occupation
Headmaster of Duelist Academia
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Post by Headmaster on Jul 9, 2023 6:16:09 GMT
"The Power that lies within!" In a Yu-Gi-Oh! roleplaying forum format, skill cards are special cards that players can use to enhance their roleplaying experience and add additional mechanics to the game. These skill cards are separate from the traditional Yu-Gi-Oh! trading card game and are specific to the forum's roleplaying format.
Skill cards in a Yu-Gi-Oh! roleplaying forum format usually function as abilities or powers that players can activate during the roleplaying game. These cards are typically designed to represent unique skills, techniques, or special powers that a character possesses within the context of the roleplaying storyline.
How Do I Obtain Skill Cards? Skill Cards are actually innate skills obtained and activated as if they were within your very character. They are obtained a myriad of ways. Basic Skills (inherent skills that are common) manifest in time in your character dependent on factors. They will closely mirror your character's playstyle and strategy and give a minor support in some way. These Skills will have very simple effects and be usable by everyone.
Are There Other Skills? Beyond Basic Skills, there are also Advanced Skills (or Unique Skills). These skills manifest in several different ways and are reflective of a certain canon character or aspect in the Yu-Gi-Oh Universe. For example, with good Roleplay and Scenarios where a character uses Elemental Heroes, they may manifest a Skill Card that supports them and features one of their characters that uses them from the Duel Monster Universe.
There are several conditions for obtaining Unique Skill Cards:
- Completing an important plot scenario with great Roleplaying Skills.
- Interaction in a scenario with a certain Monster or one of the Deities.
- Obtaining Special Items that may give you an ability that manifests as a Skill Card as well.
Note: These are the most common scenarios to obtain skill cards. They may not be the only way.
How Many Skill Cards may I have?
Unfortunately, Skill Cards are limited by the Class System as well as the character's capacity. As Skill Cards are a manifestation of one's own Ba, that means that one cannot hold more than they are capable. The current limit for Skill Cards (Unique or Basic) is 3. This means if you obtain another skill, you will have to get rid of another skill. Often, this means if you ever change your deck and strategy, you will have to hold onto those skills until you are able to obtain more to replace them.
Note: You are able to change your Basic Skill whenever you change your deck. This requires a "Change Request" which is found in the Deck Archive.
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occupation
Headmaster of Duelist Academia
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Post by Headmaster on Jul 10, 2023 3:27:34 GMT
Conjurer Class Skill cards reflect more than just skills to be used in the roleplay, they also are a reflection of your character's abilities. In this realm that your character is within, they are defined by their special abilities that are unique to them (or at least unique in the way that they use them). For example, although two characters may share a similar ability (Draw Pass), one may use it in their deck to trigger an effect that will further support their monsters or may disable their opponent.
There are different aspects of the world that ranks the class of the Conjurer ranging from beginning rank (C-Rank) to the top-tier rank of duelist within the Realm (S-Rank). Usually this denotes types of conjurers and may serve as a warning, sign of prestige, and testament to their ability. In the Roleplay setting, however, it simply denotes to the complexity of Skills that the character may have.
Monster Class
As there are Conjurers with a Class Ranking, as there are also Monsters with Class Rankings. These creatures are ranked due to the amount of threat they may post to individuals, areas, and conjurers themselves. Some of them may not be a threat at all and may just be in the wilds. However, if they are ever threatened themselves, they are ranked to know how powerful they are and just how much trouble an individual may face.
Unlike Conjurers, Monsters are not ranked by skills they possess but powers. These creatures may have very high attack points which up their ranking (or low that lowers it). Some may have abilities that increase their rank due to making them impervious to certain Spells and Traps (or even able to make them obsolete). It is smart to know about these creatures before you approach them as they are able to be a threat to an entire deck all on their lonesome depending on their class.
Class Rankings Class E [No Dueling Ability | No Skill(s)]
- Considered harmless! Conjurers at this Rank have not manifested a DiaDhank to defend themselves due to abnormal reasons. Most likely they lack the willpower to desire change. Thus, they are unarmed.
- Weak or feeble creatures within the world. They may have effects, but often they are very minor just as much as their attack power and reflective of monsters of Level 1 or 2.
- Miniscule Level Ranked Threat.
Class D [Ability to Duel | No Skill(s)]
- A Basic Conjurer who has manifested a DiaDhank! They possess a deck with monsters and are able to go into combat against others. They may be good at strategy or have the makings of a strategist. D-Rank Duelists do not yet possess even a Basic Skill.
- A Monster who has strength that can do some damage. They often are reflected of monsters Level 3 or 4.
- Lower-level Ranked Threat.
Class C [Ability to Duel | 1 Basic Skill(s)]
- A Conjurer who has gained fortune and gained at least one Basic Skill. They utilize their innate skill alongside their deck in order to turn the tide within battle and strategize in more complex ways.
- Monsters that are usually much stronger and threatening. Reminiscent of monsters ranked of Level 5 or 6 that may have high power or more advanced abilities.
- Ranked at Moderate Level threat.
Class B [Ability to Duel | 2 Basic Skill(s) or 1 Unique Skill]
- Conjurers who have gained a second skill or by chance unlocked a very unique skill. They may use their more advanced tactics that makes it seem difficult to counteract. They are able to strategize with ease and keep control of the battle.
- Monsters that are powerful enough to wipe the field of monsters, spells, or traps with ease! They may be even able to conjure their own Spells although they lack a DiaDhank. They are usually monsters that are akin to level 7 or 8 monster cards.
- High-Level Ranked Threat.
Class A [Ability to Duel | 3 Basic Skill(s) or 1 Unique Skill]
- A conjurer who is a key part of Duelist Academia's survivability or even a well-known duelist who adventures out on their own. They are able to hold their own against some of the strongest threats out there. They possess a Unique Skill, Talent, and how to make use of another skill to aid them.
- Monsters that are more powerful and complex! They may be stronger monsters that are a combination of others or summoned by one of the unique accesses from Synchronization, the Overlay Network, or a special type of Fusion They are very powerful and may establish dominance over areas or found difficult to combat against alone.
- Critical-Level Ranked Threat.
Class S [Ability to Duel | Skills Vary]
- The pinnacle of power and ability in duels and has sovereignty in one way or another. Those with this Class are able to make miracles out of their duels when all seems hopeless or even change the fabric of a duel with one single move! They are able to challenge the Gods themselves (and maybe even dethrone them).
- More than monsters but may be something that had a hand of creating the world. They can possibly be an evolution of one of the creatures within the area that has been exposed to magic or some ritual that was cast upon them making them the creature that they are. They are a threat to anything around them, capable of wiping away parts of the land on a whim.
- Catastrophe-Level Ranked Threat.
Note: Classes are used to rank player characters and base the number of skills they are able to have or the type of skill. The more complex the skill and number of skills the player character has, the higher their skill level becomes.
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occupation
Headmaster of Duelist Academia
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Post by Headmaster on Jul 11, 2023 0:57:01 GMT
Basic Skills | Description | Draw Pass | During your Draw Phase, instead of conducting your normal draw, recover 300 Life Points. | Draw Sense: [Attribute] | Can be used before your normal draw each time your Life Points decrease by 1500. One of the cards from your normal draw this turn will be a random [Attribute] monster in your Deck.
Note: Declare Attribute upon obtaining this skill | Draw Sense: [Type] | Can be used before your normal draw each time your Life Points decrease by 1500. One of the cards from your normal draw this turn will be a random [Type] monster in your Deck.
Note: Declare Type upon obtaining this skill | Draw Sense: Low-Level/High-Level | Low-Level: Can be used before your normal draw each time your Life Points decrease by 1000. One of the cards from your normal draw this turn will be a random Level 4 or lower monster in your Deck.
High-Level: Can be used before your normal draw each time your Life Points decrease by 1000. One of the cards from your normal draw this turn will be a random Level 7 or higher monster in your Deck. | Draw Sense: Magic/Trap | Can be used before your normal draw each time your Life Points decrease by 1000. One of the cards from your normal draw this turn will be a random Spell/Trap Card in your Deck.
This Skill will only activate if you begin the Duel with a Deck that contains 6 or more Spell/Trap Cards with different names | LP Boost α | Increases starting Life Points by 1000. | LP Boostβ/γ/δ/Ω | At the start of the duel, increases starting Life Points by 1500. Discard 1 cards.
At the start of the duel, increases starting Life Points by 2500. Discard 2 cards.
At the start of the duel, increases starting Life Points by 3500. Discard 3 cards.
At the start of the duel, increases starting Life Points by 5000. Discard 4 cards.
Note: Select One version of this skill. | Balance | Your starting hand will reflect the card balance of your Deck. This Skill will not activate unless you have at least 6 of each type of card (Monster, Spell, and Trap) in your Deck. You cannot Special Summon or activate monster effects until the end of the Main Phase of your first turn. | Power of Dark
| Begins Duel with the Field Spell "Yami" activated. | Peak Performance | Begins Duel with the Field Spell "Mountain" activated.
| Mythic Depths | Begins Duel with the Field Spell "Umi" activated.
| Driest of Air | Begins Duel with the Field Spell "Wasteland" activated.
| Showdown | Begins Duel with the Field Spell "Sogen" activated.
| Within the Thicket | Begins Duel with the Field Spell "Forest" activated.
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Note: These are skills available to C-Rank and above Conjurers. Advanced Skills are requested or earned through RP Scenarios which increases the Class of the Conjurer. Beginning Skills are encouraged in order to help shape Roleplay Progression and Character Development.
Note2: Event characters are subject to have skills that are not on this list as NPC-Only Skills or Staff-Only moderated character skills. They MAY be available to characters after completion of certain events.
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occupation
Headmaster of Duelist Academia
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is offline
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Post by Headmaster on Jul 17, 2023 13:53:40 GMT
"Riding Duel: Acceleration!"
Basic Skills | Description | Turbo Skill Scarlet Style | By removing the following number of Speed Counters, the appropriate effect is applied:
- Remove 4: Increase all Monsters' attack you control by 300 until the end of the turn.
- Remove 6: Select 1 Level 4 or lower monster in your hand that can be Normal Summoned. Play the selected monster.
- Remove 8: Draw two cards, then send one card from your hand to the Graveyard..
- Remove 10: Add 1 Monster Card to your hand from the deck.
| Turbo Skill Ra's Favor | By removing the following number of Speed Counters, the appropriate effect is applied:
- Remove 2: View 1 Face-Down card on your opponent's side of the field.
- Remove 5: 1 of your Monsters you control cannot be destroyed by card effects this turn.
- Remove 8: Negate the effect of one card your opponent controls until the end of the turn.
- Remove 10: Add 1 Spell/Trap Card to your hand from the deck.
| Turbo Skill Turbulent Torment | By removing the following number of Speed Counters, the appropriate effect is applied:
- Remove 5: One of your Monsters cannot be destroyed by battle.
- Remove 7: One of your Monsters can attack twice during your Battle Phase this turn.
- Remove 8: All monsters you control gain 1000 attack until the end of the turn.
- Remove 10: Destroy 1 Monster your opponent controls.
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Note: These are skills available to only be used in Turbo Duels.
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