CURRENTLY ACCEPTING
New Domino City
Practically the Duel Monsters capital of the world, New Domino has been the leader in all forms of Duel Monster inventions and advancements, only beaten so far in one area: Xyz Summoning, brought to Dueling first by Heartland. Now, though, they're back on top after the introduction of Ignis Summoning into the game. Duel Runners and Duel Boards are now perhaps the most popular object of the game, trying to defeat opponents not only with skill, but also with speed. A new card has even been introduced to the Turbo Dueling sensation:
Speed World 3, which focuses on getting faster, sooner. Ener-D has also been kept in check thanks to advancements in Duel Runner technology on behalf of scientist Yusei Fudo.
Regions of New DominoDowntown: The recreational hub of the city, where most of New Domino's restaurants and stores are located. Found south of the Dueling Ring and the Kaiba Dome.
The Dueling Ring: The Dueling hub of the city, and also the area where the city government is run out of. Perhaps New Domino's largest sector.
Satellite Island: Most of New Domino's factories and laboratories are located on this island. Also a popular Dueling area.
Daedalus Bridge: A network of roads that connect Satellite Island to mainland New Domino. Duelists who enjoy the smell of the ocean often Duel on these roads.
Domino Pier: As New Domino is located on a stretch of coastline, naturally, ships enter and leave for trade, transport, etc.
Rat's Nest: The most vile slum of New Domino, located in the northeast. Little good comes from it, and many of its residents are dangerous.
The Satellite Circuit(Extended Advertisement Script) The long-awaited Satellite Circuit draws near as construction on the circuit's road system is being finalized. Duelists from all reaches of New Domino look to compete in this contest, but only sixteen applicants will enter. This high-speed tournament will begin with a preliminary series of duels. Those who earn the best sixteen scores proceed to the four elimination rounds, at which point the winner will be presented with a prize before facing off with King of Games, New Domino: Valin Rotor. Only applicants who are Turbo Duelists will be allowed to enter, as to further reduce the length of the prelims. Should the finalist defeat Valin (yeah, right) he or she will be given the opportunity to become the King or Queen of Games.
“Ladies and gentlemen!” the MC bellowed over the intercom. Even in the airlock, Valin could hear every word the MC said, loud and clear. “Welcome, to the Kaiba Dome!”
Valin could hear the applause resounding from the stands, but he knew it was only a fraction of the volume of the MC. Valin chuckled to himself. That MC can get these guys prepped for anything, he thought as he tightened the straps on his boots.
“We have a special treat in store for you today!” the MC continued.
Valin grabbed his gloves and pulled them on as the same introduction was voiced, with the same applause. A treat is right. With the Satellite Circuit coming up and my two-year anniversary as their King…
“Before I get too deeply into detail about that, let me introduce the challenger!”
…I can’t afford to hold anything back. I must show that I…
“You’ve seen him Duel here time after time…”
…am undeniably, undoubtedly, undefeatable….
“…and he seems to be the next-best Duelist we have here….”
I…am…the best, he thought as he put his helmet on.
“Welcome, Nicholas, ‘the Dragster’, O’Neil!”
Valin started his runner the second he knew O’Neil would be shooting out onto the track from his own airlock. He gave the crowd time to calm down, then he revved the engine as loud as he could without damaging it, slipping Volspire Dragon from the card sleeve pendant around his neck with a fluid motion.
“Shhh…” the MC said. “Do you hear that? I believe that’s the sound of the Maelstrom Runner! And if it is, you know what’s bound—”
Valin didn’t give him time to finish. He swiftly placed Volspire Dragon in the middle card slot of his Duel Disk. A huge hologram of the intimidating dragon burst from the dark airlock where Valin sat. It made a quick circuit around the dome before perching atop the central tower. As it roared, signifying that Valin had won before the Duel began, Valin slipped it from his Duel Disk back into the card sleeve.
The MC, as usual, made a big deal about everything and gave the crowd a pep talk about the appearance of New Domino’s King, the Master of Faster, the Flamboyant Firestorm, etc, etc...
“Valiiiiiiinnnnn Rooooootoooorrrrrrrrrr!!!!!!!!!” the MC screamed, and Valin stomped the accelerator on his Runner, and it rocketed up and off the airlock ramp. Valin soared into the air, given extra aerodynamics by the wings on his Runner. He felt as if he were twenty…thirty…fourty…fifty feet in the air. He yanked his Runner into a backflip, performing a number of other crowd-pleasing tricks as the vehicle soared down to the starting position.
“New Domino City!” Valin shouted through his helmet’s microphone after he had landed. “Are you ready to see Volspire Dragon and his King conquer another Duelist today?”
The crowd erupted in applause, and Valin heard Nicholas speak up. “You sure are cocky, aren’t you?”
“I have a right to be. I didn’t earn this title for nothing, did I?”
“Duelists! Start your engines!” the MC roared.
Valin rebooted his runner, as he had turned it off to hear Nicholas.
“Now, activate Speed World 3!”
Valin hit the button on the runner, and the cool feminine voice spoke into his earpiece, “Speed World 3 activated. Duel Mode engaged. Autopilot standing by. Awaiting countdown. 10…9…8…7…6…5…4…3…2…1…”
Ignis SummoningYay for new mechanics. This came about from the idea of "If I could combine my monsters' ATK, I could win." We've all been there and done that, so that, after some processing and much time at the design table, I pumped out a new kind of Extra Deck monster: Ignis Monsters. It's somewhat complicated, but hopefully it's easier to understand than some other forms of Summoning.
Firstly, let me explain that Ignis Monsters require no special kind of card. Nothing along the lines of Polymerization or Tuner Monsters or anything. Just a calculator so you can add up the points of your monsters.
Ignis Monsters can have two different kinds of Summoning Conditions, usually based on the higher points of whichever point total on the Ignis Monster is higher. They usually read something like this: "2 or more monsters (ATK)" OR "2 or more monsters (DEF)".
See the difference? If not, we may need to get you some glasses. Now for me to translate this to you. The first variation basically requires you to control two or more monsters whose combined ATK Points (including any fluctuation) add up to the total ATK Points of the Ignis Monster. So let's say I have an Ignis Monster whose ATK is 2500 that I want to Summon, but all I have on my field is a Swordsman of Landstar (500 ATK) and a Marauding Captain (1200 ATK). Well, that only adds up to is 1700, so I'm 800 points short. What I could do, is either Summon a monster with 800 ATK (like Red-Eyes B. Chick) or play a card that can increase their ATK points (like equipping one of them with Lightning Blade [NOT ZW - Lightning Blade, for those of you who have only played starting at ZEXAL]). Then all I have to do is send my monsters to the Graveyard, say some fancy lines, and play that 2500 Point Ignis monster from my Extra Deck.
As for the other one, it works pretty much the same, except it works with the DEF points instead. Just understand that the point totals (just like with Levels for Synchro Summoning) have to add up to the EXACT amount on the printed on the Ignis Monster Card.
Also, there can be certain Ignis monsters that require certain monster Types or Attributes, or even require other Ignis Monsters, or Xyz, Synchro, Fusion, or Ritual Monsters in specific (like if we were to make a Gishki Ignis monster, its requirements might be "2 or more Ritual Monsters (ATK)").
Mono-Synchro SummoningAn expansion to Synchro Summoning, like Contact Fusion was for Fusion Summoning. This is relatively easy to understand, as it follows the same rules as normal Synchro Summoning, except, either due to the Tuner Monster's effect or the Synchro Monster's Summoning Conditions, the Tuner Monster is the only Synchro Material Monster required.
Limited and Forbidden List
Effect Monsters:
- Burner, Dragon Ruler of Sparks
- Chaos Emperor Dragon - Envoy of the End
- Cyber Jar
- Cyber-Stein
- Dark Magician of Chaos
- Destiny HERO - Disk Commander
- Elemental HERO Stratos
- Fiber Jar
- Fishborg Blaster
- Glow-Up Bulb
- Lightning, Dragon Ruler of Drafts
- Magical Scientist
- Makyura the Destructor
- Mind Reader
- Reactan, Dragon Ruler of Pebbles
- Rescue Cat
- Sangan
- Sinister Serpent
- Stream, Dragon Ruler of Droplets
- Substitoad
- Tribe-Infecting Virus
- Victory Dragon
- Witch of the Black Forest
- Yata-Garasu
Fusion Monsters:
- Thousand-Eyes Restrict
Synchro Monsters:
- Brionac, Dragon of the Ice Barrier
- Dark Strike Fighter
- Goyo Guardian
- Trishula, Dragon of the Ice Barrier
Xyz Monsters:
- Number 16: Shock Master
- Wind-Up Carrier Zenmaity
Spells:
- Brain Control
- Butterfly Dagger - Elma
- Card Destruction
- Card of Safe Return
- Change of Heart
- Cold Wave
- Confiscation
- Delinquent Duo
- Dimension Fusion
- Dragon Ravine
- Future Fusion
- Gateway of the Six
- Giant Trunade
- Graceful Charity
- Harpie's Feather Duster
- Heavy Storm
- Last Will
- Mass Driver
- Metamorphosis
- Mirage of Nightmare
- Monster Reborn
- Painful Choice
- Pot of Avarice
- Pot of Greed
- Premature Burial
- Raigeki
- Snatch Steal
- Spellbook of Judgement
- Super Rejuvenation
- Temple of the Kings
- The Forceful Sentry
Traps:
- Crush Card Virus
- Exchange of the Spirit
- Imperial Order
- Last Turn
- Return from the Different Dimension
- Ring of Destruction
- Royal Oppression
- Self-Destruct Button
- Sixth Sense
- Solemn Judgement
- Time Seal
- Trap Dustshoot
- Ultimate Offering
Normal Monsters:
- Left Arm of the Forbidden One
- Left Leg of the Forbidden One
- Right Arm of the Forbidden One
- Right Leg of the Forbidden One
Effect Monsters:
- Atlantean Dragoons
- Black Luster Soldier - Envoy of the Beginning
- Blackwing - Gale the Whirlwind
- Blaster, Dragon Ruler of Infernos
- *Blue-Flame Phoenix
- Brotherhood of the Fire Fist - Spirit
- Dandylion
- Dark Armed Dragon
- Debris Dragon
- Deep Sea Diva
- Exodia the Forbidden One
- Genex Ally Birdman
- Gladiator Beast Bestiari
- Gorz the Emissary of Darkness
- Honest
- Inzektor Dragonfly
- Inzektor Hornet
- Magician of Faith
- Morphing Jar
- Necroface
- Neo-Spacian Grand Mole
- Night Assailant
- Red-Eyes Darkness Metal Dragon
- Redox, Dragon Ruler of Boulders
- Rescue Rabbit
- Tempest, Dragon Ruler of Storms
- Thunder King Rai-Oh
- Tidal, Dragon Ruler of Waterfalls
- Wind-Up Magician
Ritual Monsters:
- Evigishki Gustkraken
- Evigishki Mind Augus
Synchro Monsters:
- Dewloren, Tiger King of the Ice Barrier
- Formula Synchron
- Legendary Six Samurai - Shi En
- T.G. Hyper Lybrarian
Spells:
- Allure of Darkness
- Book of Moon
- Burial from a Different Dimension
- Charge of the Light Brigade
- Dark Hole
- Dimensional Fissure
- Divine Wind of Mist Valley
- Final Countdown
- Foolish Burial
- Gold Sarcophagus
- Infernity Launcher
- Limiter Removal
- Mind Control
- Monster Gate
- One Day of Peace
- One for One
- Primal Seed
- Reinforcement of the Army
- Royal Tribute
- Sacred Sword of Seven Stars
- Spellbook of Fate
Traps:
- Bottomless Trap Hole
- Ceasefire
- Compulsory Evacuation Device
- Eradicator Epidemic Virus
- Macro Cosmos
- Magical Explosion
- Solemn Warning
- Soul Drain
- The Transmigration Prophecy
- Torrential Tribute
- Wall of Revealing Light
Effect Monsters:
- Card Trooper
- Chaos Sorcerer
- Lonefire Blossom
- Reborn Tengu
- Summoner Monk
- Tragoedia
Spells:
- Advanced Ritual Art
- Chain Strike
- Magical Stone Excavation
- Reasoning
Traps:
- Dimensional Prison
- Mirror Force
- Ojama Trio
* = Fan-Made for this RP.
Speed Spell Cards
During a Turbo Duel, not just any Spell Cards can be used. They have to include "Speed Spell" in their card name to be used. I'm compiling a list of canon Speed Spells and invented ones for quick reference rather than having to search wikia. I am also slightly editing the effects of some of the cards, so this makes things more convenient from all sides.
*Speed World 3: This card cannot be removed from the field. Except during the first turn of the Duel, each player places one Speed Counter of their own on this card during each Standby Phase (max. 12 each). Spell Cards cannot be activated, except "Speed Spell" Spell Cards. When a player takes damage, they remove 1 of their Speed Counters for every 1000 points taken. Monsters cannot be Set or flipped face-down. Monsters can be Normal Summoned in face-up Defense Position. A player's Speed Counters increase by 1 each time they Special Summon from the Extra Deck. When a player's Speed Counters increase to 6 or 12, they draw 1 card.
Speed Spell - Acceleration Limiter: (Quick-Play Spell) Until your opponent's second End Phase after activation, your opponent cannot place Speed Counters during the Standby Phase.
Speed Spell - Accelerator Draw: (Normal Spell) Activate only when your Speed Counters are 7 more than your opponent's. Draw 2 cards.
Speed Spell - Angel Baton: (Normal Spell) Activate by removing 4 of your Speed Counters. Draw 2 cards. Then discard 1 card.
*Speed Spell - Attack Buster: (Quick-Play Spell) Activate only when you have 2 or more Speed Counters. Select 1 Attack Position monster on the field, and change it to face-up Defense Position.
*Speed Spell - Broken Engine: (Normal Spell) Activate by removing 1 Speed Counter. Select 1 face-down Spell/Trap card your opponent controls. The selected card cannot be activated until the End Phase.
Speed Spell - Count Up: (Normal Spell) Activate only when you have 2 or more Speed Counters. Send any number of cards from your hand to the Graveyard and increase your Speed Counters by 2 for each sent card.
Speed Spell - Curse of Fate: (Normal Spell) Activate only when you have 2 or more Speed Counters. Select 1 face-up monster you control. Inflict damage to your opponent equal to half that monster's ATK. The selected monster cannot attack this turn.
Speed Spell - Dash Pilfer: (Normal Spell) Activate only if you have 4 or more Speed Counters. Take control of 1 face-up Defense Position monster your opponent controls, until the End Phase.
Speed Spell - Deceased Synchron: (Normal Spell) Activate by removing 5 of your Speed Counters. Synchro Summon 1 Synchro Monster by banishing the appropriate Synchro Material Monsters from your Graveyard. Banish the Synchro Summoned Monster during the End Phase.
Speed Spell - Defense Buster: (Normal Spell) Activate only when you have 2 or more Speed Counters. Select 1 Defense Position monster on the field, and change it to face-up Attack Position.
*Speed Spell - Double Lap (Normal Spell) Activate only while you have 3 or more Speed Counters. Target 1 monster you control. It can attack twice during the Battle Phase this turn.
Speed Spell - Final Attack: (Normal Spell) Activate only while you have 8 or more Speed Counters. Select 1 face-up monster you control. Double its ATK. That monster cannot attack your opponent directly. Destroy it during the End Phase.
Speed Spell - Gap Storm: (Normal Spell) Activate only if there is a difference of 7 or more Speed Counters between you and your opponent. Destroy all Spell and Trap Cards on the field.
Speed Spell - Half Sieze: (Normal Spell) Activate only while you have 3 or more Speed Counters. Select 1 face-up monster on the field. Halve that monster's ATK, and gain Life Points equal to the lost ATK.
Speed Spell - High Speed Crash: (Normal Spell) Activate only while you have 2 or more Speed Counters. Destroy 1 card you control and 1 other card on the field.
Speed Spell - Ignition: (Quick-Play Spell) Activate only while you have 2 or more Speed Counters. Select and destroy 1 Spell or Trap Card you control. Then, change the battle positions of all monsters your opponent controls.
Speed Spell - Overboost: (Normal Spell) Increase your Speed Counters by 5. During the End Phase, reduce your Speed Counters to 1.
Speed Spell - Overspeed: (Normal Spell) Activate only while you have 4 or more Speed Counters. Reduce your Speed Counters to 0 to add 1 Level 3 or lower Monster Card and 1 Spell/Trap Card from your Graveyard to your hand. You do not gain Speed Counters during the next 3 Standby Phases.
Speed Spell - Overtune: (Normal Spell) Activate only while you have 3 or more Speed Counters. Tribute 1 monster. Special Summon 1 Tuner monster from your hand whose Level is equal to or less than the Tributed monster's.
Speed Spell - Power Baton: (Quick-Play Spell) Activate only while you have 6 or more Speed Counters. Send 1 Monster Card from your Deck to the Graveyard to have 1 monster you control gain ATK equal to the ATK of the sent monster's, until the End Phase. Skip your next Draw Phase.
Speed Spell - Rapid Shotwing: (Normal Spell) Activate only while you have 4 or more Speed Counters. Select 1 face-up monster you control. It gains 100 ATK for each of your Speed Counters, until the End Phase.
Speed Spell - Reactor Pod: (Normal Spell) Activate only while you have 4 or more Speed Counters. Select 1 face-up monster you control with 1000 or less ATK. Inflict damage to your opponent equal to that monster's original ATK.
*Speed Spell - Ritual in the Wind: (Ritual Spell) Activate by selecting 1 Ritual Monster from your hand or Deck whose Level is less than or equal to the number of Speed Counters you have. Tribute monsters (from your hand or field) whose levels are greater than or equal to the Level of the selected Ritual Monster and Ritual Summon that card.
*Speed Spell - Shatterpoint: (Quick-Play Spell) Activate only if you have 6 or more Speed Counters. Select 1 monster that was Special Summoned from the Extra Deck. It is returned to the Extra Deck. Then its owner Special Summons the material used in the initial Summon of the monster.
Speed Spell - Shift Down: (Normal Spell) Activate by removing 6 of your Speed Counters. Draw 2 cards.
Speed Spell - Silent Burn: (Normal Spell) Activate only while you have 4 or more Speed Counters. Inflict 300 damage to your opponent for each monster you control that did not declare an attack this turn.
Speed Spell - Silver Contrails: (Quick-Play Spell) Activate while you have 4 or more Speed Counters. Select 1 monster you control. Increase its ATK by 1000 during the Battle Phase of this turn.
Speed Spell - Slowdown Machine: (Normal Spell) Activate only during your Main Phase 2. Remove 1 of your opponent's Speed Counters for every 500 points of damage you inflicted to your opponent this turn.
Speed Spell - Sonic Buster: (Normal Spell) Activate only while you have 4 or more Speed Counters. Select 1 face-up monster you control. Inflict damage to your opponent equal to half its ATK.
Speed Spell - Speed Energy: (Normal Spell) Activate by removing 1 of your Speed Counters. Select 1 face-up monster on the field. It gains 200 ATK for each of your Speed Counters until the End Phase.
Speed Spell - Speed Force: (Normal Spell) Activate only while you have 4 or more Speed Counters. Until your next Standby Phase, cards you control cannot be destroyed by the effects of your opponent's Spell/Trap Cards.
Speed Spell - Speed Fusion: (Normal Spell) Activate only while you have 4 or more Speed Counters. Send Fusion Material Monsters from your hand or field listed on a Fusion Monster to the Graveyard to Fusion Summon that Fusion Monster from your Extra Deck.
Speed Spell - Speed Jammer: (Normal Spell) Activate by removing 2 Speed Counters. Your opponent removes 6 of their Speed Counters.
Speed Spell - Speed Storm: (Normal Spell) Activate only if you have 3 or more Speed Counters. Inflict 1000 damage to your opponent. During your Standby Phase, if this card is in your Graveyard, you can remove 3 of your Speed Counters to add this card from your Graveyard to your hand.
Speed Spell - Star Force: (Normal Spell) Activate only while you have 4 or more Speed Counters. Banish 1 monster you control. 1 monster you control gains 100 ATK x the Level of the banished monster, until the End Phase.
Speed Spell - Summon Close: (Quick-Play Spell) Activate by removing 3 of your Speed Counters. Send 1 card from your hand to the Graveyard. Then draw 1 card. Your opponent cannot Special Summon monsters during this turn.
Speed Spell - Summon Speeder: (Normal Spell) Activate only while you have 4 or more Speed Counters. Special Summon 1 Level 4 or lower monster from your hand. It cannot attack this turn.
Speed Spell - Synchro Defuse: (Normal Spell) Activate only while you have 6 or more Speed Counters. Select 1 face-up Synchro Monster your opponent controls. Take control of it until the End Phase.
Speed Spell - Synchro Panic: (Normal Spell) Activate only while you have 7 or more Speed Counters. Special Summon as many Synchro Monsters as possible that have been Synchro Summoned during this Duel from your Extra Deck. The effect(s) of the Special Summoned monster(s) are negated, and their ATK becomes 0. During the End Phase, banish all Synchro Monsters Special Summoned by this card's effect.
Speed Spell - Synchro Return: (Normal Spell) Activate only while you have 5 or more Speed Counters. Select 1 banished Synchro Monster, and Special Summon it to your side of the field. Banish it during the End Phase.
Speed Spell - Takeover: (Normal Spell) Activate only while you have 4 or more Speed Counters. Select 1 face-up card on the field that has a counter on it. Destroy it, and gain 100 Life Points for each counter on it.
Speed Spell - The End of the Storm: (Normal Spell) Activate only while you have 10 or more Speed Counters. Destroy all monsters on the field and inflict 300 damage to each player for each of their destroyed monsters.
Speed Spell - Tune Up 1 2 3: (Normal Spell) Activate only while you have 4 or more Speed Counters. Select 1 face-up monster you control. Roll a six-sided die and activate an appropriate effect:
● 1 or 2: Increase that monster's Level by 1.
● 3 or 4: Increase that monster's Level by 2.
● 5 or 6: Increase that monster's Level by 3.
Speed Spell - Tyrant Force: (Normal Spell) Activate only while you have 10 or more Speed Counters. Cards you control cannot be destroyed this turn. Each time a card(s) your opponent controls is destroyed this turn, inflict 300 damage to your opponent.
Speed Spell - Vision Wind: (Normal Spell) Activate by selecting a monster in your Graveyard and removing a number of your Speed Counters equal to the selected monster. Special Summon that monster. Destroy it during the End Phase.
Speed Spell - Wheelie Breaker: (Normal Spell) Activate by removing 6 of your Speed Counters. Destroy all Attack Position monsters on your opponent's side of the field.
Speed Spell - Zero Reverse: (Normal Spell) Activate only while you have 3 or more Speed Counters. Special Summon, from your Graveyard, 1 monster destroyed by a card effect this turn in Attack Position. Its ATK becomes 0.
* = Fan-Made for this RP.
Fan-Made CardsSince this RP makes use of fan-made cards, any cards we invent will be stored here.
Normal MonstersMan-Eating Gelatin (Normal Monster; DARK; Aqua-Type; Level 3; ATK/1100; DEF/1700)
A scientific experiment gone wrong. Now nothing mankind does can destroy this monstrosity.
Samurai Tortoise (Normal Monster; EARTH; Beast-Warrior-Type; Level 4; ATK/1500; DEF/1700)
A sword-wielding, shell-backed warrior who is much more swift and dangerous than his biological bretheren.
Effect MonstersAlpha Dasher: (Effect Monster; WIND; Warrior-Type; Level 4; ATK/1600; DEF/700)
When this card destroys a monster in battle, increase your Speed Counters by 1.
Azure Angel: (Tuner Effect Monster; Water; Aqua; Level 4; ATK/300; DEF/1000)
If this card is in face-up Defense Position during your End Phase, destroy it. If this card in Attack Position is destroyed by battle, it is banished and you can Special Summon one “Azure” monster that has been removed from play, except “Azure Angel”. Once per Duel, while this card is banished, you can banish one “Azure” card from your Deck or Graveyard to Special Summon this card to the field in face-up Attack Position. This card is unaffected by your opponent’s Spell Cards.
Azure Child: (Effect Monster; Water; Aqua; Level 3; ATK/300; DEF/2000)
If this card is in face-up Defense Position during your End Phase, destroy it. If this card in face-up Attack Position is destroyed by battle, you can place it in your opponent’s Spell/Trap Card Zone face-up as a Continuous Spell Card. If this card is removed from the field while in a Spell/Trap Card Zone, banish it. Once per Duel, while this card is banished, you can banish one “Azure” card from your Deck or Graveyard to Special Summon this card to the field in Attack Position. This card is unaffected by your opponent’s Spell Cards.
Blue-Flame Phoenix: (Effect Monster; FIRE; Winged Beast-Type; Level 4; ATK/1500; DEF/1300)
Once per Duel, if this card is in your Graveyard, you can discard 1 card to Special Summon it. If you do, its ATK and DEF are switched.
Cosmis Anomalia 2 - RiftCosmis Machina 2 - AndroidCosmis Militus 5 - ExplorerCosmis Militus 11 - Star KnightD.D. Dracofang: (Effect Monster; DARK; Dragon-Type; Level 4; ATK/1800; DEF/0)
After the resolution of a chain in which this card was banished, you can Special Summon 1 banished Dragon-Type monster to your field.
Del'Lancet the Traveler (Effect Monster; EARTH; Warrior-Type; Level 4; ATK/1500; DEF/1000)
This monster cannot be chosen as a target during the Battle Phase if you control a Beast-Warrior-Type monster.
Draco Burst Balloon (Effect Monster; FIRE; Dragon-Type; Level 2; ATK/900; DEF/500)
If this card is used as an Ignis Material, inflict 900 damage to your opponent.
Flaming Spirit (Effect Monster; FIRE; Pyro; Level 3; ATK/1000; DEF/300)
When this card is used as an Ignis Material Monster, the summoned monster gains 400 ATK points.
Iron Dragonsmith: (Effect Monster; FIRE; Warrior-Type; Level 4; ATK/1700; DEF/300)
When this card is Normal Summoned, you can change it into Defense Position. If you do, Special Summon 1 Level 4 or lower Dragon-Type monster from your Deck.
Lock-On Archer (Effect Monster; EARTH; Warrior-Type; Level 4; ATK/1000; DEF/1300)
Once per turn, you can send 1 card from your hand to the Graveyard to destroy 1 Spell or Trap card on the field.
Silver Dragon-Wing: (Effect Monster; EARTH; Dragon-Type; Level 4; ATK/1300; DEF/1800)
Once per turn, this card cannot be destroyed by battle.
Swiftcaster Altus (Effect Monster; WIND; Spellcaster-Type; Level 4; ATK/1400; DEF/1600)
This card can only be Summoned while "Speed World 3" is face-up on the field. This card cannot be Set. While this card remains face-up on the field, the maximum number of Speed Counters you can place on “Speed World 3” becomes 16.
Swiftcaster Necromancer (Effect Monster; DARK; Spellcaster-Type; Level 4; ATK/1700; DEF/1400)
This card can only be Summoned while "Speed World 3" is face-up on the field. This card cannot be Set. Once per turn, you can remove 4 of your Speed Counters and Special Summon 1 Spellcaster-Type monster from your Graveyard.
Volspire Centurion (Effect Monster; DARK; Warrior-Type; Level 6; ATK/1800; DEF/2600)
If you control a face-up "Volspire Dragon", you can Special Summon this card from your hand in Defense Position. If you do, this card's Battle Position cannot be changed. If your opponent selects "Volspire Dragon" as a target, you can change that target to this card instead.
Wyvern Fury: (Effect Monster; WIND; Dragon-Type; Level 4; ATK/1500; DEF/0)
This monster can attack your opponent directly. If it does, banish it until your next Standby Phase.
Spirit MonstersGenesis Baby: (Spirit Monster; LIGHT; Fairy-Type; Level 2; ATK/300; DEF/300)
If this card is sent from the hand to the Graveyard, Special Summon it. Then increase your Life Points by 600. During the End Phase of the turn that this card was Summoned or flipped face-up, it is returned to the hand.
All-Can-Eat-You Buffet: (Continuous Spell)
Once per turn, you can Normal Summon 1 "Man-Eating" monster (except "Man-Eating Treasure Chest") in addition to your regular Normal Summon or Set. During each of your End Phases, pay 100 Life Points or destroy this card.
Molten Wing: (Equip Spell)
Equip only to a Dragon-Type monster. It gains 600 ATK.
Azure Waterfall: (Field Spell)
When an Attack Position “Azure” monster you control is attacked and destroyed by battle, you gain Life Points equal to the DEF of the attacking monster. Cards sent to the Graveyard are banished instead. This card’s name is treated as “Umi”.
- - - - - - - - - -
Speed World 3: (Field Spell)
This card cannot be removed from the field. Except during the first turn of the Duel, each player places one Speed Counter of their own on this card during each Standby Phase (max. 12 each). Spell Cards cannot be activated, except "Speed Spell" Spell Cards. When a player takes damage, they remove 1 of their Speed Counters for every 1000 points taken. Monsters cannot be Set or flipped face-down. Monsters can be Normal Summoned in face-up Defense Position. A player's Speed Counters increase by 1 each time they Special Summon from the Extra Deck. When a player's Speed Counters increase to 6 or 12, they draw 1 card.
Speed Spell - Broken Engine: (Normal Spell)
Activate by removing 1 Speed Counter. Select 1 face-down Spell/Trap card your opponent controls. The selected card cannot be activated until the End Phase.
Speed Spell - Double Lap (Normal Spell)
Activate only while you have 3 or more Speed Counters. Target 1 monster you control. It can attack twice during the Battle Phase this turn.
Speed Spell - Attack Buster: (Quick-Play Spell)
Activate only when you have 2 or more Speed Counters. Select 1 Attack Position monster on the field, and change it to face-up Defense Position.
Speed Spell - Shatterpoint: (Quick-Play Spell)
Activate only if you have 6 or more Speed Counters. Select 1 monster that was Special Summoned from the Extra Deck. It is returned to the Extra Deck. Then its owner Special Summons the material used in the initial Summon of the monster.
Speed Spell - Ritual in the Wind: (Ritual Spell)
Activate by selecting 1 Ritual Monster from your hand or Deck whose Level is less than or equal to the number of Speed Counters you have. Tribute monsters (from your hand or field) whose levels are greater than or equal to the Level of the selected Ritual Monster and Ritual Summon that card.
Appetizer's Appetite: (Counter Trap)
When a card effect is activated; discard 1 card from your hand and negate the effect.
Azure Posthumous Note: (Normal Trap)
Discard 1 Monster Card. Select 3 banished “Azure” cards and shuffle them into your Deck. Then target one monster your opponent controls and return it to their hand.
Dragon Immunity: (Normal Trap)
Discard 1 card. Dragon-Type monsters you control cannot be destroyed by card effects this turn.
Reflection of Sword: (Normal Trap)
Activate when you take Battle Damage. Inflict the same amount of damage to your opponent.
Synchro MonstersMan-Eating Chocolate: (Synchro Effect Monster; DARK; Fiend-Type; Level 6; ATK/200; DEF/1200)
1 Tuner + 1 or more non-Tuner monsters
While this card is face-up on the field, Level 6 or lower "Man-Eating" monsters you control gain ATK equal to their Level x300. Once per turn, you can Tribute 1 "Man-Eating" monster you control; draw 1 card.
Xyz MonstersMan-Eating Fondue: (Xyz Effect Monster; FIRE; Aqua-Type; Rank 3; ATK/1000; DEF/2000)
3 Level 3 monsters
Once per turn, you can detach 1 Xyz Material from this card and discard 1 card from your hand. Shuffle 2 cards in your Graveyard back into the Deck, then draw 1 card.
Ignis MonstersAzure Brother: (Ignis Monster; Water; Aqua; Level 8; ATK/300; DEF/3000)
2 or more monsters (DEF)
If this card is in face-up Defense Position during your End Phase, destroy it. If this Attack Position card is destroyed by battle, banish it and you banish up to three cards from your opponent’s hand. Once per Duel, while this card is banished, you can banish three “Azure” cards from your Deck or Graveyard to Special Summon this card to the field in Attack Position. This card is unaffected by your opponent’s Spell Cards.
Justice Guardian: (Ignis Effect Monster; FIRE; Warrior-Type; Level 8; ATK/2500; DEF/2200)
2 or more monsters (ATK)
If a card you control would be destroyed (by battle or by card effect), you can discard 1 card and negate its destruction. (If by battle, Damage Calculation is applied normally.)
(*Unique to Ysabel Eon*)
Man-Eating Cake: (Ignis Effect Monster; DARK; Fiend-Type; Level 7; ATK/0; DEF/3000)
2 or more monsters (DEF)
While this card is face-up on the field, "Man-Eating" monsters you control cannot be destroyed by card effects. When this card is Ignis Summoned, you can send "Man-Eating" monsters from your Deck to the Graveyard up to the number of Ignis Materials used for this card's summon. During your Standby Phase, reveal your hand to your opponent. If you have no Monster Cards in your hand, you can send 1 card from your Deck to the Graveyard; destroy 1 card your opponent controls.
Tearstained Dragon: (Ignis Monster; WATER; Aqua-Type; Level 6; ATK/900; DEF/0)
2 or more monsters (ATK)
Banish any “Azure” monsters that were used as Ignis Material for the Summon of this card. If this card is in face-up Defense Position during your End Phase, destroy it. This card must attack if able. This card cannot be destroyed by battle. If this card attacks or is attacked, it gains 300 ATK (permanently). Once per turn, you can Special Summon 1 banished “Azure” monster.
Volspire Dragon: (Ignis Effect Monster; DARK; Dragon-Type; Level 8; ATK/3000; DEF/2300)
2 or more monsters (ATK)
If this card destroys a monster in battle, destroy 1 card your opponent controls.
(*Unique to Valin Rotor*)
AzureA series of humanoid monsters whose skin is pale as snow and who appear to always be crying pure sapphire. They focus on power in banishing themselves (similarly to the D.D. Archetype) and all have 300 ATK.
Man-Eating TastiesThese monsters look delicious, but watch out! They have a taste for human flesh, and will stop at nothing to be sure they consume every last breathing person! These cards focus on power in discarding from the hand and are mostly Level 3.
SwiftcastersA series of Spellccaster-Type monsters who are one with the wind. They can only be used in Turbo Duels, where they gain power from Speed World.
Rules for the IC1) When in Duels, each player begins with 4000 LP. Unless there's a 2 vs 1 or 3 vs 1 or 3 vs 2 Duel, in which case, come to me and we'll figure the LP amounts out.
2) Try not to be overly repetitive in your strategies (i.e.: Yusei using a "Quillbolt Hedgehog" + "Quickdraw Synchron" combo almost every time for "Nitro Warrior"; Yugi using the Poker Knights as Tributes for "Slifer the Sky Dragon"). I will give you a warning if you begin playing repetitive strategies, and if the problem persists, I will require you to PM to me any Duel posts you may use before they are posted for examination. Breaking that rule will result in being kicked out of the RP.
3) Be realistic in your strategy. The more conditional your strategy is, the less likely it is to work or happen. (i.e.:
IF I
DO get "Hieratic Dragon of Nuit", "Star Seraph Scout", and "Crashbug Road" in my hand, and use Nuit's ability to Summon "Divine Dragon Ragnarok", then that's the
ONLY WAY I can one-turn Xyz Summon "Number 102: Star Seraph Sentry") The odds of that coming out in your favor are slim. That specific example is like, a 1/120 shot. Not likely.
4) Don't make every Duel short and sweet and easy. Yes, there are crummy Duelists who are easy to beat, but there are also tough ones, so keep that in mind.
5) No godmodding. Does that really need more explanation?
6) Don't speed-post. I want quality over quantity, and I
will be patient, to an extent, in waiting for you to post.
7) Don't feel pressured. If real life is keeping you busy, I'm not going to hold it against you. I have a life outside of the Internet, too...sometimes.
8) Keep the content of your IC posts at PG/PG-13, please. Even though the RP starts in a lowly slum for some characters where immorality is high, I don't want rape, drug use, and murder being described to me every way I turn.
9) When you are IC, you are not you, so don't act like it. Act like the character.
10) For crying out loud, have fun. If you're here to start a fight, then please go somewhere else. We like to be happy around here.
Character SheetsI'm not very picky on these. If you invent cards, though, before you include them in your CS, PM the cards to me with their effects and other stats.
Monster Card TempCard Name Here: (Effect/Normal/Fusion/etc. Monster; ATTRIBUTE; Type; Level; ATK/????; DEF/????)
Effect or Flavor Text goes here.
Spell/Trap Card TempCard Name Here: ([Normal/Quick-Play/Field/etc. Spell]/[Normal/Continuous/Counter Trap])
Effect goes here.
Once that's taken care of, if I approve the cards, you can include them in your CS with just the Card Names. As for the CS, use the already accepted Characters as a template. I'm really loose about these.
Playable Characters
Player: Rethel34
Name: Valin Rotor
Age: 23
Titles & Nicknames: King of Games, New Domino; Master of Faster; the Maelstrom Rider; Champion of Dueling, the Volspire King (and various other fan-coined names)
Appearance: Tall and thin, yet fit. Valin tends to wear black and red clothes that match the colors of his key card: Volspire Dragon. His sleeveless long coat splits in the back to resemble a pair of wings, and spikes line his shoulder blades. Studded, fingerless gauntlets are all he wears on his arms, and his long, light brown hair is pulled back into a ponytail much of the time. He uses his naturally steely gray eyes to intimidate many of his opponents.
Duel Disk & Runner: Like much of his outfit, his Duel Disk, called the
Volspire Model I, and his Duel Runner, called the
Maelstrom Wheel, are designed to resemble Volspire Dragon in many ways. His Duel Runner even sports two pairs of malevolent wings. The
Melstrom Wheel has been built with speed and aerodynamics in mind, and is currently the fastest registered Duel Runner, with a top speed besting all others by at least 40 kilometers per hour.
Biography: Valin comes from the Rat's nest, though one would never know it from his appearance. He was orphaned, as far as he knows, from birth, and the only true friends he ever knew belonged to a small group of do-good Duelists in the area. He was closest to Ysabel Eon, but that was changed when he met Blade Takashi, New Domino's King at that time. He challenged Blade and nearly won, and was offered a place in the richer, more prosperous areas of New Domino. He left, and within a month, he completely stopped speaking with his friends from the Rat's Nest. During his time among the professional Duelists, Valin became King of New Domino, having defeated Blade in their rematch. Blade thereafter became the director of Security.
It has been nearly two years now since Valin's escalation to the rank of King, and the commemorative Satellite Circuit grows ever closer to mark his anniversary.
Volspire DragonKnown Cards:Monsters
- Blue-Flame Phoenix
- D.D. Dracofang
- Draco Burst Balloon
- Iron Dragonsmith
- Silver Dragon-Wing
- Volspire Centurion
- Wyvern Fury
Spells
- Molten Wing
- - - - -
- Speed World 3
- Speed Spell - Broken Engine
Traps
- Dragon Immunity
- Mirror Force
- Reflection of Sword
Extra Deck
- *Volspire Dragon*
Story Arc 1 (Satellite Circuit) Duel Theme
Player: Rethel34
Name: Lydia Madison, Sgt. (Usually referred to as Madison or Sergeant Madison; Close friends call her Maddie when she's off-duty.)
Age: 26
Appearance: (WIP) Blonde, thin, and frail looking, but much tougher than she looks. Her cold and calculating gaze pierces her opponents' best poker faces.
Duel Disk & Runner: Standard Sector Security
Duel Disk and
Duel RunnerBiography: Other than the fact that she was top of her class in the New Domino Duel Academy and when she graduated from Domino University, serving as a hall monitor in grade school and taking all the Honors and AP and all of the extracurricular activities she could fit in, there's nothing really special about Madison's youth. She learned at a young age how to play Duel Monsters, favoring an odd an roundabout strategy while Dueling, rarely using raw power to defeat he opponents, rather hindering them while hitting them with damage indirectly.
She loved being the good guy (or, in her case, gal) and catching bad guys. At least, that was her take on it as a child. However, even as an adult, she retained her same search for justice attitude, having grown up in a strict home with morals being pounded into her skull. She took those morals, and made a career from them: Sector Security. She quickly caught the attention of her superiors, and it took a relatively small amount of time for her to be elevated to Sergeant, her current position among them.
Known Cards:Monsters
- Swiftcaster Altus
- Swiftcaster Necromancer
Spells
- Speed World 3
- Speed Spell - Attack Buster
Traps
- Spellbinding Circle
Player: Raddum
Appearance:Duel Disk & Duel Runner: Ysabel’s Duel Disk is a sight for sore eyes, pretty much just pieced together from scavenged scrap metal and machinery, and is rather uncomfortable to use. She does not own a Duel Runner.
Bio: Ysabel’s life as she can remember it has been spent in the Rat’s Nest. For quite some time, she’s lived with a small band of friends (Dexter, Ned, and Leah) who work together merely to survive the harsh environment of their home, barely scraping by.
At one time, Valin Rotor was once a part of their small group, and for the short time he was there, Ysabel grew close to him. Or at least she thought she had before he left and quickly broke his ties to them. As a result, her rather childish attitude due to her youth has allowed a deep—and likely unhealthy—grudge to form toward Valin.
Since Valin took his leave, Ysabel has proven to be quite hostile depending on the situation, even to her friends. Especially when it involves Valin, or Sector Security. The latter for how useless they have proven to be in helping the Rat's Nest. Oftentimes, she wonders about how Valin would feel if he lost his title... She listens in to his duels when possible over the radio, hoping to hear a challenger kick him strait off his ego-trip and onto the curb.
Known Cards:Monsters
- Samurai Tortoise
- Flaming Spirit
- Del'Lancet the Traveler
- Lock-On Archer
Spells
- The Warrior Returning Alive
- Piercing Blade
- - - - -
- Speed Spell - Double Lap
Traps
- Pothole
Extra Deck
- *Justice Guardian*
- Warrior Del'Lancet
Player: Raddum
Name: Thomas Orion
Age: 20
Appearance:Duel Disk & Runner: Thomas has a matching Duel Disk and Runner, both being mostly brown in appearance, carrying many little additions such as rotating gears and unique steam pipes that seem to serve no real purpose, though his bike has a sheath for his baseball bat. He simply refers to them both as
Clockwork.
Biography: Thomas grew up in a decent home with everything he could of asked for. Food, a warm place to sleep, and a father that taught him all about machines. Though he works mostly as a mechanic right outside of his own apartment, he does side work, as well as dueling. He doesn't strive to be the best, he instead just wishes to have fun whenever he does end up playing a game with somebody, and likes to befriend those he duels against.
He can often be found in an odd number of places, running into him seeming almost too convenient at times. His positive attitude towards most things seems to help shake off the possibility he is some sort of freakish stalker behind his smirk, though he has been reported a few times by people, misunderstanding that he just literally does every small job he can get his hands on. From delivering food, to fixing plumbing. He skips on the latter when he can though, as it can get... Quite messy.
If there is one thing that makes this man frown, it's cleaning a dirty toilet. Or crime. He has a strong sense of justice, sometimes considering he should join up with Sector Security to help keep the peace. He could do what he does now... Except maybe with more pay! Of course, he never goes through with it. Mostly out of the fact he is terrible at getting to places on time, and sometimes slacks off...
"That's the best difference between actually having a job and just finding small ones to do for the moment. You can take a break on any day you want~!"Known Cards:Monsters
- Crane Bot
- Scrapyard Constructor
- Turret Droid
Spells
- Speed Spell - Scrapbank
- Speed World 3
- Reverse Engineering
Traps
- Malfunction
- Self Destruct
- Security Alert!
Extra Deck
- Gatling Constructor
Player: UnendingEmpire
Name: Anima Summers
Duel Disk & Runner: Anima uses a very simple Duel Runner with a completely unremarkable frame in straight black with basic green decals, used more for transportation than actual dueling. Her Duel Disk, on the other hand, has been heavily customized with a cyber-esque theme to match her deck. Her Duel Runner
does, however, have a second seat.
Bio: Nothing especially special here. Anima has been in the Rat's Nest as long as she can remember, and knows how to hold her ground because of it. She's mostly tried taking care of crime in her own way as a thieving vigilante, and has had moderate success with no real recognition for it. She does have a soft spot for abandoned kids or medical oddities, though, and as such took in Wynter Storm when the two met.
Known Cards: Monsters
- Esper Girl
- Silent Psychic Wizard
- Serene Psychic Witch
Spells
- Soul Absorption
- Future Glow
Traps
- Brain Hazard
Extra Deck
- *Overmind Archfiend*
Misc. Info: Despite her use of Psychics, her all-time favorite card is Getsu Fuhma.
Duel Theme
Player: UnendingEmpire
Name: Wynter Storm
Duel Disk & Runner: Given her size, age, and finances, Wynter has no Duel Runner. Her Duel Disk was formerly a busted-up old thing, but Anima paid to have it restored and painted her favorite color (cyan) and Wynter has made tiny modifications on it herself. Nothing you would actually notice, though.
Bio: Wynter was born with the properties of an ectotherm. This means her body in incapable of generating its own heat, so she must find other methods to maintain a healthy body temperature. It was apparently a side effect from medical testing on the mother before she was aware that there was a person in her belly. Of course, they didn't tell Wynter exactly what was wrong with her. How do you explain that kind of thing to a little kid? "Hey, you know that heat thing every other human being does out of the need to survive? You can't do that." So instead it left plenty of room for Wynter's young and creative mind to figure it out herself. In the end, she came up with a very reasonable conclusion.
She was an alien sent here from a very hot star or planet to act as a scout, gathering information on Earth's people and reporting back to her homeworld when they came to pick her up. Very reasonable, and it even cleared her head up on why she was so much better at science than everybody else. So she went with the alien story. Only problem is when her family hit a bad run of luck and had to relocate to the Rat's Nest. If inquired about it, Wynter would vouch that aliens were very unwelcome there. Eventually she got split from her parents, and that's the story of how she met Anima. Though she doesn't get exactly what her new guardian does, Wynter's science skills make her good for running tech support when the two have something she can work with.
Known Cards:Monsters
- Cosmis Anomalia 2 - Rift
- Cosmis Machina 2 - Android
- Cosmis Militus 5 - Explorer
- *Cosmis Militus 11 - Star Knight*
Misc. Info: Has calculated her IQ to be somewhere around 130. This is just an estimate rooted from comparing her learning skills to other people, however.
Duel Theme
Player: UnendingEmpire
Name: Candy Deepwick
Duel Runner & Disk: Candy actually doesn't use her Duel Runner that often. For the most part, her cotton candy-blue Duel Runner is only used to get around, but it does see some use in dueling. Her Duel Disk is solid black except for a fluffy blue rim that resembles cotton candy. It tastes terrible, on that note...the Duel Disk, that is.
Bio: It's amazing what people don't notice sometimes. For instance, the Deepwick Confectionery Factory, owned by the Deepwick family. Or perhaps they don't notice it because the factory doesn't make its own brand of candy. It makes everybody else's. Needless to say, it makes for a tidy lifestyle among the family. This is, of course, including the only child of the current owner and aspiring duelist, Candy Deepwick, who may also have the biggest sweet tooth you'll ever come across.
Actually, her passion for dueling started with a bizarre coincidence that shouldn't have even happened. Turns out she happened to approach the right blind guy and sound just like the right person he was looking for, and received the right rare card that had the right appeal to her life story. Man-Eating Cake was her first card, which got her thinking. What if instead of humans eating food, food ate humans? Needless to say, she had a blast collecting the rest of the Man-Eating archetype (and Man-Eater Bug, but that was a mistake on her part and she promptly got rid of it) and learning how to duel. While her deck of choice may seem funny at first glance (it kind of is, given it's full of deadly desserts) there are plenty of tricks up its sleeve to make it work. However, her business propositions to her father based on her deck have - predictably enough - been turned down harshly, given not many people would bite candy that bites back.
Known Cards: Monsters
- Man-Eating Gelatin
Spells
- All-Can-Eat-You Buffet
Traps
- Appetizer's Appetite
Extra Deck
- *Man-Eating Cake*
- Man-Eating Chocolate
- Man-Eating Fondue
Misc. Info: Doesn't like Turbo Duels because she doesn't trust machines. Odd, given her family's livelihood depends on a factory.
Duel Theme
Player: IVIasterJay
Name: Ian Rouse
Appearance:But replace all of the teal with sapphire blue.
Duel Disk & Runner: Ian’s duel disk is pure white with blue sapphire accents. His runner is pure white as well. It is sleek and curved, with no sharp points on the body except for the ends. Instead of wheels, it has a large blue sphere below the middle of the runner. It balances on the sphere, which rotates and moves to give the runner unparalleled maneuverability, though it has slightly reduced linear speed and acceleration.
Bio: Though he was born and raised in the Rat’s Nest, you wouldn’t be able to guess it from just looking at Ian or even talking to him. Ian is relaxed and patient and always willing to help out a friend in need, or even a stranger on occasion. He got himself into some… stuff a few years ago and was forced into joining the Silver Dragon gang, and it was the best thing that ever happened to him. Ian was shocked at how stupid all of the other members were; even the leader was an idiot. Ian beat them all in duels, and then beat a few that refused to concede with a modified cattle prod. Sure the gang only had ten members at the time, but it still seemed like a huge thing to him at the time. Yeah, those were fun times. The old gang leader even had a sweet runner that Ian became the owner of during the change in power. It’s good to be in charge.
Ian uses the "Azure" archetype.
Known Cards:[indent]
Monsters- Azure Child
- Azure Angel
- Mother Grizzly
Spells- Azure Waterfall
- Dimensional Fissure
Traps- Azure Posthumous Note
- Forgotten Temple of the Deep
Extra Deck- *Tearstained Dragon*
- Azure Brother
- Bahamut Shark
Player: IVIasterJay
Name: Cybell "Bell" Yvenstar
Appearance:Duel Disk & Runner: She owns the one Ian uses, so.. yeah.
Taken from Ian's CS: "Ian’s duel disk is pure white with blue sapphire accents. His runner is pure white as well. It is sleek and curved, with no sharp points on the body except for the ends. Instead of wheels, it has a large blue sphere below the middle of the runner. It balances on the sphere, which rotates and moves to give the runner unparalleled maneuverability, though it has slightly reduced linear speed and acceleration."
Bio: Cybell isn't from the Rat's Nest, and even right now she could be living with her father in the nicer part of New Domino. But she wanted her freedom, and she couldn't have that at home. One day, before her father was back from work, Cybell took what she didn't want to leave and walked right out the door, leaving a note for her father that told him where she was going and how to contact her if he absolutely needed to. She bought herself a cheap place in the Rat's Nest and got right to work building a name for herself in this rough new setting. A month after running away, she called her father to tell him that she was fine, and ever since that month of silence she's kept in contact with him. The time and distance has greatly improved their relationship, and he's even come to the Rat's Nest and visited Bell a couple of times to check up on her. Bell was a good duelist, and she slowly but surely recruited friends and beaten enemies into what would become the Silver Dragons gang. And then she ran into Ian during a raid on an enemy gang and everything went downhill from there.
Known Cards:Monsters
- Blue-Eyes White Dragon
- Blue-Eyes Silver Dragon
- Blue-Eyes Gold Dragon
Spells
- Silver's Cry
- Dragon Shrine
- White Lighting Fusion
Traps
- Birthright
- Soul Resurrection
Extra
- Blue-Eyes Ultimate Dragon
- Azure-Eyes Silver Dragon
- Blue-Eyes White Gold Dragon