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@Amaranthine: The problem with Invoked Dolls is that it doesn't need Links to pop off; Cross-Sheep just lets it plus for absolutely no reason at all. Then you start factoring in how easy it is to just Magical Meltdown, grab whatever you need... Yeah. Add in MR5 at which point they really don't care about zones, and... I feel like they'll be around for a little while longer if not hit (and given the recency of the Structure Deck? It might be a while).

Spyral... I mean, we can't exactly use OCG as a basis because Dragun is running over everything and Orcust still has power there, but even with Quik-Fix at 1 there, they seem to be holding their own. The deck's consistent and can just out boards with Sleeper shenanigans and can pop off with Double Helix as they always have, so I'm not sure how else they'd start falling off, since I'm fairly certain they can still do that post-MR5. There's probably a deck that can get over them consistently, just not sure which.
@Amaranthine: Honestly, I think not much is going to change post-MR5? It'll be wild west early on because of all the old decks coming out of retirement, but given the current situation who the heck knows what will happen until after a banlist (if any). We'll likely see scattered Simorgh lock and Union Carrier lock, but beyond that, uh...

I guess we see if TCG hits Verte early? Pray for no Dragun flood? No idea beyond that, since all the big meta decks aside from Salad took a beating last list (and even then, losing Mirage is semi-acceptable). Only thing I'd be worried about is Invoked Doll/SPYRAL dominating the format despite the rule change.

Okay, competitive talk aside.

Re: packs: (again): If majority rules no packs, then ignore my earlier attempts at trying to push for them and go no packs. Progression scaling to RP and, given recent discussion, placing the characters of the RP in a less established position in the world probably does lend itself more to starting with scraps and building with whatever the wind throws at them.
I forgot to accept my co-GM (is that even necessary?); I guess that's that.
Move forms whenever.
  • Name: Meltryllis
  • Class: Alter Ego
  • Appearance: "Humans never seem to learn."
  • Personality: As the Alter Ego of pleasure, Meltryllis is equal parts sadist and a maiden in love. Borne from the emotions of the cast-off Sakura AI within the Moon Cell (which thus became the existence known as BB), Meltryllis cares not for humans or their actions. Rather, her actions show a near-total contempt for those around her, regardless of her status, save the target of her affection (if any). To that extent, Meltryllis is also incredibly harsh to others; as she sees and acknowledges the fact that she is a monster, and thus attempts to create distance from humans and paint herself thus. That being said, though, the incidents that she has found herself wrapped up in have caused her to reconsider her beliefs and, at the very least, respect beauty that exists outside of her perception of the world... At least, to some extent. She still seeks love as a maiden, and pushes her own will upon others without care for their own feelings. Despite her own desires, she dances on the battlefield, a so-called 'monster' of her own volition who acts, lying to herself all the while.
    But if, by some chance, one manages to push past the barriers she has put in place and gives her a reason to love, she shall dedicate her everything to them. Not as a weapon to eliminate enemies, but as a simple maiden desiring the heart of another.
  • Stats:
    • Strength: E
    • Endurance: C
    • Agility: A+
    • Mana: A
    • Luck: B
    • Noble Phantasm: EX
  • Class Skills:
    • Magic Resistance: B. Cancels spells with chants under three verses. Higher-level spells will have difficulty sticking, if at all.
    • Riding: B. The ability to ride vehicles and animals that exist in the world. Barring things such as Phantasmal Species, Meltryllis is able to use such things as she pleases.
    • Independent Action: A. The ability to maintain existence in the world without a Master and act without the direct command of one. This skill also allows Meltryllis to exist for up to a week without being maintained by a Master's mana.
    • Goddess' Essence: B. A skill that can be described as an upgraded version of Divinity; in addition to all the benefits and demerits thereof, this skill maintains her mind, body, and soul. This, in other words, means that she is far more resistant to things such as mental interference and that her form will never change regardless of consumption of food or exercise. As Meltryllis is comprised of multiple divine existences, this skill manifests as such.
    • High Servant: A. An abnormal being (Alter Ego) composed of Artemis, Leviathan, and Sarasvati, this Skill essentially exists to denote Meltryllis, a member of the Sakura Five, as an existence beyond normal Servants.
  • Personal Skills:
    • Crime Ballet: A. As a ballet aficionado, Meltryllis re-configured her combat style to draw influence from the performances she learned of. The graceful movements she executes coupled with her high agility, in short, makes her able to weave through continued assaults without so much as a glance.
    • Sadistic Constitution: A. A skill that strengthens Meltryllis's combat capabilities. The longer she remains in battle, however, the more pleasure that she derives from the pain of others and the less composure she maintains. Her defensive abilities drop in turn, so extended combat can be dangerous if not properly moderated.
    • Melt Virus: EX. A so-called 'cheat skill' derived from Absorption and delivered by means of leg-based piercing attacks. Though ordinarily able to break down or copy even the most terrifying of enemies in order for Meltryllis to consume their abilities for herself, her manifestation here has led to it becoming far less lethal in nature. While higher dosages of the virus are still able to break down enemies and allow Meltryllis to consume them to strengthen herself, smaller amounts will only instead lower the parameters of any enemy who falls victim to it. Additional strikes will both allow Meltryllis to take in the elements broken down by the virus and inject more into the enemy's system.
      Survivors will regain their former abilities provided that they receive proper care thereafter, but the virus can remain in their system if not treated properly (by either Meltryllis herself or by someone able to nullify its effects). The effects on Meltryllis herself will wear off if she did not consume the entirety of her target, lasting for varying amounts of time depending on how much was absorbed.
  • Noble Phantasm(s):
    • Name: Benzaiten's Five-String Biwa — Sarasvati Meltout
    • Rank: EX
    • Type: Anti-Unit
    • Appearance: N/A
    • Effects: Though originally an Anti-Army (or Anti-World) Noble Phantasm, her current Saint Graph limits this to a physical attack. Though it shows its true colors when targeting noncombatants, its usage against other Servants (at least, in this context) becomes a combat dance of sorts. Circling the enemy faster than the human eye can see, consummating in a whirlpool-esque torrent of slashes from her feet that serve to fill her enemies with her virus and crush them mercilessly under her heel—this is how she executes her foes.
      Needless to say, the current her has no particular intention to strike down civilians—doubly so given the state of the world she has been summoned into.
  • Alignment: Lawful Good (Yes, really.)
  • Changes: Closer to her GO iteration in terms of abilities and personality. In other words, Melt Virus has been nerfed and she's less sadistic and selfishly one-sided. Additionally, there is a plot-related reason for as to why she is able to be summoned here, but that will become a plot point later on. Probably.
@webboysurf: If you want a video explanation, I think Cimoooooooo has some good explanations for Pendulums and Links.
For what it's worth, VRAINS also gave us the only protagonist with the dubious honor of getting his ace monster on the banlist (lol Firewall), so, uh... Yeah. That said, even 5Ds had some crazy stuff; Yusei was basically running Junk Doppel by the end of 5Ds, for example. Arc-V had Yuya pulling off Performage shenanigans like nothing else, iirc.

And then... I think Yuma did stuff? I don't know.

I get that pushing the RP in a direction too close to actual dueling is a problem, but Yu-Gi-Oh! as a game has gotten exponentially faster even starting from 5Ds onwards, and a lot of archetypes do just tend to pop off if you draw well. It's not like there aren't grindier decks, and the intent isn't to push for something closer to the game itself rather than using it as a means to an end, but still.
(Also, fwiw, if Judai got modern HERO support, he'd probably also be wilding out with boards.)

Regarding progression: I mean, if you limit pack availability, I think it becomes possible to progress that way? If you take the Satellite-esque path, that's an... Option, but I'm not sure what direction you want to take that because of the emphasis on Synchro + Speed duels.
Yeah, the problem afterwards is opening in bulk. Single packs are slow and can have pretty... Sad rewards.
Like, imagine rolling 24 supers in a row when box ratios have 4 ultras and 2 secrets. That's depression incarnate, given how TCG loves their rarity bumps.
Then you have the big money reprint sets (DUDE, DUOL, DUPO, Mega-Tins), which is... Again, a whole 'nother can of worms.
I'm interested in the logistics of the system, but it is something to consider (because I can totally see people splitting boxes or cases).
I mean, I'm not saying 'keep the RP low-key the entire way through', I'm saying 'start it low-key and build it up'. Establish relationships, create some low stakes and base engagement, then pursue the usual anime shenanigans afterwards.

It might be worth it to spend time establishing something that can divorce itself a bit from what already exists, though. What that might BE, I haven't the slightest, but hey, that's what brainstorming is for.

I mean, still, though. Popping off with fancy combos, scripted or not, is fun.

Re: packs...
There's a pack simulator here. Could just have the GM open them and show the results to us?

Edit: Problem is what sets. 3 DUDE is an instant problem, for example.
I'm definitely in the camp of 'no ante' as a main mechanic, mainly because of the weirdness of having to set up a collection to begin with (and that's a whole other can of worms). That being said, I do think that sort of... Banking on the 'trading' aspect wouldn't be too bad, either?

Start with a deck, no collection (or maybe a small one), open packs/sets/boxes/cases/whatever, build up, trade. There's no external economy to have to fret about, so you don't end up with the 'value on X/Y/Z' problem, and if someone gets something your character might want, then that's something to manage in-RP. Maybe holos actually exist in-universe and you want to be extra, idk.

Starting with far lower stakes and scaling up rather than starting with them being huge kind of lends itself to that, I'd think. Establishing the players as a group of people gathering from who knows where is fine, and given how big the game is culturally in-universe (as was mentioned prior), I don't think it'd be unheard of, per se.

Battle City definitely lends itself to more of a one-off in my head, if not just a single arc. The stakes are definitely lower compared to... Well, pretty much every season thereafter, but going down this route also brings in to question how slow the opener is going to be + how fast the players want to scale into the bigger stuff. A smaller-scale opener to establish a baseline could help.

It might also incentivize characters having more reason to interact with one another rather than doing the YGO equivalent of being a murderhobo, as despite personal intentions to be there, it's not like the characters themselves have any inherent reason to stick around unless there is made to be one. I could be wrong, of course, but that's the way I'm seeing things. Wasn't most of Battle City also spent with the cast sort of roaming solo, too?
I've actually been waffling a bit internally about deciding whether or not to throw my two cents in since I saw this go up last night, but I figured that saying something is better than saying nothing at all.

Going to be honest: never actually got that invested in the anime at any point during its lifespan. I've also been playing sort of on-and-off offline at school and at locals (though, given where I live, it was basically play meta or bust), and that's also shaped how I both view and play the game (which I'm only now starting to get back into). With that said...

I actually really like the 'Sealed Only' and 'From Scratch' series that broke out around last year, so I don't really mind a sort of 'buy' system in any capacity. Places some general limits at the start, lets players see their decks grow... Yeah. Also, pulling a big card from a given set can really cause some excitement, cashing in big cards for more rolls, whatever works, works. Then again, I'm a sucker for opening packs, so... Yeah.

Regarding plot: I think it might be best to establish the existence of buying or not before pushing for this, because a Battle City sort of scenario does mean that players are rolling in with their top decks at the very beginning. Growth is, as a result, tied more towards character interaction, which feels a bit shallow when, as far as I know, pretty much every recurring character's deck has seen some sort of change as their journeys progress.

I'm not sure if my opinions should even be considered at this point (I'm literally staring at my decklists and archetypes right now trying to find something I could make work that wouldn't break everything), but... Yeah.
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