"I believe its time for tea. So hurry up and lose already!"
Name: Marchesa Dominique (yes her first name is actually a rank as well) Age: 16 Personality: Marchesa is easily described as a rose, handle it delicately and you have a rather sweet smelling flower but approach it with carelessness and prepare yourself for a world of hurt. To put it simply, if you don't step on any of her nerves she'll treat you decently, maybe even sweetly. Perhaps she'd even make exceptions for you if you mess up in front of her if you keep at it long enough but if you tread carelessly she will abhor you and the very ground you stand upon. Perhaps it stems from her sheltered rich girl upbringing where she was doted on by man-servants.
Even so, as a result of this upbringing she has a inquisitive nature always wishing to know why or how something does what it does. However not only does she also want to know she also wants to improve or become the best in that field if it so interests her. Perhaps that is why she is so indulged in duel monsters. She wants to become the best regardless of what her mother thinks.
Bio: Marchesa was born to a long line of wealthy ancestry on her fathers side. Her early life could be seen as the epitome of those living the rich life style. She had everything she ever wanted in terms of material possession. However she still lacked what is probably the most important thing. She lack companionship, both from her parents. Her father was never home and her mother simply wanted to raise a so easily to control puppet.
Of course such a lifestyle instilled in her a rebellious streak, to the point where she struck out from her parents, wanting to take her own path in life. Doing something that made her happy. So she attended the Margrail duel school as it was located in the city that her family had set up permanent residence in. Hoping that she could at least attempt to feign normalcy and not have people cling to her for wealth or expensive gifts as people usually tried to do...
She hoped this new start would grant her a new and refreshing perspective on life.
Preferred Summoning Methods: Normal Summoning. Optional courses: Action Dueling A stage befitting her Majesty Deck:
Appearance: Yoru is a relatively short person, standing at only 1m63. His black hair seems like it's never been cut in his whole life as it's messy, frilly and almost touches the floor with how long it's gotten. It always covers his right eye, mainly due to the weight of it being almost impossible to keep from hanging in front of the boy's face. When he's not wearing the school uniform, Yoru's attire consists of thick layers of dark clothing who's sleeves and pipes are all much too long for him and give the guy a very shaggy look. It doesn't help that there's always bags underneath his emerald eye(s), showing that he never gets enough sleep. His skin is pale and dried, too.
Age: 16
Personality: Yoru is quiet, gentle and shy. He wouldn't hurt a fly, even if that fly was actually a mosquito and had bit him ten times while he was trying to sleep. He doesn't really enjoy talking all that much and prefers to listen to others, often watching people from afar and acting like a bit of a stalker. He has very little self worth and tends to run away when someone notices him.
In a duel, however, this personality doesn't quite hold up. The longer the duel goes on and the more Yoru immerses himself into it, the more he starts losing it. His voice will get louder, his movements sharper and his language sharper all while wearing a deranged grin on his face. Dueling him is like watching someone descend into madness, yet he returns to his previous self only seconds after said duel ends.
Bio: Yoru grew up in a pretty bad household. His mom left him and his dad was an alcoholic that didn't really care for bratty little kids, so the boy often got ignored as he grew up. The clothes he wore were always second hand and too large for him, causing Yoru to be bullied in school. The attic had basically become the boy's room and so he locked himself up in there half the time, staring at the walls as he didn't really get any toys growing up. He always collected what little money he could pick up on the floor and from passersby, unwilling to spend it on anything until he amassed a decent amount of money. Considering he'd only get one chance to buy something, Yoru decided to buy the most popular thing around: Duel monsters cards.
Initially he only played with himself, but after a while he started bringing them to school as well. Surprisingly, people stopped being major jerkbags once they saw he had some cards and decided to play with him. However, Yoru's lack of social skills proved fatal in this situation as people started to be creeped out more and more by him as they interacted with the boy. Eventually it lead to him having no friends again, though outright ignored instead of bullied this time.
One day, Yoru's dad found out he played cards. Said dad also didn't really care all that much, until he thought of a brilliant idea to get the boy out of the house. All he had to do was buy the cheapest duel disk on the market and send him to the nearby dueling school, as they had dormitories which meant that Yoru didn't have to come home again. At least, not for a while. So it was that Yoru got enlisted in the Margrail duel school, and where his first year is about to begin.
Johnathon wears the school uniform, but whenever he is wearing his casual wear, he wears a white shirt, black vest, dress pants and black dress shoes. John stands at 1.83m (6'), and weighs 86 kg (190 lbs).
Name: Johnathon "John" R. Sharp
Age: 16
Personality: John views the game far less seriously than most other kids at the academy do. He honestly doesn't really care whether he becomes a duelist or not, and plans to work at one of the various card stores near the academy when he graduates rather than going pro. This belief is evident in his deck, which is entirely composed of monsters he found "Cute" looking. John has a constant, bubbly personality, and does his best to make other people laugh and have fun, but this gets him in trouble with the teachers fairly often. He is almost obsessive over an older "Mokey Mokey" card, and keeps it on his person at all times, never letting it leave his sight. In a duel, many people are shocked that he has no tension whatsoever, cracking jokes and making puns off of cards he or his opponent play. This, combined with the ludicrous nature of his deck, has allowed him to win numerous duels since his opponents are off guard. While Johnathon may seem care free, he has many deep seeded issues regarding the death of his brother, and will become livid if anybody were to talk rudely about him.
Besides these moments, Jonathon is generally pretty passive - he has never been in a fight in his life, and doesn't plan on ever participating in one. He constantly talks animatedly, and will do everything in his power to make other people feel better about themselves. His hobbies include watching anime, playing video games, hanging out with friends, and going to sing karaoke (He is below average at best) One of his strangest quirks is that he refuses to not use his "Mokey Mokey" card, and it was for this reason he based his entire deck on it.
Bio: Johnathon was born to a middle class family in the suburbs, and lived a fairly normal life. He was well-liked by the other children he played with, he did well in school, and he had loving parents. There was only one big difference between him and nearly every other kid his age - he couldn't care less about duel monsters. It just seemed so complicated and boring, and the fact that it was the main thing in most people's lives just made it more unappealing. He planned to settle down with some cushy office job when he was older, maybe try and become a comedian. He enjoyed making people laugh, especially his little brother, Ian. Ian was born when Johnathon turned 4, and the two were nearly inseparable. They played soccer, wrestled, and Johnathon helped him with his homework whe they were younger. Ian did his best to replicate his brother, adopting his hairstyle, mannerisms, and even purposefully getting in trouble so he could get sent to detention like his brother. They were as close as siblings could be, with one exception - Ian always dreamed of becoming a duelist.
Johnathon did not really approve of this dream, but he wasn't about to let his brother know this - the two were best friends, and Johnathon was going to do his best so that his little brother was happy. So, despite the fact that he hated the game, he helped create his brother's deck when Ian was only 8. The kid was so happy... He planned to go play with his friends at the park, leaving the house immediately. Wanting to watch his brother kick some ass, Johnathon quickly raced to his room grabbing his camera and following his brother. By the time he had made it out of the door, he saw his brother run halfway accross the street without looking, just as a pickup truck was barreling down the road. Before he could even react, his brother was lying across the street, dead.
The driver was incarcerated for vehicular manslaughter, life imprisonment. Johnathon spent nearly 2 years in mourning, and many people could hardly tell he was the same person - he lacked the joy he once had, and spoke only in monotone. It wasn't until he finally decided to look at the small box, the items that his brother had before he died, that he found what he needed to recover - among the baseballs and random articles of clothing, lied a single, untarnished card - a "Mokey Mokey". It was the first card that Ian ever found in a booster pack. While most people would have been shamed of this being their very first card, Ian was awestruck. The card was the very first he ever held, and while he created his own deck using other cards, he still held onto it to remember his very first card. This was what showed Johnathon what to do - he was going to learn how to duel, not for his brother, not for himself, but to learn why people loved the game so much.
2 years passed, and he had finished his deck, a "Mokey Mokey" based deck. He participated in numerous duels, winning some, losing some, but he finally learned why people liked the game - it was a game of wits, and it was already popular. Some people take the game far more seriously than others, but the point of the game remained firm - it was meant for people to have fun. This belief remained firm in Johnathon's mind, and he decided that his old dreams were pointless now. He had finally found fun in the game that had confused him for years, so he was going to enter into the duel monster industry. John knew that their were countless other kids, all vying to become pro duelists, so he just decided to try. Even if he failed to win with the deck he created, it didn't matter. He was going to have fun dueling, just like his brother would have, and if he fails... Well, he could always work at a card store! Spending the next two weeks packing his bags and deciding upon a school, he finally found the perfect choice - Margrail Duel School.
Spells 3x Mokey Mokey Smackdown 1x Mystical Space Typhoon 2x Dark Factory of Mass Production 1x Level Limit Area: B 1x Swords of Revealing Light 1x Law of the Normal 1x Delta Attacker 2x Opti Camoflouge Armor
Traps 1x League of Uniform Nomenclature 2x Human-Wave Tactics 2x Call Of The Haunted 1x Gravity Bind 2x Backup Soldier 2x Destruct Potion 1x Justibreak
Appearance: In her school uniform (modified to wear the uniform described on the OP, of course):
She wears black leggings and the skirt. She likes dressing up in feminine clothes after all. In her working outfit:
In her casual attire:
Name: Marika Kuroneshi Age: 15 Personality: Bright and cheerful, you will rarely ever see her not smiling. But beneath that, there lies quite an inquiring mind that wants to learn and know more about duel monsters, which is why she ended up asking her parents to send her to the academy. And once she's in battle, her competitive side flares up. Her mindset in battle is wanting to beat the opponent's deck with her cards, not really caring about the opponent themselves. It's like a challenge of strength for her. And if the opponent is too easy for her, she will say in her mind, "What a waste of time!". Bio: She grows up surrounded by candies, what with her parents being candy makers and owning a candy shop after all. This led her to fall in love with candies as well. Combining that with her interest in Duel Monsters, she now runs a candy-based deck. She has been playing the game ever since she was little, and even back then, she sometimes makes other boys cry with her strong and ruthless play. She really does not like to hold back. This attitude follows her as she grows up, making the candy store somewhat infamous for the pretty pink-haired girl who will beat you up throughoutly while smiling. She welcomes the challenge however. It's not fun if she wins too easily after all. Preferred Summoning Methods: Tribute Summoning Optional courses: Standard Dueling Deck: The Rise of Candyland Other: Kuriboh
Name: Candy, Lollipop Attribute: Light Monster Type: Fairy/Effect Level: 3 Effect: When sent to the Graveyard from the Field, give 500 LP to its owner. ATK/DEF: 500/1500
Name: Candy, Puppy Attribute: Light Monster Type: Beast/Effect Level: 3 Effect: When sent to the Graveyard from the Field, give 500 LP to its owner. ATK/DEF: 1200/800
Name: Candy, Pastierre Attribute: Light Monster Type: Fairy/Effect Level : 4 Effect : When summoned to the field, you can Special Summon one Candy Monster Level 4 and below from your hand. When sent to the Graveyard from the Field, give 500 LP to its owner. ATK/DEF: 1500/1000
Name: Candy, Soldier Attribute: Light Monster Type: Warrior/Effect Level : 4 Effect : You can choose to redirect an attack targeting a Candy monster to this card. When sent to the Graveyard from the Field, give 500 LP to its owner. ATK/DEF: 2000/0
Name: Candy, Mage Attribute: Dark Monster Type: Spellcaster/Effect Level : 4 Effect : Each time a Candy Monster on the field goes to the Graveyard, add one counter to this monster. When it has three counters, you can remove a monster on the field from play. When sent to the Graveyard from the Field, give 500 LP to its owner. ATK/DEF : 1500/1500
Name: Candy, Giant Attribute: Dark Monster Type: Fiend/Effect Level : 6 Effect : It can only attack after you send a Candy Monster from the field to the Graveyard. When sent to the Graveyard, give 1000 LP to its owner. ATK/DEF : 2500/1000
Name: Candy, Hero Attribute: Light Monster Type: Warrior/Effect Level : 6 Effect : Once every turn, you can increase its attack by 500 by paying 500 LP. The effect lasts until the end of battle phase. When sent to the Graveyard, give 1000 LP to its owner. ATK/DEF: 2300/2000
Name: Candy, Jawbreaker Attribute: Dark Monster Type: Fiend/Effect Level : 6 Effect : As long as this card is on the field, your opponent cannot attack any other Candy monster except this one. When sent to the Graveyard, give 1000 LP to its owner. ATK/DEF : 0/2800
Name: Candy, Cerberus Attribute: Light Monster Type: Beast/Effect Level : 8 Effect : Can only be summoned by tributing three Candy Puppy. Gains an additional 250 ATK for every Candy Monster on the field. When sent to the Graveyard, give 1000 LP to its owner. ATK/DEF: 2500/2100
Name: Candy, Saint Attribute: Light Monster Type: Fairy/Effect Level : 8 Effect : When summoned, give 500 LP to its owner for every Candy Monster in the field. When sent to the Graveyard, give 1000 LP to its owner. ATK/DEF : 2500/2000
Name: Candy, Goddess Attribute: Light Monster Type: Fairy/Effect Level : 10 Effect : Can only be summoned by tributing a Candy Saint and two other Candy Monsters. Once every turn, you can remove a Candy Monster from play. You can choose to either gain LP equal to the DEF point of that card, or reduce the opponent's LP to the ATK point of that card. When sent to the Graveyard, give 2000 LP to its owner. ATK/DEF : 4000/4000
Name: Candy, Seeker Drone Attribute: Light Monster Type: Machine/Effect Level : 2 Effect : When used in a Tribute Summon, you can Special Summon one Candy Monster to the field from your hand after the tribute. When sent to the Graveyard from the Field, give 500 LP to its owner. ATK/DEF : 800/400
Name: Candy, Gum Attribute: Dark Monster Type: Fiend/Effect Level : 2 Effect : When sent to the Graveyard, you can instead equip it to another Candy Monster in the field, granting it a bonus 500/500 ATK/DEF. When sent to the Graveyard from the Field, give 500 LP to its owner. ATK/DEF : 300/200
Name : Kaiser Sea Horse Attribute : Light Monster Type: Sea Serpent/Effect Level : 4 Effect : This card can be treated as 2 Tributes for the Tribute Summon of a Light monster. ATK/DEF : 1700/1650
Name : Double Coston Attribute : Dark Monster Type: Zombie/Effect Level : 4 Effect : This card can be treated as 2 Tributes for the Tribute Summon of a Dark monster. ATK/DEF : 1700/1650
Spells: Name: Candy Paradise Card Type: Field Effect: You can pay 500 LP to Special Summon a Candy Monster Level 4 and below from your hand once every turn. Grant 200/200 ATK/DEF to each Candy Monster on the field.
Name: Candy Recycling Machine Card Type: Normal Effect: You must send a Candy Monster, either from your hand or from the field, to the Graveyard to activate this card's effect. You can choose one card with Candy on its name from your deck and add it to your hand.
Name: Candy Resurrection Card Type: Normal Effect: You must pay 2000 LP to activate this card. Return a Candy Monster from the Graveyard to your field.
Name: Candy Interdimensional Cannon Card Type: Normal Effect: You must pay 2000 LP to activate this card. Deal damage to the opponent's LP equal to half of the total ATK of all Candy Monsters on the Field. Remove all Candy Monsters on the field that you own from play.
Trap: Name: Candy Barrier Card Type: Continous Effect: You must pay 1000 LP to activate the effect of this card each time. Negate an attack to a Candy Monster.
Name: Candy Protection Card Type: Counter Effect: You must pay 1000 LP to activate the effect of this card. Negate an Effect/Spell/Trap targeting a Candy card.
Personality: Though she had not seen civilization for years, Emily still acts somewhat posh. She is capable of delaying gratification and shrugging off certain inconveniences, especially since school life was a great improvement, however still prefers things be as comfortable as they can be. Having eaten nothing but seafood for years, Emily greatly appreciates a good steak, chicken, or even some salad. Emily has a very distinct accent.
Due to feelings of separation from her father, Emily seems much more trusting of women. She is indifferent on men her own age or younger and somewhat wary of men who are older except teachers who she often seems to seek guidance from for not really having a father figure.
From her mentorship, Emily's style is very go-with-the-flow. She will take what her deck gives her in her opening hand, attempting to make it work, regardless of her opponent's open. Her mentor might use the phrase "be water", though Emily does not particularly think this way, carrying strong monsters in both her main deck and extra deck with powerful effects that shift the game in her favor. Emily likes to be flexible, and in addition, likes to know what her opponent is doing. Because of this, she has ambitions of learning all different summoning methods.
Bio: Emily is an only child to a Commodore of the British Royal Navy and descends from a long line of British Royal Navy officers. Consequently, she had descended from a long line of master duelists on both sides of her family. When she was younger, Emily trained with her father on the ship he commanded, practicing both balance and ritual summoning using her father's ace monster: Fortress Whale. Though he wished for his daughter to live happily, he often left her alone with her mother, especially when he went off on deployments, which were months long that he would be away from home, preferring the excitement over his own home and family.
One day, the Commodore returned home to see that Emily had learned Synchro summoning from one of her teachers. Emily's father, being an avid Ritual Summoner despised Synchro Summoning, feeling them to be an inferior version of Ritual Monsters, limited in that they had to come out of the extra deck. There was a large dispute between the two, ending with Emily leaving home. Ironically, she left aboard a ship in which she had stowed away, until a storm had taken the ship, the vessel sinking, and Emily nearly dying, had she not been rescued by a certain man- a certain fisher man. He raised Emily for four years before reaching land, teaching her the ways of the ocean as well as other summoning methods. When they finally reached a shore, Emily was allowed to go, though thanked her savior.
Preferred Summoning Methods: Synchro
Optional courses: Extra Deck Methods, Pendulum Summoning, Link Summoning (if that can be a thing)
Main 1x Terror King Salmon 1x Fortress Whale 1x Superancient Deepsea King Coelecanth 2x Stronghold Whale 1x Mare Mare 2x The Legendary Fisherman II 2x Warrior of Atlantis 2x Royal Swamp Eel 2x White Stingray 2x Double Fin Shark 2x Silent Angler 1x Friller Rabca 1x Fishborg Archer 3x Zone Eater 2x Fishborg Launcher
1x Instant Fusion 1x Fortress Whale's Oath 1x Moray of Greed 1x Foolish Burial Goods 1x Polymerization 1x Pre-Preparation of Rites 1x Terraforming 1x Rage of Kairyu-Shin 1x Foolish Burial 2x A Legendary Ocean
2x Sea Stealth Attack 2x Call of the Haunted
ED 1x Sea Monster of Theseus 1x Man-eating Black Shark 1x Rare Fish
1x Star Girl* 1x White Aura Dolphin 1x Coral Dragon
Name: Star Girl Attribute: WATER Aqua-type Synchro Level: 7 Effect: 1 tuner WATER monster + 1 non-tuner monster If this card is Synchro Summoned, you can target 5 cards in your GY: Shuffle those targets back into the deck, then look at the top card of your deck and add it to your hand. When this card leaves the field, increase the ATK and DEF of each WATER monster you control by 500. ATK/DEF: 2500/2000
Personality: Megumi usually gives off the impression that she is emotionless, complete with a rarely-changing facial expression and quiet voice. However, that is not really the case; she is simply not very expressive. She is actually quite friendly, and will try to strike up a conversation with someone, though only opening up with a few words. She also finds comfort and happiness in food, and one can often find her munching away on some kind of sweet food. Duels are pretty much the only time she will raise her voice, either when she's trying to play aggressively or so that her opponent can hear her.
Bio: Megumi grew up in a fairly standard family of three. There were little to no money troubles, and Megumi received a relatively normal education at a normal school. However, Megumi was a quiet and shy girl. She could barely put together a sentence when speaking to someone else. As a result, she had no friends. One day, Duel Monsters was introduced to her when she was curious enough to enter a card shop. As Megumi entered the world of Duel Monsters, she was fascinated by the multitude of cards and their synergies with each other. Through Duel Monsters, she slowly began to come out of her shell and talk to people more easily. While she retained her expressionless face, it was certainly better than nothing. As for Duel Monsters itself, Megumi proved to be quite decent at it, being able to defeat quite a few of her opponents, both for fun and in local tournaments in various card shops.
In one tournament, however, there was one Duelist that appeared, easily crushing opponent after opponent. Megumi put up a good fight, but even she proved to be no match against this Duelist, who was using a multitude of Xyz and Synchro monsters. The Duelist scoffed at his opponents, saying that Extra Deck monsters were the future of Duel Monsters and all other monsters had no place other than to be Materials for them, and that was why everyone there was so weak. In Megumi's eyes, such a speech was unforgivable. She had grown to love Duel Monsters and all the cards ever printed, and was determined to prove him wrong. Even after that Duelist left town, Megumi spent a long time collecting cards and building decks without Extra Deck monsters, determined to make a deck that would blow that Duelist's pants off next time they faced.
Time passed, and Megumi never did see that Duelist again, but she still kept her resolve to never use an Extra Deck monster. With that resolve came the desire to learn more about Duel Monsters, and she had found a place to do just that: Margrail Duel School.
Monsters: 1. Silent Magician LV8 x 1 2-3. Silent Magician LV4 x 2 4. Silent Magician x 1 5. Silent Swordsman LV7 x 1 6-7. Silent Swordsman LV5 x 2 8-9. Silent Swordsman LV3 x 2 10. Silent Swordsman x 1 11-12. Silent Paladin x 2 13-14. Shining Angel x 2 15-16. Marauding Captain x 2 17. Field-Commander Rahz x 1 18-19. Magical Something x 2 20. Effect Veiler x 1 21. Honest x 1 22. Summoner Monk x 1
Spells: 23-24. Level Up! x 2 25. Forbidden Dress x 1 26. Emergency Provisions x 1 27. Swords of Revealing Light x 1 28. Shooting Star Bow - Ceal x 1 29-30. Hippo Carnival x 2 31. Mystical Space Typhoon x 1 32. Silent Sword Slash x 1 33. Silent Burning x 1 34. Reinforcement of the Army x 1 35. Card Trader x 1
Traps: 36-37. Royal Decree x 2 38. Mirror Force x 1 39-40. Dark Bribe x 2
Other: Rainbow Kuriboh
(To be earned later) Name: Silence is Golden Spell Type: Quick-Play Effect: Activate only if you control a face-up "Silent Magician" or "Silent Swordsman" monster. Target 1 Effect Monster your opponent controls; that face-up monster your opponent controls has its effects negated until the End Phase. This card's activation and effect cannot be negated. You can banish this card from your Graveyard; add 1 "Silent" Spell card from your Deck to your hand, except "Silent Doom".
Appearance: Emilia is a 5 foot 5 inches girl with shaggy shoulder length hair blonde hair. Adorning her face is a pair of grey-ish glasses with a small crack in them that allow her bright green eyes to see. For casual wear Emilia wears a grey sweater depicting the duel monster Shining Friendship. For clothing covering her legs a plaid skirt of green and gold rest just above her knees. and lower at her feet is a pair of generic brand grey loafers.
Age: 16
Personality: Emilia is a highly energetic and friendly girl. Often times her loud personality tends to attract attention of many any of the room even if it's her being a generally obnoxious and overtly friendly to a person. In fact her high energy and focus on friendship above all else her to having difficulties on noticing how the other person actually feels about her. Lastly Emilia tends to be fast and reckless often times leaping before thinking or even reacting to sudden events when her tunnel vision kicks in. Although rarely upset on much she absolutely loathes being called younger then she looks.
Bio: Born as an only child Emilia grew up lonely often seeking people to play with. One day upon seeking someone to be around with she saw an amazing sight. Children had gathered around to watch a professional duelist face off against his bitter rival. Seeing the monsters dance and fight, the spells flying, clever traps used to face off against one another, and the smiles it caused made her realize that this "Duel Monsters" thing could lead her to having plenty of people around her. Working hard through her own spit and grit collecting cards that had been casually tossed aside Emilia crafted her first deck. Days passed and passed until one day the fierce rival of the duelist who inspired her returned and she challenged him. The duel was swift and over before it could even began. Emilia heart broken almost cast away her cards until the person told her of his history and how it all began at a dueling academy. With a renewed spirit the girl decided to try to join the world that brings so many smiles.
Name: Yukina Tachibana Age: 16 Personality:She is a bright girl and she is easilly wrapped up in her own fantasies. As it can be seen she is a highly energetic person often going about from one thing to another with reckless zeal. She is remains on the bright side of things and has a strong sense of wonder and curiosity. She has a strong sense of wanderlust and tends to wonder what lays over the horizon. One could say she had a strong envy of birds and cloud being able to go where they wanted and see everything that they could.
Bio: Yukina Tachibana grew up well off for the least her father a well known occult writer and novelist. While her mother was a journalist. It is not surprisng to say the least that their occupations had a large impact on her. She grew up moving constantly with her parents from place to place still she occupy herself she often turned to the one thing every place she visisted had in common duel monsters. Over her journies she slowly collected cards though she personally had a personal favorite in terms cards. She personally felt a connection that she couldnt explain really to certain card which she later worked into a workin deck over the course of her forced travels.
Vale is at a somewhat average height of 5 feet and 9 inches and weighs in at approximately 142 pounds. He has pale green eyes and dark red hair that falls just around his eyes but manages to avoid covering them. Naturally he follows dress code, although he plans to see how far he can push it with his socks.
Name: Vale Miyazaki
Age: 16
Personality: Vale is somewhat flashy in nature. He likes it when people pay attention to him and naturally is rather friendly as a result. It's not entirely selfish in nature, he'll go out of his way to help a friend even if it doesn't benefit him. Vale has a flair for storytelling and preforming and this tends to be obvious whether he's dueling or simply chatting with friends. It is also very hard to get Vale riled up and he's practically never seen in a bad mood for any reason.
Bio: Vale was born a child in a house already full of many so fighting for attention became something he was very used to very quickly, a trait learned from home he applied at school. His tendency to grab attention, either through excellence or simply being dramatic, made him friends with teacher's and students respectively. Like any other sane child Vale quickly latched onto the idea of duel monsters and played the game quite often, his attitude making the games fun regardless of who was winning. Vale wasn't the best player, but he was certainly an apt hand at it, his skill expanding as he played against more and more people.
Still he was never quite good enough to beat his oldest brother. Vale never seemed to be able to get the upper-hand on him, duel after duel, no matter how well set up it seemed he was, his brother would tear his plays down with ruthless precision. The kind that made you never want to play against him again. Not that that deterred Vale. Of course the best part about dueling wasn't winning, it was seeing how an opponent played. A dueling school was the natural next step for Vale both so that he could duel with more people and become skilled enough to beat his brother. It didn't hurt that if he could became a famous duelist and be known all over the world. So as soon as he was old enough away he went, to become a first year at Margrail Duel School.
"Pfft, girls. Always screaming around things that're completely harmless..."
Personal Information
Name: June Homura Age: 15
A girl of a somewhat average height and build (if not short for her age), June stands at only 152cm (5' 0") and weighing in at 49kg (108lbs). She also has a somewhat modest BWH of 18-15-16 if measured in inches and 46-38-41 if measured in centimeters. A lot of June's clothing is black in color. She does add a few pink or white highlights here and there, but chances are if a main article of clothing isn't mostly black, whether it be a dress, a t-shirt or a pair of shorts, she won't wear it. Regardless of her outfit however, June will never go out without her under-rim glasses. Her eyesight is strong enough that she only really needs them to read fine print, but she wears them all the time anyway because she honestly believes that she looks sexier with her glasses than without.
Think of the most stereotypical bookworm you could ever come across, and you'd have June's personality in a nutshell. She can immerse herself quite happily with any book that she can get her hands on, whether it contain a good fictional story, some interesting facts or some tips on how to duel and improve one's deck. She may even give her opinion on something she's found aloud, regardless of whether or not anyone in her current vicinity cares. When she's not in class studying or taking notes, June can be most commonly found in the library off to one corner, rather than playing outside like most of the others. What can you say? June's not an outdoors kind of person.
When it comes to dueling, June operates almost entirely on a theoretical basis, and isn't afraid to experiment with cards that may look good on paper. Whether or not a card or two falls flat in practice is something she'll have to find out when she duels someone. Speaking of dueling, June will occasionally give her two cents on any given play her opponent makes whether they ask for it or not. She can take the game rather seriously at times, and would rather both her and her opponent playing to the best of their abilities if she's expected to get any enjoyment out of the game of Duel Monsters as a whole. After all, the whole reason she enrolled in the Duel School in the first place was so that she could be a highly competent professional duelist some day, and nothing will stop her from chasing her dream.
June Homura lived a pretty ordinary life. She was brought up in middle class, with a loving mother and father, and an annoying younger sister named Emiya who clung to June like anything... most of the time. However, despite having someone just begging to be played with all the time, the biggest problem June had was with boredom. A lot of that had to with her having no idea what she ultimately wanted to achieve, and having almost no inspiration whatsoever wasn't helping matters. The only thing she truly wanted was to get away from Emiya and her constant nagging 24-7. It was here that she found Margrail Duel School. This was perfect for June; the only way her "dream" of being able to escape from Emiya was if she had to repeat a year for god knows what reason, though she didn't seem like the type who'd be dumb enough to fail anything.
In hindsight, however, getting away from the clutching younger sister that was Emiya was just a bonus. There was another, more prominent aspiration that being enrolled into Margrail Duel School could promise June: a goal in life. Perhaps she could use the knowledge she would gain from this facility to teach others. Alternatively, she could help those less fortunate who don't have any place to call home, whether they be roughly be in the same vicinity or even in another place of the world entirely. Or maybe she'd just go pro like everyone else seemed to want to do. Most of all, however, this was the chance for June to start making a name for herself, and she was determined to see this through.
Pendulum Effect: Once per turn: You can target 1 of your banished Insect-Type monsters; add it to your hand.
Monster Effect: During either player's turn, if a card effect is activated that targets an Insect-Type or Plant-Type monster you control, you can change that effect to the following. You must have a face-up "Butterfly Psience" in your Extra Deck to activate and resolve this effect. * That target's owner shuffle 1 face-up Pendulum Monster from his or her Extra Deck to his or her Deck. Then both players draw 1 card.
This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect: * During either player's turn: You can destroy 1 Plant-Type monster your opponent controls, and if you do, inflict damage to your opponent equal to its Level/Rank x100. You can only use this effect of "Infernal Red Dragonfly" once per turn.
Veracious Rockhopper
Insect-Type/EARTH/Level 5/2150 ATK/0 DEF Synchro Monster - 1 Tuner + 1 or more non-Tuner monsters
Once per turn: You can banish 1 Insect-Type monster from your Graveyard; this card can attack your opponent directly this turn.