Cobalt Chronicles

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Cobalt Chronicles

Post by Orcapon on 22nd August 2013, 1:22 pm

Welcome to Cobalt City, a city not too different from Domino. It has recently been growing quite rapidly, and few would even guess that a hundred years ago this town was nothing more than a mining town, known for its main export, cobalt. Many of the younger residents have forgotten the city’s history already, as the mine was shut down years ago. Nowadays it is known for one thing: Dueling. Duelists from around the world come here, trying to make it big, because if you can make it here, you can make it anywhere. Though dueling isn’t everything there is here, there are also many businesses and of course the beautiful beach on the east side of the city, and the bountiful forests to the north, just stay out of the western mines, where many duelists have begun to go missing as of late…

And that’s the setting! This is Cobalt Chronicles, a yugioh role play! Here are the rules!

”rules”:

1. No controlling other people’s characters.
2. Keep incharacter drama in the rp, and outofcharacter drama out of it.
3. Scripted duels are allowed(where both duelists have decided who should win) and they can be rp’d in thread.
4.Unscripted duels(where the outcome hasn’t been agreed on) are done on DuelingNetwork. You can roleplay in the chats there, and if you do go ahead and have one of you two post the events in thread so the rest of us know what happened.
5.Please don’t do anything higher than pg-13
6.I can change these rules on a whim
”Special Dueling Rules”:

1.No entering with Tier 1 decks, which atm are dragon rulers, spellbooks, firefists(this may change over time as the meta changes, if you already ran a deck and it becomes tier 1, you don’t have to change it, just keep in mind that the point isn’t to win against each other, but to have fun)
2.Each duelist can have just 1 number monster at the start that nobody else has claimed. Banned numbers are allowed, but just 1 copy.
3.Number monsters can only be destroyed in battle by other number monsters.
4.If both sides agree, they can add extra rules(playing with no spells, different starting lp, limited number of turns, etc)
5.Chaos Numbers have to be earned through the rp
And because there are turbo duels allowed, here are the rules for it!
”Turbo Duel Rules”:

First thing first, when turbo dueling both players add an extra field spell to their deck then activate it at the start, that field spell is Speed World 2. It cannot be destroyed in anyway, and other field spells cannot be activated. During each of your Standby phases you add a counter to your speed world(maximum is 12). If you take damage, you lose one counter for every 1000 damage. In order to activate spells you have to remove counters from it depending on what the spell does. Instead of using counters you can pay 1000 life points to activate it instead. Here are the counters needed for what:
-Discard or remove from play one or more opponent's card: 2 Sp
-Discard or remove from play entire opponent's hand: 4 Sp
-Destroy or remove from play 1 or more opponent's Spell or trap: 3 Sp
-Destroy or remove from play all opponent's spell and traps: 6 Sp
-Destroy or remove from play 1 or more opponent's monsters : 4Sp
-Destroy or remove from play all opponent's monsters: 8 Sp
-Destroy or remove from play 1 or more of you opponent's card: 5 Sp
-Destroy or remove from play all opponent's cards: 10 Sp
-Destroy or remove from play opponent's field and hand:12 Sp
-Special summon from hand or deck: 4 Sp
-Special summon from grave or removed from play: 8 Sp
-Increase/Decrease Lifepoints: 4 Sp
-Increase/Decrease ATK / DEF: 4 Sp
-Other effects,like taking control of a card: 4 Sp
-For Equip and Continuous spells, you don’t remove counters, instead you need to have 5 counters when you use their effect, or else you pay 1000 each time.

The field spell also has its own effects you can use:
“You can remove any number of your own Speed Counters from this card to activate an appropriate effect:
- 4: Inflict 800 damage to your opponent for each Spell Card in your hand.
- 7: Draw 1 card.
- 10: Select and destroy 1 card on the field.”

Asides from that, a turbo duel is like a regular one, ,only in motion

Since you made it all the way here, you get the character template!
Spoiler:

Name:
Gender:
Age:
Appearance:
Personality:
History(give as much as you want):
Number?: -if you have a number-
Deck: -We don’t need the decklist, but just the archetype, though if you want to give the list you can-

And now:
”Status of Numbers”:

If next to the number there is nothing, that means it can be claimed. Also I’m lazy so I’ll just list the mall at once using only their number whether they exist in the tcg or not(cause I think most of them will be released eventually).:

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85: Held by Dino
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104: Held by Shadow walker
105
106
107: Held by Nightgear
108
109
110

The Rp will start some time August 26, so get your characters submitted soon!

EDIT: Some setting stuff I forgot to mention. We are around the same time as when Zexal takes place, only none of the stuff in Zexal happened, or will happen. This means we are using Duel Gazers and D-pads, and AR Duels. Also, D-pads/Duel Gazers are expensive(around $500 usd each). Most people have the cheaper standard models, but some people have custom ones, mainly people who won contests, professional duelists, those rich enough to get one, those who got them as school/team gear, and of course those with magicalish ones (example Astral). Turbo duels on the other hand, use solid projection(holograms like in 5ds) because driving in AR is dangerous :T

For Turbo Duels, you can use Duel Runners, or the newest technology made so people without liscences can have Turbo Duels....Duel Boards(skateboards) Duel Cycles(bikes) and Duel Blades(skates, roller and ice)

Oh and some more about numbers, they've just recently begun appearing, with nobody knowing from where, and something neat happens when a number is on the field....the damage is real!(original I know...)


Last edited by Lux on 28th August 2013, 8:32 pm; edited 4 times in total
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Re: Cobalt Chronicles

Post by Zexy on 22nd August 2013, 10:36 pm

I am definitely in.

Name: Dino Yuvaka
Gender: Male
Age: 16
Appearance: Tall, short brown hair. Blue eyes with red spectacles. Wears a white t-shirt with white pants and white sneakers.
Personality: Introvert, hard to make friendships. A bit proud. Most people refer to him as a bit "weirdo" because of his appearance, manners and Number. Does not have a Duel Runner or any other Turbo Dueling equipment, so he just does Ground duels.
History: Dino is introvert, to the point of autistic. His father, knowing that, decided to help him become a sucessful Duelist. In order for that to be achieved, though, he had to trust in others, and even more, in himself. Hence, before leaving for Cobalt, he bestowed his child a Gamble Deck and a lucky charm. Upon arriving in Cobalt, Dino found Crazy Box. His adventure begins from there.

Number 85 Crazy Box.
Unlike Lucky Straight's powers, Crazy Box bestows luck only when Dino is psychologically allright. When he is troubled, it causes him to become extremely unlucky. In a way, the Number is "controlling" his holder by either making him happier or unhappier, enhancing his current state of mind. The "dark aura" that Number holders exert when they are stripped of free will is present in both cases, although in the second one the effects are much more intense.

The fact that Dino wields a pitch-black colored Number while he wears all-white clothes makes others think of him as psychologically disabled.

Deck: Gamble deck focusing on Level 4 Dark Monsters with effects that hurt more the opponent than the user. They are used to Xyz Summon his Number card, and support cards for the Dark attribute are used in conjuction for better results. He also includes cards irrevelant to his Number's Summoning (His Blowback Dragon may be an indication of this), given to him by his father, for they were supposed to be the true hidden aces of the Deck...


Last edited by Zexy on 28th August 2013, 9:36 pm; edited 2 times in total


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Re: Cobalt Chronicles

Post by Truthseeker4449 on 23rd August 2013, 8:57 am

Lux wrote:
”Turbo Duel Rules”:

First thing first, when turbo dueling both players add an extra field spell to their deck then activate it at the start, that field spell is Speed World 2. It cannot be destroyed in anyway, and other field spells cannot be activated. During each of your Standby phases you add a counter to your speed world(maximum is 12). If you take damage, you lose one counter for every 1000 damage. In order to activate spells you have to remove counters from it depending on what the spell does. If you don’t have enough counters, then you can pay 1000 life points to activate it. Here are the counters needed for what:
-Discard or remove from play one or more opponent's card: 2 Sp
-Discard or remove from play entire opponent's hand: 4 Sp
-Destroy or remove from play 1 or more opponent's Spell or trap: 3 Sp
-Destroy or remove from play all opponent's spell and traps: 6 Sp
-Destroy or remove from play 1 or more opponent's monsters : 4Sp
-Destroy or remove from play all opponent's monsters: 8 Sp
-Destroy or remove from play 1 or more of you opponent's card: 5 Sp
-Destroy or remove from play all opponent's cards: 10 Sp
-Destroy or remove from play opponent's field and hand:12 Sp
-Special summon from hand or deck: 4 Sp
-Special summon from grave or removed from play: 8 Sp
-Increase/Decrease Lifepoints: 4 Sp
-Increase/Decrease ATK / DEF: 4 Sp
-Other effects,like taking control of a card: 4 Sp
-For Equip and Continuous spells, you don’t remove counters, instead you need to have 5 counters when you use their effect, or else you pay 1000 each time.

The field spell also has its own effects you can use:
“You can remove any number of your own Speed Counters from this card to activate an appropriate effect:
- 4: Inflict 800 damage to your opponent for each Spell Card in your hand.
- 7: Draw 1 card.
- 10: Select and destroy 1 card on the field.”

Asides from that, a turbo duel is like a regular one, ,only in motion
Excuse me my fine sir, but this gentleman, who has not yet decided to join this RP, has a few questions regarding these rules.

#1 How do Turbo Duels begin on DN? Namely is a field spell substituted for the non-existent Speed World 2 (so that we can actually place counters) and if so, how does it get on the field fairly?
#2 How do these rules affect spells that affect both the Opponent and Yourself at some point in the effect, though not necessarily at the same time.


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Re: Cobalt Chronicles

Post by Orcapon on 23rd August 2013, 9:21 am

@Truthseeker4449 wrote:
Lux wrote:
”Turbo Duel Rules”:

First thing first, when turbo dueling both players add an extra field spell to their deck then activate it at the start, that field spell is Speed World 2. It cannot be destroyed in anyway, and other field spells cannot be activated. During each of your Standby phases you add a counter to your speed world(maximum is 12). If you take damage, you lose one counter for every 1000 damage. In order to activate spells you have to remove counters from it depending on what the spell does. If you don’t have enough counters, then you can pay 1000 life points to activate it. Here are the counters needed for what:
-Discard or remove from play one or more opponent's card: 2 Sp
-Discard or remove from play entire opponent's hand: 4 Sp
-Destroy or remove from play 1 or more opponent's Spell or trap: 3 Sp
-Destroy or remove from play all opponent's spell and traps: 6 Sp
-Destroy or remove from play 1 or more opponent's monsters : 4Sp
-Destroy or remove from play all opponent's monsters: 8 Sp
-Destroy or remove from play 1 or more of you opponent's card: 5 Sp
-Destroy or remove from play all opponent's cards: 10 Sp
-Destroy or remove from play opponent's field and hand:12 Sp
-Special summon from hand or deck: 4 Sp
-Special summon from grave or removed from play: 8 Sp
-Increase/Decrease Lifepoints: 4 Sp
-Increase/Decrease ATK / DEF: 4 Sp
-Other effects,like taking control of a card: 4 Sp
-For Equip and Continuous spells, you don’t remove counters, instead you need to have 5 counters when you use their effect, or else you pay 1000 each time.

The field spell also has its own effects you can use:
“You can remove any number of your own Speed Counters from this card to activate an appropriate effect:
- 4: Inflict 800 damage to your opponent for each Spell Card in your hand.
- 7: Draw 1 card.
- 10: Select and destroy 1 card on the field.”

Asides from that, a turbo duel is like a regular one, ,only in motion
Excuse me my fine sir, but this gentleman, who has not yet decided to join this RP, has a few questions regarding these rules.

#1 How do Turbo Duels begin on DN? Namely is a field spell substituted for the non-existent Speed World 2 (so that we can actually place counters) and if so, how does it get on the field fairly?
#2 How do these rules affect spells that affect both the Opponent and Yourself at some point in the effect, though not necessarily at the same time.
yup, its substituted with a random field spell that both duelists add to their deck before the duel then before the first turn, both players return all their cards to their deck then get the field spell out, activated it(so they can put counters) and then after activating it, they draw however many cards they should have depending on if they're going first or second (5 if second, 6 if first I think)

as for the rules, if the spell includes the effect, then it is added to its cost. So lets say you use a spell that destroy's an opponent's monster, and a spell/trap, its cost would be 7 (4+3), though activating a continuous spell just requires that you have 5 counters (because dangerous machine 6 is a thing). Also, if it only involves doing things to yourself, you would count those parts of the effect as "other". Also an explaination for summing up costs would be, assume a card like scrap storm, it would cost 4 because all of the effects are from the same category (other) but a card that has effects from separate categories that are mentioned (like the example above of destroying opponent's monster and spell/trap) would have the different categories costs added up. Hope I didn't confuse you ^^;;
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Re: Cobalt Chronicles

Post by Truthseeker4449 on 23rd August 2013, 10:32 am

I'll just stay out of Turbo Duels.... if I decide to join.


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Re: Cobalt Chronicles

Post by Truthseeker4449 on 23rd August 2013, 1:07 pm

More questions:

*Is damage calculation still applied to Numbers if attacked by non-numbers?
*Is our deck allowed to change?


will I join or not.... might as well give it a shot:

Name: Nightgear
Gender: Female
Age: Seemingly around 16
Appearance:
They say a picture is worth a thousand words and I'm lazy so:
Personality: While usually quiet and reserved, she can occasionally exhibit signs of being sadistic. Nightgear prefers to be alone and can be usually found listening to music, even during a duel. Nightgear also has a knack for machines, evidenced by her D-Pad, which she built herself from old and beat up units, and the numerous vehicles, ranging from rebuilt duel runners to massive steam locomotives, sitting in her workshop, which is located near in a warehouse near the old mine. Despite being very good at fixing them, Nightgear hates using duel runners, finding the idea of dueling and driving a runner at the same time too dangerous.
History: Nightgear's past is deeply shrouded in mystery, in fact Nightgear isn't even her real name, but rather a Code Name assigned to her by several highly influential countries. Nightgear also seems to have a very special relationship with those countries, exactly what this relationship involves is unknown to most. Nightgear also occasionally hints that she is far older than she appears. In addition to her mechanical skills, Nightgear also seems to have picked up magic somewhere, as her D-Pad is able to compress itself into her glove without giving an indication that it's there.

Nightgear has lived in the area for some time now, haven taken over one of the abandoned warehouses near the old mine. Nightgear frequently goes into Cobalt City to pick up parts for projects. Nightgear has gained a reputation as one of the best mechanics in the area and duelists often come to her to get their equipment fixed or tuned. Most of the children in the area know her as the lady who drives the steam locomotive during the winter holidays, when Nightgear uses one of her locomotives to haul holiday trains to raise money for charity.
Number?: #107 Galaxy-Eyes Tachyon Dragon
Deck and Dueling Equipment: Nightgear uses Dark Worlds (note the current deck uses the sidedeck as storage for cards I normally do have in the extra deck but are removed for the RP and this includes several number monsters. I do this so that I can quickly convert the deck back for non-RP dueling) and took up dueling as a hobby after watching some duels in the City. Instead of buying her D-Pad and Duel Gazer, Nightgear built hers from old, junked units, only buying some essential parts to make it work. Nepgear also applied some non-standard features to make it so that it could fold itself away when not needed into her glove (though many question how is this actually possible) and her hairpiece is in fact her Duel Gazer, also capable of shifting forms. Both are mainly black with purple highlights and displays when in use.

While Nightgear always has several duel runners in varying states of repair in her workshop at any given time, she finds the concept too dangerous, especially when she's seen the depressing aftermath of a devastating crash far too many times for her own liking. However sharp-eyed observers will note the presence of Solid Vision projectors on all of her vehicles....


Last edited by Truthseeker4449 on 23rd August 2013, 7:31 pm; edited 2 times in total


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Re: Cobalt Chronicles

Post by Zexy on 23rd August 2013, 1:11 pm

I agree that Turbo Duels shall get simplified.
Example: use Counters only for the Field effects ie no restrictions on otherwise regular actions. Maybe some "staple" Spells can be so-called Speed Spells, with a list of them and their SPC cost.


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Re: Cobalt Chronicles

Post by Truthseeker4449 on 23rd August 2013, 1:40 pm

Meaning cards like Dark Hole?


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Re: Cobalt Chronicles

Post by Orcapon on 23rd August 2013, 1:50 pm

@Truthseeker4449 wrote:
More questions:

*Is damage calculation still applied to Numbers if attacked by non-numbers?
*Is our deck allowed to change?


will I join or not.... might as well give it a shot:

Name: Nightgear
Gender: Female
Age: Seemingly around 16
Appearance:
They say a picture is worth a thousand words and I'm lazy so:
Personality: While usually quiet and reserved, she can occasionally exhibit signs of being sadistic. Nightgear prefers to be alone and can be usually found listening to music, even during a duel. Nightgear also has a knack for machines, evidenced by her duel disk, which she built herself from old and beat up duel disks, and the numerous vehicles, ranging from rebuilt duel runners to massive steam locomotives, sitting in her workshop, which is located near in a warehouse near the old mine. Despite being very good at fixing them, Nightgear hates using duel runners, finding the idea of dueling and driving a runner at the same time too dangerous
History: Nightgear's past is deeply shrouded in mystery, in fact Nightgear isn't even her real name, but rather a Code Name assigned to her by several highly influential countries. Nightgear also seems to have a very special relationship with those countries, exactly what this relationship involves is unknown to most. Nightgear also occasionally hints that she is far older than she appears. In addition to her mechanical skills, Nightgear also seems to have picked up magic somewhere, as her duel disk (which is black and purple) is able to compress itself into her glove without giving an indication that it's there.

Nightgear has lived in the area for some time now, haven taken over one of the abandoned warehouses at the old mine. Nightgear frequently goes into Cobalt City to pick up parts for projects. Nightgear has gained a reputation as one of the best mechanics in the area and duelists often come to her to get their duel runners fixed or tuned. Most of the children in the area know her as the lady who drives the steam locomotive during the winter holidays, when Nightgear uses one of her locomotives to haul holiday trains to raise money for charity.
Number?: #107 Galaxy-Eyes Tachyon Dragon
Deck: Dark World (note the current deck uses the sidedeck as storage for cards I normally do have in the extra deck but are removed for the RP and this includes several number monsters. I do this so that I can quickly convert the deck back for non-RP dueling)
damage calculation still goes through
and yeah, you can change the deck, but not the number, though if you do change the deck, make sure its mentioned somewhere, oh and one thing about your character, currently people are afraid of the mines due to some rumors(which I doubt affect your character, but might affect how you spend your nights)
@Zexy wrote:I agree that Turbo Duels shall get simplified.
Example: use Counters only for the Field effects ie no restrictions on otherwise regular actions. Maybe some "staple" Spells can be so-called Speed Spells, with a list of them and their SPC cost.
I just used some TD rules I found which seem balanced to me. Its not that complex in all honesty, just have to look at the effects the spell does then look at the chart. If you have questions about the cost just ask.

Oh and forgot to mention, both your characters are approved
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Re: Cobalt Chronicles

Post by Truthseeker4449 on 23rd August 2013, 2:18 pm

Lux wrote:
@Truthseeker4449 wrote:
More questions:

*Is damage calculation still applied to Numbers if attacked by non-numbers?
*Is our deck allowed to change?


will I join or not.... might as well give it a shot:

Name: Nightgear
Gender: Female
Age: Seemingly around 16
Appearance:
They say a picture is worth a thousand words and I'm lazy so:
Personality: While usually quiet and reserved, she can occasionally exhibit signs of being sadistic. Nightgear prefers to be alone and can be usually found listening to music, even during a duel. Nightgear also has a knack for machines, evidenced by her duel disk, which she built herself from old and beat up duel disks, and the numerous vehicles, ranging from rebuilt duel runners to massive steam locomotives, sitting in her workshop, which is located near in a warehouse near the old mine. Despite being very good at fixing them, Nightgear hates using duel runners, finding the idea of dueling and driving a runner at the same time too dangerous
History: Nightgear's past is deeply shrouded in mystery, in fact Nightgear isn't even her real name, but rather a Code Name assigned to her by several highly influential countries. Nightgear also seems to have a very special relationship with those countries, exactly what this relationship involves is unknown to most. Nightgear also occasionally hints that she is far older than she appears. In addition to her mechanical skills, Nightgear also seems to have picked up magic somewhere, as her duel disk (which is black and purple) is able to compress itself into her glove without giving an indication that it's there.

Nightgear has lived in the area for some time now, haven taken over one of the abandoned warehouses at the old mine. Nightgear frequently goes into Cobalt City to pick up parts for projects. Nightgear has gained a reputation as one of the best mechanics in the area and duelists often come to her to get their duel runners fixed or tuned. Most of the children in the area know her as the lady who drives the steam locomotive during the winter holidays, when Nightgear uses one of her locomotives to haul holiday trains to raise money for charity.
Number?: #107 Galaxy-Eyes Tachyon Dragon
Deck: Dark World (note the current deck uses the sidedeck as storage for cards I normally do have in the extra deck but are removed for the RP and this includes several number monsters. I do this so that I can quickly convert the deck back for non-RP dueling)
damage calculation still goes through
and yeah, you can change the deck, but not the number, though if you do change the deck, make sure its mentioned somewhere, oh and one thing about your character, currently people are afraid of the mines due to some rumors(which I doubt affect your character, but might affect how you spend your nights)
What rumors?

/stuff that needs to established to keep things going smoothly


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Re: Cobalt Chronicles

Post by Orcapon on 23rd August 2013, 2:20 pm

My character:
Name: Shadow walker
Gender: Male
Age: ?
Appearance: A tall man who wears a black cloak covering most of his face. He wears black pants, and black boots. He has long white hair covering his colorless eyes, and a large scar across his face from lower left cheek to his right eye. When he duels, the part of the d-pad where the cards are placed extends from his right arm's large black glove. That part of the d-pad not only looks like, but can be used as, a scythe. During a duel his left eye becomes completely black and he is then able to see AR.
Personality: Tactiturn and will barely talk, instead simply places his cards on his d-pad and lets them talk for him. Sometimes though, he will talk and reveal more about himself....though everyone who he's revealed anything to have vanished.
History: Taken from a song children made up:
Shadow walker, Shadow walker
Hunts at night
You should run from him or you'll feel true fright
Shadow walker, Shadow walker
In the dark
No one knows much of you, yet you left your mark
Shadow walker, Shadow walker
Heed my rhyme
Stay out of the mine and you will be just fine
Shadow walker, Shadow walker
He's everywhere
He'll hunt you down if you have cards most rare
Shadow walker, Shadow walker
Him you should dread
If he wants to duel then you will end up dead!


Number?: 104 Masquerade(too lazy to look up rest of name)
Deck: Umbrals

Rumors should be answered by my character's profile :I
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Re: Cobalt Chronicles

Post by Truthseeker4449 on 23rd August 2013, 2:26 pm

....Okay.


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Re: Cobalt Chronicles

Post by Orcapon on 23rd August 2013, 2:36 pm

Not too long ago, someone calling themselves Shadow walker appeared. He would duel people, and those people would go missing. People tried to catch him, but never could, and the only proof of his existence were some people who were approached by him and asked for one of their cards and gave it to him willingly, those people were ok. It is rumored that he is behind the disapearanced at the mine as well, as those who venture in too deep go missing as well
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Re: Cobalt Chronicles

Post by Truthseeker4449 on 23rd August 2013, 2:39 pm

Looking over the rules yet again, while Numbers can't be destroyed by battle with Non-numbers, what about card effects?


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Re: Cobalt Chronicles

Post by Lief Katano on 23rd August 2013, 2:42 pm

In the anime at least, the "non-Numbers can't destroy a Number" is an effect. So something such as Skill Drain would make all monsters able to destroy Numbers in battle.

Also, I might join.


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Re: Cobalt Chronicles

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