[center][img]https://vignette1.wikia.nocookie.net/yugioh/images/8/8d/BlueEyesWhiteDragon-TF04-JP-VG-4.jpg/revision/latest?cb=20120501213030[/img] [h1]WELCOME TO KAIBA WORLD[/h1][/center] [hr][H2]Synopsis:[/H2] Welcome to Kaiba World™ is a Yu-Gi-Oh™ fan game that takes place after the events of Yu-Gi-Oh 5DS and features prominently the CEO of Kaiba Corp® Seto Kaiba, beginning with a televised tournament kicking off the debut of his new Kaiba World™ Resort and Theme Parks. Following the events of 5Ds, much has occured, including the introduction of three different summoning methods and a brand new field on which the game can be played, further evolving the Duel Monsters™ card game. [hr][H2]Locations:[/H2] The hotel area is situated at the heart of Kaiba World and includes the three Blue-Eyes Hotels, several restaurants, the Kaiba World Grand Amphitheater, and a large swimming pool area which connects the three hotels. The hotel lobbies themselves feature different restaurants and stores. The hotels are each stylized in the shape of the head of a Blue-Eyes White Dragon, looking up toward the sky with a beam of glass coming out of their mouths which are suites of the hotel. The forehead of each dragon is numbered 1, 2, and 3; made just the right size that one could differentiate the buildings from one another both from a distance and up close. Hotel 1, situated the northernmost of the hotels does not have a shop, but features a buffet restaurant, and the only one in the hotel area; Hotel 2 features multiple stores, including a card shop which sells both packs and singles, but also sells the latest of Kaiba Corp technology™; and Hotel 3 features several clothing and shoe stores stocked with top of the line fashion, including a shop for swimwear for those who came without them and wanted to use the pools. The hotel rooms themselves are small suites, with a living room, a nice couch, a desk, and a TV with a sectioned off kitchen and dining area. The dining area has a single table with two chairs. The bedrooms are separated from the main room with a door at either the front left or back right part of the suite. The kitchen comes with a mini-refrigerator and a coffee machine with a box of complimentary Blue-Eyes Mountain™ coffee. The bedrooms feature a king-sized bed with luxurious sheets and a soft, new mattress that had yet to be slept on as the bedrooms were all completely new. Each bedroom has a different painting featuring different pictures of Seto Kaiba, depicted defeating his rival, the ex-king-of-games Yugi Moto, beside his Blue-Eyes White Dragon, or simply standing alone in all his glory. At the end of the bedroom at the wall across from the door is the bath room which is stocked with towels, towelettes, as well as soap and shampoo. Room service comes from the buffet in Hotel 1. Workers have their own elevators which move slightly faster than the guest elevators, allowing them to get to those who request room service quickly and efficiently. The guests can also call a separate number to request a practice partner if they needed to practice for a duel without bothering their fellow competitors. These duelists are selected from among Kaiba Corp’s staff who had not made the cut themselves to become part of the Kaiba World tournament and are more than enough challenge to those competing. There is a small hospital within the hotel area which handles small medical issues along with emergency medicine, fitted with its own emergency room and intensive care wards where patients can be kept before being sent to a higher level of care. A shuttle is situated just outside the hotels, which makes periodic trips to the parking structure at the outside of the park, just in case someone forgot something in their car. — Kaiba World is comprised of five separate theme parks, including a safari, two water parks, and two rollercoaster theme parks. After to complaints from the Kaiba Land theme park having only one restroom, each theme park within Kaiba World is equipped with two restrooms. [hr][H2]Current Events:[/H2] Entry has begun to Kaiba World. All participants as well as other VIP guests are getting settled into their rooms for the duration. [hr][H2]Rules:[/h2] 1. If there is a problem between two players, try to solve it amongst yourselves first before taking it to the GM. The GM will have the players sort the problem amongst each other to try and come up with a compromise . If both parties do not come to a compromise, both players will be kicked from the game. A third party, including the GM, is not allowed to intervene with the problem unless any of the conflicting parties explicitly and specifically (inviting to the PM or mentioning) request assistance. 2. A character sheet submitted that does not use the Custom Card template will be ignored. 3. If you have to leave, just say so. If you don’t have time to write a replay in-character excusing the absence, please at least leave something to explain the absence of your character in-character for me to write down. An unexcused absence will cause a player to lose points (see below). Players will be rewarded points for playing their characters and doing cool stuff in-character. Points will be deducted for breaking character. Accruing penalties will put a player’s point total in the negatives if they would go below 0. A player who goes beyond -15 points will be kicked from the game. Players can gain 1 point each time they do the following: Participating in a duel, performing a summoning chant, monologuing, pulling off an unexpected play, using a combo to put themselves at an advantage from a losing position, any other thing the GM deems as being cool in-character, taking the penalty for an action spell/action trap, getting pushed out of the way by another player while trying to grab an action spell thus allowing the other player to use said action spell. Players will lose 1 point each time they do the following: Poor use of grammar (run-on sentences, not capitalizing letters that should be capitalized, capitalizing every single word in a sentence in spite of not every word being a proper noun, etc), taking more than 1 week unexcused to reply to a post outside of a duel, every two cards your opponent controls that is negated by your card’s effect, destroying 5 or more of your opponent’s cards, every 3000 points of burn damage dealt, using more than 1 action card per turn. Players will lose 3 points each time they do the following: Spending more than 2 days to write a post during a duel, using Pot of Greed to draw 2 cards, winning on the 1st turn. Players can spend points for: 1 point: Change their Speed Duel skill. 
3 points: Change their deck. 10 points: Acquire a custom card outside of a duel. 15 points: Draw a card not listed in their deck list in the middle of a duel. The card will stay in the deck after the duel and will not be removed unless the player spends points to get rid of it. This cannot be purchased if the player is using a 60 card deck. 20 points: Summon a card from the Extra Deck not listed in their deck list. If the player has a full Extra Deck, they must choose which card to take out in place of the new card. The card will stay in the deck after the duel and will not be removed unless the player spends points to get rid of it. 30 points: Draw a custom card not listed in their deck list in the middle of a duel. The card will stay in the deck after the duel and will not be removed unless the player spends points to get rid of it. This cannot be purchased if the player is using a 60 card deck. 40 points: Summon a custom card from the Extra Deck not listed in their deck list. If the player has a full Extra Deck, they must choose which card to take out in place of the new card. The card will stay in the deck after the duel and will not be removed unless the player spends points to get rid of it. [hr] [h2]Gameplay Information[/h2] [hider=Plot and Gameplay Elements:] The game takes place after the events of 5Ds. All the characters from the series prior to 5Ds still exist, save for ones who are canonically dead. The events of Zexal happen in the far future. Xyz Monsters, Pendulum Monsters and Link Monsters in this timeline were introduced at the same time by Industrial Illusions. The game will use Master Rule 4. This means there will be two Extra Monster Zones situated between the two players’ fields above the players’ main zone 3 and 5 with the space between the Extra Monster Zones being blank. Monsters summoned from the Extra Deck by effect or mechanic are to be special summoned to the Extra Monster Zone, or a Main Monster Zone that is designated by a Link Monster’s Link Marker. Spell/Trap Zone 1 and 5 can be used as Pendulum Zones, but are treated as such only if a Pendulum Monster is placed in said zone. Though the game is based on the anime, anime cards not be used for the sake of this game. Unless the players both agree on an alternative, games will be, by default, played free-form. This means that by default, both players will be allowed to decide their starting hand as well as their draws. Players do not have to allow their opponent to know the cards in their hand or face-down on the field, or banished face-down save for those which would be common knowledge (Specific Cards by card effect, cards revealed by other cards such as Respect Play, cards revealed by their own effect such as Zushin the Sleeping Giant, cards drawn after Convulsions of Nature is activated, cards Special Summoned face-down by an effect such as Shaddoll Falco, etc). All automobiles in production in the past 10 years have at least some form compatibility with Turbo Dueling.[/hider] [hider=Plot Cards following the sequence of events in the Anime:] 1. The Egyptian Gods: Ra, Obelisk, and Slifer. Disappeared off the face of the Earth in the events of Duel Monsters, save the one time in Dark Side of Dimensions when Kaiba forces out Obelisk the Tormentor. 2. The Unstoppable Exodia: The pieces are all available but very rare. 3. Blue-Eyes White Dragon: Kaiba will, on a whim, tear up any copy of Blue-Eyes White Dragon that does not belong to him; and will sometimes on a whim, tear one of his own copies of Blue-Eyes White Dragon, just because he can. 4. Sacred Beasts: Hamon, Uria, Raviel. Locked up for good at Duel Academy. 5. Yubel: Still good, considering it was a normal card before being subject to space radiation. 6. Cyber Dark: Technically one-of-a-kind and held by Cyrus Truesdale. 7. Armed Dragon: LV and Dark Armed Dragon are the secret cards of North Duel Academy and are currently held by Chazz Princeton. 8. The Legendary Planets: Part of the Manga and therefore fair game. 9. Signer Dragons: Currently in use by the Signers. 10. Duel Dragons: Signer Dragons from the Manga (Ascension Sky Dragon, Dragonecro Nethersoul Dragon, Void Ogre Dragon, Power Tool Mechanic Dragon, Ancient Pixie Dragon, Hot Red Dragon Archfiend, Stardust Spark Dragon, Blackfeather Darkrage Dragon, Black Rose Moonlight Dragon, Beelze the Diabolic Dragons, and Ultimaya Tzolkin) exist in the manga only and thus are fair game for the RP. Ultimaya Tzolkin and its upgrade Phantasmal Lord Ultimitl Bishbalkin are relatively common cards but are rarely used due to them being practically useless by game mechanic. 11. Earthbound Immortals: Currently in use by the Dark Signers. 12. Cosmic Synchro Monsters: Shooting Quasar Dragon and Red Nova Dragon. Available only if you BELIEVE IN THE NEXUS and have either a CLEAR MIND or the ability to grasp ABSOLUTE POWER. 13. Meklords: Not from this timeline. 14. Malefic: Also not from this timeline. 15. Norse Gods: Loki, Odin, and Thor are in the same camp as the Egyptian Gods. They exist as Gods, being treated as DIVINE attribute, and are currently being held by Team Ragnarok. 16. Numbers: They exist as Astral and Don Thousand’s memories, however normal people are not aware of their existence as supernatural things. Number support cards such as Number Wall are products of the Vetrix family, which don’t exist yet in this time line. Legendary Numbers (44, 46, 54, 34, 65, 73, and 94) exist but are tucked neatly away and guarded by their guardians. Over-Hundred Numbers are exclusive to their Barian users and thus unavailable. All Numbers are one-of-a-kind. No player will start with one, but they will be an element in the game later on. 17. Every plot element of Arc-V: Does not happen, and should be forgotten about as a distant memory. Pendulum still exists though. Z-arc is treated in this timeline the same as Zushin the Sleeping Giant, where it is a relatively common card with the power of an Egyptian God, but due to its summoning condition and the mechanics of the game, is difficult to summon and thus is not used. 18. Cyberse: Exist in the game of Duel Links™, and are available.[/hider] [hider=Duel Types]Master Duel: Master Duels are the standard dueling style of the Duel Monsters™ card game. Each player starts with 8000 Life Points and a hand of 5 cards. The player who takes turn 1 does not draw for turn. The game will use Master Rule 4. This means there will be two Extra Monster Zones situated between the two players’ fields above the players’ main zone 3 and 5 with the space between the Extra Monster Zones being blank. Monsters summoned from the Extra Deck by effect or mechanic are to be special summoned to the Extra Monster Zone, or a Main Monster Zone that is designated by a Link Monster’s Link Marker. Spell/Trap Zone 1 and 5 can be used as Pendulum Zones, but are treated as such only if a Pendulum Monster is placed in said zone. These will be the least frequent duels in the RP. Tag Duel: Same as Master Duel. This duel involves 4 players with 2 teams of 2 tag partners. The first player will go, followed by their opponent, then the first player’s partner, then the opponent’s partner, then back to the first player. Labyrinth Duel: Same as Master Duel. Will be played on a game board using something either by default, drawn by a player, or drawn by the GM. Monsters start in the starting positions designated on the game board and can move an amount of spaces equal to their level. An Xyz Monster is allowed to move spaces equal to its Rank, and a Link Monster is allowed to move spaces equal to the average levels/ranks of the monsters used in its Link Summoning, or 1 space if it was not Link Summoned. All players by default have the Labyrinth Wall card required for a Labyrinth Duel, and it does not need to be in the deck. Deck Master: Same as Master Duel. The Deck Master is a custom card with a specific Deck Master effect decided upon Character Creation and will be approved by the GM. A Deck Master is considered to be in its own special zone and during the duel stands beside their player. A Deck Master can be summoned at any time during the duel (using the appropriate materials). If a Deck Master is used as material to summon another monster, that new monster becomes the “Deck Master” for the remainder of the duel. When a Deck Master leaves the field by an opponent’s card (by battle or card effect) the controller of that Deck Master loses the game at the end of the turn. If a Deck Master leaves the field in general and is not either replaced or returned to the field by their next End Phase, the controller of that Deck Master loses the game. Turbo Duel: Same as Master Duel. Requires the use of Speed Spells (or a deck that doesn’t use spells at all, like Superheavy Samurai). If a spell is placed on a Spell/Trap zone other than a Speed Spell is used, the user pays 2000 LP. A Pendulum monster summoned to the Pendulum Zone, although is considered a Spell card, is in a Pendulum Zone, and thus a player does not require payment of 2000 LP to set a Pendulum Monster. If a spell exists and doesn’t have a speed spell counterpart, try to make one up first using the Custom Cards template; this will be approved by the GM. All players by default have the Speed World and Speed World 2 field spell cards required for a Turbo Duel, and it does not need to be in the deck. A turbo deck should not have a field spell because of Speed World. Action Duel: Same as Master Duel. Players collect Action Cards scattered throughout the duel field. Players can knock the other player out of the way in order to gain access to an Action Card. Action Duels all use their own fields which have their own effects. Activating a Field Spell in an Action Duel will change the environment. Just like Pendulum, an Action Duel can be appended onto other duel types. Speed Duel: Each player begins with 4000 Life Points and a hand of 4 cards. The player who takes turn 1 does not draw for turn. There are only 3 Main Monster and Spell/Trap Zones. The Extra Monster Zones are between both players’ fields between their 1 and 3 Main Monster Zones with the space between the Extra Monster Zone being blank. Monsters summoned from the Extra Deck by effect or mechanic are to be special summoned to the Extra Monster Zone, or a Main Monster Zone that is designated by a Link Monster’s Link Marker. Spell/Trap Zone 1 and 3 can be used as Pendulum Zones, but are treated as such only if a Pendulum Monster is placed in said zone. The player of a Speed Duel is allowed (but not required to have) a special Skill which can be used during the Speed Duel. Skills can come from the VRAINS™ Anime (except Storm Access for obvious reasons), the Duel Links™ mobile game, or can be a custom skill approved by the GM. Dungeon Dice Monsters: !!!???[/hider]