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Cobalt Chronicles

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Post by Nopon 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”:
”Special Dueling Rules”:
And because there are turbo duels allowed, here are the rules for it!
”Turbo Duel Rules”:

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

And now:
”Status of Numbers”:

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

Lux wrote:
”Turbo Duel Rules”:
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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Post by Nopon 23rd August 2013, 9:21 am

Truthseeker4449 wrote:
Lux wrote:
”Turbo Duel Rules”:
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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Post by Truthseeker4449 23rd August 2013, 10:32 am

I'll just stay out of Turbo Duels.... if I decide to join.
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Post by Truthseeker4449 23rd August 2013, 1:07 pm

More questions:


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


Last edited by Truthseeker4449 on 23rd August 2013, 7:31 pm; edited 2 times in total
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Post by Zexy 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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Post by Truthseeker4449 23rd August 2013, 1:40 pm

Meaning cards like Dark Hole?
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Post by Nopon 23rd August 2013, 1:50 pm

Truthseeker4449 wrote:
More questions:


will I join or not.... might as well give it a shot:
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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Post by Truthseeker4449 23rd August 2013, 2:18 pm

Lux wrote:
Truthseeker4449 wrote:
More questions:


will I join or not.... might as well give it a shot:
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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Post by Nopon 23rd August 2013, 2:20 pm

My character:

Rumors should be answered by my character's profile :I
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Post by Truthseeker4449 23rd August 2013, 2:26 pm

....Okay.
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Post by Nopon 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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Post by Truthseeker4449 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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Post by Lief Katano 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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