Welcome to Kaiba World™ is a Yu-Gi-Oh™ fan game that takes place after the events of Yu-Gi-Oh 5DS and features prominently the CEO of Kaiba Corp® Seto Kaiba, beginning with a televised tournament kicking off the debut of his new Kaiba World™ Resort and Theme Parks. Following the events of 5Ds, much has occured, including the introduction of three different summoning methods and a brand new field on which the game can be played, further evolving the Duel Monsters™ card game.
Locations:
The hotel area is situated at the heart of Kaiba World and includes the three Blue-Eyes Hotels, several restaurants, the Kaiba World Grand Amphitheater, and a large swimming pool area which connects the three hotels. The hotel lobbies themselves feature different restaurants and stores. The hotels are each stylized in the shape of the head of a Blue-Eyes White Dragon, looking up toward the sky with a beam of glass coming out of their mouths which are suites of the hotel. The forehead of each dragon is numbered 1, 2, and 3; made just the right size that one could differentiate the buildings from one another both from a distance and up close. Hotel 1, situated the northernmost of the hotels does not have a shop, but features a buffet restaurant, and the only one in the hotel area; Hotel 2 features multiple stores, including a card shop which sells both packs and singles, but also sells the latest of Kaiba Corp technology™; and Hotel 3 features several clothing and shoe stores stocked with top of the line fashion, including a shop for swimwear for those who came without them and wanted to use the pools.
The hotel rooms themselves are small suites, with a living room, a nice couch, a desk, and a TV with a sectioned off kitchen and dining area. The dining area has a single table with two chairs. The bedrooms are separated from the main room with a door at either the front left or back right part of the suite. The kitchen comes with a mini-refrigerator and a coffee machine with a box of complimentary Blue-Eyes Mountain™ coffee. The bedrooms feature a king-sized bed with luxurious sheets and a soft, new mattress that had yet to be slept on as the bedrooms were all completely new. Each bedroom has a different painting featuring different pictures of Seto Kaiba, depicted defeating his rival, the ex-king-of-games Yugi Moto, beside his Blue-Eyes White Dragon, or simply standing alone in all his glory. At the end of the bedroom at the wall across from the door is the bath room which is stocked with towels, towelettes, as well as soap and shampoo.
Room service comes from the buffet in Hotel 1. Workers have their own elevators which move slightly faster than the guest elevators, allowing them to get to those who request room service quickly and efficiently. The guests can also call a separate number to request a practice partner if they needed to practice for a duel without bothering their fellow competitors. These duelists are selected from among Kaiba Corp’s staff who had not made the cut themselves to become part of the Kaiba World tournament and are more than enough challenge to those competing.
There is a small hospital within the hotel area which handles small medical issues along with emergency medicine, fitted with its own emergency room and intensive care wards where patients can be kept before being sent to a higher level of care.
A shuttle is situated just outside the hotels, which makes periodic trips to the parking structure at the outside of the park, just in case someone forgot something in their car.
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Kaiba World is comprised of five separate theme parks, including a safari, two water parks, and two rollercoaster theme parks. After to complaints from the Kaiba Land theme park having only one restroom, each theme park within Kaiba World is equipped with two restrooms.
Current Events:
Entry has begun to Kaiba World. All participants as well as other VIP guests are getting settled into their rooms for the duration.
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.
Gameplay Information
The game takes place after the events of 5Ds. All the characters from the series prior to 5Ds still exist, save for ones who are canonically dead. The events of Zexal happen in the far future.
Xyz Monsters, Pendulum Monsters and Link Monsters in this timeline were introduced at the same time by Industrial Illusions.
The game will use Master Rule 4. This means there will be two Extra Monster Zones situated between the two players’ fields above the players’ main zone 3 and 5 with the space between the Extra Monster Zones being blank. Monsters summoned from the Extra Deck by effect or mechanic are to be special summoned to the Extra Monster Zone, or a Main Monster Zone that is designated by a Link Monster’s Link Marker. Spell/Trap Zone 1 and 5 can be used as Pendulum Zones, but are treated as such only if a Pendulum Monster is placed in said zone.
Though the game is based on the anime, anime cards not be used for the sake of this game.
Unless the players both agree on an alternative, games will be, by default, played free-form. This means that by default, both players will be allowed to decide their starting hand as well as their draws. Players do not have to allow their opponent to know the cards in their hand or face-down on the field, or banished face-down save for those which would be common knowledge (Specific Cards by card effect, cards revealed by other cards such as Respect Play, cards revealed by their own effect such as Zushin the Sleeping Giant, cards drawn after Convulsions of Nature is activated, cards Special Summoned face-down by an effect such as Shaddoll Falco, etc).
All automobiles in production in the past 10 years have at least some form compatibility with Turbo Dueling.
1. The Egyptian Gods: Ra, Obelisk, and Slifer. Disappeared off the face of the Earth in the events of Duel Monsters, save the one time in Dark Side of Dimensions when Kaiba forces out Obelisk the Tormentor. 2. The Unstoppable Exodia: The pieces are all available but very rare. 3. Blue-Eyes White Dragon: Kaiba will, on a whim, tear up any copy of Blue-Eyes White Dragon that does not belong to him; and will sometimes on a whim, tear one of his own copies of Blue-Eyes White Dragon, just because he can. 4. Sacred Beasts: Hamon, Uria, Raviel. Locked up for good at Duel Academy. 5. Yubel: Still good, considering it was a normal card before being subject to space radiation. 6. Cyber Dark: Technically one-of-a-kind and held by Cyrus Truesdale. 7. Armed Dragon: LV and Dark Armed Dragon are the secret cards of North Duel Academy and are currently held by Chazz Princeton. 8. The Legendary Planets: Part of the Manga and therefore fair game. 9. Signer Dragons: Currently in use by the Signers. 10. Duel Dragons: Signer Dragons from the Manga (Ascension Sky Dragon, Dragonecro Nethersoul Dragon, Void Ogre Dragon, Power Tool Mechanic Dragon, Ancient Pixie Dragon, Hot Red Dragon Archfiend, Stardust Spark Dragon, Blackfeather Darkrage Dragon, Black Rose Moonlight Dragon, Beelze the Diabolic Dragons, and Ultimaya Tzolkin) exist in the manga only and thus are fair game for the RP. Ultimaya Tzolkin and its upgrade Phantasmal Lord Ultimitl Bishbalkin are relatively common cards but are rarely used due to them being practically useless by game mechanic. 11. Earthbound Immortals: Currently in use by the Dark Signers. 12. Cosmic Synchro Monsters: Shooting Quasar Dragon and Red Nova Dragon. Available only if you BELIEVE IN THE NEXUS and have either a CLEAR MIND or the ability to grasp ABSOLUTE POWER. 13. Meklords: Not from this timeline. 14. Malefic: Also not from this timeline. 15. Norse Gods: Loki, Odin, and Thor are in the same camp as the Egyptian Gods. They exist as Gods, being treated as DIVINE attribute, and are currently being held by Team Ragnarok. 16. Numbers: They exist as Astral and Don Thousand’s memories, however normal people are not aware of their existence as supernatural things. Number support cards such as Number Wall are products of the Vetrix family, which don’t exist yet in this time line. Legendary Numbers (44, 46, 54, 34, 65, 73, and 94) exist but are tucked neatly away and guarded by their guardians. Over-Hundred Numbers are exclusive to their Barian users and thus unavailable. All Numbers are one-of-a-kind. No player will start with one, but they will be an element in the game later on. 17. Every plot element of Arc-V: Does not happen, and should be forgotten about as a distant memory. Pendulum still exists though. Z-arc is treated in this timeline the same as Zushin the Sleeping Giant, where it is a relatively common card with the power of an Egyptian God, but due to its summoning condition and the mechanics of the game, is difficult to summon and thus is not used. 18. Cyberse: Exist in the game of Duel Links™, and are available.
Master Duel: Master Duels are the standard dueling style of the Duel Monsters™ card game. Each player starts with 8000 Life Points and a hand of 5 cards. The player who takes turn 1 does not draw for turn. The game will use Master Rule 4. This means there will be two Extra Monster Zones situated between the two players’ fields above the players’ main zone 3 and 5 with the space between the Extra Monster Zones being blank. Monsters summoned from the Extra Deck by effect or mechanic are to be special summoned to the Extra Monster Zone, or a Main Monster Zone that is designated by a Link Monster’s Link Marker. Spell/Trap Zone 1 and 5 can be used as Pendulum Zones, but are treated as such only if a Pendulum Monster is placed in said zone. These will be the least frequent duels in the RP.
Tag Duel: Same as Master Duel. This duel involves 4 players with 2 teams of 2 tag partners. The first player will go, followed by their opponent, then the first player’s partner, then the opponent’s partner, then back to the first player.
Labyrinth Duel: Same as Master Duel. Will be played on a game board using something either by default, drawn by a player, or drawn by the GM. Monsters start in the starting positions designated on the game board and can move an amount of spaces equal to their level. An Xyz Monster is allowed to move spaces equal to its Rank, and a Link Monster is allowed to move spaces equal to the average levels/ranks of the monsters used in its Link Summoning, or 1 space if it was not Link Summoned. All players by default have the Labyrinth Wall card required for a Labyrinth Duel, and it does not need to be in the deck.
Deck Master: Same as Master Duel. The Deck Master is a custom card with a specific Deck Master effect decided upon Character Creation and will be approved by the GM. A Deck Master is considered to be in its own special zone and during the duel stands beside their player. A Deck Master can be summoned at any time during the duel (using the appropriate materials). If a Deck Master is used as material to summon another monster, that new monster becomes the “Deck Master” for the remainder of the duel. When a Deck Master leaves the field by an opponent’s card (by battle or card effect) the controller of that Deck Master loses the game at the end of the turn. If a Deck Master leaves the field in general and is not either replaced or returned to the field by their next End Phase, the controller of that Deck Master loses the game.
Turbo Duel: Same as Master Duel. Requires the use of Speed Spells (or a deck that doesn’t use spells at all, like Superheavy Samurai). If a spell is placed on a Spell/Trap zone other than a Speed Spell is used, the user pays 2000 LP. A Pendulum monster summoned to the Pendulum Zone, although is considered a Spell card, is in a Pendulum Zone, and thus a player does not require payment of 2000 LP to set a Pendulum Monster. If a spell exists and doesn’t have a speed spell counterpart, try to make one up first using the Custom Cards template; this will be approved by the GM. All players by default have the Speed World and Speed World 2 field spell cards required for a Turbo Duel, and it does not need to be in the deck. A turbo deck should not have a field spell because of Speed World.
Action Duel: Same as Master Duel. Players collect Action Cards scattered throughout the duel field. Players can knock the other player out of the way in order to gain access to an Action Card. Action Duels all use their own fields which have their own effects. Activating a Field Spell in an Action Duel will change the environment. Just like Pendulum, an Action Duel can be appended onto other duel types.
Speed Duel: Each player begins with 4000 Life Points and a hand of 4 cards. The player who takes turn 1 does not draw for turn. There are only 3 Main Monster and Spell/Trap Zones. The Extra Monster Zones are between both players’ fields between their 1 and 3 Main Monster Zones with the space between the Extra Monster Zone being blank. Monsters summoned from the Extra Deck by effect or mechanic are to be special summoned to the Extra Monster Zone, or a Main Monster Zone that is designated by a Link Monster’s Link Marker. Spell/Trap Zone 1 and 3 can be used as Pendulum Zones, but are treated as such only if a Pendulum Monster is placed in said zone. The player of a Speed Duel is allowed (but not required to have) a special Skill which can be used during the Speed Duel. Skills can come from the VRAINS™ Anime (except Storm Access for obvious reasons), the Duel Links™ mobile game, or can be a custom skill approved by the GM.
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.
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
Twin Chimera (↙↘) FIRE Beast-type Link effect monster 1400 ATK / Link - 2 2 FIRE monsters All FIRE monsters on the field gain 500 ATK and DEF. All WATER monsters lose 400 ATK and DEF. If this card is destroyed by battle or card effect: You can target 1 FIRE monster in your GY; add it to your hand. You can only use this effect of “Twin Chimera” once per turn.
Master Witch (↙↘) DARK Spellcaster-type Link effect monster 1400 ATK / Link - 2 2 DARK monsters All DARK monsters on the field gain 500 ATK and DEF. All LIGHT monsters lose 400 ATK and DEF. If this card is destroyed by battle or card effect: You can target 1 DARK monster in your GY; add it to your hand. You can only use this effect of “Master Witch” once per turn.
Shining Superstar (↙↘) LIGHT Fairy-type Link effect monster 1400 ATK / Link - 2 2 LIGHT monsters All LIGHT monsters on the field gain 500 ATK and DEF. All DARK monsters lose 400 ATK and DEF. If this card is destroyed by battle or card effect: You can target 1 LIGHT monster in your GY; add it to your hand. You can only use this effect of “Shining Superstar” once per turn.
Razorbladefly (↙↘) WIND Insect-type Link effect monster 1400 ATK / Link - 2 2 WIND monsters All WIND monsters on the field gain 500 ATK and DEF. All EARTH monsters lose 400 ATK and DEF. If this card is destroyed by battle or card effect: You can target 1 WIND monster in your GY; add it to your hand. You can only use this effect of “Razorbladefly” once per turn.
Speed Spell - Pre-Preparation of Rites Normal Spell Card Activate only by removing 2 of your Speed Counters. Add 1 Ritual Spell Card from your Deck to your hand, and add 1 Ritual Monster from the Deck or GY to your hand whose name is listed on that Ritual Spell Card. You do not take damage for activating a spell card that is not a Speed Spell until the end of this turn. You do not gain any Speed Counters until the end of your next Standby Phase. You can only activate 1 “Speed Spell - Pre-Preparation of Rites” per turn.
Speed Spell - Foolish Burial Goods Normal Spell Card Activate only if you have 2 Speed Counters. Send 1 Spell/Trap Card from your Deck to the GY. You can only activate 1 “Speed Spell - Foolish Burial Goods” per turn.
Will this be more like the very first Yugioh season then?
I don't see why no one just adapts the original season that aired on television. So we could go journeying and having different arcs. But I may bring an old character of mine.
Red Dragon Archfiend being his Ace Card
If acceptable, I'll take a screen shot of my deck.
Will this be more like the very first Yugioh season then?
I don't see why no one just adapts the original season that aired on television. So we could go journeying and having different arcs. But I may bring an old character of mine.
Red Dragon Archfiend being his Ace Card
If acceptable, I'll take a screen shot of my deck.
I know that it's an ugly block of text right now because I haven't formatted everything properly, but if you read through the original post most, if not all of your questions will be answered.
I know that it's an ugly block of text right now because I haven't formatted everything properly, but if you read through the original post most, if not all of your questions will be answered.
Yes I read it. I am asking for the mood. Which anime is this more like? For the vibe, setting. Atmosphere. That sort of thing
You can check my progress here, but I'm having some issues with code so I'm not posting it here yet.
Also I was originally gonna type this alongside it:
"Proving once again that I am incapable of making a YGO character that isn't either edgy as fuck or too happy-go-lucky for their own good. Also idk how spiritual you intend this RP to be, but considering it's set after 5D's who's first third was majorly influenced by that, I set out to triple the fuck down."
EDIT: A mod found the issue, with the nature of it being something I still don't understand but hey, it works. Here it is in this thread:
Name: Õja Rura
Sex: Female
Age: 24
Appearance: Rura is clearly in the prime of her youth, boasting a slender figure and smooth, streamlined face. Her small and thin 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.
Battle Reset Quickplay Spell Card Activate only during the Battle Phase, if a monster(s) was destroyed by battle and sent to the GY. Each player can Special Summon 1 of their monsters that was destroyed by battle this turn, with their effects negated. Those monsters are destroyed at the end of the Battle Phase.
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.
Yeah. The thing with hiders is a bit annoying, or at least it was the past two days.
Your Duel Links skill actually seem sorta strong for what it is, allowing you to extend your plays while keeping your opponent from doing so. It seems clear to me that it is meant for a finishing play, which is all well and good though I'm not exactly sure how often your Dragon Rulers are actually going to hit the graveyard.
With custom cards, I had it in mind that each player started only with 1, which was to be their Ace Monster, and if not that, then nothing else. As I described with the point system, you'll be able to catch one later on, however.
I sorta don't want to attach any strong significance to any already existing cards that already have their own lore, though I'll try to piece something together and maybe nobody else will want to use Dragon Rulers as an engine or something. Though I guess it'd be somewhat amusing, if a little discouraging, if I played the cards down and your character sees that after traveling for miles and having to challenge all these other people, that she could have simply just bought the cards online. Actually, yeah, that's sort of a bad punchline. I'll see what I can do about playing it up.
There's no split for summoning methods this game though so you'd be more-or-less safe actually going for multiple (like pendulum summoning which you might be able to do, especially since your xyz odd-eyes dragons can fetch them from the main deck.). You're running Dragon Rulers though don't appear to have the things that really broke them, for instance having LaDD, Dracossack, or Super Rejuvination, which is understandable. I'm also not sure how many floodgates, if any, all the other players could be playing. Maybe they'll side Imperial Iron Wall just to mess with you.
I guess consistency is a thing you don't have to worry about since you can draw whatever. I'd probably suggest actually using a few more heraldic beasts though as a rank 4 engine, but also to get some link monsters in play if you see any that might fit you.
Speaking of, I'd actually suggest having a full extra deck of 15 monsters (or 10 in your speed duel deck).
Though for what you're doing, I feel like having a heiratic deck might actually be better, enabling more xyz plays. I'd suggest Phantom Knights to search your RUM and such, but you're obviously running a dragon-themed billy deck. You might also consider using Saffira, Queen of Dragons in Heiratics along with perhaps another LIGHT dragon ritual to using along with her, possibly as your deck's custom, ace monster. With heiratics you could /possible/ making Labradorite Dragon and another level 6 to go into Ultimaya Tzolkin, though obviously, this would be hard to actually use without having a link monster with the right link markers, or I guess Sennet Switch which is probably worse in practice than in theory.
Speed Spell RUM is fine considering that's a card I just had last time.
@KOgaming The theme is 'Elemental Dragons' for the main deck, and just 'Dragons' for the extra. I already have literally every Extra Deck Dragon I can play, so I feel no need to fill out the ED more. I like themeing decks, and shit like Twin Twisters is *only* in there to get rid of floodgates, and only if they give me a good struggle first.
I don't particularly need a Rank 4 Engine. It's just a side option, and I only use the heraldic beasts because they just happen to be WIND dragons. I had a ton of trouble finding cards to fit in the main deck because I 100% refused to go outside of my theme of WIND/FIRE/EARTH/WATER, but that cost me a lot in the power department. Not that I really care considering I'm unironically running Foolish fucking Revival.
The deck is *not* and Xyz deck, for the record. It can do Xyz, but the big bads are the D rulers and those *will* be the focus, with Xyz being a backup strat. Also, the only pends I can use are Performapal Dragoremora and the level 4 Amorphages, and I fucking hate Amorphage.
I actually *am* running super rejuv. Just, uh, gonna point that out. Also Sacred Sword of Seven Stars, which is a +1 for this deck. I'm not gonna cheese cards through you're not comfortable with.
By the by, you can play up or down D rulers all you want. Personally, I've always seen them as super legendary cards partly because of their aesthetic and how they broke the real game, but I don't mind if that's not what you're looking for. It could still be a part of the character to have gone through those trials, as the societies she visited were built around Duel Monsters and those cards just represented the strongest of their respective themes. Kinda like how Cyber Style had a dojo, yeah?
Battle Reset was a wild shot in the dark, so idc if it gets removed really. Don't know if you want me to remove it or not, though. As for my skill, what do you suggest as an alternative? I wanted to keep it DRuler themed without actually mentioning the D rulers.
Alright. I'll get a proper sheet section up, and then when I do, you can post your guy there. I'm gonna be busy today though so I'll probably have it up Wednesday, maybe later.
Do you hate Amorphages because they suck, or because they're low key broken?
So with regards to DDM, which variant of the rules are we using? The ruleset from the American toy release, or the GBA version which basically the Japanese version but with some extra additions?