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@Satoshi Kyou@Eklispe@Dynamo Frokane@DepressedSoviet@Ammokkx@PKMNB0Y

I'd hate to triple post, but I want you guys to see that the OOC is up.

Dark Magician House - 300 points



Neos House - 0 points



Stardust House - 100 points



Utopia House - 200 points



Odd-Eyes House - 400 points



Non-Player Characters




Non-Students



Professors

SOUL R



Synopsis



Yu-Gi-Oh! Soul R takes place over twenty years following the original series and roughly ten years after the events of GX. For the most part, this will run on the basis that it is an alternate universe, one which will allow all sorts of new ideas to be introduced meanwhile still allowing us to build upon what was already established. In ten years, there have been advances in dueling technology. Solid Vision with mass, which had been used solely by private citizens with money as a form of entertainment, became widespread, cheap, and readily accessible to the point that it became also ubiquitous tool in any large city, to the point it is built into the infrastructure; fixing buildings before they can collapse, becoming tools for people around the city to use from artists, to engineers, to doctors. As such, duel disks have also become more sophisticated. The blades have become their own limited form of solid light with mass, allowing the user to change the shape and color as they please. In addition, the disk had begun to function also as a smart phone with all that such entails. (Think Arc-V duel disks)


Duel Academy



With the advent and improvement of Solid Vision, Duel Monsters had only grown in scale and popularity. Schools were built around the world, some focused almost solely on Duel Monsters in both public and private levels.

The Saotome Duel Institute is a private, four-year Dueling school established in 1974 at the foot of Mt. Asama between Gunma and Nagano prefectures. It is a self sufficient boarding school with its own cafeteria, capable of supporting its 7,000 odd students, primarily local. Various facilities on campus include a gym, a recreational center, and even a church. Students typically range from 17 to 23 years of age and are of Japanese descent, with some outliers. However, had recently invited a wide range of new students from various nations for the new school year.

The school has five houses for its students to choose between. Each are separated by the primary summoning method that the student uses or perhaps wishes to learn and master. These are Neos House, Stardust House, Utopia House, Odd-Eyes House, and Dark Magician House; which hold students with preference toward Fusion, Synchro, Xyz, Pendulum, and others respectively. Dorm leaders are typically professors with mastery in their respective summoning method.



Solar Legacy



Pieces of a powerful, slumbering god who ruled over the sea and sky, the Solar Legacies manifest themselves as Duel Monsters cards, all bound to their respective duelists. It is unknown as to how many of these Solar Legacies exactly exist, however, all holders of Solar Legacies were born at roughly the same time. Solar Legacies all manifest themselves as monster cards, however, whatever type they are has huge variance. Solar Legacies have a mind of their own, always finding their way back to their owners after being lost, stolen, or even given away.

Holders of a Solar Legacy cannot immediately recognize one another. However, if one Solar Legacy is played while the other player has one that can be summoned, the Solar Legacy card will glow brightly, compelling the duelist to play the card regardless if there were a smarter play or not. When the holder of a Solar Legacy defeats the holder of another Solar Legacy, duel energy is drained from that duel, charging the duel energy of the winner's Solar Legacy. The loser's duel energy is thereby drained. When enough energy is collected after fifteen straight victories against, other Solar Legacy holders, that duelist is capable of making a single wish at a secret grotto on campus.

All holders of Solar Legacies are between the ages of 17 and 18, trending towards being younger. Holders of Solar Legacies are to be found all around the world.

A Solar Legacy is a one-of-a-kind monster card (and must therefore be custom). What exactly it is, however, can vary greatly from a level 1 normal monster with 0 attack and defense, to a rank 11 xyz pendulum. The deck of the holder of a Solar Legacy may not even necessarilly be capable of summoning said Solar Legacy, however, it will always be there.


Other Info



Rules
1. Don't be a dick.
2. That's it.


Dueling
Effective from the start of Turn 3 (the third arc of the game): The VRAINS (series 6) ruleset is in place. This means the five monster zones are treated as the Main Monster Zones, monsters cannot be summoned from the extra deck to the Main Monster Zones; when a monster is summoned from the Extra Deck, it goes to the Extra Monster Zone, or to a Main Monster Zone designated in a Link Monster's Link Markers; Pendulum Scales have been consolidated into the Spell/Trap zone. The Spell or Trap Zone is still the Spell or Trap zone, however, when a Pendulum Monster is set onto the left most or right most S/T zone, it becomes a Pendulum Zone.
1. Runs on anime rules, which means 4000 lifepoints to start, and monsters can be summoned in face-up defense position.
2. While anime cards can be used, their use is discouraged, and must be marked with ** on your character's deck list. Cards with real and anime effects will use the RL effect, not the anime effect.
3. The game will not have a banlist. Go ahead. Run 3 Sangans and 3 Pots of Greed.
4. Standard deckbuilding rules still apply (40-60 card deck, 15 card extra deck, maximum 3 copies of each individual card)
5. Due to custom cards, simulators won't do well for the game. As such, players can decide their own hands and what they draw into. With the game being as fast as it is, collaboration posts for duels is highly advised. Run floodgates.
6. I (the GM) will personally check every decklist just to make sure the player in question is not running a solitaire FTK deck. Just in case though, Ghost Ogre and Effect Veiler are your friends.
7a. Turbo duels are a regular occurrence in the setting. In a turbo duel, Speed World or Speed World 2 are in effect. All spells but speed spells inflict 2000 damage to their user upon activation, with Pendulum Monsters set in the Pendulum Scales being the exception.
7b. Action duels are a regular occurrence, though due to lack of technology on the part of the world, are normally done in specialized stadiums or at a very small scale.
7c. Turbo duels and action duels can be forced by activating Speed World or an Action Field respectively. While Speed World, Speed World 2, or an Action Field are in play, other field spells cannot be activated.

Custom Cards
1. At the start of the game, every player gets 3 custom cards, including their Solar Legacy. New custom card slots will be granted at my (the GM's) discretion, usually before crucial moments.
2. Use your greater judgement to guage what may or may not be broken, and be sure to make sure the card doesn't already exist before making it.
3. Extra customs will be given out as rewards.
4. Custom cards will be marked with an * on your character's deck list
5. Holders of a Solar Legacy that is a ritual monster get a free custom card as their ritual spell. If they use this, however, the ritual spell: cannot summon any monster other than the Solar Legacy, cannot have an effect other than ritual summoning said monster, and cannot include the name of a monster within the effect text. Take a moment to digest this.
6. Custom Cards must first be made using the template provided below, then approved. This is for my (the GM's) convenience when reading/balancing cards, as well as a measure to make sure the player has actually read the rules at least up to this point. After it's approved though, use whatever crazy graphics/formatting you want.


Plot Related Cards
1. Exodia and the parts of Exodia are considered extremely rare, but still very much available for those with the money.
2. The Egyptian God cards are all one-of-a-kind and unavailable. The Winged Dragon of Ra requires one to be able to read the Hieratic script in order to use (otherwise, it still uses its IRL effects).
3. Zorc has been printed for mass use, though is extremely rare.
4. The Sacred Beast cards are all one-of-a-kind and unavailable. They also still absorb ambient duel energy from their surroundings.
5. Rainbow Dragon has been printed for mass use, though is extremely rare. Rainbow Dark Dragon is one-of-a-kind.
6. Super-Polymerization is one-of-a-kind and unavailable. The other one (Chouetsu Yuugo) is still totally okay though.
7. Yubel and Honest are perfectly normal cards; those used in the anime are unique instances.
8. Signer Dragons are normal, if rare cards.
9. Earthbound Immortals and support thereof are all one-of-a-kind.
10. Malefic Monsters are anomalous, but available.
11. Numbers 1-4 are one-of-a-kind and unavailable. Number 39: Utopia is one-of-a-kind and unavailable. Legendary Numbers (Numbers 44, 46, 54, 34, 65, 73, and 94) are one-of-a-kind and unavailable. Over-Hundred-Numbers (101-107) are one-of-a-kind and unavailable. Numbers monsters are regarded generally as normal cards, but still possess some power to them and may or may not have the ability to possess their user.
12. Dimension Dragons (Odd-Eyes Pendulum Dragon, Dark Rebellion Xyz Dragon, Clear Wing Synchro Dragon, Starving Venom Fusion Dragon) are considered generic support cards and staples for all beginners in their respective summoning method.
13. Zarc has been printed, but is extremely rare.
14. There is literally no reason for anyone to want to use the En cards.
15. Solar Legacy monsters are all one-of-a-kind, unique to their users.


Changing Decks: A player is allowed to swap out cards within their deck at any time before and after a duel, however can only do it once after each duel they are in, and the change must be approved. Additional deck changes can be rewarded depending on story relevance (the character acquires a plot-relevant card).
Solar Legacy: Does not physically change ever without a wish granted to change it. Most "changes" will come in the form of support cards or upgrades (Dark Magic Attack, Shooting Star Dragon).








Current Events



New Student Opening Ceremony Familiarization and Placement Battle Royale Complete

The battle royale is over! The winner has been decided and points have been rewarded to the respective houses based on performance in the battle royale. At this point, students are getting dinner, getting ready for bed, and generally winding down. Though some might still feel the need for battle while others are working to improve their decks for future bouts, seeing their own performance in the battle royale.

House Standings:
Odd-Eyes: 400
Dark Magician: 300
Utopia: 200
Stardust: 100
Neos: 0


Table of Contents:



Turn 1 - Introduction. Students arrive at school.
Turn 2 - The Opening Ceremony. First Year Students have a battle royale to kick off the school year.
Just PM me and I'll work with you in PMs.
I'm not a fan of Titanpad, especially because I tend to be in and out a lot of the time. I can certainly help with creating custom cards though.
Another one of Ammo's players. I'm interested to see how this plays out, no decks in mind for now, I'd rather like to see what other people are doing first because I tend to like to try to balance out roleplays in terms of characters types and whatnot


That's cool. I likely won't be creating a character of my own and most of what you'll see out of me will be descriptions of the scene and setting as well as some NPCs, which would more be teachers, shopkeepers, and the like than fellow duelists/students.

my eyes are set on a madolche deck, and i am not planning to add any staples into it just maybe a few things that help but other than that its a deck that runs all madolche cards or least as many as possible


Madolches are pretty fun. I guess moreso for you than to your opponent especially when Tiaramisu comes out. But without the Gem-Knight engine or the Daigustos, I guess it does sorta slow down. I'd be interested in seeing what sort of customs you come up with to assist the deck.

>NO BANLIST

Yeah, no you should probably change this.

Also if you're goin the collab method you should encourage players to determine hands via RNG.


<Snipped quote by SillyPhilly>

Considering the state of yugioh currently, where going first with the right archetype can lean heavily on the outcomes. The banlist exists as a preventative Full power Nekroz was an Issue. Dragon rulers are Still an issue even after so long out of the sun. Unbanning of the barrier dragons. These are some of the small extremities.

Everyone would *have* to run three copies of pot. Whats to stop myself from running 35 draw cards and 5 xodia pieces. Not much can stop an ftk deck.

The lack of a ban list is an extremely glaring issue. Otherwise best of luck.


I'll answer the both of you at the same time.

The lack of banlist is so that people are free to choose whatever they wanted. This could feasibly mean a player would choose full-power Nekroz or Dragon Rulers. However, this does not necessarily mean they have to play them as the powerful decks as they are. While I personally have a bias against dragons, I think they monopolize a bit to much of the game; someone else might appreciate the artwork for the Dragon Rulers, because let's be honest, the art does look pretty cool; they might appreciate how the deck plays, for reasons that aren't just because the deck is broken; and the deck might just fit the character concept they had in mind, perhaps they wanted to create a Kaiba-like character who enjoys powerful monsters and has a dragon fetish.

How two players decide to play each other is entirely up to them. Making the default being free-control, I feel, opens up a few extra paths. The players in question can determine hands and draws by random number generator if they wanted to, though I don't want to force everybody to do such a thing. Perhaps players want something more scripted- the duel has gravitas in regards to the characters participating and thus requires a certain outcome- or perhaps they simply wanted to show others reading the RP an exciting duel from a viewing standpoint.

I also believe that giving the players reign over their own draws takes a lot of the luck aspect out of the game, which I personally view as being healthier from a competitive standpoint. Thus players need the knowledge to understand the combo pieces they require in their hand, they need to figure out how to set up, and how to recover should their opponent do something unfavorable. A random number generator would leave far much more game to luck, meaning an unskilled, lucky player is far more likely to defeat the more skilled, unlucky player; likely in the least climactic way. A random number generator will not keep someone from going first and getting a perfect hand, nor will it keep someone from going second and getting a perfect counter hand. The numbers are cold, and won't recognize what makes a good game.

All in all, however, I think both the banlist rule and the free-draw rule fall back on Rule 1. That being: Don't be a dick. If you think others shouldn't play "degenerate" decks, maybe start with yourself and choose a deck that isn't as strong, or perhaps requires a higher skill level to use. I'm not saying you play these decks, I'm simply suggesting to lead by example. It is to my best wishes that nobody wants to dick over anybody else, and will thus play the game civilly for the goal of having fun, which might not always mean using the top meta decks.
Ah. You meant whether the RP would be good or bad.

Well, it hasn't even started yet, so I can't tell you so much. Come Sunday (Tuesday) though, I'll have a better idea of what is to come, as I'd have the OOC up and such.

I've also had a player send me their deck list already. Their deck was meta like a year ago, and with no banlist, it's at "full power", plus a couple of custom cards. That said, that's the only deck I've gotten thus far, and so the power level of the players will be scaled at what I see as the average. That way I can hopefully get a compromise between meta players and newer players who don't much know the game.

As far as story goes, I have a decent outline. Where it actually goes though, again is dependent on what type of players I get.
Thanks yo.
I guess that's all the interest I'm getting.
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