Name - Cinder Foreman
Age - 16
Gender - Female
Archetype - Machinists
Favored Dueling Style - Traditional
Bio - Cinder, in her younger years, lived with her father and mother in a small town, her father running an auto repair shop. Cinder was immediately interested in her father's line of work and, whenever she could, helped out around the shop. Slowly, she began to understand how cars worked through observation. By age 13, she was working alongside her father as a mechanic. At age 15, an interesting customer pulled up to the shop: A speed duelist, who needed a tune up for his duel runner. Cinder had seen duels on TV before, but she wasn't really interested in the game. Cinder decided to sit out of this one, as her father could easily handle it by herself. The duelist, noticing her, decided to teach her the game. Cinder agreed, and as the two played, she fell in love with the game. When the duelist left, he decided to give her a deck: A Morphtronic deck, one she still has today. After that, she joined a local dueling group, and found out she was horrible at dueling. She was hungry to learn the game, and that wasn't unnoticed by her parents. For her 16th birthday, she was given a new deck, her Machinist deck, and was admitted to the Duel Academy. She had barely passed her entry exams, being assigned to the Red Slifer's, but in her months attending the academy, she had developed her skills a little.
[Monsters=19]
Advanced Android x2
Clumsy Machinist x3
Cyborg Machinist x3
Fighting Android x3
Guard Android x3
Master Machinist x1
Perfect Android x1
Skilled Machinist x3
[Spells=10]
Hidden Armory x1
Limiter Removal x1
Overdrive Module x3
Smartbomb x2
Teleportation Module x3
[Traps=11]
Compulsory Evacuation Device x1
Dust Tornado x2
Machine Link x3
Sacrifice Procedure x3
Self-Destruct Procedure x2
Clumsy Machinist ☆☆ [Earth]
Atk: 500 / Def: 600
Warrior/Effect
Clumsy Machinist cannot be attacked if there is an "Android" on the field. When Clumsy Machinist is summoned, you may Special Summon an "Android" monster from your hand that is level 4 or lower. On the End Phase of the turn that Clumsy Machinist was summoned, destroy it.
Skilled Machinist ☆☆☆☆ [Earth]
Atk: 1000 / Def: 1000
Warrior/Effect
Skilled Machinist cannot be attacked if there is an "Android" monster on the field. When Skilled Machinist is summoned, and on your Standby Phase, you may Special Summon an "Android" monster from your hand.
Cyborg Machinist ☆ ☆ ☆ ☆ [Earth]
Atk: 1800 / Def: 1500
Warrior/Effect
Cyborg Machinist is treated as if it has "Android" in it's name. When Cyborg Machinist is summoned, you may Special Summon an "Android" monster from your hand or deck that is level 4 or lower.
Master Machinist ☆ ☆ ☆ ☆ ☆ ☆ [Earth]
Atk: 2000 / Def: 2100
Warrior/Effect
Master Machinist cannot be attacked if there is an "Android" monster on the field. When Master Machinist is summoned, and on your Standby phase, you may Special Summon an "Android" monster from your hand, Deck, or Graveyard.
Fighting Android ☆☆☆☆ [Earth]
Atk: 1800 / Def: 800
Machine/Effect
Fighting Android can only be summoned by the effect of a "Machinist" monster.
Guard Android ☆☆☆☆ [Earth]
Atk: 800 / Def: 2000
Machine/Effect
Guard Android can only be summoned by the effect of a "Machinist" monster.
Advanced Android ☆☆☆☆☆ [Earth]
Atk: 2300 / Def: 2000
Machine/Effect
Advanced Android can only be summoned by the effect of a "Machinist" monster. This monster cannot be the target of effects as long as there is a "Machinist" on your side of the field.
Perfect Android ☆☆☆☆☆☆☆ [Earth]
Atk: 2900 / Def: 2500
Machine/Effect
Perfect Android can only be summoned by the effect of a "Machinist" monster. Perfect Android cannot be the target of effects. As long as Perfect Android is on the field, "Machinists" may attack directly.
Overdrive Module [Equip]
Spell
If there are no "Machinist" monsters on the field, Overdrive Module may not be played. Overdrive Module enters the field with two counters. If the monster Overdrive Module is equipped to is an "Android", then that monster gains 1000 ATK. On each End Phase, Overdrive Module loses one counter. When there are no counters left on Overdrive Module, destroy it.
Smartbomb [Quick-Play]
Spell
Smartbomb may only be activated in the Battle Phase. Target a monster and destroy it.
Teleportation Module [Equip]
If there are no "Machinist" monsters on the field, Teleportation Module may not be played. Teleportation Module enters the field with two counters. As long as the monster equipped with Teleportation Module is an "Android", then it gains the effect: Remove a counter from Teleportation Module: negate the effect of a spell or trap card that targets this card and destroy it.
Sacrifice Procedure [Counter]
Trap
When a "Machinist" is targeted by a spell or trap card, you may sacrifice an "Android" monster. Negate the effect of the spell or trap card and destroy it.
Machine Link [Continuous]
Trap
As long as there is a "Machinist" monster on the field, "Android" monsters you control gain the effects of all equipped cards on your side of the field.
Self-Destruct Procedure
Trap
When an "Android" monster you control is targeted by an attack, you may sacrifice it to destroy the attacking monster. Both players lose 500 Life Points.