8EggM.png

Name: Yushiro Midori

Gender: Male

Age: 16

[spoiler=Physical Description]X2mOCn9.jpg

Pictured above is Yushiro in his Blue Yonder Academy uniform. When not attending classes, or any other function at which he is required to wear his uniform, he prefers comfortable, baggy clothing to anything more stylish, mostly preferring jeans, sweatpants, and hoodies. He owns a few "nicer" pieces of clothing, but tends to avoid wearing them without incentive to do so. Yushiro is thin, and even for his age looks rather boyish. He's very cute, with wide, emerald green eyes (complete with gorgeous long eyelashes; the secret envy of many a girl at Blue Yonder) and bright blonde hair that he wears long and stylishly messy. Despite what his name would suggest, Yushiro is clearly of Caucasian descent, a seeming incongruity that he usually corrects right after someone brings it up (he's adopted), and punctuates by speaking perfectly fluent Japanese. Recently, Yushiro has begun dying the ends of his hair green on the right side, purportedly because "it looks cool" but also because its something of a punk thing to do at Blue Yonder, and he's in the midst of what amounts to a rebellious phase. He can often be seen with a pair of noise canceling headphones around his neck, which he tends to use to block out background noise when he has trouble focusing.

 

Though he's good looking, Yushiro isn't much of a physical specimen (especially when compared to his hulking best friend). He's thin and a little lanky, standing at 5 foot 9 (175cm), and isn't particularly fit or toned. His only athletic skills or accomplishments of note are his ability to sprint fast, moreso a product of his light weight than any sort of athletic training, and his black belt in Bājíquán, earned after much hard work at the Hoshi Steadfast Dueling Dojo (though putting those skills into practice is another matter entirely). His duel disk is blue with an emerald green blade that matches his eyes.

 

 

[spoiler=Personality]

Though he's almost always friendly and is usually more than willing to lend a hand, Yushiro is both a shy and quite awkward, the combination of his high intelligence, eccentricity, and low self esteem having made socializing a very difficult task for him. Unless its duel monsters, games of chance, racing, or any other area in which Yushiro has an immensely strong interest, he tends to speak little, never expressing a strong opinion and hesitating to share any insight he has. Puberty has exacerbated this problem, making him considerably more reserved around members of the opposite sex and even more insecure among his peers. As a result, though he's good looking, very smart, and by all accounts a nice person, Yushiro has few friends and barely stands out at Blue Yonder.

 

Of course, some people, like his best friend Akira Hoshi and his part-time employer Jo Gordon, have managed to make Yushiro comfortable enough to open up. Around them, Yushiro's meekness all but disappears. Though he can still be a bit awkward, a comfortable Yushiro is a veritable well of advice, insight, jokes, ideas, or whatever else happens to be on his mind, sometimes all coming out at once. Yushiro loves to talk, preferably over a some sort of game or other activity which keeps him stimulated as well as provides for an easy avenue of conversation. Yushiro's love of tabletop games extends far beyond duel monsters, and includes, but is most certainly not limited to: dice games, traditional playing cards, and tabletop roleplaying games. He's especially fond of games of chance; thriving off of the rush he gets from playing the odds. His love of (or addiction to, depending on who you ask) gambling is such that he's even added several cards with chance mechanics to his deck, and carries dice and a pre-destruction Yen coin at all times, "just in case".

 

Due to his shyness, Yushiro is pretty obviously starved for interaction with other people. He's overly trusting and gullible, making him rather easy to manipulate and deceive. He's also quite sensitive, sometimes taking casual teasing to heart or dwelling on a failure or mistake he's made. Combined, these things mean that Yushiro can be (and often is) easily hurt. He'll almost never be openly angry at someone, but Yushiro has been brought to tears fairly easily numerous times throughout his childhood. He's toughened up a little as he's gotten older, of course, but the fact still remains that he can be rather fragile. Another area in which Yushiro has trouble, oddly enough, is academics. His attention difficulties and terrible work ethic make his grades suffer. Being away from home at Blue Yonder has only made this worse, and nowadays Yushiro spends a lot of his time doing basically anything but studying, his only saving grace being his raw intelligence, which lets him pass tests more easily and keep his grades up to an acceptable level.

 

As he's gotten older, Yushiro has also developed something of a competitive streak. He plays games to have fun, of course, but as gaming is one of the few things Yushiro truly excels at, he usually plays to win, too. Winning games gives him a sense of validation, and his faith in his skills, be they gambling, RPG, or card game related, forms a big part of his identity. This is especially true of duel monsters, a game that he knows very well and is quite proud of his ability in. When he duels, Yushiro's characteristic meekness fades, and one can see hints of the confident, charismatic, fearless person Yushiro desperately wants to be come through.

 

 

[spoiler=Deck]Speed Nitro- Owing to his love of toys and games, Yushiro uses a Speedroid deck.  Resembling weaponized toys and trinkets, Speedroids focus on swarming the field for quick synchro summoning, as well as recycling and banishing themselves from the graveyard to support themselves and the synchros they create. Yushiro's deck, however, differs somewhat from a typical example of the archetype. While it includes some more generic machine and synchro support (including a Superheavy Samurai Swordmaster Musashi gifted to him by Akira Hoshi), what makes it stand out is the inclusion of several cards with a chance element, including multiple copies of cards like cup of ace, roulette spider, and graceful skull dice. In addition to the Hi-Speedroids in his extra deck, Yushiro's most powerful cards are his "Nitro" Synchro monsters, which gain effects when spell cards are used or discarded.

Ace Card(s)- Nitro Booster

Duel Skill: Lucky 7- During either player's turn, if your life points are 2100 or less: You can excavate the top 7 cards of your deck; Special Summon a Synchro Nonster from your Extra Deck or Graveyard who's level is equal to or less than the total number of Tuner monsters revealed this way, ignoring its Summoning conditions. (This Special Summon is treated as Synchro Summon.) If all 7 excavated cards are Tuner monsters, you can instead Special Summon a Synchro Monster of any level this way.

 

[spoiler=Custom Cards][spoiler=Visual]cDpb9Qw.jpg

 

[spoiler=Written]Speedroid Nitro Wheelz

Level 4 WIND

Machine/Effect

A synchro monster that uses this card as synchro material may attack an additional time per battle phase. When this card is normal summoned successfully: you can special summon 1 machine-type tuner from your hand, and if you do; you cannot special summon monsters for the rest of the turn, except Synchro monsters.

1000/1000

 

Graceful Skull Dice

Counter Trap Card

Roll a six sided die: Increase the ATK and DEF of all monsters you control by 100 x the number of the result, and decrease the ATK and DEF of all monsters your opponent controls by the same amount. If this card is in your graveyard: you can banish this card; roll a six sided die, then add or subtract the result from the level of one monster on the field.

 

 

[spoiler=Biography]Yushiro is an orphan, and spent the first year and a half of his life in a Control institution before he was adopted by his foster mother: a social worker named Keiko Midori, who gave him his name. A single parent, Keiko would often work extra hours to make ends meet, leaving Yushiro and older foster sister Aoi to their own devices when they were younger children. Though this fostered a strong spirit of independence and maternity in Aoi, both she and Keiko doted on Yushiro, who did not adjust as well as his older sister.

 

This persisted as Yushiro got older. Intelligent and socially awkward, Yushiro has always had trouble fitting in among his peers. He was bulled a great deal as a child, and due to his mother's profession, was forced to move quite often, repeating a cycle of introduction and being ostracized. The rare exception to this pattern, however, was Yushiro's best friend, Akira Hoshi. The boys met at the age of 7, when the forthright Akira more or less appointed himself Yushiro's companion. They've been like brothers ever since, and Yushiro often spends time at the Hoshi Dojo while his mother and sister are away, even if he needs to travel to do so. The Midoris, likewise, consider Akira to be part of the family, and he is always welcome wherever they happen to be living.

 

Thanks to a scholarship given to him through his mother's social work, Yushiro was eligible for enrollment at Blue Yonder Academy, and spent his first year rooming with Akira. Though Yushiro was (for the most part) fine, Akira was somewhat out of his element, and it took the two boys some time to adjust to living both together full time and on their own without parents. The beginning of his second year has seen Yushiro living in his own room in a nicer building on campus, though he doesn't see this as much of an improvement, and misses the company of his friend.

 

[spoiler=Misc. Information]Theme/Insert Song: Rage of Dust- Spyair

  • Yushiro adores sweets, especially fruit flavored candies.
  • He has a mild form of Attention Deficit Disorder (ADD) and as a result sometimes has trouble focusing.
  • Yushiro is extremely lucky, often stumbling into favorable outcomes to bad situations and having good fortune in general.
  • Yushiro's favorite color is the emerald green of his eyes, which is also the color of the blade of his duel disk and the dye in his hair.
  • His catchphrase is "You can bet on it!"

     

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WIP bois

[spoiler=Hard Work Pays Off]

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"Keep your eyes on the prize."



 
Name: Kenji Kawasaki
Age: 14
Gender: Male
[spoiler=Appearance]
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Height: 6'1"
Weight: 178 lbs


 
[spoiler=Personality]
Kenji is a rather strange one. From the outside, one would guess that he's your typical smug slacker rich kid due to the way he presents himself. He always seemed relaxed, almost like he doesn't care, and he talks in a rather sheepish tone most of the time. However, he is rather diligent and hard working. These elements that seem to be at odds leads to Kenji working really hard, but from the outside it looks like he's doing what he does effortlessly. 

 

Kenji believes that you should use anything that you have access to you to your advantage - being born in a rich family, he had taken full advantage of this, using both his fortune and the help from his parents to become the young man he is today. He also believes that anything is possible if you set your mind and effort to it; the only thing holding you back is yourself. 

 

Of course, Kenji thinks fairly high of himself, although not because of his status. He feels accomplished with himself, having put in the hard work to get to where he is. On the same note, however, he knows that he can still improve, and is not hostile to criticism. 

 


 
[spoiler=Biography]
Kenji had always been rich, being born as an only child in a rather rich family, his mother being a prolific duelist and his father a scientist. Despite the wealth of his family, they made sure Kenji didn't end up spoiled to the best of their abilities. After all, both of them had started from poor places, and worked hard to get to where they were today. They would be damned if their son didn't understand this.

 

To an extent, he did. While he would never truly understand where they came from, he did learn to value the wealth that he had. Compared to the other snobby rich kids that he went to elementary with, he was rather humble. Of course, this was only compared to those with egos larger than the school itself - his ego was still pretty damn large, to say the least. What fed this ego was that he was rather good at Yu-Gi-Oh, which was the big talk of his school. Even with his more limited card pool compared to his peers, he was considered the best duelist of the schoolyard.

 

People thought that he was just naturally gifted, seeing as he also had great academical standing. However, it was because he spent almost all of his free time either dedicating himself to his studies with his father or practicing dueling with his mother. In fact, in a sort of ironic way, he used to be pretty bad at the game when he first picked it up, more so than kids his age that were starting the game. 

 

One day, after having topped a local tournament, he and his parents had decided to enroll Kenji to Blue Yonder Academy. He had become good at what he did, but he was determined to keep on improving himself.

 


 
[spoiler=Deck]
Current: Dragon Buster Cannon Overdrive
Kenji uses an A-to-Z Deck using the members from XYZ, VW, and ABC together alongside generic machine support such as Gold and Silver Gadget and a few "Dimensional" support cards. Most of the members have been errata'd to give the fusions more consistency and power to the weaker members.
Ace Monster: A-to-Z-Dragon Buster Cannon 

Duel Skill: Dimensional Shipment

If you control no monsters: Return all LIGHT Machine Fusion Monsters from your GY to the ED, then place all of your banished Machine monsters into your GY


 
[spoiler=Custom Cards]
Extra Deck Monsters
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[spoiler=Text]
"X-Head Cannon" + "Y-Dragon Head"
Must first be Special Summoned (from your Extra Deck) by banishing the above cards you control. (You do not use "Polymerization".) You can only Special Summon “XY-Dragon Cannon(s)” once per turn. Once per turn: You can target 1 face-up Spell/Trap Card your opponent controls; destroy that target. During your turn (Quick Effect): You can Tribute this card; Special Summon the cards banished to Special Summon this card from the Extra Deck.


 
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[spoiler=Text]
"X-Head Cannon" + "Z-Metal Tank"
Must first be Special Summoned (from your Extra Deck) by banishing the above cards you control. (You do not use "Polymerization".) You can only Special Summon “XZ-Tank Cannon(s)” once per turn. Once per turn: You can target 1 face-down Spell/Trap Card your opponent controls; destroy that target. During your turn (Quick Effect): You can Tribute this card; Special Summon the cards banished to Special Summon this card from the Extra Deck.


 
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[spoiler=Text]
"Y-Dragon Head" + "Z-Metal Tank"
Must first be Special Summoned (from your Extra Deck) by banishing the above cards you control. (You do not use "Polymerization".) You can only Special Summon “XZ-Tank Cannon(s)” once per turn. Once per turn: You can target 1 face-down monster your opponent controls; destroy that target. During your turn (Quick Effect): You can Tribute this card; Special Summon the cards banished to Special Summon this card from the Extra Deck.


 
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[spoiler=Text]
"X-Head Cannon" + "Y-Dragon Head" + "Z-Metal Tank"
Must first be Special Summoned (from your Extra Deck) by banishing the above cards you control and/or from your GY. (You do not use "Polymerization".) You can only Special Summon “XYZ-Dragon Cannon(s)” once per turn. You can discard 1 card, then target 1 card your opponent controls; destroy that target. During your turn (Quick Effect): You can Tribute this card; Special Summon the cards banished to Special Summon this card from the Extra Deck.


 
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[spoiler=Text]
"V-Tiger Jet" + "W-Wing Catapult"
Must first be Special Summoned (from your Extra Deck) by banishing the above cards you control and/or from your GY. (You do not use "Polymerization"). You can only Special Summon “VW-Tiger Catapult(s)” once per turn. Once per turn, you can either: Target 1 LIGHT Machine monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. If the equipped monster would be destroyed by battle or card effect, destroy this card instead. Once per turn, you do not discard to activate the effect(s) of the equipped monster. During your turn (Quick Effect): You can Tribute this card; Special Summon the cards banished to Special Summon this card from the Extra Deck.


 
x8Y9toK.png
[spoiler=Text]
"VW-Tiger Catapult" + "XYZ-Dragon Cannon"
Must first be Special Summoned from your Extra Deck by banishing the above cards you control. (You do not use "Polymerization"). You can only Special Summon “VWXYZ-Dragon Catapult Cannon(s)” once per turn. When this card declares an attack on an opponent's monster: You can change the attack target's battle position. (Flip Effects are not activated.) If this card attacks or is attacked, your opponent cannot activate cards or effects until the end of the Damage Step. If this card destroys an opponent's monster by battle: You can banish 1 card your opponent controls. During your turn (Quick Effect): You can Tribute this card; Special Summon the cards banished to Special Summon this card from the Extra Deck.


 
4nP52qg.png
[spoiler=Text]
"A-Assault Core" + "B-Buster Drake" + "C-Crush Wyvern"
Must first be Special Summoned (from your Extra Deck) by banishing the above cards you control and/or from your GY. (You do not use "Polymerization".) You can only Special Summon “ABC-Buster Dragon(s)” once per turn. Once per turn (Quick Effect): You can discard 1 card, then target 1 card on the field; banish it. During your turn (Quick Effect): You can Tribute this card; Special Summon the cards banished to Special Summon this card from the Extra Deck.


 
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[spoiler=Text]
"ABC-Dragon Buster" + "XYZ-Dragon Cannon"
Must be Special Summoned (from your Extra Deck) by banishing cards you control with the above original names, and cannot be Special Summoned by other ways. (You do not use "Polymerization".) When your opponent activates a Spell/Trap Card, or monster effect (Quick Effect): You can discard 1 card; negate the activation, and if you do, destroy that card. (Quick Effect): You can Tribute this card; Special Summon the cards banished to Special Summon this card from the Extra Deck.


 
Spells / Traps
 
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[spoiler=Text]
Special Summon 1 of your banished "A-", "B-", "C-", “V-”, “W-”, “X-”, “Y-” or “Z-” LIGHT Machine monster you possess and equip it with this card, and if it a Fusion Monster, negate its effects. If this card leaves the field, banish the equipped monster. If the monster leaves the field, banish this card. You can only activate 1 “Dimensional Crane” per turn.


 
YyEFOi2.png
[spoiler=Text]
Target 1 face-up Machine monster you control; destroy it, then Special Summon 1 Level 4 Machine Normal Monster from your Deck, also, equip it with 1 Union monster that specifically lists that monster in its card text. You cannot Special Summon monsters from the Extra Deck during the turn you activate this effect, except Fusion Monsters.


 
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[spoiler=Text]
Once per turn: You can discard 1 card, then reveal 1 LIGHT Machine Fusion Monster in your Extra Deck; this turn, if you would Special Summon that monster by banishing the materials listed on it from your side of the field, you can also banish those cards from your GY. If this face-up card leaves the field because of an opponent's card or effect: You can target 1 LIGHT Machine Fusion Monster in your GY; Special Summon it. You can only use this effect of "Genesis Power Plant" once per turn.


 
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[spoiler=Text]
Pay half your LP; Special Summon up to 3 of your banished Level 4 LIGHT Machine Union/Normal monsters, and if you do, banish an equal number of Level 4 LIGHT Machine Union/Normal monsters from your Deck, also you cannot conduct your Battle Phase this turn.


 


 



 
Duel Theme: Original Bet
 



[spoiler=The Marionette Duelist]

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"Life is beautiful, ain't it?"



 
Character Name: Hoshiko "Rose" Saki
Age: 16
Sex: Female
[spoiler=Appearance]
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Height: 5'8"
Weight: 113 lbs


 
[spoiler=Personality]
Hoshiko is a starry eyed, hopeless romantic to the point of being delusional. Having lived in a bubble all her life, she is extremely naive about how the world works, and tends to overlook anything that would destroy her rose tinted view of the world. She is exceptionally uncomfortable with conflict, and will try and avoid it at all costs.

 

She is very out going and cheery, always trying to get people to smile. It's her main drive as an idol to bring cheer to everyone, and she applies this principle to her interactions with others. If she sees someone that is in distress or doesn't like her for whatever reasons, she will make it her goal to bring a smile into that person's face and change their perception. 

 


 
[spoiler=Biography]
Hoshiko is a rather popular performance duelist with the stage name "Rose", or at least she was famous locally. She was raised by her mother, who was also a performance duelist. Her father had long since abandoned the two before she could even remember him all that well. She has always done idoling for as long as she could remember, even doing it as a young child. Her mother was rather bitter, especially with her husband leaving her, but was dead set on never letting this show to Hoshiko. Her mother made sure to shelter her from the harsh world, bubbling the girl in a fantastic idol world.

 

Still, her mother's facade would fade from time to time, although Hoshiko doesn't seem to remember anything about this herself. This is, in fact, one of the main driving reasons Hoshiko stuck with being an idol. The girl would occasionally catch her mother weeping when she thought she was alone. Seeing her mother in distress made her upset, and she vowed to try and bring happiness to everyone's heart, especially her mothers. Outside of modeling, one of Hoshiko's favorite pass times as a little girl was playing with her doll house, aspirations of one day living in one.

 

As she grew up, she performed with other idols. She noted that, occasionally, some of them seemed to almost always act completely contradictory to their stag personas back stage - a lot of them were rather bratty, actually. Hoshiko, however, turned a blind eye to this, telling herself that they were just like her and doing this to spread cheer to people's hearts. So much so that she has completely warped her memories of how they would act - if you asked her if such and such idol was the same behind the scenes as she was on stage, Hoshiko would honestly answer yes because she believes it herself despite what she has seen.

 

Hoshiko had always been home schooled, although she had always wanted to go to a public school. She would constantly beg her mother to enroll her to a normal school, but was met with a sugar coated rejection. Finally, after years, her mother seemingly broke down out of nowhere and agreed to enroll her to a public school. She decided that Blue Yonder Academy was the place her daughter would go.


 
[spoiler=Deck]
Current: Shaddoll House
Hoshiko plays a Shaddoll Deck with various other Attributed monsters to summon all of the other fusions. However, the primary Attributes of her deck are DARK and LIGHT, and usually relies on Shaddoll Core or even cards like Curse of the Shadow Prison that take advantage of the opponent's Attributes to summon the other El Shaddolls.
Ace Monster: El Shaddoll Construct

Duel Skill: Shaddoll Strings

You can activate the following effect by targeting one monster your opponent controls: When Fusion Summoning a Shaddoll Fusion Monster this turn, you can use the targeted monster as Fusion Material. You cannot Special Summon after activating this effect this turn, also your opponent takes no damage this turn.


 
[spoiler=Custom Cards]
None


 



 
Duel Theme: Marionette
 

 

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[spoiler=Haaaaaapppyyy]
Name: Jun Shui
Gender: Female
Age: 16
[spoiler=Appearance]
UQYy2Zw.jpg
Jun stands at an average height of 5'5". Despite her size the girl possesses a rather lanky frame to her. One can find Jun with a generally cheery expression on her face, her resting expression being a small smile. While Jun's general clothing always changes to match the weather, she tends to prefer warmer colors and is always, regardless of the weather, seen wearing her hat over top her long brown hair. Her hair is often set up in double buns, but she has a habit to wear it long as well. In times of colder weather Jun has a habit of wearing clothes with sleeves longer than her arms. Jun's duel disk is rose on the actual device and the blade produced by the disk is gold. 

[spoiler=Personality]
Jun is someone with an almost eerily unerring positive, calm, attitude about her at all times. Generally smiling and upbeat, Jun is always in the mood to make friends and acts as though she's friends with everyone. This comes from her generally amiable and positive disposition towards most people, and a general want to help people when they're presented with a problem. Of course, she can be a bit overbearing in this regard, sometimes coming off as obnoxious, nosy or even aggressively friendly at times. It is also not all that helped by her always seeming to have an answer for everything, which she seems to deliver with equal confidence regardless of how correct or helpful the answer might even be. 
 
While not annoyed easily, the girl is by no means the most patient or  tolerable of people. A tad vindictive, Jun has a habit of becoming more sarcastic or finding ways just to mess with those that do annoy or anger her. It can be a bit difficult, however, to tell when someone has annoyed her as her general expression make a for a natural poker face, allowing her to do all of this with a fairly similar expression and tone of voice. Though, if someone is a repeat offender, one tell tale sign is her acting overly friendly to that person. 
 
When it comes to school, Jun has quite the lousy work ethic, with one of the only times she appears visibly upset is when she's forced to actually put in her best effort. While she certainly is smart enough to stay in Blue Yonder, she only seems to put in the minimum required effort, instead preferring her time spent lounging around or bothering people. Unsurprisingly, one of her favorite pastimes is playing Duel Monsters, always willing to play and always seeming to have a good time while doing so, being the one thing that she is actually motivated in to succeed. 

 
[spoiler=Deck]
Yang Zing. 
Do stuff like summon monsters. Lots of floating. Lots of floating. Oh my god so much floating. Wooo synchros. Maybe some of the accel variety who knows. Current ace is Baxia. 
Also uses other wyrms cause wyrms are cool. 
 
Duel Skill - Phantom Starlight 
During your turn, while you have 1000 or less LP, you can target 1 Tuner Wyrm-type monster in your graveyard and up to 2 non-tuner Wyrm-type monsters in your graveyard: Banish those targets and Special Summon 1 Synchro Monster from your Extra Deck with levels equal to the combined levels of those monsters. (This Special Summon is treated as a Synchro Summon.)

 
[spoiler=Bio]
Born the younger sibling of two, Jun never felt much pressure to succeed at anything. Her older brother, now a Blue Yonder alumni, had always been the more passionate of the two, and always the one to recieve more attention. As such, Jun had always instead looked for the past of least resistance and often times had flown under the radar. While this managed to work for awhile, the girl had ended up growing up never really taking an interest in much of anything and not really having any friends to speak of. It wasn't until she met her first friend in school that this changed. The person challenged Jun to a duel, and while the girl had merely declined, the person was quite persistent. It wasn't until Jun realized that it would take less effort to get it over with then keep refusing. After her first game of it, Jun was handily defeated and unsure how to feel about the whole thing. However, curious about the game, the girl challenged her now friend to it the next day. 
 
From then on, the two continued to duel each other regularly, Jun becoming more and more fond of the game as a result. Unfortunately, all good things had come to an end, and Jun's friend eventually had to move. Telling the girl that they'd become a pro duelist when they grew up, Jun eagerly reciprocated the sentiment, stating that if they were both pros then they'd be able to meet again and have fun once more. Leaving their hat with Jun, and telling her that she could return it when they met up again, the two parted ways. With a now want to become a pro, Jun had decided that if she were to get any better, she'd need more friends to do so. After awhile, the unambitious girl had surprisingly set her sights on Blue Yonder academy, knowing that her brother had received all he needed to know to step into the pro world from there.

 
 
[spoiler=Misc]
No one messes with the hat. No one. 

 

[spoiler=Only the Best]
Name: Saori Kawaguchi
Gender: Female
Age:14
Grade: Freshman
[spoiler=Appearance]
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Saori stands at a small height of a 5'1" and has a rather frail frame. While not in her school uniform, Saori tends to still be very reserved in her clothing choice, wearing very plain and monochromatic shirts and skirts. She never does anything special with her long black hair, and due to lack of proper care tends to just let it fall in any kind of unkempt matter that it does. As she is farsighted, Saori does not always need to be wearing her glasses, though as her head is often buried in books or duels, she is not often seen without them. 

[spoiler=Personality]
To Saori there is nothing more important than success. She is someone who has a single minded determination towards not only doing well, but excelling far beyond that. This leads her to be a model honors student; hard working, diligent, attentive and punctual. As one might expect, it is not too uncommon to see Saori working on some kind of school work, project or  studying. With others she is generally mild mannered, and acts more formal than familiar with her peers. She is not very socially apt, and isn't one for just idle chatter, generally wanting to more so get to the point of what the conversation is about. While she is willing to help others out and is generally agreeable, she is easily made impatient and doesn't like wasting time. As such, she can come off as easily irritable and is generally prone to provocation, only further enforcing this. 
 
While Saori is obsessed with being the best, it is not by any ambition of her own. Under constant pressure from her family, Saori's general drive to excel comes with very visible signs of stress and a general belief that she must spend all of her time as efficiently as possible. Whenever something important is coming up, Saori has a tendency to go into full panic mode and becomes even more snappy with those around her. One of the rare times that Saori will smile is when she gets a perfect score on a test or wins some kind of a competition. Conversely, however, she is incredibly hard on herself, taking small failures poorly and even larger ones devastatingly. 
 
While Saori does not have much in way of hobbies, she does enjoy the game of duel monsters. Finding both the game itself and the competition it provides fun, Saori has quite the fondness of it and is one of her only non-academic outlets. Unfortunately, she has a similar mentality in that she needs to not only do well at the game but be among its top players for it to have any meaning.This leads her to getting easily frustrated and stressed out when things are going poorly in the game, and also leads her to always try her hardest when dueling.

[spoiler=Deck]
Red-Eyes.
Summon monsters that are all like, rawr I'm a big black dragon and I see fire. And spit it. Straight fire yo. Bringing down the mixtape of pain with their dope ass burn damage and giant bodies swinging in and bringing down the hurt. Holla back y'all. 
Current ace is uh...I dunno. There are a lot of potential red-eyes ace monsters. I'll get back to you on that. 
 
Duel Skill:
???

[spoiler=Bio]
The Kawaguchi family is one that has fallen on very hard times. A once renowned business owning family, through a series of bad decisions and corporate politics they have fell from the grace and affluence they once had. While it has been a steady decline over the last generation, with their money beginning to run out, it has become more pronounced in Saori's generation then the ones before her. This had lead her parents being far more stressed and far more obsessed with finding ways to make back the fortune they had once basked in. Unfortunately, her parents weren't actually all that talented, smart or even motivated to get this done and so they placed most of the burden of this task onto their children. While Saori was not an only child, when her older sister had turned thirteen, she had run away from home and Saori has not seen her since. 
 
As such, all the pressure of her family's future had fallen on Saori. Her parents were strict and constantly drilled her on what was required of her to make her family prosperous once more. While Saori felt very miserable doing this, she was not one to go against her parents wishes and merely bared the weight of it. With such pressure on her, Saori didn't make much friends and didn't have any real hobbies or fun things to pass the time, merely being told they were a waste of time. This continued until her time in middle school, where a group of friends were playing a game of duel monsters. Wanting to do a tag duel, they were short a person and so, with Saori being the only one in the immediate area, one of them had gone to ask her. While the girl refused at first, the trio was persistent in asking her until he eventually caved. While she was at first lost in the rules, the girl picked it up fast and soon came to enjoy it. Saori then, persistently, asked every day to play with the friend group who were happy to let her join them.
 
This did not stay as stress free of an experience as she would've liked, however, as her parents were not entirely thrilled to here about their daughter wasting time on a game. However, as the game was a sport that was very well celebrated in Ambrosia, they agreed to let her continue playing so long as it did not interfere with the rest of her studies and she could make a career out of it. The pure fun she had with the game soon gave way, as a result, being just another source of stress when she under-preformed in it. All the same, she continued at it until the end of middle school. While her friends were moving on to more public schools, Saori didn't have the luxury and knew that she had to aim as high as she could even with schools. And so, due to both her grades and skills with dueling, the girl had managed to get a scholarship to Blue Yonder, now going there for her freshman year.

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interesting in joining but I have a couple questions, is this set in the same universe as any of the anime and, since you said you wanted a sort of anime-ish feel to the RP, what level of seriousness would you prefer characters to be at (like say, on a scale from edgelord/shonen protagonist charaters to complex and, to a degree, realistic characters that would have their own stand alone episode in a character study type of thing)

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I went through a period of rolling my eyes followed by casual interest followed by refusal to be interested followed by a decision to post an app. However after actually reading through this I'm not sure I can get behind the Duel Spaces idea. The game is not designed for such concepts as "dodging attacks" for instance.

The number of characters being crammed in here especially as I am certain Yui will have at least 2 or 3 worries me too. Right off the bat we have at minimum 5 host characters.

Also I'm uncertain how ages would go because having people in different grades seems like a problem for obvious reasons.

However I came in here planning to make an app and that is what I will do. But depending on how the above concerns are addressed it might stop at an app. I have some interest but I am the most on the fence one could possibly be. Don't want to sound like a prick but I need to be careful about joining RPs with how many I'm in.

Anyway...

 

[spoiler=Taking Yui's Niche]Name: Princess Gabriela Von Draculesti, Third of her name, Keeper of the Key, Angel of the Dark, Crown Princess of Romvania

Gender: Female

Age: 14

[spoiler=Appearance]Image

Gabriela stands at 5 foot tall and weighs in at no more than 90 pounds. She dresses in what she says is high fashion but is, in actuality, simply a cheap costume from a shop. Gabriela claims that she has dozens of these outfits and that she has no need of anything else. Her eyes are red only through colored contacts and are normally a soft hazel color.

 

[spoiler=Biography]Gabriela claims she is the princess of a far off land. A land where the rivers are filled with gems and the mountains with gold. She says she came to this land in order to study it and learn what she must to become a proper ruler for her people. And that, once she is coronated, she will judge from her experiences in this land whether her home of Romvania will enter a partnership with the people of Ambrosia.

 

This is a lie.

 

Gabriela, originally Gabby Conners, is the daughter of a gambling duelist. From an early age she was forced to work around the neighborhood, where the people looked at her with a mixture of pity and disgust, to help her parents make a living. Or, rather, to fuel her father's gambling habit. Her father was a relatively talented duelist but he tended to rely on shaky luck and more often than not broke even or fell into debt. However he knew enough to teach his daughter how to play. And how to cheat.

 

He intended for the girl to help him with his, increasingly shady, plans to make more money. As he fell deeper into debt he became more wild, more desperate, and both Gabby and her mother began to fear what the man would make her do.

 

Her mother, a rather timid woman, was in secret hiding away money here and there whenever she could scrap any up or sneak a bit from the rare instances of her father ending up in the positive. She wanted to keep her daughter from the criminal, and dangerous, life that her father had planned for her. And so, on her 14th birthday, Gabby's mother gave her the money and told her to run. To get away from her father. There was a tournament for young and talented duelists with the prize of a scholarship to a prestigious school. Gabby's mother convinced the girl to sneak out, get some cards, and enter the tournament.

 

Gabby reluctantly obeyed and, thinking no tournament would let someone dressed in rags duel, first bought a cheap costume and gathered up enough cards for a deck. She did decently well but it seemed clear that she wasn't going to win the entire thing. Desperate, Gabby used some of the techniques her father had shown her and cheated her way to the top. Absolutely dominating the competition.

 

She decided to remake herself anew in this new school. Gabby Connors was dead. Long live Princess Gabriela.

 

[spoiler=Personality]Gabby was a polite and rather unassuming girl. Who harbored guilt over cheating. Who didn't believe that she deserves to be among all these elites in this incredible school. A girl who feared her true nature being discovered. Who wanted to make friends but had no idea how to do so and wanted nothing more than to separate herself from her past life as much as possible.

 

But this isn't the story of Gabby. Not anymore.

 

Gabriela is a pompous young lady. One who is used to getting what she wants and believes that others are merely there to put her on a pedestal. She craves being praised and will go out of her way to stand out for this reason. She says she doesn't mind stepping on those lesser than her to rise up. Though she is, of course, far too proper and regal to do such a thing. Despite her arrogant and outgoing attitude Gabriela doesn't seem to be entirely unkind. She may belittle people but she doesn't want anyone to be hurt in any way. She says that she is looking after her "flock" and that it is only proper to make sure those beneath her are healthy. Any act of kindness on her part are often followed by some line about how it is only because of her superior position and genetics. For she was born for greatness and nothing can possibly stop her.

 

[spoiler=Deck]Servants of the Dark: Wights, of course. Gabriela's deck consists mostly of cards that feed off the Monsters in order to put herself at an advantage. Cards such as Chaos Burst and cards to send the Wight Monsters to the Graveyard. The only extra deck she employs are Fusion Monsters, notably Dragonecro Nethersoul Dragon. But her true Ace is the King of the Skull Servants.

 

Duel Skill: Give Yourself To The Divine Demon: All Monsters in the Graveyard are treated as Skull Servant for one turn.

 

[spoiler=Custom Cards]To be created at a later date if ever. Planning on coming up with some Zombie Fusions for future use.

 

[spoiler=Misc][spoiler=Themes]

Gabby's Soul

 

-Hates cards that rely on luck and will avoid those who use such things.

-Is very careful about not getting her clothes dirty as she only has the single outfit. Though she denies this fact.

-Talented at household chores and cooking but often doesn't show this around others.

-Claims she has Dark Familiars that follow her and do her bidding. This is her main excuse as to why wherever she lives seems to always be clean.

-Is terrified her father will find her and make her do his bidding. And that she'll cheat again and become the same as him.

-Often wonders if this whole thing wasn't an elaborate plan by her father.

 

 

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However after actually reading through this I'm not sure I can get behind the Duel Spaces idea. The game is not designed for such concepts as "dodging attacks" for instance.

 

If it's any consolation, you can't use your maneuvering skills to completely or indefinitely avoid an attack. All the "dodging" is, well, to quote to the OP, "giving them more time to react and make a counterplay." While monsters are attacking in an RP/anime, unlike in a IRL program/tournament setting, you aren't allowed to wait for 2 minutes during your opponent's Damage Step while you think of a move, so you have to buy time by exploiting the system. This is seen in the anime quite a lot, even outside of Arc-V's action duels.

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If it's any consolation, you can't use your maneuvering skills to completely or indefinitely avoid an attack. All the "dodging" is, well, to quote to the OP, "giving them more time to react and make a counterplay." While monsters are attacking in an RP/anime, unlike in a IRL program/tournament setting, you aren't allowed to wait for 2 minutes during your opponent's Damage Step while you think of a move, so you have to buy time by exploiting the system. This is seen in the anime quite a lot, even outside of Arc-V's action duels.

That kind of just makes me question the point of having it even more. Reaction time could've been a skill that a duelist needs to have and could be a flaw for some but instead there's this...awkward dodging for a bit which probably doesn't look too fun for an audience.

It also makes certain monsters less viable due to being naturally slower. I can't imagine a Superheavy Samurai for instance dodging very well. And blocking an attack gives even more questions if that's the alternative for such Monsters.

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interesting in joining but I have a couple questions, is this set in the same universe as any of the anime and, since you said you wanted a sort of anime-ish feel to the RP, what level of seriousness would you prefer characters to be at (like say, on a scale from edgelord/shonen protagonist charaters to complex and, to a degree, realistic characters that would have their own stand alone episode in a character study type of thing)

Ideally somewhere in between, but there’s room for characters on both ends of the spectrum here. As long as the character seems compitently written there won’t be any issues.

 

I went through a period of rolling my eyes followed by casual interest followed by refusal to be interested followed by a decision to post an app. However after actually reading through this I'm not sure I can get behind the Duel Spaces idea. The game is not designed for such concepts as "dodging attacks" for instance.

The number of characters being crammed in here especially as I am certain Yui will have at least 2 or 3 worries me too. Right off the bat we have at minimum 5 host characters.

Also I'm uncertain how ages would go because having people in different grades seems like a problem for obvious reasons.

However I came in here planning to make an app and that is what I will do. But depending on how the above concerns are addressed it might stop at an app. I have some interest but I am the most on the fence one could possibly be. Don't want to sound like a prick but I need to be careful about joining RPs with how many I'm in.

Anyway...

 

[spoiler=Taking Yui's Niche]Name: Princess Gabriela Von Draculesti, Third of her name, Keeper of the Key, Angel of the Dark, Crown Princess of Romvania

Gender: Female

Age: 14

[spoiler=Appearance]Image

Gabriela stands at 5 foot tall and weighs in at no more than 90 pounds. She dresses in what she says is high fashion but is, in actuality, simply a cheap costume from a shop. Gabriela claims that she has dozens of these outfits and that she has no need of anything else. Her eyes are red only through colored contacts and are normally a soft hazel color.

 

[spoiler=Biography]Gabriela claims she is the princess of a far off land. A land where the rivers are filled with gems and the mountains with gold. She says she came to this land in order to study it and learn what she must to become a proper ruler for her people. And that, once she is coronated, she will judge from her experiences in this land whether her home of Romvania will enter a partnership with the people of Ambrosia.

 

This is a lie.

 

Gabriela, originally Gabby Conners, is the daughter of a gambling duelist. From an early age she was forced to work around the neighborhood, where the people looked at her with a mixture of pity and disgust, to help her parents make a living. Or, rather, to fuel her father's gambling habit. Her father was a relatively talented duelist but he tended to rely on shaky luck and more often than not broke even or fell into debt. However he knew enough to teach his daughter how to play. And how to cheat.

 

He intended for the girl to help him with his, increasingly shady, plans to make more money. As he fell deeper into debt he became more wild, more desperate, and both Gabby and her mother began to fear what the man would make her do.

 

Her mother, a rather timid woman, was in secret hiding away money here and there whenever she could scrap any up or sneak a bit from the rare instances of her father ending up in the positive. She wanted to keep her daughter from the criminal, and dangerous, life that her father had planned for her. And so, on her 14th birthday, Gabby's mother gave her the money and told her to run. To get away from her father. There was a tournament for young and talented duelists with the prize of a scholarship to a prestigious school. Gabby's mother convinced the girl to sneak out, get some cards, and enter the tournament.

 

Gabby reluctantly obeyed and, thinking no tournament would let someone dressed in rags duel, first bought a cheap costume and gathered up enough cards for a deck. She did decently well but it seemed clear that she wasn't going to win the entire thing. Desperate, Gabby used some of the techniques her father had shown her and cheated her way to the top. Absolutely dominating the competition.

 

She decided to remake herself anew in this new school. Gabby Connors was dead. Long live Princess Gabriela.

 

[spoiler=Personality]Gabby was a polite and rather unassuming girl. Who harbored guilt over cheating. Who didn't believe that she deserves to be among all these elites in this incredible school. A girl who feared her true nature being discovered. Who wanted to make friends but had no idea how to do so and wanted nothing more than to separate herself from her past life as much as possible.

 

But this isn't the story of Gabby. Not anymore.

 

Gabriela is a pompous young lady. One who is used to getting what she wants and believes that others are merely there to put her on a pedestal. She craves being praised and will go out of her way to stand out for this reason. She says she doesn't mind stepping on those lesser than her to rise up. Though she is, of course, far too proper and regal to do such a thing. Despite her arrogant and outgoing attitude Gabriela doesn't seem to be entirely unkind. She may belittle people but she doesn't want anyone to be hurt in any way. She says that she is looking after her "flock" and that it is only proper to make sure those beneath her are healthy. Any act of kindness on her part are often followed by some line about how it is only because of her superior position and genetics. For she was born for greatness and nothing can possibly stop her.

 

[spoiler=Deck]Servants of the Dark: Wights, of course. Gabriela's deck consists mostly of cards that feed off the Monsters in order to put herself at an advantage. Cards such as Chaos Burst and cards to send the Wight Monsters to the Graveyard. The only extra deck she employs are Fusion Monsters, notably Dragonecro Nethersoul Dragon. But her true Ace is the King of the Skull Servants.

 

[spoiler=Custom Cards]To be created at a later date if ever. Planning on coming up with some Zombie Fusions for future use.

 

[spoiler=Misc][spoiler=Themes]Gabriela's Theme

Gabby's Mind

Gabby's Soul

 

-Hates cards that rely on luck and will avoid those who use such things.

-Is very careful about not getting her clothes dirty as she only has the single outfit. Though she denies this fact.

-Talented at household chores and cooking but often doesn't show this around others.

-Claims she has Dark Familiars that follow her and do her bidding. This is her main excuse as to why wherever she lives seems to always be clean.

-Is terrified her father will find her and make her do his bidding. And that she'll cheat again and become the same as him.

-Often wonders if this whole thing wasn't an elaborate plan by her father.

 

 

Ignore the part where I quoted the app. I’ll get to that later.

 

Dova sort of already answered this but I’ll take a crack at it anyway. “Dodging” can take any number of forms depending on the cards involved, artistic liscence, and what the actual script of the duel calls for (because remember we’re scripting every game). Its seen all the time in numerous anime series, not just arc-v. Notable examples being the “fights” had in 5ds when two monsters of similar strength/importance battle. Oftentimes the monster that is going to be destroyed by the attack/effect will actually fight back against the opposing monster before being overcome, especially in the more action-oriented turbo duels. Zexal did this too, to my knowledge, and obviously in Arc-V the writers and animators got to have a field day with this concept during action duels, where players would be constantly on the move, riding their monsters, and literally ducking out of the way of attacks and card effects to buy themselves time to retrieve an action card or come up with a counterplay. Here using duel space, the options are even more varied, as players are able to customize how their cards look, behave, and even move on a whim, allowing for any kind of interaction the plot requires. Its all about flavor, tl;dr.

 

Characters in different grades isn’t really an issue, as we’re set in a boarding school where everyone lives on the same campus, and even in my irl public highschool we had kids from different grades in the same class, depending on electives and academic skill level. Everyone will, pretty much unavoidably, be seeing a lot of one another. Big casts are nothing new in yugioh or to me, either, but regardless i’m going to be discerning with what apps get in and what don’t, so the cast won’t be overcrowded or redundant.

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[spoiler=Don't Call it a Heel Turn] 

Name: Takeshi Sagikkun

Gender: Male

Age: 17

[spoiler=Appearance] 

[spoiler=image(s)] 

"Let's throw down!"                                                                                                ". . . That is, if you want to."

2b3065c49ff2a9d6f3e2dbe8e6235e03b357caf1027ce537a58082df1dd65a635cb9a9be.jpg 

 

Takeshi is an average 5'6, sometimes 5'8 depending on which shoes he wears, with pastel pink hair. If you asked Takeshi to describe his look he'd probably say "delinquent rock-star", dressing in black or colors that compliment his hair, leather jackets and torn skinny jeans, and dozens of different accesories including gloves, sliver chains (his favorite with a cross), and arm bands covered in spikes while in public; when home he prefers to ditch the facade and wear his more comfortable cloths, pastel sweaters/hoodies, one-size-to-big button up shirts with cute prints, and of course anything pink he can get his hands on. He usually tries to give off a vibe of nonchalant-ness with a cocky grin to sell his punk aesthetic. 

[spoiler=Personality]

While he tries to make a big show of being this tough guy even when he's not dueling he's actually really shy, easily frightened by large groups, and intimidated by confrontation, hiding his secret love of more "feminine" and "cutesy" things for fear of what his classmates would think. Usually when he duels he tries to show off his "harsh" looking monsters to further sell his punk persona, not really caring whether or not he wins as long as he can save face and remain seen as the tough as nails bad boy. if someone does manage to break through the surface layer and see him for what he really is Takeshi would, whether he revealed himself or they simply caught him in the act, consider them a closer friend than anyone else or the biggest threat to his secret. 

[spoiler=Bio] As a child Takeshi embraced his love of "soft" things, wearing his favorite colorful cloths, playing with toys others would say where girly, and made his deck out of monsters he thought were cute rather than ones he thought were strong. This, unfortunately but inevitably, led to constant bullying and mockery by his peers leading to feelings of guilt and self loathing and the rejection of the things he loved. years later, when Takeshi was around thirteen, his father was transferred to the other side of Ambrosia for work and he took the chance to reinvent himself, Takeshi started dressing like a punk, getting in trouble in school, and replaced his beloved deck of adorable creatures with one of hideous battlephase-centric ritual monsters; keeping his true interests secret from everyone. 

[spoiler=Deck] Wickedly Grimm: A Ritual focused deck that uses the "Wicked Horn/Dragon/Beast" archetype with a few cards from the "Grimm" archetype to support it, both of which focus on less than traditional methods of Ritual summoning, one using trap cards as alternatives to Ritual Spells while the other uses Ritual Spells with unusual condition.

[spoiler=Custom Cards]

[spoiler=Monsters]

Wicked Beast Borg

Fiend/Effect/Dark/7/2400/2100

"If this card is destroyed by battle Special Summon one "Wicked Beast" monster from your deck or graveyard except "Wicked Beast Borg". If this card is tributed for the Ritual Summon of a "Wicked Horn Ritual Dragon" destroy two cards your opponent controls."

 

Wicked Beast Elf

Spellcaster/Effect/Dark/7/1800/2600

"You can Special Summon this card from your hand when you activate a "Wicked Dragon" Spell. "Wicked Horn Ritual Dragon" and "Wicked Beast" monsters are immune to your opponents card effects during your battlephase."

 

Wicked Beast Rider

Warrior/Effect/Dark/7/2900/1200

"You can Special Summon this card from your hand while you control a "Wicked Beast" monster. When this card leaves the field, except for a Ritual Summon, add one "Wicked Dragon" Spell from your deck or graveyard to your hand."

 

Wicked Beast Trainer

Fiend/Effect/Dark/7/1700/2700

"You can discard one "Wicked Beast" monster, Special Summon this card from your hand. While you control this face-up card other "Wicked Beast" monsters can attack directly but battle damage is halved."

 

Crow the Grimm

Winged Beast/Effect/Dark/2/800/500

"If this card is sent to the graveyard for the Ritual Summon of a "Grimm" monster it can be treated as the entire tribute. This card can attack your opponent directly. If this card deals damage to your opponent you can add one Ritual Spell from your deck or graveyard to your hand."

 

Shattered Hope

Fairy/Effect/Dark/7/0/0

"When your opponent would summon a monster or activated a spell/trap card or monster effect you can Special Summon this card from your hand, negate that summon or effect and destroy that card (this is a quick effect). When your opponent declares an attack you can make this card the attack target and, if it has not been previously targeted for an attack, it is not destroyed."

 

Wicked Horn Blac Imp

Fiend/Ritual/Effect/Dark/7/2200/1900

 

"This card cannot be Normal Summon/Set. This cards name can be treated as "Wicked Horn Ritual Dragon" for card effects. When this card is Ritual Summoned add one "Wicked Horn Blu Imp" from your deck or graveyard to your hand. You can tribute one "Wicked Horn Re Imp" you control, Special Summon this card from your hand (this is treated as a Ritual Summon). When this card battles an opponents monster destroy that monster before the damage step."

 

Wicked Horn Blu Imp

Fiend/Ritual/Effect/Dark/7/2200/1900

"This card cannot be Normal Summon/Set. This cards name can be treated as "Wicked Horn Ritual Dragon" for card effects. When this card is Ritual Summoned add one "Wicked Horn Re Imp" from your deck or graveyard to your hand. You can tribute one "Wicked Horn Blac Imp" you control, Special Summon this card from your hand (this is treated as a Ritual Summon). When this card battles an opponents monster your opponent cannot activate cards and effects until after the damage step."

 

Wicked Horn Re Imp

Fiend/Ritual/Effect/Dark/7/2200/1900

"This card cannot be Normal Summon/Set. This cards name can be treated as "Wicked Horn Ritual Dragon" for card effects. When this card is Ritual Summoned add one "Wicked Horn Blac Imp" from your deck or graveyard to your hand. You can tribute one "Wicked Horn Blu Imp" you control, Special Summon this card from your hand (this is treated as a Ritual Summon). When this card battles an opponents monster inflict damage to your opponent equal to half the opponents monsters DEF."

 

Wicked Horn Gill

Fish/Ritual/Effect/Dark/7/2000/2500

"This card cannot be Normal Summon/Set. This cards name can be treated as "Wicked Horn Ritual Dragon" for card effects. When this card is Ritual Summoned target up to two monsters your opponent controls, return them to the hand. If this card destroys an opponents monster by battle destroy one card your opponent controls."

 

Wicked Horn Stripe Beast

Beast/Ritual/Effect/Dark/7/1800/1400

"This card cannot be Normal Summon/Set. This cards name can be treated as "Wicked Horn Ritual Dragon" for card effects. This card gains 200 ATK and DEF for each Ritual Monster you control. once per turn, during either players turn, you can discard one "Wicked Beast" monster, this card cannot be destroyed by battle until the endphase."

 

Fool Grimm Imp

Beast-Warrior/Ritual/Effect/Dark/2/1200/800

"This card cannot be Normal Summon/Set. This card can be treated as the entire tribute for the Ritual Summon of a Dark Attribute monster. when this card leaves the field inflict 100 damage to your opponent for each "Grimm" monster in your graveyard."

 

Fable Enchanted Zenko

Beast/Ritual/Effect/Light/5/2100/1700

 

"This card can only be Ritual Summoned (from the hand). Once per turn you can add one Ritual Spell or one Trap card with "(this is treated as a Ritual Summon)" in it's text from your deck to your hand. While you control this monster the Summon of Ritual Monsters cannot be negated."

Ace's

Wicked Horn Ritual Dragon

Dragon/Ritual/Effect/Dark/7/2500/2000

"This card cannot be Normal Summon/Set and must be Ritual Summoned (from the hand). When this card is Ritual Summoned it gains ATK equal to the number of monsters tributed for it's summon x500. When this card leaves the field you can Special Summon one Ritual Monster from your hand or deck (ignore summoning conditions) whose Level is equal to or less than this cards."

 

Vile Crown Ritual Dragon

Dragon/Ritual/Effect/Dark/7/3000/2500

"This card cannot be Normal Summon/Set and must be Ritual Summoned (from the hand) using a "Wicked Dragon" spell with "Wicked Horn Ritual Dragon" as the tribute. This cards name can be treated as "Wicked Horn Ritual Dragon" for card effects. Once per turn you can banish one Ritual Spell from your graveyard, destroy one card on the field." 

[spoiler=Spells] 

Heart of the Wicked Dragon

"Add one "Wicked Horn Ritual Dragon" from your deck to your hand then, if you control a face-up "Wicked Beast" monster add one "Tribute to the Wicked Dragon" or "Vile Crown Ritual Dragon" from your deck or graveyard to your hand."

 

Mask of the Wicked Dragon

Equip
"
Equip to a Dark Attribute monster you control, the equipped monster becomes Level 7 and it's name becomes "Wicked Horn Ritual Dragon", if the equipped monster would be tributed for the Ritual Summon of "Wicked Horn Ritual Dragon" equip the summoned monster with this card. A monster equipped with this card whose original name is "Wicked Horn Ritual Dragon" cannot be destroyed by battle or card effects."

 

Nest of the Wicked Dragon

Continuous

""Wicked Horn Ritual Dragon" you control cannot be targeted for card effects. Once per turn you can tribute one "Wicked Beast" monster you control, Special Summon one "Wicked Horn Ritual Dragon" from your graveyard."

 

Tribute to the Wicked Dragon

Ritual

"This card can be used to Ritual Summon "Wicked Horn Ritual Dragon" by tributing monsters from your hand or side of the field or banishing monsters from your deck or graveyard whose combined Levels are equal to or less than 7."

 

Reverence to the Wicked Dragon

Ritual

"This card can be used to Ritual Summon "Wicked Horn Ritual Dragon" from your hand by tributing monsters from your hand or your opponents side of the field whose combined Levels are equal to 7, if you tribute your opponents monsters by this effect pay 1000 life points for each monster tributed."

 

Partial Sacrifice

Ritual

"This card can be used to Ritual Summon any Ritual monster from your hand by tributing monsters from your hand or side of the field whose combined levels are equal to or greater than half of that monsters Level (if an odd number the greater half). A monster Ritual Summoned by this card has it's ATK or DEF halved." 

[spoiler=Traps] Rise of the Grimm Fool

"When your opponent would summon a monster you can negate that summon and destroy that monster then, i fit's Level was 2 or more, Special Summon one "Fool Grimm Imp" from your deck or graveyard (this is treated as a Ritual Summon)."

 

Sacrificial Lamb

Counter

"Tribute on monster you control to apply one of the following effects:

- Destroy one card on the field
- Negate the activation of a Spell/Trap card and destroy it

- Gain Life Points equal to half of the tributed monsters ATK

 

 

[spoiler=Misc. Info] Despite using Wicked Horn/Vile Crown as his aces Takeshi's favorite monster is "Fable Enchanted Zenko", being one he used in one of his first decks that just happened to work well with his current one, he'll always deny it though.

Takeshi's dorm room is decorated with a collection of stuffed animals and plush's of duel monsters he likes (including a life sized "Fable Enchanted Zenko" on the end of his bed) since his roommate moved out, leaving him the whole room to express himself in.

His duel disk is silver with a black holo-blade but he occasionally changes it to pink when he's dueling a close friend.

He hates bitter things like coffee and usually gets a hot chocolate at CoffeeCards when he goes.

[spoiler=Themes] Theme 1 - Punk Strut

Duel Theme - Getting Wicked 

 

 

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I haven't actually played Yugioh in months, but I am interested in this RP. It may take me a while to finish my app, as I'll be looking for an archetype to fit my character and making sure that everything is nice and neat.

[spoiler=Late. . .again]
 

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"Ah crap, crap, crap! I'm gonna be late for class again!"

Name: Akari Ito
Age: 15
Gender: Female

[spoiler=Appearance] cAf7cAC.jpg?2
Height: 5' 4"

Weight: 118 lbs

Standing at an average 5’4”, Akari is actually only two inches shorter than her older sister, Fumi. Her rather slim figure is caused because of her choice to diet every now and then and not because of exercise. Her dark blue hair (a trademark of the Ito’s) is often times worn down and a bit messy, as she doesn’t usually have the time in the morning to mess with her hair. When she does have the time, she'll usually put it into a neat little pony tail.

When Akari isn’t in her Blue Yonder uniform, you’ll usually spot her sporting some kind of colorful clothing. Depending on how she’s feeling at the time, she could wear anything from a fancy summer dress to a simple t-shirt and shorts.



[spoiler=Personality]Being born in a family of pro duelists, it’s not really a surprise that Akari wants to be one herself. But when it comes down to it, dueling isn’t second nature to her like it is to her siblings. It’s almost like life decided to take the Ito’s natural skill for dueling away from her in exchange for allowing her to enter the world. But even if she isn’t as talented as her siblings, she still tries her best.

Just because she’s from a rich and prestigious family doesn’t mean that she’s stuck up and rude. In fact, she’s the complete opposite. She’s a kind and friendly person who likes to chat with whoever, when she isn’t rushing to get to class. While most teachers think Akari chooses to be late, it's actually because she oversleeps. This is because she spends most of her nights studying on an upcoming test or focusing on a topic that's currently being taught in class. Her studying usually pays off as most of the time she gets average grades.

If you didn’t know, Akari is a bit on the clumsy side. Many times she’s accidentally dropped something or tripped over thin air. Often times, her clumsiness has gotten her into troublesome situations with teachers and students alike. Her clumsiness has sometimes spilled into her dueling, causing her to make mistakes. Most of the time it’s just a little mistake like forgetting to activate an effect, but in some cases she has done bigger mistakes that have actually cost her a duel.

All in all, Akari wants to bear the Ito name proudly, and she knows that the only way to do that is to become a pro duelist. So no matter how many times she stumbles or messes up along the way, she’ll keep going towards her goal.



[spoiler=Deck]Crystal Beasts.

Since Crystal Beasts have low ATK, Akari relies greatly on one of her two Ace Monsters when it comes to battle and inflicting damage. Luckily for her, both of them are hard hitters. Rainbow Dragon and Rainbow Overdragon both have really high ATK and have effects that can increase their high ATK even more. However, since it usually takes some time to actually bring them out, Akari’s main strategy is to hold off her opponent until she can bring out the big guns. She pulls this off with cards like Swift Scarecrow and Bacon Saver.

. . .

Duel Skill: Crystal Reserve: Once per Duel, during either player’s turn when your LP is 1000 or less: You can place up to 2 “Crystal Beast” monsters from your Deck and/or Graveyard face-up in your Spell/Trap Zones as Continuous Spells.



[spoiler=Bio]The rich and prestigious Ito family are known far and wide in Ambrosia for their status in the dueling world. Almost every member of the Ito family is or has been a pro duelist. So, it’s not really a surprise that Akari Ito wanted to be one too. Being the youngest of three siblings, she always looked up to her older brother and sister. With her brother, Reo, being the eldest, she looked up to him the most. Whenever he dueled, whether it be at home or out at some duel tournament, Akari watched. She enjoyed how he always dueled with a smile and showed off so much energy and skill in his duels. She wanted to be just like him. But as it turned out to be, it wasn’t gonna be easy.

As it turned out, she was actually a terrible duelist. Often times she’d make a mistake or forget how a card worked, and because of this, she lost every duel she had. No matter how hard she tried to get better, it always felt like nothing changed. Her dueling was garbage. It was clear that the pro dueling gene had skipped her or something.

Akari would’ve probably given up her dream to become a pro duelist right then and there if it wasn’t for her siblings. Noticing that she was struggling with her dueling, they helped her as best as they could. Under their guidance, her dueling slowly but surely got better, and it wasn’t long before she was starting to win duels. With her goal to be a pro duelist looking brighter than before, she continued focusing on improving her dueling.

At the age of 14, Akari enrolled in Blue Yonder Academy, the place where both of her siblings had graduated from. Wanting to make her family proud, she worked hard and survived her first year with average grades.

Now going into her second year at Blue Yonder, her main worry is keeping her grades at acceptable levels.



[spoiler=Misc]-Loves bunnies over any kind of animal and even has a pet bunny named Snowflake that her older siblings take care of while she's at Blue Yonder.
Default Theme
Duel Theme 




EDIT: My app is done.

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I might be overthinking it but the Duel Space thing...something feels off. I suppose it's that I'm unsure how it'll play out in writing as opposed to animation. Not how to do it but...if it'd flow alright.

Still a bit iffy since it feels like certain monsters are at a disadvantage and it's difficult to wrap my head around this idea of the player moving out of the way especially as I haven't seen Zexal.

I think my main concern is that it could possibly take away from a duel rather than make it more interesting. It could go from anywhere to being superfluous to being actually detrimental.

 

Also do you have any like...ballpark idea for how many characters you want in this?

 

I want to be a part of this (or try to as it's not a guarantee the app would make it in) just want to be sure what I'm getting into first.

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I might be overthinking it but the Duel Space thing...something feels off. I suppose it's that I'm unsure how it'll play out in writing as opposed to animation. Not how to do it but...if it'd flow alright.

Still a bit iffy since it feels like certain monsters are at a disadvantage and it's difficult to wrap my head around this idea of the player moving out of the way especially as I haven't seen Zexal.

 

Think of it as a timer. You have a set amount of time to activate a counter, say a spell or monster effect, and 'moving' gives you a bit more time to activate said counter. I'm not sure what you mean about monsters being at a disadvantage.

 

I think my main concern is that it could possibly take away from a duel rather than make it more interesting. It could go from anywhere to being superfluous to being actually detrimental.

 

What do you mean by detrimental? As far as I understand it, you're unsure of something like this...

 

"As the Blue-Eyes fired its signature attack, Red-Eyes opened its mouth, firing a beam in a desperate attempt to fight back. The white lightning and red flames clashed, at a stalemate at first, but the lightning slowly overtook the fire, engulfing the red-eyed dragon and causing its owner's lifepoints to drop by 600 lifepoints,"

 

Which I think is more fun to read than...

 

"Chazz attacked Red-Eyes with his Blue-Eyes, causing Yuma to lose 600 lifepoints," 

 

And doesn't cause many issues... Am I misunderstanding?

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[spoiler=Where do you go from the top?]

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Personal Information

Name: Hitomu Amaya

Age: 18

Gender: Male

[spoiler=Physical Appearance:]

https://i.pinimg.com/originals/c9/f6/22/c9f622f2dc71e2353827eee9ceb05526.jpg

Hitomu is 5’10” (177.8 CM) and 176 LBS (80 KG), lean but athletic. He is confident but in a rather subtle, self-assured fashion, and it shows in his posture. His presence is powerful enough to cause a shift in the atmosphere when he enters a room; people feel noticeably more comfortable with him around.

 

His uniform is usually unbuttoned about halfway, with his sleeves rolled up to his elbows. He dresses a lot more casually when he’s out and about (usually at his favorite haunt CoffeeCards), mostly just in tees and jeans, with the added addition of a thick silver chain that has a card hanging from it.

[spoiler=Personality:]

Hitomu is the shining example of someone born to lead. He’s laidback and easy going, and is slow to shift his sails when the wind changes. When you’re around him things that used to feel world-ending come into perspective quickly. People usually find themselves drawn to him because of that natural charisma.

 

Some of the older students will remember that he was once fiercely competitive, but that fire dimmed with each tournament he won. Hitomu has won so much that his passion for Duel Monsters has all but died out, at least for the dueling aspect of it. His preferred method of dueling now is at a hologram table with a fresh cup of hot chocolate, and a quiet environment where he and his opponent can carry on a conversation with inside voices. He really enjoys dueling the freshman to give them advice and scout the promising upcomers.

 

Truthfully, his passion is card design, and his dream job is at Industrial Illusions. He is riding the fast lane to becoming a professional duelist though, just like everyone wants him to, and Hitomu has always struggled at disappointing people he cares about. He doesn’t have the courage to tell anyone that going pro isn’t what he wants, especially because it’s something so many other students strive for, so he keeps quiet and wins when they ask him to.

[spoiler=Biography:]

Hitomu was born into a lower-middle-class family. His father an artist and his mother an aspiring professional duelist who was close to breaking into the scene when he was born. With a child to support and no career to speak of between the two of them, both put their dreams on hold to support their son. They always said that they were going to get back to them as soon as they could afford it.

 

That moment never came. Both worked over 40 hours a week, on opposing shifts, so that one of them could always be there to watch Hitomu. Inevitably they began to live their passions through their son. Hitomu was taught to draw by his father, and to duel by his mother. Both took it seriously, but his father was laxer in teaching him, whereas his mother was more passionate.

 

His Mom passed away in an accident unexpectedly when he was fourteen, just a few weeks after he went to study at Blue Yonder. Hitomu coped by throwing himself into dueling wholeheartedly. He felt closer to her with a handful of cards and an opponent to outplay. His passion and drive pushed him further and further ahead of his peers, and soon, Hitomu was the top duelist of his grade.

 

Hitomu Amaya was known as one of the strongest duelists in the school by his 10th grade year. With his win streak came notoriety, and with notoriety, popularity. His skill level mixed with his attitude was a combination that soon made him one of the most popular male students there was. Hitomu is now entering his 12th grade year and he hasn’t lost a duel in over a year. His passion for the sport has faded and the drive to win that put him on top has started to dampen without any challenge.

 

He’s considering not entering any of the dueling tournaments at the Kickoff Cup, and instead dipping his toes into the water of the card design tournaments. The rumor that the unofficial King of the Seniors isn’t going to duel has set the hallways on fire.

Dueling Information

Deck: Toon

Duel Skill: Toon in Next Time - The first time in a Duel a “Toon” monster you control would be destroyed, it is not destroyed, also you can place 1 "Toon World" or "Toon Kingdom" from your Deck face-up in your Spell/Trap.

Custom Cards: Link

 

I've avoided making an app for every YGO RP I've seen on this site cause they always get so many people so fast. Figured I'd ignore that and at least make one for once.

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