Yu☆Gi☆Oh!
Outriders
Outriders
In a dystopian future far from ours, Duel Monsters has become a way to survive. The fictional city of Terminus has split into two; on the inside, surrounded by a giant fence, is "The Core." People live out their daily lives without any worry, it's a place of comfort. The Core is a futuristic metropolis where scientists and IT crews are hard at work to keep the infrastructure running, to ever increase the city's efficiency and to make sure those comfortable lives can continue.
On the outside, however, things aren't so bright. "The Collar," they call it. Poverty is common, and people work hard manual labor to survive. Miners, farmers, construction work, textiles- anything to be done by hand happens here. District Security roams every street, a seemingly endless supply of personnel overseeing the public's every move. They make sure that most of everything that's produced goes straight through the Core, but no more than that. Nobody is allowed inside and any who try are quick to be arrested. The food people produce is redistributed through checkpoints which District Security sets up all around, but the supplies are never enough.
To rebel against Security, Duel Monsters was used. People used whatever cards they could get, and whatever Duel Disks they could steal or build, to fight back. Duel Runners were used to both spearhead heists as well as make getaways. The city is dominated by Speed World; Security's little trick to keep you in place for long enough so they can arrest you. In these hard times, people band together in gangs, fighting to dominate their district.
This is the story of one such gang and their dream of getting inside the Core: The story of the Bulwark Breakers.
Information
Terminus
Terminus is split into two parts: The "Core" and the "Collar." Our characters were either born from the Collar, or were banished there from inside the Core. Since the Core's layout is not relevant to this RP as of current, no details will be divulged about it. The Collar, however, can be split up into five districts:
- Clockwork: Home of the Bulwark Breakers. As such, this is where the player characters start out in. It's essentially the forgotten corner of the Collar. Security activity in this area is lower than most others, but this is because it is also the furthest removed from the Core. Clockwork is characterized by its vast junkyards and several ruined buildings dotted about. Scavengers will often dig through said junkyards in hope of finding something worthwhile.
Clockwork used to be dominated in its entirety by one gang, Doomraisers, until the Bulwark Breakers overthrew them shortly before the RP's start. No new gangs have made themselves known since then. - Ancillary: Ancillary is the main source of food for the Core, and is also closest to it. Most everyone here is involved in food production of some kind, and it's the only part of the city where you'll find any kind of nature. People work in artificial greenhouses, heavily guarded by Security.
- Tripwire: Tripwire is lovingly named as such because of it being the home of District Security. Their main base of operations, a humongous skyscraper with multiple layers of defense, is located here. As such, the concentration of police is higher than anywhere else and made it so nobody's been able to form a gang here. No duelist ever wants to be inside Tripwire, as Security's correctional facilities are all located here. Anyone with a marker on their face has returned from here, though few ever do.
Additionally, any confiscated goods are stored either within the main building or in one of three storehouses scattered across the edges of the district. The outer most storehouses are positioned in such a way that they border Ancillary, Guts and Clockwork. - The Valve: The Valve is the productional heart of the Collar. Electricity generators, water pumps and factories line up all throughout. Most, but not all produce comes through or from here. There's also several pipelines connected directly to Clockwork's junkyards, where periodically old garbage is filtered through. Refuse from the Core is brought to the Valve first for potential recycling before being sent through those selfsame pipelines.
- Guts: The housing district of the Collar. Most people live here, cramped as it may be. This district is also home to several underground markets, as well as dueling rings. The highest concentration of duel gangs can be found here, but almost paradoxically, they're also the hardest to find. Due to the high volume of people present it's easy to blend into a crowd. Many rebels hide here in plain sight, which is why the underground thrives as much as it does. Security has a poor hold on Guts.
Inside of Clockwork is an old, ruined school building. All of its windows are boarded up or broken, with some parts of the roof missing. Only a handful of weathered desks and chairs are still around. This is the base of operations for the newly formed Bulwark Breakers. They've a small collection of Duel Runners, each belonging to one of their members. A fuel-powered generator supplies a single laptop, with which they have the ability to plan out their raids and missions with. They also have an old TV that might as well be powered through magic, since nobody can seem to figure out how it works. The TV is never plugged in, but will still fire up and receive signal. Or, well, whenever it feels like it anyway, considering how temperamental the thing can be.
Takuma needed a place to live, so he decided to crash here.
Dueling (OOC)
Duels have one rule to them: Don't use a simulator. I honest-to-god don't care how you handle it otherwise, but just no simulators. They're a blight that makes people play the game rather than a character. Everyone RPs it out; whether or not you use a script, wing it, rig the outcome or draw 2 cards from your deck, it doesn't matter. Any duels through me, the GM, will have me advocate to use a duel script, but in case that falls through, I'll still call in a third party to rig the winner ahead of time as to avoid any arguments.
Duels are done in a 4000 LP format, similar to the anime.
Decks
Cards are hard to come by in the collar and your deck should reflect that. I won't set any hard limits, but just know you can't play a full archetype's worth of cards and then call it a day. Use obscure stuff and generally play it like we're in 1999 and OCG Volume 1 is your only frame of reference into the game. The GM character in the Characters tab should give you a good frame of reference as to what I'd want decks to look like, or at least for the start of this RP.
Your deck will be allowed to grow as the story does, and there is no banlist in effect. I'll be accepting decks based purely on my common sense, as hypocritical and flawed as it can be at times. The focus isn't to play Yugioh, but to write Duel Monsters. Story comes first, so anyone looking to write about competitive dueling is gonna have a bit of a bad time. If you want cards added to you deck, just run it by me and ask. I bite.
Additionally, since this RP has Turbo Dueling in it, you're allowed a deck filled with Speed Spells. Of course I recognize that, even if you throw in the video game pool, we'd only come out to around 130 something Speed Spells. If your deck would be absolutely crippled by going turbo, but still want to have one of those decks, you can convert some of your spells into Speed Spell variants with appropriate costs. I'll keep track of them.
Character Sheet
I'm going to be real with you: I don't really care how you do this. I'll give you a base template, but feel free to use whatever model for a character sheet you want. All I ask is for a name, a look, a background and a deck. If you want to add more to it, or if you want to reorganize the information in any way, feel free but not forced to. Here's a basic template to get you started: