But that's small news compared to what's been going on for the last six years. See, six years ago marks the beginning of what's being called the Spirit World Collision. What this has caused is an increase in Duel Spirit population in the "real" world, and by effect, more and more duelists have been receiving Spirit Partners. In addition to this, the Spirit World Collision is making Duel Spirits "solid", visible and tangible to people who aren't even partners with the Spirit in question, in essence making them almost a full-blown part of this world. The Duel Spirits in question claim that their own world has been seeing more adverse effects (most notably the complete and utter distortion of time, space, and history), but what's causing it remains unknown, effectively meaning any way of making it stop is also unknown. It's also unknown if it will have any further effects on our world beyond an increase in Duel Spirit population, though there are mixed theories about what could happen next.
For what it's worth, you're a student at Circle City's Duel Academy, and you have a Spirit Partner. And, whether you need the extra credit offered to the winner, you're trying to win a bet, or you signed up just for fun, you're entered in this semester's tournament. This, however, is just the onset of much greater things to come...
Now then, there are a lot of things I need to say, so here goes.
1: As GM, what I say goes.
2: Usual RPG rules obviously apply. Fade to black when/if the pants come off, no godmodding or power-playing, and just generally be cool like the Fonz. If Fonzie wouldn't do it, you shouldn't. If you didn't grow up with the Fonz in your life...shame on you.
3: In addition to the banlist in the below hider, I will allow players to create a total of four custom cards that benefit their deck. The number is to ensure entire decks of custom cards are not created (as these can be overwhelming sometimes) but still give players enough freedom to make otherwise-unplayable decks (Charmers, Toons, etc.) at least viable.
4: Since there's only five of us, I expect posts to go in rotation from one player to the next. As far as the post order goes, it's first come first serve. Posting out of turn the first three times will result in a warning, whereas the fourth offense shall have me giving that player the boot from this RP. Which I really don't want to do.
5: Duels will be performed via Titanpad in the form of a large collaborative post between the players in question. These will not count towards the posting order. I'm trusting you guys to give yourselves reasonable draws and/or mills, but if it comes down to it, I'll be moderating things with an RNG. Which is also something I'd rather not do.
*5A: If it's the turn of a dueling player to post, his turn in that rotation will come two posts later. Say Jim and Sam are dueling, but it's Jim's turn to post right now. Well, after Bob and Tom post, now it's Jim's turn, after which point the rotation returns to normal.
Rules are subject to be added, changed, or removed at any time. I will never do these things without notifying you.
2: Usual RPG rules obviously apply. Fade to black when/if the pants come off, no godmodding or power-playing, and just generally be cool like the Fonz. If Fonzie wouldn't do it, you shouldn't. If you didn't grow up with the Fonz in your life...shame on you.
3: In addition to the banlist in the below hider, I will allow players to create a total of four custom cards that benefit their deck. The number is to ensure entire decks of custom cards are not created (as these can be overwhelming sometimes) but still give players enough freedom to make otherwise-unplayable decks (Charmers, Toons, etc.) at least viable.
4: Since there's only five of us, I expect posts to go in rotation from one player to the next. As far as the post order goes, it's first come first serve. Posting out of turn the first three times will result in a warning, whereas the fourth offense shall have me giving that player the boot from this RP. Which I really don't want to do.
5: Duels will be performed via Titanpad in the form of a large collaborative post between the players in question. These will not count towards the posting order. I'm trusting you guys to give yourselves reasonable draws and/or mills, but if it comes down to it, I'll be moderating things with an RNG. Which is also something I'd rather not do.
*5A: If it's the turn of a dueling player to post, his turn in that rotation will come two posts later. Say Jim and Sam are dueling, but it's Jim's turn to post right now. Well, after Bob and Tom post, now it's Jim's turn, after which point the rotation returns to normal.
Rules are subject to be added, changed, or removed at any time. I will never do these things without notifying you.
This RP implements what is known as a "soft limit". What this means is that the maximum amount for MOST cards is reduced to 2 instead of the usual 3. In addition to this, there have been plenty of additions to the banlist used in the RP, as a means of making the game viable for lower-tier decks while still allowing players to use more powerful decks. Any cards not listed are to be treated as they are in the October 2014 TCG banlist. Furthermore, the following archetypes/sets are to be treated as though they never existed:
DD/DDD (Covenant cards are still permitted)
Hermit Youkai
Burning Abyss (with the exception of Dante)
Utopia Support (ZW/etc.)
Necloth
Qliphort, including all Spell/Trap support they recieve
Finally, for plot purposes, Signer Dragons and all their counterparts (Duel Dragons, Majestic Dragons, etc.), Egyptian God Cards, Earthbound Immortals, other "unique/alive" cards, and Sophia are not to be used.
Failure to comply with this banlist upon signing up will result in the immediate rejection of your character.
Banned:
Bujincarnation
Raigeki
Gladiator Beast Nerokius
Gungnir, Dragon of the Ice Barrier
Michael, the Arch-Lightsworn
Every "Number C" and "CXyz" monster
Limited:
Artifact Moralltach
Blackwing - Kalut the Moon Shadow
Blackwing - Gale the Whirlwind
Brotherhood of the Fire Fist - Bear
Bujin Yamato
Bujingi Crane
Bujingi Quilin
Eclipse Wyvern
Elemental HERO Blazeman
Ghostrick Yuki-Onna
Gravekeeper's Recruiter
Harpie Channeler
Hieratic Dragon of Su
Hieratic Dragon of Tefnuit
Inzektor Centipede
Judgment Dragon
Karakuri Komachi mdl 224 "Ninishi"
Legendary Atlantean Tridon
Lumina, Lightsworn Summoner
Maiden with Eyes of Blue
Malefic Cyber End Dragon
Mecha Phantom Beast Megaraptor
Mecha Phantom Beast Tetherwolf
Merlin
Mermail Abyssspike
Minerva, Lightsworn Maiden
Noble Spirit Beast Kannahawk
Noble Spirit Beast Petolfin
Plaguespreader Zombie
Relinquished
Satellarknight Deneb
Satellarknight Vega
Shaddoll Beast
Shaddoll Dragon
Shaddoll Falcon
Shaddoll Hedgehog
Sylvan Komushroomo
Sylvan Marshalleaf
Traptrix Myrmeleo
XX-Saber Faultroll
Armor Blast
Battle Waltz
Combination with the Spirit Beasts
Curse of the Shadow Prison
Fire Formation - Gyokkou
Fire Formation - Tenki
Fire Formation - Tensu
Last Chapter of the Noble Knights
Mask Change Second
Shaddoll Fusion
Combination with the Spirit Beast
Fire Formation - Tensen
Ultimate Fire Formation - Seito
Blackwing Armor Master
Bujintei Susanowo
Bujintei Tsukuyomi
Dark Magician Girl the Dragon Knight
El Shaddoll Construct
El Shaddoll Grysta
El Shaddoll Shekhinaga
Elemental HERO Absolute Zero
Elemental HERO Core
Elemental HERO Great Tornado
Gladiator Beast Gyzarus
Leo, the Keeper of the Sacred Tree
Masked HERO Acid
Masked HERO Dark Law
Masked HERO Kamikaze
Masked HERO Kouga
Sacred Spirit Beast Mount Apelio
Star Eater
Exceptions to the soft limit
Giant Germ
Cherry Inmato
Nimble Momonga
Ra's Disciple
Infernity Beetle
Evil Thorn
Naturia Cherries
DD/DDD (Covenant cards are still permitted)
Hermit Youkai
Burning Abyss (with the exception of Dante)
Utopia Support (ZW/etc.)
Necloth
Qliphort, including all Spell/Trap support they recieve
Finally, for plot purposes, Signer Dragons and all their counterparts (Duel Dragons, Majestic Dragons, etc.), Egyptian God Cards, Earthbound Immortals, other "unique/alive" cards, and Sophia are not to be used.
Failure to comply with this banlist upon signing up will result in the immediate rejection of your character.
Banned:
Bujincarnation
Raigeki
Gladiator Beast Nerokius
Gungnir, Dragon of the Ice Barrier
Michael, the Arch-Lightsworn
Every "Number C" and "CXyz" monster
Limited:
Artifact Moralltach
Blackwing - Kalut the Moon Shadow
Blackwing - Gale the Whirlwind
Brotherhood of the Fire Fist - Bear
Bujin Yamato
Bujingi Crane
Bujingi Quilin
Eclipse Wyvern
Elemental HERO Blazeman
Ghostrick Yuki-Onna
Gravekeeper's Recruiter
Harpie Channeler
Hieratic Dragon of Su
Hieratic Dragon of Tefnuit
Inzektor Centipede
Judgment Dragon
Karakuri Komachi mdl 224 "Ninishi"
Legendary Atlantean Tridon
Lumina, Lightsworn Summoner
Maiden with Eyes of Blue
Malefic Cyber End Dragon
Mecha Phantom Beast Megaraptor
Mecha Phantom Beast Tetherwolf
Merlin
Mermail Abyssspike
Minerva, Lightsworn Maiden
Noble Spirit Beast Kannahawk
Noble Spirit Beast Petolfin
Plaguespreader Zombie
Relinquished
Satellarknight Deneb
Satellarknight Vega
Shaddoll Beast
Shaddoll Dragon
Shaddoll Falcon
Shaddoll Hedgehog
Sylvan Komushroomo
Sylvan Marshalleaf
Traptrix Myrmeleo
XX-Saber Faultroll
Armor Blast
Battle Waltz
Combination with the Spirit Beasts
Curse of the Shadow Prison
Fire Formation - Gyokkou
Fire Formation - Tenki
Fire Formation - Tensu
Last Chapter of the Noble Knights
Mask Change Second
Shaddoll Fusion
Combination with the Spirit Beast
Fire Formation - Tensen
Ultimate Fire Formation - Seito
Blackwing Armor Master
Bujintei Susanowo
Bujintei Tsukuyomi
Dark Magician Girl the Dragon Knight
El Shaddoll Construct
El Shaddoll Grysta
El Shaddoll Shekhinaga
Elemental HERO Absolute Zero
Elemental HERO Core
Elemental HERO Great Tornado
Gladiator Beast Gyzarus
Leo, the Keeper of the Sacred Tree
Masked HERO Acid
Masked HERO Dark Law
Masked HERO Kamikaze
Masked HERO Kouga
Sacred Spirit Beast Mount Apelio
Star Eater
Exceptions to the soft limit
Giant Germ
Cherry Inmato
Nimble Momonga
Ra's Disciple
Infernity Beetle
Evil Thorn
Naturia Cherries
(put an image here)
Name:
Age:
Deck Type: (remember; we're watching you)
Spirit Partner: (doesn't have to be in your deck, but has to fit the deck's theme.)
Ace Card:
Frequent Cards: (Cards you commonly use in your duels)
Personality: (anywhere from 2-3 paragraphs please)
Bio: (anywhere from 2-4)
Decklist: (put this in a hider, wherein you list the contents of your deck)
Anything we missed:
Custom Cards: (if any)
Name:
Age:
Deck Type: (remember; we're watching you)
Spirit Partner: (doesn't have to be in your deck, but has to fit the deck's theme.)
Ace Card:
Frequent Cards: (Cards you commonly use in your duels)
Personality: (anywhere from 2-3 paragraphs please)
Bio: (anywhere from 2-4)
Decklist: (put this in a hider, wherein you list the contents of your deck)
Anything we missed:
Custom Cards: (if any)
Duel Spirits & The Spirit World
Duel Spirits are inhabitants of the Spirit World, and typically enter our world when a Duelist receives them as a Spirit Partner. Ordinarily, only the Duelist in question can see his or her Spirit Partner, and they are intangible. However, with the Spirit World Collision that has been occuring these last six years, things have changed.
Duel Spirits can now freely cross between their world and ours, with or without a duelist to correspond to. Anybody can see or hear or even feel them, making them akin to citizens of our world. Giving human-type Duel Spirits the same rights as humans from the "real" world has been a topic of political debate for some time, as well. Furthermore, under the right circumstances (which are extremely rare; impossible in a Duel Academy), it seems humans are now capable of entering the Spirit World as well.
It should also be noted that the term "Duel Spirit" may no longer be fully accurate, as the "spirit" now brings their physical body as well. Calling them monsters may not be right (or in many cases, polite) either.
The Spirit World's inhabitants claim that this Spirit World Collision has affected their world too. Most notably, time, space, and history have all distorted and overlapped on themselves, causing some unprecedented effects. Dead inhabitants of the Spirit World have been seen alive and kicking, acting as though and legitimately believing that the events leading up to their deaths never happened. Inhabitants who couldn't possibly exist at the same time can now, and basically the Spirit World is constantly adjusting itself to accomodate all these weird changes.
The Spirit World houses a grand diversity of topogrophies, inhabitants, legends, and customs. Too many to record them all, quite possibly. However, it seems that some Spirit World history managed to reach our world before the Spirit World Collision caused the history to be rendered moot. With its residents - both benevolent and malicious - all being melded into one world from the Spirit World Collision, things can get pretty hectic from time to time.
Shadow Games & The Shadow Realm
It seems the art of Shadow Games hasn't died out. There are scattered reports of duelists dropping dead after they lose their duel (because we're not dubbed by 4kids) to a mysterious cloaked figure. This figure remains at large, assuming there's only one.
The Shadow Realm seems to also be referred to as Dark World by the inhabitants of the Spirit World. Yes, this is the same Dark World as many Duel Monsters players would think of when they hear of such cards as Grapha, Dragon Lord of Dark World or Goldd, Wu-Lord of Dark World. Not much is known about the place, other than that nobody in their right mind would go there willingly.
Duel Spirits are inhabitants of the Spirit World, and typically enter our world when a Duelist receives them as a Spirit Partner. Ordinarily, only the Duelist in question can see his or her Spirit Partner, and they are intangible. However, with the Spirit World Collision that has been occuring these last six years, things have changed.
Duel Spirits can now freely cross between their world and ours, with or without a duelist to correspond to. Anybody can see or hear or even feel them, making them akin to citizens of our world. Giving human-type Duel Spirits the same rights as humans from the "real" world has been a topic of political debate for some time, as well. Furthermore, under the right circumstances (which are extremely rare; impossible in a Duel Academy), it seems humans are now capable of entering the Spirit World as well.
It should also be noted that the term "Duel Spirit" may no longer be fully accurate, as the "spirit" now brings their physical body as well. Calling them monsters may not be right (or in many cases, polite) either.
The Spirit World's inhabitants claim that this Spirit World Collision has affected their world too. Most notably, time, space, and history have all distorted and overlapped on themselves, causing some unprecedented effects. Dead inhabitants of the Spirit World have been seen alive and kicking, acting as though and legitimately believing that the events leading up to their deaths never happened. Inhabitants who couldn't possibly exist at the same time can now, and basically the Spirit World is constantly adjusting itself to accomodate all these weird changes.
The Spirit World houses a grand diversity of topogrophies, inhabitants, legends, and customs. Too many to record them all, quite possibly. However, it seems that some Spirit World history managed to reach our world before the Spirit World Collision caused the history to be rendered moot. With its residents - both benevolent and malicious - all being melded into one world from the Spirit World Collision, things can get pretty hectic from time to time.
Shadow Games & The Shadow Realm
It seems the art of Shadow Games hasn't died out. There are scattered reports of duelists dropping dead after they lose their duel (because we're not dubbed by 4kids) to a mysterious cloaked figure. This figure remains at large, assuming there's only one.
The Shadow Realm seems to also be referred to as Dark World by the inhabitants of the Spirit World. Yes, this is the same Dark World as many Duel Monsters players would think of when they hear of such cards as Grapha, Dragon Lord of Dark World or Goldd, Wu-Lord of Dark World. Not much is known about the place, other than that nobody in their right mind would go there willingly.
Timeskipper - Akio Muzuki-Franklin
Scarifar - Michelle Kine
UnendingEmpire - Xiuhcoatl "Xi" Jones, Aislin MacBeth, Kimberly Black
Shadolord - Dusk Leon
Scarifar - Michelle Kine
UnendingEmpire - Xiuhcoatl "Xi" Jones, Aislin MacBeth, Kimberly Black
Shadolord - Dusk Leon
Name: Riley Johnson
Age: 16
Deck Type: Evolsaur
Ace Card: Evolsaur Terias
Personality: Riley is a hot-blooded, raring-to-go history buff who loves getting right into it just as much as she loves old things. Her favorite parts of history are the parts where there is no history, back when dinosaurs walked the earth and humans were anywhere from advanced apes to men in caves with stone weapons. She's not overly fond of all these modern nice things, wishing she could somehow go back in time to when if you could make fire, you were a genius.
Monsters: 20
Evolsaur Terias x2
Evolsaur Elias x2
Evolsaur Cerato x2
Evolsaur Diplo x2
Evolsaur Vulcano x2
Evoltile Lagosucho x2
Evoltile Westlo x2
Evoltile Odonto x2
Evoltile Najasho x2
Evoltile Pleuro x2
Spells: 10
Evo-Force x2
Evo-Diversity x2
Primordial Soup x2
Salamandra x2
Molten Destruction x2
Traps: 10
Jurrac Impact x1
Evo-Instant x1
Spiritual Fire Art - Kurenai x2
Survival of the Fittest x1
Evolutionary Bridge x2
Seismic Shockwave x2
Solemn Warning x1
Name: Press Dalton
Age: 16
Deck Type: Ancient Gears
Ace Card: Ancient Gear Golem
Personality: Calm and calculating. He wastes no words when he talks and performs every action efficiently.
Monsters: 17
Ancient Gear Golem x 2
Ancient Gear Gadjiltron Dragon x 2
Ancient Gear Beast x 2
Ancient Gear Engineer x 2
Ancient Gear Knight x 2
Ancient Gear Soldier x 2
Machina Fortress x 2
Machina Gearframe x 2
Chronomaly Mayan Machine x 1
Spells: 23
Geartown x 2
Terraforming x 1
Trade-In x 2
Ancient Gear Castle x 2
Solidarity x 2
Double Summon x 2
Gemini Spark x 2
Ancient Gear Workshop x 1
Ancient Gear Factory x 1
One Day of Peace x 1
Power Bond x 1
Cybernetic Fusion Support x 1
Limiter Removal x 1
Fiend's Sanctuary x 1
Traps: 15
Skill Drain x 1
Tyrant's Temper x 1
Call of the Haunted x 2
Scrap-Iron Scarecrow x 2
Black Horn of Heaven x 1
Dimension Prison x 2
Dark Bribe x 2
Magical Hats x 2
Extra Deck: 1
Ultimate Ancient Gear Golem x 1
Name: Headmaster Aksel Kolman
Age: 76
Deck Type: Monarch
Spirit Partner: None
Ace Card: Raiza the Mega Monarch
Frequent Cards: Primitive Butterfly, The First Monarch, Plaguespreader Zombie, Caius the Shadow Monarch
Personality: The headmaster of Circle City's Duel Academy isn't a position that can be given to just anybody. It takes a special quality, or rather, several special qualities to take up this prestigious position. Headmaster Kolman's got these qualities in spades. Boasting seemingly infinite patience, a bottomless reserve of advice, and a willingness to meet students on their own level, the local headmaster makes his students his number-one priority, even if it may not always look that way. And of course, he's always ready to duel at a moment's notice if challenged, though he never issues any challenges of his own.
He's a firm believer that training the body is just as important - if not more important - than training the mind, which shows in his physical condition, even at his age. Exercise is important for an old man, he says, though his training regime is unknown; one of his "old man's secrets", as he says. Headmaster Kolman is also known to love animals, especially ones that fly. He can usually be seen with his pet hawk, known as Captain. The headmaster's ideal future is one where advanced civilization and nature live in perfect harmony without either one sacrificing its integrity.
Bio: Some say that the old always have a great story to tell. In the case of Headmaster Aksel Kolman, this can't possibly be more true. His origins pointing back to a small farming town, Aksel at a young age picked up the game of Duel Monsters with a shoddy Winged Beast deck. He lost a great many duels before deciding to center his deck more around his ace monster of the time: Raiza the Storm Monarch. With the modified deck meant to summon Raiza, Aksel began winning. "This," he decided. "This shall be my deck." Over time, Aksel's Winged Beast deck slowly evolved into a Monarch deck. This was just the start of his story.
Fast-forward some time. Beginning at the age of 20, Aksel became a record holder at the Duel Monsters World Championship. His record? Earn the title of World Champion, and hold that title for ten consecutive years. From the ages of 20 to 30, Aksel was seen as the greatest, summoning forth his Monarchs and using their abilities to render every opposing play that much harder. However, times began changing. Newer, more powerful decks and archetypes were on the rise. Though he is still revered by those old enough to know of his story, Aksel lost his World Champion title at the age of 31. His time of glory had now passed, he realized. All that was left was to pass his wisdom on to the younger duelists. Some time later, at the age of 46, Aksel took up the mantle of the headmaster of Circle City's Duel Academy.
He's been here ever since, monitoring and teaching since before the students (and even a fair bit of the staff) were even born, passing his wisdom down to the newer generation of duelists. But it seems there's trouble stirring in the world. This Spirit World Collision can't be just a natural phenomena. As much as he would love to investigate it himself, Aksel feels his old body and mind are no longer suited to perform such a task. And so, he'll be sending others instead...
~DECK~
Monsters: 20
Caius the Mega Monarch x1
Mobius the Mega Monarch x1
Thestalos the Mega Monarch x1
Raiza the Mega Monarch x1
Caius the Shadow Monarch x2
Mobius the Frost Monarch x2
Raiza the Storm Monarch x2
Thestalos the Firestorm Monarch x2
Gillagillancer x2
Primitive Butterfly x2
Junk Forward x2
Plaguespreader Zombie x2
Spells: 9
Foolish Burial x1
The Monarchs Thunder x2
The Monarchs Stormforth x2
March of the Monarchs x2
Return of the Monarchx x2
Traps: 11
The Monarchs Awaken x2
Breakthrough Skill x2
Compulsory Evacuation Device x1
The First Monarch x2
The Monarchs Erupt x2
Dark Bribe x2