Rules: 1. If there is a problem between two players, try to solve it amongst yourselves first before taking it to the GM. The GM will have the players sort the problem amongst each other to try and come up with a compromise . If both parties do not come to a compromise, both players will be kicked from the game. A third party, including the GM, is not allowed to intervene with the problem unless any of the conflicting parties explicitly and specifically (inviting to the PM or mentioning) request assistance. 2. A character sheet submitted that does not use the Custom Card template will be ignored. 3. If you have to leave, just say so. If you don’t have time to write a replay in-character excusing the absence, please at least leave something to explain the absence of your character in-character for me to write down. An unexcused absence will cause a player to lose points (see below).
Players will be rewarded points for playing their characters and doing cool stuff in-character. Points will be deducted for breaking character. Accruing penalties will put a player’s point total in the negatives if they would go below 0. A player who goes beyond -15 points will be kicked from the game.
Players can gain 1 point each time they do the following: Participating in a duel, performing a summoning chant, monologuing, pulling off an unexpected play, using a combo to put themselves at an advantage from a losing position, any other thing the GM deems as being cool in-character, taking the penalty for an action spell/action trap, getting pushed out of the way by another player while trying to grab an action spell thus allowing the other player to use said action spell.
Players will lose 1 point each time they do the following: Poor use of grammar (run-on sentences, not capitalizing letters that should be capitalized, capitalizing every single word in a sentence in spite of not every word being a proper noun, etc), taking more than 1 week unexcused to reply to a post outside of a duel, every two cards your opponent controls that is negated by your card’s effect, destroying 5 or more of your opponent’s cards, every 3000 points of burn damage dealt, using more than 1 action card per turn.
Players will lose 3 points each time they do the following: Spending more than 2 days to write a post during a duel, using Pot of Greed to draw 2 cards, winning on the 1st turn.
Players can spend points for: 1 point: Change their Speed Duel skill. 3 points: Change their deck. 10 points: Acquire a custom card outside of a duel. 15 points: Draw a card not listed in their deck list in the middle of a duel. The card will stay in the deck after the duel and will not be removed unless the player spends points to get rid of it. This cannot be purchased if the player is using a 60 card deck. 20 points: Summon a card from the Extra Deck not listed in their deck list. If the player has a full Extra Deck, they must choose which card to take out in place of the new card. The card will stay in the deck after the duel and will not be removed unless the player spends points to get rid of it. 30 points: Draw a custom card not listed in their deck list in the middle of a duel. The card will stay in the deck after the duel and will not be removed unless the player spends points to get rid of it. This cannot be purchased if the player is using a 60 card deck. 40 points: Summon a custom card from the Extra Deck not listed in their deck list. If the player has a full Extra Deck, they must choose which card to take out in place of the new card. The card will stay in the deck after the duel and will not be removed unless the player spends points to get rid of it.
If using a picture
Name: Sex: Age:
Appearance: If using a description.
Duel Disk: The current most common and readily accessible model is the design common in the 5Ds era with the sleek, sharp design with an extra deck located opposite the main deck zone and more expensive but still relatively affordable models with duel runner compatibility. Duel Runner: Technically, most vehicles have Turbo Duel capability to some extent, though there are more specialized and expensive models released and developed by Kaiba Corp.
Speed Duel Skill: Skill can come from any of the Duel Links™ skills, the anime skills, or something custom with the GM's approval except Storm Access. Ace Monster: To start with, each player is entitled 1 custom card to be used as their ace monster. This card must be Special Summon only or Semi-Nomi (all Extra Deck and Ritual monsters are considered Special Summon only), and have an attack value of 2500 or 3000. Taking a custom card as an ace, however, is optional, and the player can use any “boss” monster as their ace. Deck Master: (If different from Ace monster) Deck Master Ability:
Personality: History:
A deck used for all standard Master Duels, Labyrinth Duels, and Deck Master Duels. List name and amount, separating by Monster, Spell, and Trap in that order then Fusion, Synchro, Xyz, Link in that order in the Extra Deck. Custom cards are marked with *. The deck size will be 40-60 cards in the main deck with up to 15 cards in the Extra Deck.
A deck used for Speed Duels. The deck size will be 20-40 cards in the main with up to 10 cards in the Extra Deck.
A deck used for all Turbo Duels. The deck size will be 40-60 cards in the main deck with up to 15 cards in the Extra Deck.
Dice
Name Level/Rank type ability subtype monster ATK / DEF Summoning Condition Effect/Flavor Text
Name Level/Rank type ability subtype monster ATK / DEF Scale [Pendulum Effect] [Monster Effect] Summoning Condition Effect/Flavor Text
Name (↖←↙↓↘→↗↑) ability monster ATK / Link - Summoning Condition Effect Text
Name: Sir Michael M Thunderchild Sex: Male Age: 37
Appearance: Michael is a taller gentleman, standing at about 6’5”. He is neither too skinny nor particular portly or muscular. His slightly greyed blonde hair is well combed and worn short, often having a top hat on top of it save for when he is inside, for that would simply be rude.
Michael tends to be dressed up, wearing a suit, tie, clean and pressed white button-down shirt, and a pair of nice shoes. He changes his suit, sometimes wearing tweed or pinstripes or a solid pattern depending on the day, changing his belt, pants, tie, and shoes to match.
Duel Disk: Michael wields a duel buckle issued by the British Royal Navy worn over his suit. The body of the disk where the deck and graveyard slots are forms the belt buckle with the blade of the disk folding upward when not in use into several sections in the shape of the Union Jack. When activated, the sections connect to one another before folding out, forming a table on which Michael can place his cards. It is wide enough to fit five monster zone, five spell/trap zones, a field spell zone, and indeed the extra monster zones which have a sliding compartment only opening when an extra deck monster is summoned. The disk is bound to his body with a broad, leather strap.
Duel Runner: Michael’s Duel Runner is a Royal Enfield Bullet. It has a bluetooth connection with his duel disk when he rides on it, allowing him to access the vehicle’s Turbo Duel mode and engaging the duel disk around the Runner’s fuel tank with the body of the disk folding over it for added comfort. This duel runner can attach itself onto a motorboat.
Speed Duel Skill: Beatdown! - Boosts the ATK of face-up attack position monsters you control by 300 per level 5 or more monsters you control. You can use the skill once per turn.
Sea Star Dragon Level 7 Dragon-type Synchro Pendulum Effect monster 2500 ATK / 2000 DEF Scale 8/8 [Pendulum Effect] WATER monsters you control gain 500 ATK. You cannot Pendulum Summon monsters except WATER monsters. You can tribute 1 level 5 or higher WATER monster: Special Summon this card. If this card is summoned this way, it is treated as a Tuner while face-up on the field. [Monster Effect] 1 tuner monster + 1 or more WATER monsters Once per turn, when a monster effect is activated: You can destroy 1 WATER monster you control; that monster’s effect becomes “This monster is also WATER-attribute.” If this card in the Monster Zone is destroyed by battle or card effect: You can place this card in your Pendulum Zone.
Once per turn, you can decrease the levels of all WATER monsters in your hand (even after they are Summoned/Set).
Personality: At first glance, Michael appears haughty and prideful. Even out of uniform, which he had not been in years, Michael’s garb is emblazoned with paraphernalia of his country. However, in speaking, after one gets over his initial patriotism, one can appreciate that Michael is in fact a very level-headed, and even clever individual. He talks like Sean Connery.
History: Michael is a Commander of the British Royal Navy and comes from a love line of sea men who had fought for the Queen since there had been a queen. However, he had not always been like this. As all children, Michael was foolish and had an irrational attachment to being on dry land. His parents, being understanding of this, had allowed him to go about his childish tendencies, knowing he would eventually grow out of them. When he came of age and had not cast off his land-bound body, however, it was time to take action into their own hands, and Michael was thrown into the Thames River. Not knowing how to swim at the time, Michael had surely nearly drowned. He quickly drifted off to sea after having hit his head on the hulls of seven different boats and vanished for three months. When he finally returned, Michael was on a motor boat duel runner, clutching onto a card as if it was his greatest treasure, and it was indeed. It had become his ace monster: Sea Star Dragon.
Two years after the incident, Michael had joined the British Royal Navy, looking to follow in his father’s footsteps and become a commissioned officer. He graduated at the top of his class and had become the premier jet boat turbo duelist of his generation, far exceeding those who had come before him in sheer speed, talent, and dueling capacity. Using his ace monster, Sea Star Dragon, he had become one of the best duelists in his class, having a clear advantage against all of those he had used it against, using its remarkable power as a synchro pendulum.
Upon graduating and commissioning, Michael had served his Queen dutifully. Wherever he sailed, his foes knew that he, his flag, and his speed were not to be trifled with. Wielding his big, mighty dragon, he quickly strikes down enemies of the crown. Michael had been an officer for over ten years, and was eventually Knighted for his services in dueling.
When it came time, he was the first pick from his country to attend the Kaiba World tournament.
Fortress Whale x1 Superancient Deepsea King Coelecanth x1 Stronghold Whale x3 The Legendary Fisherman II x2 Warrior of Atlantis x2 Royal Swamp Eel x2 Double Fin Shark x3 Silent Angler x2 Fishborg Archer x1 Fishborg Blaster x2 Fishborg Launcher x1 White Stingray x3
Polymerization x1 Fortress Whale’s Oath x1 Fusion Substitute x1 Set Rotation x2 A Legendary Ocean x3 Fusion Recovery Plant x2 Pre-Preparation of Rites x1 Moray of Greed x2
Sea Stealth Attack x3 Back to the Front x3
Sea Monster of Theseus x2
Tatsunoko x1 Coral Dragon x2 White Aura Whale x2 *Sea Star Dragon x1 White Aura Dolphin x1 Trishula, Dragon of the Ice Barrier x1
Evigishki Merrowgeist x2
Master Boy x3
Terror King Salmon x2 Fortress Whale x1 Stronghold Whale x1 Royal Swamp Eel x1 Double Fun Shark x2 Silent Angler x1 Warrior of Atlantis x1 White Stringray x2 Fishborg Blaster x2
Polymerization x1 A Legendary Ocean x2 Fortress Whale’s Oath x1 Pre-Preparation of Rites x1 Moray of Greed x1
Sea Stealth Attack x1 Back to the Front x2
Sea Monster of Theseus x1
Tatsunoko x1 Coral Dragon x1 White Aura Dolphin x1 *Sea Star Dragon x1 White Aura Whale x1 Trishula, Dragon of the Ice Barrier x1
Evigishki Merrowgeist x1
Master Boy x2
Terror King Salmon x1 Atlantean Pikeman x1 Fortress Whale x1 Superancient Deepsea King Coelecanth x1 Stronghold Whale x1 The Legendary Fisherman II x2 Royal Swamp Eel x2 Double Fin Shark x3 Silent Angler x3 Fishborg Archer x1 Fishborg Blaster x2 Fishborg Launcher x1 White Stingray x3
Appearance: Rura is clearly in the prime of her youth, boasting a slender figure and smooth, streamlined face. Her small, thin and amber-coloured eyes are placed a bit higher than is usual, with both her nose and lips being smaller than the average person's. Her hair is usually loose, reaching down just below the shoulders. It's clearly dyed, with it starting at a red colour scheme, transitioning into brown, green and eventually a light blue. It's always neatly combed, with a single bang curling up just above her right eye. Rura stands at about 1m73, making her slightly taller than the average person but not exactly a giant. Despite her rather striking features, she doesn't dress the part. Her clothes are, again, a mismatch of colors. She usually wears dark brown longcoats with crimson red shirts, dark blue trousers and mossy green shoes.
Duel Disk: While deactivated, it looks like an actual disk is resting on Rura's arm, albeit one in four different colors. When activating, it spins around in place a bit before violently unfolding into five zones in front of the duelist using it, revealing a deck slot and D-Pad undearneath. Both parts slowly transistion from blue to green, with a bit of red and brown placed in between. On the D-Pad, the duelist's status is displayed such as lifepoints, state of the field and whatnot. There are no S/T compartments, instead there is a single slot that acts as both the graveyard and reader for the S/T zones that faces the duelist themselves. On the opposite side to the deck slot there is a compartment for the Extra Deck that opens up when needed. The Duel Disk is worn on the left arm, as is standard.
Duel Runner: Long but thin, this Duel Runner is made for speed and acceleration while sacrificing handling and breaking. It has a swordfish-like front with the first wheel underneath, staring at an olympic blue color scheme. Past that you get the engine components and the housing of the Ener-D module, which flare up with a fiery red with bits of metal sticking out to signify flames. Then you come to the seating of the rider, which is an earthy brown and very geometrical, with lots of edgy parts including two beam-like handlebars sticking out of the side. The last part of the Duel Runner is colored a seafoam green, with two 'wings' sticking out of the back and acting as thrusters and the wheel being almost hidden between them.
Speed Duel Skill: Element Discharge: Once per duel, you can banish 1 EARTH, FIRE, WATER and WIND monster from your graveyard, then target cards up to the number of cards you banished: Negate those targets' effects until the end of this turn. If you target a Set card, that card can not be activated until the end of this turn.
Ace Monster: All four Dragon Rulers are equals in this regard.
Deck Master: Strong Wind Dragon
Deck Master Ability: Once per turn: You can tribute 1 Dragon monster, then target one other Dragon monster on the field: it gains ATK equal to the tributed monster's ATK on the field.
Personality: Rura is a no-shit individual. She doesn't have time to joke around and play games or become friends with people, because she's devoted her entire life to this card game that the entire world is obsessed with. Dueling is everything to her and she will do anything, save for cheating, to win and keep winning. It's such a deep-seated belief that she has to do so that it affects her social interaction, with her usually being very brisk and curt when it concerns anything that doesn't involve dueling in some way, shape of form. Behind that tough exterior some would expect a kinder individual, but the way she acts is far from pretending to be someone Rura is not. She's just that obsessed, and will freak the heck out when she loses to someone that she deems leagues below her.
History: Deep in the mountains there are tribes of people that do not communicate with the outside world, or at least very rarely do. These are tribes of duelists that escaped the city life and sharpened their skills in mother nature's embrace, learning everything from how to draw better to harnessing the powers of some of the mightiest creatures in Duel Monsters. Naturally these people are still humans with human urges, so they had children in their secluded lifestyles. Rura is one of those children, born in the 'Tribe of Storms'. These were people that had managed to command the wind themselves to bend to their every will, playing monsters of the WIND attribute in their decks. Rura learned everything from that tribe, starting with the simple things such as learning to play Duel Monsters to reading and writing. The girl was a child prodigy, managing to beat out even the village chieftain at age twelve. This feat led the chief to show her the tribe's treasure, three rare cards of extreme power: Dragon Ruler cards. The tribe had two copies of the elder dragons and one copy of the baby dragon, with these treasures being passed down onto the strongest duelist... which was Rura.
At age fifteen, Rura set out from her tribe. She knew that these weren't the only Dragon Ruler cards, they couldn't be. The aura of power emanating from them was too strong for that. The girl also knew that there were three more tribes in the area, but not in the mountains. One was located in the nearby forest, another at the sea and one near a volcano. She set out to find these tribes, starting with the forest since it was the closest location to travel to. She eventually arrived there and very brazenly challenged the strongest duelists there to a duel, after which she got rightly ridiculed. To prove she was worthy to fight them, she challenged the entire village to a ritual of duels lasting the entire night, with her taking on everyone back-to-back. It was the roughest night of Rura's life and by the time she had beaten her last opponent, a whistling came from the trees around her. She looked up to see a kid her age hanging from the branches, a goofy smile on his face as he finished his song. Dueling this child lead her to discover that he was the holder of the next set of cards, the Dragon Rulers of Earth.
The duel ended in a tie, but Rura wasn't about to let him go so easily. She explained to the boy that her mission was to collect all the Dragon Ruler cards, with proof of more than just the WIND one existing, so he decided to tag along with her on her journey. You know, just for fun! It would help out both of them to improve, and if she could best him later then he'd happily give over his own cards. Thus, the two set out to the sea, with the boy from the forest tribe knowing where to go. Rura had become seventeen by the time they'd made the journey to the shores, having laughed and suffered along the way with her new companion. Outraged that nothing was there, the boy reassured Rura that he'd lead her there. Whistling a song she'd never heard before, a whole city suddenly rose from the ocean, a pathway extending for them to walk on.
Inside of this dream-like city, they met another boy her age: a prince, in fact. Rura knew straight away that this prince was her target, she could feel the cries of the Dragon Ruler cards coming from him. She brazenly challenged him to a duel, outraging the citizens. The prince did not mind though and humbly accepted it, scheduling it a week from them. So, Rura and her friend stayed in the city for that amount of time, but one night someone broke into her room. She shot up and saw people messing with her deck, taking out and replacing cards willy nilly. Before she had a chance to stop them, they were already gone. Looking through her deck again, it was significantly weaker than it was before... and yet they didn't take her Dragon Ruler cards for some reason. Fastforward to the eve of the duel and it became apparent why this happened: The prince was absolute trash at dueling. Someone probably sabotaged her so he could win, but even without Rura's original deck the girl still managed to beat the duel, causing the whole town to uproar. The prince tried to calm down his people to no avail, but he lead out the duo via secret passageways and escaped alongside them.
Once outside the city again, the prince humbly apologized for his people. Rura lashed out at him for stealing her cards, but the prince did not seem to know what she was on about. It turns out that is wasn't the prince who ordered her deck to be sabotaged, but he still felt guilty as it was his fault. He gave her his deck to mix with her own, and the forest tribe boy did the same. Both of them gave her the Dragon Ruler cards they owned, saying that she had already proven herself to the both of them. Still, the two boys decided to tag along with Rura for her final journey: The journey to the volcanos.
Rura had already matured into an adult by the time she entered the sweltering caves of her destination, aged eighteen. This was the most dangerous journey yet, dodging traps and machinations, evading less than stellar people and generally getting into a lot of trouble. Eventually the three of them were captured, dragged off away from each other. The three of them were each thrown into an arena where they were constantly forced to duel, being kept for a few days as they kept winning. Eventually, Rura was faced against her two friends again, winning both times now that neither of them had their Dragon Ruler cards. It pained her to damn them to whatever fate the losers had to suffer, but she had to come out on top in this tournament. After these two grueling losses, she was faced up against the champion, another girl her age. The two had the fiercest duel Rura has ever played, and even with only one set of Dragon Rulers, the other girl was still more than capable of holding her own. The volcano people had, after all, a secret weapon: Xyz Summon. Eventually, though, Rura won. It earned her not only the final set of Dragon Rulers and a new deck to work with, but also the title of champion. She lived in this volcano tribe luxuriously for about two weeks or so, but she was just biding her time to formulate a plan of escape. After all, she figured out that the losers of the gauntlet had been forced to do labor without rest. She wasn't going to let her friends suffered at her own expense.
So, she tried to bust them out and escape. Unfortunately, while the plan had a strong start and they managed to escape in the confusion, the volcano girl had managed to do so as well. Taking extreme pride in her tribe's ways, she managed to recapture the forest boy and drag him back to the village, but not the champion or the prince. The two of them managed to escape, only to be greeted by the city people from the prince's hometown. This made the prince also dragged away from Rura, leaving her alone and bitter as she completed her mission but lost all her friends for it. The girl then traveled into the city, learning the ways of the people there and honing her dueling skills in foreign and new methods to her, before eventually getting an invitation to the new Kaiba Corporation tournament.
Speed Spell - The Phantom Knights' Rank-Up-Magic Launch Quickplay Spell Card During the Main Phase, if you have 4 or more speed spell counters, remove 2 of your Speed Counters: Target 1 DARK Xyz Monster you control with no Xyz Materials; Special Summon from your Extra Deck, 1 DARK Xyz Monster that is 1 Rank higher than that monster you control, by using it as the Xyz Material, and if you do, attach this card to it as additional Xyz Material. (This Special Summon is treated as an Xyz Summon. Xyz Materials attached to it also become Xyz Materials on the Summoned monster.) During your Main Phase, remove 2 of your Speed Counters: You can banish this card from your GY, then target 1 DARK Xyz Monster you control; attach 1 "The Phantom Knights" monster from your hand to that monster as Xyz Material.
Duel Disk: The Duel Disk, when not active, is shaped like the Sun, complete with a yellow center body and five orange rays. The Disk, when active, resembles a typical Duel Disk with the rays of the sun rearranging themselves to form the blade. All S/T slots are present and usable, and functions like a typical Duel Disk.
Speed Duel Skill: Call of the Light: You can Special Summon one LIGHT monster from your hand.
Ace Monster: Master Hyperion
Deck Master: Master Hyperion Deck Master Ability: Once per turn: You can banish 1 LIGHT Fairy-Type monster from your Graveyard, then target 1 card on the field; destroy that target. While "The Sanctuary in the Sky" is on the field, you can activate this effect up to twice per turn.
Personality: Gin is a kind and collected fellow, keeping faith in his religion, the Glory of Light, and spreading the word of it to those around him. He believes that through the Light will people find salvation and peace for their everyday lives, and will joyfully spend hours upon hours talking about it. He also finds womens' company enjoyable, and will spend much time trying to flirt with them. His passion for Light is what guides him through each Duel, and he always prays for the Light to guide the loser through their mistakes and find salvation, whether that be his opponent or himself.
History: Gin was abandoned at an early age, having to grow up on the streets. He would find whatever scraps of food and money he could, whether it was just lying around in the open or from peoples' pockets. It was a hard life, but he got by. One day, he had found a card on the ground. He looked at the front, then put in a pocket, figuring he could probably sell it off for some easy change. He had a more pressing matter to attend to, though, as he was following a man in black clothing. He looked rich, and seemed like an easy target. Gin made his move, but his outstretched arm was quickly grasped by the wrist. He tried to pull back, but the man's grip was firm. In Gin's struggles, the card Gin had picked up fell out of his pocket. Curious, the man bent down to pick it up, and looked surprised when he saw what that card was. The man handed Gin back his card and identified himself as a priest of the Glory of Light, then invited him to the church he was headed to. Gin was reluctant, but with an offer of food and a growling stomach, he couldn't refuse any longer.
As Gin tore through the contents of his plate, the priest revealed that he took an interest in Gin after seeing his card, revealed to be a Master Hyperion. The priest explained that he believed that it was fate that the Light guided Gin to him, and Gin was meant to be something great. Of course, Gin did not care one bit; he just wanted to get the heck out once he was done. With an offer of food and shelter in exchange of giving his faith a chance, though, Gin found his offer too good to pass up. And so, Gin found himself learning to be an upstanding member of society, from simple things like reading and writing to more complex topics like the Glory of Light's history and purposes. Of course, Gin also began learning how to play Duel Monsters. Gin learned many things about the priest, like how he was a retired pro Duelist Things were looking up for Gin, and while his new life was full of ups and downs, he was more or less content.
Time continued to move, though, and Gin couldn't stay at the church forever. The priest was one step ahead, however, and had already planned for one final test. He gave the news of a large tournament being held, and the two would enter it together. The one who won against the other would be worthy of the Light's guidance. While Gin was not exactly a firm believer of the Glory of Light, he saw no reason to turn down an invitation to beat the old man for once. The two made their way through the rankings, beating every opponent they faced, until they finally faced each other at the finals. Their Duel was filled with suspense and action, but Gin soon found himself getting overwhelmed. Just when the final blow was to be struck, Gin countered, turned it around, and delivered a surprise comeback on his next turn.
The priest and Gin parted ways after the tournament ended, and Gin was free to live his life. It wasn't long, though, before an invitation for Kaiba World™ came to him.
Monsters: 30 Master Hyperion x 2 Splendid Venus x 1 Archlord Kristya x 1 Athena x 1 Tethys, Goddess of Light x 1 Airknight Parshath x 2 The Agent of Entropy - Uranus x 2 The Agent of Miracles - Jupiter x 3 The Agent of Mystery - Earth x 1 The Agent of Creation - Venus x 2 The Agent of Wisdom - Mercury x 1 Mystical Shine Ball x 3 Nova Summoner x 3 Gellenduo x 2 Honest x 1 Freya, Spirit of Victory x 1 Hecatrice x 2 Zeradias, Herald of Heaven x 1
Spells: 11 The Sanctuary in the Sky x 3 Terraforming x 1 Valhalla, Hall of the Fallen x 2 Court of Justice x 1 Cestus of Dagla x 1 Fountain of the Sky x 1 Mystical Space Typhoon x 1 Field Barrier x 1
Traps: 7 Divine Punishment x 2 Miraculous Descent x 2 Divine Wrath x 1 A Hero Emerges x 1 Beckoning Light x 1
Extra: Airknight Parshath x 1 Angel of Zera x 1 Ancient Sacred Wyvern x 1 Fairy Cheer Girl x 1 Shining Superstar* x 1
Monsters: 24 Master Hyperion x 2 Splendid Venus x 1 Archlord Kristya x 1 Athena x 1 Tethys, Goddess of Light x 1 Airknight Parshath x 1 The Agent of Entropy - Uranus x 2 The Agent of Miracles - Jupiter x 2 The Agent of Mystery - Earth x 1 The Agent of Creation - Venus x 1 The Agent of Wisdom - Mercury x 1 Mystical Shine Ball x 3 Nova Summoner x 2 Gellenduo x 1 Honest x 1 Freya, Spirit of Victory x 1 Hecatrice x 1 Zeradias, Herald of Heaven x 1
Spells: 9 The Sanctuary in the Sky x 3 Terraforming x 1 Valhalla, Hall of the Fallen x 2 Court of Justice x 1 Cestus of Dagla x 1 Fountain of the Sky x 1
Traps: 5 Divine Punishment x 2 Miraculous Descent x 2 A Hero Emerges x 1
Extra: 5 Airknight Parshath x 1 Angel of Zera x 1 Ancient Sacred Wyvern x 1 Fairy Cheer Girl x 1 Shining Superstar* x 1
Name: Scrimshaw Sex: Ask Your Local Testudinologist! Age: Two Years of Improved Sentience/Awareness (More as an average Tortoise)
Appearance: Scrimshaw is a tortoise of the species Agrionemys horsfieldi. As such, Scrimshaw is a rather diminutive tortoise that is mostly seen from a small plexiglass orb that is featured prominently in a much larger robotic shell. Usually only Scrimshaw's grey scaly face is visible. In essence, Scrimshaw is more or less a giant metallic shell that is three feet wide and about a foot tall. The robotic shell is made of a sleek titanium alloy with patterning to look like a titanium shell. If one carefully looked at upper layer metallic shell they could see a variety of intricate drawings depicting some mythological story. On the underside of the shell is a small propulsion device which allows for mobility via slow levitation. Alongside that there is a circular retracting filling inlet, that can open and close and serves as a port for fueling.
Duel Disk: The duel disk is the shell. When engaged in dueling, the titanium shell opens up to reveal itself as the duel disk. The very center of the shell hosts the plexiglass orb flanked by small rectangular holsters which contain the playing cards, and dice. The now opened up front portion serves as a dueling platform like a simple table structure. From the back part of the shell a pair of cartoonishly mechanical hands emerge to operate the necessary tasks such as drawing cards and placing them onto the field; because even for a robotic tortoise it is fun to manually play with cards.
Duel Runner: As to be expected the duel runner is the shell. It looks and functions more or less like the duel disk except now the back portions of the shell fully open up. These portions unfold to become a pair of jet like wings. This process signals down to the propulsion engine to crank up power being delivered to 11 and thus turbo charge Scrimshaw's mobility to the amount needed to properly turbo duel.
Personality: Scrimshaw is an easygoing and very patient individual. This tortoise has a singular driving goal, to reconnect with The Creator, and will not rest until that mission is complete. This individual is someone Scrimshaw venerates to an almost Godly extent, cherishing and following the "guiding words" that were given before the disappearance. The Creator is never taken lightly around Scrimshaw. While Scrimshaw is slow to anger and quick with jokes, this patient nature can eventually succumb if one were to press hard enough.
History: For a very long time, at least in Scrimshaw's mind, the Agrionemys horsfieldi that would become Scrimshaw was but a normal member of its species. However fate would eventually lead this tortoise to the mysterious and eccentric figure that Scrimshaw would call 'The Creator'. This creator lovingly took in Scrimshaw and began to create robotic shell for the tortoise to inhabit and applied experimental procedures, like that of the 'Wheeler' test monkey, to give Scrimshaw a greater sense of sentience so that the creature could experience the fun of playing games. The result was a success, which allowed the creature to play Duel Monsters and the less popular, but still fun, Dungeon Dice Monsters. Everything seemed happy as Scrimshaw bonded with The Creator.
However these good times were not meant to last. Due to the eccentric ways of Scrimshaw's creator, the two were pursued by all sorts of individuals who wanted to stop them. During an escape attempt from a group of these enemies, The Creator was forced to abandon Scrimshaw so the tortoise could go on and keep living. Tearfully the Creator told them to remember to 'unleash your dueling spirit' and promised that they would reunite.
Ever since Scrimshaw has been traveling the wide world, making friends, playing games of Dungeon Dice Monsters and Duel Monsters while trying to find its creator. While so far Scrimshaw was unable to find any truly noticeable leads; recently there has been a new serendipitous moment in the tortoise's search. Scrimshaw was sent an invitation to participate in the Kaiba Corp sponsored Duel Monsters Tournament hosted in Kaiba World. So Scrimshaw has set off to Kaiba World, hoping that just maybe that fabled reunion was near...
Speed Duel Skill: Whenever a "Turtle" monster you control is destroyed you may special summon another "Turtle" monster, from your Deck or from your Hand, with a level equal to or less than the destroyed "Turtle" monster. Ace Monster: Turtle Bird Deck Master: Turtle Bird Deck Master Ability: Whenever a "Turtle" monster you control is destroyed you may special summon another "Turtle" monster, from your Deck or from your Hand, with a level equal to or less than the destroyed "Turtle" monster.
Monsters: 26
Catapult Turtle x 1 Turtle Bird x1 Turtle Tiger x1 Jar Turtle x2 Crab Turtle x1 Electromagnetic Turtle x1 Island Turtle x2 Gamecial the Sea Turtle Kaiju x2 Giant Turtle Who Feeds on Flames x1 Gora Turtle of Illusion x2 Gora Turtle x2 Green Turtle Summoner x1 Hydrotortoise, the Empowered Warrior x1 Testudo era Numen x3 Numen erat Testudo x3 Exodius the Ultimate Forbidden Lord x2
Spells: 21 Turtle Oath x1 Aqua Jet x1 Steel Shell x1 Ground Collapse x2 Kyotou Waterfront x1 A Legendary Ocean x1 Aquarium Set x1 Aquarium Stage x1 The Dark Door x1 Stumbling x2 Surface x1 Monster Reincarnation x2 One for One x3 Recycle x1 Pot of Avarice x1 Swords of Revealing Light x1
Traps: 13 Jar of Greed x1 Abyss Stingray x1 Poseidon Wave x2 Fish Rain x1 Bottomless Traphole x2 Trap Hole x2 Malevolent Catastrophe x1 Aquamirror Cycle x3
Total 60
Monsters: 16 Turtle Tiger x1 Catapult Turtle x1 Green Turtle Summoner x1 Giant Turtle Who Feeds on Flames x1 Electromagnetic Turtle x1 Jar Turtle x2 Gora Turtle of Illusion x2 Gora Turtle x2 Turtle Bird x1 Island Turtle x2 Exodius the Forbidden Lord x2
Spells: 13 Aqua Jet x1 A Legendary Ocean x1 Aquarium Set x1 Aquarium Stage x1 Monster Reincarnation x2 Swords of Revealing Light x1 The Dark Door x1 Stumbling x1 Recycle x1 Ground Collapse x2 Pot of Avarice x1
Traps: 11 Jar of Greed x1 Abyss Stingray x1 Trap Hole x2 Fish Rain x1 Malevolent Catastrophe x1 Poseidon Wave x2 Aqua Mirror Cycle x3
Total 40
Monsters: 26 Catapult Turtle x 1 Turtle Bird x1 Turtle Tiger x1 Jar Turtle x2 Crab Turtle x1 Electromagnetic Turtle x1 Island Turtle x2 Gamecial the Sea Turtle Kaiju x2 Giant Turtle Who Feeds on Flames x1 Gora Turtle of Illusion x2 Gora Turtle x2 Green Turtle Summoner x1 Hydrotortoise, the Empowered Warrior x1 Testudo era Numen x3 Numen erat Testudo x3 Exodius the Ultimate Forbidden Lord x2
Speed Spells: 1 Speed Spell Advanced Ritual Art x1
Traps: 33 Jar of Greed x1 Abyss Stingray x1 Poseidon Wave x2 Fish Rain x1 Bottomless Traphole x2 Trap Hole x2 Malevolent Catastrophe x1 Aquamirror Cycle x3 Statue of Anguish Perish x1 Mirror Force x1 Magic Cylinder x3 Bottomless Shifting Sands x2 Gravity Bind x1 Scrap Iron Scarecrow x1 Wall of Revealing Light x1 Negate Attack x1 Sakuretsu Armor x3 Threatening Roar x2 Draining Shield x3 Dimensional Prison x1
Total 60
Jellyfish x3 Penguin Soldier x3 Hitotsu-Me Giant x3 Mushroom Man x1 Exploding Disc x2 Time Machine x2 Resurrection Scroll x1
Duel Disk: A boxy gunmetal grey monstrosity with the number 1 emblazoned on the side. Basically indestructible and can be used as a handy bludgeon in the event that RIP ROCKBONE's adoring fans get a little too adoring.
Duel Runner: RIP ROCKBONE needs no duel runner. RIP ROCKBONE participates in turbo duels by sprinting after vehicles at 70mph.
Speed Duel Skill: Home Field Advantage - Start each game with UA Stadium in play Ace Monster: UA Drive King Deck Master: UA Playmaker Deck Master Ability: Once per turn, you may Normal Summon a monster as if it were two levels lower
Personality: RIP ROCKBONE is a goddamn sexual tyrannosaurus. He is fueled by a cocktail of anabolic steroids, adrenalin, fruit-flavored sports drinks and hate. RIP ROCKBONE has a pathological fear of leaving his face uncovered, and thus has not removed his helmet in public for six years running. RIP ROCKBONE always refers to himself in the third person and narrates his actions because there is nobody on Earth who does not need to know what RIP ROCKBONE is doing at all times. He's that great.
History: RIP ROCKBONE played college ball. Would have gone pro, too, if he hadn't broken his leg in the playoffs. Did he let that get him down, though? No. Six months later, RIP ROCKBONE had finished his degree and set his sights on a new sport, one in need of his talents: Duel Monsters. Too long had it been the domain of spaghetti-armed pansies who didn't know a trap from a spell. This was a setting in need of the quick wits and guts of a real MVP. His loud, egotistical demeanor and "any man with a full hand" policy rapidly made him a crowd favorite in the US, and within three years he was crowned reigning action duel champion across most of the eastern seaboard.
MONSTER Heroic Challenger Thousand Blades x1 Heroic Challenger Assault Halberd x2 UA Playmaker x1 UA Blockbacker x2 UA Goalkeeper x2 UA Midfielder x3 UA Mighty Slugger x3 UA Perfect Ace x3 UA Dreadnought Dunker x2 UA Rival Rebounder x3 UA Drive King x1
TRAP UA Penalty Box x3 Mischief of the Gnomes x2 Rivalry of the Warlords x1 Copy Knight x1 Gozen Match x1 Paleozoic Marella x1 Battleguard Howling x1
SPELL UA Stadium x3 UA Signing Deal x3 UA Turnover Tactics x2 UA Powered Jersey x2 The Monarchs Stormforth x3 Mystical Space Typhoon x2 Galaxy Cyclone x2 Hand Destruction x1 Kaiser Colosseum x1 Double Summon x2 Reload x1
Monster 23, Trap 10, Spell 22; 55 cards
MONSTER Heroic Challenger Thousand Blades x1 UA Playmaker x1 UA Blockbacker x1 UA Goalkeeper x1 UA Midfielder x3 UA Mighty Slugger x2 UA Perfect Ace x2 UA Dreadnought Dunker x1 UA Rival Rebounder x2
TRAP UA Penalty Box x2 Mischief of the Gnomes x1 Paleozoic Marella x1
SPELL UA Stadium x2 UA Signing Deal x2 UA Turnover Tactics x1 UA Powered Jersey x1 The Monarchs Stormforth x2 Mystical Space Typhoon x2 Galaxy Cyclone x1 Double Summon x1
Monster 14, Trap 4, Spell 12; 30 cards
RIP ROCKBONE only participates in the objectively superior Action Turbo Duels, and thus has no deck variant
Scroll of Resurrection, Orgoth The Relentless (3), Millennium Shield (3), Celtic Guardian (2), Battle Warrior (1), and as many Karbonala Warriors (1) as possible
U.A. Drive King 8 EARTH Effect Warrior Monster 3000 / 1800 This monster cannot be Normal Summoned. This monster can only be Special Summoned (from your hand) by returning 1 "U.A." monster you control to the hand, except "U.A. Drive King". You can only Special Summon "U.A. Drive King" once per turn this way. If this card attacks a monster, that monster's ATK becomes 0. If an opponent's monster would be destroyed while this card is on the field, banish it instead.
Duel Disk: It's a typical Duel Disk, but the round part is painted to resemble a grinning skull. Duel Runner: A dirtbike he can drive with great skill.
Speed Duel Skill: DEATH THE CRISIS- Once per turn, if you control a zombie-type Ritual monster, you can shuffle 2 banished Zombie-type monsters or Ritual spells into your deck. Ace Monster: Revendread Dangerous Deck Master Ability: If a zombie type monster would be destroyed, you can send one card from the top of your deck to your graveyard. If you do, it is not destroyed. Once per duel: shuffle your graveyard into your deck.
Personality: Dan appears to be a polite and humble man, both with a sense of sympathy and compassion. He's a jolly fellow, quick to laugh. Despite this, he's quite quick to anger- especially when people question his artistic decisions. He's always under a lot of stress- Pegasus is a tough man to work with. His non-Duel Monsters hobbies include BMX and motorycles... but his greatest passion is trashy zombie movies.
History: Dan Black is a card designer at Industrial Illusions- not only does he help to create the game, but he loves playing it as well. He's been working on Duel Monsters since the days of Duelist Kingdom. At first, Special Summoning was something that happened maybe once, twice a duel, that could turn the tide of the entire match. Ritual summons symbolized arcane forces offering powerful monsters in exchange for tribute. Fusions were a way to get out more powerful monsters using your weaker ones. Granted, the game was still a mess in its early phases, but it had a lot of fun to it- just ask the participants in the duelist kingdom. They seemed to love Dan's work on programming Newtonian physics into the engine of the holographic platforms. But, that was removed for the sake of "streamlining" the game. Confusing, but understandable.
Dan kept working on Duel Monsters, making sure his beloved Zombie type monsters got plenty of generic support- something that makes them a bit more viable than, say, Reptiles or Rocks. The zombie archetypes appreciate the support as well. For a few years, they tried introducing new concepts- Union, Spirit, and Gemini monsters. Well, nobody liked Spirit or Gemini monsters, but certain Union monsters saw play from folks like Seto Kaiba. Fusion monsters- alternate summoning conditions like XYZ Tank Dragon Cannon, fusion-based archetypes like Elemental HEROs and Predaplants, and monsters with generic materials. What he didn't understand was, after all the experimentation with Fusion and Effect monsters, Pegasus decided to roll out Synchros. Okay, sure, they messed up the game for a while, but the metagame adapted, and they were a refinement of the existing Fusion concept- Small monsters into something big. And people could still run decks that didn't rely on Synchro's 100%. But then, Pegasus forced them to introduce three new mechanics at once- Pendulum, XYZ, and Links. Now, Dan wasn't averse to introducing new cards or mechanics- but three at once was a bit much for the metagame.
Well, he was okay with the introduction of the new cards... until he came to a horrible realization. Someone had made the Link monsters the same blue as Ritual monsters... and forgot to make any zombie ones. Well, that wouldn't stand, and he needed to protect the image of his beloved zombies. Thankfully, he had a pretty good record in low-stakes duel tournaments between various offices near the California branch of Industrial Illusions- and got an invitation to the grand opening of Kaiba World. Using his Vendread deck, he hopes to eternally cement the glory of both Ritual monsters and Zombies!
Spells: (25) Zombie World x2 Book of Life x2 Revendread Origin x3 Fulfillment of the contract x2 Preparation of Rites x2 Soul Charge x3 Ritual Cage x1 Recurring Nightmare x2 Veil of Darkness x1 Ritual Weapon x2 Foolish Burial x2 Call of the Mummy x1 The Grass That Looks greener x2 Pre-Preparation of Rites x1
Traps: (10) Urgent RItual Art x2 Vendread Reorigin x1 Grisaille Prison x2 return from the DARK Dimension x2 Dark Illusion x3
Extra Deck: TBD
A deck used for Speed Duels. The deck size will be 20-40 cards in the main with up to 10 cards in the Extra Deck.
Speed Spells: 19 Contract with the Abyss x2 Book of Life x3 Allure of Darkness x2 Preparation of Rites x1 Metamorphosis x1 Nobleman of Extermination x2 Rapid Shotwing x1 Accelerator Draw x2 Speed Jammer x3 Half Seize x1 Summon Speeder x2
Traps: 19 Acceleration Zone x3 Speed Booster x2 Speed Edge x2 Full Throttle x2 Urgent RItual Art x2 Vendread Reorigin x1 Grisaille Prison x2 return from the DARK Dimension x2 Dark Illusion x3
Extra Deck: Elder Entity N'tiss Gaia Drake, the Universal Force Ojama King Last Warrior From Another Planet Doomkaiser Dragon x2 Archfiend Zombie-Skull x2 Revived King Ha Des x2 T.G. Hyper Librarian
Shadow Specter Pumpking, the King of Ghosts Dokurorider The Snake Hair
Revendread Dangerous Level 10 Ritual Dark/Zombie Effect monster 2500 / 0 This card can be Ritual Summoned using Contract with the Abyss. If you do, you do not need to match its level exactly. You can use any number of levels for the Ritual Summon of this monster, and if you ritual summon it, treat all its tributes as if they were on the field. While on the field, you can choose to treat this monster as Level 0. If this monster would be destroyed, you can send the top card of your deck to the graveyard, and it is not destroyed.
Appearance: Silver stands at 1.80 meters and has short, grayish silver hair which is neatly gelled up. She usually covers her mouth with a wine red scarf, hiding her sharp face and giving her a bit more of a boyish look. Her dulled black winter coat makes her shoulders look wider than they actually are and she wears a midnight blue coloured, zip-up hoodie underneath. The ruby red shirt she wears underneath goes past the hips and gives off the illusion that her waist is located much lower than it actually is. At the end of her coat, covering her hands are two differently coloured, fingerless gloves like the two colours of suits for playing cards: Rose red for the right, spider black for the left. Her dark blue jeans continue from where her shirt left off, covering entire legs and hiding how slender they actually are. At the very bottom of her physique are some sporty black sneakers. All of her clothing, save for the winter coat, are from male brands which causes confusion on what gender Silver actually is.
Duel Disk: Silver goes around using a Kaiba Corp® licensed handheld gaming system, modified to be able to send out a wi-fi signal to Duel Disks and connect with them for dueling. All she has to do then is insert one of her games and she can play a match of Duel Monsters while tapping away at the tiny screen in her hands. Duel Runner: Silver Joker rides custom made runner modeled after the Gradius ship. If it were to ever break and has to be repaired she has a secondary jury rigged Gradius arcade cabinet. Just strap on some wheels, rewire a few things and put in an engine, as well as giving it a socket to hook up with her handheld and it’s right as rain for Turbo Dueling. Surprisingly, it can still function as a proper arcade machine when necessary.
A Gamer’s Trick: Once per Duel, if a card effect is activated, you can immediately activate that effect again. Ace Monster: Victory Viper XX03 Deck Master: Same as Ace Deck Master Ability: "Power Capsule can target any LIGHT Machine-type monster with 2 or more effects”
Personality:Silver is a simple person and prefers to keep to herself however she isn't someone who shrugs people off. When it comes to video games she tends to be open for discussion and has a rather bad habit of stopping in the middle of the conversation to play her handheld. When she does, she's usually playing her favorite games, Gradius, Parodius and sometimes several Duel Monsters games. *Has a surprisingly calming voice when she speaks without her scarf
History: From a young age, she’s always loved playing games and turned out to be very skilled at them. Sometimes Silver visited arcades to play a few games there. Due to the way she liked to dress, along with her silver hair, she adopted the name Silver Joker, abbreviated to SJ to display as the number 1 high-score on nearly every machine. With the way she quickly completed games using only a small number of quarters she often drew attention to her... although her style of clothing made it so she was oftentimes referred to as a boy. She didn’t really care, though, as long she could play her games. Soon after the arcade phase of her life she got her hands on a few handheld consoles, introducing her to the duel monster series of games. This lead to her learning the card game as well, of course. She tended to play unusual, but creative decks mostly based on her favorite video games and still managed to do extremely well in all of them.
Years later, she discovered livestreaming and noted that most people tended to focus on talking in the middle of games, providing a facecam and commentary to interact with people. Silver thought this was an insult to games as it distracted from the core gameplay, so she started her own channel. Naturally, it was a silent stream with only her gaming skills being displayed. She did, on occasion, ask her chatroom to participate in small races or score attacks for some games she played. Nobody was ever a match though, she always defeated them. The viewers that took part made for a rather interesting split in the fanbase, between people who enjoyed watching her and people who enjoyed playing against her.
Silver doesn’t really share any information about her parents or even if they’re really alive, as it appears she’s always been fully capable of taking care of herself. She learned to cook through some cooking games and although she wasn’t not particularly great at cooking by herself, she improved with through trial and error. The dishes she can make can be surprisingly tasty, but they’re limited to what she likes to eat and she doesn’t tend to change her eating habits. This leads to a lot of pasta-based meals, mainly.