Intro: Welcome to Crimson Veil City, one of the most technologically advanced cities in the entire country. All of your characters are aspiring to be students students at Crimson Academy, a duel school made to turn chumps into champions. You are taking an entrance exam upon joining to see if you are able to get into one of the main summoning classes, or simply a general studies course (No Major). They have 5 main courses to choose from that correspond to five major summoning methods [XYZ, Synchro, Fusion, Link, Ritual] as well as various other classes you can take to further your dueling skills like [Pendulum Summoning] class. The more you learn the stronger you get and the better your character becomes at the game. However, be wary of the evil forces that have their eyes on Crimson Veil. The dastardly group known simply as "Unbound" is threatening to destroy everything that the city stands for. Will your duelists rise to the challenge and put an end to Unbound's plans? Maybe everyone might not see things eye to eye when it comes to Unbound's ideals? Will you fight the evil, or join in Unbound's fight for destruction, or maybe even go your own way doing as you please? The fate of Crimson Veil rests in the hands of the duelists so who knows what could happen? Only one way to find out.....It's time to Duel! Rules: Alright so uh...this is my first time starting an Rp I think. To stress the matter even more, it's an Rp about Yu-Gi-Oh, so ya know that's pretty cool. Now these duels can get out of hand and lengthy when it comes to the Rp bit and the spacial reasoning can get out of hand when trying to follow what's going on in duels. So in an attempt to make it simpler I tried to come up with a little solution. If you're gonna duel someone you can make your little introductory posts of you two like..getting ready to duel and stuff. After that I'll simply roll a [2d6] (basically two dice) for each of you to see who wins. Highest roll is the winner. The winner of the roll is the winner in the Rp. So at this point you don't have to go back and retrace every move you made in the game to the Rp, but you can do like a finishing move on the loser of the battle. Now throughout the story there won't just be PvP duels, but also duels against NPCs from a school maybe, or even dark figures who seek to destroy you. I also take care of these rolls when it comes to dueling the NPCs. Some of these figures may be stronger than you in which case they may get an advantage or you may get a disadvantage on your roll based on various things throughout the story. The only reason the duels are decided by dice rolls is so that I could modify them based on the story. For example, a villain that may not be strong enough to be beaten yet may get a whole extra die to roll, whereas your character may be under some influence or activated a special power and may get extra dice to roll as well. However, these conditions are all up to MY judgement and I'll adjust them how I see fit. We'll move throughout the story I guess, doing story stuffs and I know we'll have fun along the way. I think for the majority of the beginning of the Rp I'll just be acting as the GM so I can evaluate how many system works. I may join in as a character later, but that's to be determined. So with all of that, I'll just leave the template here for you guys. Template Name: (First and Last) Age: (14-16) General Appearance: Personality Description: Major: [XYZ, Synchro, Fusion, Link, Ritual] (I consider Pendulum as more of a supporting summoning method. So there will be some who start with the ability and some who won't. All up to the dice though. You'll be informed by the time you're accepted.) Favorite Monster: (Has to correspond to your summoning major. Think of it like your boss monster. You need at least 4 of these because your monster will evolve as you become stronger so don't pick one that's too strong when you start.) Duel Skills & Character Traits: (Determination, Intelligence, Agility, Healing, Stealth Luck) (Select all of these six skills and traits in your preferred order. This will determine your stat layout upon starting the game) Posting: So I'll try and keep this simple as well. Due to the fact that this is an Rp with a whole statistical system and whatnot, it is imperative that I'm able to keep up with the stats and what people are doing so that I can give them their respective upgrades and such. I'm sure we can all respect that since it is after all...YOUR character that is going to be receiving a bonus from me. There will be two types of posts that I will be making. The first one being a general Rp interaction post in which I may be taking the action of an NPC to interact with your characters whether it be a friendly citizen, a teacher, or an enemy. I'll try to get around to everyone with these and wrap up some plot events before I post a GM Statement and move the story along as explained below. The second is a GM Statement in which I go over the situation of the Rp and basically move the plot along. I also give you all your bonuses and upgrades here as explained in the paragraph below this one. So to make sure that you all can get your stat bonuses and improve as characters I'm going to ask that each person only make 1-2 posts per round. A round would basically start after I make a GM statement post. This is where I'll assess everyone's situation and give them encounters, bonuses, etc. Meanwhile, you guys will also be making two different types of posts. The first one will be your simple regular Rp posts. Ones that u make all the time. These are just simply for exactly what they've been for. You Rp with them. Your second type of post will come as a response to either a decision that I've given your character, or an action that your character takes such as looting a card. These posts are only different from the first in the sense that your decision or action, whatever it is, goes in Brackets [Example] at the end of your post. As for the rolls for dueling, those will be in the discussion so that way we don't clog up the Rp thread and make the mods angry. Any questions feel free to hit my @ on the discussion thread. The Game: Oh lord we finally made it here. Hope you're still with me, I know this is a lot to read but that's because I want this to be fun. So buckle up because there's a ton more to read, but its all fun from here. This portion of the "Manual" is where I tell you some things about how the game is played so that you're not so confused as you go on through your journey. Almost everything in this section is controlled by me, with the exception of a few things. However, you still need to know some of it like I said, because there are some things in here that apply to you and your character as well. Mainly things about Dueling and Escaping Combat, and your basic statistics of course are all essential to your Role Play experience. Health: Pretty plain and simple. This is where you take damage from. It starts at 100%. If it falls to 0% then your character dies. This influences the [Healing] action. Having low health can make it harder to heal and harder to duel so be careful when you start taking damage. Character Level: Level up by gaining skill points. Increases every 10 total points. (Max Lvl 10) Helps give battle bonus and evolve boss monster (Evolve at lvl 3, 6, and 10) Duel Skills: Determination (Advantages for 1v1 Duels. [+ Values]) (Levels up by winning 1v1 duels) (Max 21) (Every 3) Intelligence (Disadvantages for all opponents [- Values]) (Levels up by winning [Team Battles] & [Battle Royales]) (Max 21) (Every 3) Agility (Helps you find [Action Cards] in a duel) (Helps [Retreat]) (Levels up by finding [Action Cards]) (Max 21) (Every 3) Character Traits: Healing (Helps you heal more damage) (Levels up by healing damage) (Max 21) (Every 3 points helps chance to heal) (Every 5 increases value healed) Stealth (Helps you avoid [Sneak Attacks]) (Level up by avoiding [Sneak Attacks]) (Max lvl: 21) (Every 3) Luck (Helps avoid [Negative effects]) (Increases card [Looting] rates) (Helps [Retreat]) (Decreases enemy numbers) (Levels up by collecting enemy cards and avoiding negative effects) (Max 21) (Every 5 helps [Retreat], Enemy Decrease, Summoning Major: Every character and everyone you encounter in the world with the rank of [Specialist] and above will have a summoning major. It will of course either be [XYZ,Synchro,Fusion,Link] and sometimes the character or villain may also have access to [Pendulum Summon] as well. However, the ability to [Pendulum Summon] will be determined by dice roll so that way it’s fairly distributed. Summoning Major Mastery: As you’ve already seen I’ve told you to select a boss monster and to select the [Summoning Major] you wish to enter in upon passing the [Entrance Exam]. This is because you have to start mastering your skills so to speak. The boss monster you chose must be correspondent to the [Summoning Major] that you wish to enter in to. Upon successfully completing the exam you will have 1 card in whatever major you selected. This monster of course, is the boss monster that you picked on your application. Now for the fun part. Now that you have a card in the mastery it becomes level 1 (Ex. Fusion Mastery Level 1). Once you obtain 5 total cards in the mastery it becomes level 2. How do I get cards you may ask? It will be explained in [Looting]. This also allows you to potentially learn other summoning methods as well and expand your dueling skill set. So go out there and collect some cards. Pendulum Counters: These are a bit different. Now this part is null and void for those who start the game with [Pendulum Summon]. However, for those of you who don’t start with it there is still a way to get it. Your enemies have a chance to know how to [Pendulum Summon]. Defeating an enemy with this ability will grant you a Pendulum Token. Once you’ve obtained 10 Pendulum Tokens you will gain the ability [Pendulum Summon] Duels can have difficulty modifiers. Add extra dice if necessary to keep up with character progression. Every Duel each player performs an [Action Card] dice roll. Team Battles: These are battles in which the opposing sides have an equal number of duelists. PvP Team Battles will be up to the players if they want to make them a 2v2 or not. However, PvE Team battles are different. Say you’re alone and two enemies gang up on you. In your introductory post you are allowed to request your teammate’s help. If they accept then they also make a post and the duel starts, if not, then uh...good luck. In a team battle, simply add the dice rolls of the two teams. The highest rolling team wins the duel and both winners will make a post finishing off one of the enemies. However when it comes to card capturing, the highest rolling member on the winning team picks first, then second, and so on. Battle Royale: This battle takes place when there is not an even number of players on each side. This works almost the same way as a team battle when it comes to the introduction. Like before, when it’s PvP it’s up to the players. However, same situation as before comes back and you’re suddenly being ganged up on by two enemies. This time your teammate isn’t here to help so you fight alone. All three duelists would perform their dice rolls. The highest rolling player would then pick other duelists to eliminate from the duel, subtracting 1 from their final dice roll for every other player defeated until your roll equals the second highest player’s roll, then it’s their turn to do the same thing. If you knock everyone else out then you win. However, if you leave an enemy alive then you might be defeated if it gets to be their turn to pick so choose carefully because order does matter. Duel Conclusions: Something happens whether you win or lose a PvP or PvE Duel Looting: Now looting mainly happens after winning a PvE duel. After defeating a Specialist/Dual Specialist/Triple Specialist, then you’re able to have the chance to obtain their boss card which can help you increase your mastery. It’s easy when it’s a 1v1 duel in the sense that if you win and they drop a card then you get it. However, in a team battle that was 2v2. Maybe only one of the enemies dropped their card. Your team still won, but maybe your teammate rolled higher than you in his or her battle roll which would mean that he or she would get the card instead. Now as it is also stated in the Rp Discussion, not every character is required to be a good guy. What if you happen to feel like taking another player’s cards? Well almost the same thing has to happen. First of all, you have to win the duel against them. At that point you can decide to loot them or not, which I’ll ask you in the discussion thread after that battle were to conclude. You would then choose to loot them or not at which point I would do the dice rolls and you would have a chance to take their cards. Now keep in mind that some PvP matches will be exempt from looting (Ex. Tournament Battles). Negative Effects: These take place when you are defeated in a duel. If you lose a duel then you’ll be informed in the discussion thread. At that point I would roll dice to see if you will be receiving any [Negative Effects]. If yes, then I would roll to receive what the penalty is. It’s different based on the enemy you lost to, and it even varies from there. Things like damage to your health, electric shocks, having your cards stolen, and even being turned into a card (essentially death). However, if I roll that you don’t receive a consequence at all then you don’t have anything to worry about. Regardless of the consequence, you have some choices in your next post. You may want to stand back up and fight again, or maybe a teammate has arrived and you’d like to fight together, or maybe you’ve realized that you can’t win and want to attempt a [Retreat] to escape danger. The choice you make will be displayed in your post after the enemy duelist would make their “winners” post for beating you. Retreat: So at this point you’ve lost the duel and maybe you suffered the [Negative Effect] or maybe you were lucky and didn’t have one. Either way, you’ve now realized that you cannot win against this opponent and are attempting to run away to save yourself from imminent danger like losing your cards or death. At this point I would perform a dice roll of [1d6] for you to see if you escape. The roll will be something like, roll a 5 or 6 to escape, but these numbers can be influenced by things like, your [Agility] and [Luck] as well as modifiers that the villains have as well depending on their rank and certain conditions. Healing: This is another very important aspect of the game considering the fact that some of the Unbound members that you encounter don’t play so nice all the time. I’ll roll a [2d6] healing roll for your character each time they are not in combat for two turns. This roll is to see whether your character heals or not. It is directly affected by your [Healing] trait, and it’s also affected by how damaged you already are. Your character heals a base value of 5% damage, and this value is also affected by your [Health] trait. Final Notes: Now hopefully I’ve covered everything. I know I probably left something out and I’ll remember it later and then go back and add it, but for now I think that’s it. Unless it was something I left out on purpose cause then I'll keep it out cause it's for me to know and you to find out lol. So if you’ve read this far then you’re exactly the type of person I need for this Rp. This is more of a mature thing and I need experienced Rpers who can follow the rules and play the game along with me. Just know that the game is not easy and you may not get everything you want. Also know that I’m not a wuss GM and I’m NOT afraid to kill off your characters, and very quickly at that. So I really can’t stress enough that you make smart decisions. Maybe trying to play hero isn’t such a good thing to do at that particular moment, but in the end it’s all up to you. You are the character after all. So if you want to go and do something really dumb then I mean..go ahead. Not gonna hurt me any xD.