(Credit to Arachna and Asddas193 for feedback and ideas.) If anyone has any questions or concerns, please let me know! For anyone who is familiar with the franchise, this is set during the GX era. Cards from 5Ds may appear, including Synchro Monsters and Tuners, but don’t expect anything published after 5Ds to show up, potentially excepting support for older cards or archetypes. Character Sheet: Vitals Name: Aliases (If applicable): Age: Gender: Orientation: Appearance (Picture is not required but is nice to have for reference): Background/Biography (Who is the character? What are their goals? Where are they from? How did they get interested in Duel Monsters? That kind of thing should be addressed here. Ideally, the character’s background should also illustrate why they have the Skills and Flaws which they possess.): Deck Theme (E.g., Plants, Fairies, Fish, Spellcasters, Eldritch Horrors, etc.): Key Card (The most important card in the character’s deck, whether for sentimental or pragmatic reasons. Typically, this is a strong Monster, but it doesn’t have to be. If you don’t have a card in mind, fill this blank with “UNKNOWN” and I’ll message you with suggestions.): Skills/Talents (Beneficial to the character. Strengths, helpful circumstances, etc. Start with 3 total points, shared between the categories of Dueling, General, and Magic Skills, to spend. Having 1 point in a Skill means the character is practiced with it. Having 2 points in a Skill means the character has mastered it. It is possible for a character to achieve 3 points in a Skill, representing godlike ability, but no characters will start with more than 2 points in a single Skill.) Dueling Skills/Talents (Primarily useful when dueling. E.g., Lucky Draw, Sleight of Hand, or Cold Reading.): Destiny 1 (Every player character gets this at level 1 for free. Once per duel, if the character feels backed into a corner, they can use this to grant a bonus to their next roll, making it more likely they’ll succeed. Must be declared by the player in order to be used.) General Skills/Talents (Primarily useful outside of duels. E.g., Athletics, Charisma, or Wealth.): Magic Skills/Talents (Primarily deal with magic and spirits. E.g., Clairvoyance, Shadow Magic, or Soulbinding.): Flaws/Drawbacks (Harmful to the character. Weaknesses, hindering circumstances, etc. The first 3 Flaws taken each grant 1 extra point to spend on Skills. E.g., a character which has the two Flaws Distracted and Nymphomaniac would gain two extra points to use for Skills/Talents. Any Flaws taken beyond the first three do not grant points, but they can still be fun to have.): “Plot” Kinks (Are there any fetishes, sexual acts, or situations which you want to occur within the story?): Limits (Are there any fetishes, sexual acts, or situations which you absolutely do not want to occur within the story?): End Character Sheet My own limits are: scat and gratuitous descriptions of extreme sexual violence. These are subject to change. If, at any time, Anyone feels uncomfortable with the game for any reason, please don’t hesitate to message me about it. The goal is for everyone to have fun!
Name: Julia Meri Aliases: Poseidon's Bride Age: 34 Gender: Female Orientation: Bi-leaning towards men Background/Biography: Card games are not a real education. While an avid player herself, Meri remains a believer that society and students need more than just being good at cards to get by in life. Even if everything in life could be solved by card games, the corporation still needs people to program and design their technology. Someone has to build turbo duel bikes. Someone is always going to have to still clean up garbage. Not everyone can be a duelist. At the end of the day, someone is always going to have to do those boring jobs and things would fall apart fast if they didn't teach students any other skills. Yet, the fact is, it's been so ingrained as a must, that it then falls to her as her job to prepare students the best they can when it's turned into such a necessary part of life. While most people might play universally, her view remains that there's a limit to how much cards can solve when it comes to world hunger or healthcare. But it wasn't always this way. Nobody would think it from her atypical sociable attitude, but Meri is in fact, quite well read. While they mostly keep the specifics to themselves, Julia along with other like minded individuals had done a lot of research into history and they discovered the world is stranger than most would ever understand. Afterwards as they began to put pieces together, their pursuit for knowledge delved deeper into new ways to make breakthroughs. Not all being through scientific means. The group all had the own reasons for what they did. Whether for the potential of fame, personal power, or other things, for most, it was simply being drawn in by the mystery. To discover the true history. If magic was true, what laws did it follow and what did it not? When one puzzle is always solved, it's always just another piece to even bigger one. It always goes deeper. Deck: Sea Witch Theme: Rituals(While if she changes decks they are all typically ritual archetypes she uses, her main instincts remains mostly for water types as Gishiki and Nekroz, or when not using her choice of decks, still shifts into water decks in general.) Key Card: Skills/Talents: Dueling Skills/Talents: Destiny 1 Cold Reading: She's very good at reading and accessing people's expressions for visual clues to what they're thinking. (Upgraded)Sorceress 2: Once, if Julia has taken damage during the duel, she can draw a powerful spell or trap that isn't in her deck. Opponent's spells and traps can't be activated in response to this card's activation. General Skills/Talents: Charisma Intelligence Magic Skills/Talents: Spirit Taming Water/Ice Elemental Magic: Her abilities of her favored element make her able to manipulate it to some degree. However, to be able to utilize to it's proper potential, it must be used while in the spirit or shadow realm. In the human world, it's abilities become more limited. Healing Magic 1 Flaws/Drawbacks: Inappropriate: There is a long list of formal complaints on her record by the older and more strict members of the faculty. Her lack of professionalism is part of her appeal, doesn't tend to go over well with circles that expect a more proper attitude. Curiosity: Whether it's playing around with dark forces or just gossip of whose sleeping with who, she always needs to know more. She's still smart enough to take some precautions and she can keep a secret. But she always needs to learn what those secrets are. Marked: The nature of her research and abilities make her an interesting person to duel spirits. It's not always attention by ones you want. Every once in a while, a spirit likes to pop into her life and just won't go away until it's done being a nuisance. Julia's experiences with it, have taught her a few things about how it works. -It can't be gotten rid of by conventional or magical means that she knows of. -The rules it has to follow mean it can't interfere or do anything that for better or worse, could interfere with a duel, either during or preemptively. That won't stop it from looking for other ways to be a nuisance. -As long as nobody gets in the way of it's business, the damage it does is usually more just enough to be an inconvenience than damaging, but it's not all knowing in what the consequences of it's own actions will be. Kinks: Limits: Gore, Vore, Scat, Cuckolding, and likely some other things I'm not thinking of.
Name: Felicia Matthews Aliases (If applicable): Scarred Tyrant (Formerly known as the "All-seeing") Age: 21 Gender: Female Orientation: Straight (Though I wouldn't mind lesbian scenes if they're relevant to the plot.) Spoiler: Appearance Background/Biography: Felicia Matthews, a girl from a humble middle-class family who at a young age fell in love with the card game that took the world by storm. Her family was a simple one, with a stay at home mom, and a dad who ran his own small, yet successful business. Her first deck was a mish-mash of cards she got from the first few packs she bought with her allowance. And although she lost most of her games, that didn't stop her from having fun, and looking for ways to improve. Especially when she opened a card pack her father had bought for her birthday, a pack which contained her first rare monster, the Red Dragon Archfiend. She was ecstatic that day, and fell asleep holding onto her precious gift. And as Felicia searched for ways to get better at the game, she realized it wasn't just a battle between monsters, magic, and trap cards, but also between another person after her dad gave some business advice that mostly went over her head. Prompting Felicia to hone her perception, watching closely what her opponent does, when he does it, and how he does it. Followed by watching how they'd react to certain situations, she got the hang of reading her opponent, leading to her friends calling her a mind reader. They then urged her to join a local tournament, which she does so, after asking her parents for permission. It was during her first tournament that Felicia discovered the thrill of competition, along with her competitive side, pushing her love for the game that much further. Though she lost almost immediately, due to her mish-mashed deck. Felicia learned how important it was to optimize her deck. And what better optimization was there than to bring out, and support her trusted partner, the Red Dragon Archfiend. This was the start of Felicia's dueling career. The young girl continued to play with her friends, now winning more than she lost. She's even managed to win a tournament with her proper deck, and perceptiveness. Until her friends started calling her the "All-seeing," with how well she read her opponent's moves. Though they that was after Felicia kept on telling them that rather than read her opponent's mind, she was watching their movements instead, allowing her to avoid being called a psychic. Once she reached high-school, Felicia was well known as one of the best duelist within her hometown. She continued joining local tournaments, and now that she was old enough, even decided to travel to other towns to compete. To the point that there have been people from other cities that came to challenge her. Felicia happily accepted, smiling as she added more wins to her record. Until she was invited to a tournament hosted by a spoiled, rich brat who planned on cheating his way to victory. At first Felicia thought it was a normal competition, but after seeing how the host's match with his opponent's all forfeiting, or "playing off their game." Though she wanted to believe it was all just coincidence. The nail on the coffin was when a pair of thugs approached her, they threatened her to throw the match as forfeiting during the finals was too fishy. And when she refused, they held her down, drew a knife, and ran it along her left eye. Though it didn't damage her eye, it did leave a scar. They once again threatened her to either throw the match, or lose her "All-seeing eyes." Felicia was scared, perhaps she should have ran straight home after those thugs let her go. But the fear of them following her, and harming her family got to her. Forcing herself to compete and throw the match, after making an excuse of how her new scar was "just an accident." Felicia was quivering as the duel began, at first it was due to fear. She struggled to make her lost convincing, as her opponent did have a top-tier deck thanks to his wealth. But his skills were no where near competent, yet he had the balls to taunt her about her, who worked so hard to win her duels. In the middle of the match, Felicia continued quivering, but this time, her fear had changed into anger as the brat tried stain her pride. Could she really accept this? Could she really let an unskilled, spoiled brat corrupt the game she loved so dearly with underhanded tactics? A strange voice, which reminded her of her partner asked, to which she screamed inside her head, NO! To Felicia the thought of such an incompetent duelist winning because of mere threats, was too much. Turning her fear into rage, she sought to teach the brat just what a real duel was about. Just as she was about to lose, the strange voice in her head told her to call her partner. Which Felicia eagerly did with a smile on her face, and an intense glare directed at the spoiled brat in front of her. She soon summoned her partner, the Red Dragon Archfiend. Yet the strange voice beckoned her to continue, chaining her combo in ways she's never thought of before. Until she summoned it, a more powerful version of her partner, a form she's never seen before. The Tyrant Red Dragon Archfiend, a card Felicia used to instill on her opponent, who had began to cry about how this wasn't part of the plan, about how he'd send those thugs to finish the job. But she didn't care, Felicia simply glared at him, even as her fresh scar stung. She and her partner proceeded to end the match, after her rant about his underhanded tactics. Thankfully, he confessed to his crimes, allowing the authorities to capture the thugs, before they could finish the job. When she won the tournament, Felicia earned herself a new title as the viewers dubbed her the "Scarred Tyrant," after her partner's new form. And the way she frightened the life out of her spoiled opponent. Though she smiled, deep inside Felicia bore a new mindset. "Only the strong deserve to be at the top." So when the news of an up and coming duel academy reached her. She knew she had to join it, to ensure that there would be no repeats of the incident with the spoiled brat. Deck Theme: Red Dragon Archfiend/Inzektor Hybrid Key Cards: Skills/Talents Dueling Skills/Talents: Destiny 1 (Every player character gets this at level 1 for free. Once per duel, if the character feels backed into a corner, they can use this to grant a bonus to their next roll, making it more likely they’ll succeed. Must be declared by the player in order to be used.) Tyrant's Gaze 1: Felicia's infamy about how ruthless, and aggressive her playstyle is during a duel is enough to cause her glare to psych out any weak willed opponent, though there are times when even the toughest opponents can get affected, leaving them to think that she's just toying with them. Her scar only enhances the effect of her glare. Lucky Onslaught 2: One of the reasons for Felicia's infamy. It seems that whenever she goes on the offensive luck starts shifting to her side, allowing her to draw just the card she needs to continue beating down her opponent. General Skills/Talents: Perceptive 2: Felicia has a keen eye for things, like her opponents mannerisms during duels, allowing her to accurately guess what they'll be doing next. Hand-to-hand combat 1: After the event which left her scarred, Felicia aimed to learn how to better defend herself. Magic Skills/Talents: (New) Double Spirits 1: Thanks to her luck, or perhaps by being chosen Felicia now harbors two duel spirits. This in turn gives her access to knowledge of her two powerful companions in the form of information, moral support, or magic. Flaws/Drawbacks: Prideful: After scoring a massive winning streak, and even winning a few tournaments. Felicia considers herself one of the best duelists in the world. Allowing her to keep her cool even through the most dire of circumstances, knowing she can pull out a win. But, should she encounter an opponent she's lost against before, Felicia is more likely to lose her cool. Aggressive: Though she isn't one to just throw away a good defense. Felicia still has a tendency to press the attack the moment she sees a chance, even if she just playing into her opponent's trap. Prude: Felicia knows she's quite the desirable girl, but her aggressive attitude, and the infamy hasn't given her the chance to be intimate with anyone. Not that she's actively looking anyway. So when in a sexual encounter, or when facing an extremely perverted opponent, she won't know what to do. (New) Heightened Libido: After experiencing orgasm after orgasm, Felicia has begun to crave the high it gives her. Her new need, and her prudish nature conflict with each other, leaving her confused... yet still aroused. “Plot” Kinks (Are there any fetishes, sexual acts, or situations which you want to occur within the story?): Humiliation and moral degradation, sexual training, sex toys underneath clothes, forced clothes wearing, contrast Limits (Are there any fetishes, sexual acts, or situations which you absolutely do not want to occur within the story?): scat (Alrighty, finally finished procrastinating. What do you think? Anything I missed, or need to change?)
Name: Tenma Age: 21 Gender: Male Orientation: Straight Appearance: Background/Biography: Tenma's entire life, in one form or another, has been constrained by the actions of someone else. When he was a small child, he always looked forward to playing and learning about Duel Monsters with his father. His father was away often on business so those times playing cards were an important point of bonding between them. Unfortunately, the "business" his father turned out to be in was that of a Rare Hunter, a cabal of thieves that targeted ultra rare and powerful Duel Monsters cards. When his father's membership in the organization was uncovered, Tenma was shunned by his peers and community. Even worse, one of the people his father had stolen from was a powerful businessman that tracked down Tenma and his mother, demanding compensation for the stolen card known as The Atmosphere. Not having that kind of money, and his mother running away and abandoning him in fear, Tenma agreed to "pay for the sins of the father" by becoming a servant of the businessman's three daughters. He was their plaything, bullied constantly and forced to perform degrading acts for their amusement. As they got older, these acts took on a decidedly more and more sexual tone. Curiously, they also played Duel Monsters with him, training him to be better at the game and even helping him build and improve his deck. Despite the tarnished memories of his younger childhood and the fact that losing meant he had to be "punished", he still found enjoyment in playing the game itself. He even became adept enough that he started regularly beating the younger two siblings, the eldest sister holding them down and forcing Tenma to take them at her command as an attempt to "motivate" them so they were not the ones on the bottom anymore. He was never able to defeat the eldest sister, remaining her plaything for all their days under the family's roof but one day she announced that she had enrolled both herself and Tenma in the new Dueling Academy. When he asked her why, she explained that she both wanted to have a servant around at school to wait on her and that she had started to enjoy watching her sisters be forced to submit to the one they had once cruelly dominated... and had started to wonder how it would feel if it happened to her. However, her pride would not let her purposefully lose so she challenged him to keep improving, having the same opportunity to learn as she did, and perhaps become good enough to sate her curiosity. Further adding to the intrigue, on the day he was scheduled to leave for the school, the businessman approached him with a deal. If he truly did become good enough to defeat all three of his daughters, he would not only give Tenma his freedom but also allow him to make the three girls his servants, and marry one of them to become the son the businessman had always wanted. To that end, the businessman gifted Tenma a card: A second copy of The Atmosphere he had. It would be a great tool to build a deck around but was also a reminder: The Atmosphere is only strong when it can take the strength of an already powerful card. Just like The Atmosphere, Tenma can only find his strength because of what others have provided for him to further their own goals. Even when he wins, he is still trapped. Deck Theme: "Enslavement" Key Card: The Atmosphere Skills/Talents Dueling Skills/Talents: Lucky Draw 1 Controlling The Flow 1 (He is good at tricking other players into calling out their more powerful cards into vulnerable possitions so he can activate The Atmosphere and take control of them for himself.) Destiny 1 General Skills/Talents: Endurance 2 (Despite his seemingly small frame, he has phenomenal endurance both because of his natural constitution and because if there is ONE thing all the sister's "training" has left him with...) Flaws/Drawbacks: Reflexively Submissive (He has very low will power when someone gets right in his face, defaulting to letting them take control of the situation in an attempt to pacify them. Even when he is in a situation where he is either the one in the dominant position or is required to be the aggressive one, he will still be a bit too gentle in his actions.) “Plot” Kinks: Femdom, Role Reversal Limits: Scat, Watersports, Scenes that focus too much on pain
(Alright, still not sure about cards, but I think this is a decent character otherwise) Name: Adam Le Fey Aliases (If applicable): Age: 21 Gender: Male Orientation: Mostly Straight Appearance (Picture is not required but is nice to have for reference): Background/Biography: A French Duel Monsters prodigy, Adam comes from a wealthy Parisian family. Gaining a fascination for all things Ancient Egypt from a series of dreams he had of what seemed to be himself as a priest, thousands of years in the past, Adam was stunned when he was introduced to Duel Monsters - noting how similar it was to a game played in his dreams. He quickly fell in love with the game, learning its intricacies and winning several local tournaments. Now, planning to become worldwide champion, he takes his first steps at Duel Academy. Deck Theme (Sorcerers?): Key Card: (Given to him by Arachna's character) Skills/Talents (Beneficial to the character. Strengths, helpful circumstances, etc. Start with 3 total points, shared between the categories of Dueling, General, and Magic Skills, to spend. Having 1 point in a Skill means the character is practiced with it. Having 2 points in a Skill means the character has mastered it. It is possible for a character to achieve 3 points in a Skill, representing godlike ability, but no characters will start with more than 2 points in a single Skill.) Dueling Skills/Talents (Primarily useful when dueling. E.g., Lucky Draw, Sleight of Hand, or Cold Reading.): Destiny 1 (Every player character gets this at level 1 for free. Once per duel, if the character feels backed into a corner, they can use this to grant a bonus to their next roll, making it more likely they’ll succeed. Must be declared by the player in order to be used.) Poker Face 2 (Can intimidate opponents into thinking he has a far better or worse hand than he really does) General Skills/Talents (Primarily useful outside of duels. E.g., Athletics, Charisma, or Wealth.): Wealth 1 Dominating 2 (Confident and skilled at browbeating people into doing what he wants) Attractive 1 Magic Skills/Talents (Primarily deal with magic and spirits. E.g., Clairvoyance, Shadow Magic, or Soulbinding.): Echoes of the Past 1 (In important situations, Adam is sometimes granted mysterious visions of Ancient Egypt, showing his past self failing or succeeding in similar circumstances, guiding him on what to do.) Flaws/Drawbacks (Harmful to the character. Weaknesses, hindering circumstances, etc. The first 3 Flaws taken each grant 1 extra point to spend on Skills. E.g., a character which has the two Flaws Distracted and Nymphomaniac would gain two extra points to use for Skills/Talents. Any Flaws taken beyond the first three do not grant points, but they can still be fun to have.): Arrogant (Likely to go gung-ho into dangerous situations) Haughty (Adam's demeanor sometimes makes him seem like an elitist snob, even if he's trying to be friendly) Nightmares (Sometimes Adam's visions aren't helpful, showing him horrible events from his past life that can faze him and break his concentration) “Plot” Kinks (Are there any fetishes, sexual acts, or situations which you want to occur within the story?): Some Maledom, older woman/younger man, vanilla sex, maybe some small amount of male/male if you're comfortable with it. Limits (Are there any fetishes, sexual acts, or situations which you absolutely do not want to occur within the story?): Scat, Vore, Watersports, Heavy Bdsm
Accepted! Don't worry about the deck stuff. Its more for flavor than it is for mechanics. Let me know if you want any suggestions, alright?