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MythyDragonwolf

Yu-Gi-Oh! Otherworld Capsule Fighters [OoC // PG-16 // Accepting]]

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PREMISE

In this world, Capsule Fighters are a common sight. Seen in many walks of life, from adventurers to heroes to criminals. They are obvious to others thanks to the golden gauntlet that is worn on their dominant hand. These gauntlets are able to do a good few things -  they allow the wearer to awaken monster eggs, and in turn can absorb the awoken monster into a capsule. And with those capsules, they can once more release that energy to summon the monster to fight for them. (Legend tells that those who are strong, and well-bonded with their monsters, can merge their selves with the monster, and use their powers as their own. Duel Armor is the name of this power)

Being a capsule fighter is dangerous. To summon a creature, you must put some of your own energy into it - meaning that should they be wounded or even damaged enough to be forced into capsule form, the summoner feels the harm and loses some of their ability to fight. And if one loses all their energy this way - usually through extended fighting and loss - they can die.

Capsule Fighters never take off their gauntlet, and no one is ever sure why they get theirs. They simply find it and it attaches to them on happenstance, marking the one forevermore as a capsule fighter. Not all Capsule Fighters use their power for good - some are heroes, while others simply adventure into the dangerous wilds, and even others become criminals. No matter what, their is often a respect for Capsule Fighters, and often between each other.

Capsules have become a tradeable commodity. Many merchants will accept a capsule for payment, and will often turn around and sell it at a profit soon enough. Even capsule fighters trade among themselves - often after a duel. Duels are ritualized forms of capsule combat. Two fighters dual using an amount of their capsules, with the winner often gaining a boon (unless it was a friendly duel). And many places hold tournaments between capsule fighters for prizes.

Outside of civilization, though, is dangerous. Bandits, monsters, and uncharted ruins and lands offer both danger and adventure. Capsule Fighters are one of the only humans able to fight monsters with a large chance of success, and even then they may lose. But it is also the only way to find more monster eggs - stone-like items that refuse to budge, and summon a new monster when touched with a gauntlet -  and thus the only way to increase their power.

WORLD INFORMATION

Once upon a time, Theys was a single world. Everything worked and lived in unity with one another to beat back the darkness that would encroach upon the world. Then, there came the infighting. Tribe fought tribe, new tribes formed, and those tribes were brought into conflict. To combat this endless conflict, the divine beasts formed the Apoqliphort Skybase, and broke the world into pieces. Every tribe was given a piece of land, with humans living on every piece as was their wont. As time went on, more pieces spawned, and though travel was allowed using airships and such transportation, there was relative peace.

In the void, the darkness spawned a new form known as the Steelswarm, and Neospacians formed to fight this threat in the void. Humans prospered, and lived alongside creatures in both peace and battle. And then, one day, a pulse from the Skybase fired which affected every piece. Many non-humans were destroyed, and monster eggs began to form on the pieces. This is theorized to be the time where the first capsule fighters began to appear.

Now, everything is falling apart. Darkness is consuming the hearts of the humans, the steelswarm is returning, and the divine beasts have disappeared. Theys must be reformed.

MECHANICS

Each world piece acts differently than the rest. It may be based upon a field spell, a certain monster tribe/theme, or it may be more generic such as a city. Many places will have more of a focus on tech or magic, while some will have both. Most places are majority humans, though archetype-based pieces will have a higher percentage of civilized monsters of those and similar archetypes.

For most Capsule Fighters, the most capsules they can hold on their person is six. They may gain as many creatures as they can, but to carry beyond six is to invite exhaustion and disaster. By this virtue, the capsule gauntlet has a 'hammerspace' where a fighter can load and unload their capsules to hold the team that works best for them.

Pieces can not be traveled between without specialized flying machines. The Skybase is no exception, however the Skybase is also a mecca for people and peaceful creatures of all kinds, is a large market with a burgeoning tournament scene. The goal on each piece is to gather a Shard of Theys, an item which - when combined with all others - will reform the world into a single, contiguous planet.

Equip Cards and Other Equipment is used by Capsule Fighters to fight alongside their summons, and is considered less powerful than Duel Armor, but also less tiring to use. Spells and Traps will appear at times in appropriate situations, such as places, events, traps, etc.

(In combat, generally the players/characters will post with their combat actions and attempts, and then the effects will be resolved in the GM post.)

CHARACTERS

The Player Characters will be people who born and lived in our world, where the creatures were naught but cards. They will have had some sort of interest in the cards in their life, if not the game itself. In the beginning, they will all wake up together, with a Capsule Gauntlet melded to their arm and a single capsule on their belt. From there, they will embark on quests (probably) to try and get their way home, and save this world.

CHARACTER SHEET

~~~~~~~~~~~~~~~

(Please send me your sheet in PM for approval)

Name:

Age:

Gender:

Appearance:

Starting Capsule: (3-star or below and non-iconic only, please)

Personality:

History:

Edited by MythyDragonwolf

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Good to see you setting this up again. Expect my application with an Eria the Water Charmer partner soon enough.

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Name:

Hikaru

Age:

14

Gender:

Male

Appearance:
proxy.png

----

[Capsule Collection]

Eria the Water Charmer (*)

~~~

Ghost Ogre & Snow Rabbit

Personality:

Hikaru is a kind, gentle soul who is often nervous around others, especially women. he secretly likes cute things, be it girls, toys or a mix of both. He puts on a tough persona for duels, taking them seriously. Outside of that, he is very introverted and has communication difficulties.

History:

Hikaru is a Duel Monsters player, through and through. The meta shifts like tectonic plates, but Hikaru plays his favourites. And by favourites I mean girls he finds cute, maining a full-fledged Charmer deck to the point of competing pretty well as well as running Traptrix, the Yo-Kai Girl series, and only recently using the Maid Dragon archetype. If Cardfight Vanguard was real in this world, even an idiot would realise that he'd run Bermuda Triangle, unless they didn't know what Vanguard was. And why would you?

He started getting into it when he opened his first pack containing the card he would consider his signature - Eria the Water Charmer. Finding her cute, he decided to collect the entire archetype. One thing lead to another and he was starting to form decks - decks that would pop in and out of the meta, decks that never really hit there, but all in all, he was a full-fledged player.

One day, he was transported to the world of Duel Monsters...

Edited by Crow

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