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Timeskipper

[OOC/PG-16/Accepting] Yu-Gi-Oh FORTUNE Redux

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bANLtZN.png

From an original concept by Zai

Brought back from the dead by Timeskipper

And with the kind assistance of Void who provided the kickass logo

~~

Discord server: https://discord.gg/9aXXFP5

IC thread:

RP and character app rules

Spoiler

As usual, the RP section rules apply: no powerplaying, no godmodding, please try not to ghost, and don't be a jerk.

This RP will be set in the DM-GX-5Ds continuity, specifically 20 years after the end of 5Ds, therefore sadly, Xyz and Link monsters will not be allowed, though Pendulums will, and of course cards that have been already established to be unique and/or plot-important (like the Egyptian God Cards) will also not be allowed. You are of course free to adapt a monster that's Link or Xyz in order to make it playable here. You also can use, if you really want, archetypes used by previous canon characters that haven't been explicitly stated to be unique or magical in nature, though I'd still rather not have to check for your cards' canon consistency. Custom cards are more than welcome: post them in your OOC, and I will check them. If I approve your application, it means I also approved your custom cards. If I have problems with them, I'll let you know. In general, try to keep them at a power level appropriate for an anime-inspired roleplay. Since duels are written, interesting and fun duels trump competitive viability.

Of course, since the game is set in Neo Domino, the Signers will be making a return. If you DON'T want your character to be a candidate Signer, specify so in the app, otherwise assume that everyone might be one. Who will be who is, of course, a surprise, and you will find out as the story progresses. Feel free to be creative with your character's background - all that's required is for them to be in Neo Domino at the current time, and to not contradict previously established canon. They could be a pro duelist, a random civilian, a journalist, a politician, anything. They might not even have cards (if you really want), and YOU CAN SUBMIT MORE THAN ONE CHARACTER. You are however encouraged to have them at least have an opinion on the current political situation in the city, if only because the situation is so polarized it's hard NOT to have an opinion on it. They don't NEED to be active militants in Anthem or Satisfaction... but they definitely can be. It's also possible for your characters to be members of another group in addition to either Anthem or Satisfaction, which you can list in the Alignment section of your app. Such group can be something like the Neo Domino Municipality or Police Department, and can even be a creation of your own. Include a short description of what this group is in your app, and if I find it fits the setting, I will greenlight it and make it part of the setting itself (and add a section in the OOC for it). It can be things like political parties, circus troupes, etc. Neo Domino is a proportional democracy, so you can have a plurality of parties, even based around very narrow issues. Just try to make them believable.

The RP is rated PG-16 in order to make it acceptable to deal with dark themes that were seen in the show itself, possibly in a slightly more in-depth fashion. It will not be constant, but it's important that the possibility is there. Of course, remember that this is still Yu-Gi-Oh and we're not gonna have people going around shooting other people willy nilly - non-duel combat will be always treated as a major exception to how this world works, with the exception of Kādoken. Just use your judgment in general and assume the tone will be that of a slightly more somber 5Ds, and there will still be plenty of occasions for levity and comedy. Finally, the terminology we will be using, for a matter of consistency, will be the original one (Neo Domino instead of New Domino, Momentum instead of Ener-D, D-Wheel instead of Duel Runner), but for the cards we'll be using TCG instead of OCG names.

Character app skeleton

Character app skeleton

Name:

Gender:

Age:

[Personality]
 

2 paragraphs minimum

[Physical description]

Use of an Image is highly recommended. 1 paragraph of description minimum. This is also where you may describe your character's duel disk and/or D-Wheel.

Alignment: Can be Satisfaction, Anthem or Neutral, though picking a side is HEAVILY encouraged. As said before, it's hard in the time the story is set to NOT have an opinion. Additionally, you can have your character be also affiliated with another group in parallel to their support for either of the two movements.

[Change this to your custom group name]

If your character is part of an additional group of your making, insert a description here, minimum 2 paragraphs.

 
[Deck]

The name and description of your character's deck goes here. There is no need to provide a decklist, but at least a brief blurb describing their deck and strategy should be included here. bonus points for extra detail and mentions of their ace card(s).

[Custom cards]

Images of, links to, or written versions of all custom cards the character uses

 
[Biography]

1 paragraph minimum

 

 

[Misc. information]

Theme songs, trivia, and other fun facts/goodies go here

If your character is part of an additional group of your making, insert a description here, minimum 2 paragraphs.

 
Accepted apps
Chaos Sonic - Itsuki Amano (Satisfaction)
Void - Asaka Yukio (Satisfaction, Church of the Celestial)
Arkars - Aster Granduchi (Anthem, Gran-D Wheel)
JPAlpha - Arabella and Sinclair Valentia (Anthem)
ChampionZERO - Ryu Kikai (Anthem)
Saiba Aisu - Dahlia von Blum (Satisfaction, Neo Domino Pro Dueling Circuit, Black Clovers)
Merry Nightmare - Hiroko Kirigami (Neutral, nominally)
 
 
Database
Spoiler

 

This section will be updated with details provided by players as well. Credit to Yui and Zai for the descriptions and concepts in the original Database section - they were so well made I really didn't feel the need to change them.

[Satisfaction]

The name given to the Anti-Momentum movement, Satisfaction gets its name from the legendary dueling team that once unified old Satellite. Satisfaction seeks to end Neo Domino City's use of Momentum. It is backed and funded by alternative energy interests, though by far its most fervent support comes from the public itself, which has become increasingly incensed in the wake of the second Zero Reverse.

The movement is composed of many varied individuals (though the vast majority are poor or working class and hail from Center), Satisfaction's public face is "Center's Spark" Kyoji Kurama, a relatively unknown dueling prodigy famous for his fiery rhetoric and his ace monster: Stardust Spark Dragon. When compared to Anthem, Satisfaction is larger in numbers, though it boasts a lesser amount of professional duelists. Satisfaction's members are notable for their garb: sleeveless brown jackets that resemble the clothing worn by Team Satisfaction in the past, as well as their rejection of Momentum-powered D-Wheels, preferring old-fashioned gas engines or electrical engines powered by other means, like batteries.

 
[Anthem]

Founded by several members of Neo Domino's professional dueling circuit, Anthem is Neo Domino city's Pro-Momentum movement. Consisting primarily vocal professional duelists and residents of the Satellites, Anthem's purpose is to oppose Satisfaction, and to safeguard the safety of the city and what many of its members perceive as their way of life by maintaining the Momentum Grid. Though Anthem does have public support, it is considerably smaller than Satisfaction, and is mainly backed by Momentum energy interests and nominally the Municipality itself, through its main coalition government. Though Anthem was founded by several individuals, its public face and nominal leader is indisputably Kādoken (lit:Card-Fist) martial artist Vivian Craft: Neo Domino City's current Duel Queen and one of the top Duel Monsters players in the city. When compared to Satisfaction, Anthem is smaller in numbers but more unified in its purpose and goals, though it is by no means any less violent than its rival group. Its members are notable for their Turbo dueling skill, and Anthem also boasts a fair number of the Neo Domino's Kādoken practitioners within its ranks.

 
[The Church of the Celestial]

The Church of the Celestial is a religious group that arose following the revelations made public by the Municipality, from Yiliaster’s defeat. The church’s creation is accredited to Professor Frank Ghosn, a former Yiliaster assassin who was left deranged for months following his duel with Luna in the Fortune Cup. Following his recovery, the Professor became an author and published several books regarding his knowledge of Yiliaster and the Duel Spirit World, becoming the foundation for the church’s dogma. As he traveled the country and presented his ideas, the Church of the Celestial was formally assembled and headquartered in Neo Domino City, then allying itself with the growing Satisfaction movement. His leadership was succeeded by the Court of Fates: A council of the leaders of the eight congregations across the city. The Church’s dogma is currently split right down the middle, prompting infighting and discord between those who fervently believe that another apocalyptic event is inevitable due to human nature and must be prepared for, and those who believe that by pooling their resources with Satisfaction they can change the fate of the human race. Membership of the Church is free to anyone - though it is unsurprising that a large number are of alienated demographics, such as psychic duelists from the defunct Arcadia Movement, along with more eccentric conspiracy theorists and doomsday preppers. The Municipality has tried to suppress the organisation’s growing social and political influence several times, but have been stifled when the church continues to successfully file injunctions and appeals. Investigations by local media have begun to peer into the secretive source of money for these legal battles.

 

[Turbo Duels]

Turbo Duels are just as popular in Neo Domino as they were during the 5D's anime, if not more so. However, in the past 20 years, upgrades in technology have caused their rules to change. Thanks to more advanced engine technology, as well as a more complete understanding of the properties of the World of Speed, the field spell card Speed World is no longer required for a turbo duel, as as modern D-Wheels can enter the pocket dimension unassisted. This allows speed counters to be generated spontaneously, as well as precipitate several changes to the original rules found in the anime.

First and foremost, all traditional spell cards are now legal for use in a turbo duel. Conversely, Speed Spells are banned from inclusion in the deck. Instead, modern D-wheels create Speed Spell holograms through the use of the D-Wheel's solid vision system. These holograms are then spawned at random along the Turbo Duel's course, and duelists can drive through or otherwise touch them in order to gain access to the speed spell depicted by the hologram, which is then transmuted into a playable solid vision card by the D-Wheel in much the same fashion as an action card in Yu-Gi-Oh Arc-v. Duelists will often race one another in order to gain access to Speed Spells, adding another layer of strategy to turbo duels. Because Speed World is no longer necessary for a turbo duel (though it and all of its variants can be picked up as Speed Spell cards) Field Spell cards are also able to be used. However, because all Modern D-Wheels enter the World of Speed automatically when dueling, the potency and area of effect of all Field spell cards are limited. This means that, though a field spell will always affect its controller's field, in order for it to also affect the opponent's field the turbo duelist must maneuver themselves so that their opponent is within their field spell card's radius. All other turbo duel rules from the 5D's anime still carry over to modern turbo duels, including speed counter rules.

In addition to the new rules, Turbo duels have become even more intense than they were in the 5D's anime. Thanks to improved technology, solid vision holograms are more intense and life-like, roughly on-par with Arc-V's solid vision. As well, these more realistic holograms are also affected by the phenomenon known as Sense. Due to the emotional connection Turbo duelists share when under the influence of The World of Speed, duelists are able to place their emotional intent into their card effects, thereby increasing or decreasing the intensity of their cards and effects, by speeding up or slowing down. Simply put, Sense allows a duelist to strike at their opponent with their feelings, sending implicit emotional messages to one another through card effects and striking with increased hostility or tempered, measured blows. Unlike the 5D's manga, however, unique variants of Sense do not exist, and each and every duelist's Sense is equal in strength, as it is a result of the World of Speed itself rather than the individual.

 
[Pendulum monsters]

Pendulum monsters were a recent breakthrough by KaibaCorp: monsters that could be used either as classical monsters, or as continuous Spell Cards, and allowed the user to Special Summon monsters for free, either from the hand or other Pendulum Monsters that were face-up in the user's Extra Deck. This incredible power came at the cost of needing setup in the form of two "scales" that would take up the farthest left and right zones of the user's Spell/Trap zone.

This extremely powerful new form of Summoning still had a few kinks to work out, however - it wasn't yet possible to make Tuners that were also Pendulum monsters, and they would draw on the Momentum generated by the user, which during a regular duel wouldn't have any impact, but during a Turbo Duel, would make it so that Pendulum Summoning would require expending Speed Counters proportional to the number of monsters Summoned from your Extra Deck.

Regardless of these limitations, Pendulum Monsters remain an extremely powerful staple of the competitive scene, and more are developed every day.

 
[The Neo Domino pro dueling circuit]

The most prestigious pro dueling circuit in the world at the time the story is set, the Neo Domino pro dueling circuit is divided in three "official" rungs of a ladder: there's the public circuit, open to anyone on a small fee, where participants challenge each other as much as they're able to over a season, and their score, based on victory ratio and a slew of other metrics, is used to allow recruiters from professional orgs to scout for talents to fill spots in their teams, which competed in the second rung of the ladder: the professional circuit proper.

Here, access is restricted to professional duelists who have secured a spot through achievements in past competitions in other accredited circuits, which can even be past editions of this very circuit, or by being accepted into an established organization (often, through a Duel Academy's honors program). It's possible to join as independent Duelists, of course, but that is a route most often only open to Duel Academy graduates, or people who have the money to cover the expenses of managing their own personal organization on their own.

And finally, there is the Fortune Cup. A tradition held from the days of Yliaster rule, it is held every two years, with the gap year being filled by the almost as prestigious World Dueling Grand Prix. While the Grand Prix has different rules, such as the event being held in teams of three and participation being open to winners of other major regional tournaments worldwide, the Fortune Cup is reserved exclusively to those who have made a name for themselves in Neo Domino: foreign professional duelists can participate, but only by going through the same process for Neo Domino natives, and winning the professional circuit's qualifier groups. Only those who have done so are allowed to race for the title of Duel King or Queen of Neo Domino City.

 
[Kādoken]

Kādoken (Lit. Card-Fist) is a relatively new martial art created nearly a century ago.

Like most martial arts, Kādoken teaches its users to use their own bodies (as well as some weapons) for self defense. Where Kādoken differs however, is that it creates within practitioners a subconscious awareness of the spirit world. Specifically, a Kādoken user is aware of the duel spirits within their deck, and when combined with the so-called "duel stances" taught by this martial art, this awareness allows the user to manifest various supernatural abilities based on the cards within their deck. These abilities vary greatly from user to user, as each practitioner's deck is linked to different individual duel spirits, and they are only usable when the Kādoken user enters the proper posture, or "stance". Kādoken users are known for their use of duel stances in games of duel monsters, where they can often be seen interacting with and fighting alongside the solid vision holograms of their monsters. Within the martial art itself, there are three disciplines, each with its own philosophy and techniques.

(Yui's notes: The discipline your Kādo user follows DOES NOT affect the makeup of your deck! For example, a Superheavy Samurai player could follow disciplines other than Monsutā, and a Spell Counter player need not follow Mahō.)

The three disciplines are:

Monsutā Kādoken - Known as Monster Card Style, the Monsutā discipline focuses on teaching Kādoken as a sport more than an art form. Favoring strong strikes and a honed offensive strategy, Monsutā users tend to focus less on their decks and more on the application of the martial art itself in Sparring Duels, often excelling in a few key techniques as opposed to engaging in a more varied study. Philosophically, the Monsutā discipline stresses the use of Kādoken for victory and personal growth rather than self defense or spiritual enlightenment.

Mahō Kādoken - Known as Spell Card Style, the Mahō Discipline teaches Kādoken as means to gain spiritual enlightenment and heightened awareness. Favoring meditation, Mahō users tend to focus almost exclusively on becoming more in tune with their decks, and emphasize the use of the deck itself in Sparring Duels, with Mahō users often taking a more defensive posture as opposed to striking. Philosophically, the Mahō discipline stresses the use of Kādoken as a means to gain spiritual enlightenment, emphasizing the importance of the spirit world and placing relatively little emphasis on the use of the martial art in anger.

Torappu Kādoken - Known as Trap Card Style, the Torappu Discipline teaches Kādoken as a means of self defense. Favoring a honed, varied technique, Torappu users focus on the use of their deck in concert with duel stances in order most effectively defend themselves and inflict damage to the opponent in Sparring Duels, most often using their duel stances organically in conjunction with the cards in their deck. Philosophically, the Torrapu discipline stresses the use of Kadoken only for self defense, emphasizing the importance of self-discipline and a respect for the power that the user is capable of weilding.

 
[The Neo Domino Municipal Government (NDMG)]

The Neo Domino Municipal Government, shortened to NDMG or just "the Municipality", is the new, democratically elected post-Yliaster government. It is divided in three branches, like most democratic governments of the world. Its legislative is represented by the Municipal Assembly, a government representing the people of the city. Each of the city's electoral districts can provide at most one candidate for any party, and independents may register as members of a party of their own creation. District voters, however, don't vote for representatives - they vote for parties, and the party gets a number of seats proportional to their share of the popular vote. It's left completely up to the parties how they distribute those seats, though most major parties do run primaries to determine the order with which their candidates are given priority seats.

The system was originally supposed to be built in that it would be possible to represent the interests of districts without over or underrepresenting certain ones compared to the popular vote, but a loophole allowed for wealthy Satellite residents to "cheat" the system by starting vanity parties and coalitions - they could, after all, do without public financing awarded to parties that represented a substantial share of the population, and recently there has been talks of voter suppression of the displaced people of Center who had lost their homes in the Zero Reverse.

The executive branch is represented by the Municipal Government itself, appointed by Assembly vote. Founded during a period of public outcry and social revolution, the Municipal Government is severely limited in its governmental powers, allowing the citizens of Neo Domino the freedom to govern their own city. While at first this was considered a boon, the worsening of Neo Domino's infrastructure and crime rate, as well as the escalating tensions between Satisfaction and Anthem, have shown that the Municipality is largely ineffective, and is simply too powerless to properly run the city.

Finally, its judicial branch is represented by district courts, which had similarly been limited in their scope.

 

[Spoiler Title]

The Church of the Celestial is a religious group that arose following the revelations made public by the Municipality, from Yiliaster’s defeat. The church’s creation is accredited to Professor Frank Ghosn, a former Yiliaster assassin who was left deranged for months following his duel with Luna in the Fortune Cup. Following his recovery, the Professor became an author and published several books regarding his knowledge of Yiliaster and the Duel Spirit World, becoming the foundation for the church’s dogma. As he traveled the country and presented his ideas, the Church of the Celestial was formally assembled and headquartered in Neo Domino City, then allying itself with the growing Satisfaction movement. His leadership was succeeded by the Court of Fates: A council of the leaders of the eight congregations across the city. The Church’s dogma is currently split right down the middle, prompting infighting and discord between those who fervently believe that another apocalyptic event is inevitable due to human nature and must be prepared for, and those who believe that by pooling their resources with Satisfaction they can change the fate of the human race. Membership of the Church is free to anyone - though it is unsurprising that a large number are of alienated demographics, such as psychic duelists from the defunct Arcadia Movement, along with more eccentric conspiracy theorists and doomsday preppers. The Municipality has tried to suppress the organisation’s growing social and political influence several times, but have been stifled when the church continues to successfully file injunctions and appeals. Investigations by local media have begun to peer into the secretive source of money for these legal battles.

After the defeat of Z-ONE and subsequent disbandment of the now headless cult of Yliaster, the city had seemed to finally have freed itself from the chains of injustice holding it back: the reconstructed Daedalus Bridge once again connected Center and Satellite, ushering a newfound sense of renovated community among all the people of the city and eliminating the previous strict, police-enforced class system. The Yliaster-controlled Sector Security was also disbanded and in its place, the brand new and much scaled back in power and means Neo Domino Police Department was instituted. The municipality had been given over to a democratically elected city council and mayor, who would also perform the job of vigilating over a now much more transparent Momentum project, the new leader of which would be Yusei Fudo himself, who would go on to implement the Fortune program, the continuation of his father's life work, allowing for the ultimate stabilization of the Momentum Grid.

This had enormous consequences for the city's fortunes: with the Grid finally stable and growing, able to use Momentum energy for safe, clean and almost free energy production on a previously unseen scale, Neo Domino had quickly grown to be a true leader in the region's energy production and drawing scientists and businesspeople from all over the world. This economic boom allowed for the massive expansion of the city and growing interconnection between the Center and Satellite with the creation of massive suspended roadways slithering above the waterfronts and buildings alike, dubbed Skyways. The distinction between the city and Satellite entirely disappeared, and new urban expansion projects on the outskirts of the city: entire floating "paradise neighborhoods" who came to be collectively known as the Satellites, taking over the formerly disparaging name given to the district to which the poor in the old city were relegated to.

The Skyways also had the unexpected effect of strenghtening the already famous dueling circuit of the city, pushing the Fortune Cup to worldwide fame and spawning a number of smaller "entry level" circuits and even underground dueling rings, effectively making Neo Domino's championship the highest aspiration of pro duelists worldwide.

However, with this sudden growth and expansion, the division and classism that had plagued Yliaster-ruled Neo Domino slithered back in the life of the citizens through the back door. The wealthy were quick to grab their spots in the new neighborhoods, turning what should have been the vision for the future in another walled garden for the rich while the poor languished in the city's center, who started to slowly slink back into disrepair due to the neglect to the old, still crumbling buildings that hadn't yet been fixed by the municipality endured once politicians and civil society, in their enthusiastic pursuit of the golden dream of the new Satellites, cast the people still living in the Center out of their sight and out of their minds.

Slowly, the city full of hope for the future and care for each other slowly began to sink back into its old habits, this time not because of conspiracy and police oppression, but because of complacency and consumerism entrancing the minds of its inhabitants, turning the city into a monster, swallowing new land, constantly growing and expanding and leaving behind a trail of forgotten people that had no place in its golden dream. And worst of all, for the longest of time, the people of Neo Domino didn't even notice, dazed from the momentary high of the prosperity and breakdown of the rigid social hierarchy that had existed previously.

It was then that disaster struck: a few years after professor Yusei Fudo had retired from public life, all but disappearing from the public eye to the point where nobody knew whether he was even alive at all, the inhabitants of Neo Domino were woken up by what to some had to have felt like a nightmarish past coming back to haunt them: a ghostly light covered the sky entirely, and the deafening roar of all four towers of the Momentum reactor going critical at the same time. Against what everyone would've thought possible, a second Zero Reverse had happened, taking with it a significant chunk of the old city. The death toll numbered in at least a hundred of thousands, with even more people displaced as their houses had collapsed or become ininhabitable from the shockwave.

This terrifying event was the spark that ignited the long-slumbering ashes of class conflict in the city: a movement, born of the various grassroots protest groups, nonprofits and even some of the Center's "street justice" gangs, quickly assembled under the name of Satisfaction, in honor of the old gang of Robin Hoods to which Yusei Fudo himself belonged. This movement, led by until then relatively unknown underground duelist Kyoji Kurama, a charismatic figure that had been at the front of many public demonstrations even preceding the formation of Satisfaction, argued that the new Zero Reverse was proof that the Momentum Grid was still dangerous and the companies that had taken advantage of it so far hadn't given a fraction of the wealth they gained from it back to the people. They demanded for the grid to be shut down to prevent a new disaster, and for the Satellite projects' expansion to be scrapped until the people of Center, many of which were still displaced and homeless, living in tent cities, were resettled and provided with what they needed.

On the other side, a countermovement, dubbed Anthem, was formed by a group of important pro duelists, with support coming mostly from the Satellites and parts of Center that were still intact, to protect the Grid instead, demanding an investigation into what led to the Zero Reverse instead of an immediate shutdown that would lead to the evacuation of the Satellites, as they would've been unsalvageable without the Grid's activity, and only creating more homeless. They fired back at Satisfaction's accusations of being bought by the energy companies that had interests in Momentum by pointing out how beneficial for the environment that clean and almost endless energy source had been, unlike the return to the past that Satisfaction (which had been using vehicles powered by electricity created via makeshift generators powered by either powerful condensation batteries or even, in some cases, old-fashioned gas) proposes, likely with kickbacks by "traditional" energy companies. As predictable, clashes soon ensued between the two movements, resulting even in violence which the underfunded and weakened NDPD was unable to deal with.

It's in this atmosphere of explosive tension that the yearly Fortune Cup was about to start, and with the current reigning two-time Duel Queen, Vivian Craft, being a vocal supporter of Anthem, this was promising to be the most polarizing and politically charged Fortune Cup in history.

And underneath the open hostility and struggle, another, more silent but just as vital struggle was starting to manifest in the shadows of Neo Domino City.

ANOMALY IN MOMENTUM REACTOR OPERATIONS DETECTED...

ENTERING DIAGNOSIS MODE...

SYSTEM SCAN RUN...100%

CRITICAL ERROR DETECTED...

RESTARTING SYSTEM...

...

CANNOT ELABORATE SOLUTION TO THE PROBLEM...

RESTARTING SYSABORT RESTART

CRITICAL CIRCUMSTANCES DETECTED

BOOTING FORTUNE EMERGENCY PROGRAM...

...

"EMERGENCY SYSTEM ACTIVATED. NEW OBJECTIVE: LOCATE SKYBOUND DRAGONS AND SIGNERS. MAXIMUM PRIORITY... ENGAGED"

Edited by Timeskipper

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1 hour ago, Timeskipper said:

And with the kind assistance of Void who provided the kickass logo

I aim to please.

Putting my reserve down for the first time in years.

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This is an RP that simply wouldn't be the same without me. I'm here to reprise my role as FORTUNE, and play around with a new character as well.

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Honestly I don't know about this... but, then again: I've always said that Yu-Gi-Oh peaked (as a card game) at 5D's.

What the heck, consider me interested.

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Can't say I was apart of the original...but ahhhh what the hell, I'll hop on board!


Everybody Walk the Dinosaur

Spoiler

6EaEJbC.png
“Time for me and my Dinomist to rage on!"


Personal Information


Name: Itsuki Amano (天野 Lit. Amano Itsuki)
Gender: Male
Age: 26
Alignment: Satisfaction
Physical description:

Spoiler

26hRluD.jpg

Height: 5'10"

Depicted above is Itsuki's general appearance, complete with a pair of dark navy blue jeans and charcoal gray boots. Around his neck is a souvenir from his father, a dinosaur tooth necklace (now whether it's genuine or a cheap knock-off, he doesn't know, but he also doesn't care).


Personality:

Spoiler

A respectable young man, Itsuki is quite the helpful individual, always looking for a chance to either help someone out or just point people in the right direction. This was one of the things he learned from his mother at a young age, and he tries his best to uphold that teaching still. Unfortunately, this can cause him to be late or loose track of time in some occasions, which is something he's trying to work on...but habits like these don't tend to break easily. At the same time, however, he feels that each time he helps someone, that sometime down the line they'll pay back the kindness to him in some way or fashion.

Generally friendly and just an encouraging person to be around, Itsuki has an air about him. For a good portion of people, he's usually seen as that sort of big brother figure and that just makes people notice how both trusting and friendly the young man happens to be. Of course, this shouldn't be taken lightly, as he's only trusting after others attempt to prove themselves to him in order to know if he can trust them or even have them put trust in him.

He has a strong passion about Dueling, seeing as it was one of the things he and his mother bonded greatly over. His mother enjoyed Duel Monsters and was able to put on a strong display for her fans when she was a Pro, this is something he wants to emulate in her honor. However, Itsuki has a fear regarding continuing on the legacy of his mother in this way, namely just thinking that he'll never be as good or even better than her. This can be something that pops into Itsuki's head at the wrong times, thus would also make him second guess himself in a Duel.


Biography:

Spoiler

"She wanted me to become a Pro...so I'm gonna honor those wishes!"

Itsuki happens to be the son of an archeologist father and a retired Duel Circuit Duelist mother. His father, Horu, currently lives on the other side of the world, due to his extensive workload and necessities of wanting to uncover more about ancient civilizations as well as the creatures who once roamed the planet. This left Itsuki to stay with his mother, Kira.

Kira was a Dueling Circuit Pro, going by the name of "Shining Meteor Kira". She Dueled gracefully, especially with the help of her Jurracs, she blew away the competition along with putting on quite a show for the fans in the circuit, which is how she met Horu. The two hit it off and were married, which began to end her time as a Pro, as having a child did take a bit more priority over actually being a Pro. Though she never stopped Dueling, though now she did it purely for fun and now against her son.

Unfortunately, Itsuki began to take a much larger role around his mother, considering she soon began to lose her sight...becoming blind in the process. Itsuki stepped up and took care of her while his father did his best to finance everything for them in order for them to live comfortably. It wasn't too bad of a life for Itsuki, especially after Kira encouraged him to try and go Pro in the Duel Circuit with his Dinomists. He wasn't too sure about it, but it had been a dream of his to at least attempt. Plus, he knew his mother enjoyed listening to the roar of the crowd from her glory days and if they were cheering his name, she probably would like it even better.

However, some things would change...drastically. While Itsuki was out with a few friends, it happened a second time: the Second Zero Reverse incident. And caught in the middle of this, was his mother who was currently visiting with a few of her own friends. This devastated the young man, as rightfully many people would be in this tragedy. However, Itsuki was determined to continue to live life, just as she would've wanted. It was hard, but he kept managing to get through it. About this time, however, he was introduced to Satisfaction, a group determined to keep the Momentum reactors from going online again. Thinking more and more about it, Itsuki began to agree and see their point of view even more, beginning to join their side. Not to the point of joining them in a militant manner, but just supporting their cause and thoughts.

An aspiring Pro Duelist as well as someone who believes in Satisfaction...truly this couldn't go wrong in the long run for him...especially with the Fortune Cup happening...right?


Dueling Information


Alias: The Raging Raptor
Deck:

Spoiler

Dinomist Roar!!
A deck consisting of Dinomist, a Pendulum archetype full of Water attributed machine dinosaurs. With a Scale of 3 and 6 for the Pendulums, this deck can Pendulum Summon all monsters the deck has to offer, along with some protection by way of the cards in the Pendulum Zones. However, once the Field Spell is activated, the opponent will have a hard time getting any of their effects to happen, namely during the Battle Phase.

Itsuki's Dinomist deck is pure Dinomist, as he feels any strange addition to this would be just not right. He utilizes the deck to beat down his opponent, as is the general functionality of it. However, one combination he absolutely loves is using his favorite Dinomist: Spinos. Utilizing the power of Pendulum Summoning with Spinos in hand, he can tribute two Dinomists and gain the ability to not only attack directly, but attack directly twice. This is good for him, especially if the opponent had a strong monster on the field: easily bypass it without an issue.

Ace Monsters:
Dinomist Spinos, Dinomist Draco


Decklist:

Spoiler

Total - 43

Monsters - 24
Dinomist Spinos 3x
Dinomist Rex 3x
Dinomist Ceratops 3x
Dinomist Brachion 3x
Dinomist Pteran 3x
Dinomist Plesios 3x
Dinomist Stegosaurer 3x
Dinomist Ankylos 3x

Spells - 12
Terraforming 1x
Pot of Riches 2x
Supply Squad 2x
Dinomist Charge 3x
Dinomic Powerload 2x
Polymerization 2x

Traps - 7
Dinomist Rush 2x
Dinomist Eruption 2x
Dinomist Howling 3x

Extra Deck - 3
Dinomist Draco 3x


Custom Cards:

Spoiler

OYVzmw3.png

Credit for creation: Yui


D-Wheel & Duel Disk:

Spoiler

Kyoryu
64801eca2be243d1072faef4b59362e3.jpg

A D-Wheel that was passed down to Itsuki by Kira.

Duel Disk

7IBZrhe.png


Misc. information


Itsuki’s Theme | Duel Theme (Alternative)

  • Itsuki's name mean the following: Itsuki (樹) - Japanese meaning "tree", however the Kanji can sometimes be read as "Ju", and could be very loosely based off of the Japanese term for the Jurassic Period (Juraki, ジュラ紀). Amano (天野) - Japanese meaning "heaven field".
  • His parent's names, Horu and Kira, mean the following: Horu (掘る) - Japanese meaning "excavate", Kira (煌) - Japanese meaning "shine".
    • Horu was give his name due to his occupation as an archeologist, while Kira was namely a reference to Kira Ford, the Dino Thunder Yellow Ranger.
  • Tends to use different sorts of dinosaur puns, and although they may be subtle, Itsuki uses them a lot.
  • Itsuki has a copy of "Jurrac Meteor" in his vest pocket, using it as a good luck charm from his mother, as that was her Ace Monster.
  • When he performs a Pendulum Summon, Itsuki says the following: "Past and Future meet together, letting loose their mechanical roars! Pendulum Summon!! Emerge my Dinomists!!"
Edited by Chaos Sonic

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So, to celebrate the official opening of the OOC, I'll post here the major NPCs. I'll take this occasion to remind you that you can submit more than one character (though I won't make more than one character from the same player Signer. It wouldn't be fair).

Blazing Roxy

Spoiler

Name: Roxanne Fujiwara, stage name "Blazing Roxy"

Gender: Female

Age: 24

[Physical aspect]

Roxy has the athletic build one would expect from a passionate skater, and is quite imposing, standing at 1,87 mt tall. On the track, she wears a red padded suit that covers all of her body, sporting two plastic epaulettes and a black-and-yellow lightning bolt painted on her chest. Her face is usually covered by a red helmet, that still lets her flowing golden hair through in a ponytail. When she's outside of the track, she usually dresses casually, usually with a tracksuit. She does look quite rugged for a woman, clearly the result of her tough attitude and her living in a poor neighborhood, but she's still quite attractive, despite this, or perhaps because of this ruggedness.

WyWuqrA.png

 

Alignment: Satisfaction, Neo Domino pro dueling circuit

[Neo Domino pro dueling circuit]

The most prestigious pro dueling circuit in the world at the time the story is set, the Neo Domino pro dueling circuit is divided in three "official" rungs of a ladder: there's the public circuit, open to anyone on a small fee, where participants challenge each other as much as they're able to over a season, and their score, based on victory ratio and a slew of other metrics, is used to allow recruiters from professional orgs to scout for talents to fill spots in their teams, which competed in the second rung of the ladder: the professional circuit proper.

Here, access is restricted to professional duelists who have secured a spot through achievements in past competitions in other accredited circuits, which can even be past editions of this very circuit, or by being accepted into an established organization (often, through a Duel Academy's honors program). It's possible to join as independent Duelists, of course, but that is a route most often only open to Duel Academy graduates, or people who have the money to cover the expenses of managing their own personal organization on their own.

And finally, there is the Fortune Cup. A tradition held from the days of Yliaster rule, it is held every two years, with the gap year being filled by the almost as prestigious World Dueling Grand Prix. While the Grand Prix has different rules, such as the event being held in teams of three and participation being open to winners of other major regional tournaments worldwide, the Fortune Cup is reserved exclusively to those who have made a name for themselves in Neo Domino: foreign professional duelists can participate, but only by going through the same process for Neo Domino natives, and winning the professional circuit's qualifier groups. Only those who have done so are allowed to race for the title of Duel King or Queen of Neo Domino City.

 
[Deck]

Batteryman - A pure aggro deck based on quick resource gathering and swarming the field with big monsters. Now sports also synchro options that support the deck's main strategy in various ways, either directly or indirectly. Her current ace cards are Batteryman Industrial Strength, Crusher Coil Dragon and Batteryman Amplifier.

[Custom cards]

Batteryman Resistance
Level 4 LIGHT
Thunder/Tuner

If you control a Level 5 or higher "Batteryman" monster, you can Special Summon this card from your hand. If you Synchro Summon a "Batteryman" Synchro monster using this card as material, you can Special Summon one of the other materials used for the Synchro Summon from your Graveyard in face-down Defense position.

0 ATK/0 DEF

Batteryman Manual
Level 3 LIGHT
Thunder/Effect

Cannot be Special Summoned. If this card is Normal Summoned, you can change the position of a monster on the field. If it is a Batteryman monster, you can negate its effect to negate that of a card on the field. Until it leaves the field, this monster gains the effect of your monster you targeted and can activate it once per turn, ignoring cost and activation conditions. If this card is sent to the Graveyard, you can return one "Battery" or "Batteries" card from your Graveyard to your Deck to add it to your hand. This effect of "Batteryman Manual" can only be used once per turn.

1200 ATK/1000 DEF

Batteryman Capacitor
Level 2 LIGHT
Thunder/Tuner

You can send this card from your Hand or field to the Graveyard, then search three "Batteryman" monsters from your Deck: your opponent picks one at random. Special Summon it or add it to your Hand, and shuffle the other two back into the Deck. You can only use this effect of "Batteryman Capacitor" once per turn. If this card is sent to the Graveyard to Synchro Summon a Thunder-type monster, it gains this effect:

  • If this card destroys a monster by battle, draw 1 card.

1000 ATK/1000 DEF

Batteryman Button Cell
Level 1 LIGHT
Thunder/Tuner

If you control at least another Level 1 "Batteryman" monster, and it's in the same position as this card, you can (Quick Effect) send this monster and any number of Level 1 "Batteryman" monsters in the same position as this card you control: Special Summon an equal number of "Batteryman" monsters. If this card is in the Graveyard, you can activate either of these effects of "Batteryman Button Cell", but only one per turn, and only once that turn:

  • If this card was sent to the Graveyard for the Synchro Summon of a LIGHT monster, you can Special Summon it.
  • You can return this card to your Deck and banish one "Batteryman" monster from your Graveyard: change the position of a monster on the field.

0 ATK/2100 DEF

Crusher Coil Dragon
Level 7 LIGHT
Thunder/Effect

You can use a "Batteryman" monster on the field as the entire tribute for this monster's Tribute Summon. If you Summoned this monster using at least one "Batteryman" monster as a Tribute, you can increase its ATK by 500 for each. Once per turn, you can equip a monster your opponent controls to this card. If this monster destroys an opponent's monster by battle, you can destroy a card equipped to it to attack again, increasing its ATK by 500.

2300 ATK/2700 DEF

Synchro monsters

Batteryman Amplifier
Level 5 LIGHT
Thunder/Synchro/Effect

1 Thunder-type Tuner + 1+ non-Tuner monsters
When this card is Synchro Summoned, you can Special Summon 1 Level 3 or lower "Batteryman" monster from your Deck or Graveyard. All damage your opponent takes during the turn you use this effect is halved. All face-up Attack Position "Batteryman" monsters gain 200 ATK for every face-up Attack Position "Batteryman" monster you control, except this card.

1800 ATK/1000 DEF

Batteryman Memory Cell
Level 8 LIGHT
Thunder/Synchro/Effect

1 "Batteryman" Tuner + 1+ non-Tuner monsters
You can Tribute this Synchro Summoned monster to add 1 "Battery", "Batteries" or "Charger" or "Short Circuit" Spell/Trap card from your Deck to your Hand or Special Summon 1 "Batteryman" monster from your Deck or Graveyard, ignoring its Summoning conditions. If you add a Trap card to your hand by this card's effect, that card can be activated without being Set first for this turn. You can only use the effect of "Batteryman Memory Cell" once per turn.

2100 ATK/0 DEF

Batteryman Fuse
Level 7 FIRE
Thunder/Synchro/Effect

1 Thunder-type Tuner + 1+ non-Tuner monsters
When this card attacks, your opponent can't activate cards or effects until the end of the Damage Step. If this card is destroyed, you can destroy an equal number of cards you control and cards your opponent controls. If this card is in your Graveyard when you activate "Short Circuit", you can Special Summon this monster.

2600 ATK/2600 DEF

Spells

Arc Discharge
Normal Spell Card

(Always treat the name of this card as "Short Circuit")
If you control 2 or more "Batteryman" monsters in different positions, you can banish up to 3 cards your opponent controls. Your opponent can't activate the effects of the target cards in response to this card's activation.

Voltage Spike
Counter Trap Card

(Always treat this card as a "Charger" card)
When a Spell/Trap card or monster effect that would destroy a card you control or negate its effect is activated, or your opponent's monster declares an attack, destroy a "Batteryman" monster you control and negate the activation or attack, and banish that card. Then, you can draw one card. If it's a Thunder-type monster, discard 1 card.

Universal Charger
Equip Spell Card

Equip this card to a "Batteryman" monster you control. Once per turn, you can add a Thunder-type monster or "Battery", "Batteries" or "Charger" card, or "Short Circuit" that's banished or in your Graveyard to your Hand. Put a Voltage Counter on this card every time you do. If this card leaves the field, banish as many cards from your Hand or field as the number of Voltage Counters that were on this card.

Surge Protector
Continuous Trap Card

(Always treat this card as a "Charger" card)
For the rest of the turn this card is activated, "Batteryman" monsters you control cannot be destroyed by battle or your opponent's card effects. As long as this card is on the field, you can add one "Batteryman" monster from your Graveyard to your hand every time a monster you control would be destroyed (even if the destruction is negated)

[Biography]

Roxy's mother was a Center Domino native, while her father was the immigrant owner of the only pizzeria in the neighborhood, who moved to Neo Domino almost immediately after Center and Satellite were reunited. The family went through dwindling fortunes, initially having a lot of success, but gradually hemorrhaging clientele as the people they knew started moving to the newer blocks. Around Roxy's tenth birthday, the restaurant was already constantly on the brink of failure, and her family was barely able to pay for the bills. As a result, Roxy's parents were almost never home and she had lots of free time on her hands to go and play with the friends she had made at a nearby park, including a group of skaters who she immediately grew attached to.

She had already seen some of the teens of Center play the unique brand of Turbo Dueling developed by those who weren't able to buy their own D-Wheel: Freestyle Dueling, played not on a bike but on Duel Boards, rollerskates and other means of locomotion that were cheaper than D-Wheels, but her friends gave her the confidence to try out skating herself, and she took to it like a goose to water. It was as if she had been born with a Duel Board under her feet. Her parents, wanting to encourage her dream despite their dreary financial situation, even bought her a used Duel Board. It was old, slow and kinda battered, but to her it was the best sign of love her parents could've ever shown her.
 
It wasn't long until she had gotten the hang of the game, and finally managed to put together her own deck, partly thanks to a few small jobs she had done for people in the neighborhood, partly thanks to a friend from Neo Domino Center who routinely gave her cards as a present. So, when her father's restaurant finally went bankrupt, she told her parents that she was going to become a pro Turbo Duelist as soon as she finished school. Despite expecting it, they were still taken aback at her decision, but they had little options, so they grudgingly approved her idea. Her mother, who worked as a mechanic, even taught her what she could about engines.
 
Sadly, as soon as she set out to make her dream reality, she crashed headfirst on the cold, hard truth: having never attended a duel academy, she couldn't benefit of the preferential entry to the world of pro dueling that students of duel schools could afford. She tried joining the Public Division, but her relative inexperience in competitive leagues, as well as the weight of juggling her run for fame and her final year's schoolwork proved too much for her, and she learned the sad truth behind the Neo Domino professional dueling circuit: as nominally meritocratic and open as the process for joining was, the truth was that someone like her, from one of the poorest parts of Center, would've needed a miraculous success to stand out where some connected kid from the Satellites could've coasted on their mediocrity and still gotten in.

Rather than going back home with her tail between her legs, though, she decided that to finance herself and get some experience, she would start her own borderline-illegal circuit with the help of her boarder friends, and challenge the various gangs of duelists roaming through Center. It ended pretty soon when she and two of her "friends" got busted for illegal Turbo dueling and gambling.
 
She was lucky, though, because her court-appointed lawyer was apparently an exception to the norm, and manage to get her acquitted for insufficient evidence. Shortly after, she was contacted by a manager seeking new talents in dueling specifically from the Center - he mentioned something about "representing the unfavored parts of the town". She was ecstatic, and immediately signed up for the job, pouring her heart, soul and inhuman amounts of practice into mastering the game and developing a way to make Freestyle Dueling competitive in the big leagues.
 
That's where her stage persona of Blazin' Roxy was born: she became a hit with the public, with her unusual and crazy style of Turbo dueling, with risky maneuvers and sparks and lights galore. She has since then consistently inhabited the high ranks of professional Turbo duelists and even sparked imitators: her public loved her whether she won or lost, and even after two years in the business, she seemed to remain incredibly popular, coming close to earning the title of Duel Queen during the last Fortune Cup.
 
When the conflict between Satisfaction and ANTHEM broke out, she immediately sided with Satisfaction and became their vocal supporter, partly out of loyalty to her home of Center Domino and its people, partly because she didn't trust Momentum anymore after the Zero Reverse. This made her loss to Vivian Craft during the latest championship even more irritating for her. She's now working hard to make sure that title doesn't evade her again.

[Misc. Information]

Themes: Crush 40 - Escape from the City, Live And Learn and Knight of the Wind, Zebrahead - His World (I mean, she's like human Sonic already)
- She uses her monsters as props for her acrobatics. For example, Micro-cell acts as a trampoline and 9-Volt acts as a temporary speed-up pad.
 
Synchro Summon chants:

  • For Batteryman Amplifier: "Faster than any D-Wheel, sharper than any blade, hotter than any engine! The roaring prince of AC power, Batteryman Amplifier!"

 

 

Edited by Timeskipper

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Quick question regarding the Signers... If we would like our character to be one, does that mean their deck must incorporate a Dragon-Type boss monster, similar to the Signers from the 5Ds anime?

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5 hours ago, Saiba Aisu said:

Quick question regarding the Signers... If we would like our character to be one, does that mean their deck must incorporate a Dragon-Type boss monster, similar to the Signers from the 5Ds anime?

Nope. You will get your Signer Dragon in-story, and when it happens you will get to design its effect to make it fit your deck.

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If you don't mind someone who was never a part of this very RP before, then I'd love to join this!

 

A quick question regarding Kādoken. By martial art, do you mean it can be used together with a regular duel (like Yuya's opponent in early Arc-V who used martial art in conjunction with dueling) or is it an entirely separated competition/sport/game?

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6 hours ago, JPAlpha said:

If you don't mind someone who was never a part of this very RP before, then I'd love to join this!

A quick question regarding Kādoken. By martial art, do you mean it can be used together with a regular duel (like Yuya's opponent in early Arc-V who used martial art in conjunction with dueling) or is it an entirely separated competition/sport/game?

Not the host, but I should be able to answer these. We've got a couple people in here already who weren't in this RP's past iterations, so barring someone out for that reason would be pretty stupid. As for Kadoken, it's meant to be used in the duel itself, though there were I think exactly two characters who ever actually did anything with it in past versions, neither of which will be making an appearance this time round.

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8 hours ago, Timeskipper said:

Nope. You will get your Signer Dragon in-story, and when it happens you will get to design its effect to make it fit your deck.

Alright, thank you. Currently on vacation, so computer/internet access may be limited, but I will try to get the ball rolling... Is there a tentative deadline for apps?

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1 hour ago, Saiba Aisu said:

Alright, thank you. Currently on vacation, so computer/internet access may be limited, but I will try to get the ball rolling... Is there a tentative deadline for apps?

Considering it's holiday season, I'm gonna be lenient for now. If I see that no new players are joining and not everyone has already finished their app in the next week, I'll put a deadline, but for now don't concern yourselves with it.

8 hours ago, JPAlpha said:

If you don't mind someone who was never a part of this very RP before, then I'd love to join this!

 

A quick question regarding Kādoken. By martial art, do you mean it can be used together with a regular duel (like Yuya's opponent in early Arc-V who used martial art in conjunction with dueling) or is it an entirely separated competition/sport/game?

It definitely is part of one's dueling style, I confirm what Yui said.

Edited by Timeskipper

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Withdrawing from this RP. None of my character ideas seem to be panning out properly, which doesn't bode well. Best of luck, lads & ladies.

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If we are submitting multiple characters, should they each have their own separate post? Or is it okay for them to share the same post?

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3 hours ago, Saiba Aisu said:

If we are submitting multiple characters, should they each have their own separate post? Or is it okay for them to share the same post?

Either is okay. Sharing the same post is a bit tidier in my opinion, but do what you want.

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Spoiler

 

"I used to think I was a living cage with a beast inside me, scratching at the back of my teeth. I was worried that if I opened my mouth at the wrong time, it would come out, and hurt the people I cared about. Now I know better. Now, I know that I am the beast."

Name: Ryu Kikai

Gender: Male

Age: 33

[Personality]

Ryu Kikai seems a perfectly sanguine individual on his surface: polite and laconic, who chooses his words carefully and whose presence is immediately noticed when he enters a room. He has many regrets, and a great burden of guilt he cannot fully forgive himself for, but takes great pride in the person he has made of himself. Though his fury is a great and terrible thing to behold, he has impressive control, able to direct that anger towards his goals. At times this may slip, but he is quick to regain control. In a Duel, Kikai has a mean streak the length of the Daedalus Bridge, and an almost fanatic dedication to seeing Satisfaction torn down and silenced.

[Appearance]

Ryu Kikai is best described as handsome, but harshly so. He's tall, nearly six feet but not quite, with the face and body of a much younger man, from a mixture of mechanic work and regular weightlifting during his time in prison. His short, dark hair and eyes are black. In a casual environment, he wears grey jeans and a white muscle top. His broad, sharp features are accentuated by the ferocity of his gaze, and he intentionally maintains an even, rough stubble on his face. His arms are sleeved in coiling, jagged tattoos. His duelist gear consists of a black and red helmet with a black visor that hides his eyes; a matching D-Wheel (which yes, resembles Ghost's); and a small, circular black Duel Disk with a beveled edge, a square screen on the top, and a compact, detachable blade. While connected to his D-Wheel, it is operated from the console in front of him, and cards are placed on the side-mounted blade. His outfit gains the addition of his favourite leather jacket, a cropped thing that was too big for his wiry frame before he went to prison, but is almost too small now-- moreso an accessory than an article of clothing, but it suits his new frame well.

Alignment: Anthem
[Deck]
 

 

 

"ZEROtech Synchro"
Kikai's Deck is based around the Synchro Archetype "ZEROtech," DARK Machine-types with a focus on the magic trio of negation, destruction, and damage, while also supporting Trap-heavy backrow superiority. In fact his deck is so Trap-heavy it contains no Spell Cards-- but he'll take the opportunity to snag and use Speed Spells in a Turbo Duel.

[Customs]

ZEROtech Tuner
Level 3 - DARK - Machine/Tuner/Effect
When this card is Normal Summoned: You can target Level 5 or lower Machine-type monster in your Graveyard; Special Summon that target in Defense Position, but its effects are negated.
1000/1000

ZEROtech Magnet
Level 2 - DARK - Machine/Effect
If you control a "ZEROtech" monster, you can Special Summon this monster from your hand.
500/500

ZEROtech Hound
Level 2 - DARK - Machine/Effect
When an opponent's monster declares a direct attack: You can Special Summon this card from your hand; Negate the attack.
500/500

ZEROtech Blast Core
Level 2 - DARK - Machine/Effect
When this card is destroyed by battle with an opponent's monster and sent to the Graveyard, select 2 cards on the field and destroy them. If this monster is used to Synchro Summon a "ZEROtech" Synchro monster, that Synchro monster gains this card's effects.
500/500

ZEROtech Proto-Dragon
Level 5 - DARK - Machine/Effect
If your opponent controls a Level 5 or higher monster, you can Special Summon this card (from your hand). A Synchro Summon using this card as a Material cannot be negated. If a player Synchro Summons using this card as a Material, the other player cannot activate cards or effects when that monster is Synchro Summoned.
2000/2000

 

ZEROtech Striker
Level 5 - DARK - Machine/Synchro/Effect
"ZEROtech Tuner" + 1 or more non-Tuner monsters
Once per turn, you can send 1 card from your hand to the Graveyard to target 1 card your opponent controls: destroy it and inflict 800 damage to your opponent.
2500/1500

ZEROtech Gardna
Level 5 - DARK - Machine/Synchro/Effect
"ZEROtech Tuner" + 1 or more non-Tuner monsters
While this monster is in Defense Position, your opponent cannot attack monsters you control, except this one. This card cannot be destroyed by battle.
1500/2500

ZEROtech Brawler
Level 5 - DARK - Machine/Synchro/Effect
"ZEROtech Tuner" + 1 or more non-Tuner monsters
If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. This card can attack twice per Battle Phase.
2000/2000

ZEROtech Champion
Level 8 - DARK - Machine/Synchro/Effect
"ZEROtech Tuner" + 1 or more non-Tuner monsters
When this card is Synchro-Summoned, if a "ZEROtech" Synchro Monster was used as Synchro Material: destroy all cards your opponent controls. During your Main Phase 1: You can Tribute 1 other monster; inflict damage to your opponent equal to the Tributed monster's Level on the field x 200. You can only use this effect of "ZEROtech Champion" once per turn.
2800/2400

[Biography]

Kikai was born into a middle class family, and had a mostly ordinary upbringing. Unfortunately, he was plagued from childhood with a short temper, and struggled with managing his feelings. By the onset of adolescence, he'd fallen in with an unfortunate crowd, and taken up Dueling as an outlet for his frustrations. In an attempt to find a more constructive use for his energy, his uncle taught him to repair bikes and Duel Disks, which in turn lead to him building his own Duel equipment. Unfortunately, he refused to let go of Dueling, which he had --seemingly irreversibly-- attached to his gang affiliations. It took greater and greater acts of rage to purge himself each time, and soon his psychic abilities manifested in a violent display that struck down the people he'd called his friends, and saw him incarcerated for ten years.

During that time, he reflected on himself, training his body and mind for the day he would leave, and vowed to be better. Better than the man he was the day before, in every way. Surrounded by criminals Honing himself in this way, his psychic powers grew as well, until he could feasibly have escaped. But instead, he served his sentence down to the last second. At the end of his sentence, he found out his uncle had passed away, and left him the repair shop. Grieving in silence, he began running the shop in the daytime, willing to work on any machine you brought him. At first, it was considered admirable in the community. He had chosen to better himself, and was supporting local Duelists as they went off to compete in the Fortune Cup circuits.

That changed when the second Zero Reverse happened. His community was largely in support of Satisfaction, having been just outside the blast radius-- as a result, his willingness to work on Momentum tech, even for Anthem supporters, became a point of derision from local members of the movement. Initially, Kikai ignored them. If they didn't want his workmanship, he didn't need their business. Unfortunately, a local gang in support of Satisfaction continued slandering his reputation, dredging up the miscreant Kikai of the past, vandalising the front of the shop, and eventually breaking in to trash the place. It finally stung him too deeply to ignore when the shop was set aflame. He hated to see their short-sightedness. It reminded him too deeply of the person he used to be. They needed to be taught a dire lesson.

It was a slip, a moment of backslide for him. He was justified, and he was vindicated. But now to solve the real problem. And so he's made preparations, with the last of his funds, to enter the Fortune Cup. Partly to make a statement, and support the Anthem movement, but also in hopes of coming into enough money to set himself up in a Satellite: a nice neighborhood, a new shop, another shot at a better life, a better Ryu Kikai... but can he control his fury? Or will the flames of recidivism consume him?

 

 

 

Edited by ChampionZero
Complete!

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Bell

Spoiler

yYkCTMC.png

Name: Arabella Valentia

Alias: Bell, Princess

Gender: Female

Age: 14

Physical description:

Spoiler

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Height: 144 cm

Bell has warm grey eyes and a blonde hair identical to that of the legendary Duel King Jack Atlas. On a first glance, she has a rather slim and short figure even for girls her age. Although, a more-detailed look would reveal well-trained muscles in various areas. Due to her studying at early age, she is heavily nearsighted and couldn't see at all without her glasses. While she could use contact lenses in riding duel or other sports, she would rather avoid them at all costs. She has a large amount of outfits and fashion stuffs available thanks to her family's wealth, though her favorite ones tend to be minimal-styled. Her favorite color which presents in almost all of her attires is blue.

Alignment: While Bell herself has no opinions regarding political affairs, her father is a prominent Anthem supporter, so she automatically joins them.

Personality:

Spoiler

Due to the inhuman way Bell was raised, she severely lacked self-confidence to the extent of not being able to communicate and express herself well unless she prepared a script in details and there were no unexpected situations. She was also obedient enough to follow any command or order regardless of how absurd they were. After meeting Sinclair, she began to think for herself and voice her desire and objection like a normal human, though she is still a shy and timid girl who won't openly talk to anyone but her brother. The thing that never change is how she believes that anything can be achieved with enough effort and will always give it her best shot.

To her classmate at Duel Academia, Bell was cold and reserved. Despite being the youngest member of the class and naturally became the center of attention, she rarely showed much emotion at all and talked only when it's really necessary. Coupled with how she hardly, if ever, lost to someone in a duel while always maintained great academic results, she quickly earned a title of Duel Princess and attracted even more attention. Eventually, she was forced to become more sociable, though it still limited to those few she trusted.

While most students and even medias acknowledged her as a cold and indifferent girl, a very few who managed to earn her trust her would know that Bell is actually sweet, kind and generous. If possible, she will always try to help others with their problems, even if it means making personal sacrifices.

In the past, dueling was just another thing she was forced to learn. However, it changed when her brother challenged her and almost let her win before claiming a close victory for himself. After a few days of consecutive losses, Bell became an extremely passionate duelist. It is only in the dueling where she can become talkative and express a shocking amount of emotion. She also greatly treasures bond between herself and cards, especially the one she received from her brother.

Biography:

Spoiler

Bell was the sole daughter of a talented man who turned from a pro-duelist into one of the city's top brass following the Z-ONE incident. While he initially had good nature and intentions, politics gradually and intensely corrupted him. By the day he had seen his daughter as the cost of another life, the girl who stole his dear wife from his was no longer his beloved family, but simply another tool to promote his name and status.

Ever since she could remember, Bell had been living in the Tops residential area. She had never seen her father in person and would only see his face through a screen not more than once a year. Instead, what she had seen everyday were unending goals and objectives set by that person. After years of intense private tutoring by her father's subordinate who shared her living place, Bell was well-versed in many things ranged from academic subjects to music, sport as well as dueling. Also, she could attend any social parties in place of her father while getting all his works done without any slightest lack in etiquette, even though her personality was far from fitting to do the job.

However, while those people might be great tutors, they simply followed their boss's order to raise his kid, and being kind and sympathy was totally not a part of said order. Combined with her father's extremely harsh treatment, Bell eventually attempted a suicide. It was barely stopped by force and the girl was unofficially diagnosed with major depressive disorder at the age of 10. After that incident, her father sent in a new man who was allowed to do anything he want with Bell. After dismissing all unnecessary men and claimed the big penthouse for the two of them alone, the young man called Sinclair gave Bell something she never received; a familial bond.

As per Sinclair, now her big brother's arrangement, Bell had enrolled in Duel Academia at the level equivalent to high school and underwent the exact same lessons as her older classmates. While not being good at social skill and not making any close friends, the young girl displayed dueling and academic skills exceeding those of her colleagues and quickly made it to the top position. She eventually graduated at the age of 13, the youngest one in the history.

What she had been hiding from others, or rather, what others could never know about her, was the fact that she achieved all her feats not by talent, but with excessive effort to the point where most ordinary people would rather just die than try as hard as she did. For example, when her classmates were enjoying their graduation week taking photos or going to karaoke for one last time, she did nothing but reviewing graduation tournament matchups and repeatedly studying about her potential opponents. As a result, she came out as a top-ranked of her year and her informal title of Duel Princess became known to public. After that, she would often be compared to more skilled and older duelists like the current Duel Queen Vivian Craft or even the past Duel King Jack Atlas.

This year's Fortune Cup will be the first tournament where Bell will participate as a full-fleshed competitor and not with handicaps like Youth-level. In addition, Bell received a large number of doubt the day she announced to join Anthem following her father's request. In order to prove herself, Bell entered the Fortune Cup while aiming at nothing but a champion position. She even enjoys the thought of facing Vivian Craft and giving her all to beat the Duel Queen...

Deck: Aquatic Bond

Bell was known as a skilled duelist who had little to no problem switching decks as seen when she won a Duel Academia Graduation Tournament using 3 different archetypes. (Ice Barrier, Graydle and Crystrons.) Though all of them share a characteristic of being WATER-themed Synchro decks. She was also seen using water-related generic Spell/Traps such as Torrential Tribute and Drowning Mirror Force on various occasions.

In an official tournament like Fortune Cup where, according to her brother, she should make her name with a single deck that would represent herself from now on, Bell came up with a non-archetypal WATER-themed Synchro deck consists of good generic WATER monsters that resolves around swarming the field in order to quickly bring out powerful Synchro monsters, including her ace monster, Iceblue Magician, which she always slotted in ED regardless of the deck she was playing.

Custom Cards: (10 cards so far. More cards could be added as the RP progress, though I'll try to not doing that too often.)

Spoiler

The following are cards she received as a yearly birthday present (10-14) from her older brother. There's only 1 copy of them each and she treasured them much more than any of her expensive or rare cards and would try to use them in as many deck as she could.
(In order from first to last year)

Iceblue Magician

Spoiler

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1 Tuner + 1+ non-Tuner WATER monsters
While you control this Synchro Summoned card, reduce any damage you would take by 500. Once per turn (Quick Effect): You can target 1 Attack Position monster on the field; change it to Defense Position. If this card is destroyed and sent to the GY: You can target 1 Level 3 or lower monster in your GY; Special Summon it. Then, you can increase its Level by 1.

Azure Assassin

Spoiler

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Cannot be targeted by your opponent's card effects. Once, while this card is face-up on the field, if you control a Level 4 or higher WATER monster (Quick Effect): You can target 1 card on the field; destroy it. If this card attacks a Defense Position monster, inflict piercing battle damage. If this card inflicts battle damage to your opponent: Send 1 random card from their hand to the GY, and if you do, WATER monsters you control gain 400 ATK.

Aqua Magician

Spoiler

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If you control a WATER monster(s): You can Special Summon this card from your hand. You cannot Special Summon monsters from your hand or GY for the rest of this turn. If a face-up WATER monster you control is targeted for an attack or by your opponent's card effect: You can Special Summon this card from your GY, and if you do, that card/effect/attack now targets this card. If Summoned this way, banish this card when it leaves the field.

Deep Sea Sword - Azurine

Spoiler

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1 Tuner + 1+ non-Tuner WATER monsters
Once per turn (Quick Effect): You can equip this card to a WATER monster you control. The equipped monster gains 1200 ATK, also if it would be destroyed, destroy this card instead. You can send 1 WATER monster from your hand or field to the GY; Special Summon this card from your GY. You can only use this effect of "Deep Sea Sword - Azurine" once per turn.

Azure Blademaster

Spoiler

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1 Tuner + 1+ non-Tuner WATER monsters
Cannot be targeted or destroyed by your opponent's card effects. Once per turn, when a card effect is activated in the hand or GY: You can negate the activation, and if you do, banish it. If this card attacks, it is unaffected by other card effects until the end of the Damage Step. If this card is destroyed by battle: You can send the opponent's battling monster to the GY.

The following are also cards that she received from her brother, although they are more than one copies and are not received on special occasions like birthday. Even so, she treasures them as much as the above cards. 

Aquatic Calling

Spoiler

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Special Summon 1 Level 4 or lower WATER monster from your hand or Deck. While that monster is face-up on the field, its effects are negated, also you cannot Special Summon monsters, except WATER monsters. If you control no cards and this card is in your GY: You can target 1 WATER monster in your GY; banish this card from your GY, and if you do, add that target to your hand. You can only use 1 "Aquatic Calling" effect per turn, and only once that turn.

Azurite Spirit

Spoiler

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Cannot be Special Summoned. Once per turn: You can Special Summon 1 Level 4 or lower WATER monster from your hand. A WATER monster that was Normal Summoned by Tributing this card, or Summoned from the Extra Deck using this card as Material gains 400 ATK, also it gains this effect.
● Once while face-up on the field, if this card would be destroyed, it loses 400 ATK instead.

Deepsea Memories

Spoiler

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Target 1 Level 4 or lower WATER monster in your GY; Special Summon it. If this card is in the GY because it was sent there from the field: You can banish this card from your GY; Special Summon 1 WATER monster from your GY. It is banished during the end of this turn. You cannot Special Summon monsters during the turn you activate this effect, except WATER monsters. After you use any of this card's effects, you cannot Special Summon monsters from your GY for the rest of that turn.

Aqueous Wisdom

Spoiler

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Target 1 WATER monster you control; equip this card to it. It gains 300 ATK, also your opponent cannot target it for attacks, but it does not prevent your opponent from attacking you directly. You can only use each of the following effects of "Aqueous Wisdom" once per turn. If this card is sent from the field to the GY: You can add 1 WATER monster from your Deck to your hand. If you control a WATER monster (Quick Effect): You can banish this card from your GY; this turn, all monsters on the field lose 1500 ATK.

Iceblue Sorcery

Spoiler

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Target 1 Defense Position monster on the field; destroy it. Then, if you control a WATER monster, inflict 1000 damage to your opponent. Also, if you control a Spellcaster Synchro Monster, draw 1 card. You can only activate 1 "Iceblue Sorcery" per turn. You must control an "Iceblue Magician" to apply the following effects. During your turn, you can also banish this card from your GY to activate it. Monsters destroyed by this card are banished instead of being sent to the GY.

 

D-Wheel: Sonic Wave, a modified D-Board with a blue color texture resembling a raging ocean.

D-Board is a special skateboard specially designed so that children can riding duel. Generally, it has less speed and output than an actual D-wheel. However, Sonic Wave belongs to the latest model, or rather an experimental prototype not yet available to public and it was only because of her father that Bell got her hand on it. This D-Board can achieve a maximum speed even beyond that of a typical D-Wheel, though a great deal of balance and skilled control is required from its user to achieve said feat. Bell had intensely trained with it in the past few months and she can now riding duel against D-Wheel without much speed disadvantage, but she can only use its maximum speed only for a brief moment.

Duel Disk: A standard Duel Disk with an azure-colored body and arctic-colored gems. It is modified by Sinclair to fit her smaller arms and to be fully compatible with both her D-Board and standard D-Wheel.

Misc. information:

- Theme SongPast Theme, Duel Theme

- Bell's penthouse is not the same one as the 5D's twin's, however it was built on an even higher building built after the 5D's event. And as of now, it is not even the highest building in Tops area.

Sinclair

Spoiler

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Name: Sinclair

Gender: Male

Age: 28

Physical description:

Spoiler

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Height: 186 cm

Sinclair has a dark purple hair and bright red eyes that somehow resemble blood. His skin is white, almost to the point of being pale, in contrary to his attire which is always the same black coat, pants and gloves. (He claimed to have multiple of the exact same outfits and that he changed them everyday, until Bell managed to pinpoint the same small tear on his red necktie, forcing him to change his claim to once every other day...) To a stranger, he naturally looks friendly and appealing, but it turns out to be a trained skill and he can do it as easy as being scary and intimidating.

Ability: Psychic Duelist

Alignment: As Bell's older brother, personal caretaker and private tutor, he is technically a member of Anthem faction, but that's not all.

Spoiler

Neo-Illiaster

An organization founded by a certain surviving Illiaster member. While his fellow survivors all retired and went on with their lives, this man didn’t want the name Illiaster to disappear and used all his power and wealth to preserve it in the form of new organization. Although, they were left with much less power and influence. Right now, they have no connection to people of the star or any time traveler and were nothing more than a group of politicians and scientists. Sinclair was forced into becoming a member of this group due to his survival from one of their experiments. He then successfully endured the hardship and greatly developed his skill, enough to overthrow the organization’s European branch to avenge his family. After that, he cut ties with the main group and went into hiding. Currently, he is among their priority wanted list, but Neo Domino is no longer the place where someone who bears a name of Illiaster can enter or do what they want freely. In addition, Sinclair detests anyone having a connection to Illiaster, new and old, and will automatically view them as enemy despite his rational nature.

Personality: (I highly recommend you to read Bio first)

Spoiler

When in public, Sinclair often speaks in a calm, friendly manner and appears very respectful and compliant to Bell and others. He always wears an amicable smile that automatically give off a vibe of a kind, sweet and gentle person. However, it is simply the tip of the iceberg.

After having avenged his family, Sinclair lost his only life goal and became an empty soul filled with nothing but immense self-loathing for unable to protect those he loved. Even though he started traveling around the world, the man had already given up and made no effort to find new purpose or happiness in life. He lived like that for a full 2 years before getting a chance to meet Bell. At first his job was simply to deal with the girl's psychological conditions through his special ability, but the girl somehow changed him and he is now Bell's personal butler.

Being trained at suppressing emotions and fabricating expressions since childhood, Sinclair is smart, calculating, rational and manipulative. He always think before he act, even in the dire situation. In fact, he always make decisions efficiently and never let emotions affect any choices he makes, perhaps with Bell being the sole exception. He shares one thing in common with the girl; an extremely strong resolve and determination. Once both of them set a goal, they'd stop at nothing to attain it. This is especially true for Sinclair who is capable of acting with a complete lack of morality and concern for others.

While being lack of empathy toward all other individuals, he really cares for Bell's well being and occasionally shows irrational and emotional tendencies when it has something to do with her. The other exception is dueling or fighting in general, where his lingering sadistic and sinister nature can be shown if he doesn't control himself well enough.

Biography:

Spoiler

Long ago, there was no Sinclair. Living a happy life with a warm family and a lovely younger sister was an ordinary boy with a bland name not worth remembering. Looking back, that boy was truly weak and incompetent, unable to protect even things he valued the most. To Sinclair, such worthless boy had long died, ever since that day...

A group of 4 hooded men visiting a distant rural village in a certain European country had introduced themselves as— 4 names not worth remembering, leaders of the European branch of Neo-Illiaster. At that time the boy didn't understand about what they talked with the village chief, but in the end they were allowed to stay overnight. At this point, his memory was vague enough to not be trusted, but the next thing he knew was that his village and everyone was gone. He still didn't know how a 8-years old boy like himself survived whatever experiment those men conducted, but it seemed to be enough reason for those men to capture him back alive.

After that, it had been hell. If the girl who would later become his younger sister and employer could know what he had experienced, she won't be able to call her own life miserable ever again.

Years passed, the boy was intensely and intensively trained and twisted. He changed from a mundane countryside boy into a full-fleshed member of Neo-Illiaster, a highly capable one to boot. As he finished his first task without any supervisor at the age of 12, the name Sinclair was given to him. It was a Scottish name that was supposed to mean "bright" or "clear" but still starting with a "sin".  Shortly after that, he also learned about his ability as a psychic duelist, an ability rarely manifested nowadays. Needless to say, his training got a lot harder and more tiring as soon as those around him learned about it. 

Around 7 years ago, Sinclair had developed skills in every aspect to the point where he wasn't inferior to the 4 Leaders of EU branch in any shape of form. It was this time that he finally revealed his lifelong grudge hidden under extremely strong determination and tenacity. That day, the members of Neo-Illiaster in the South America main branch suddenly lost contact with the EU branch and almost 3 dozens of its members. No one knew what happened to them, but the unchanged fact was that everything related to Illiaster in Europe had been wiped out in a single night. A few days after that, Sinclair contacted them and claimed responsibility, but by this time the man himself was nowhere to be found.

Following the EU branch's downfall, Sinclair had traveled around the world using a seemingly endless supply of money formerly belong to the Illiaster. His fun suddenly ended when he was contacted by a middle-aged man who introduced himself as Oscar Valentia, an influential politician of a city in a far east called Neo Domino. Somehow, that man had all information on his identity, his action against Neo-Illiaster and even his locations during these 2 years, which he was certain he switched place regularly so that it should be impossible to trace. In order to prevent all these information reaching Illiaster, Sinclair had no choice but to listen to Oscar's little request, which was—

Deck: Corrupted Honor

Other than his Corrupted archetype, Sinclair’s deck consists of various Fiend and Warrior monsters, including Normal Monsters like Dark Blade or Archfiend Soldier, or higher level ones without SS method like Kuraz the Light Monarch or Invader of Darkness. While his deck seems to has a lot of weak cards that isn't practically useful, he runs a lot of high-quality generic Spells/Traps, and even those from other archetype that go along well with his gameplan. 

As for his playstyle, Sinclair is rather flexible and doesn't have any fixed combos or strategies. Although, by opening with a weak first turn like a Normal Monster, he lures his opponent into underestimating him and lowering their guard, and he always loves it when he makes an explosive comeback the following turn.

In addition, he holds some cards that certainly won't be used in his deck, but will have high impact when being used by for his psychic ability. Notable ones include Hinotama, Flashbang and Iron Cage.

Custom Cards:

Spoiler

Corrupted Archetype 

Edited Corrupted cards (Xyz changed into Synchro/Fusion)

Corrupted Chastity - Luxuria

Spoiler

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1 Tuner + 1+ Fiend non-Tuner monsters
Once per turn, during the Battle Phase (Quick Effect): You can target 1 card on the field; destroy it, and if you do, inflict 600 damage to your opponent. If this card is attacked, or a card effect that targets this card is activated: You can have this card gains 600 ATK and loses 600 DEF, and if you do, negate that attack or effect.

Corrupted Temperance - Gula

Spoiler

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2 Fiend monsters.
This Fusion Summoned card cannot be destroyed by battle. Each time your opponent Summons a monster(s) or activates a card effect while this card is in Attack Position, inflict 300 damage to your opponent and gain 300 LP. If this card is in Defense Position, "Corrupted" monsters you control cannot be targeted or destroyed by your opponent's card effects.

Nightmare series, a Dark Blader support

Nightmare Caller

Spoiler

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When this card is Normal Summoned: You can target 1 Level 4 DARK Normal Monster in your GY; Special Summon it. You can banish this card and 1 Normal Monster from your GY; Fusion Summon 1 DARK monster from your Extra Deck using only the banished monsters as Material. You can only use 1 "Nightmare Caller" effect per turn, and only once that turn.

Dark Blade the Nightmare Knight

Spoiler

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"Dark Blade" + 1 DARK monster
If this card is Fusion Summoned: You can target 1 monster your opponent control; equip it to this card. This card gains 200 ATK for each card equipped to it. Once per turn (Quick Effect): You can send 1 card equipped to this card to the GY, then target other 1 face-up monster on the field; until the end of this turn, its ATK become 0, also its effects are negated.

Fiendish series, a generic Fiend support

Fiendish Librarian

Spoiler

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When this card is Normal Summoned or flipped face-up: You can add 1 "Fiendish" card from your Deck or GY to your hand, except "Fiendish Librarian". During the End Phase: You can banish this card from your GY, then target 1 Fiend monster that was sent to your GY during this turn; add it to your hand. You can only use this effect of "Fiedish Librarian" once per turn.

Fiendish Sword

Spoiler

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When this card is activated: Special Summon 1 Level 4 or lower Fiend monster from your hand or GY, then equip this card to it. The equipped monster gains 400 ATK. Also if it was Special Summoned from the GY, it cannot attack, its efffects are negated and it is destroyed if this card leaves the field. If this card is sent from the field to the GY: Inflict 400 damage to your opponent. You can target 1 DARK monster you control that was Special Summoned from the Extra Deck; equip this card from your GY to it. You can only use each effect of "Fiendish Sword" once per turn.

Fiendish Purge

Spoiler

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During the End Phase, if you Summoned a Fiend monster during this turn; activate 1 of the following effects.
● Destroy all Spells/Traps on the field.
● Destroy all monsters on the field. If 2 or more Fiend monsters were destroyed this way: Inflict damage to your opponent equal to the number of Fiend monsters destroyed x 400, also you take no battle damage until the end of the next turn.

 

D-Wheel: -

While Sinclair doesn't have a personal D-Wheel, he once rent a standard D-Wheel from the nearby shop and displayed a refined skill in riding duel. At that time, he managed to beat Bell who had trained with her D-Board for months both in term of dueling and racing.

Duel Disk: A standard Duel Disk without any color customization as its owner doesn't seem to care much. However, it is personally modified to be compatible with any possible model of D-Wheel, even though the man doesn't have one.

Misc. information:

- Theme Song, Past Theme

- Sinclair is a born Psychic Duelist who possesses an ability to manifest real objects and impacts based on cards. He has a perfect control over this ability thanks to his hellish training during childhood.

- I don't want him to be selected as a Signer. His past is involved with Illiaster, and I don't think I want them, new or old group, to take care of a potential signer like they did in his backstory.

 

Edited by JPAlpha
Minor grammar correction.

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Dahlia Von Blum

 

"Time to rock and roll!"

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Name: Dahlia Von Blum (Alias: “Black Dahlia”)

Gender: Female

Age: 21

Appearance:

Spoiler

During her childhood, Dahlia’s hair was short, scraggly, and uneven, most commonly worn pinned up to one side with a dark blue hairclip. This, combined with her flat-chested figure and preference for loose-fitting clothing, led other kids to tease her often for her tomboyish appearance, persisting into her mid teens. To her and everyone’s surprise, however, she has somehow managed to blossom into a shapely young lady within the last few years. She currently stands 5”8 and weighs approximately 110 lbs.

Now an adult trying to make it as a Professional Duelist, Dahlia’s usual outfit for public appearances consists of a purple leather jacket, black gloves, a form-fitting black leotard, fishnet leggings, and black boots. For day-to-day casual situations, she tends to favor a more laidback look that consists of a t-shirt or sleeveless top with jean shorts.

Biography:

Spoiler

Dahlia Von Blum was born in Neo Domino City to a young immigrant mother, most likely from a German-speaking part of Europe, who turned her over to the state almost immediately after giving birth. Whoever her mother was, and whatever her reasons, she was probably the sentimental type, as she chose to give her daughter an obviously foreign name—most likely reminiscent of her own home country—that was bound to make her stand out in Japan. The phrases “most likely” and “probably” are used here because Dahlia never got the chance to actually meet her mother. Soon after entrusting her daughter’s care to the government, the young woman vanished without a trace, either unable or uninterested in leaving behind any clues for her daughter, should she one day wish to establish contact.

Now a ward of the state, Dahlia was raised within the foster system, drifting in and out of several group homes over the years. Things were alright at the beginning, in the wake of Z-ONE's defeat, when hopes for a brighter future were high and anything seemed possible. Government funds for programs that kids like her depended on were higher, at least. But as elitism began taking hold of the city once more, those same funds started drying up. And although she wasn’t the worst kid in the system by any stretch, her brazen antics and poor performance at school made it difficult for her to find a permanent home. The fact that most of her guardians in her later years were more interested in receiving government handouts than actually raising a child probably had something to do with it, as well. Eventually, Dahlia—like so many other unwanted children in the city—fell through the cracks. Half-schooled, half-wild, and ready to make it on her own—or at least, that’s what she convinced herself—she ran away from home when she was 15. Unsurprisingly, no one came after her.

The following months on the streets quickly disavowed her of the idea that she was ready to face the world on her own. The little money she had managed to save up from her previous life didn’t last her long. Most of it was spent or stolen from her within the first week, in fact. Even now, Dahlia doesn’t remember much of what happened during that time. Except for one night that changed her life forever. That night saw her—hungry, cold, and sick—foraging through an unfamiliar part of the city, trying to find a place to shelter for the night. Instead, she stumbled upon the outer border of the territory of the Black Clovers, an all-female biker gang specializing in petty crime and underground duels. Outmanned, outgunned, and with no where to run, Dahlia found herself on the verge of tears, yet unable to cry… and for the first time in her life, on the verge of giving up completely. If the Black Clovers meant to maim or kill her for trespassing on their turf, then so be it. She no longer had the energy or the will to fight back, anyway.

The blows never came. Instead, Lady Luck smiled on her that day, for the Black Clover leadership seemed to see some sort of potential in her. The Black Clovers decided to offer her a chance: join them and commit fully to their way of life—“their family,” as they called it—or go back the way she had come. Alone, and unlikely to survive the week on her own. The choice was clear. Now an initiate of the Black Clovers, Dahlia found herself adjusting to life with her new sisters surprisingly quickly. Of course, being a juvenile delinquent in Neo Domino City came with its own set of dangers, as she quickly realized after several tangles with rival gangs and City Security. Still, given that it was the closest she’d ever come to having a true family, she was determined to learn. And learn she did. For some reason, some how, Lady Luck continued to smile on the ragtag little girl. Over the years, Dahlia’s quick reflexes and shrewd instincts helped her move up decisively within the organization, eventually establishing herself as one of the gang’s top members, developing her dueling skills along the way. The half-starved little girl was gone and “Black Dahlia” was born.

Her chance to break into the mainstream came unexpectedly in the form of Ken Ryugasaki, a small-time Duel Monsters talent scout with a penchant for scoping out the city’s underground dueling circuit for fresh blood. And while she was unsure at first, Dahlia ultimately made the decision to take some time way from the Black Clovers in order to pursue her dream. Now on the fast-track to becoming a Pro Duelist, Dahlia rides for those who, like her, grew up in the shadow of Neo Domino City’s wealth and opportunity. She strongly supports the Satisfaction Movement, although she has yet to get involved with them personally.

Personality:

Spoiler

Dahlia’s personality is best summed up by the phrase “lovable rogue.” For most people, it’s either love her or hate her—there’s not much middle room with this one. Cocky, impulsive, and often loud-mouthed, she tends to draw attention and attract trouble like a magnet. Fortunately, her dueling skills and her own two fists are usually enough to get her out of most scrapes. Having run at away a young age (and even then, her school attendance record wasn’t exactly brilliant), she’s not the most educated tool in the shed, though her shrewd instincts and sharp reflexes help even things out. Many times, she’ll try to offer advice or proverbial wisdom in the form of quotes, the majority of which she somehow manages to bungle (though she isn’t aware of this).

Independent and free-spirited, she tends to gravitate towards other like-minded souls, who, per her own words, “don’t sweat the small stuff.” Conversely, she doesn’t enjoy having to deal with stuffy, overly methodical types. Beneath her tough, rough-around-the-edges exterior, however, Dahlia is a genuinely affectionate person that cares deeply for her friends, viewing them as her true family. In the case of the Black Clovers, she considers her fellow members to be almost like true sisters, meaning that she would willingly put herself in harm’s way for them, despite them not always seeing-to-eye on every issue. In duels, she tends to charge ahead rather recklessly, since according to her, the best defense is a good offense. She’s not afraid to take risks or lose life points if it means pulling ahead for the win in the end, which often results in close shaves and spectacular comebacks that go far towards endearing her in the eyes of the public. Her playful nature, coupled with her bad biker girl persona and form-fitting leather outfits make her very popular with the male fanbase.

Alignment: Satisfaction, Pro Dueling Circuit (Aspiring), Black Clovers (Former)

Deck: Cyber Girl/Cyber Angel. A mixed Fusion/Ritual Deck that incorporates female Warrior-Type and Fairy-Type monsters, based on quickly Special Summoning powerful boss monsters that can disrupt the opponent’s field and push for game. Her current ace monsters are Cyber Angel Blader, Cyber Angel Izana, and Cyber Angel Dakini.

Custom Cards:

Spoiler

Cyber Angel Blader
Level 6
Light
Warrior-Type/Fusion/Effect
ATK 2100 / DEF 1800
“Etoile Cyber” + “Blade Skater”
A Fusion Summon of this card can only be conducted with the above Fusion Materials. This card is also treated as a Ritual Monster while face-up on the field or in the Graveyard. While your opponent controls only 1 monster, this card cannot be destroyed by battle, also any battle damage you take from battles involving this card is halved. While your opponent controls only 2 monsters, double this card’s ATK, also this card inflicts piercing battle damage. While your opponent controls only 3 monsters, negate your opponent's card effects. If this face-up card you control is destroyed by battle, or leaves the field because of an opponent’s card effect: You can add 1 LIGHT Ritual Monster or 1 Ritual Spell from your Deck to your hand. You can only use this effect of “Cyber Angel Blader” once per turn.

Dancing Fusion
Normal Spell Card
Fusion Summon 1 Warrior "Cyber" Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material. If your opponent controls a monster that was Special Summoned from the Extra Deck, you can also use monsters in your Deck as Fusion Material. You cannot Normal or Special Summon other monsters the turn you activate this card, except for Warrior or Fairy "Cyber" monsters. You can banish this card from your GY, then target 1 "Cyber" Fusion Monster you control; choose 1 of the effects listed on it determined by the number of monsters your opponent controls, and apply it until the end of this turn. You can only use each effect of "Dancing Fusion" once per turn.

Miscellaneous:
- Theme Song: "Zero" - Nana Best

Edited by Saiba Aisu

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