Ah, New Domino City. Truly a wondrous place where all your dreams can come true... yeah, right. The rich may have it easy but everyone else? They have to crawl, climb and claw their way to power and prestige. In a place that prizes wealth above almost everything else, save maybe skill, a dark game is about to unfold. Those that have been beaten down by society, wronged and spurned are given a second chance, while others rise to stand against them. The balance is in tatters and the world is crying out. Someone needs to step in, don't you think?
A Yu-Gi-Oh Quest beginning the day after Yusei's escape from the Satellite.
When the sun rises above Japan, its rays inevitably settle on the jewel of the island's coast. New Domino City, a shining metropolis of skyscrapers, steel and glass reaching toward the heavens like the grasping fingers of some ancient giant. Of course, the city has its blemishes, like the island just off the coast, perpetually hidden from view by clouds of acrid black smoke. It has its nicer sides, like the charming old-school brick buildings dominating its older half, full of wonderful parks and friendly people. However, hidden just beneath the surface there is a darkness brewing. One that, no matter who you are, every long-term inhabitant of the city knows about. There is a hierarchy here, of classes and people, and it is very difficult to strike above your weight class.
Not impossible though.
For the one thing that matters more than cold, hard cash in this city is skill. People have risen and fallen at the whims of champions, of people crowned by their skill, standing at the top of the world and sneering at those beneath their heels, those they had to tread on to reach their lofty heights. In New Domino, everyone aspired to be a champion, the most famous of celebrities, the most influential of influencers. For when your word can make or break another's life, well... it's a rush, one that people crave.
It is in this city, this den of darkness and greed that our story begins. It is where it will most likely end. For once you first open your eyes in New Domino - truly open your eyes and face the truth - you shall never leave again.
The ringing of an alarm clock cut through the morning gloom in the apartment. The foul device rings and rings, singing its mechanical lungs out until you manage to untangle a hand from the tangled nest of blankets and slam down on the plastic devil, shushing its shrill screams.
A minute later, the hand is reluctantly followed by the rest of a human body. You blink the sleep out of your eyes, still rather unhappy at the prospect of leaving your bed, but finally, you relent.
Still in your pyjamas, you pad over to the window to open the blinds, taking a second to look out at the city from your unique vantage point. Sure, in the grand scheme of things it's not that special, but it's your room, so the view from this window is quite literally unlike any other.
You gaze out for another minute, taking in the sights. Sure, you've lived here your entire life, but you'll never tire of the view
[ ] at the uninterrupted skyline, afforded to you by your window being near the top of one of the highest high-rises in the city
[ ] at the inspiring sight of the Tops. Yeah, you're not that rich, but you're still pretty well-off and it's certainly a motivator, staring at the top of society every morning
[ ] of that old clock. You swear it's been here since before you were born, always so punctual, a reassuring sight. Wait, it's what time?! You're gonna be late!
You rush around your room, rapidly collecting some clothes and changing before grabbing your deck holster and clipping it to your belt. Now fully equipped and ready to go, you leave the apartment at a rapid pace, hoping against hope that you won't be late.
[ ] After all, your parents worked hard to get you into Duel Academy, and you're not going to ruin their efforts because you wanted to sleep in. Especially since you're just starting out. (Luna and Leo's age. A lot more inconspicuous usually, since people rarely care about what kids overhear. Unfortunately, it has its drawbacks too, like the fact that adults and older teens won't really take you seriously and it'll be harder to get into some places)
[ ] After all, your parents worked hard to get you into Duel Academy, and you're not going to ruin their efforts because you wanted to sleep in. Especially now that you're getting close to your last year there! (Yusei and Akiza's age, approximately. Pretty much the inverse of the first option when it comes to drawbacks, while still having the issue of some places not really letting you in because you're still clearly a teen, not a full adult yet)
[ ] Crime, after all, never rests and you have to be ready if you want to catch it! Or at least, that's what they said back at the Academy. (Adult and Sector Security officer. While this gives a lot of advantages, like the ability to get into most everywhere and have people listen to you (usually at least), you're kinda... noticeable. And the more underground element is absolutely not your friend)
[ ] Your job's not all that interesting, but that doesn't mean you want to lose it! (Adult, write in what job you'd be performing. Can be anything from a Duel Academy teacher to just some random office worker. Do keep in mind that everything from your job to your age kinda affects what avenues are open to you later on so, keep that in mind. For example, some corporate drone probably won't be invited to the Fortune Cup, while a Security officer or someone else Goodwin would know about might)
You step onto the street and head off toward the nearby undergound station, intent on being on-time today if at all possible. A shout from one of the windows above you attracts your attention. Old miss Brunt, your neighbor, is waving down at you.
"Well, good morning
[ ] young mister [Write in your name]
[ ] young miss [Write in your name]
[ ] young mister? Miss? Which is it today, [Write in your name]?
Not going to say good morning to your favorite neighbor?"
You laugh and wave back, a slight smile coming to your face as you do. Miss Brunt has been a staple of your life here. You haven't gone a day without seeing her, age having done nothing to dim her shine or her edge.
With that encounter out of the way, you hurry toward the station, a quick glance at your watch making you speed up. You dash down the stairs, quickly flashing your pass for the ticket gate to scan before bursting onto the platform. You made it, barely. Now that you're safe you give yourself a quick patdown to make sure you've got everything and you didn't forget anything back home. Thankfully, it seems your holey memory decided to cooperate this time, and you're fully equipped with a charged phone in one pocket, your wallet in the other and your keys in a third. Everything else is already right where it needs to be so you really only need to carry a few essentials, a precaution you took after getting in trouble one too many times for forgetting something important at home. Breathing a sigh of relief, you pull your phone back out and relax, poking around the net as the train carried you toward your destination. Heya everybody! I know, I know, 'Wombat what are you doing, you haven't uploaded anything in ages and now you're doing a Quest?' Look, some of the stuff I had been reading and playing lately kinda inspired me, so I, well... did this. My main inspiration is the always amazing Arkanian and his Quest Nothing is Sacred. Go give it a shot if you haven't yet, it's pretty good! Now, the reason I haven't given you peeps a deck selection yet is simple: I've got two, one for if you pick guy, one for if you pick girl, and I'll randomly pick two from each selection if you choose to be nonbinary. I wanted to make gender a more impactful decision than it normally is (well, that might be underselling it a lot. I just wanted to make it more impactful, that's all). You'll get your choices next update, which should come in about 24 hours, give or take a few.
Mechanics
Now, these mechanics are mostly the same as the ones in Nothing is Sacred, which are themselves heavily inspired by Have You tried Dueling It Away by The Great Walnuts on SB. If there's anything that doesn't really smoothly translate over to this quest, I'll let you know about the rules changing, but mostly they'll be the same. I'll write them down below in case you don't want to go see the original for yourself. DP
In DiA, new cards were acquired from stores by spending DP, or Duel Points. This quest will be doing something similar. You'll start with a large amount of DP to spend during chargen, and can usually earn more when you win duels… as well as certain other methods, that will be explained in more detail when the quest starts covering them. These points can be spent to acquire cards – for example, should you go shopping for booster packs, I will provide a list of cards that could potentially be acquired from said packs along with a DP cost for them, and you can spend DP to buy those cards.
Unlike DiA however, DP will be spent on more than just acquiring cards from shops. Many instances where you acquire a card through other means – such as via spirit world shenanigans, for example – will require you to spend DP. There will be certain traits and abilities that can potentially be acquired or upgraded through DP expenditure, or even require DP to use. All told, DP will not be representing money as it does in DiA, but rather the expenditure of something a bit more supernatural.
Custom Cards
These will be a thing. Not necessarily a common thing, but a thing. Don't expect them to be easy to acquire, though.
Anachronistic Cards
These will most definitely be a thing, mainly because I don't really want to spend hours trawling through wikis to make sure you can only get what would exist during the Synchro era. Obviously cards that specifically affect XYZ, Pendulum or Link won't exist, and those that affect Synchro as well as any of those will be altered to only work on Synchro and Fusion (like Dogmatika for example). Really OP stuff won't be showing up unless absolutely necesarry and I'll do my best to not make anyone completely above your means to defeat. Yes, this affects enemies too. Yes, this technically means Yusei could have some of the new Synchron support like Jet or Satellite or Junk Speeder. Will he? Probably not. Could he? Yes. This just means you can get practically any support for whatever deck you pick next chapter, even the new stuff and that you have to look out for getting suddenly jumped by someone using, I don't know... Gem Knights or something.
Cards will usually have their IRL effects, any exemptions from this will be clearly noted ahead of time
Traits:
Spiritual Sight: While DP is at least 200, you can see and hear the Spirits of your Deck. If you have DP equal to a monster's LV*200, you can see and hear that creature's Spirit. In the presence of a 'leak' of Ener-D into our world, more powerful Spirits can be seen. Spirit World Presence: At 1000 DP or more, your body exudes a constant, weak Ener-D signature. At this point, your presence is like the Spirit World in miniature, allowing manifestation of any Spirit in your Deck should it wish to show up.
Infernoble Knight Oliver — [Fire/Warrior/Tuner/Level 4 - ATK/1000 DEF/1500 - While this card is an Equip Card, your opponent cannot target the equipped monster with card effects. You can only use each of the following effects of "Infernoble Knight Oliver" once per turn. You can send 1 FIRE Warrior monster or 1 Equip Spell from your hand or face-up field to the GY; Special Summon this card from your hand as a Level 1 monster. If this card is in your GY: You can target 1 Warrior monster you control; equip this card to that monster you control. 2x
Infernoble Knight Renaud — [Fire/Warrior/Level 1 - ATK/500 DEF/200 - If you control a FIRE Warrior monster, you can Special Summon this card (from your hand). If Summoned this way, treat this card as a Tuner. You can only Special Summon "Infernoble Knight - Renaud" once per turn this way. If this card is Special Summoned: You can target 1 of your FIRE Warrior monsters, or 1 of your Equip Spells, that is banished or in your GY, except "Infernoble Knight - Renaud"; add it to your hand. You can only use this effect of "Infernoble Knight - Renaud" once per turn. Infernoble Knight Astolfo — [Fire/Warrior/Level 1 - ATK/500 DEF/200 - You can banish 1 FIRE Warrior monster from your hand or GY; Special Summon this card from your hand, then you can make this card's Level become the Level of that banished monster. You can banish this card from your GY; Special Summon this banished card during your second Standby Phase after this effect's activation, then you can Special Summon 1 of your FIRE Warrior monsters that is banished or in your GY. You can only use each effect of "Infernoble Knight Astolfo" once per Duel. Infernoble Knight Maugis — [Fire/Warrior/Level 4 - ATK/1500 DEF/1000 - While this card is an Equip Card, the equipped monster cannot be destroyed by battle. You can only use each of the following effects of "Infernoble Knight Maugis" once per turn. If this card is sent to the GY: You can shuffle into the Deck, 3 of your other FIRE Warrior monsters and/or "Noble Arms" cards that are banished or in your GY; draw 1 card. If this card is in your GY: You can target 1 Warrior monster you control; equip this card to that monster you control. Infernoble Knight Ogier — [Fire/Warrior/Level 4 - ATK/1500 DEF/2000 - While this card is an Equip Card, the equipped monster cannot be destroyed by card effects. You can only use each of the following effects of "Infernoble Knight Ogier" once per turn. If this card is Normal or Special Summoned: You can send 1 "Noble Arms" card, or 1 FIRE Warrior monster except "Infernoble Knight Ogier", from your Deck to the GY. If this card is in your GY: You can target 1 Warrior monster you control; equip this card to that monster you control. Spy-C-Spy — [Fire/Warrior/Level 3 - ATK/1200 DEF/1300 - If this card is Normal Summoned: Look at 1 random card in your opponent's Extra Deck, and if it has 2000 or more ATK, this card gains 1000 ATK. If it has less than 2000 ATK, you gain LP equal to that monster's ATK. Sublimation Knight — [Fire/Warrior/Level 3 - ATK/1300 DEF/200 - If this card is Normal or Special Summoned: You can equip 1 FIRE Warrior or 1 Gemini monster from your hand or Deck to this card as an Equip Spell that gives this card 500 ATK. If this card in its owner's control is destroyed by an opponent's card while equipped with a Gemini monster(s): You can Special Summon as many of those Gemini monsters from your GY as possible, as Effect Monsters that gain their effects. You can only use each effect of "Sublimation Knight" once per turn. Evocator Eveque — [Fire/Warrior/Gemini/Level 4 - ATK/1500 DEF/1000 - This card is treated as a Normal Monster while face-up on the field or in the GY. While this card is a Normal Monster on the field, you can Normal Summon it to have it become an Effect Monster with this effect.
● If this card is Normal or Special Summoned: You can target 1 FIRE Warrior monster or 1 Gemini monster in your GY, except "Evocator Eveque"; Special Summon it. You can only use this effect of "Evocator Eveque" once per turn. Fire Flint Lady — [Fire/Warrior/Level 1 - ATK/100 DEF/100 - If you control a Warrior monster: You can Special Summon this card from your hand. You can send this card from the field to the GY; Special Summon 1 Level 4 or lower Warrior monster from your hand, and if you do, your opponent cannot target it with card effects this turn. You can only use each effect of "Fire Flint Lady" once per turn. Brushfire Knight — [Fire/Warrior/Level 4 - ATK/1400 DEF/1200 - When a FIRE monster is destroyed and sent to your Graveyard: Send 1 FIRE monster from your Deck to the Graveyard. When this card is destroyed and sent to the Graveyard: Send 1 FIRE monster from your Deck to the Graveyard. You can only use 1 "Brushfire Knight" effect per turn, and only once that turn. Valkyrian Knight — [Fire/Warrior/Level 4 - ATK/1900 DEF/1200 - Monsters your opponent controls cannot target face-up Warrior-Type monsters for attacks, except "Valkyrian Knight". When this card is destroyed by battle and sent to the Graveyard: You can banish 1 Warrior-Type monster and this card from your Graveyard, then target 1 Level 5 or higher Warrior-Type monster in your Graveyard; Special Summon that target. Evocator Chevalier — [Fire/Warrior/Gemini/Level 4 - ATK/1900 DEF/900 -
This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it become an Effect Monster with this effect.
● You can send 1 face-up Equip Card you control to the Graveyard, then target 1 card your opponent controls; destroy that target. Squeaknight — [Fire/Warrior/Union/Level 1 - ATK/500 DEF/500 - If this card is Special Summoned: You can activate this effect; treat this card as a Tuner this turn, also you can only Special Summon once from the Extra Deck for the rest of this turn. Once per turn, you can either: Target 1 face-up monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. If the equipped monster would be destroyed by battle or card effect, destroy this card instead. Master of the Flaming Dragonswords — [Fire/Warrior/Level 4 - ATK/1800 DEF/1200 - When a monster is Normal Summoned to your side of the field, except "Master of the Flaming Dragonswords": You can increase that monster's Level by 1, and this card gains 300 ATK until the End Phase. Command Knight — [Fire/Warrior/Level 4 - ATK/1200 DEF/1900 - All Warrior monsters you control gain 400 ATK. If you control another monster, monsters your opponent controls cannot target this card for attacks. Rose, Warrior of Revenge — [Fire/Warrior/Tuner/Level 4 - ATK/1600 DEF/600 - When this card inflicts battle damage to your opponent: Inflict 300 damage to your opponent. Phoenix Gearfried — [Fire/Warrior/Gemini/Level 8 - ATK/2800 DEF/2200 -
This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is a Normal Monster on the field, you can Normal Summon it to have it become an Effect Monster with this effect.
● If your opponent activates a Spell Card: You can target 1 Gemini monster in your Graveyard; Special Summon that target. During either player's turn, when a Spell/Trap Card is activated that targets a monster(s) on the field: You can send 1 face-up Equip Card you control to the Graveyard; negate the activation, and if you do, destroy it. Marauding Captain — [Earth/Warrior/Level 3 - ATK/1200 DEF/400 - Your opponent cannot target Warrior monsters for attacks, except this one. When this card is Normal Summoned: You can Special Summon 1 Level 4 or lower monster from your hand.
Spell Cards [14]:
"Infernoble Arms - Durendal" — [Equip/While this card is equipped to a monster: You can add 1 Level 5 or lower FIRE Warrior monster from your Deck to your hand, then destroy this card. If this card is sent to the GY because the equipped monster is sent to the GY: You can target 1 Level 5 or lower FIRE Warrior monster in your GY; Special Summon it, also you cannot Special Summon monsters for the rest of the turn, except Warrior monsters. You can only use 1 ""Infernoble Arms - Durendal"" effect per turn, and only once that turn. "Infernoble Arms - Hauteclere" — [Equip/While this card is equipped to a monster: You can target 1 face-up monster you control; this turn, you cannot declare attacks, except with that monster, also it gains the ability this turn to make a second attack during each Battle Phase, then destroy this card. If this card is sent to the GY because the equipped monster is sent to the GY: You can target 1 face-up monster on the field; destroy it. You can only use 1 ""Infernoble Arms - Hauteclere"" effect per turn, and only once that turn. "Infernoble Arms - Joyeuse" — [Equip/While this card is equipped to a monster: You can target 1 FIRE Warrior monster in your GY; add it to your hand, then destroy this card. If this card is sent to the GY because the equipped monster is sent to the GY: You can Special Summon 1 FIRE Warrior monster from your hand. You can only use 1 ""Infernoble Arms - Joyeuse"" effect per turn, and only once that turn. Assault Armor — [Equip/Equip only to a Warrior-Type monster that is the only monster you control. It gains 300 ATK. During your Main Phase 1, you can send this equipped card to the Graveyard to allow the equipped monster to attack twice during each Battle Phase this turn. Divine Sword - Phoenix Blade — [Equip/Equip only to a Warrior monster. It gains 300 ATK. During your Main Phase, if this card is in your GY: You can banish 2 Warrior monsters from your GY; add this card to your hand. Magnum Shield — [Equip/Equip only to a Warrior-Type monster. Apply this effect, depending on its battle position.
● Attack Position: It gains ATK equal to its original DEF.
● Defense Position: It gains DEF equal to its original ATK. Heritage of the Chalice — [Normal/Add 1 "Noble Knight" monster or 1 "Noble Arms" card from your Deck or GY to your hand. If your "Noble Knight" monster equipped with a "Noble Arms" Equip Spell is destroyed by battle and sent to the GY, while this card is in your GY: You can add this card to your hand. You can only use 1 "Heritage of the Chalice" effect per turn, and only once that turn. 2x
Glory of the Noble Knights — [Quick-Play/Target 1 "Noble Knight" monster you control; equip it with 1 Equip Spell from your Deck that can equip to that target. You can only activate 1 "Glory of the Noble Knights" per turn. Noble Knights of the Round Table — [Field/
During your End Phase: You can activate each of these effects up to once per turn, depending on the total number of "Noble Knight" cards with different names in your GY and/or you control;
● 3+: Send 1 "Noble Knight" card from your Deck to the GY.
● 6+: Special Summon 1 "Noble Knight" monster from your hand, then you can equip 1 "Noble Arms" Equip Spell from your hand to that monster.
● 9+: Target 1 "Noble Knight" monster in your GY; add that target to your hand.
● 12: Draw 1 card. Last Chapter of the Noble Knights — [Normal/If your opponent controls a monster and you control no monsters: You can target 1 "Noble Arms" Equip Spell Card and 1 appropriate "Noble Knight" monster in your Graveyard; Special Summon that monster, and if you do, equip that Equip Spell Card to that appropriate monster. You can only activate 1 "Last Chapter of the Noble Knights" per turn. The Warrior Returning Alive — [Normal/Target 1 Warrior monster in your GY; add that target to your hand. Reinforcements of the Army — [Normal/Add 1 Level 4 or lower Warrior monster from your Deck to your hand. Mystical Space Typhoon — [Quick-Play/Target 1 Spell/Trap on the field; destroy that target.
Trap Cards [7]:
Until Noble Arms Are Needed Once Again — [Normal/Excavate cards from the top of your Deck, equal to the number of "Noble Arms" Equip Spells you control, and if you do, add 1 of them to your hand, also place the remaining cards on top of your Deck in any order. You can banish this card from your GY, except the turn this card was sent to the GY; Special Summon from your Deck, 1 "Noble Knight" monster with a different name from the cards you control or in your GY. You can only use this effect of "Until Noble Arms are Needed Once Again" once per turn. Horn of Olifant — [Normal/Activate 1 of these effects;
● Banish 1 Equip Spell you control or in your GY, then you can destroy 1 card on the field.
● Destroy 1 "Roland" monster you control, then Special Summon in Defense Position up to 3 FIRE Warrior monsters from your Deck, whose total Levels equal 9, but their effects are negated, also, until the end of your next turn after this effect resolves, you cannot Special Summon monsters, except Warrior monsters.
You can only activate 1 "Horn of Olifant" per turn. Armory Call — [Normal/Add 1 Equip Spell from your Deck to your hand, then you can equip it to 1 appropriate monster you control. You can only activate 1 "Armory Call" per turn. Sealing Ceremony of Katon — [Continuous/Once per turn: You can banish 1 FIRE monster from your Graveyard to target 1 card in your opponent's Graveyard; banish that target. Gemini Ablation — [Continuous/During the Main Phase: You can discard 1 card, then activate 1 of these effects;
● Special Summon 1 Gemini monster from your Deck as an Effect Monster that gains its effects.
● Tribute 1 Gemini monster, and if you do, Special Summon 1 FIRE Warrior monster from your hand or Deck. Then, if you Tributed a Gemini monster that was treated as an Effect Monster and had gained its effects, you can also destroy 1 card on the field.
You can only use this effect of "Gemini Ablation" once per turn. Spiritual Fire Art - Kurenai — [Normal/Tribute 1 FIRE monster; inflict damage to your opponent equal to that monster's original ATK. Spirit Force — [Normal/During your opponent's turn, at damage calculation: Make the battle damage you take from this battle 0, then you can add 1 Warrior-Type Tuner monster with 1500 or less DEF from your Graveyard to your hand.
Extra Deck [2]:
Infernoble Knight Captain Roland — [Fire/Warrior/Synchro/Level 5 - ATK/2000 DEF/500 - 1 Tuner + 1+ non-Tuner monsters
If this card is Synchro Summoned: You can activate this effect; during the End Phase of this turn, send 1 Equip Spell from your Deck to the GY, then add 1 Warrior monster from your Deck to your hand. During the Main Phase, if this card is in your GY (Quick Effect): You can target 1 Warrior monster you control; equip this card to that monster you control as an Equip Spell that gives it 500 ATK. You can only use each effect of "Infernoble Knight Captain Roland" once per turn. Infernoble Knight Emperor Charles — [Fire/Warrior/Synchro/Level 9 - ATK/3000 DEF/200 - 1 Tuner + 1+ non-Tuner monsters
If an Equip Card becomes equipped to a monster on the field, even during the Damage Step: You can destroy 1 card on the field. During the End Phase: You can equip 1 Equip Spell from your hand or GY to this card, then you can equip 1 FIRE Warrior monster from your Deck to this card as an Equip Spell that gives it 500 ATK. You can only use each effect of "Infernoble Knight Emperor Charles" once per turn.
[X] of that old clock. You swear it's been here since before you were born, always so punctual, a reassuring sight. Wait, it's what time?! You're gonna be late! [X] Crime, after all, never rests and you have to be ready if you want to catch it! Or at least, that's what they said back at the Academy. (Adult and Sector Security officer. While this gives a lot of advantages, like the ability to get into most everywhere and have people listen to you (usually at least), you're kinda... noticeable. And the more underground element is absolutely not your friend) [X] young mister? Miss? Which is it today, [Cleo Kishinami]?
Miracle of miracles, you make it to the precint you work at and quickly change into your uniform, fingers brushing over the single gold bar on your shoulder. You still hardly believe it. Lieutenant, at your age is... well, rare. A female lieutenant is, as unhappy as you may be to admit it, even rarer. You could hardly believe your ears when you got promoted last week, and even now that you're actually wearing the rank it's still a little hard to believe.
Now ready for action, you clip your deck holster to your side, put on your duel disk, grab a set of dueling handcuffs and walk back out into the hustle and bustle of the station, waving at a few of your colleagues while heading toward your desk to hopefully get some of the paperwork out of the way.
"Tch."
A noise catches your attention. A young man, a year or three your senior, his shoulder decorated with the twin chevrons of a corporal is glaring at you from the side. You don't recognize him, so you catch one of the passing-by officers, one that you actually do recognise.
"Hey, Simmons. Who's the grumpy one over there? The one that looks like I killed his goldfish, I mean?"
Simmons raises a brow at you before ah-ing softly. A strand of black hair falls into his eye and he brushes it away before answering.
"Right, I forgot you had this week off cause of that fight you were in. Congrats on getting a promotion out of it by the way Kishinami, I can imagine the guy wasn't an easy mark. Anyway, that's Akira Takaishi. He got transferred over to our precint two days ago though the big man upstairs is being tight-lipped about why that was. The guys and I have a few suspicions but nothing major enough to share, you know? Anyways, I'm not gonna keep you away from your desk anymore, I'm sure you've got a lot of paperwork to do after seven days of lounging, no?"
"Oh, don't remind me." you groan lightheartedly, already feeling a slight phantom ache in your wrist. "I've been dreading the mountain of papers for days now though, so I suppose I should go see how bad it is. And, uh, thanks. For the congratulations, I mean. I was just as surprised as you are."
After receiving a consoling pat on the back from a grimacing Simmons, you resume your march toward your papery doom, inwardly steeling yourself for a long stretch of pure boredom.
-------
Luckily as it turns out, there really isn't that much you need to do. There's a few after-action reports to write for that gang bust five days ago - the one that got you promoted and put on paid leave until today - and a few formalities about said promotion, but that's it. So when that corporal from before walks up to your desk, his glare lessened but not gone completely, you're mainly just contemplating going on a coffee run.
"So, you're this Cleo Kishinami I've been hearing so much about?" he speaks up, not quite a sneer but close enough that you immediately dislike him. It brings up fuzzy, unfocused memories of the Police Academy and your first months on the job, and you're not happy about it.
"Yeah, that'd be me. Something I can help you with, corporal Takaishi?" you return fire, your sudden foul mood causing you to come off just a little snappish. His face darkens like the sky before a lightning strike. It seems something you just said poked him the wrong way.
"That's exactly what you can help me with, actually. I'll be taking that bar on your shoulder. Can't believe this place fell so far as to allow some useless girl to hold such a high rank. And if you think I can't, well, my father holds the ears of some very influental people. If I say the right word, I could have you gone from the police force completely. So, if you really want to stick around and play your little fantasy of stopping criminals, then you'll go up to the chief like a good girl, tell him that, after further consideration you'd rather turn down your promotion and recommend that, maybe, corporal Takaishi could be considered for one instead."
After that... impressively bad attempt at intimidating you, you have to take a second. Honestly, you probably could call his bluff - there are so many things wrong with what he just said it's ridiculous - but this is a chance to shake off the rust and get back in the swing of things, and it's practically throwing itself at your feet.
"Tell you what Takaishi, we'll duel for it." you shake your duel disk at him in emphasis, a slight smirk curving the corners of your mouth. "I'm sure you can beat me easily, right? If I'm so useless? It'd be a formality, surely, and it'll allow you to show off to the higher ups, make sure they know you deserve my rank."
It's remarkably easy to see him just eat up everything you're feeding him. His watery blue eyes light up with greed at the prospect of climbing up the ladder by kicking a woman down at the same time, not just by siccing his pops on her but by actively doing the kicking.
"You're on Kishinami. Duel yard, 15 minutes." And with that parting shot he leaves.
You wait a minute longer until he's no longer within earshot, then turn slightly to look at your partner standing next to you. They're hazy and indistinct, slightly see-through even, and you know for a fact none of the other officers can see them, but they've been with you through thick and thin and you probably trust them more than anyone else you know. They're your deck's boss monster afterall.
"So partner," you slowly speak up as the smirk on your face widens into a full-blown grin "You ready to make that asshole eat his words?" Deck choice, deck choice, deck choice~. Come get y'all's deck!
Now, a few things to say. The four decks are based on the four available types of summoning: normal, ritual, fusion and synchro. Keep in mind that they're gonna have very varying amounts of support available at different points of the game, since, well... the decks aren't really all that equal, I know. Keep in mind your enemies and your upgrade options scale with your deck too though, so the better the deck you pick at the start is, the harder your enemies will be to keep things fair. You're an officer of the law after all, and we should probably not perform police brutality on everyone we see, yes?
Anyway, have fun voting. You've got a bit of time, less than that last vote but still quite a bit. Next update's gonna be short so we can put the deck together properly but till then... Wombat out.
Also, do not roast me over not knowing how cops work, please. I have no idea about police work so it's probably all wrong. And I do mean ALL OF IT. Hope that doesn't detract from the enjoyment tho.
[X] The man is dressed in an impressive set of red and black armor, one hand resting on a mystically glowing blue sword. His hair is blonde and tousled with a single streak of blue decorating it. He's grinning imperially after Takaishi, seemingly very eager to lay into him.
As you're heading toward the dueling field attached to the station, you can't help but let your mind wander. You don't really remember much about your childhood, and you have practically no memories about how you got your deck. You assume it was the old fashioned way, drawing your soldiers and their gear from packs and then putting them together, even have fleeting memories of the plastic they use for card packs crinkling beneath your fingers, but... Well, you're not sure.
Still, this deck's been good to you since you got it - however that happened - and it's time you prove that again.
Charles floats next to you as you walk, unseen and unheard. That always creeped you out about him, honestly. He makes no sound at all, despite wearing armor that should by all right make some noise, and for all that you've seen him monologue grandly before, no sound left his lips.
You shake your head. No point thinking about any of that right now. You need to devote your full attention to this duel, not necessarily because you're afraid Takaishi will be a tough opponent, but because you want to see and savor every second of his hopes and beliefs getting violently ground into the dirt along with any chance he had against you.
Some of your covorkers take a step away from you as an absolutely feral grin curves your lips. Even Charles looks a little spooked for a second before a similar grin blossoms on his face, the fight-addict in him rising to the surface, pushing the magnanimous king to the side for the moment.
Soon enough you're standing in one of the tunnels that lead to the duel field. Finally alone, you shoot a glance at Charles.
"So, partner, ready to fight that mysogynist pig?"
Charles grins wide and offers you an enthusiastic thumbs up, and with that confirmation at your back, you make your way onto the field where Takaishi is already waiting.
"I see you haven't gone running for the hills yet. That's good, I wanted to show you your place myself." he speaks, deck already in his disk. You don't dignify him with a response, simply readying your own diskand sliding your deck into the open slot.
"How about less talking and more dueling, huh? I'd like to get back to work right about now." you finally shoot back and he grunts.
"So, that's how it'll be then? Fine. You're on. Let's duel."
[You have 1,500 DP to spend. As the starter deck has only thirty cards, you must buy at least ten. If you buy more than ten cards, please note which cards from the starter deck — if any — will be removed to make room]
Effect Monsters [15]:
Infernoble Knight Oliver — [Fire/Warrior/Tuner/Level 4 - ATK/1000 DEF/1500 - While this card is an Equip Card, your opponent cannot target the equipped monster with card effects. You can only use each of the following effects of "Infernoble Knight Oliver" once per turn. You can send 1 FIRE Warrior monster or 1 Equip Spell from your hand or face-up field to the GY; Special Summon this card from your hand as a Level 1 monster. If this card is in your GY: You can target 1 Warrior monster you control; equip this card to that monster you control. 2x
Infernoble Knight Renaud — [Fire/Warrior/Level 1 - ATK/500 DEF/200 - If you control a FIRE Warrior monster, you can Special Summon this card (from your hand). If Summoned this way, treat this card as a Tuner. You can only Special Summon "Infernoble Knight - Renaud" once per turn this way. If this card is Special Summoned: You can target 1 of your FIRE Warrior monsters, or 1 of your Equip Spells, that is banished or in your GY, except "Infernoble Knight - Renaud"; add it to your hand. You can only use this effect of "Infernoble Knight - Renaud" once per turn. Infernoble Knight Astolfo — [Fire/Warrior/Level 1 - ATK/500 DEF/200 - You can banish 1 FIRE Warrior monster from your hand or GY; Special Summon this card from your hand, then you can make this card's Level become the Level of that banished monster. You can banish this card from your GY; Special Summon this banished card during your second Standby Phase after this effect's activation, then you can Special Summon 1 of your FIRE Warrior monsters that is banished or in your GY. You can only use each effect of "Infernoble Knight Astolfo" once per Duel. Infernoble Knight Maugis — [Fire/Warrior/Level 4 - ATK/1500 DEF/1000 - While this card is an Equip Card, the equipped monster cannot be destroyed by battle. You can only use each of the following effects of "Infernoble Knight Maugis" once per turn. If this card is sent to the GY: You can shuffle into the Deck, 3 of your other FIRE Warrior monsters and/or "Noble Arms" cards that are banished or in your GY; draw 1 card. If this card is in your GY: You can target 1 Warrior monster you control; equip this card to that monster you control. Infernoble Knight Ogier — [Fire/Warrior/Level 4 - ATK/1500 DEF/2000 - While this card is an Equip Card, the equipped monster cannot be destroyed by card effects. You can only use each of the following effects of "Infernoble Knight Ogier" once per turn. If this card is Normal or Special Summoned: You can send 1 "Noble Arms" card, or 1 FIRE Warrior monster except "Infernoble Knight Ogier", from your Deck to the GY. If this card is in your GY: You can target 1 Warrior monster you control; equip this card to that monster you control. Brushfire Knight — [Fire/Warrior/Level 4 - ATK/1400 DEF/1200 - When a FIRE monster is destroyed and sent to your Graveyard: Send 1 FIRE monster from your Deck to the Graveyard. When this card is destroyed and sent to the Graveyard: Send 1 FIRE monster from your Deck to the Graveyard. You can only use 1 "Brushfire Knight" effect per turn, and only once that turn. Valkyrian Knight — [Fire/Warrior/Level 4 - ATK/1900 DEF/1200 - Monsters your opponent controls cannot target face-up Warrior-Type monsters for attacks, except "Valkyrian Knight". When this card is destroyed by battle and sent to the Graveyard: You can banish 1 Warrior-Type monster and this card from your Graveyard, then target 1 Level 5 or higher Warrior-Type monster in your Graveyard; Special Summon that target. Evocator Chevalier — [Fire/Warrior/Gemini/Level 4 - ATK/1900 DEF/900 -
This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it become an Effect Monster with this effect.
● You can send 1 face-up Equip Card you control to the Graveyard, then target 1 card your opponent controls; destroy that target. Squeaknight — [Fire/Warrior/Union/Level 1 - ATK/500 DEF/500 - If this card is Special Summoned: You can activate this effect; treat this card as a Tuner this turn, also you can only Special Summon once from the Extra Deck for the rest of this turn. Once per turn, you can either: Target 1 face-up monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. If the equipped monster would be destroyed by battle or card effect, destroy this card instead. Master of the Flaming Dragonswords — [Fire/Warrior/Level 4 - ATK/1800 DEF/1200 - When a monster is Normal Summoned to your side of the field, except "Master of the Flaming Dragonswords": You can increase that monster's Level by 1, and this card gains 300 ATK until the End Phase. Command Knight — [Fire/Warrior/Level 4 - ATK/1200 DEF/1900 - All Warrior monsters you control gain 400 ATK. If you control another monster, monsters your opponent controls cannot target this card for attacks. Rose, Warrior of Revenge — [Fire/Warrior/Tuner/Level 4 - ATK/1600 DEF/600 - When this card inflicts battle damage to your opponent: Inflict 300 damage to your opponent. Phoenix Gearfried — [Fire/Warrior/Gemini/Level 8 - ATK/2800 DEF/2200 -
This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is a Normal Monster on the field, you can Normal Summon it to have it become an Effect Monster with this effect.
● If your opponent activates a Spell Card: You can target 1 Gemini monster in your Graveyard; Special Summon that target. During either player's turn, when a Spell/Trap Card is activated that targets a monster(s) on the field: You can send 1 face-up Equip Card you control to the Graveyard; negate the activation, and if you do, destroy it. Marauding Captain — [Earth/Warrior/Level 3 - ATK/1200 DEF/400 - Your opponent cannot target Warrior monsters for attacks, except this one. When this card is Normal Summoned: You can Special Summon 1 Level 4 or lower monster from your hand.
Spell Cards [11]:
"Infernoble Arms - Durendal" — [Equip/While this card is equipped to a monster: You can add 1 Level 5 or lower FIRE Warrior monster from your Deck to your hand, then destroy this card. If this card is sent to the GY because the equipped monster is sent to the GY: You can target 1 Level 5 or lower FIRE Warrior monster in your GY; Special Summon it, also you cannot Special Summon monsters for the rest of the turn, except Warrior monsters. You can only use 1 ""Infernoble Arms - Durendal"" effect per turn, and only once that turn. "Infernoble Arms - Hauteclere" — [Equip/While this card is equipped to a monster: You can target 1 face-up monster you control; this turn, you cannot declare attacks, except with that monster, also it gains the ability this turn to make a second attack during each Battle Phase, then destroy this card. If this card is sent to the GY because the equipped monster is sent to the GY: You can target 1 face-up monster on the field; destroy it. You can only use 1 ""Infernoble Arms - Hauteclere"" effect per turn, and only once that turn. "Infernoble Arms - Joyeuse" — [Equip/While this card is equipped to a monster: You can target 1 FIRE Warrior monster in your GY; add it to your hand, then destroy this card. If this card is sent to the GY because the equipped monster is sent to the GY: You can Special Summon 1 FIRE Warrior monster from your hand. You can only use 1 ""Infernoble Arms - Joyeuse"" effect per turn, and only once that turn. Assault Armor — [Equip/Equip only to a Warrior-Type monster that is the only monster you control. It gains 300 ATK. During your Main Phase 1, you can send this equipped card to the Graveyard to allow the equipped monster to attack twice during each Battle Phase this turn. Divine Sword - Phoenix Blade — [Equip/Equip only to a Warrior monster. It gains 300 ATK. During your Main Phase, if this card is in your GY: You can banish 2 Warrior monsters from your GY; add this card to your hand. Heritage of the Chalice — [Normal/Add 1 "Noble Knight" monster or 1 "Noble Arms" card from your Deck or GY to your hand. If your "Noble Knight" monster equipped with a "Noble Arms" Equip Spell is destroyed by battle and sent to the GY, while this card is in your GY: You can add this card to your hand. You can only use 1 "Heritage of the Chalice" effect per turn, and only once that turn. 2x
Glory of the Noble Knights — [Quick-Play/Target 1 "Noble Knight" monster you control; equip it with 1 Equip Spell from your Deck that can equip to that target. You can only activate 1 "Glory of the Noble Knights" per turn. Noble Knights of the Round Table — [Field/
During your End Phase: You can activate each of these effects up to once per turn, depending on the total number of "Noble Knight" cards with different names in your GY and/or you control;
● 3+: Send 1 "Noble Knight" card from your Deck to the GY.
● 6+: Special Summon 1 "Noble Knight" monster from your hand, then you can equip 1 "Noble Arms" Equip Spell from your hand to that monster.
● 9+: Target 1 "Noble Knight" monster in your GY; add that target to your hand.
● 12: Draw 1 card. Last Chapter of the Noble Knights — [Normal/If your opponent controls a monster and you control no monsters: You can target 1 "Noble Arms" Equip Spell Card and 1 appropriate "Noble Knight" monster in your Graveyard; Special Summon that monster, and if you do, equip that Equip Spell Card to that appropriate monster. You can only activate 1 "Last Chapter of the Noble Knights" per turn. The Warrior Returning Alive — [Normal/Target 1 Warrior monster in your GY; add that target to your hand.
Trap Cards [4]:
Until Noble Arms Are Needed Once Again — [Normal/Excavate cards from the top of your Deck, equal to the number of "Noble Arms" Equip Spells you control, and if you do, add 1 of them to your hand, also place the remaining cards on top of your Deck in any order. You can banish this card from your GY, except the turn this card was sent to the GY; Special Summon from your Deck, 1 "Noble Knight" monster with a different name from the cards you control or in your GY. You can only use this effect of "Until Noble Arms are Needed Once Again" once per turn. Horn of Olifant — [Normal/Activate 1 of these effects;
● Banish 1 Equip Spell you control or in your GY, then you can destroy 1 card on the field.
● Destroy 1 "Roland" monster you control, then Special Summon in Defense Position up to 3 FIRE Warrior monsters from your Deck, whose total Levels equal 9, but their effects are negated, also, until the end of your next turn after this effect resolves, you cannot Special Summon monsters, except Warrior monsters.
You can only activate 1 "Horn of Olifant" per turn. Armory Call — [Normal/Add 1 Equip Spell from your Deck to your hand, then you can equip it to 1 appropriate monster you control. You can only activate 1 "Armory Call" per turn. Sealing Ceremony of Katon — [Continuous/Once per turn: You can banish 1 FIRE monster from your Graveyard to target 1 card in your opponent's Graveyard; banish that target.
Extra Deck [2]:
Infernoble Knight Captain Roland — [Fire/Warrior/Synchro/Level 5 - ATK/2000 DEF/500 - 1 Tuner + 1+ non-Tuner monsters
If this card is Synchro Summoned: You can activate this effect; during the End Phase of this turn, send 1 Equip Spell from your Deck to the GY, then add 1 Warrior monster from your Deck to your hand. During the Main Phase, if this card is in your GY (Quick Effect): You can target 1 Warrior monster you control; equip this card to that monster you control as an Equip Spell that gives it 500 ATK. You can only use each effect of "Infernoble Knight Captain Roland" once per turn. Infernoble Knight Emperor Charles — [Fire/Warrior/Synchro/Level 9 - ATK/3000 DEF/200 - 1 Tuner + 1+ non-Tuner monsters
If an Equip Card becomes equipped to a monster on the field, even during the Damage Step: You can destroy 1 card on the field. During the End Phase: You can equip 1 Equip Spell from your hand or GY to this card, then you can equip 1 FIRE Warrior monster from your Deck to this card as an Equip Spell that gives it 500 ATK. You can only use each effect of "Infernoble Knight Emperor Charles" once per turn.
Purchasable Cards:
Spy-C-Spy [100 DP] - [Fire/Warrior/Level 3 - ATK/1200 DEF/1300 - If this card is Normal Summoned: Look at 1 random card in your opponent's Extra Deck, and if it has 2000 or more ATK, this card gains 1000 ATK. If it has less than 2000 ATK, you gain LP equal to that monster's ATK. Sublimation Knight [150 DP] - [Fire/Warrior/Level 3 - ATK/1300 DEF/200 - If this card is Normal or Special Summoned: You can equip 1 FIRE Warrior or 1 Gemini monster from your hand or Deck to this card as an Equip Spell that gives this card 500 ATK. If this card in its owner's control is destroyed by an opponent's card while equipped with a Gemini monster(s): You can Special Summon as many of those Gemini monsters from your GY as possible, as Effect Monsters that gain their effects. You can only use each effect of "Sublimation Knight" once per turn. Crimson Sentry [75 DP] - [Fire/Warrior/Level 4 - ATK/1500 DEF/1200 - Offer this face-up card as a Tribute to return 1 of your monsters destroyed in battle during this turn to the bottom of your Deck. Evocator Eveque [100 DP] - [Fire/Warrior/Gemini/Level 4 - ATK/1500 DEF/1000 - This card is treated as a Normal Monster while face-up on the field or in the GY. While this card is a Normal Monster on the field, you can Normal Summon it to have it become an Effect Monster with this effect.
● If this card is Normal or Special Summoned: You can target 1 FIRE Warrior monster or 1 Gemini monster in your GY, except "Evocator Eveque"; Special Summon it. You can only use this effect of "Evocator Eveque" once per turn. Fire Flint Lady [75 DP] - [Fire/Warrior/Level 1 - ATK/100 DEF/100 - If you control a Warrior monster: You can Special Summon this card from your hand. You can send this card from the field to the GY; Special Summon 1 Level 4 or lower Warrior monster from your hand, and if you do, your opponent cannot target it with card effects this turn. You can only use each effect of "Fire Flint Lady" once per turn.
Magnum Shield [150 DP] - [Equip/Equip only to a Warrior-Type monster. Apply this effect, depending on its battle position.
● Attack Position: It gains ATK equal to its original DEF.
● Defense Position: It gains DEF equal to its original ATK. Reinforcements of the Army [175 DP] - [Normal/Add 1 Level 4 or lower Warrior monster from your Deck to your hand. Mystical Space Typhoon [300 DP] - [Quick-Play/Target 1 Spell/Trap on the field; destroy that target. Salamandra [200 DP] - [Equip/Equip only to a FIRE monster. It gains 700 ATK. Fairy of the Spring [125 DP] - [Normal/Target 1 Equip Spell Card in your Graveyard; add that target to your hand. That Equip Spell Card cannot be activated this turn. 2x
Collected Power [150 DP] - [Normal/Target 1 face-up monster on the field; equip it with all Equip Cards on the field. If any of those Equip Cards is now equipped to an incorrect target, destroy that Equip Card. Intrigue Shield [175 DP] - [Normal/Target 1 face-up monster you control; equip this card to that target. Once per turn, while the equipped monster is in Attack Position, it cannot be destroyed by battle. You take no battle damage from attacks involving it. Backfire [100 DP] - [Continuous/If a face-up FIRE monster(s) you control is destroyed and sent to the GY: Inflict 500 damage to your opponent. Gemini Ablation [150 DP] - [Continuous/During the Main Phase: You can discard 1 card, then activate 1 of these effects;
● Special Summon 1 Gemini monster from your Deck as an Effect Monster that gains its effects.
● Tribute 1 Gemini monster, and if you do, Special Summon 1 FIRE Warrior monster from your hand or Deck. Then, if you Tributed a Gemini monster that was treated as an Effect Monster and had gained its effects, you can also destroy 1 card on the field.
You can only use this effect of "Gemini Ablation" once per turn. Spiritual Fire Art - Kurenai [150 DP] - [Normal/Tribute 1 FIRE monster; inflict damage to your opponent equal to that monster's original ATK. 2x
Spirit Force [150 DP] - [Normal/During your opponent's turn, at damage calculation: Make the battle damage you take from this battle 0, then you can add 1 Warrior-Type Tuner monster with 1500 or less DEF from your Graveyard to your hand.
Scarred Warrior [500 DP] - [Earth/Warrior/Synchro/Level 5 - ATK/2100 DEF/1000 - 1 Tuner + 1 or more non-Tuner monsters
Your opponent cannot target face-up Warrior-Type monsters for attacks, except this one. Once per turn, if this card would be destroyed by battle, it is not destroyed. Gaia Knight, the Force of Earth [500 DP] - [Earth/Warrior/Synchro/Level 6 - ATK/2600 DEF/800 - 1 Tuner + 1 or more non-Tuner monsters Driven Daredevil [600 DP] - [Earth/Warrior/Synchro/Level 7 - ATK/2400 DEF/2100 - 1 Warrior-Type Tuner + 1 or more non-Tuner Warrior-Type monsters
This card cannot be destroyed by battle when attacked by a monster with higher ATK. After damage calculation, if this card was attacked by a monster with higher ATK: Destroy the opponent's monster it battled. Crimson Blader [650 DP] - [Fire/Warrior/Synchro/Level 8 - ATK/2800 DEF/2600 - 1 Tuner + 1 or more non-Tuner monsters
If this card destroys an opponent's monster by battle and sends it to the Graveyard: Your opponent cannot Normal or Special Summon Level 5 or higher monsters during their next turn.
[So, what cards did Cleo 'buy' (she thinks) back then? Vote by plan only!] A/N Bleh, that took forever. Anyways, here. Not much action yet, I'll admit, but stuff's gonna ramp up a little now that you're 'armed' so to speak. Hope the cards are to your liking? I may have mispriced some stuff, so if anything seems too cheap consider it a discount on the first purchase. If anything seems too pricey... shut up you don't see nothing. NOW GIVE ME YOUR MONEY
For real though, the pricing will probably balance itself out as we go and I get more experience with this stuff. Folks did help me figure it out better, but this is just one of those things that need some practice.
Oh, and yes you get geminis. Stop complaining, you need some difficulty, and they're not that bad anyways.
[X] Plan Some good stuff V2 (1500)
-[X] Fire Flint Lady (75)
-[X] MST (300)
-[X] ROTA (175)
-[X] Gemini Ablation (150)
-[X] Sublimation Knight (150)
-[X] Magnum Shield (150)
-[X] Evocator Eveque (100)
-[X] Spy C Spy (100)
-[X] Spirit Force (150)
-[X] Kurenai (150)
"Duel!"
The word is spoken by both duelists at once, heralding the appearance of the Life Point counters as their disks activate and they draw their opening hands.
'Hmm... Sublimation Knight, Spy-C-Spy, Sealing Ceremony of Katon, Heritage of the Chalice and Oliver... Not a bad start at all'
"Normally I'd say ladies first, but since I'm not seeing any, I think I'll take first turn." Takaishi jeers on the other side of the field, drawing a card and adding it to his hand.
"Right, I'll start simple so you can keep up. I'll Set a monster in face-down defense position, then Set two cards face-down. That should be enough for now." he continues, not giving you a chance to reply to his previous comment.
A face-down card appears sideways in front of him, followed by two more cards setting themselves face-down behind it. You take it in. A defensive play, and a pretty generic one at that. Stalling because of a brick opening hand? Or bait for those face-downs in his back row? Well, you suppose it's time to find out.
"My move then!" you answer, hand reaching for your deck.
Your field and graveyard are currently empty. You have 4000 LP.
Your opponent controls one face-down defense position monster and two face-down backrow cards and has 4000 LP.]
[ ]First thing you need to do is get some information. His board is annoyingly closed, giving you no clues as to what kind of deck he's playing. So you'll summon Spy-C-Spy to take a peek at one card from his extra deck and see if that tells you anything. If it's got more than 2000 ATK, which is a pretty solid bet, you'll be left with a 2200 ATK beatstick that should take a little effort to overcome this early in the game, and if it's got less than 2000 ATK, you just scored yourself a LP boost. Win-win, really. Then, you'll set Sealing Ceremony of Katon and Armory Call and go on the offensive to see what's hiding under that face-down monster card.
[ ]Right, step one is consolidating some power onto your field. You'll summon Sublimation Knight and equip him with Evocator Eveque from your deck to give him 500 extra ATK. Then, you'll set Sealing Ceremony of Katon and Armory Call and go on the offensive to see what's hiding under that face-down monster card. Even if Sublimation Knight's destroyed here, you can use his effect to summon Eveque from the graveyard and use Eveque's effect to summon Evocator Chevalier from the deck to protect your life points.
[ ]Let's get ready for our synchros to take the stage. You'll activate Heritage of the Chalice to add Infernoble Knight Ogier to your hand and summon him. Then you'll discard Spy-C-Spy to activate Oliver's effect and summon him as a level 1 monster. You'll tune Ogier with Oliver to synchro summon Infernoble Knight Captain Roland, equip him with Oliver and Ogier from the graveyard, then send him on the attack.
[ ]Write-in A/N: So, first off, allow me to once again apologize for this being so short (and that it took me till today to write and post it). I'll probably make future chapters longer, but I wanted to give you full control for this first duel of the quest. Especially since there's a bunch of routes this turn can take and there's no one best route, so... yeah. Here. Have some words. Oh and, as a reminder, Captain Roland isn't a synchro tuner yet. You can make him into a synchro tuner once the Machine Emperor stuff starts happening, but until then he's just a regular synchro.
[X] Plan First Quest
-[X] Chalice adds Ogier
-[X] Normal summon Ogier, dump Maugis
-[X] Special summon Oliver by discarding Spy-C-Spy
-[X] Synchro Summon Roland
-[X] Equip Roland with Ogier, Maugis, and Oliver
-[X] Attack the set monster
-[X] Set Armory Call, Roland searches Oliver #2 and dumps Assault Armor
You draw, adding a copy of Armory Call to your hand, then look at your opponent.
"If you're going to just cower in fear over there then fine, I guess I'll just have to come to you."
You grab one of your cards and begin your strategy.
"First, I'll be activating the spell card, Heritage of the Chalice. This, if you didn't know, lets me add a Noble Knight monster or a Noble Arms card from my deck. And I'll be picking Infernoble Knight Ogier."
The spell manifests on your field, a tall, redheaded man in silver armor holding an extravagant golden chalice. Light shines from the cup, hitting your duel disk and making it spit out a card which you add to your hand.
"Next, I'll be summoning Ogier to the field. And with his effect, I can send a Noble Arms card or a Fire Warrior monster from my deck to the grave when he's summoned. I'll be sending Infernoble Knight Maugis."
The monster, a beautiful blonde man in red and black armor with a white cloak over it, fades into view, surrounded by a cloud of phantasmal fairies. He gestures grandly, creating a fiery image of another man, this one wielding a gnarled staff and dressed in robes. It's snuffed out with another gesture and your deck spits out another card. This one, you send to the graveyard.
"I'm not done yet either." you continue after taking a second to see if Takaishi has a response. He does not.
"By discarding Spy-C-Spy from my hand, I can special summon the Tuner monster Infernoble Knight Oliver as a level 1."
Now your opponent looks a little nervous. You discard the card bearing an image of a beautiful woman in a red dress, holding a plate of curry, then place a second card onto your duel disk. From it strides a young man in bright red armor, his red hair rustling in the wind. A royal red cape edged with gold flutters behind him.
"And with these two now on the field, I think it's time to turn up the heat! Level 1 Infernoble Knight Oliver tunes level 4 Infernoble Knight Ogier!"
The tuner raises his hand to the sky, unleashing a blast of fire which shapes itself into a ring while his body disappears. The ring descends, burning away Ogier's form and leaving behind four gleaming stars which arrange themselves in a line. Light falls from the sky, and when it fades, a different figure is standing on your field.
"Twin embers of courage and justice, flare as one and create a flame of chivalry! I synchro summon, level 5 Infernoble Knight Captain Roland!"
He's tall, with bright red hair like Oliver, dressed in pitch black armor with adornments of red and yellow. A heavy red cape rests on his shoulders.
"And now, because Oliver, Maugis and Ogier are in my graveyard, I can equip all three to Captain Roland! Come on, boys!"
The forms of the other three knights flicker into view behind their comrade, ghostly and indistinct.
"Thanks to the support of his comrades, you now cannot destroy Roland in battle or with card effects, and you can't target him with card effects either. With that in mind, Roland! Show us what his face-down monster is, with Flaming Blade!"
Roland takes out a golden blade hilt, its crossguard shaped like wings and adorned with red. A blade of fire erupts out, and the knight leaps forward, cutting the face-down in half. You catch a glimpse of a rotund piglet with angel wings and a halo before it shatters and goes to the graveyard.
"Now, I'll set a card face-down myself and end my turn. And because the turn in which I summoned Roland is ending, I can send an equip spell like my Assault Armor from my deck to the grave to add a Warrior from my deck to my hand. I'm picking my second Oliver."
You set Armory Call and send Assault Armor from your deck to the grave, grabbing a copy of Infernoble Knight Oliver to add to your hand, then pass the turn to your fuming opponent.
"Not bad, I suppose. My turn." he draws a little more aggressively than before, you notice.
"I'll set two more cards face-down and set a monster in face-down defense position, like before. That's all." he grumbles.
A brick, twice in a row? You're not sure, but this seems a little ridiculous... Well, anyway. You draw your next card and begin your second turn.
Your opponent controls one face-down defense position monster and four face-down backrow cards and has 4000 LP. His graveyard contains Buten.]
[ ]Well, there's a clear path to follow here. You'll summon Oliver and use him and Roland to go into Charles, who you'll equip with Oliver, Ogier, Maugis and Roland to give him all those protections and 500 extra ATK, as well as activate his ability and destroy something in his back row. Those things still bother you. Then, you'll destroy his facedown monster. You can also activate Armory Call to grab an equip spell [write-in which] and give yourself space to set Horn of Olifant.
[ ]Write-in A/N: Hi folks! Yeah, sorry for just giving you one option and a write-in rather than more of them, but I don't really see many other things you could do. I wasn't sure if you would want to do this though, so I set it up as a vote instead of just autopiloting next turn. Sorry. Anyway, hope you enjoyed.
[X] Plan Once More
-[X] Normal Summon Oliver, Synchro Summon Charles
-[X] Equip Charles with Maugis, Oliver, and Ogier.
-[X] Destroy his facedown monster with Charles' ability.
-[X] Activate Armory Call, equipping Hauteclere.
-[X] Activate Hauteclere's effect to destroy it and let Charles attack twice.
-[X] Attack for game.
-[X] If that fails, use Charles' effect to equip Hauteclere again in the end phase.
-[X] During our opponent's next turn, use Roland's ability to equip himself as a quick effect to disrupt his plays.
"My move!" you call, drawing Horn of the Olifant, then moving on to your - hopefully - final turn.
"I'll normal summon my second Infernoble Knight Oliver, which means he's a level 4 this time. And that means, I can tune him to my Infernoble Knight Captain Roland!"
This time, a pair of flaming shortswords burst to life in Oliver's hands. He swings them violently, the embers flying off the blades blooming into a quartet of fiery rings while Roland's body dissolves, leaving behind five luminous stars. Once more, the pillar of light comes crashing down, met halfway by a rising tornado of flames engulfing the stars and rings. A shadow forms in the blaze.
"Twin flames of righteousness, burn together and become a bonfire of royal will! I synchro summon, level 9 Infernoble Knight Emperor Charles!" you roar as the flames fall silent and disappear, leaving him standing in full view.
The emperor strides majestically forward, his red cape flapping in the breeze. He's garbed in heavy black armor with red details and holding a large sword in his right hand, the weapon glowing blue with inner fire.
"Now that his majesty is finally with us, I'll activate the effects of Oliver, Maugis and Ogier from the graveyard once more, equipping them to Charles. And, once per turn, when a monster becomes equipped, the emperor can destroy one card on the field. I think that face-down monster of yours is a good pick."
The three knights once more stand behind their comrade, a silent guard to their emperor. The synchro raises his left hand, symbols of fire tracing themselves into the air before it, before a pillar of flames erupts under the face-down monster Takaishi controls. An orange wreath, adorned with angelic wings and green ribbons, is revealed for a second before burning away.
"And because I really don't want to be here any longer, I'll be playing my trap card, Armory Call. With this, I can-"
"Do nothing. I activate the trap, Dark Bribe." Takaishi cuts in. "It negates your trap, then you can draw one card to make up for it."
You do so while Armory Call goes to pieces, drawing your field spell Noble Knights of the Round Table.
"No matter. Charles is still strong enough to deal some serious damage. Go get him, Imperial Blaze!"
Charles springs forth, his blade falling like a guillotine.
Takaishi LP: 4000 -> 1000
"Ugh. You'll pay for that." the man grunts.
"Heh, not likely, but come and try. I'll set one card face-down. Your turn." you grin ferally back, a gesture Charles repeats in front of you, before setting Horn of Olifant, just in case.
"I draw." Takaishi almost growls, practically ripping his card out of his deck.
"I set a monster and-"
"I'll stop you right there for a sec, buddy. Because, you see, I'm activating Roland's ability from the grave." you cut in, grin widening at his angry growl.
"See, during the main phase of a turn - yes, even yours - I can equip Roland to a face-up Warrior I control, giving that Warrior 500 ATK. And I'm sure you remember what happens when I equip a card on something while Charles is around, right?"
He pales. Roland appears next to his ghostly comrades, an aura of fire enveloping him before transferring to Charles who sighs in joy as his Attack points rise. Then, he gestures and Takaishi's monster turns to ash once more, revealing the same wreath he had set before.
"Your turn." the man growls and you smugly draw the last card of the duel, Phoenix Gearfried.
"Charles? End him."
The blade falls, and the game ends.
Takaishi LP: 1000 -> -2500
Winner: Cleo
The corporal stands there, absolutely shellshocked, an expression of utter loss on his face.
"Hey buddy, good game!" you call, barely keeping yourself from cackling. Because, well, it really wasn't. The man basically turtled up, did nothing and had his defenses eviscerated.
Unfortunately, your words serve to shake him back to his senses.
"You... You must have cheated somehow. How'd you do it, huh bitch? Preshuffled deck? Doesn't matter. As soon as my father hears of this..."
Luckily for everyone there, but mostly for your ears, another officer sprints into the arena, cutting the rant short.
"Lieutenant Kishinami! There you are, I've been looking for you. Captain Ishida's looking for you."
You look at the officer and nod. "I'll head over then. Any idea why?" When the man shakes his head, you walk away from the dueling field, returning your deck to its holster as you walk through the tunnel connecting the arena and the station proper.
You step back into the bustle of the station and make your way to the stairs, taking two at a time in your haste. Within minutes, you're standing in frot of Ishida's office and knocking on the door.
"Enter." a gruff voice calls from inside.
You open the door, taking in the man sitting behind the desk.
Ju Ishida is an intimidating man, standing head and shoulders above most of his officers. His shoulders are so broad you swear he probably gets stuck in doorways, and he looks like he's fully capable of twisting a man's head off his shoulders with two fingers. Though most of his hair is still chestnut brown, white already crowns his temples.
"Kishinami. I'll be brief. We've got three rather urgent jobs on our hands, and the other higher officers all agreed you should get first pick due to your recent promotion. Personally, I don't see why, but they told me in no clear terms that I either allow this or lose my espresso supply forever, so, go ahead. Pick and get out of my hair.
He motions to his desk where three printed sheets are waiting for you. You mull over them for a second, then reach for
[ ]a list of faces and names, the title at the top of the page proclaiming them to be convicts headed for the Facility on today's convoy.
[ ]a picture of a masked figure in a large black cloak, a list of appearances and property damage under it.
[ ]a map of downtown New Domino, multiple large parts shops marked with red dots.
Ishida nods and grunts. "Good, now get out and get to work. Time's wasting."
Seeing you'll be getting nothing more from him, you leave the office, passing a pair of fellow lieutenants that give you a grin and a thumbs up before walking into the office you just left. You, meanwhile, head out to get to work. A/N: By the way, the three set cards you didn't get to see were Counter Counter, Chivalry and Malfunction. He just... really didn't stand a chance as soon as you started equipping Oliver to things. The two set monsters Charles wrecked were both Nova Summoner. Oh, and approval voting is enabled for this one.
That's a lot of time, I know, but I wanted to make sure you're aware. Vote's open for 15 hours after this post, at which point I'll extend it for another hour if there's a tie or close it and start writing if there isn't one.
[X]a map of downtown New Domino, multiple large parts shops marked with red dots.
First thing to do in a case: review the evidence. You sit yourself down at your desk and thoroughly read the printed pages the Captain gave you.
Apparently, this past week, ten shops specializing in machines and spare parts were robbed. In each one, the alarms and cameras were disabled first before someone broke a window and entered, making off with well over 10000$ in parts as well as the contents of every cash register and safe. You hum. Ten shops in five days, and... You check the data again. Yeah, the robberies didn't happen every night so whoever this was, there were at least four of them if each robbery was the work of a single person.
Except... that didn't seem right. Some of the things they stole were big and heavy, no way a single person could realistically load them into whatever vehicle they showed up in. No, this was probably done by three people each, so... at least twelve people working together. But why? The cash makes sense, but the parts? They weren't anything special or something you could sell on the black market, so... why take them? There weren't any common threads in the shops hit or merchandise stolen either, like someone just rolled some dice and randomly decided where to go, then just grabbed the first things they saw.
Groaning, you get up and storm over to the coffee machine, making yourself a cup of the black sludge your coworkers decided to buy and gulping it down while still hot. Right, no point in ramming your head against that particular wall anymore. If words on paper won't help you, maybe it's time to go check one of the scenes of the crime in person. After you go talk to the guys in Forensics, you'll grab an officer to go with you and head out to check
[ ]the smaller shop downtown. They had the least damage done to them, having lost the least merchandise. The robbery was also recent, occuring only yesterday. You wonder, does that mean the crooks were in a hurry? Maybe they left something behind.
[ ]the shop over on Oak Street. That one reported losing some stuff commonly used in Duel Runners and they did lose the most items out of the ten on the list. Were the other shops just a smokescreen? Whatever the case, speaking to the store's manager might give you some details about the aftermath of the theft.
[ ]the shop on Royal Straight Avenue, the one Sector Security deals with when buying backup parts for their Runners. You're not sure you could turn up any new information, but if this was meant to target Sector Security in any way, whether by sabotaging your ability to repair busted vehicles or by making you look incompetent, this would be where the thieves would leave a message about it
[ ]the shop on Grand Bridge Alley. That's pretty close to your apartment, and the people there know you. Maybe someone saw something but didn't want to tell the cops? Would they speak with you?
That decision made, you set course for Forensics, walking at a rapid clip to get there as soon as possible. Truth was, you missed being out there, catching criminals and upholding peace. It had only been a week since your last case, but you could already feel your blood singing with impatience. You were never meant to sit still, you were an action person since you were little... you think.
You shake your head. No time to get lost in foggy memories you don't even really have, you have a case to solve. You reach Forensics, rapping on the door and walking in.
"Yo, nerds! I need someone to walk me through the evidence on the Part Shops Case!" you call, a smirk on your face as the people inside turn to look at you at once.
"Good morning to you as well, lieutenant." Rika Kawahana, a petite woman with bark brown hair and bright green eyes, drawls back with a deadpan face before motioning for you to follow. She retrieves a folder and takes a seat at a table.
"Right, the robberies. Whoever did it exhibited a bizarre mix of amateur and professional. Like, for example, they entered by breaking a display window with a brick, but they somehow managed to leave no prints or DNK traces. The way the security systems were disabled also points at a talented hacker, but the security cameras were only really down for about five minutes. In that time, someone spray-painted the lenses black. A living contradiction."
You groan and massage the bridge of your nose. "So, what you're telling me is that we found no traces of anything? So we're at square zero. No idea who did it, no leads, nothing?"
"Well, I wouldn't say that..." the woman demurred, opening the folder before her and turning it around.
You stared. The picture stared back. A black ouroboros spray-painted onto a brick wall, the serpent twisted into a sideways figure eight, each circle containing a diamond.
"A calling card..." you hiss through your teeth. "A new gang or something?"
"That, we do not know. Our informants aren't giving us anything. The image was only painted at three of the ten locations, and all three were hit on different days. We think that only one of the robbers actually paints those, though why we do not know." Rika shook her head.
"Which three?" you ask quickly. When the woman answers, you nod. One of those is the one you decided to check out before anyway.
"Anything else, Rika?" you prod and she shakes her head again.
"We went over all of these with a fine-toothed comb, but usually the fact that they were hit at night and we were only called in next morning meant we didn't find anything of note, unfortunately.
You thank her and leave, mulling things over as you walk toward the garage. What does that snake mean? And why only paint it on three of the ten buildings? Those three weren't particularly close to each other either...
A familiar face approaching shakes you from your funk.
"Corporal Kobayakawa! How are you?" you grin at the woman. Ritsu Kobayakawa was your roommate back at the Police Academy, and the other woman had not changed a bit since. She's still wearing her auburn hair in that short haircut, she's still barely taller than you, her gray eyes are still shining with amusement at the world around her.
"Cleo! I'm doing fine, thanks. You, miss 'Youngest Lieutenant in a Decade'?" she grins back at you and elbows you playfully. You grimace.
"Puzzling over a case, actually. Was just going to go check out one of the crime scenes, see what I can find. You got some time to accompany me, Ritsu?" you admit, smiling when she nods.
"Great, let's go then. Two sets of eyes are better than one, hopefully we can spot the beginning of a trail."
The two of you walked into the station's garage, arranging things with the officer on duty before walking over to
[ ]a pair of Duel Runners, Goyo decks packed up next to them. You were both qualified Turbo Duelists anyway, and they were faster than squad cars.
[ ]a squad car. It isn't as fast as a Duel Runner, but you never got your Turbo Dueling license since your deck relies so heavily on equip spells. This is fine too, and probably a more comfortable ride anyway.
The garage doors open and you start burning rubber toward your destination. A/N: Here we go, new chapter. Hope you enjoyed!