[center][img]http://i.imgur.com/PNh0oP0.png[/img] [color=ed1c24][b][h2]SOUL R[/h2][/b][/color][/center] [hr][center][color=ed1c24][b][h3]Synopsis[/h3][/b][/color][/center] [hr] 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) [hr][center][color=ed1c24][b][h3]Duel Academy[/h3][/b][/color][/center] [hr] 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. [hider=Map][img]http://i.imgur.com/FnC1E72.png[/img][/hider] [hr][center][color=ed1c24][b][h3]Solar Legacy[/h3][/b][/color][/center] [hr] 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. [hr][center][color=ed1c24][b][h3]Other Info[/h3][/b][/color][/center] [hr] [b]Rules[/b] [indent]1. Don't be a dick. 2. That's it.[/indent] [b]Dueling[/b] [u][i]Effective from the start of Turn 3 (the third arc of the game):[/i][/u] 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. [indent]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. [/indent] [b]Custom Cards[/b] [indent]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.[/indent] [b]Plot Related Cards[/b] [indent]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.[/indent] [b]Changing Decks:[/b] 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). [b] Solar Legacy:[/b] 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). [hider=Custom Card Template] Custom Card Template - Monster Card NAME OF CARD Level/Rank ATTRIBUTE type ability monster ATK / DEF [Monster Effect/Flavor Text] (Include summoning condition if extra deck monster) Pendulum Monster NAME OF CARD Level/Rank ATTRIBUTE type ability monster Pendulum Scale [Pendulum Effect] [Monster Effect/Flavor Text] (Include summoning condition if extra deck monster) Link Monster NAME OF CARD (NW N NE W E SW S SE) ATTRIBUTE type ability monster ATK / LINK - [Monster Effect] (Summoning Condition) NW, N, NE, W, E, SW, S, SE represent the link markers on a Link Monster card. They are based on cardinal points on a compass, being: Northwest, North, Northeast, West, East, Southwest, South, and Southeast respectively. Spell/Trap Card NAME OF CARD Type Effect [/hider] [hider=Character Sheet] Name: Sex: Age: Students can be between 17 and 23, however, holders of a Solar Legacy can only be between the ages of 17 and 18 with a majority of them being aged 17. House: Neos House, Stardust House, Utopia House, Odd-Eyes House, and Dark Magician House Appearance: Duel Disk: Personality: History: Wish: Any one wish Deck: List name and amount, separating by Monster, Spell, and Trap in that order. Custom cards are marked with * and anime cards are marked with **.[/hider] [hider=Custom Cards] [hider=Monster Cards]Advisor Archfiend Level 6 DARK Fiend-type Tuner Effect monster 2600 / 1200 You cannot Special Summon monsters, except "Archfiend" monsters. During your Main Phase: You can Discard 1 card; Special Summon 1 "Archfiend" monster from your Deck. You must skip your Battle Phase the turn you activate this effect. You can only use this effect of "Advisor Archfiend" once per turn. Mechanic of Dokurorider Level 6 DARK Zombie-type Tuner Effect monster 1500 / 730 When this card is tributed for the Ritual Summon of "Dokurorider", you can special summon this card and its level becomes 2. Fierce Anger Dragon Level 5 FIRE Dragon-type Pendulum Monster 2100 / 400 Scale 3/3 [Pendulum Effect] During your main phase, you can destroy this face-up card to target one Dragon-type Pendulum monster you control: search your deck for a monster with the same name from your deck, and place it in your empty pendulum zone. [Monster Effect] During your main phase, this face-up card can be special summoned from your extra deck. If summoned by this effect, banish this card when it leaves the field. Speed Demon Level 6 DARK Zombie-type Effect Monster 2200 / 1500 (This card is always treated as an "Archfiend" card.) If you control a face-up "Dokurorider" monster, you can Special Summon this card (from your hand). If this card is Special Summoned: You can Special Summon up to 3 "Headless Rider Tokens" (Zombie-type/DARK/Level 3/ATK 900/DEF 0) in Attack Position, and if you do, any battle damage your opponent takes for the rest of this turn is halved. You can only Summon 1 "Speed Demon" per turn. Storm Rage Dragon Level 4 DARK Dragon-type Pendulum Monster 1500 / 1300 Scale 3/3 [Pendulum Effect] Once per turn,you may destroy a card in your other face-up pendulum zone to target a spell or trap card on the field: destroy it. [Monster Effect] When this card is special summoned, you may destroy a card in one of your pendulum zones and place this card in that pendulum zone. If you do: All Dragon-type monsters gain 200 ATK until end of turn. Archfiend Atheling Level 2 DARK Fiend-type Tuner Effect monster 400 / 600 If this card is added to your hand by the effect of "Pandemonium" or an "Archfiend" card: You can Special Summon this card. Violet Duston Level 1 DARK Fiend Effect Monster 0 / 1000 Cannot be used as a Fusion, Synchro, or Xyz Material for a Summon. While this card is face-up on the field, it cannot be Tributed. When this card on the field is destroyed: Search your deck or graveyard for a trap card. Set that card on your side of the field. You can only control 1 face-up "Violet Duston". Michael the Doll King Level 5 DARK Spellcaster Fusion Effect monster 300 / 1000 2 or more "Doll Part" monsters with different names Must first be special summoned (from your extra deck) by shuffling the above cards on your side of the field or graveyard into your deck. (You do not use "Polymerization".) When this card is summoned by its own effect, it gains effects based on the number of "Doll Part" cards with different names shuffled into your deck: 1 or more: Once per turn, target one "Alice the Wandering Doll" on your opponent's side of the field. Take control of it. 2 or more: All "doll" monsters you control with 300 or less original attack or defense gain 2000 attack and defense. 3 or more: If this card is targeted by a card effect or would be destroyed, you can destroy another "doll" monster on your side of the field instead; If this card was targeted by a card effect, negate the effect. 4 or more: Once per turn, during either players turn, you can destroy one "Alice the Wandering Doll" on either side of the field: Until your opponent's next end phase, Negate the effects of all monsters on your opponent's side of the field. Also, all spell cards, trap cards, and "doll" monsters you control cannot be destroyed, except by their own effects. Supreme Tyrant Dragon Level 12 FIRE Dragon-type Fusion monster 3900 / 3000 "Tyrant Dragon" + "Tyrant Dragon" + "Tyrant Dragon" If this card was fusion summoned using the effect of "Dragon's Mirror", shuffle the fusion materials used for this card back into the deck. This fusion summoned monster is unaffected by your opponents trap and monster effects. This card can attack all monsters your opponent controls once each. Cyberdark Phantom 100 / 100 Level 7 DARK Machine-type Synchro Effect Monster 1 Tuner + 2 or more non-Tuner "Cyberdark" monsters During your Main Phase you can equip one of your opponents monsters to this card. This card gains ATK equal to the equipped card's ATK. This card gains 100 ATK for every Machine-type monster Banished. If this card would be destroyed by battle, the equipped monster is destroyed instead. If this card is not equipped by your End Phase destroy this card. Artemia the Doll Queen Rank 1 DARK Spellcaster Xyz Effect monster 1000 / 300 2 level 1 Spellcaster-Type Monsters Once per turn, you can detach 1 Xyz material from this card; shuffle two "doll" monsters in your grave with 300 or less attack or defense into your deck, then draw a card. Then, if it was a "doll" card, you can reveal it to your opponent; special summon it. If you have a monster other than this card on your side of the field, this card cannot be destroyed. You take no battle damage while "Alice the Wandering Doll" is on the field. Cyberdark Gravemind Rank 4 DARK Machine-type Xyz Effect Monster 2100 / 1200 3 Level 4 Machine-Type monsters This card gains 100 ATK for each Machine-type Monster Card in your Graveyard. Detach 1 xyz material to send a Dragon-type monster from your deck to the grave. This is Unaffected by Spell, Trap, or monster effects. Feel Electric Link Dragon (W E) DARK Dragon-type Link effect monster 2300 ATK / Link - 2 1 or more DARK monsters When an attack is declared involving a card in this monster's Linked Zones, this monster gains ATK equal to the original ATK of monsters in this monster's Linked Zones until the end of this turn. If this card is in the Extra Monster Zone, it gains 200 ATK.[/hider] [hider=Spell Cards]Apple of discord Normal Spell Card Roll a six-sided die and apply the result. 1: Target 1 face-up card you control (except this card) and give control of it to your opponent. 2: Pay 500 Life Points. 3: Your opponent can look at your hand, then send 1 card from your hand to the Graveyard. 4: Your opponent targets 1 face-up card they control and gives control of it to you. 5: Look at your opponent's hand, choose 1 card, and add it to your hand. 6: Shuffle 1 card in your Graveyard back into the deck. Grinding Levels Normal Spell Card Return 1 "LV" monster from your hand to your Deck. Draw 2 cards. Rank-Up-Magic: Rising Force Normal Spell Card Target one Xyz monster you control, except a "Number" monster: Special Summon one Xyz monster from your Extra deck, except a "Number" monster, which is 1 Rank higher, using that target as the Xyz material. (This Special Summon is treated as an Xyz summon. Materials attached to that target also become Xyz Material on the Summoned monster.) You can not Special Summon other monsters during the turn you activate this card. Duston Collector Continuous Spell Shuffle all "Duston" monsters in your Graveyard into the Deck; Special Summon 1 "House Duston" from your Deck and equip it with this card. While this card is face-up on the field, you cannot Summon any monsters except "Duston" monsters. When this card leaves the field; you can add 1 "Starduston" from your Deck or Graveyard to your hand. Winning Streak Continous Spell Card Once per turn(during either player's turn) when a coin is tossed or a die is rolled put 1 LUCKY! counter on this card. Up to twice per turn you can remove 1 LUCKY! counter from this card to redo a coin toss or dice roll. If this card has 3 or more LUCKY! counters on it: Destroy it. Tail Spear of the Tyrant Dragon Equip Spell Card Equip only to a "Tyrant Dragon" monster. The equipped monster Gains 1000 ATK. If the equipped monster battles a defense position monster: inflict piercing damage to your opponent. If you control no monsters, you can reveal this card in your hand and send two cards from your hand to the graveyard: Special Summon 1 "Tyrant Dragon" from your graveyard.[/hider] [hider=Trap Cards]Necromancer's Circle Normal Trap Card During your Second Main Phase after this card is activated, target 1 monster in your graveyard: Special Summon it. Its level is halved and it is treated as a DARK Zombie-type monster. When this card leaves the field, destroy that target. When the target leaves the field, destroy this card. Nekroz Altar Counter Trap Card When a Monster Special Summoned from the Extra Deck would activate it's effect; negate that target's effect, then you can add one Nekroz Monster from your Graveyard to your hand, except a Ritual Monster. If this card is in the Graveyard: during either player's turn, you can banish this card from your Graveyard; Tribute Monsters from your hand or your side of the field, then Ritual Summon 1 "Nekroz" Monster from your hand whose level exactly equals the total Levels of those monsters. You can only use this effect of "Nekroz Altar" once per turn. Smash Hit!!! Continuous Trap Card Once per turn, you can target 1 monster on the field, place 1 kaiju counter on this card (max. 3) and if you do, negate its effects until the end of this turn. During your end phase, if you did not put a kaiju counter on this card this turn, destroy it. During your Main Phase, except the turn this card was sent to the Graveyard: You can banish this card from your graveyard, then target up to 3 "kaiju" cards from your graveyard, shuffle them into your deck.[/hider] [hider=Speed Spells] 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 Graveyard, then target 1 DARK Xyz Monster you control; attach 1 "The Phantom Knights" monster from your hand to that monster as Xyz Material.[/hider] [hider=Action Spells]Preparations For An Ambush Action Field Magic You can use Action Cards, but you can only have 1 Action Card in your hand. This card does not count as being part of your deck for the purposes of deck construction. [list] [*]Activate the following effect only if your opponent refuses a duel: Play this field; initiate a duel with your opponent. If you do, you automatically receive the first turn and skip your opponent's first turn.[/list][/hider][/hider] [hr][center][color=ed1c24][b][h3]Current Events[/h3][/b][/color][/center] [hr] [b] New Student Opening Ceremony Familiarization and Placement Battle Royale Complete[/b] 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 [hr][center][color=ed1c24][b][h3]Table of Contents:[/h3][/b][/color][/center] [hr] [url=http://www.roleplayerguild.com/posts/4103439]Turn 1[/url] - Introduction. Students arrive at school. [url=http://www.roleplayerguild.com/posts/4121860]Turn 2[/url] - The Opening Ceremony. First Year Students have a battle royale to kick off the school year.