CURRENTLY ACCEPTINGNew Domino City
The city of New Domino, the famed Duel Monsters capital of the world. Ever since the invention of the Duel Runner, their popularity, alongside other similar inventions, has continued to grow immensely. As a result, Turbo Dueling is common within the city. Since advancements in technology years ago on part of Dueling legend and famed scientist Yusei Fudo, Ener-D is now contained much better than before, and those who follow in his footsteps continue to improve upon his work, making Zero Reverse less likely with each passing second.
The game of Duel Monsters continues to be researched, and development has been bolstered, giving way to advancements in preexisting mechanics, and breaking through to even more new mechanics. With this, the city has evolved. Few within the city can genuinely say they have never played the game of Duel Monsters, and there is an abundance of Duel Academies and Duel Runner registries throughout the city. But even with these advancements, certain historical sites, such as the Kaiba Dome, still stand proudly among the other structures.
In the waters to the south resides the island of Satellite. All borders of discontent between its people and the residents of New Domino are now long torn down, and commute between Satellite Island and New Domino City is frequent, as there are residential areas and job opportunities in each. They are connected by the massive network of roads known collectively as Daedalus Bridge, most prominently signified by the Daedalus Memorial at its center, which, when observed from a distance, one can see that, with its reflection in the water, the structure forms a sideways infinity symbol.
Sub-Locations
The Kaiba Dome is the most frequently used location for official Turbo Duels, and even a number of official grounded Duels are held within its borders. Perhaps the one face most recognized by frequent visitors is that of Valin Rotor, New Domino's King for nearly three years running, who uses the Dome as a "home stadium" of sorts. It is probably among New Domino's most prominent tourist attractions, second only to the Daedalus Memorial.
An area in the northeastern section of New Domino that was severely damaged during the rise of the Earthbound Immortals and even further harmed when the Emperors of Yliaster merged into Aporia. Though not entirely leveled, as the B.A.D. was, the area is damaged enough that any reconstruction would have required complete demolition followed by rebuilding from scratch. As the city lacked the funds to do so, the area was left until proper funds were gathered. Unfortunately, those funds never came, and Duel Gangs began to gather in the area. As a result, New Domino's Sector Security was reformed to attempt to quell the chaos, but their success was limited. The area, being too far gone for anything to be done, was abandoned by New Domino's government.
The Satellite Circuit is a racetrack currently under construction within the Satellite for the upcoming Turbo Dueling tournament of the same name. Much of it is above ground, but for a short portion, it extends down into the abandoned underground subway. Little else is known of the course as it seems to be something Valin desires to be kept secret until the tournament begins.
More coming soon.
Ignis SummoningIgnis Summoning is a mechanic which uses monsters' ATK and DEF as summon conditions rather than their Levels (i.e.: Synchro, Xyz, Pendulum). It utilizes the new Ignis Monster, which is held within one's Extra Deck. To perform an Ignis Summon, a player simply sends monsters from his/her field to the Graveyard whose total current ATK or DEF adds up to the ATK or DEF of one Ignis Monster within the Extra Deck. The values one must add together is symbolized by the parenthesis beside an Ignis Monster's listed Ignis Material(s). For example, if an Ignis Monster's Materials read, "2 or more monsters (ATK)", then a player would need to send monsters from their side of the field to the Graveyard whose total combined ATK equaled that of the Ignis Monster. However, if "DEF" is in parenthesis, then a player would have to do likewise with the DEF of their monsters adding up to the DEF of the Ignis Monster. These added values should amount to the EXACT amount of the Ignis Monster's; no more, no less.
Luckily, you aren't required to use a special Spell Card (like "Polymerization") or Monster Type (like Tuner Monsters) to Summon an Ignis Monster. Just add up the points, and boom! You have an Ignis Monster. An example can be found below on how to perform an Ignis Summon.
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Card DesignDue to the new kind of Extra Deck monster being introduced, naturally, some cards must exist of this type in order that they be used. This is where we put our thinking caps on and wear our belts of creativity. We've gotta make some Ignis Monsters, people. Of course, other cards are perfectly okay, too (honestly, any kind of card in the game is fine by me). Another reason to make cards is the inclusion of Turbo Dueling and the limited number of "Speed Spell" cards available for use. So, what do we do? We make some of our own, of course!
Now understand that this must be within reason. I refuse to have twenty different super-powered Level 12 monsters being thrown at my feet. In fact, for this reason, I am going to require cards to be approved by me before they can be used in the IC thread. This is not for me to be a Big Brother and stare over everyone's shoulder. This is me being GM and saying this needs to be fair. And not only do I retain the right to veto a card, I also am allowed to decide rulings, and place cards on da ban-list if necessary! (You say, "Oh, crap." I say, "Oh, fun!" Just kidding. I won't be mean about it. I promise. If anything, I'd be lenient.)
Guidelines for designing cards shall be found
here. Though I don't expect you to follow these religiously, I do expect you to follow them closely enough to make a fair, professional-quality card. I won't spend time going over all the rules of cardmaking here, simply because I gave you a link, and you should be able to just as easily follow that link as listen to my words here.
To create a card(s), send them to me via PM with each card in the following format:
Monsters*Insert Name*: (ATTRIBUTE; Level ??; Type(s); ATK/????; DEF/????)*Insert Effect or Flavor Text*
Spells/Traps*Insert Name*: (SPELL/TRAP; Type)*Insert Effect*
Deck BuildingBefore the IC is posted, I will not require everyone to have a full Deck ready. It's pure insanity. "Why?" you may ask? Well, because there are those who are designing EVERY CARD IN THEIR FREAKING DECK FROM SCRATCH via the "
Card Design" section above. And some of them are trying to avoid duplicates in their Decks. This means they'd have to, from scratch, design 40 different cards, plus Extra Deck. (Then perhaps a Turbo Dueling Deck to add to it, which could be a vast number more) Not easy to do. I've designed well over a couple hundred cards in my lifetime (Many of which are . . . sub-par and buried so deep within my memory that I have no desire to retrieve them). I should know. So, if you're one of those who's using cards from Konami's spoon, be patient with those who are wanting to be creative. For those of you who have decided to design all your cards from scratch, you have my respect. You are very brave to do so.
However, keep in mind while constructing a Deck that this RP is for more than just Dueling your brains out and winning all the time. This RP still includes a plot, and should not be joined for an imaginary 100% win record. Keep the Deck fun, not something that is annoying. Also, I'd prefer cards that were unique in the Anime to be avoided where possible unless a good explanation is given. When you have supernatural cards, they tend to not be capable of proper duplication.
Dueling ICAs this RP takes place in an anime setting, Duels are 4000 LP per Duelist to keep the Duels short-ish as appropriate. Where necessary, one Duelist pitted against many may take a handicap in LP, though this only typically results in 12000 for a 1 vs. 3 instance. Dueling will not require an RNG for which cards are drawn at any given time. It's up to the player for which cards are drawn when. Yep. I'm giving people freedom. (OMG what are we going to do?!) I'm going by the honors system here. Do not be overly repetitive or unrealistic. Well, unrealistic within reason. In certain plot-influenced instances, it is . . . permissible to be unrealistic and have a "Destiny Draw" of sorts (not the card, but like, a draw "influenced by fate"). Otherwise, Duels function the same as in real life.
Created Cards
Aspiring HERO Brighteye: (LIGHT; Level 3; Warrior; ATK/1100; DEF/800)
With a talent for strategy, his finesse is incomparable.
Aspiring HERO Burnshot: (FIRE; Level 3; Warrior; ATK/1300; DEF/900)
Precision is the focus of this patient hero. No villainy is left standing after his Firespout attack is unleashed.
Aspiring HERO Darkmask: (DARK; Level 3; Warrior; ATK/1200; DEF/1100)
Most comfortable lurking in the shadows, this hero excels in the areas of stealth and covert operations.
Aspiring HERO Scubafin: (WATER; Level 3; Warrior; ATK/1200; DEF/1000)
Though his powers have yet to come into full bloom, he is already quite adept at controlling the waters of the earth.
Aspiring HERO Swiftfoot: (WIND; Level 3; Warrior; ATK/900; DEF/1300)
Light on his feet, this hero dreams of breaking the sound barrier with his impeccable speed.
Aspiring HERO Twinshield: (EARTH; Level 3; Warrior; ATK/300; DEF/2100)
His power is strange, but his nearly indestructible skin and large shields are a great asset to other heroes.
Dark Magic Scholar: (DARK; Level 4; Spellcaster; ATK/1700; DEF/1300)
A student of the "Dark Magician". He has already studied a great deal, but there is still much left for him to learn.
Delta Force - Dua: (WIND; Level 3; Fairy; ATK/900; DEF/1200)
A stout, but determined member of the Delta Force.
Delta Force - Tria: (WIND; Level 3; Fairy; ATK/700; DEF/1500)
Though not the greatest of the Delta Force, he is definitely the strongest believing.
Delta Force - Una: (WIND; Level 3; Fairy; ATK/800; DEF/1400)
The founder of the Delta Force. This small creature believes that friendship can change the world.
Flamewind Knight: (FIRE; Level 4; Warrior; ATK/1900; DEF/600)
A powerful warrior whose blade glows ablaze with fire when foes approach.
Hundred-Eyes Scorpion: (DARK; Level 4; Insect; ATK/1600; DEF/1800)
This scorpion's prey cannot hide from its all-seeing gaze . . . nor can its predators.
Man-Eating Gelatin: (DARK; Level 3; Aqua; ATK/1100; DEF/1700)
A scientific experiment gone wrong. Now nothing mankind does can destroy this monstrosity.
Panda Cub: (EARTH; Level 2; Beast / Tuner; ATK/700; DEF/500)
A baby panda with a hidden power.
Alpha Dasher: (WIND; Level 4; Warrior / Effect; ATK/1300; DEF/700)If you control no monsters and there is a face-up "Speed World" Field Spell on your side of the Field: You can Special Summon this card from your hand. If you do: Place 1 Speed Counter on 1 "Speed World" Field Spell you control.
Blue-Flame Phoenix: (FIRE; Level 4; Winged Beast / Effect; ATK/1500; DEF/1300)During your Standby Phase, if you control no monsters: You can Special Summon this card from your Graveyard. If you do: Its ATK and DEF are switched. You can only use this effect of "Blue-Flame Phoenix" once per Duel.
Booster Knight: (FIRE; Level 3; Warrior / Effect; ATK/1200; DEF/700)When this card is Summoned: You can increase the ATK of 1 Warrior-Type monster you control by 400.
Carrier Pidgeon: (WIND; Level 2; Winged Beast / Effect; ATK/600; DEF/400)You can discard this card. If you do: Add 1 Level 4 or lower monster from your Graveyard to your hand.
Creation Child: (LIGHT; Level 1; Fairy / Effect; ATK/0; DEF/300)When this card is discarded from your hand by an Effect Monster's effect: Increase your LP by 300. During your Standby Phase, if you have 1 or fewer cards in your hand: You can add this card from your Graveyard to your hand.
D.D. Dracofang: (DARK; Level 4; Dragon / Effect; ATK/1800; DEF/100)While this card is banished, you can activate the following effect:
During either player's turn: You can target 1 of your banished Dragon-Type monsters; Special Summon it. (This is a Quick Effect) Banish that monster during the End Phase. You can only use the effect of D.D. Dracofang once per turn.
Demon Lord LV4: (DARK; Level 4; Fiend / Effect; ATK/500; DEF/500)This card must attack if able. If it does: It cannot be destroyed by that battle. During the End Phase, if this card attacked this turn: You can send this card to the Graveyard. If you do: Special Summon 1 "Demon Lord LV6" from your hand or Deck.
Demon Lord LV6: (DARK; Level 6; Fiend / Effect; ATK/500; DEF/500)Cannot be Normal Summoned/Set. Can only be Special Summoned with the effect of "Demon Lord LV4". Once per turn: This card cannot be destroyed by battle. You take no Battle Damage from battles involving this card. During the End Phase, if this card attacked this turn: You can send this card to the Graveyard. If you do: Special Summon 1 "Demon Lord LV8" from your hand or Deck.
Demon Lord LV8: (DARK; Level 8; Fiend / Effect; ATK/0; DEF/0)Cannot be Normal Summoned/Set. Can only be Special Summoned with the effect of "Demon Lord LV6". This card cannot be destroyed by battle. If this card attacks, your opponent cannot activate Spell/Trap Cards until the end of the Damage Step. Your opponent can only target "Demon Lord" monsters for attacks. If this card battles: Inflict any Battle Damage you would have taken to your opponent instead. During the End Phase, if this card attacked this turn: You can send this card to the Graveyard. If you do: Special Summon 1 "Demon Lord LV10" from your hand or Deck.
Demon Lord LV10: (DARK; Level 10; Fiend / Effect; ATK/0; DEF/0)Cannot be Normal Summoned/Set. Can only be Special Summoned with the effect of "Demon Lord LV8". This card cannot be destroyed by battle or by card effects. This card can attack all monsters your opponent controls once each. Your opponent can only target "Demon Lord" monsters for attacks. Other monsters you control (except "Demon Lord" monsters) cannot declare attacks. If this card battles: Inflict any Battle Damage you would have taken to your opponent instead.
Finflipper: (WATER; Level 3; Fish / Effect; ATK/1300; DEF/900)When this monster is changed from Attack Position to Defense Position: Target 1 monster your opponent controls; return that target to the owner's hand.
Lightwave Angel: (LIGHT; Level 4; Fairy / Effect; ATK/1250; DEF/1400)Once per turn, when either player declares an attack: You can target 1 LIGHT monster on the field. It cannot be destroyed during that battle.
Lightwave Dragoon: (LIGHT; Level 4; Thunder / Tuner; ATK/1800; DEF/300)If you control a Level 4 LIGHT monster: You can Special Summon this card from your hand. When this card is Normal Summoned: You can Special Summon 1 Level 4 LIGHT monster from your hand. You can only activate 1 "Lightwave Dragoon" effect per turn, and only once that turn.
Lightwave Priest: (LIGHT; Level 4; Spellcaster / Tuner; ATK/1400; DEF/850)Once per turn, during your Main Phase: You can increase your LP by 400 x the number of LIGHT monsters on the field.
Lightwave Starsoul: (LIGHT; Level 4; Wyrm / Effect; ATK/0; DEF/2300)Once per turn: You can target 1 LIGHT monster. It becomes a Tuner monster until the end of the turn. When this card is destroyed by your opponent's card (either by battle or by card effect) and sent to the Graveyard: Target 1 Level 4 LIGHT monster from your Graveyard, except this card. Special Summon that target. Also, its ATK becomes 0.
Lightwave Swordsman: (LIGHT; Level 4; Warrior / Effect; ATK/1600; DEF/1300)LIGHT monsters you control gain 300 ATK.
Man-Eating Caramel: (EARTH; Level 3; Aqua / Effect; ATK/300; DEF/1300)Once per turn: You can discard 1 card. If you do: Special Summon 1 "Man-Eating" monster from your Graveyard (except "Man-Eating Treasure Chest", "Man-Eating Plant", and "Man-Eating Black Shark"). You can only control 1 "Man-Eating Caramel"
Man-Eating Cinnamon: (EARTH; Level 3; Fiend / Tuner; ATK/800; DEF/1300)This card cannot be Normal Summoned or Set. When this card is Special Summoned: Discard 1 card or destroy this card.
Man-Eating Cupcake: (DARK; Level 3; Fiend / Tuner; ATK/300; DEF/1700)When this card is destroyed by battle or discarded by a card effect: You can Special Summon 1 "Man-Eating" monster from your Deck (except "Man-Eating Treasure Chest" and "Man-Eating Plant") in face-up Defense Position.
Man-Eating Custard: (WATER; Level 3; Aqua / Effect; ATK/0 ; DEF/1700)Once per turn: You can discard 1 card. If you do: Special Summon 1 "Man-Eating" monster from your Deck (except "Man-Eating Treasure Chest" and "Man-Eating Plant"). That monster cannot have the same Attribute as a face-up monster you control.
Man-Eating Ice Cream: (WATER; Level 3; Aqua / Effect; ATK/900; DEF/1300)Once per turn: You can discard 1 "Man-Eating" monster from your hand (except "Man-Eating Treasure Chest" and "Man-Eating Plant"). Then, shuffle 1 monster from your Graveyard back into your Deck.
Man-Eating Licorice: (DARK; Level 3; Fiend / Effect; ATK/500; DEF/1700)Once per turn: You can discard 1 card. If you do: Switch the original ATK and DEF of 1 "Man-Eating" monster you control (except "Man-Eating Treasure Chest", "Man-Eating Plant", and "Man-Eating Black Shark").
Man-Eating Mint: (WIND; Level 3; Fiend / Tuner; ATK/0; DEF/1300)When this card is destroyed by battle or discarded by an Effect Monster's effect: Draw 1 card. Then, if it was destroyed by battle: Draw 1 card for every 1000 points of damage you took from that battle.
Plague Rat: (DARK; Level 3; Zombie / Effect; ATK/800; DEF/0)When this card inflicts damage to your opponent by a direct attack: Send 1 card from the top of your opponent's Deck to the Graveyard for each face-up card on the field. Then, increase this monster's ATK by 100 for each card sent by this effect, until the end of the turn.
Rampant Troll: (DARK; Level 4; Fiend / Effect; ATK/1900; DEF/600)When this card destroys an opponent's monster by battle: Send the top 2 cards of your opponent's Deck to the Graveyard.
Runner-Up: (WIND; Level 3; Warrior / Effect; ATK/1100; DEF/600)When a Speed Counter is placed on a "Speed World" Field Spell you control by an effect other than its own: You can Special Summon this card from your hand. If you do: Place 1 Speed Counter on 1 "Speed World" Field Spell you control.
Vampiric Insect: (DARK; Level 4; Insect / Effect; ATK/1600; DEF/200)When this card is Normal Summoned: You can target 1 face-up monster your opponent controls. This turn, if this card battles that target: Negate the target's effects. When this card declares an attack: Send 1 card from the top of your opponents Deck to the Graveyard for each DARK monster you control.
Wyvern Fury: (WIND; Level 4; Dragon / Effect; ATK/1500; DEF/100)This card can attack your opponent directly. If it does: Banish it until your next Standby Phase.
Junk Synchron MK-II (DARK; Level 3; Warrior / Synchro / Tuner; ATK/1600; DEF/500)"Junk Synchron"
This card's name on the field is treated as "Junk Synchron". If this card is Synchro Summoned: You can Special Summon 1 Level 2 or lower monster from your Graveyard. Also, you can increase this monster's Level by 1 for every Level 2 or lower monster you control.
Lightwave General: (LIGHT; Level 8; Warrior / Synchro / Effect; ATK/2600; DEF/1700)1 LIGHT Tuner + 1 or more non-Tuner monsters
All LIGHT monsters you control gain 500 ATK
Lightwave Seer: (LIGHT; Level 4; Spellcaster / Synchro / Effect; ATK/1900; DEF/900)1 LIGHT Tuner
This card can be treated as a Tuner monster for the Synchro Summon of a LIGHT Synchro Monster. During your Standby Phase: You can discard 1 card. If you do: choose either yours or your opponent's Deck; look at the top three cards of that Deck (do not change the order).
Lightwave Seraph: (LIGHT; Level 8; Fairy / Synchro / Effect; ATK/2400; DEF/2900)1 Tuner + 1 or more non-Tuner LIGHT monsters
Once per turn, during your Main Phase: You can target 1 Level 4 LIGHT monster in your Graveyard. Add that target to your hand.
Prism Knight - Concavus: (LIGHT; Level 4; Scale 5; Rock / Pendulum / Effect; ATK/1400; DEF/1800)Pendulum: Once per turn: You can target 1 other Pendulum Monster in a Pendulum Zone. Decrease its Pendulum Scale by 1 for every card in your hand, until the end of the turn.
Monster: Once per turn: You can decrease the Levels of all Pendulum Monsters in your Extra Deck by 1 for every card in your hand, until the End Phase. If you Pendulum Summon a monster whose Level has been decreased by this effect, it cannot attack this turn.
Prism Knight - Convexia: (LIGHT; Level 4; Scale 5; Rock / Pendulum / Effect; ATK/1800; DEF/1400)Pendulum: Once per turn: You can target 1 other Pendulum Monster in a Pendulum Zone. Increase its Pendulum Scale by 1 for every card in your hand, until the end of the turn.
Monster: Once per turn: You can increase the Levels of all Pendulum Monsters in your Extra Deck by 1 for every card in your hand, until the End Phase. If you Pendulum Summon a monster whose Level has been increased by this effect, it cannot attack this turn.
Prism Knight - Reflecton: (LIGHT; Level 4; Scale 4; Rock / Pendulum / Effect; ATK/1300; DEF/1600)Pendulum: Once per turn: You can target 1 face-up Pendulum Monster in your Extra Deck. This card's Pendulum Scale becomes equal to the target's Pendulum Scale, until the end of the turn.
Monster: When you would take damage from a card effect: Inflict that damage to your opponent, instead.
Prism Knight - Refractan: (LIGHT; Level 4; Scale 4; Rock / Pendulum / Effect; ATK/1600; DEF/1300)Pendulum: Once per turn: You can reveal 1 Pendulum Monster from your hand. This card's Pendulum Scale becomes either 1 higher or 1 lower than the revealed monster's Level, until the end of the turn.
Monster: When you would take damage from a card effect: Gain that many LP, instead.
Armored Beast Gong'fel: (EARTH; Level 7; Beast / Ignis / Effect; ATK/1400; DEF/3000)2 or more monsters (DEF)
When a monster with ATK less than this monster's DEF battles this Defense Position card: Destroy that monster after Damage Calculation. While this card is in Defense Position: Your opponent cannot target other Level 7 or lower monsters for attacks.
Broadsword Gardna: (EARTH; Level 7; Warrior / Ignis / Effect; ATK/1100; DEF/2600)2 or more Warrior-Type monsters (DEF)
Once per turn, during either player's Main Phase: You can switch the original ATK and DEF of all face-up monsters on the field, until the end of the turn.
Chaos Blader: (DARK; Level 6; Warrior / Ignis / Effect; ATK/2200; DEF/1600)2 or more monsters (ATK)
If this card is Ignis Summoned: You can destroy a number of face-up cards on the field up to the number of Ignis Materials used for the Ignis Summon of this card.
Colossal Serpent Pacifica: (WATER; Level 9; Sea Serpent / Ignis / Effect; ATK/2600; DEF/2900)3 or more WATER monsters (DEF)
If you control a face-up Field Spell Card: Increase this monster's ATK and DEF by 300. If "Umi" is face-up on the field: This card is unaffected by your opponent's Trap Cards.
Gear-Hammer Repairman: (EARTH; Level 8; Machine / Ignis / Effect; ATK/2600; DEF/1700)2 or more Machine-Type monsters (ATK)
Once per turn, during your Main Phase: You can target 1 Level 5 or lower Machine-Type monster in your Graveyard. Special Summon it; its effects on the field are negated.
Infernalblaze Dragon: (DARK; Level 7; Dragon / Ignis / Effect; ATK/2400; DEF/1900)2 or more Zombie- or Dragon-Type monsters (ATK)
Any monster destroyed by this card in battle is treated as Zombie-Type while it is in the Graveyard. This card gains 100 ATK for every Zombie-Type monster in either player's Graveyard.
Thunder Blader: (LIGHT; Level 6; Warrior / Ignis / Effect; ATK/2200; DEF/1600)2 or more monsters (ATK)
When this card is Ignis Summoned: Inflict 400 damage to your opponent for each monster used as an Ignis Material for the Ignis Summon of this card.
Volspire Dragon: (DARK; Level 8; Dragon / Ignis / Effect; ATK/3000; DEF/2300)2 or more monsters (ATK)
When this card destroys a monster by battle: You can target 1 card on the field; destroy that target.
Speed SpellsTime for the cards that will be used for Turbo Dueling. The cards listed here are the ONLY "Speed Spell" cards available. (Not that some can't be created and added to the list, but if it's not on the list, don't use it IC) And then of course there's "Speed World 3", which allows for the use of Pendulum Monsters without penalties during a Turbo Duel. For those a little more unfamiliar with the concept, "Speed World 3" is activated at the start of a Duel, one copy by each player, and it lasts throughout the Duel. With the effect of "Speed World 3", the phrase "Spell Cards cannot be activated in the Spell and Trap Card Zones, except 'Speed Spell' Spell Cards" effects only the Spell and Trap Card Zones, not the Pendulum or Field Spell Zones. Therefore, it also has a phrase which restricts itself from being removed from the field, but there is no restriction placed on Pendulum Monsters so as to keep all forms of Summoning available during a Turbo Duel.
Speed World 3: (SPELL; Field)This card cannot be removed from the field. Except during the first turn of the Duel, place 1 Speed Counter on this card during each Standby Phase (max. 12). Spell Cards cannot be activated in the Spell and Trap Card Zones, except "Speed Spell" Spell Cards. When you take damage, remove 1 Speed Counter for every 1000 points taken. Monsters cannot be Set or flipped face-down. Monsters can be Normal Summoned in face-up Defense Position. When you Special Summon a monster(s) from the Extra Deck, place 1 Speed Counter on this card. When you place your 6th or 12th Speed Counter on this card, draw 1 card.
Speed Spell - Acceleration Limiter: (SPELL; Quick-Play)Until your opponent's second End Phase after activation, your opponent cannot place Speed Counters during the Standby Phase.
Speed Spell - Accelerator Draw: (SPELL; Normal)Activate only while your Speed Counters are 7 more than your opponent's. Draw 2 cards.
Speed Spell - Angel Baton: (SPELL; Normal)Activate by removing 4 of your Speed Counters. Draw 2 cards. Then discard 1 card.
*Speed Spell - Attack Buster: (SPELL; Quick-Play)Activate only while you have 2 or more Speed Counters. Target 1 Attack Position monster on the field; change that target to face-up Defense Position.
*Speed Spell - Broken Engine: (SPELL; Normal)Remove 2 Speed Counters. Target 1 face-down Spell/Trap card; it cannot be activated until the End Phase. If the target is destroyed before the End Phase: Inflict 1000 damage to both players.
Speed Spell - Count Up: (SPELL; Normal)Activate only while you have 2 or more Speed Counters. Discard any number of cards; increase your Speed Counters by 2 for each card discarded by this effect.
Speed Spell - Curse of Fate: (SPELL; Normal)Activate only while you have 2 or more Speed Counters. Target 1 face-up monster you control; inflict damage to your opponent equal to half that monster's ATK. That target cannot attack this turn.
Speed Spell - Dash Pilfer: (SPELL; Normal)Activate only while you have 4 or more Speed Counters. Take control of 1 Defense Position monster your opponent controls, until the End Phase.
Speed Spell - Deceased Synchron: (SPELL; Normal)Activate by removing 5 of your Speed Counters. Synchro Summon 1 Synchro Monster by banishing the appropriate Synchro Material Monsters from your Graveyard. Banish the Synchro Summoned Monster during the End Phase.
Speed Spell - Defense Buster: (SPELL; Normal Spell)Activate only when you have 2 or more Speed Counters. Target 1 Defense Position monster on the field, and change that target to Attack Position.
*Speed Spell - Double Lap (SPELL; Normal)Activate only while you have 4 or more Speed Counters. Target 1 monster you control; that target can attack twice during each Battle Phase this turn.
Speed Spell - Final Attack: (SPELL; Normal)Activate only while you have 8 or more Speed Counters. Target 1 face-up monster you control; double its ATK. That target cannot attack your opponent directly this turn. Destroy it during the End Phase.
Speed Spell - Gap Storm: (SPELL; Normal)Activate only if the difference between your Speed Counters and your opponents Speed Counters is 7 or more. Destroy all Spell and Trap Cards on the field.
Speed Spell - Half Sieze: (SPELL; Normal)Activate only while you have 3 or more Speed Counters. Target 1 face-up monster on the field. Halve that target's ATK, and gain Life Points equal to the lost ATK.
Speed Spell - High Speed Crash: (SPELL; Normal)Activate only while you have 2 or more Speed Counters. Destroy 1 card you control and 1 other card on the field.
Speed Spell - Ignition: (SPELL; Quick-Play)Activate only while you have 2 or more Speed Counters. Destroy 1 Spell or Trap Card you control. Then, change the battle positions of all monsters your opponent controls.
Speed Spell - Overboost: (SPELL; Normal)Increase your Speed Counters by 4. During the End Phase, reduce your Speed Counters to 1.
Speed Spell - Overspeed: (SPELL; Normal)Activate only while you have 4 or more Speed Counters. Remove all of your Speed Counters, and if you do: Add 1 Level 3 or lower monster and 1 Spell/Trap Card from your Graveyard to your hand. You do not gain Speed Counters during the next 3 Standby Phases.
Speed Spell - Overtune: (SPELL; Normal)
[indent]Activate only while you have 3 or more Speed Counters. Tribute 1 monster. Special Summon 1 Tuner monster from your hand whose Level is equal to or less than the Tributed monster's.
Speed Spell - Power Baton: (SPELL; Quick-Play)Activate only while you have 6 or more Speed Counters. Send 1 monster from your Deck to the Graveyard and target 1 monster you control. Increase the target's ATK by the sent monster's ATK, until the End Phase. If you do: Skip your next Draw Phase.
Speed Spell - Rapid Shotwing: (SPELL; Normal)Activate only while you have 4 or more Speed Counters. Target 1 face-up monster you control. It gains 100 ATK for each of your Speed Counters, until the End Phase.
Speed Spell - Reactor Pod: (SPELL; Normal)Activate only while you have 4 or more Speed Counters. Target 1 face-up monster you control with 1000 or less ATK. Inflict damage to your opponent equal to that monster's original ATK.
*Speed Spell - Ritual in the Wind: (SPELL; Ritual)Activate by revealing 1 Ritual Monster from your hand or Deck whose Level is less than or equal to the number of Speed Counters you have. Tribute monsters (from your hand or field) whose Levels are exactly equal to the Level of the revealed Ritual Monster. Ritual Summon the revealed card.
*Speed Spell - Shatterpoint: (SPELL; Quick-Play)Activate only while you have 6 or more Speed Counters. Target 1 monster that was Special Summoned from the Extra Deck. Return it to the Extra Deck. If that monster was Fusion, Synchro, or Ignis Summoned, Special Summon the monsters that were used for its Summon from the Graveyard(s) to its owner's side of the field.
Speed Spell - Shift Down: (SPELL; Normal)Activate by removing 6 of your Speed Counters. Draw 2 cards.
Speed Spell - Silent Burn: (SPELL; Normal)Activate only while you have 4 or more Speed Counters. Inflict 300 damage to your opponent for each monster you control that did not declare an attack this turn.
Speed Spell - Silver Contrails: (SPELL; Quick-Play)Activate while you have 4 or more Speed Counters. Target 1 monster you control; that target gains 1000 ATK during each Battle Phase this turn.
Speed Spell - Slowdown Machine: (SPELL; Normal)Activate only during your Main Phase 2. Remove 1 of your opponent's Speed Counters for every 500 points of damage you inflicted to your opponent this turn.
Speed Spell - Sonic Buster: (SPELL; Normal)Activate only while you have 4 or more Speed Counters. Target 1 face-up monster you control; inflict damage to your opponent equal to half its ATK.
Speed Spell - Speed Energy: (SPELL; Normal)Activate by removing 1 of your Speed Counters. Target 1 face-up monster on the field. It gains 200 ATK for each of your Speed Counters until the End Phase.
Speed Spell - Speed Force: (SPELL; Normal)Activate only while you have 4 or more Speed Counters. Until your next Standby Phase, cards you control cannot be destroyed by the effects of your opponent's Spell/Trap Cards.
Speed Spell - Speed Fusion: (SPELL; Normal)Activate only while you have 4 or more Speed Counters. Send Fusion Material Monsters from your hand or field listed on a Fusion Monster to the Graveyard to Fusion Summon that Fusion Monster from your Extra Deck.
Speed Spell - Speed Jammer: (SPELL; Normal)Activate by removing 2 Speed Counters. Your opponent removes 6 of their Speed Counters.
Speed Spell - Speed Storm: (SPELL; Normal)Activate only while you have 3 or more Speed Counters. Inflict 1000 damage to your opponent. During your Standby Phase, if this card is in your Graveyard, you can: Remove 3 of your Speed Counters to add this card from your Graveyard to your hand.
Speed Spell - Star Force: (SPELL; Normal)
[indent]Activate only while you have 4 or more Speed Counters. Banish 1 monster you control. Target monster you control gains 100 ATK x the Level of the banished monster, until the End Phase.
Speed Spell - Summon Close: (SPELL; Quick-Play)Activate by removing 3 of your Speed Counters. Discard 1 card, then draw 1 card. If you do: Your opponent cannot Special Summon monsters this turn.
Speed Spell - Summon Speeder: (SPELL; Normal)Activate only while you have 4 or more Speed Counters. Special Summon 1 Level 4 or lower monster from your hand. It cannot attack this turn.
Speed Spell - Synchro Defuse: (SPELL; Normal)Activate only while you have 6 or more Speed Counters. Target 1 face-up Synchro Monster your opponent controls. Take control of it until the End Phase.
Speed Spell - Synchro Panic: (SPELL; Normal)Activate only while you have 7 or more Speed Counters. Special Summon as many Synchro Monsters as possible that have been Synchro Summoned during this Duel from your Extra Deck. The effect(s) of the Special Summoned monster(s) are negated, and their ATK becomes 0. During the End Phase, banish all Synchro Monsters Special Summoned by this card's effect.
Speed Spell - Synchro Return: (SPELL; Normal)Activate only while you have 5 or more Speed Counters. Target 1 banished Synchro Monster, and Special Summon it to your side of the field. Banish it during the End Phase.
Speed Spell - Takeover: (SPELL; Normal)Activate only while you have 4 or more Speed Counters. Target 1 face-up card on the field that has a counter on it. Destroy it, and gain 100 Life Points for each counter on it.
Speed Spell - The End of the Storm: (SPELL; Normal)Activate only while you have 10 or more Speed Counters. Destroy all monsters on the field and inflict 300 damage to each player for each of their destroyed monsters.
Speed Spell - Tune Up 1 2 3: (SPELL; Normal)Activate only while you have 4 or more Speed Counters. Target 1 face-up monster you control. Roll a six-sided die and activate an appropriate effect:
● 1 or 2: Increase that target's Level by 1.
● 3 or 4: Increase that target's Level by 2.
● 5 or 6: Increase that target's Level by 3.
Speed Spell - Tyrant Force: (SPELL; Normal)Activate only while you have 10 or more Speed Counters. Cards you control cannot be destroyed this turn. Each time a card(s) your opponent controls is destroyed this turn, inflict 300 damage to your opponent.
Speed Spell - Vision Wind: (SPELL; Normal)Target 1 monster in your Graveyard and remove a number of your Speed Counters equal to the Level of the target. Special Summon that monster. Destroy it during the End Phase.
Speed Spell - Wheelie Breaker: (SPELL; Normal)Activate by removing 6 of your Speed Counters. Destroy all Attack Position monsters on your opponent's side of the field.
Speed Spell - Zero Reverse: (SPELL; Normal)Activate only while you have 3 or more Speed Counters. Special Summon 1 monster destroyed by a card effect this turn in Attack Position. Its ATK becomes 0.
* = Fan-Made for this RP.
Forbidden & Limited Listings
Burner, Dragon Ruler of Sparks
Chaos Emperor Dragon - Envoy of the End
Cyber Jar
Cyber-Stein
Dark Magician of Chaos
Destiny HERO - Disk Commander
Elemental HERO Stratos
Fiber Jar
Fishborg Blaster
Lightning, Dragon Ruler of Drafts
Magical Scientist
Makyura the Destructor
Mind Master
Morphing Jar
Morphing Jar #2
Reactan, Dragon Ruler of Pebbles
Rescue Cat
Sangan
Sinister Serpent
Stream, Dragon Ruler of Droplets
Substitoad
Tribe-Infecting Virus
Victory Dragon
Witch of the Black Forest
Yata-Garasu
Thousand-Eyes Restrict
Brionac, Dragon of the Ice Barrier
Dark Strike Fighter
Trishula, Dragon of the Ice Barrier
Number 16: Shock Master
Wind-Up Carrier Zenmaity
Brain Control
Butterfly Dagger - Elma
Card Destruction
Card of Safe Return
Change of Heart
Cold Wave
Confiscation
Delinquent Duo
Dimension Fusion
Dragon Ravine
Future Fusion
Gateway of the Six
Giant Trunade
Graceful Charity
Harpie's Feather Duster
Heavy Storm
Last Will
Mass Driver
Metamorphosis
Mirage of Nightmare
Monster Reborn
Painful Choice
Pot of Avarice
Pot of Greed
Premature Burial
Snatch Steal
Spellbook of Judgment
Super Rejuvenation
Temple of the Kings
The Forceful Sentry
Crush Card Virus
Exchange of the Spirit
Imperial Order
Last Turn
Return from the Different Dimension
Ring of Destruction
Royal Oppression
Self-Destruct Button
Sixth Sense
Solemn Judgment
Time Seal
Trap Dustshoot
Ultimate Offering
Left Arm of the Forbidden One
Left Leg of the Forbidden One
Right Arm of the Forbidden One
Right Leg of the Forbidden One
Atlantean Dragoons
Black Luster Soldier - Envoy of the Beginning
Blaster, Dragon Ruler of Infernos
Brotherhood of the Fire Fist - Spirit
Dandylion
Dark Armed Dragon
Debris Dragon
Deep Sea Diva
Exodia the Forbidden One
Genex Ally Birdman
Gladiator Beast Bestiari
Glow-Up Bulb
Honest
Infernity Archfiend
Inzektor Dragonfly
Inzektor Hornet
Mermail Abyssgunde
Neo-Spacian Grand Mole
Night Assailant
Red-Eyes Darkness Metal Dragon
Redox, Dragon Ruler of Boulders
Rescue Rabbit
Tempest, Dragon Ruler of Storms
Thunder King Rai-Oh
Tidal, Dragon Ruler of Waterfalls
Wind-Up Magician
Evigishki Gust Kraken
Evigishki Mind Augus
Dewloren, Tiger King of the Ice Barrier
Goyo Guardian
Legendary Six Samurai - Shi En
T.G. Hyper Librarian
Allure of Darkness
Book of Moon
Burial from a Different Dimension
Charge of the Light Brigade
Dark Hole
Dimensional Fissure
Divine wind of Mist Valley
Final Countdown
Foolish Burial
Gold Sarcophagus
Infernity Launcher
Limiter Removal
Mind Control
Monster Gate
One Day of Peace
One for One
Raigeki
Rekindling
Royal Tribute
Sacred Sword of Seven Stars
Soul Charge
Spellbook of Fate
Super Polymerization
Botomless Trap Hole
Compulsory Evacuation Device
Eradicator Epidemic Virus
Geargiagear
Infernity Barrier
Macro Cosmos
Magical Explosion
Solemn Warning
Soul Drain
Torrential Tribute
Wall of Revealing Light
Blackwing - Gale the Whirlwind
Card Trooper
Chaos Sorcerer
Gorz the Emissary of Darkness
Lonefire Blossom
Necroface
Reborn Tengu
Summoner Monk
Tragoedia
Advanced Ritual Art
Chain Strike
Hieratic Seal of Convocation
Reasoning
Ceasefire
Ojama Trio
The Transmigration Prophecy
Character SheetsHonestly, I almost don't care what's in these. I'm not going to pin down fields, but I will say that your character should have a history section that is adequate for the accomplishments they've reached in life, as well as being appropriate for their age. Also, these sheets should be dynamic, meaning they should update throughout the RP whenever you add new cards to your Deck or whatever. Just to know that you've read this, include a field titled "Other" and tell me the name of your favorite card, along with a link to the corresponding
wiki page.
CharactersYuko Myojo -- Player: UndendingEmpire
Valin Rotor -- Player: Rethel34
Closing RemarksThe IC should be posted by the end of the day on Saturday, December 6, 2014. It's getting close.