Post by Kirikami on Apr 20, 2012 23:05:17 GMT -5
Yu-Gi-Oh!: The Solstice of Souls
Duel Monsters. Legends have been passed down speaking of the magic which has been hidden behind the faces of the cards, their very inspiration started by the clandestine conflicts of summoners. Those who could control the eldritch, maybe abyssal powers of the realms invisible could call forth magic, conjure traps, and create powerful monsters from their imaginations. It has been said that Duel Monsters is not just a game.
Duelists across time have found that the folds which line the Realms Material in its fourth dimension have become stretched. Certain duelists from around the world, and from different times in the History of Earth are receiving invitations to take part in the Solstice of Souls; a dueling tournament of unknown make. The tourney will be held at the edge of space-time in a giant tower structure.
The Era's
Each duelist is from a specific era in the time-continuum. Each era is described below:
(D)uel (M)onsters:
The duelists of this era have witnessed the rise of the King of Games, and his illustrious rule over all things based on contests. The king was arguably the best at not only Duel Monsters, but excelled at many other games. It has been said that duelists of this age have been known to run into ancient artifacts, some housing the spirits of sorcerers from the past. It is also rumored that the King himself has a Spiritual counterpart, and is the reincarnation of that counter-part's essence. Cards from this era tend to be straightforward, unforgiving, and called for unique ingenuity to utilize effectively.(Fusion, Ritual, the 'Forbidden Oldies')
(G)eneration E(X)
Around ten years after the apex of the King's rule, and any time after that but before the next era, are the duelists of the Generation X. Within this time the Earth had found an unknown hero named Judai Yuki; An enthusiastic duelist who always seemed to come out at the end of the day. From rags to riches in a symbolic sense, he fought from the lowest rank of duel academy to becoming s legend in his own right. Duelists from this time have updated duel-disks, and cards only started to become fruitful in the area of complexity. This Era was the hay-day of the Fusion-Summon.
5D's
Hundreds of years further in the future, where the legends of the King and Judai have become children's stories, Dueling has evolved. The name of the game was 'Speed', and a new style of duelist was born; "Riding Duels". These duels were held at extreme speeds with vehicles called 'D-Wheelers'. But standing contests still held strong, as most D-Wheelers sported detachable duel-disks. This era was the bosom of the legend of the "Signers", five duelists chosen by a mystical power of the Earth and Cosmos 'The Crimson Dragon' to stop a prophecy of apocalypse from occurring using the 'Five Dragons'. Of them, another legend was born; Yusei Fudo- the keeper of Stardust Dragon.
The Five Dragon cards, after the eventual deaths of the Signers, seemed to disappear into history; and replicas were no doubt made. This era marked the highlight of strategic complexity; as many cards could be matched into the middle of a strategy or counter-play. Along with the other Summoning techniques, this era gave birth to 'Synchro Summoning', by tuning the energy of a Tuner Monster with that of a Non-tuner to create a more powerful monster. D-Wheelers were especially popular when it came to duelists, but only if one could afford it, or make one. (Most cards from the previous eras are antiques, or are otherwise hard to find.)
ZeXaL
In perhaps several hundreds of years after the era of the 5Ds, the world has become so connected with technology that hologram computers can be kept on person, to be brought up with Virtual Visers; usually covering only one eye. Such technology unsurprisingly has been connected with dueling, allowing a full range of visual sensations, and even the feeling of battle impacts (usually set to a safe level). Riding Duels are rare, if non-existent in this era, as the normal standing duel has once more taken it's position as the standard in such competition.
In this era, card from previous eras are available as 'Golden Oldies', like Monster Reborn. With this the case, the complexity of the 5D's era balances out with the introduction of Xyz(Ik-zee, or 'Exceed') Monsters, monsters summoned by Overlaying two same-level monsters to open a portal from space-time; calling forth a monster. The two Overlayed Monsters sit under the Xyz monster, becoming floating orbs of power in the hologram. Because of the balance of complexity, and the near non-existence of synchro monsters this era's duels tend to be as straightforward as the DM era, yet with inklings of the other two eras.
Eras Beyond
These times in the future are debatable in their complexity, or even state of the world. At this point, a duelist from this far into the future lives in one of many instances of space-time, separate quantum realities that could occur by the happenings of the previous eras. Cards from this time period come from all eras, and one specific set of cards and strategies tends to come from doomed timelines: Malefic Cards. These cards represent the shattered mirror of many cards from the past, and tend to have strict conditions to go with their considerable strength. But only in the Eras Beyond will you find duelists using them, and most of the time such duelists have a fairly... Dark agenda.
Notes:
All duelists will start at the entrance of the Equinox Tower, to be described upon the opening post. In this realm, all duel spirits and similar entities can be seen by all, unless it can conceal itself.
I was hoping for us to use www.duelingnetwork.com/ to actually duel, and whether or not one would like to sum up their duels in posts or ACTUALLY RP during the duel, using the chat logs as their posts to be filled in.
Signup is as easy as a username and email address, and a confirmation. If you don't wish to physically duel, then matches between players can be decided and thus role-played out via dice roll, or some other fashion. I'll be making NPCs with decks of their own, based on their eras and their ability as characters.
All matches on DN for this role-play are strictly Traditional, allowing the duelists of earlier eras the ability to use their power cards. If you are unsure if your era would have a certain card available don't hesitate to ask. Also, thoughts can be penned in the OOC Thread.
Character Information:
Each duelist may have up to two Supernatural Traits and any Gear related to their Era (and socioeconomic status). All duelists should have at least a Basic Duel Disk, but those from later eras may have a D-Wheeler (which comes with a basic disk) or further technology. Should you wish to suggest a piece of Gear, describe it's appearance and function. You wont find D-Wheelers in the DM or GX era, but 5D's and later may have them. If you have a question about a piece of gear or a supernatural trait don't hesitate to ask.
Player DN: (Your DN Name)
Name:
Alias(es):
Age:
Gender:
Occupation: (School, Work, Career, more then one or none)
Era: (DM, GX, 5D's, ZeXeL, Beyond)
Supernatural Trait: Psychic Duelist, Duel Spirit (Monster, Ghost or Entity), Ancient Artifact, Seal.
Duelist Gear: D-Wheeler(5Ds+), Virtual Duel Disk (D-Gazer and Disk, ZeXaL+)), Duel Disk (Basic, DM+), Duel Assistant (ZeXaL+)
Dueling Style: (Your character's approach, their beliefs about dueling, how they address opponents and generally act in a duel etc.)
Deck Name(s): (The name of your character's deck, you may have up to three)
DecK Strategy: (The general strategy for each deck)
Ace Monster(s): (Up to three may be listed)
Ace Spell(s): (Up to two may be listed, preferably non-staple cards)
Ace Trap(s): (Up to two may be listed, preferably non-staple cards)
Appearance:
Appearance of Traits: (If called for/needed.)
History/Back-Story:
My Character:
Player DN: KirgashCrowe
Name:Kirgash Montey Crowe
Alias(es): Chronos, The Wanderer
Age: 21
Gender: Male
Occupation: Survivalist (Travels constantly)
Era: Beyond
Supernatural Trait: Psychic Duelist (Telekinesis and Metaformation), Ancient Artifact (Chronos Arc; Necklace)
Duelist Gear: Dimension Compressed-Virtual Duel Disk (Noted Later)
Dueling Style: Kirgash is a very polite, if not somewhat flattering duelist. When the duel has nothing weighing upon it, he complements his opponent's advances in the match and encourages them when they make mistakes. But when a duel is important, his politeness turns to respectful resolve. He is unbending in his will to fight on and until the end. Kirgash believes dueling to be a clashing of wills, it is a gentlemanly and honorable way to settle a dispute without bloodshed.
Deck Name(s): Era-Eos
DecK Strategy: This deck was built by Kirgash as he traveled through doomed timelines, thus gathering cards that would seemingly be impossible to have in his Home Time. His deck integrates Synchro Summoning and Xyz summoning in an effort to outmaneuver the enemy with a variety of monsters and effects. The deck utilizes Darkness, Fire, and Light monsters, but is not exclusive to these cards.
Ace Monster(s): Flamevell Firedog, Thoughtruler Archfiend, Red Nova Dragon
Ace Spell(s): Rekindling, Gold Sarcophagus
Ace Trap(s): Starlight Road, Compulsory Evacuation Device
Appearance:
i452.photobucket.com/albums/qq242/tetsanokirikami/greenwithblackchains.jpg
Altering Note: His hair is longer, tied with a ponytail at the back. His duel Disk is an armband that looks like the head of the chain. The Chain-Armband expands out, coiling to make a black-metal green glowing duel-disk.
This technology is found in his time, where dimension compression is a common technology. The duel disk is of his own design. He also wears a necklace which looks like the Leo Sign, but with a strike inward from it's circular shape.
Appearance of Traits:
Occasionally a green charge of bio-electricity will emerge, either in his eyes or about his body, and his eyes always seem to glow an emerald green (Psychic Duelist). His necklace was already described.
History/Back-Story:
Kirgash hails from the distant future, where all the Heroes across time succeeded. He lived in a virtual utopia, where the last remaining humans achieved some type of social harmony. After what is called 'The Great Tear', most of the world was wiped away from existence, a futile end to a conflict yet unresolved.
No one left in Yahmen, his home city, and the rest of the small strings of countries could explain the happenings. But with so few people left in the world conflict over resources was a pipedream, and new technologies solved all the world's remaining crises.
Yet Kirgash never felt like his reality was quite right. He was the son of an archaeologist father and a mother who tended to botanical fields held in greenhouses. He never really understood how people could be so lofty and comfortable with accepting the "Great Tear". This combined with his rare gift of psychic ability, supposedly a recessive family trait, made him wonder about the world.
When he was young, his father had went to investigate the remains of the world destroyed by the aforementioned event, and only after seven years (making Kir 13 at the time) did he send word to his family he wasn't to return. With his ill-fated letter came the necklace that started Kirgash's curiosity beyond all consideration. His father had been struck by some sort of radiation, shifting his quantum signature.
As far as Kirgash could investigate (becoming 18), he found that the necklace given to him by his father opened up gateways into the unknown. Kir had always been a smart boy, even making his own Duel Disk with a Dimension Compressor unit, but he didn't know how to see the phenomenon. Eventually he came to the conclusion, with some help from the influence of the necklace on his psychic powers, that he might be able to travel through time (quantum realities) to find the remains of his father- so he may one day reconfigure him back into temporal stability.
Along the way he found that the Chronos Arc, as his father called the necklace, would lead him into the distant past; to timelines that were otherwise 'doomed', where he took up the mantle of fallen heroes and defeated their powerful foes. He never knew his luck could guide him to saving a timeline, or whether or not his actions shifted such a time line for the better. But every card which represented a fallen hero seemed to point him in another direction.
There was purpose to his travels, and so he continued his travels for three years via his age, into numerous catacombs of paradox space. That is... Until he found himself at Equinox tower, and a letter of invitation.
Duel Monsters. Legends have been passed down speaking of the magic which has been hidden behind the faces of the cards, their very inspiration started by the clandestine conflicts of summoners. Those who could control the eldritch, maybe abyssal powers of the realms invisible could call forth magic, conjure traps, and create powerful monsters from their imaginations. It has been said that Duel Monsters is not just a game.
Duelists across time have found that the folds which line the Realms Material in its fourth dimension have become stretched. Certain duelists from around the world, and from different times in the History of Earth are receiving invitations to take part in the Solstice of Souls; a dueling tournament of unknown make. The tourney will be held at the edge of space-time in a giant tower structure.
The Era's
Each duelist is from a specific era in the time-continuum. Each era is described below:
(D)uel (M)onsters:
The duelists of this era have witnessed the rise of the King of Games, and his illustrious rule over all things based on contests. The king was arguably the best at not only Duel Monsters, but excelled at many other games. It has been said that duelists of this age have been known to run into ancient artifacts, some housing the spirits of sorcerers from the past. It is also rumored that the King himself has a Spiritual counterpart, and is the reincarnation of that counter-part's essence. Cards from this era tend to be straightforward, unforgiving, and called for unique ingenuity to utilize effectively.(Fusion, Ritual, the 'Forbidden Oldies')
(G)eneration E(X)
Around ten years after the apex of the King's rule, and any time after that but before the next era, are the duelists of the Generation X. Within this time the Earth had found an unknown hero named Judai Yuki; An enthusiastic duelist who always seemed to come out at the end of the day. From rags to riches in a symbolic sense, he fought from the lowest rank of duel academy to becoming s legend in his own right. Duelists from this time have updated duel-disks, and cards only started to become fruitful in the area of complexity. This Era was the hay-day of the Fusion-Summon.
5D's
Hundreds of years further in the future, where the legends of the King and Judai have become children's stories, Dueling has evolved. The name of the game was 'Speed', and a new style of duelist was born; "Riding Duels". These duels were held at extreme speeds with vehicles called 'D-Wheelers'. But standing contests still held strong, as most D-Wheelers sported detachable duel-disks. This era was the bosom of the legend of the "Signers", five duelists chosen by a mystical power of the Earth and Cosmos 'The Crimson Dragon' to stop a prophecy of apocalypse from occurring using the 'Five Dragons'. Of them, another legend was born; Yusei Fudo- the keeper of Stardust Dragon.
The Five Dragon cards, after the eventual deaths of the Signers, seemed to disappear into history; and replicas were no doubt made. This era marked the highlight of strategic complexity; as many cards could be matched into the middle of a strategy or counter-play. Along with the other Summoning techniques, this era gave birth to 'Synchro Summoning', by tuning the energy of a Tuner Monster with that of a Non-tuner to create a more powerful monster. D-Wheelers were especially popular when it came to duelists, but only if one could afford it, or make one. (Most cards from the previous eras are antiques, or are otherwise hard to find.)
ZeXaL
In perhaps several hundreds of years after the era of the 5Ds, the world has become so connected with technology that hologram computers can be kept on person, to be brought up with Virtual Visers; usually covering only one eye. Such technology unsurprisingly has been connected with dueling, allowing a full range of visual sensations, and even the feeling of battle impacts (usually set to a safe level). Riding Duels are rare, if non-existent in this era, as the normal standing duel has once more taken it's position as the standard in such competition.
In this era, card from previous eras are available as 'Golden Oldies', like Monster Reborn. With this the case, the complexity of the 5D's era balances out with the introduction of Xyz(Ik-zee, or 'Exceed') Monsters, monsters summoned by Overlaying two same-level monsters to open a portal from space-time; calling forth a monster. The two Overlayed Monsters sit under the Xyz monster, becoming floating orbs of power in the hologram. Because of the balance of complexity, and the near non-existence of synchro monsters this era's duels tend to be as straightforward as the DM era, yet with inklings of the other two eras.
Eras Beyond
These times in the future are debatable in their complexity, or even state of the world. At this point, a duelist from this far into the future lives in one of many instances of space-time, separate quantum realities that could occur by the happenings of the previous eras. Cards from this time period come from all eras, and one specific set of cards and strategies tends to come from doomed timelines: Malefic Cards. These cards represent the shattered mirror of many cards from the past, and tend to have strict conditions to go with their considerable strength. But only in the Eras Beyond will you find duelists using them, and most of the time such duelists have a fairly... Dark agenda.
Notes:
All duelists will start at the entrance of the Equinox Tower, to be described upon the opening post. In this realm, all duel spirits and similar entities can be seen by all, unless it can conceal itself.
I was hoping for us to use www.duelingnetwork.com/ to actually duel, and whether or not one would like to sum up their duels in posts or ACTUALLY RP during the duel, using the chat logs as their posts to be filled in.
Signup is as easy as a username and email address, and a confirmation. If you don't wish to physically duel, then matches between players can be decided and thus role-played out via dice roll, or some other fashion. I'll be making NPCs with decks of their own, based on their eras and their ability as characters.
All matches on DN for this role-play are strictly Traditional, allowing the duelists of earlier eras the ability to use their power cards. If you are unsure if your era would have a certain card available don't hesitate to ask. Also, thoughts can be penned in the OOC Thread.
Character Information:
Each duelist may have up to two Supernatural Traits and any Gear related to their Era (and socioeconomic status). All duelists should have at least a Basic Duel Disk, but those from later eras may have a D-Wheeler (which comes with a basic disk) or further technology. Should you wish to suggest a piece of Gear, describe it's appearance and function. You wont find D-Wheelers in the DM or GX era, but 5D's and later may have them. If you have a question about a piece of gear or a supernatural trait don't hesitate to ask.
Player DN: (Your DN Name)
Name:
Alias(es):
Age:
Gender:
Occupation: (School, Work, Career, more then one or none)
Era: (DM, GX, 5D's, ZeXeL, Beyond)
Supernatural Trait: Psychic Duelist, Duel Spirit (Monster, Ghost or Entity), Ancient Artifact, Seal.
Duelist Gear: D-Wheeler(5Ds+), Virtual Duel Disk (D-Gazer and Disk, ZeXaL+)), Duel Disk (Basic, DM+), Duel Assistant (ZeXaL+)
Dueling Style: (Your character's approach, their beliefs about dueling, how they address opponents and generally act in a duel etc.)
Deck Name(s): (The name of your character's deck
DecK Strategy: (The general strategy for each deck)
Ace Monster(s): (Up to three may be listed)
Ace Spell(s): (Up to two may be listed, preferably non-staple cards)
Ace Trap(s): (Up to two may be listed, preferably non-staple cards)
Appearance:
Appearance of Traits: (If called for/needed.)
History/Back-Story:
My Character:
Player DN: KirgashCrowe
Name:Kirgash Montey Crowe
Alias(es): Chronos, The Wanderer
Age: 21
Gender: Male
Occupation: Survivalist (Travels constantly)
Era: Beyond
Supernatural Trait: Psychic Duelist (Telekinesis and Metaformation), Ancient Artifact (Chronos Arc; Necklace)
Duelist Gear: Dimension Compressed-Virtual Duel Disk (Noted Later)
Dueling Style: Kirgash is a very polite, if not somewhat flattering duelist. When the duel has nothing weighing upon it, he complements his opponent's advances in the match and encourages them when they make mistakes. But when a duel is important, his politeness turns to respectful resolve. He is unbending in his will to fight on and until the end. Kirgash believes dueling to be a clashing of wills, it is a gentlemanly and honorable way to settle a dispute without bloodshed.
Deck Name(s): Era-Eos
DecK Strategy: This deck was built by Kirgash as he traveled through doomed timelines, thus gathering cards that would seemingly be impossible to have in his Home Time. His deck integrates Synchro Summoning and Xyz summoning in an effort to outmaneuver the enemy with a variety of monsters and effects. The deck utilizes Darkness, Fire, and Light monsters, but is not exclusive to these cards.
Ace Monster(s): Flamevell Firedog, Thoughtruler Archfiend, Red Nova Dragon
Ace Spell(s): Rekindling, Gold Sarcophagus
Ace Trap(s): Starlight Road, Compulsory Evacuation Device
Appearance:
i452.photobucket.com/albums/qq242/tetsanokirikami/greenwithblackchains.jpg
Altering Note: His hair is longer, tied with a ponytail at the back. His duel Disk is an armband that looks like the head of the chain. The Chain-Armband expands out, coiling to make a black-metal green glowing duel-disk.
This technology is found in his time, where dimension compression is a common technology. The duel disk is of his own design. He also wears a necklace which looks like the Leo Sign, but with a strike inward from it's circular shape.
Appearance of Traits:
Occasionally a green charge of bio-electricity will emerge, either in his eyes or about his body, and his eyes always seem to glow an emerald green (Psychic Duelist). His necklace was already described.
History/Back-Story:
Kirgash hails from the distant future, where all the Heroes across time succeeded. He lived in a virtual utopia, where the last remaining humans achieved some type of social harmony. After what is called 'The Great Tear', most of the world was wiped away from existence, a futile end to a conflict yet unresolved.
No one left in Yahmen, his home city, and the rest of the small strings of countries could explain the happenings. But with so few people left in the world conflict over resources was a pipedream, and new technologies solved all the world's remaining crises.
Yet Kirgash never felt like his reality was quite right. He was the son of an archaeologist father and a mother who tended to botanical fields held in greenhouses. He never really understood how people could be so lofty and comfortable with accepting the "Great Tear". This combined with his rare gift of psychic ability, supposedly a recessive family trait, made him wonder about the world.
When he was young, his father had went to investigate the remains of the world destroyed by the aforementioned event, and only after seven years (making Kir 13 at the time) did he send word to his family he wasn't to return. With his ill-fated letter came the necklace that started Kirgash's curiosity beyond all consideration. His father had been struck by some sort of radiation, shifting his quantum signature.
As far as Kirgash could investigate (becoming 18), he found that the necklace given to him by his father opened up gateways into the unknown. Kir had always been a smart boy, even making his own Duel Disk with a Dimension Compressor unit, but he didn't know how to see the phenomenon. Eventually he came to the conclusion, with some help from the influence of the necklace on his psychic powers, that he might be able to travel through time (quantum realities) to find the remains of his father- so he may one day reconfigure him back into temporal stability.
Along the way he found that the Chronos Arc, as his father called the necklace, would lead him into the distant past; to timelines that were otherwise 'doomed', where he took up the mantle of fallen heroes and defeated their powerful foes. He never knew his luck could guide him to saving a timeline, or whether or not his actions shifted such a time line for the better. But every card which represented a fallen hero seemed to point him in another direction.
There was purpose to his travels, and so he continued his travels for three years via his age, into numerous catacombs of paradox space. That is... Until he found himself at Equinox tower, and a letter of invitation.