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Yu-Gi-Oh character sheet for D&D the default race for this roleplay is human the default class is any magic class no multiclassing in this setting ~ If D&D sheets are used in place please include a deck list in the description or under items the deck list is 40 - 60 cards , only official cards will be used during role-play unless approved by the DM ~ original creations on cards can also be used if approved by DM, ~ D&D style role play character sheets is one time only for the duration of the setting, unless for whatever reason you wish to change character your current character will either be killed or become a NPC and Cannons seen in the anime can be used as well but only one can exist either as a NPC or as a player character.
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YGO - items
Weapons the following weapon types will be used in this setting as items they will mostly be used in the monster spirit world in conjunction with a Duel disk if used ( Bow, blade, blunt, chain, pole, shot, sling, throw ) weapons will be converted from D&D. Deck deck list is 40 - 60 cards , only official cards will be used during role-play unless approved by the DM Duel Disk A piece of Dueling equipment attached to the left forearm.They were first manufactured by KaibaCorp as a portable form of Dueling Arena. They use a portable hologram generator to display Duel Monsters. Cards that are played are placed on the Duel Disk's blade. D-Wheel/Duel Boards A special Duel Disk extension utilized for Turbo Duels. Duel Runners were introduced by KaibaCorp as unique Duel Disks which are used for Turbo Duels. They are equipped with a screen which shows Duel details such a the current field and Life Points. It can approach speeds of up to 220 kilometers (136.62 miles) per hour during a Turbo Duel. In addition, other equipment like the helmet visor serves to display various information, such as the stats of a monster. D-Wheels all have hardness of 20 and 50 hit points ( stranded ) or hardness of 50 and 100 HP ( performance ). Children will use Duel Boards, customized skateboards built to allow children to participate in Turbo Duels.
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YGO - shadow game curses and effects
yugioh.wikia.com/wiki/Shadow_G… yugioh.wikia.com/wiki/Shadow_D… ~ the effects of a shadow duel in dungeons and dragons will have different effects depending on the type of shadow game played typically damage will cause a point reduction to CON each time the player takes life point damage during a duel till the shadow game ends if reduced to 0 the player will collapse. if their LP count is over 0 if reduced to 0 they lose their souls, die, etc. ============================ Dark snake syndrome ( spell card ) DC 15 dark snake curse Once the duel ends after an individual is cursed or infected, they will need to do a saving throw of 1d20 + Con Mod. We can set a number for what number is needed to recover from the infection and they have three chances to roll the right number. Once successful, they will be cured and go on normally. However, the infection will get worse for each time they fail before they reach medical help. After the third failure, they will die. the curse mimics the effects of constriction. The afflicted may have continuous trouble breathing and making movement, so that would mean they would have penalties to speed, strength, and fortitude, possibly reflex. ====== bad reaction to simochi ( trap card ) DC 18 Once the duel ends after an individual is cursed or infected, they will need to do a saving throw of 1d20 + Con Mod. Bad reaction to simochi is a curse until the individual is freed from the curse the healer must succeed a heal check = to the level of the curse to break the curse. the effected must also succeed heal check to accept healing from another character if the check fails he/she will take the same amount of lethal damage to HPs ======= Chain energy ( spell card ) DC 15 effect Once the duel ends after an individual is cursed or infected, they will need to do a saving throw of 1d20 + Con Mod. Chain energy is a magical effect that drains the energy of its victim, when casting spells that involve summoning ( ex. Summon Monster 1, Summon Nature’s Ally, Summon Instrument ) user must succeed a check = to the level of the enchantment to break its effect or take 1d8 damage to CON when it is reduced to 0 he/she will start taking lethal damage. the enchantment mimics the effect of energy drain making the users feel tired every time they try to cast magic. ======== Curse of Darkness ( trap card ) DC 18 effect check Chain energy , curse of darkness effects all forms of spellcasting except divine. ======= dark room of nightmare DC 20 mimics the effect of nightmare spell ======= Nightmare wheel DC 15 mimics the effect of nightmare spell =======
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YGO - planes of existence
shadow realm The plane where all the monsters come from, the shadow realm is a place void of light it is a dimly lit dimension that is both conterminous to and coexistent with the Material Plane. The Shadow realm is a world of black and white; color itself has been bleached from the environment. It otherwise appears similar to the Material Plane. Despite the lack of light sources, various plants, animals, and humanoids call it home. yugioh.wikia.com/wiki/Shadow_R… monster spirit world is a world where various spirits of Duel Monster cards inhabit. It is referred as to the alternate dimensions sometimes. The Duel Monster Spirits have a human partner. Sometimes humans can enter this place which are or most of the people who are able to see and communicate with Duel spirits. Sometimes humans only have one duel monster spirit partner and sometimes a human partner has duel monster spirits from all his monster cards yugioh.wikia.com/wiki/Duel_Mon… astral world / Barian World part of the Yu-Gi-Oh Zexeal series yugioh.wikia.com/wiki/Astral_W… material plane The Material Plane tends to be the most Earthlike of all planes and operates under the same set of natural laws that our own real world does. This is the default plane for most adventures.
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YGO - combat rules
== Combat == Combat normally occurs in the monster spirit world, the shadow realm, the astral world or others like it, however it can also occur in the city as well. These features are to be used when a GM allows players to openly bear weapons in the campaign they are running. The Weapons themselves are handled abstractly. The only mechanical difference between weapons deals with MELEE, SHORT-RANGE, and LONG-RANGE weapons. Unless affected by a Class Feature, Arms Features always deal Physical Damage, and Normal-Type Damage. The damage dealt is determined by your Arms User or Weapon of Choice Features, and possibly modified by the weapon itself. * Melee Weapons have a range of 1 Meter. * Short Range Weapons, which include "Thrown" weapons, have a range of 1 to 5 meters. If attacking a target within melee range, Throwing Weapons deal damage at -1 Damage Base. * Long Range Weapons have a range of 10 Meters, but have a minimum range of 4 Meters. == Duels == A duel is a battle played using the cards these normally occur in the city but on special occasions it can also occur in the other worlds like the monster spirit world. The cards themselves are handled abstractly and is only a reference in which a player needs to draw a card they get need to turn the battle to their favor. '''D&D ''' for dungeons and dragons , they must pass a check ( DC - X ) the x is the value needed to pass or match the value for the draw to be a success this dice check is done on a d20 ( 20 sided dice ). d20 = 20 : instant d20 = 1 : fail '''Fate''' The Fate system uses 4d6 which means 4 six sided dice. The checks in this system relate to 2 opposing rolls to generate the needed value to pass the check. 5 or 6 = + 1 or 2 = - 3 and 4 = null '''Chronicle''' this system uses 10d6 each rank of your skill adds one additional dice with any added or subtracted modifiers indicated by -# or +# and on occasion a player will get a test dice #B which means a bonus dice. Standing Duel this is the stranded type of dueling. To duel this way one needs to have procession of a stranded Duel Disk. Depending on the setting the first one may be given for free if not they must be bought by the player using some kind of currency. Shadow Duel Aka shadow game, these occur mostly as a storyline or plot event that occurs in the roleplay, Shadow Duels normally occurs when someone calls for such a battle in which all damage during a duel become real and it will require the duelist to pass a ( DC ) check to avoid the hazards that occur during a shadow duel. Examples of hazards that can occur are falling rubble, ice, burns, etc. A shadow game can also occur at anytime during a regular duel. Turbo Duel ''" Riding Duel acceleration "'' Introduced in Yu-Gi-Oh 5ds, a turbo duel is also known as a riding duel depending on the terms set by the DM/GM the terms of the turbo duel can change namely the use of the speed world/2 and speed spells. Turbo Duels also require the player to have in procession a D-Wheel( duel runner) these may be given for free, created by, or bought by the Player. the conditions of winning a turbo duel is the following. *player renders another D-Wheel unable to function. *Player is unable to continue riding. *Player has completed the set amount of laps. *Player has cross the finish line. *Player has won the duel by reducing opponent LP to 0 *young people must use a Duel Board. Augmented Reality Duel Introduced in Yu-Gi-Oh ZeXeal known alternately as AR Duel, these require the use of D-Pads and Duel Gazer. This form of duel disk lack a hologram generator and requires the use of the Dual Gazer to generate the effects on the cards. The D-Pads themselves are multifunction to be used as a duel disk and a tablet computer. Action Duel ''“ Born from the discovery of implementing mass into Solid Vision, Action Duels! Duels where the field, monsters and Duelists' become one, pulls the crowd into the maelstrom of crazed excitement ! ”'' Introduced in Yu-Gi-Oh Arc V. An Action Duel occurs with the help of tangible Solid Visions. These Solid Visions surround the entire field and the Duel takes place in the entire area. The monsters Summoned during these Duels are real enough to let Duelists interact with them. In an Action Duel, a Field Spell Card is activated before the Duel starts. Action Cards are then scattered throughout the field, which either Duelist can search for to aid them. When an Action Card that is a Spell Card is found , it is placed in the hand and can be used right away as if it was a Quick-Play Spell Card. However , when an Action Card that is a Trap Card is found , it activates right away. When a card is activated , a player can use the Action Cards they found to pay the cost if necessary , as shown in the show when Yuya played "Wonder Balloons" and discarded the Action Cards he found to pay its cost. However, to discourage Duelists from simply hoarding Action Cards, a player may only hold on to one Action Card at a time. Similar to Turbo Duel rules , a Duelist, and in this case the monster , can evade attacks as the Duelist has until the attack connects to respond with an effect and can continue to search for an Action Card to play. This adds an additional dimension to Duels where a Duelist can use the environment to evade while discovering Action Cards they find to respond with. If a Duelist takes too long between playing cards, such as spending too much time looking for Action Cards, they are penalized with an automatic forfeit. The time limit is roughly around 2-3 minutes. ''“ Duelists locked in battle! Kicking the earth and dancing in the air alongside their monsters! They storm through this field! Behold! This is the newest and greatest evolution of Dueling ! ACTION DUEL ! ”'' Link Vrains LINK VRAINS (LINK VRAINS Rinku Vureinzu), standing for "Link Virtual Reality Artificial Intelligence Network System", is the Cyberspace in the Yu-Gi-Oh! VRAINS anime where duelists can take form of an avatar and take part in Virtual Reality Duels. It is described as "a cyberspace constructed with the latest technology". Duelists use D-Boards to Duel and are used to ride the Data Storm. Some Duels conducted here are done so under the Speed Duel rules instead of the Master Rules. The Data Storm disappeared five years prior to the beginning of the story, and reappeared under unknown circumstances when Playmaker challenged a Knight of Hanoi to a Duel. When a Duelist is in LINK VRAINS, their physical body is enshrouded in a blue sphere. == Defeat and Consequences == Death this is the death of the player character, depending on certain conditions , the player may be brought back. Maimed the victor may leave you alive but gives you something to remember him by ~ reduce 1 ability by one permanently Ransom Your opponent may take you or some item you may have for ransom joining ? you may decide to join the person who defeated you. Unconscious Knocked out and left for dead you will awaken 2d6 hours later ( see unconscious ) Yelding You may choose to Yeld in order to choose the outcome of your defeat, on your turn you may choose to give up if you fear your defeat doing so the game master will decide on the terms of your loss. the DM/GM can accept , reject, or make a counter offer if you refuse you cannot yeld.
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YGO - class starter decks
class starter deck barbarian For some, there is only rage. In the ways of their people, in the fury of their passion, in the howl of battle, conflict is all these brutal souls know. Savages, hired muscle, masters of vicious martial techniques, they are not soldiers or professional warriors—they are the battle possessed, creatures of slaughter and spirits of war. Known as barbarians, these warmongers know little of training, preparation, or the rules of warfare; for them, only the moment exists, with the foes that stand before them and the knowledge that the next moment might hold their death. They possess a sixth sense in regard to danger and the endurance to weather all that might entail. These brutal warriors might rise from all walks of life, both civilized and savage, though whole societies embracing such philosophies roam the wild places of the world. Within barbarians storms the primal spirit of battle, and woe to those who face their rage. Role: Barbarians excel in combat, possessing the martial prowess and fortitude to take on foes seemingly far superior to themselves. With rage granting them boldness and daring beyond that of most other warriors, barbarians charge furiously into battle and ruin all who would stand in their way. Starter deck : any warrior , beast warrior deck Structure Deck: any warrior , beast warrior deck archtypes : x-saber amazon gladiator beast Type : warrior beast-warrior attribute : Earth === bard Untold wonders and secrets exist for those skillful enough to discover them. Through cleverness, talent, and magic, these cunning few unravel the wiles of the world, becoming adept in the arts of persuasion, manipulation, and inspiration. Typically masters of one or many forms of artistry, bards possess an uncanny ability to know more than they should and use what they learn to keep themselves and their allies ever one step ahead of danger. Bards are quick-witted and captivating, and their skills might lead them down many paths, be they gamblers or jacks-of-all-trades, scholars or performers, leaders or scoundrels, or even all of the above. For bards, every day brings its own opportunities, adventures, and challenges, and only by bucking the odds, knowing the most, and being the best might they claim the treasures of each. Role: Bards capably confuse and confound their foes while inspiring their allies to ever-greater daring. While accomplished with both weapons and magic, the true strength of bards lies outside melee, where they can support their companions and undermine their foes without fear of interruptions to their performances. Starter deck : Yugi, Yugi Evolution, Yugi Reloaded Structure Deck: open archtypes : open Type : open attribute : open === Cleric In faith and the miracles of the divine, many find a greater purpose. Called to serve powers beyond most mortal understanding, all priests preach wonders and provide for the spiritual needs of their people. Clerics are more than mere priests, though; these emissaries of the divine work the will of their deities through strength of arms and the magic of their gods. Devoted to the tenets of the religions and philosophies that inspire them, these ecclesiastics quest to spread the knowledge and influence of their faith. Yet while they might share similar abilities, clerics prove as different from one another as the divinities they serve, with some offering healing and redemption, others judging law and truth, and still others spreading conflict and corruption. The ways of the cleric are varied, yet all who tread these paths walk with the mightiest of allies and bear the arms of the gods themselves. Role: More than capable of upholding the honor of their deities in battle, clerics often prove stalwart and capable combatants. Their true strength lies in their capability to draw upon the power of their deities, whether to increase their own and their allies' prowess in battle, to vex their foes with divine magic, or to lend healing to companions in need. As their powers are influenced by their faith, all clerics must focus their worship upon a divine source. While the vast majority of clerics revere a specific deity, a small number dedicate themselves to a divine concept worthy of devotion—such as battle, death, justice, or knowledge—free of a deific abstraction. (Work with your GM if you prefer this path to selecting a specific deity.) Starter deck / SD: lawful x Good allignment Dragons collide SD The Blue-Eyed Dragon's Thundering Descent SD Lost Sanctuary SD Surge of Radiance SD Realm of Light SD chaotic x Evil allignment Curse of darkness SD Zombie World SD Gates of the Underworld SD Marik SD archtypes : Type : attribute : Light Dark Divine notes : Lp gaining cards === Druid Within the purity of the elements and the order of the wilds lingers a power beyond the marvels of civilization. Furtive yet undeniable, these primal magics are guarded over by servants of philosophical balance known as druids. Allies to beasts and manipulators of nature, these often misunderstood protectors of the wild strive to shield their lands from all who would threaten them and prove the might of the wilds to those who lock themselves behind city walls. Rewarded for their devotion with incredible powers, druids gain unparalleled shape-shifting abilities, the companionship of mighty beasts, and the power to call upon nature's wrath. The mightiest temper powers akin to storms, earthquakes, and volcanoes with primeval wisdom long abandoned and forgotten by civilization. Role: While some druids might keep to the fringe of battle, allowing companions and summoned creatures to fight while they confound foes with the powers of nature, others transform into deadly beasts and savagely wade into combat. Druids worship personifications of elemental forces, natural powers, or nature itself. Typically this means devotion to a nature deity, though druids are just as likely to revere vague spirits, animalistic demigods, or even specific awe-inspiring natural wonders. Starter deck : Structure Deck: archtypes : Type : fish insect plant reptile sea-serpant attribute : Earth Fire Water Wind === Fighter Some take up arms for glory, wealth, or revenge. Others do battle to prove themselves, to protect others, or because they know nothing else. Still others learn the ways of weaponcraft to hone their bodies in battle and prove their mettle in the forge of war. Lords of the battlefield, fighters are a disparate lot, training with many weapons or just one, perfecting the uses of armor, learning the fighting techniques of exotic masters, and studying the art of combat, all to shape themselves into living weapons. Far more than mere thugs, these skilled warriors reveal the true deadliness of their weapons, turning hunks of metal into arms capable of taming kingdoms, slaughtering monsters, and rousing the hearts of armies. Soldiers, knights, hunters, and artists of war, fighters are unparalleled champions, and woe to those who dare stand against them. Role: Fighters excel at combat—defeating their enemies, controlling the flow of battle, and surviving such sorties themselves. While their specific weapons and methods grant them a wide variety of tactics, few can match fighters for sheer battle prowess. Warrior's Strike SD Warrior's Triumph SD Samurai Warlords SD Structure Deck: Joey Structure Deck: Joey Volume 2 starter deck: Joey Starter Deck: Jaden Yuki archtypes : D-hero E-hero six samurai Type : warrior Equip spells attribute : Open === monk For the truly exemplary, martial skill transcends the battlefield—it is a lifestyle, a doctrine, a state of mind. These warrior-artists search out methods of battle beyond swords and shields, finding weapons within themselves just as capable of crippling or killing as any blade. These monks (so called since they adhere to ancient philosophies and strict martial disciplines) elevate their bodies to become weapons of war, from battle-minded ascetics to self-taught brawlers. Monks tread the path of discipline, and those with the will to endure that path discover within themselves not what they are, but what they are meant to be. Role: Monks excel at overcoming even the most daunting perils, striking where it's least expected, and taking advantage of enemy vulnerabilities. Fleet of foot and skilled in combat, monks can navigate any battlefield with ease, aiding allies wherever they are needed most. Warrior's Strike SD Warrior's Triumph SD Structure Deck: Joey Structure Deck: Joey Volume 2 starter deck: Joey Starter Deck: Jaden Yuki archtypes : D-hero E-hero Fire fist Ninja heroic Type : warrior Equip spells attribute Earth === Paladin Through a select, worthy few shines the power of the divine. Called paladins, these noble souls dedicate their swords and lives to the battle against evil. Knights, crusaders, and law-bringers, paladins seek not just to spread divine justice but to embody the teachings of the virtuous deities they serve. In pursuit of their lofty goals, they adhere to ironclad laws of morality and discipline. As reward for their righteousness, these holy champions are blessed with boons to aid them in their quests: powers to banish evil, heal the innocent, and inspire the faithful. Although their convictions might lead them into conflict with the very souls they would save, paladins weather endless challenges of faith and dark temptations, risking their lives to do right and fighting to bring about a brighter future. Role: Paladins serve as beacons for their allies within the chaos of battle. While deadly opponents of evil, they can also empower goodly souls to aid in their crusades. Their magic and martial skills also make them well suited to defending others and blessing the fallen with the strength to continue fighting. Lp gain prime material dragon Fairy spellcaster E-hero Lightsworn six samurai heroic hireatic Dragons collide SD The Blue-Eyed Dragon's Thundering Descent SD Lost Sanctuary SD Surge of Radiance SD Realm of Light SD Light Divine === Ranger For those who relish the thrill of the hunt, there are only predators and prey. Be they scouts, trackers, or bounty hunters, rangers share much in common: unique mastery of specialized weapons, skill at stalking even the most elusive game, and the expertise to defeat a wide range of quarries. Knowledgeable, patient, and skilled hunters, these rangers hound man, beast, and monster alike, gaining insight into the way of the predator, skill in varied environments, and ever more lethal martial prowess. While some track man-eating creatures to protect the frontier, others pursue more cunning game—even fugitives among their own people. Role: Ranger are deft skirmishers, either in melee or at range, capable of skillfully dancing in and out of battle. Their abilities allow them to deal significant harm to specific types of foes, but their skills are valuable against all manner of enemies. dragunity fossil winged beast beast dinosaur Insect Dragon fish Plant Reptile Sea serpant SD/ starter deck exclude warrior, beast warrior, spellcaster, earth, wind, pyro Rock,fiend, Zombie as primary build === Rogue Life is an endless adventure for those who live by their wits. Ever just one step ahead of danger, rogues bank on their cunning, skill, and charm to bend fate to their favor. Never knowing what to expect, they prepare for everything, becoming masters of a wide variety of skills, training themselves to be adept manipulators, agile acrobats, shadowy stalkers, or masters of any of dozens of other professions or talents. Thieves and gamblers, fast talkers and diplomats, bandits and bounty hunters, and explorers and investigators all might be considered rogues, as well as countless other professions that rely upon wits, prowess, or luck. Although many rogues favor cities and the innumerable opportunities of civilization, some embrace lives on the road, journeying far, meeting exotic people, and facing fantastic danger in pursuit of equally fantastic riches. In the end, any who desire to shape their fates and live life on their own terms might come to be called rogues. Role: Rogues excel at moving about unseen and catching foes unaware, and tend to avoid head-to-head combat. Their varied skills and abilities allow them to be highly versatile, with great variations in expertise existing between different rogues. Most, however, excel in overcoming hindrances of all types, from unlocking doors and disarming traps to outwitting magical hazards and conning dull-witted opponents. Dark Scorpion spells and traps that can steal cards and LP from the opponent as well. They can even have cards that will easily destroy the opponents traps or have monsters that are immune to them. Ex snatch steal, change of heart, mind control, brain control - effects that allows you to take control of your opponent's monsters mystical space typhoon, dust tornado, heavy storm, giant trunade - effects to destroy traps or remove them from field. monsters that are immune or negate spell or trap cards. === sorcerer / Wizard these are spell casters Role: Sorcerers excel at casting a selection of favored spells frequently, making them powerful battle mages. As they become familiar with a specific and ever-widening set of spells, sorcerers often discover new and versatile ways of making use of magics other spellcasters might overlook. Their bloodlines also grant them additional abilities, assuring that no two sorcerers are ever quite alike. Role: While universalist wizards might study to prepare themselves for any manner of danger, specialist wizards research schools of magic that make them exceptionally skilled within a specific focus. Yet no matter their specialty, all wizards are masters of the impossible and can aid their allies in overcoming any danger. spellcasters offensive spells offensive spells are magic cards that can do destruction or LP damage lightning vortex, meteor of destruction , Ookazi prophecy / spellbook dragon rulers ( sorcerer ) type : Dragons, spellcasters, thunder, pyro, monsters of every element, elemental spells and traps.
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YGO - Divine beast
Duel Monsters Obelisk the Tormentor Slifer the Sky Dragon The Winged Dragon of Ra The Wicked Avatar The Wicked Dreadroot The Wicked Eraser Timaeus Critias Hermos Great Leviathan Gx Hamon, Lord of Striking Thunder Raviel, Lord of Phantasms Uria, Lord of Searing Flames E-Hero Neos Air Hummingbird Aqua Dolphin Dark Panther Flare Scarab Glow Moss Grand Mole Rainbow Dragon 5ds Odin, Father of the Aesir Thor, Lord of the Aesir Loki, Lord of the Aesir Crimson Dragon Signer Dragons Duel Dragons ZeXeal Numeron Dragon Mythyrian "Numbers Over-Hundred Numbers Galaxy-eyes Arc V Supreme King dragon Zarc Odd-eyes pendulum dragon Dark Rebellion Xyz Dragon Clear wing synchro dragon Starve venom fusion dragon D&D en.wikipedia.org/wiki/List_of_… the powers of the divine are harnessed by the paladin and Cleric class as magic ( aka. divine magic ) , if the spirits of the gods have been made into a card those are the only 2 classes that can use them but the alignment must match the alignment of the deity and be at least at Lvl 15 + with paladin or cleric as main class. otherwise the Divine beast card type is a NPC story driven monsters.
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YGO - Tabletop RPG and Roleplay
DM info ----------- About What the setting is all about. this setting is the Yu-Gi-Oh TCG/OCG for more info refer to yugioh.wikia.com/wiki/Main_Pag… www.yugioh.com/ www.yugioh-card.com/en/ Bestiary and Monster Races these are the monster cards used during a duel or the monster spirits in the spirit world D&D 3.5e www.d20srd.org/indexes/monster… D&D 5e 5e.d20srd.org/indexes/monsters… Adventures and Quests the typical Yu-Gi-Oh story line seen in anime/manga or a original story. combat there is 2 types of combact Duels and Battles. Duels take place in the world eveyone is familar with a mordern city while battles take place primary in the monster spirit world in which people will use traditional weapons used by anciant times. Duels will vary depending on the generation used 5ds ( syncros & tuners ) ZeXeal ( Xyz ) Arc V ( Pendulum ) Vrains ( Cyverse & link ) Magic the spell and trap cards in duels are the magic used in this setting along with the magic used by the classes found in D&D. 3.5e www.d20srd.org/indexes/spells.… 5e 5e.d20srd.org/indexes/spells.h… PCs, Minions, and Notables The people your players may see, talk to, or kill. These will be taken from the main series side story(s) Yu-Gi-Oh season 0 Yu-Gi-Oh duel monsters Yu-Gi-Oh Gx Yu-Gi-Oh 5ds Yu-Gi-Oh ZeXeal Yu-Gi-Oh Arc V Yu-Gi-Oh VRAINS
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Role-Play thread | Yu-Gi-Oh Arc-V : fifth arc
Story OC insert to YGO:Arc-V set in alternate universe , what if Yuya had a older brother ? What would Change, What would remain the same.
The concept behind this is a cross between Gx and Arc V based on the latter series. Our world is split into 2 sides light and dark. These forces do not mean good or evil but more so the forces of life : day , night , Fire , wind , Earth , Water. Then just like Arc-V has it the world split into 5 dimensions ( Xyz , synchro , fusion , stranded , Spirit ) in which stranded is the central world that is both light and dark. Just like in the anime the setting is a inter-dimensional war being fraught with duel monsters.
Intro
5000 years ago in an unknown nation there lived a king whose name is now lost but is known as the dragon emperor. He was loved by his countrymen along with his high priests . ’ Ray , Kai , Kugeki , Freyja , Raven , Karim ’ The king constantly answered to the needs of his people and always protected them. Till one day darkness struck , with power came corruption and greed and the nation was torn apart some sided with the king and others with rival nations. The king led a army of monsters and people loyal to him and fought against their former countrymen. The battle concluded with neither side victorious. This king is reborn as Zarc who again is a person with good intentions and seeks to entertain his audience. However, the spectators’ selfish constant demands for more brutal and exciting Duels pushed Zarc over the edge as he tried to meet their expectations. In time, he became apathetic for his opponents’ well-being, willing to ruthlessly injure them rather than make an amicable connection with both them and the audience. Zarc became one with his four heavenly dragons ’ odd-eyes dragon , Starveing venom fusion dragon , Clear wing synchro dragon , dark rebellion Xyz dragon. ’ Two people stood in his way with the intent to save the world and protect their father , the two people split the world and zarc along with themselves. To this day the dragon emperor seeks vengeance against the people who took everything away from him including his 4 closest friends and will do anything to ensure his revival and take back his allies.
Counterparts
Ryuu Chaos Dragon ( Gabriel , ) Hieratic / Galaxy eyes ( Ventus , ) Dragunity / Stardust ( Azrael, ) Red-eyes / FGD / Horus the black flame dragon
Yuzu Melodious ( Selena , ) Lunalight ( Rin , ) Windwitch / prophesy windwitch / speedroid ( Ruri ) Lyrilusc / raid raptor
Yuya Odd-eyes / entermate / magician ( Yuto , ) Phantom Knights ( Yugo , ) speedroid ( Yuri, ) predaplant
Character bios
Stranded
Ryuu Sakaki
Yuya’s older brother , he is cool , calm and collected who cares deeply for his brother. Ryuu also has a unique ability to see duel monster spirits like Jaden , Yuma , and Luna in the anime.
He has the power to talk to and interact with duel monster spirits and materialize duel monster effects cards and causing Life Point damage inflicted to the opponent to become real damage and pain, even outside of a Duel or on an Action Field.
Deck ‘Dragons Collide SD’ or master of pendulum / dracoslayer
Fusion
Azrael
Ryuu’s counterpart of the Fusion Dimension with a persona to match. Like Yuri he is cruel and ruthless with no care of other people’s well-being.
Deck 'Dragon’s Roar SD’ ( red-eyes ) , Horus the black flame dragon , F.G.D.
Xyz
Grabriel
Ryuu’s counterpart Xyx Dimension and close friends with Yuto and Ruri , Shun’s younger sister. He is very much like Yuto he cares about friends and do not want to hurt anyone.
Deck 'The Blue-Eyed Dragon’s Thundering Descent SD’ or Galaxy-eyes, Hieratic
Synchro
Ventus
Ryuu’s counterpart Synchro dimension & childhood friend of Rin and Yugo who was also captured by the enemy. he is seen as a sweet, cheerful, curious, brave, person and gets excited at anything new or interesting,
Deck 'Dragunity SD
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Original world
Supreme king , Zarc ( dragon emperor , Zarc ) yugioh.wikia.com/wiki/Zarc - Supreme king dragon

People called him the Star Dragon King , in modern times he is known as the dragon emperor. A ruler in an unknown nation. When the nation was disturbed by evil the King, sent a prayer of salvation to the Dragon Star. The Dragon Star responded by sending down to earth 2 powers the gentle darkness which was given to the king and the crimson dragon to seal the evil.The crimson dragon is split into 6 pieces ( head , hand , foot , tail , wing , heart ) then grafted into his high priests
Kai , Duel Priest ( High Priest , Kai ) - Dragon / Creation - odd-eyes dragon- mark of the dragon : head ( Clear Mind )
Ray , Duel priestess( High Priestess , ray ) yugioh.wikia.com/wiki/Ray_Akab… - Light / Life - Clear wing synchro dragon- mark of the dragon : hand ( Duel Spirit Interaction )
Kugeki , Duel Priest
( High Priest , Kugeki )
- Dark / destruction
- dark rebellion xyz dragon- mark of the dragon : wings ( blazeing soul )
Freyja , Duel Priestess
( High Priestess , Freyja )
- Mystery / dead
- starve venom fusion dragon- mark of the dragon : foot ( Psychic Power )
- Raven
- High priest
- black-winged dragon / black feather darkrage dragon
- mark of the dragon : tail
- Karim- High priest
- Power tool dragon | life stream dragon / power tool mecha dragon
- mark of the dragon : Heart
In their past life the 5 of them are the High Priests of the dragon emperor , each one of them can control one of the 4 dimension dragons. But only the dragon emperor controls all 4. However they are also the first signers. The signers powers are passed on in the form of a family line or a bond between master and student. They all have the power to summon forth the crimson dragon.
In modern times 6-10 People are chosen at each generation by the crimson dragon , mainly the people who can hear its call. it is said that these people are the incarnations or ancestors of the original signers. This method the binding occurs when someone gains mastery over one of its servants be it of light ( signer dragons ) , darkness ( duel dragons ) , or both ( 1 signer , 1 duel dragon ).
Pantheon
Supreme King Dragon
Supreme King Z-ARC
Servants
Supreme King Dragon Darkwurm
Supreme King Dragon Clear Wing |Clear Wing Synchro Dragon
Supreme King Dragon Dark Rebellion | Dark Rebellion Xyz Dragon
Supreme King Dragon Odd-Eyes |Odd-Eyes Pendulum Dragon
Supreme King Dragon Starving Venom | Starving Venom Fusion Dragon
The power processed by the supreme king is known as the gentle darkness the power to see and hear Duel Monster spirits and control them. This is the main power that is used by the Supreme King.
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Ultimate God
( aka. crimson dragon )
Ultimaya Tzolkin
Phantasmal Lord Ultimitl Bishbaalkin
The true god worshiped by the supreme king and the dragon empire in physical form. The Crimson Dragon is a giant winged Aztec dragon, with a glowing red body. It has five fingers, similar to humans, bird-like legs, a long tail and neck and gold-colored eyes. On the end of its tail is a shovel-like dagger.
Servants
( Signer dragon / duel dragon )
Stardust Dragon |Stardust Spark Dragon
Red Dragon Archfiend |Hot Red Dragon Archfiend
Black Rose Dragon | Black Rose Moonlight Dragon
Ancient Fairy Dragon | Ancient Pixie Dragon
Black-Winged Dragon | Blackfeather Darkrage Dragon
Life Stream Dragon | Power Tool Mecha Dragon
Dragonecro Nethersoul Dragon
Ascension Sky Dragon
Void Ogre Dragon
Beelze of the Diabolic Dragons
Spirits that had sided with the ultimate god
——–
References
- Four Dimension Bracelets
- Four Dimension Dragons
- Yuya’s pendant
Mysterious Duel Charm linked to Pendulum Monsters
- Ryuu’s pendent
Mysterious Duel Charm linked to the Duel monsters Spirit world
- Emperor Key
- Signer marks
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Yu-Gi-Oh Tabletop Adventures ( D&D 3.5e )
Gx - Fusion 5ds - synchro ZeXeal - Xyz Duel Monsters ( anime , season 0 ( toei ) , manga ) - stranded dimension. A place where anything is possible
The 4 dimensions seen inside of Arc-V. What happens in each one can depend on the history of that world following the anime depending on which arc you used as the world reference , or post/original story.
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Other Notes..
Role-Play enabled ( open form and tabletop ) canon or original story.
canon only ( cards )
-novadragon1000.deviantart.com/…
- stellardragon1000.deviantart.c…
- ygotcg.deviantart.com/gallery/…
Fan friction . net -
www.fanfiction.net/s/11937250/…
deviantart . com -
ygotcg.deviantart.com/gallery/…
speed world
For the purpose of the fanfiction posted there has been a slight change to the effect of speed world , during a riding duel that functions similar to master rule 3. Though the effect of speed world is a field spell. the player can still play a different field spell. The effects of speed world will remain indefinitely as long as a riding duel is used players will get to use their own field effect on top of speed world effect activated as a continuous spell card. if speed world neo is used the riding duel also becomes an action duel as seen in arc v.
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In the fan friction the character Ryuu , his dimensional link is the following monsters
( galaxy-eyes photon dragon - xyz )
( light and darkness dragon / odd-eyes dragon - standard )
( FGD / red-eyes dragon - fusion )
( stardust dragon - synchro )
red-eyes darkness metal dragon is the spirit partner of Kai Akaba in the original dimension , for that reason all of his counterparts will have it.
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Role-Play thread | Yu-Gi-Oh Gx : Scars of Time
Story
OC insert to Yu-Gi-Oh Gx anime that follows the story a bit with my own changes , a new mysterious duelist named Kaisuke now joins Jaden and his friends as the savior to protect the world from a new darkness…But who is he exactly ?
Story Arcs
Seven Stars Society of Light Dimension World Darkness Organization XIII
Characters OCs
Kaisuke Ryu
Often seen as a calm , stoic and reserved person but deep down he is is friendly and sociable. His real name is Kazuma the middle brother of the Ryu family , currently looking for answers relating to his past in which he has no memory of. He was anxious to learn about his past life before he had amnesia he went to DA thinking it might help him remember.
Deck ‘Dragons Collide SD’
Spirit partner - Light and Darkness dragon , Stardust spark dragon , Xyz monsters
Tsukasa Ryu
Kazuma Ryu’s younger brother and tired of living in the shadow of his elder brother, Tsukasa came into possession of a tremendous dark power. Oddly enough, this dark power possessed no true evil, but still darkened Tsukasa’s mind and resonated with and morphed his Deck, creating a symbiotic relationship that allowed Tsukasa to control the darkness.
Tsukasa is an intelligent and scarily competent individual as a result of gaining the dark power, hunting down spirits with disturbing persistence. However, the dark power did not morph his perception of his brother, and despite having grown distant, Tsukasa clearly still cares about his brother and refuses to hunt his spirits (often hitting any of his comrades that try)or their souls.
Deck 'Dragon’s Roar SD’
Spirit partner - horus the black flame dragon , red hot dragon archfiend , Fusion monsters
Raiden
the first born son of the Ryu family unlike his brothers he doesn’t process the power of light or darkness instead he was chosen by the cards the Yang Zing. Like his family he does have the power to talk to duel spirits, his spirit monster Baxia, Brightness of the Yang Zing and also his guardian over time darkness took to his heart and he seek to claim the power for himself targeting the youngest brother in a way he was successful and the darkness created a second spirit was created Yazi, Evil of the Yang Zing. he was eventually stopped by Kazuma the family is then torn apart and the memory of the family wiped from their minds except Raiden, and till this day he continues to target his brothers for the duel energy.
From a young age, Raiden was quiet and insightful. He lived at a distance, observing individuals and ideas without getting directly involved so that he could fully understand them. Although this approach prevented him from becoming close with many people, it enabled him to think and act without prejudice or preconceptions, instead evaluating things strictly on their own merits. He would think about his family and origins of the Duel Spirits as he can hear and see them as well. For this reason he never had the self-righteous loyalty to his family; though he loved his family and wanted the best for them, he knew there were more important things than the family’s aspirations.
Despite being a pacifist by nature, Raiden felt his own needs were secondary to the greater good’s; to that end he became a duelist. He trained tirelessly to improve himself as quickly as he could and subjected himself to all of life’s inconveniences without complaint for the simple motivation of being useful to others. Being so accomplished as a duelist enabled Raiden to approach problems less violently than others would, satisfying his peace-loving nature.
Eventually it took a turn for the worse after the passing of his parents at the birth of his youngest brother, so he decided to use his power to make a new world and that needed him to gather the the seven lights and 13 darkness found in the souls of a duelist. He learns that his 2 brothers held the power and attacks them for their duel spirit and was successful turning one of them to darkness and tears his family apart as a result.
Deck 'Yang Zing"
Spirit Partner - Yang Zing monsters , True Draco , Pendulum
Artifacts
There are 13 in total… 4 of which also has a dark counterpart. 4 of them relates to Law and good. 4 of them relates to chaos and evil. The last one is the most powerful. Although their origins are unknown , they appear to access the dark magic of the Shadow Games , and are , in turn , all emblazoned with the Wdjat Eye. All of them afford the user the powers of the Shadow Game.
I Millennium Puzzle | Shadow Charm Pendant II. Millennium Eye | Shadow Charm Eyepatch III. Millennium Ring | Shadow Charm Ring IV. Millennium Necklace | Shadow Charm Choker V. Millennium Key VI. Millennium Rod VII. Millennium Scale VIII. Millennium Sword IX. Shadow Charm Mask X. Shadow Charm Emerald Tablet XI. Shadow Charm Headband XII. Shadow Charm Gauntlet XIII. Quantum Cube
- yugioh.wikia.com/wiki/Shadow_C… - yugioh.wikia.com/wiki/Millenni…
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Pantheon
Sacred Beasts
yugioh.wikia.com/wiki/Sacred_B…
Wicked God
yugioh.wikia.com/wiki/Wicked_G…
Egyptian God
yugioh.wikia.com/wiki/Egyptian…
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Yu-Gi-Oh Tabletop Adventures ( D&D 3.5e )
Think of this one as a cross theme 5ds / Gx. where 3 people come from the future where the game has evolved similar to Team New World ( aka yliaster < Three Pure Nobles > ). The events that they faced scarred them to a point they wish to destroy and recreate the world using the power of the gods.
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Role-Play enabled ( open form and tabletop ) canon or original story.
canon only ( non pendulum fusion cards )
- novadragon1000.deviantart.com/… - stellardragon1000.deviantart.c…
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Role-Play thread | Yu-Gi-Oh 5ds : Spirit riders
Story
In ancient times the spirit world and the human world existed as one protected by people known as the Duel Priests , they are known as the guardians. Then calamity struck destroying the world and faded into darkness. It was then rebuild through the hearts of the guardians but the single world was split into 2 halves. when brought together they can awaken the Ultimate God
——
The 12 spirits are split among the elements of light and darkness. They are said to be cards specifically designed for Turbo Duel rituals in ancient times.
The “Duel Spirits” cards are ancient cards, who are held by the 2 brothers in the present.
The light spirits are known as signer dragons and linked to people called signers. The signers all process a mark of the dragon
The dark spirits possess a massive dark power known as ( duel dragons ) , they are strong enough to control their own holders if they are unable to tame them. A man who holds a “Duel Dragon” becomes a Duel Priest, while a woman becomes a Duel Priestess.
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Pantheon
Ultimate God
Ultimaya Tzolkin
( aka. crimson dragon )
Phantasmal Lord Ultimitl Bishbaalkin
Servants
Stardust Dragon | Stardust Spark Dragon
Red Dragon Archfiend | Hot Red Dragon Archfiend
Black Rose Dragon | Black Rose Moonlight Dragon
Ancient Fairy Dragon | Ancient Pixie Dragon
Black-Winged Dragon | Blackfeather Darkrage Dragon
Life Stream Dragon | Power Tool Mecha Dragon
Dragonecro Nethersoul Dragon
Ascension Sky Dragon
Void Ogre Dragon
Beelze of the Diabolic Dragons
Nordic
- Polar Star
Odin, Father of the Aesir
Thor, Lord of the Aesir
Loki, Lord of the Aesir
Earthbounds
- Earthbound God
Earthbound Immortal
Earthbound Servant
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Meklord
- Machine Imperial
yugioh.wikia.com/wiki/Meklord
Malefic
- sin
yugioh.wikia.com/wiki/Malefic
Timelord
- Time Machine God
yugioh.wikia.com/wiki/Timelord
Arcadia Movement
An underground organization of Psychic Duelists lead by
Sayer
. whose goal was to assemble an army of Duelists with unnatural powers.
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Yu-Gi-Oh Tabletop Adventures ( D&D 3.5e )
Rex Goodwin | Rutger Godwin
Rex and Rutger can be seen as the original holders of the duel and signer dragon cards. their role is seeking out those suitable to wield the dragons.
Signer | Dark Signers
Signers and Dark signers are enemies of each other , locked in a war that spans thousands of years. The signers also deal with any other threat that threatens their world.
Duel priest | Duel priestess
The dark counterpart of the signers. But this darkness is no true evil unlike the dark signers who seek destruction.
original characters
Katsumi
Age: 12
he is seen as a sweet, cheerful, curious, brave, person and gets excited at anything new or interesting.deck: dragunity
spirit monster ( stardust spark dragon )
Kazuma
Age : 14
cool , calm and collected , he is protective of his younger brother
deck: dragons collide
spirit monster ( red hot dragon archfiend )
Katsumi and Kazuma Shouji are brothers when their parents both died they were sent to an orphanage. They and befriended Yusei Fudo , Jack Atlas, and Crow Hogan. The only memory they have of their family are their decks.
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reference
anime - kissanime.ru/Anime/Yu-Gi-Oh-5D…
manga - www.reddit.com/r/yugioh/commen…
games
Stardust Accelerator
Reverse of Arcadia
Over the Nexus
Duel Transer
Other
- Role-Play enabled ( open form and tabletop ) - canon or original story - cards ( canon only - 5ds and non-pendulum arc v ) - setting updated …. re-post from
novadragon1000.deviantart.com/…
- stellardragon1000.deviantart.c…
- yugioh.wikia.com/wiki/Yu-Gi-Oh…
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