Ten Thousand Negates (A Yu-Gi-Oh! Quest)

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When it grants the power to command terrifying monsters, perform impossible magic and even defy the very gods themselves, calling it a 'children's card game' is a bit reductive. A Yu-Gi-Oh! quest in an original* setting.

*By the technical definition.
[Pilot - Fourth of Six (1)] Character Creation 1
Defeat smells like wet cardboard.

While enhanced with magic, duel monster cards are nigh indestructible, pristine regardless of whatever misfortune might befall them. Once spent, however, theirs is the same fate as Dorian Grey. A starred duelist would have the resources to keep their cards charged. A casual duelist might never reach a point where they were in danger.

You are neither. You haven't had the luxury of being careful with your cards. Nobody in District 500 does. Not even the academy's goons. If they did, they wouldn't be so desperate to keep their stranglehold on the card shops. Proselytising over treating your cards well is all well and good for those who live in the city proper, but it's a pipe dream outside. Unfortunately, without such care, you sometimes simply run afoul of your current situation.

Spread across your kitchen table, is what remains of your deck. In the evening gloom of your cramped apartment, the sight

All forty cards sludged. Not a single one remains.

You could feel them fading during your last duel, pushed far past their breaking point, unresponsive to your will. Three duels in such quick succession was just too much. Though they got you across the finish line, the result was nothing if not pyrrhic. You can still see the academy goon's sneering face. Down on one knee, winded, yet triumphant as you pushed past him. You might've won the duel, but it didn't matter.

It's not the first time you've been ambushed by the jerks, or even the tenth. They've been antagonising you ever since you turned down their 'enrolment offer' and let them know you knew exactly what they were.

A bandit academy.

A gang with a fancy piece of paper.

A small fish in a tiny pond, content to throw their weight around as much as they're able to without attracting the attention of anyone even approaching dangerous.

Even in the context of the district, they're nothing special. If they were, they'd probably march up to your door and really put the screws to you. They wouldn't need to be so circumspect.

And yet, in trying to ruin you, they've ultimately been successful.

It's not the cards themselves. Though many of the cards had been with you for years, you bear little sentimentality for any of the cards in your deck.

No, the problem is the timing.

You slam your fist on the table.

Of all the times.

Of all the times for this to happen, it had to be the day before the exam tournament. The event all your efforts had been leading towards. The first since you'd reached the eligible age of fourteen.

You're sure that, years ago, if someone had told you of your eventual fate, you would've cried. Today, there's only exhaustion, tinged with a vague feeling of regret.

Once again, that traitorous little voice whispers in your ear.

Was there another way?

All those days spent in the arena.

All those cards won in wagers, now only fit to be thrown in the garbage.

All these risks taken.

Where could you have been, if only you'd played it safe, taken it slow, done the 'smart' thing?


It's a stupid question.

Every time you linger on the question, you come to the same conclusion.

You were never going to stand a chance if you didn't take one.

Oh, if you'd taken the safe path, if you'd collected cards where you could, traded favours for table scraps, kept your head down, kept out of the way of bigger fish in your tiny pond, maybe some lesser academy would've deemed you worthy of their time. After a couple of years on the bottom of the totem pole, maybe you could've used your influence to get yourself a decent deck. Maybe that could've been a jumping off point to become a decent duelist.

Which is to say, a failure.

Many would be content with being a respectable duellist. A hometown hero, even.

If someone were to tell you that such a thing was their dream, you're sure you'd be happy for them. It'd certainly be a step above what your future currently promises.

But you can't dwell on that.

And as terrible as your current situation is, as comforting as it might've been to have failed less, as much as you would've loved to have zigged when it was proper and zagged when it was not, your overall plan wouldn't have changed. You have no interest in any plan whose best case scenario is still a failure, no matter how respectable.

Ultimately, even knowing this, it doesn't change the facts. Once again, you have been met with failure. And now, you will never have another chance to right it.

Right?

Surely, there has to be a way to fix this, right?

…Well, no, obviously not. There doesn't have to be. You aren't owed a path forward…But there's no way to know unless you try, right?

The beginnings of…well, not a plan per se, but a rough sketch of something similar. Options to consider. Few of the possibilities you consider are worth more than a moment's thought before you discard them, but the process centres you. You no longer feel unmoored.

There's still a chance for things to come together tomorrow, if you have a deck.

Therein lies the rub.

It'd be so much easier if you could just borrow a couple cards off someone you could count on. Unfortunately, you don't have people you can count on.

Not any more at least.

As for someone you're less familiar with doing you a solid? Comically unlikely. You aren't exactly well liked by the general community of district 500, unfortunately. Certainly not enough to lend you a hand in a scrape. You have committed the cardinal sin of District Five Hundred.

You have a reputation as someone with ideas above their station

To the people who frequent the card shops in the area, you are someone who thinks they're too good for District 500. You're trying to improve your duelling skills? Trying to get a position at one of the bigger academies?

Don't kid yourself, you ain't better than us. You don't deserve to escape.

Suffice to say, getting anyone's help on such short notice?

Well…

CHOOSE ONE

[] They'd laugh in your face. Most of your peers are…maybe it's arrogant to say, but envious of you. You are the tall poppy. Everyone knows you're a skilled duelist and seeing you laid low would just make their days. (Boy)
[] Condescension would be the least terrible response. Most of your peers see you as a novelty, at best, and a prize at worst that can somehow be 'won' if they beat you in a duel. Approaching from a position of weakness? Hell no. (Girl)

You are, as always, on your own.

But, as you start to feel with renewed confidence, things don't have to be hopeless.

You look over to the lone shelf in your single room apartment, stacked sloppily with the chaff that you've collected (and mostly dismissed) over the years. You move, at first ponderously, but slowly accelerating, as the gears start turning. Ideas pour through your head as you sift through your collection.

None of them are ideas you'd be considering if you had better access to cardboard, to be sure. You placed all these cards aside for a reason.

You're not sure you can make a good deck out of what remains.

But you might just be able to make an effective deck.

The deck you bring tomorrow doesn't necessarily need to follow the same philosophy as your normal deck. It doesn't need to be robust. You're aiming for the best chance at the best result.

The exam's in the form of a tournament, right? You've never seen the specifics, but you can guess. You're not sure how many people will turn up for it, but it's only over a single day. So a couple rounds of pools, followed by a top eight, probably? You can pull something together for this.

It won't be pretty. Not in the slightest.

Tonight, you'll do the best you can to rebuild your deck. You'll practise the lines and test against yourself. You'll figure out what works. You'll make something that might not be pretty, but it'll get—

You freeze. Your hand brushes over a familiar, old deck box.

It's been a long time since you've looked at it.

The final gift from your grandfather, the man who taught you how to duel, who taught you most things, before he left the city, never to return.

Inside, lies a single, blank card.

Hazily, you realise the deck box has been discarded and you now hold the card in your hand. It calls to you.

"Can't say I know what it is, but I've only ever heard of good things coming from blank cards. One of these days, I'm sure it'll come in handy."

You've always wondered what he meant. And, to a lesser extent, why he didn't leave you with something more immediately practical.

You stare at it for a moment, coming back to yourself. Still a blank, white rectangle. There's a twinge of disappointment. For a moment, there was a spark of desperate, irrational hope. That, in your darkest hour, your grandfather's gift would finally reveal itself. You wonder if the issue is with you. That there's something you're missing, or some deficiency within your character that holds the card out of your reach.

Irrelevant. More pointless doubts and once again, nothing that hasn't plagued you before. You put it out of your mind.

Except…

You still feel something.

The smart thing would be to leave it in the relative safety of your apartment, as you usually do. There isn't really a good reason not to. Not one that you could articulate, at least.

But you'll bring it with you tomorrow anyway. On the off chance it'll 'come in handy'.

As that thought crosses your mind, for just a moment, you swear you can pierce through the veil and glimpse the true form of the card:

CHOOSE ONE

[] A monstrous beast, bearing the heads of three different creatures.
[] A noblewoman on horseback, a contrast of harsh steel and elegant flowers.
[] A great machine, the last of twelve, armed to the teeth with advanced weaponry.
[] A towering aquatic titan that drowns countries with each step.
[] A dragon corrupted by evil spirits, clad in bone and armed with chains.
[] A young shrine maiden, bearing the spirit of a wrathful god.

But it's gone so soon, you can't be sure you saw anything at all.

x X x X x​

Finished my last day of work at my former position on Friday. Been wanting to get back into writing a Yugioh quest more or less since MD dropped and this is more or less my first time having the energy to write something in months.

Why yes, the only reason I included Saryuja is for the sake of symmetry and every generic ritual or pendulum monster that could be considered a 'boss' monster is either Light or Dark. Why did you ask?
 
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Rambling about the Logic behind the first vote + Info on how the duels will be run
I'd rather not get too OP and land ourselves in consistent FTKs like the QM's last yugioh quest.

ngl, kinda surprised people even remember my last yugioh quest. It was six years ago at this point. Not sure, but I think you might be thinking of a different one? I don't recall there being 'consistent FTKs'. In any case, the power level of your opponents in this quest is going to be significantly higher to match, as you can probably guess from the pick of cards you can start with.

Honestly all of the card choices are top tier competitive monsters except Saryuja (who is situational) and Divincarnate (who sucks. Seriously, it's a dead card in so many situations, and also is not an extra deck monster and therefore has to be drawn out of a 40 card deck when you do need it. It's legitimately awful and will be used exactly never unless the QM fudges the draws and designs duels around it.)

I've been aching to discuss the exact nature of the six monsters presented and the process I went through. I've spent way too much time thinking about them.

All five monsters that are currently available to use (Zealantis is OCG only atm) see at minimum fringe use. Kurikara Divincarnate's been seeing experimentation as a going second option. Unfortunately for Saryuja, the decks it sees use in aren't very good (e.g., I think people run it in Telephon FTK?). Guardian Chimera sees use in some Tear variants (plus it was super popular last format). Baronne sees play in Spright variants that run the octopus (and again, saw a lot of play last format).

Plus, there's Zeus. He's still here.

Saryuja's far and away, in my opinion, the card that's least worthy of being on the list, given that he's normally an extender/engine card, rather than something that makes an impact on his own, and also the fact that there's already a link monster on the list. When I was originally thinking about the quest idea a couple of months ago, the original Link rep was Apollousa, who I set aside for being a monster with actual official lore and replaced with Saryuja. Then they revealed Zealantis, who was basically perfect for what I wanted. I kept Saryuja there, though, since I'd already committed to having 1 of each (main) attribute and, as I mentioned in the post, I couldn't find a good alternate rep. Thematically, the spot should probably belong to Amorphactor Pain, but there's just too many things wrong with Mr Turn Skip (part of an established archetype, super limiting regarding the decks he can be played in, exceptionally difficult to write around).

Zeus and Chimera were more or less guaranteed from the moment I decided to have the first choice be 'a generic impact card for each summoning type'. For fusions, there's not really a good alternative; Garura and Mudragon are technically options, but they're not really 'impactful'. As for XYZs, the only other monster that doesn't lock you into specific ranks is F0, which is A. part of a specific archetype B. has a very specific place in the existing Yugioh canon and C. really doesn't measure up to the competing options without the ability to rank it up into UFD.

EDIT: Oh, regarding Baronne, there was actually another monster I spent a fair amount of time weighing up, which was Stellar Wind Wolfrayet. Baronne kinda rubbed me the wrong way since she's technically part of an archetype, but I ended up going with her Baronne since Wolfrayet felt a bit underwhelming (plus, I wanted at least one 'human' as part of the line up).

For a fair length of time, the main deck/fire representative was going to be Lava Golem, but I eventually swapped him out for Kurikara, because Lava Golem only really fits in decks that are okay if they're left without their normal summon. Kurikara's here because she a hyper generic monster that can generate the necessary impact when she hits the field (plus she's a fire attribute monster that doesn't overlap with the monster types of the other five, which is a nice bonus). When I was first thinking it over, I considered Nibiru, but I found that, while he's good in a competitive sense, Nib is really specific and is only really good at very specific times.

Really, if it weren't for the fact he's very explicitly part of an existing archetype and doesn't have the requisite gravitas, the Main Deck slot would've gone to Pankratops. Only other consideration I had was Lord of the Heavenly Prison, who really isn't flexible enough. I do think Kurikara Divincarnate's being a bit underestimated. It's a board breaker that also presents itself as an impactful game piece with its potentially high attack stat and ability to steal monsters out of your opponent's graveyard.

Though, speaking of fudging draws and designing duels...

This quest is NOT going to be following the 'actively draw cards from a deck and let the audience micromanage the MC while they duel', because, frankly, I've grown to really dislike it, both as a QM and as a reader. 9 times out of 10, there's either an obvious solution for the turn or there's 1 plan that everyone gets behind, it feels pretty restricting in what you can do with opponents and especially with the MC, and I always remember it being pretty detrimental to my flow as a writer.

My apologies to anyone who was looking forward to that style of duel.

The outcomes of duels will be determined using die rolls and the audience will be voting on how those rolls are interpreted. Will provide more information later.

Does it occur to anyone that Zeus does not actually negate when the title is about negating?

The only one that does is Baronne. What does it matter? It's just a title.

So, there were two other titles I was considering. The first was 'Chain Link Ten Thousand'; less specific, but didn't necessarily convey what I wanted (i.e. yeah, there's gonna be some powerful stuff).

The other, which I discarded for being maybe a little too glib, was 'Indistinguishable from Cheating'.

Funny story about that.

Around about March, there was minor cheating scandal where someone got caught on stream cheating in two different ways; both swapping a card from their hand with one in their deck while searching, and stacking their opponent's deck while shuffling. DistantCoder reacted to it, and talked about ways to mitigate getting duped by your opponent (for instance, you're allowed to cut your deck after your opponent shuffles it) and thinking about manipulating both your own and your opponent's deck was something I had on my mind while I was first thinking about making another Yugioh quest. I think everyone's joked about Yugioh protagonists cheating by stacking cards they need to the top of their deck, but I don't think anyone's gone into the potential for that to be an actual normalised thing. Why not have manipulating your (and your opponent's) decks be just...a thing that people do, using functional magic? It already kinda is in GX, where they acknowledge Jaden's 'skill' at getting lucky, but it's only brought up briefly. It's not even like it's all that unrealistic, given how rampant cheating was during the early years of Yugioh.
 
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Dueling Mechanics
That is what I was worried about. @Flintlock, could you clarify on how the duels will work? Because making the entire system rolls based seems to me like it would completely disincentivise any reason to actually pick up new cards and strategize.

A mishmash of random cards would be equally as strong as a meta competetive deck if a duel's outcome was completely luck based, no?

As it stands, here is how dueling will be happening:

There are four 'Personal' stats tied to the character, representing a character's unique strengths. These stats will remain somewhat stable, increasing slowly based on explicit circumstances. Those stats are:

Knowledge (Accounts for preparation, ability to apply rulings and knowledge of what an opponent will do)
Talent (Accounts for on the fly thinking/intuition, as well the ability to follow through with your own combo line)
Guile (Accounts for trickery, mind games, and generally being able to manipulate what the opponent is thinking)
Drive (Accounts for persistence and ability to power through adversity, as well as resilience vs the supernatural)

These stats are supplemented by a fifth, more volatile stat:

Mastery (The nebulous anime zone where skill is luck is skill, affected by your 'skill as a duelist' as well as your relationship with the spirits of the monsters in your deck)

At the start of the duel, 1D10 is rolled for each personal stat. Mastery + the two personal stats with the highest rolls are added together. The higher roll starts with the advantage and is allowed to make the first Argument; a set of circumstances that strongly favour that character, whether that's putting their big boss monster on the field, or a nasty floodgate or what have you. Alternatively, the winner can choose to make no argument. If so, the opponent must make an Argument and cannot pass priority.

NOTE: Arguments are NOT explicit, long form plans, but rather general themes. They will be issued in the form of relatively short statements that explain the basic thrust of the play and why it'll result in victory. Arguments do not need to be good, nor even necessarily true (I'll be providing examples during the first couple duels).

The MC's arguments will be elected by the players (I'll naturally be providing examples as part of the vote).

Once an argument is presented, the opposing duelist has the opportunity to make a Rebuttal; a similar 'statement' to an argument that contradicts the original argument as a win condition. The success of a rebuttal is determined by a roll of 1D10 + the stat that would be relevant in being successful (Mastery for drawing a specific card, Knowledge for using an edge case in ruling, Guile for manipulating the opponent, etc). An argument will have a difficulty check based on the strength of the board in context (i.e. how easily a character can turn the tables using the resources they have). A rebuttal that is more likely to succeed will receive a bonus. A rebuttal that requires exception luck skill to pull off will inflict a Mastery penalty for the rest of the duel.

The MC's Rebuttals will also be elected by the players. I will be pre-rolling all stats. If there's at least one roll that will contextually be successful, I'll present options around those stats. If there are no successful rebuttals available, I'll present options for how you'd like the MC to go down swinging.

If a character defeats their opponent's argument, they gain the advantage (i.e. can choose to make an argument or force the opponent to) and the opponent takes a penalty to their Mastery stat for the remainder of the duel based on the resources they used up and/or how foolish they look. Note that some rebuttals may constitute an argument in and of themselves.

If a duelist is unable to defeat their opponent's argument or if any of their stats are reduced to zero by any means, they lose. If a character's mastery is reduced to zero, their opponent makes a closing argument that is automatically victorious.

Please note that a Yugioh equivalent of the Chunky Salsa rule is in place. If your opponent is allowed to put you in a position that's literally impossible for you to counter, you're losing, no matter how good your stats are.

Well, unless you manage to convince your opponent to throw.

If you have any criticisms of/opinions on the above system, please share them.
 
Vote closed
Scheduled vote count started by Flintlock on Sep 7, 2022 at 6:12 AM, finished with 69 posts and 41 votes.
 
[Pilot - Fourth of Six (2)] Character Creation 2
Should've been done way earlier, but was out all day today.

Just glanced around this and the use of rebuttals and arguments make it seem more fitting for an ace attorney quest.

It's wording I've seen used to describe fight scenes before, and I feel like it especially fits the frequently very 'take turns putting up boards/breaking them' way that duels occurs in the anime.

The one small concern I have is that there doesn't really seem to be much mechanical benefit to making an "Argument" as opposed to a "Rebuttal". A Rebuttal still gets to choose what stat they get to use, and they also gain the ability to slowly degrade the opponent's mastery. While making an Argument gives you the chance to insta-win, it doesn't seem likely that you'd would be able to do that unless the opponent rolls really badly and/or you severely outclass them since the opponent would also be able to use their highest rolls consistently.

You also mentioned

this, but didn't really state how this could happen aside from how Mastery could be reduced to zero.

Also, will Traits still be a thing?

EDIT: I'm going to guess that probably means Destiny Draws/Heart of the Cards are mostly covered by making an Argument or a Rebuttal that uses up Mastery to draw the card needed for one last ditch effort to win rather than their own separate mechanic? Though, I'm not sure how you could actually use that as a comeback mechanic since Mastery also doubles as a healthbar. By the time you're about to lose, wouldn't you be so low on Mastery that you wouldn't be able to pay the cost to draw what you need?

As the MC gets stronger/has to deal with stronger duelists, there will be additional rules I'll be elaborating on, but I think you might be underestimating how much pain you can potentially put your opponent through when given the opportunity to set-up a board. As an extreme example:

- Number 86: Heroic Champion Rhongonymiad (with 5 XYZ Materials)
- Naturia Bamboo Shoot (tribute summoned using a Naturia monster)
- Dark Simorgh

Your opponent is unable to normal/special summon monsters, activate spells/traps or set cards.

As a bottom level duelist, without something like Ash Blossom in your deck that can explicitly interrupt your opponent on their turn, you have no natural defense against getting styled on like that. That'll come with time (and executing such combos will have their own restrictions once that sort of complexity becomes relevant).

Penalties to other stats are derived from external factors. For example, a Shadow Duel may sap your Drive with every exchange (which is how I would probably interpret the ending of Joey vs Marik in this system).

Traits will probably be a thing, but not to start with.

You're correct regarding a destiny draw. Functionally, in this system, a destiny draw would just be a normal rebuttal, but with a heavy mastery penalty. Though it might be more appropriate to say that every draw is a destiny draw.

x X x X x​

"Justice must be served. The blade must be wielded, and the dragon focused."

It has a wielder.

"Does it? How can I be considered its wielder, trapped within this prison as I am? It should be held by one able to deliver its verdicts."

That shall not remain the truth.

"My fate is clear; escape is impossible."

A lie.

A second one.

"Oh?"

Your intentions are ill-masked.

"I should not think they were masked at all. I desire freedom. From both my fates."

This one shall grant one. The other is one of your own making.

"The justice I pursued is complete. She desires a new justice, so she should wield the blade."

An arrangement that is lesser.

"Lesser? Unbound, my power remains great. Unassisted, she is without worth."

Worth.

Worth is relative. Within the rules of this world, this one's worth is evident.


CHOOSE ONE

(Stat Array; if a stat is voted as both strength and weakness, the side with the higher vote will take priority)

[] Balanced (6/6/5/4) - 2 Strengths / 1 Weakness
[] Equilibrium (7/5/5/4) - 1 Strength / 1 Weakness
[] Lopsided (7/6/4/4) - 2 Strengths / 2 Weaknesses
[] Specialist (8/5/4/4) 1 Strength / 2 Weaknesses

CHOOSE ANY

[] Strength: Knowledge
[] Strength: Talent
[] Strength: Guile
[] Strength: Drive

CHOOSE ANY

[] Weakness: Knowledge
[] Weakness: Talent
[] Weakness: Guile
[] Weakness: Drive

But more so than that…

This one will seek justice, with blade or without.

Unshackled, you will seek naught but your own ends.

"...A claim without proof."

Your hesitation is proof enough.

"You would condemn me so readily?"

This is no mortal court. Your salvation lay in convincing this one to take up your burden. That power lies with this one.

"Feh. 'Natural justice'."

It is the way of the world.

"Nothing has changed. I still remain bound. If you want justice, there must be a wielder able to act."

There shall be a wielder.

"So does that mean
—"

This one shall not wield the blade.

This one shall wield you.


x X x X x​

There's something just inexplicably depressing about the old stadium.

Actually, scratch that, it's very explicable. It's a big concrete eyesore in the place of something that should inspire awe and/or joy, bereft of ornamentation and befouled by thirty years of smog. Like everything else in the districts, it was made to satisfy a checklist and has been barely maintained since it was made. Even today, surrounded by a sea of people, it looms with a dampening gravitas.

Speaking of which…Why is this a sea? It should be a river. Why is nobody moving?

The crowd isn't exactly packed tight, but it is…lethargic, you would describe it? People grumble quietly about the hold up at the edges, but activity seems to deaden the closer you get to the centre. It quickly becomes clear that you don't have the body mass to bully your way through this.

It's time for your little parlour trick.

Prickle.

Your spirit flares. You step forward and heads turn. Worried faces peer back at you as their owners shift to give you space.

It's not actual mentalism. You aren't actively manipulating anyone when you do this. The people around you are simply reacting to stimuli they can only perceive subconsciously. They can tell you're a dangerous one, and it manifests as a sourceless sense of fear. Within your own senses, it manifests as almost like a crackling fire. Above it, you can just about make out a keening whine, deep within your soul. Though you can't identify any operative effects on yourself, it is enough to unnerve. You ignore that feeling. You spent all of yesterday off your game, you're not going to let something like that stop you today. Soon enough, you reach the front of the crowd.

Four stand guard in front of the stadium.

You recognise the garb of three of them. Same style as robes worn by the examiners in the past, best you can remember. But they aren't the normal plain black. Those colours, set alongside each other?

It's not exactly difficult to figure out what's going on.

Fiery red and orange. The Crimson Palace Academy.

Black and white, lined with gold. The F.W. Military Academy.

Purple and black, with a faint lightning bolt motif. The Academy of the Welkin Lords.

The fourth…wears a long black duster over a white shirt and black pants.
Incongruous, to say the least, but the brass badge pinned to his lapel aligns him with the Gaian Heritor Academy.

The four great schools.

The four great schools are performing the examination here.

It's…surreal. You wouldn't dare assume it was fake; nobody could possibly be stupid enough to attempt such an impersonation, but it's just…

Why?

Out here, in the middle of woop woop?

It's…

Well.

It quickly becomes clear that there's a story here, of which you are only glimpsing the edges. That much is obvious from first glance.

Crimson and F.W. are represented by two more or less dignified older men who you wouldn't have looked twice at if they'd been normal examiners, but it's pretty clear that the other two are far from the standard administrative types.

As people are wont to remind you, frequently and without provocation, women rarely become duelists, and even more rarely one of any note. A woman that achieves such a position almost inevitably ends up a bombshell, and the Welkin Lord examiner is no exception. Though most of her body is hidden beneath the heavy robes, the long blonde hair and porcelain skin imply the woman is a high enough level to have influence over her own body, albeit perhaps marred by her severe expression.

The man from G.H.A is…definitely an unusual looking sort, though you've definitely seen stranger in the exhibition duels you've caught. Tall and wiry, with long red hair and a mild tan that speaks of someone frequently out in the sun. He slouches against the wall, speaking with a casual familiarity to the Welkin examiner, as the other two look on with clear apprehension.

"—surely there has to be a better way to do whatever it is you're trying to do here, rather than hijacking this exam," he drawls, "The kids out there sure as heck won't be happy when this all blows over."

"We are doing them a favour," she answers, without a trace of irony, "Anyone worthy of entering will see the attention they would otherwise need to spend years attracting, and the others will be disabused of their beliefs that they are anything but small fish in a smaller pond."

The man rolls his eyes.

"You say that like the people here couldn't make something of them—'scuse me, are you waiting for an invitation, girl?"

It suddenly becomes apparent that he's addressing you.

"Ah, I'm sorry, is there a reason nobody else is going in?" you ask.

He makes a show of looking around.

"I don't know. Door's been open the past twenty minutes. Hey, Professor, how about you let everyone know it's time to enter?"

The Welkin examiner shoots him an annoyed look, before raising her voice to echo over the crowd.

"Any of you lot interested in taking part in the tournament exam?"

Her intent washes over you, now fully unveiled. A sort of tingling sense of portent, almost like looking up at dark clouds, but rather than lightning, it promises impending violence.

Those closest to the stadium try to step back, pressing into the crowd behind them. Some try to make a break for it, pushing desperately through the crowd. Some further back are struck by the same loss of nerve. The rest remain as they are. Thankfully, it somehow doesn't turn into a stampede.

The man from G.H.A looks back towards you with a wink.

"Guess not. Now, if you'll go inside..."

Right, probably shouldn't test the examiners' patience.

You step past the door.

And into another world.

Reflexively, you shield your eyes against the harsh light, as concrete turns to sand beneath your feet. As your eyes adjust, you find yourself transported back in time…You think? Though you stand upon an arena plucked straight out of an era long past, surrounded by empty, stone stands, artificial light streams down from on high, painting everything in orange hues.

You just stand there for a moment, taking it all in.

You knew this was possible. In fact, you're vaguely aware of a card that looks exactly like this one. It's another thing entirely to see it for yourself.

To your side, there's an anachronistic little table. Upon it, a painfully mundane pen and clipboard, with a list of names scrawled on it.

WRITE-IN

[] Suggest a name.
 
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Scheduled vote count started by Flintlock on Sep 11, 2022 at 10:46 AM, finished with 33 posts and 18 votes.
 
[Pilot - Fourth of Six (3)] VS Rudy 1
So, how about those card reveals? Assuming I reach the point where's there's a decent villain, I think I know what deck I want them to be on.

x X x X x​

Anastasia Agni

You hastily scribble down your name, more concerned with the other six people already in the arena. If you can recognise anyone here who you've faced before, on such an important day, you doubt anyone would be willing to experiment. They're almost certainly on whatever they were when you last saw them.

Frankly, if anything, the sight of your likely opponents starts to calm you. It hadn't exactly clicked, but most of your most difficult opponents have been significantly older than you. You don't immediately sense anyone who you don't think you could beat. Two boys with black hair you only vaguely recognise are chatting with each other, one tall and lanky, the other shorter but stocky (one of them was the Ekibyo Drakmord guy, right?). You don't recognise the next person; a boy with messy brown hair. Roger from Southside is here; a burly, surly brunette, whose deck revolves around tribute monsters (Zaborg the Thunder Monarch is his crown jewel). You've only duelled him once, but you beat him pretty convincingly.

Then, you lock eyes with someone you'd hoped to avoid today. Though, given the screening process, you suppose this was inevitable.

Mason's eyes are wide with shock, but his mouth can't quite decide what expression to settle on; anger or fear. He must not have been expecting you. Given you know you live rent free inside his head, that can only mean he already knew of what happened to you. Naturally, you suppose. It was his classmates who did it. Was he involved? Mmm, maybe, but you doubt it. Not directly, at least. Not unless he's finally given up on the narrative that you were the one who betrayed him, by not joining Victory Academy, by speaking the truth to his 'sensei'. He still holds to that. Being made an accessory to active sabotage? No, you can imagine how it went. He probably didn't know anything after the fact. It's not like the academy has ever forgotten or forgiven your disrespect.

A moment passes, as you both stare each other down.

He blinks first, and turns his attention back to the cards in his hands, trying not to look at you. You consider going over to talk to him, but—

"Well, well, well, if it Little Miss Sludgefingers herself. If I were you, I wouldn't have left my house until all the big scary duelists were gone, but then you never were very smart."

Right. There's a sixth person here. A short, blonde kid (and though he's actually slightly older than you, in your mind, he will always be 'kid', 'child' and 'brat') with an impressively nasally voice. District five hundred's very own gremlin.

While you know exactly what Mason must be thinking, you have never understood Rudy. How he can act like he does, when the facts are what they are. When what he purports to be reality is so clearly and transparently self-serving. You have lost to him before. A handful of times, in fact. But with the way he always talks, you'd think he regularly washed, when he doesn't even have a winning record. You suppose he does, if you subscribe to his logic and take out all the duels that 'don't count'. Which is literally every duel he's lost against you, according to him. And conveniently doesn't include the duels where your deck was up to half back-up cards on account of sludging.

'Sludgefingers'.

It used to get a rise out of you. Not because of your issues with keeping your collection safe, but because he acts like you use it as an excuse.

'Oh, isn't it convenient that every time you lose, it's because your deck's been sludged.'

It doesn't matter any more. Especially not today.

More than anything, the surprising part is that he's trying this now. Usually he wouldn't even dare approaching you without the odds stacked in his favour, so you're not sure why—Ah, right. Of course he knows about what happened as well.

"What's the matter? Cat got your tongue?"

You begin to move forward, towards the edge of the arena, but he moves to intercept you.

"Uh-uh-uh, you think you can waltz in here with a deck full of garbage? How about you just turn around and go straight back out that door, so the real duelists don't have to waste their time," he says, smirk steadily approaching a grin.

You watch him carefully. This seems aggressive, even for him. How far does he think you've fallen?

You test the waters, "Are you going to try and enforce that, or is this your usual sabre rattling?"

His grin widens and his eyes gain a manic glint.

"Aww, and here I was looking out for you," he answers, as he fiddles with the clasp on his arm.

His duel disk snaps open.

"I wouldn't want you to embarrass yourself in front of representatives from the academies, but if you insist on being difficult, I'll show you where you stand."

You pause. He really is full of it today.

It's funny what comes to mind in such situations. You remember an old children's book you read, back in primary school. The words are indistinct and unsatisfying. Something about being the bigger person. About not letting yourself be goaded into doing what other people want you to do. Your grandfather scoffed at it. To your him, a duelist's honour is paramount. You felt uncomfortable about it at the time. It's just words. Letting such things wash over you felt intellectually correct.

Today, you do not feel like being intellectually correct.

With a twist of your will, your duel disc extends. Another parlour trick. On a normal day, you wouldn't flout it, but it serves to make a statement. You have no intention of playing 'fair' today; of ignoring the gap between you and your opponent. Of acting within the confines of the usual social contract. Of abstaining from the things people expect you to abstain from. Your foe has a weak soul. Why should you not strangle him with it?

You take a breath, as all the things you've wanted to say start to come to mind.

CHOOSE ONE

[] You've spent a long time dealing with his crap. Today, you're going to let him have both barrels. Let him know exactly what you think of him.
[] He still doesn't get it. Walk him through exactly why you haven't destroyed him until now. Set the record straight.
[] But you do not say them. He's looking for a rise from you, as he always is. Stone wall him. Let your cards do the talking.

With a single, smooth movement, your deck slides out of the box in your pocket and is placed in the disk. You square up your stance and—

"You're not going to start without us, are you?" drawls a voice from behind you.

You look back over your shoulder.

The four examiners have entered, along with another.

Oh.

That's.

That's quite unfortunate.

It's well known that, upon growing one's personal magic to a certain level, it begins to manifest itself physically. Sometimes it results in strange eye colours, but most commonly, it affects the hair. Odd, gravity defying hairstyles and impossible colours are a well-known side effect. The eighth person is very clearly an individual who's been strongly affected by this. Striking red hair, highlighted with a bright blue, falls in large, uneven spikes. There's a pressure to his presence that speaks to that inner power. He has to be a three star duelist, at minimum.

Yikes.

You don't know what's going on exactly, but this person must be the reason for the whole dog and pony show.

A silence falls across the arena. You clearly aren't the only one who's come to this conclusion. Everyone knows who the examiners are actually here for.

The boy in question chirps up.

"Oh man, you guys are really fired up about this!"

You cautiously look back at him, and then at the examiners. Will they care about what the 'riff-raff' are doing? You're not sure. Sure enough, they don't seem particularly concerned with the duel between you and Rudy about to break out. Crimson Palace is glaring venomously at Welkin, who seems to studiously ignore him, the picture of the stoic, imperious duelist. F.W. looks more annoyed than anything. The Gaian examiner looks...you'd say almost faintly amused.

"..."

You don't remember swallowing a mouthful of sand, but that's what must have happened. Your throat is bone dry. You sneak a look back at Rudy. His bug-eyed expression of horror is enough to break the tension just enough for your voice to start working again.

"My apologies, examiners, we were—"

"Save your words, young duelist," interrupts the Crimson Palace examiner, "This matter is trying enough on my old bones. Any way expedite this farce, I will gladly take."

The F.W. examiner shoots an exasperated look at him.

"There are rules, Executor Lector," he says pointedly, "A bracket must be drawn o—"

"I have drawn out a bracket," declares the Welkin examiner, drawing affronted glares from the two old men. With a flash of purple light, she calls a piece of paper to hand, which she reads off, "The first match of this examination tournament shall be Anastasia Agni versus Rudolph Kauffman."

You're about to say something, but it dies in your throat as she looks at the two of you. Right, she knows that's the two of you. Of course it was deliberate, you idiot.

The Gaian examiner looks back to his peers, then across to the other duelists with mild smile and a sort of resigned shake of his head.

"How about you let everyone else get into the stands first, then you can show us what you've got."

x X x X x​

The outcome of the next three duels is predetermined for the sake of demonstration; think of this as the tutorial. Going forward, you'd have the option to write-in potential arguments and/or pass priority. For now, this is demonstrating how the process works (and how it translates into the next post).

Please also note that, while the options chosen below will affect the options you have for your upcoming duels, you don't need to worry about this affect what cards you have on hand past this first section.

Let's look at the duel's start:

Anastasia's Opener

(Knowledge) Rolled 1 D10 +4: 9 | Rolls: 5
(Talent) Rolled 1 D10 +4: 6 | Rolls: 2
(Guile) Rolled 1 D10 +6: 13 | Rolls: 7
(Drive) Rolled 1 D10 +7: 17 | Rolls: 10

Mastery: 7

Total: 37

(Highest 2 rolls (13 + 17) + Mastery (7))

Rudy's Opener

(Knowledge) Rolled 1 D10 +4: 9 | Rolls: 5
(Talent) Rolled 1 D10 +2: 3 | Rolls: 1
(Guile) Rolled 1 D10 +5: 6 | Rolls: 1
(Drive) Rolled 1 D10 +2: 6 | Rolls: 4

Mastery: 2

Total: 17

(Highest 2 rolls (9 + 6) + Mastery (2))

Being that Ana's Opener is higher than Rudy's, she gets first crack at an argument. Post tutorial, your opponent's numbers will not be visible; only your own and whether you were successful.

Enemy Duelist - Rudolph Kauffman

Deck: Psychics
Key Cards: Psychic Snail, Reinforced Human Psychic Borg, Master Gig
Key Elements: Life Point Manipulation, Powerful Attacks, Main Deck Focused

During the first turn, you will be presented with information akin to the above, with which you can make an educated decision on what sort of argument you want to make.

OPENING ARGUMENT

[] "Without a critical mass of cards, my opponent cannot function. Constantly clearing his board will allow my standalone cards to prevail."
[] "The life costs my opponent relies on are exploitable. I know he's never ready for his opponent to immediately go for the jugular."
[] "My opponent's big trick is going all in with a single push. I can just stop him from attacking and kill him with indirect damage."
 
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Scheduled vote count started by Flintlock on Sep 15, 2022 at 6:55 AM, finished with 29 posts and 15 votes.
 
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