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.
Added this to the OP because I forgot to do so initially. 's kind of important.
Submitting a CS. I'd like to have one or more founding members to have been clients / acquintances of Shimizu even before she became affiliated with the group. Hit me up to discuss something.
Name: Shimizu June
Age: 24
Gender: Female
Appearance: While not very imposing in stature or size (roughly 1.65m tall), one would always recognize Shimizu, even from a distance. While some poke fun at her, claiming it would come from her stuttering often, rumor has it her distinctiveness stems from the unusually white lab coat she always wears. There really isn't a lot about her that would make one look away from it, given her face is unremarkable at best, her relatively short hair doesn't come off any flashier, and the rest of her body is covered by said coat. Her hair is brown and doesn't reach much farther than her shoulders, usually it's even shorter, as it is bound into a ponytail. A glimpse of a slightly damaged red short flashes through the buttons of her cover every now and then, underlined by seemingly perforated blue jeans that poke through where the coat parts itself every time Shimizu takes a step. Her coat also holds plenty of delicate tools, screwdrivers, an old phone, and way too many pens and notebooks.
Personality: Shimizu is not easy to get along with. She will not agree with most of what people say, finds their stories dreadful at best, but usually keeps her thoughts to herself unless explicitly asked to deliver them. Most of the time, she will stand in a remote location from where she can see everyone present, giving those who notice her the uneasy feeling of having each and every one of their steps traced. She may even take notes in the process, making matters much worse in tense situations. Despite all of this, one can occasionally get a chuckle out of her, given the right circumstances. Not much else can be said here, to outsiders the young female is just a note-taking judgmental robot. She also tends to get lots of nicknames, which she doesn't really mind. Most of this comes from her heritage from the Core, where she learned all her life that people in the collar deserved everything they got.
In her head, wild calculations, plans and schemes are present on a daily basis. People are being labelled by usefulness, how pleasant they are overall and how likely they are to get in the way. This also results in her often giving very dismissive answers to people who didn't fare very well in her observations. Anything to make them go away and stop bugging her, in fact. She's the happiest when she can devise a detailed plan, has enough time to factor in all the dangers, facets and consequences, and has someone by her side to deal with the people who don't want to follow it. Only when annoyed enough, she will think about taking care of problematic people herself.
Which leads to her last defining trait - the nigh-infinite interest and enthusiasm when it comes to technology and its applications. She loves fixing any devices that resemble or work with computers, knows her way around any UI they throw at her, and can program anything to do her bidding. Unless, of course, there are heavy mechanical parts to be tweaked or repaired. That's when her interest and knowledge disappear without trace, like they had never been there. Oftentimes, she struggles with her reserved nature not to let the excitement get the better of her when a new device or system unveils its features to her, leaving her in awe and admiration. People could be looking, after all!
History: After being banished from the Core about 7 years ago, Shimizu had to find a new life in the Collar. She already knew it wouldn't be easy, given she possessed basically no physical strength or any connections inside, so the plan was to rely on her knowledge alone, offering people to fix broken devices or help them build working ones from scrap they found. Obviously, that plan went south very quickly, as nobody trusted the rude woman in the lab coat. Forced to take a different path, she scavenged scrapyards and any other places cards might be hidden in, to build a new deck, as her old one was taken from her prior to her banishment.
As the Collar became more and more centered around Dueling Gangs, Shimizu had no choice but to join one of them. Especially since her hideout was in Doomraisers' Territory, it was an easy pick. Though she didn't approve of their methods sometimes, and thought most of them to be numbskulls and brutes, she appreciated the opportunity to get her hands on better laptops and communication devices, using them to build her own network of useful connections. When her key functions of advising gang members who were out on a mission on their next step, giving directions or other assistance to the duel riders, or attending meetings to plan the next move weren't needed, she wouldn't stick around. She left for her own little shack in a remote location few know, mainly to help people fix their laptops and duel disks. It didn't really matter who they were or where they came from, as long as they paid her in some way or another, even if it were by means of a favor in the distant future. Even the District Security found their way to her multiple times, especially in times where their communication or supplies from and to the core were in jeopardy. (Which happens every now and then, given most inhabitants of the collar don't just accept security and go along with them, but try to actively work against them) There have also been cases of gangs or security fighting amongst each others right on Shimizu's doorstep, as they both had business with her, but didn't expect or appreciate bumping into each other. She tends to prevent these fights from happening, but since not everyone is always on time and there are many people visiting her, it cannot be avoided. These guests are also where Shimizu gets most of her food and whatever else she needs to survive from. (Sometimes even cards!)
Not much has changed since then, except the crew she worked for was forced to disband, leading her to just straight up side with those who destroyed it. She never cared for the petty squabbles of the gangs, only assisting them out of necessity to get access to their resources. She covers this up by claiming she would frequently run "updates" and "overhauls", while actually scheduling the dates for her clients to drop by her base of operations. The Bulwark Breakers changed that a little bit by showing one could reach their goals without destroying everyone in their way, and bonds between the gang members are much stronger, leading to her having to adapt to the new personalities and their ways of communicating and working. She actually grew fond of her new 'family', albeit never intending to get close to them or caring for them. It is fair to assume quite a bit of ambivalence in her interactions with fellow gang members.
Submitting a CS. I'd like to have one or more founding members to have been clients / acquintances of Shimizu even before she became affiliated with the group. Hit me up to discuss something.
Name: Shimizu June
Age: 24
Gender: Female
Appearance: While not very imposing in stature or size (roughly 1.65m tall), one would always recognize Shimizu, even from a distance. While some poke fun at her, claiming it would come from her stuttering often, rumor has it her distinctiveness stems from the unusually white lab coat she always wears. There really isn't a lot about her that would make one look away from it, given her face is unremarkable at best, her relatively short hair doesn't come off any flashier, and the rest of her body is covered by said coat. Her hair is brown and doesn't reach much farther than her shoulders, usually it's even shorter, as it is bound into a ponytail. A glimpse of a slightly damaged red short flashes through the buttons of her cover every now and then, underlined by seemingly perforated blue jeans that poke through where the coat parts itself every time Shimizu takes a step. Her coat also holds plenty of delicate tools, screwdrivers, an old phone, and way too many pens and notebooks.
Personality: Shimizu is not easy to get along with. She will not agree with most of what people say, finds their stories dreadful at best, but usually keeps her thoughts to herself unless explicitly asked to deliver them. Most of the time, she will stand in a remote location from where she can see everyone present, giving those who notice her the uneasy feeling of having each and every one of their steps traced. She may even take notes in the process, making matters much worse in tense situations. Despite all of this, one can occasionally get a chuckle out of her, given the right circumstances. Not much else can be said here, to outsiders the young female is just a note-taking judgmental robot. She also tends to get lots of nicknames, which she doesn't really mind. Most of this comes from her heritage from the Core, where she learned all her life that people in the collar deserved everything they got.
In her head, wild calculations, plans and schemes are present on a daily basis. People are being labelled by usefulness, how pleasant they are overall and how likely they are to get in the way. This also results in her often giving very dismissive answers to people who didn't fare very well in her observations. Anything to make them go away and stop bugging her, in fact. She's the happiest when she can devise a detailed plan, has enough time to factor in all the dangers, facets and consequences, and has someone by her side to deal with the people who don't want to follow it. Only when annoyed enough, she will think about taking care of problematic people herself.
Which leads to her last defining trait - the nigh-infinite interest and enthusiasm when it comes to technology and its applications. She loves fixing any devices that resemble or work with computers, knows her way around any UI they throw at her, and can program anything to do her bidding. Unless, of course, there are heavy mechanical parts to be tweaked or repaired. That's when her interest and knowledge disappear without trace, like they had never been there. Oftentimes, she struggles with her reserved nature not to let the excitement get the better of her when a new device or system unveils its features to her, leaving her in awe and admiration. People could be looking, after all!
History: After being banished from the Core about 7 years ago, Shimizu had to find a new life in the Collar. She already knew it wouldn't be easy, given she possessed basically no physical strength or any connections inside, so the plan was to rely on her knowledge alone, offering people to fix broken devices or help them build working ones from scrap they found. Obviously, that plan went south very quickly, as nobody trusted the rude woman in the lab coat. Forced to take a different path, she scavenged scrapyards and any other places cards might be hidden in, to build a new deck, as her old one was taken from her prior to her banishment.
As the Collar became more and more centered around Dueling Gangs, Shimizu had no choice but to join one of them. Especially since her hideout was in Doomraisers' Territory, it was an easy pick. Though she didn't approve of their methods sometimes, and thought most of them to be numbskulls and brutes, she appreciated the opportunity to get her hands on better laptops and communication devices, using them to build her own network of useful connections. When her key functions of advising gang members who were out on a mission on their next step, giving directions or other assistance to the duel riders, or attending meetings to plan the next move weren't needed, she wouldn't stick around. She left for her own little shack in a remote location few know, mainly to help people fix their laptops and duel disks. It didn't really matter who they were or where they came from, as long as they paid her in some way or another, even if it were by means of a favor in the distant future. Even the District Security found their way to her multiple times, especially in times where their communication or supplies from and to the core were in jeopardy. (Which happens every now and then, given most inhabitants of the collar don't just accept security and go along with them, but try to actively work against them) There have also been cases of gangs or security fighting amongst each others right on Shimizu's doorstep, as they both had business with her, but didn't expect or appreciate bumping into each other. She tends to prevent these fights from happening, but since not everyone is always on time and there are many people visiting her, it cannot be avoided. These guests are also where Shimizu gets most of her food and whatever else she needs to survive from. (Sometimes even cards!)
Not much has changed since then, except the crew she worked for was forced to disband, leading her to just straight up side with those who destroyed it. She never cared for the petty squabbles of the gangs, only assisting them out of necessity to get access to their resources. She covers this up by claiming she would frequently run "updates" and "overhauls", while actually scheduling the dates for her clients to drop by her base of operations. The Bulwark Breakers changed that a little bit by showing one could reach their goals without destroying everyone in their way, and bonds between the gang members are much stronger, leading to her having to adapt to the new personalities and their ways of communicating and working. She actually grew fond of her new 'family', albeit never intending to get close to them or caring for them. It is fair to assume quite a bit of ambivalence in her interactions with fellow gang members.
All right, think I'm just about done with the (first iteration of my) form; edited the decklist a bit from last time, but hey, we'll see how this pans out.
Name: Sakamoto Keita
Age: 20
Gender: Male
Appearance: Keita is, surprisingly enough, a bit more wiry than one might expect of someone who lives within the Collar. At a modest 5'8", he appears comparatively unassuming compared to most of the others around him. Unkempt, mid-length black hair and a simple t-shirt and cheap jeans (the color and quality of which varies on a day-to-day basis) does not a particularly intimidating figure make, after all, and he is aware of that fact. If anything, what makes him stand out is a worn knapsack that he keeps slung over his shoulder, filled with whatever he thinks he needs for the day. With that said, his Deck is always kept tucked away in a small holster fastened to his belt—a 'souvenir' from helping take out the Doomraisers years ago.
Personality: Keita is the sort of person to value flexibility and consistency higher than most things; the former because of his own experiences, and the latter because of a lack thereof. He is a steadfast and reliable person when it comes to adversity, and more often than not he ends up being the type to think around a problem rather than punch through it. With that said, though, he is not entirely averse to the standard 'hit it until it stops' approach if necessary; his build usually makes that a bit more difficult than it might be for others, though, so working smarter instead of harder tends to be his approach to anything ranging from odd-jobs to planning raids.
Despite his own patience and honesty (which he himself claims is a fault at times), though, Keita is by no means forgiving. He has a strong personal sense of morality, and given the lack of Security presence in even attempting to curtail the Doomraisers, this often means that once his patience has run out, he will work tirelessly to make sure that debts are paid. In a sense, that, too, can be considered 'reliable'.
History: Growing up had never been the easiest thing for Keita, especially as far as family was concerned. His father, a former steel mill worker, had passed away from complications as a result of his workplace when Keita was young, forcing him to have to 'grow up' to make ends meet for both himself and his mother. There was little work that the young Keita could reliably take, though; a delivery job here and a scavenging job there could only do so much to keep himself from being a burden. On the upside, though, that time drifting around aimlessly from job to job gave him two things: a reputation as someone 'reliable' and a way to source a few cards to use on the side—a way to defend himself, to entertain himself.
Things changed when the Doomraisers arrived, though, as his reputation soon led to the gang actively harrassing him (and, by extension, his mother) for not taking a side. Neutrality, it seemed, was not an option, and the spite that he held for the gang grew steadily as days passed. There were less jobs for him to take on, if any, and even getting a single meal became a hassle. The breaking point was a single altercation in a string of many between one of the Doomraisers and his mother, during which the former had broken into their house and stolen the last of their savings. At this point, Keita had run out of any sort of patience; they needed to go, or he would go down trying.
Needless to say, though, he hadn't expected things to work as well as they had, and as far as he knew, neither did the rest of the people fed up with the Doomraisers. Given the situation, though, there needed to be a way to fill the power vacuum left by the gang's dissolution; helping start the Bulwark Breakers just happened to be the only reasonable choice left.
Appearance: By day the hero takes the guise of a well mannered, but very tired looking Textile worker. Souji wears loose clothing to avoid showing off the proper proportions of his frame. While also prioritising comfortable outfits over say matching sensible wear. Standing at 6ft 4 Souji certainly has a towering frame. However his meek attitude makes him seem much smaller. He doesn't style his hair at all, so it hangs as a mess. He hates showing off any manner of his skin below the neck, As it reveals a lot of scars from throwing himself about.
As the self-proclaimed Protector of the people. Sunriser stands tall, like the heroes of comics and media alike. He wears a colourful red/gold/black suit (made mostly of biker leathers and a repurposed and recolored biker helm looks something similar to this except the helmet is more rounded and gold and red), expertly stitched by someone that could only have worked in the textiles, with a vest that is repurposed ballistic Vest material found through rummaging through police garbage.
His Sunriser persona's body language is awake and alert. Not only that, due to the tight fitting clothing, Souji's Muscular body frame is on full display, A frame he hones in his spare hours even in his 'civilian' persona, by pushing himself to carry heavy loads far distances.
Sunriser and Souji by extension are equipped with a modified Duel disk, Painted red and gold to fit the motif, It is much bulkier then a regular duel disk, and that is a result of the repurposed Duel Chain technology on its underside, Painted Red, This 'Chain' is capable of connecting two duel disks together, locking the two duellists into a duel. Originally it would destroy the losers duel disk completely, however Sunriser has modified it so it can also deal a reduced amount of damage that instead deals 'just enough' damage to decommission it, but allowing the disk to be repaired. The Chain is also strong enough to support Sunriser's entire body weight. While also being connected to a motor allowing it to be reeled in quickly.
Finally Sunriser sports a modified Duel Runner "The Sun Chariot", Or rather, A completely jerryrigged from scratch 'Miracle' Machine. Miracle as in, it is a wonder why it is even able to run. The D-runner parts scavaged from an old model, Built on the chassis of a Pedal bike, covered in shiny plastic bits scavenged form the junk yard. IT has a superhero vibe to it. It can be both pedal'd (a physically exhausting feat for anyone but the hero sunriser! or the engine can be turned on turning it into a motorised bike. For speed duels it lacks a cruise feature, and thus it is pretty dangerous to use for turbo dueling. But Sunriser rises to the challenge, For the people. To activate the engine (and thus speed dueling) Sunriser must connect his duel disk via the chain to the electronics at the front.
Personality: Souji has a incredibly supportive mentality, Always wiling to put himself out in front for the people he cares about and works hard and diligent to make things meet. He works himself to the bone to have enough to support the children at the orphanage close to his residence. He also frequently visits to play around with the kids as well as to take off some of the strain of the overstocked orphanage. Still. His motto of "Do what you can" is what he lives his life by. He tries to avoid getting into confrontations with others, moving to avoid rather then engage...
Sunriser is his confidence made manifest. The hero that will stand up and do whats right for everyone. To push through. Sunriser represents the second hidden half of Souji's motto. "Do what you can Then do even more" The Sunriser persona speaks in large exaggerations in order to sell the heroic vibe. Wanting to inspire others that even the people of the collar, not cared for by anyone and not worth anything at all. Are still protected by a hero. Souji has a small personality quirk of always having to wear a mask to adopt this persona, and always adopts it to duel. As such if he was ever to be caught in a scenario where he had to duel.... Well He'd improvise a mask out of something thats for sure!
History: Born the son of a miner and a seamstress, Our Hero in youth would be from a hardworking family that barely kept above the line in terms of keeping rent payments. Hailing from a neighborhood where sharing was the way to get by. He learnt had and fast the merits of a close-knit group, As well as the idea of helping others get by helps yourself in the future.
As a grown but youthful teenage, he worked tirelessly in his mothers factory to scrap a few extra coinage to get by, Had a few rough and tussles with some gangs, Lost a few coinage too. Got beaten up often until they eventually got bored of him just taking it. Still. Despite all that and the weight of living in a cycle of poverty, He always tried to make the best of it. Helping an orphanage of kids worse off for instance was always something he liked to do.
The Sunriser persona? Well He had the idea one day when he realised just how... boring? Unaspiring? Gray, the future seemed for everyone. Nobody really had any major aspirations besides getting into the core somehow, And while that was always an aspiration for anyone to have. People needed to have some hope to be able to press on where they were, in order to get to where they wanted to be.
Thus the hero that keeps the peace! Sunriser was born! Only to lose his first ever duel the moment he ventured out after so much practice and a small venture of success. He was certainly unable to beat anyone alone. He knew this. It was nothing new to him. Thus he had to ally himself with a group that had similar noble causes. For instance... This idea of a newly formed gang to exorcise the streets of this rival gang? Sign up the hero sunriser, Anything to make life easier on the folk in the collar, and as the goal turned to getting into the core. He stayed all the same... Afterall If getting inside the city means getting more supplies to the destitute, Then why wouldn't he give it everything he had!
Spells: 1x Polymerisation 1x My Body as a Shield 1x Miracle Fusion 1x Ego Boost 1x Draw Muscle 1x The warrior returning alive 1x United We Stand 1x Graceful Charity 1x Pot of Greed 1x Symbols of Duty
Traps: 1x Heavy Storm Duster 1x Defense Draw 1x First Aid Squad 1x A Hero Emerges 1x Counter Gate 1x The Transmigration Prophecy 1x Scrap-Iron Scarecrow 1x Desperate Tag 1x Gamble 1x Return from The Different Dimension Extra Deck: 1x Elemental HERO Sunrise
Speed Spells: 1x Speed Spell - End of the Storm 1x Speed Spell - Angel Baton 1x Speed Spell - Acceletor Draw 1x Speed Spell - Final Attack 1x Speed Spell - Speed Fusion 1x Speed Spell - Monster Reborn 1x Speed Spell - Slowdown Machine 1x Speed Spell - Speed Jammer 1x Speed Spell - Wheelie Breaker Traps: 1x Heavy Storm Duster 1x Defense Draw 1x Slip Stream 1x Des Accelerator 1x Counter Gate 1x The Transmigration Prophecy 1x Scrap-Iron Scarecrow 1x Desperate Tag 1x Gamble 1x Return from The Different Dimension Extra Deck: 1x Elemental Hero Sunrise
Other: Remember. As a hero you must never ask for things in return. If they gift you anything you must treat it with respect. Even if its a childs toy. It is a gift with all the heart and feeling of the world behind it.
Also
What are yugioh cards made out of that the flat top can cause physical pain to a person and or stab them with the corner.
@1Charak2 Never has a CS made me laugh so much, not because it's bad or cringy, but because you manage to parody the Hero persona while actually portraying it. Good job.
What are yugioh cards made out of that the flat top can cause physical pain to a person and or stab them with the corner.
Name: Souji Kagami Title: Sunriser
Age: 20
Gender: Male
Appearance: By day the hero takes the guise of a well mannered, but very tired looking Textile worker. Souji wears loose clothing to avoid showing off the proper proportions of his frame. While also prioritising comfortable outfits over say matching sensible wear. Standing at 6ft 4 Souji certainly has a towering frame. However his meek attitude makes him seem much smaller. He doesn't style his hair at all, so it hangs as a mess. He hates showing off any manner of his skin below the neck, As it reveals a lot of scars from throwing himself about.
As the self-proclaimed Protector of the people. Sunriser stands tall, like the heroes of comics and media alike. He wears a colourful red/gold/black suit (made mostly of biker leathers and a repurposed and recolored biker helm looks something similar to this except the helmet is more rounded and gold and red), expertly stitched by someone that could only have worked in the textiles, with a vest that is repurposed ballistic Vest material found through rummaging through police garbage.
His Sunriser persona's body language is awake and alert. Not only that, due to the tight fitting clothing, Souji's Muscular body frame is on full display, A frame he hones in his spare hours even in his 'civilian' persona, by pushing himself to carry heavy loads far distances.
Sunriser and Souji by extension are equipped with a modified Duel disk, Painted red and gold to fit the motif, It is much bulkier then a regular duel disk, and that is a result of the repurposed Duel Chain technology on its underside, Painted Red, This 'Chain' is capable of connecting two duel disks together, locking the two duellists into a duel. Originally it would destroy the losers duel disk completely, however Sunriser has modified it so it can also deal a reduced amount of damage that instead deals 'just enough' damage to decommission it, but allowing the disk to be repaired. The Chain is also strong enough to support Sunriser's entire body weight. While also being connected to a motor allowing it to be reeled in quickly.
Finally Sunriser sports a modified Duel Runner "The Sun Chariot", Or rather, A completely jerryrigged from scratch 'Miracle' Machine. Miracle as in, it is a wonder why it is even able to run. The D-runner parts scavaged from an old model, Built on the chassis of a Pedal bike, covered in shiny plastic bits scavenged form the junk yard. IT has a superhero vibe to it. It can be both pedal'd (a physically exhausting feat for anyone but the hero sunriser! or the engine can be turned on turning it into a motorised bike. For speed duels it lacks a cruise feature, and thus it is pretty dangerous to use for turbo dueling. But Sunriser rises to the challenge, For the people. To activate the engine (and thus speed dueling) Sunriser must connect his duel disk via the chain to the electronics at the front.
Personality: Souji has a incredibly supportive mentality, Always wiling to put himself out in front for the people he cares about and works hard and diligent to make things meet. He works himself to the bone to have enough to support the children at the orphanage close to his residence. He also frequently visits to play around with the kids as well as to take off some of the strain of the overstocked orphanage. Still. His motto of "Do what you can" is what he lives his life by. He tries to avoid getting into confrontations with others, moving to avoid rather then engage...
Sunriser is his confidence made manifest. The hero that will stand up and do whats right for everyone. To push through. Sunriser represents the second hidden half of Souji's motto. "Do what you can Then do even more" The Sunriser persona speaks in large exaggerations in order to sell the heroic vibe. Wanting to inspire others that even the people of the collar, not cared for by anyone and not worth anything at all. Are still protected by a hero. Souji has a small personality quirk of always having to wear a mask to adopt this persona, and always adopts it to duel. As such if he was ever to be caught in a scenario where he had to duel.... Well He'd improvise a mask out of something thats for sure!
History: Born the son of a miner and a seamstress, Our Hero in youth would be from a hardworking family that barely kept above the line in terms of keeping rent payments. Hailing from a neighborhood where sharing was the way to get by. He learnt had and fast the merits of a close-knit group, As well as the idea of helping others get by helps yourself in the future.
As a grown but youthful teenage, he worked tirelessly in his mothers factory to scrap a few extra coinage to get by, Had a few rough and tussles with some gangs, Lost a few coinage too. Got beaten up often until they eventually got bored of him just taking it. Still. Despite all that and the weight of living in a cycle of poverty, He always tried to make the best of it. Helping an orphanage of kids worse off for instance was always something he liked to do.
The Sunriser persona? Well He had the idea one day when he realised just how... boring? Unaspiring? Gray, the future seemed for everyone. Nobody really had any major aspirations besides getting into the core somehow, And while that was always an aspiration for anyone to have. People needed to have some hope to be able to press on where they were, in order to get to where they wanted to be.
Thus the hero that keeps the peace! Sunriser was born! Only to lose his first ever duel the moment he ventured out after so much practice and a small venture of success. He was certainly unable to beat anyone alone. He knew this. It was nothing new to him. Thus he had to ally himself with a group that had similar noble causes. For instance... This idea of a newly formed gang to exorcise the streets of this rival gang? Sign up the hero sunriser, Anything to make life easier on the folk in the collar, and as the goal turned to getting into the core. He stayed all the same... Afterall If getting inside the city means getting more supplies to the destitute, Then why wouldn't he give it everything he had!
Spells: 1x Polymerisation 1x My Body as a Shield 1x Miracle Fusion 1x Ego Boost 1x Draw Muscle 1x The warrior returning alive 1x United We Stand 1x Graceful Charity 1x Pot of Greed 1x Symbols of Duty
Traps: 1x Heavy Storm Duster 1x Defense Draw 1x First Aid Squad 1x A Hero Emerges 1x Counter Gate 1x The Transmigration Prophecy 1x Scrap-Iron Scarecrow 1x Desperate Tag 1x Gamble 1x Return from The Different Dimension Extra Deck: 1x Elemental HERO Sunrise
Speed Spells: 1x Speed Spell - End of the Storm 1x Speed Spell - Angel Baton 1x Speed Spell - Acceletor Draw 1x Speed Spell - Final Attack 1x Speed Spell - Speed Fusion 1x Speed Spell - Monster Reborn 1x Speed Spell - Slowdown Machine 1x Speed Spell - Speed Jammer 1x Speed Spell - Wheelie Breaker Traps: 1x Heavy Storm Duster 1x Defense Draw 1x Slip Stream 1x Des Accelerator 1x Counter Gate 1x The Transmigration Prophecy 1x Scrap-Iron Scarecrow 1x Desperate Tag 1x Gamble 1x Return from The Different Dimension Extra Deck: 1x Elemental Hero Sunrise
Other: Remember. As a hero you must never ask for things in return. If they gift you anything you must treat it with respect. Even if its a childs toy. It is a gift with all the heart and feeling of the world behind it.
All right, think I'm just about done with the (first iteration of my) form; edited the decklist a bit from last time, but hey, we'll see how this pans out.
Name: Sakamoto Keita
Age: 20
Gender: Male
Appearance: Keita is, surprisingly enough, a bit more wiry than one might expect of someone who lives within the Collar. At a modest 5'8", he appears comparatively unassuming compared to most of the others around him. Unkempt, mid-length black hair and a simple t-shirt and cheap jeans (the color and quality of which varies on a day-to-day basis) does not a particularly intimidating figure make, after all, and he is aware of that fact. If anything, what makes him stand out is a worn knapsack that he keeps slung over his shoulder, filled with whatever he thinks he needs for the day. With that said, his Deck is always kept tucked away in a small holster fastened to his belt—a 'souvenir' from helping take out the Doomraisers years ago.
Personality: Keita is the sort of person to value flexibility and consistency higher than most things; the former because of his own experiences, and the latter because of a lack thereof. He is a steadfast and reliable person when it comes to adversity, and more often than not he ends up being the type to think around a problem rather than punch through it. With that said, though, he is not entirely averse to the standard 'hit it until it stops' approach if necessary; his build usually makes that a bit more difficult than it might be for others, though, so working smarter instead of harder tends to be his approach to anything ranging from odd-jobs to planning raids.
Despite his own patience and honesty (which he himself claims is a fault at times), though, Keita is by no means forgiving. He has a strong personal sense of morality, and given the lack of Security presence in even attempting to curtail the Doomraisers, this often means that once his patience has run out, he will work tirelessly to make sure that debts are paid. In a sense, that, too, can be considered 'reliable'.
History: Growing up had never been the easiest thing for Keita, especially as far as family was concerned. His father, a former steel mill worker, had passed away from complications as a result of his workplace when Keita was young, forcing him to have to 'grow up' to make ends meet for both himself and his mother. There was little work that the young Keita could reliably take, though; a delivery job here and a scavenging job there could only do so much to keep himself from being a burden. On the upside, though, that time drifting around aimlessly from job to job gave him two things: a reputation as someone 'reliable' and a way to source a few cards to use on the side—a way to defend himself, to entertain himself.
Things changed when the Doomraisers arrived, though, as his reputation soon led to the gang actively harrassing him (and, by extension, his mother) for not taking a side. Neutrality, it seemed, was not an option, and the spite that he held for the gang grew steadily as days passed. There were less jobs for him to take on, if any, and even getting a single meal became a hassle. The breaking point was a single altercation in a string of many between one of the Doomraisers and his mother, during which the former had broken into their house and stolen the last of their savings. At this point, Keita had run out of any sort of patience; they needed to go, or he would go down trying.
Needless to say, though, he hadn't expected things to work as well as they had, and as far as he knew, neither did the rest of the people fed up with the Doomraisers. Given the situation, though, there needed to be a way to fill the power vacuum left by the gang's dissolution; helping start the Bulwark Breakers just happened to be the only reasonable choice left.
Firstly, I've already seen that. Secondary it required a machine to accelerate it to do paper cuts. This wouldn't make someone drop a gun. So the fact still remains.
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:
Spells: 1x Polymerisation 1x My Body as a Shield 1x Miracle Fusion 1x Ego Boost 1x Draw Muscle 1x The warrior returning alive 1x United We Stand 1x Graceful Charity 1x Pot of Greed 1x Symbols of Duty
Traps: 1x Heavy Storm Duster 1x Defense Draw 1x First Aid Squad 1x A Hero Emerges 1x Counter Gate 1x The Transmigration Prophecy 1x Scrap-Iron Scarecrow 1x Desperate Tag 1x Gamble 1x Return from The Different Dimension Extra Deck: 1x Elemental HERO Sunrise
yo its been brought to my attention that letting Charak run 3 banned cards might be a bit much (Pot of Greed, Graceful Charity, Return from a Different Dimension)
Tell me if y'all think the same way real quick. Wouldn't want to be sloppy in my deck checking, but I do miss stuff from time to time.
I brought it up to you myself in reference to joking about with another player
To defend ny card choices, I was trying to maintain card consistancy so the deck can go into losses (Losing monster after monster) and still turn around in true yugioh style. This adds good turn around.
Return from a different dimension is for flooding the board after performing a "Miracle!" So E Hero Sunrise has his friends. For his ATK boost and secondary effect
yo its been brought to my attention that letting Charak run 3 banned cards might be a bit much (Pot of Greed, Graceful Charity, Return from a Different Dimension)
Tell me if y'all think the same way real quick. Wouldn't want to be sloppy in my deck checking, but I do miss stuff from time to time.
Not very concerned, honestly. Return seems most useful, but having two banned draw cards might be much. If people are real concerned, I think dropping Pot of Greed would be best case, because I think I can see the purpose of Graceful Charity in this deck.
Would love to give y'all an update but I haven't had a good day, so I didn't get much of anything done either. I'll work on stuff when I feel some drive to, though.
On that note, do you all want me to toss out some ideas for the opening scenario right away or would you prefer to wait on some more sheets?
Also, since everyone's going to be part of the same, pre-established group, don't be afraid to let characters have some history with each-other. Considering Takuma managed to round up all the current 'founders' you'd have to ask how he knew each of them in the first place, so if nothing else, I encourage people to shoot me any ideas they might have. Develop stuff with other players too; It'll get you guys invested in each-other's characters.