STATUS:
you know, my SO never forces me to say a thing that's on my mind and doesn't mind if I don't always explain myself which makes it way easier to actually tell them stuff. boundaries good.
2 mos ago
Current
you know, my SO never forces me to say a thing that's on my mind and doesn't mind if I don't always explain myself which makes it way easier to actually tell them stuff. boundaries good.
6
likes
2 mos ago
if your boyfriend loves you for who you are he already knows what you read without you needing to tell him
3
likes
5 mos ago
no, its the manufacturer's lack of a soul that's causing it to act up on you
11
likes
4 yrs ago
I'm starting to think I have serial profile stalkers
3
likes
4 yrs ago
as much as I'd love to pre-plan RPs, I've also noticed that's the fast track to killing them. A little planning and a rough gist is fine, but anything beyond that and people don't wanna write no more.
1
like
Bio
The day that Moss was hanged, eight others were cut down, And when the graves had all been dug, the queen rode out of town.
If I missed anyone who showed interest, they can check the int. check for the link themselves or someone else can tag them. If I tagged people who'd rather not be associated anymore: understandable, I'd make the same choice in your shoes.
If anyone feels like more should be added to the OOC, mention it now. Also get your CSes up and rolling.
Also, one more question: What kind of scenario do you all want to start out in? Want me to drop you all in the hideout, let yourselves do your own thing for a bit and get adjusted? Or do y'all want me to throw you into the immediate thick of it and get some kind of hook going straight away?
Appearance Takuma is a fairly middle-sized young man. While nobody really gets their exact measurements checked at 21, Takuma wouldn't top out at more than 1m72 at the most. His short-spiked, slightly messy and dark-blue hair compliments his handsome face. What doesn't compliment it, however, is his general scruffy look. Takuma wears a white trenchcoat that's missing its left sleeve on top of an oversized, long-sleeved blue shirt. His baggy jogger's pants don't really help matters either. It's clear Takuma doesn't care too much about his fashion sense, but at least he still stand out in a crowd. That, or he just doesn't have anything else to wear.
Personality Takuma is a relaxed, laid-back individual most of the time. He's a bit of a lazy bum, in fact. He doesn't really feel like doing any work unless he has to. Despite this sloth of his, Takuma isn't the leader of the Bulwark Breakers for no reason. He deeply values the bond of trust between him and his comrades and would move heaven and hell to protect them. He might not look out for himself much, but when it comes to the interests of the group, he'll take the initiative before anyone had a chance to suggest him to.
Takuma doesn't hate District Security as much as most people inside the collar do, but he sure doesn't trust them either. He's seen how relentlessly they hound and hunt down suspects. That's why he doesn't feel guilty whenever he has to take the fight to them, though Takuma would really prefer to stear clear of Security when he has the chance.
No matter what, one thing is for sure. Takuma has his pride as a duelist at the forefront and is the first to throw himself into danger for it. He comes to understand people through fighting them, so anyone who does so on fair and equal terms earns his unwavering trust.
History Takuma's story isn't much more uncommon than most of the people from the collar. Being an orphan who doesn't remember his own parents would normally leave any kid without a person to look up to, but the orphanage Takuma stayed at had a young man who frequented it. He'd bring Duel Monsters cards every time he visited, although nobody knew where he got them from. They were never good cards either, mostly low-level normal monsters with poor ATK. Such cards didn't have much value even inside the collar, but Takuma and the rest of the kids were ecstatic every time the man brought some new ones. Not only did it give the kids a way to learn how to read, they'd duel each-other so often that the cards became worn relics in short amounts of time. Takuma really looked up to the young man who brought these gifts, sometimes even following him outside the orphanage for a short distance. He grew to see him as a big brother figure.
Nobody stays a kid forever, though. Takuma eventually grew up to a point he could find some way to survive out in the Collar on his own. His big brother had long since stopped frequenting the orphanage, but the duel monsters skills inherited from that man stayed with Takuma forever. He scrounged up any card he could find, treating them like his treasures. It took him a while to get a working deck going, surviving mainly off doing odd-jobs around the districts. It wasn't long after he'd assembled a proper deck before the cronies from Doomraisers, the local gang of Clockwork, came to harass Takuma. Doomraisers were more persistent than Security in their efforts to crack down on duelists. If you had a deck and were inside their territory, you either sided with them or against them. They were interested in little more than having a monopoly on the dueling in the area, and Takuma hated them for it.
After enduring this for a few months, Takuma decided enough was enough. He assembled a group of people he'd met. Each was with their own goals, but they were all in it together. They wanted to stop Doomraisers from terrorizing the duelists in the area. Takuma had found their base of operations, an old and formerly abandoned school building in the middle of the district. Him and his friends went straight there. They were outnumbered five-to-one, but somehow, the small ragtag group managed to defeat everyone there. Doomraisers was forced to disband and flee from the hideout, leaving the small group of friends to slump down in exhaustion. None of them expected much, but working together like that felt good. Since they managed to fend off the local gang, Takuma suggested the lot of them took its place. They'd form a new gang. They wanted to make sure all duelists had a chance to fend for themselves against security, as long as they didn't go picking fights with anybody else.
This is the story of that gang, and their dream to get inside the Core.
In a dystopian future far from ours, Duel Monsters has become a way to survive. The fictional city of Terminus has split into two; on the inside, surrounded by a giant fence, is "The Core." People live out their daily lives without any worry, it's a place of comfort. The Core is a futuristic metropolis where scientists and IT crews are hard at work to keep the infrastructure running, to ever increase the city's efficiency and to make sure those comfortable lives can continue.
On the outside, however, things aren't so bright. "The Collar," they call it. Poverty is common, and people work hard manual labor to survive. Miners, farmers, construction work, textiles- anything to be done by hand happens here. District Security roams every street, a seemingly endless supply of personnel overseeing the public's every move. They make sure that most of everything that's produced goes straight through the Core, but no more than that. Nobody is allowed inside and any who try are quick to be arrested. The food people produce is redistributed through checkpoints which District Security sets up all around, but the supplies are never enough.
To rebel against Security, Duel Monsters was used. People used whatever cards they could get, and whatever Duel Disks they could steal or build, to fight back. Duel Runners were used to both spearhead heists as well as make getaways. The city is dominated by Speed World; Security's little trick to keep you in place for long enough so they can arrest you. In these hard times, people band together in gangs, fighting to dominate their district.
This is the story of one such gang and their dream of getting inside the Core: The story of the Bulwark Breakers.
Information
Terminus
Terminus is split into two parts: The "Core" and the "Collar." Our characters were either born from the Collar, or were banished there from inside the Core. Since the Core's layout is not relevant to this RP as of current, no details will be divulged about it. The Collar, however, can be split up into five districts:
Clockwork: Home of the Bulwark Breakers. As such, this is where the player characters start out in. It's essentially the forgotten corner of the Collar. Security activity in this area is lower than most others, but this is because it is also the furthest removed from the Core. Clockwork is characterized by its vast junkyards and several ruined buildings dotted about. Scavengers will often dig through said junkyards in hope of finding something worthwhile.
Clockwork used to be dominated in its entirety by one gang, Doomraisers, until the Bulwark Breakers overthrew them shortly before the RP's start. No new gangs have made themselves known since then.
Ancillary: Ancillary is the main source of food for the Core, and is also closest to it. Most everyone here is involved in food production of some kind, and it's the only part of the city where you'll find any kind of nature. People work in artificial greenhouses, heavily guarded by Security.
Tripwire: Tripwire is lovingly named as such because of it being the home of District Security. Their main base of operations, a humongous skyscraper with multiple layers of defense, is located here. As such, the concentration of police is higher than anywhere else and made it so nobody's been able to form a gang here. No duelist ever wants to be inside Tripwire, as Security's correctional facilities are all located here. Anyone with a marker on their face has returned from here, though few ever do.
Additionally, any confiscated goods are stored either within the main building or in one of three storehouses scattered across the edges of the district. The outer most storehouses are positioned in such a way that they border Ancillary, Guts and Clockwork.
The Valve: The Valve is the productional heart of the Collar. Electricity generators, water pumps and factories line up all throughout. Most, but not all produce comes through or from here. There's also several pipelines connected directly to Clockwork's junkyards, where periodically old garbage is filtered through. Refuse from the Core is brought to the Valve first for potential recycling before being sent through those selfsame pipelines.
Guts: The housing district of the Collar. Most people live here, cramped as it may be. This district is also home to several underground markets, as well as dueling rings. The highest concentration of duel gangs can be found here, but almost paradoxically, they're also the hardest to find. Due to the high volume of people present it's easy to blend into a crowd. Many rebels hide here in plain sight, which is why the underground thrives as much as it does. Security has a poor hold on Guts.
Inside of Clockwork is an old, ruined school building. All of its windows are boarded up or broken, with some parts of the roof missing. Only a handful of weathered desks and chairs are still around. This is the base of operations for the newly formed Bulwark Breakers. They've a small collection of Duel Runners, each belonging to one of their members. A fuel-powered generator supplies a single laptop, with which they have the ability to plan out their raids and missions with. They also have an old TV that might as well be powered through magic, since nobody can seem to figure out how it works. The TV is never plugged in, but will still fire up and receive signal. Or, well, whenever it feels like it anyway, considering how temperamental the thing can be.
Takuma needed a place to live, so he decided to crash here.
Dueling (OOC)
Duels have one rule to them: Don't use a simulator. I honest-to-god don't care how you handle it otherwise, but just no simulators. They're a blight that makes people play the game rather than a character. Everyone RPs it out; whether or not you use a script, wing it, rig the outcome or draw 2 cards from your deck, it doesn't matter. Any duels through me, the GM, will have me advocate to use a duel script, but in case that falls through, I'll still call in a third party to rig the winner ahead of time as to avoid any arguments.
Duels are done in a 4000 LP format, similar to the anime.
Decks
Cards are hard to come by in the collar and your deck should reflect that. I won't set any hard limits, but just know you can't play a full archetype's worth of cards and then call it a day. Use obscure stuff and generally play it like we're in 1999 and OCG Volume 1 is your only frame of reference into the game. The GM character in the Characters tab should give you a good frame of reference as to what I'd want decks to look like, or at least for the start of this RP.
Your deck will be allowed to grow as the story does, and there is no banlist in effect. I'll be accepting decks based purely on my common sense, as hypocritical and flawed as it can be at times. The focus isn't to play Yugioh, but to write Duel Monsters. Story comes first, so anyone looking to write about competitive dueling is gonna have a bit of a bad time. If you want cards added to you deck, just run it by me and ask. I bite.
Additionally, since this RP has Turbo Dueling in it, you're allowed a deck filled with Speed Spells. Of course I recognize that, even if you throw in the video game pool, we'd only come out to around 130 something Speed Spells. If your deck would be absolutely crippled by going turbo, but still want to have one of those decks, you can convert some of your spells into Speed Spell variants with appropriate costs. I'll keep track of them.
Character Sheet
I'm going to be real with you: I don't really care how you do this. I'll give you a base template, but feel free to use whatever model for a character sheet you want. All I ask is for a name, a look, a background and a deck. If you want to add more to it, or if you want to reorganize the information in any way, feel free but not forced to. Here's a basic template to get you started:
I probably am misremembering it then, because I played it back in high school with a friend or something. We spent so long figuring it out that we just went 'fuck it' and... That's probably the point at which we spent ages grinding for Infernities.
Which would explain why I remembered Infernity instead lol.
honestly, the duel's not too bad if you have a deck that can quickly rush out damage and get a bit lucky on the opener. If he doesn't one-shot you turn 1, you've got about 2 of your own turns worth of time to kill the guy. Just gotta build a deck that blitzes him down for it.Anyway, it's that time of day again where my European ass needs to sleep because I'm going past midnight. Couple of things:
-I've got the OOC mostly written up already, but I'm not going to post it straight away since I'm still mulling over a few things -GMPC is almost entirely written up too, I just need to come up with a name for him.
If anyone has anything they think I should add to the OP of the OOC, let me know. So far I've got:
-How duels will be played out -What I expect decks to look like -The synopsis for the setting (core/collar, district security, scarce resources, bulwark breakers, getting inside the core, cards are rare) -Locations within the Collar
I can't remember anything else off the top of my head that needs to be in there, so remind me if I missed something (or tell me if you want some more stuff in general)
Was Over The Nexus the one where you had to Tag Duel to beat that one Infernity player? Because that mess gave me more than enough trouble, and I can't remember which DS game it was where I had to manage that problem.
I think you're misremembering it slightly- you never had to tag up to beat Kiryu, but you did have to tag up to beat Lotten. A guy playing a burn deck. Who starts with 10 cards. And has 8000 > 0 openers.
And your AI partner has absolutely no way to mitigate this.
world championship 2011 for the DS was the last actually good yugioh videogame. all that came after it was just downgrades. duel links doesn't factor in this equation since it's so fundamentally different from all other games
[center]The day that Moss was hanged, eight others were cut down,
And when the graves had all been dug, the queen rode out of town.[/center]
<div style="white-space:pre-wrap;"><div class="bb-center">The day that Moss was hanged, eight others were cut down,<br>And when the graves had all been dug, the queen rode out of town.</div></div>