[User]
 RACE
Human

STATS
 (2d10+20)[ 28 ]
 (2d10+20)[ 35 ]
 (2d10+20)[ 32 ]
 (2d10+20)[ 26 ]
 (2d10+20)[ 40 ]
 (2d10+20)[ 26 ]
 (2d10+20)[ 32 ]
 (2d10+20)[ 34 ]
Shallya's Mercy value: 31
Standard one reroll:  (2d10+20)[ 30 ]

Attacks - 1

Wounds  (1d10)[ 2 ]  see table 2-2
Movement 4
Fate Points  (1d10)[ 1 ]  see table 2-3

SKILLS
Common Kn (Empire)
Gossip
Speak Language (Reikspiel)

TALENTS
 (1d100)[ 74 ]
 (1d100)[ 23 ]

BACKGROUND
(write up instead of rolling)

PHYSICAL CHARACTERISTICS
Height 5'4" + [ropll]1d10[/roll]
Weight  (1d100)[ 13 ]
Hair Colour  (1d10)[ 1 ]
Eye Colour  (1d10)[ 10 ]
Distinguishing marks - none
Star Sign  (1d100)[ 15 ]

{table] Primary Characteristic .... | Value
 W eapon  S kill|
 B allistic  S kill|
 S trength|
 T oughness|
 Ag ility|
 Int elligence|
 W ill  P ower|
 Fel lowship|
[/table]

{table=] Secondary Characteristic| Value
 A ttacks|
 W ounds|
 S trength  B onus|
 T oughness  B onus|
 M ovement|
 Mag ic|
 I nsanity  P oints| 0
 F ate  P oints|

[/table]

[User]
 Okay, all rolls were broken?

RACE
Human

STATS
 (2d10+20)[ 29 ]
 (2d10+20)[ 35 ]
 (2d10+20)[ 33 ]
 (2d10+20)[ 36 ]
 (2d10+20)[ 37 ]
 (2d10+20)[ 25 ]
 (2d10+20)[ 30 ]
 (2d10+20)[ 30 ]
Shallya's Mercy value: 31
Standard one reroll:  (2d10+20)[ 28 ]

Attacks - 1

Wounds  (1d10)[ 7 ]  see table 2-2 =12
Movement 4
Fate Points  (1d10)[ 5 ]  see table 2-3 =3

SKILLS
Common Kn (Empire)
Gossip
Speak Language (Reikspiel)

TALENTS
 (1d100)[ 50 ]  = Resistance to Disease
 (1d100)[ 93 ]  = Very Strong

BACKGROUND
(write up instead of rolling)

PHYSICAL CHARACTERISTICS
Height 5'4" + [ropll]1d10[/roll] = we'll just say 6' even
Weight  (1d100)[ 89 ]  = 180 lbs
Hair Colour  (1d10)[ 8 ]  = was brown (going grey now)
Eye Colour  (1d10)[ 10 ]  = ignoring roll. Was hazel, now has misty shade to it.
Distinguishing marks - none
Star Sign  (1d100)[ 18 ]  = Gnuthus the Ox, Sign of Dutiful Service

{table] Primary Characteristic .... | Value
 W eapon  S kill|29
 B allistic  S kill|35
 S trength|33 (38 with Very Strong)
 T oughness|31 (41 vs. Disease)
 Ag ility|37
 Int elligence|36
 W ill  P ower|30
 Fel lowship|30
[/table]

*Did not use the reroll
**Put Shallya's Mercy in Intelligence
***Swapped Intelligence and Toughness

{table=] Secondary Characteristic| Value
 A ttacks|1
 W ounds|12
 S trength  B onus|3
 T oughness  B onus|3
 M ovement|4
 Mag ic|????????????
 I nsanity  P oints| 0
 F ate  P oints|3

[/table]

[User]
 Sigurd, if a Wizard
 SKILLS
Racial - Common Kn (Empire)
Racial - Gossip
Racial - Speak Language (Reikspiel)
Appre - Academic Knowledge (Magic)
Appre - Channeling +10%
Appre - Magic Sense +10%
Appre - Perception
Appre - Read/Write
Appre - Search
Appre - Speak Arcane Language (Magick)
Appre - Speak Language (Classical)
Journ - Academic Knowledge (History)
Journ - Intimidate (Fel)

 TALENTS
Random - Resistance to Disease
Random - Very Strong
Appre - Aethyric Attunement
Appre - Petty Magic (Arcane)
Appre - Savvy
Journ - Arcane Lore (Shadow Elemental)
Journ - Very Resilient
Journ - Lesser Magic (Skywalk)
Journ - Mighty Missile

 ADVANCES
Free - Mag +1
0100 - WP +5%
0200 - WP +5%
0300 - WP +5%
0400 - Ag +5%
0500 - Fel +5%
0600 - Int +5%
0700 - Int +5%
0800 - W +1
0900 - W +1
1000 - CAREER HOP!
1100 - Arcane Lore (Shadow Elemental)
1200 - Academic Knowledge (History)
1300 - Mag +1
1400 - Ag +5%
1500 - Toughness +5%
1600 - Very Resilient
--end chapter one--
1700 - Lesser Magic (Skywalk)
1800 - Intimidate
1900 - Mighty Missile
--end chapter two--
2000 - unspent 100 XP

{table] Primary Characteristic .... | Value
 W eapon  S kill|29
 B allistic  S kill|35
 S trength|33 (38 with Very Strong)
 T oughness|41 (51 vs. Disease)
 Ag ility|47
 Int elligence|51
 W ill  P ower|45
 Fel lowship|35
[/table]

{table=] Secondary Characteristic| Value
 A ttacks|1
 W ounds|14
 S trength  B onus|3
 T oughness  B onus|4
 M ovement|4
 Mag ic|2
 I nsanity  P oints| 0
 F ate  P oints|1/3

[/table]

TRAPPINGS
Cane with hidden dirk in top & hidden compartment in tip
Satchel
Printed Book
Grimoire (contains  The Impossible March of the Damned )
Writing Kit
Lantern
10' rope
Flint/steel
35 gc 7 sch 0p
Wide-brimmed waxed hat
Smoking pipe & hand-mixed weed
Jar of woad
Knife (in satchel)
Flask of ale (see below)
Smaller flask of Bretonnian single-malt "scotch"
Small wooden box with material components:

 Charcoal (enough for 5 pinches)
 A lock of Beast Man hair (1)
 A flask of ale (1/2 pint) (not in the box obviously)
 The eyes of a newt (1 pair, preserved in oil)

----
PEDDLER PROPS:
Tattered quill dyed bright pink
Small copper cube
Non-functioning mantle clock with funny numbers

PHYSICAL CHARACTERISTICS
Height = 6' even
Weight = 180 lbs
Hair Colour = was brown (going grey now)
Eye Colour = was hazel, now has golden glimmer to it
Distinguishing marks - none
Star Sign = Gnuthus the Ox, Sign of Dutiful Service

  The Story of Sigurd Waite

 Spoiler

Sigurd Waite is the son of a Marienburg banker. As a boy of ten, he traveled along the river to Eilhart on a business trip with his father. Neither the elder nor younger Waite could have predicted the sight that would greet them on arrival: a wizened old man, as thin as a starved cat and half as shabby again, in the stockade of Eilhart Common. And beside that, a massive rectangular pile stacked high with split logs.

An unlicensed spell-caster, to be put to death by the Templars that very day at noon.

Waite, Esquire forced his son past the scene, but the boy wandered back while his father was engaged in business. He couldn't help but think the doomed man had fixed his eyes on him the whole time he was in the square. Cautiously, the boy approached the criminal, staring hard at him.

Whereupon the condemned man spoke to him.

"I'll be on the wind soon," he said. "And when they ask, I'll say, it was worth it."

The boy backed away and fled the square, but he heard the man holler after him: "It's worth it!"

Young Master Waite couldn't forget the witch or his words. He began to read and memorize romances about magisters and spirit-hunters. His teachers reported that he slipped in all of his studies except history. At the age of 14, he began talking about the Colleges in Altdorf.

The elder Waite wanted none of it. But he could no longer keep track of his son, who seemed to appear only when he desired. After the third time Mr. Waite had to calm a shrieking housekeeper over an invisible dish or half-glimpsed face in the silver, the banker began to worry. Not just for his son, but for the safety of his house and household. That autumn Sigurd did not return to his preparatory school, but boarded a coach to Altdorf. It was the last time father and son would see each other.

Having spent most of his life tucked away in boarding school, Sigurd took easily to the cloistered life of an apprentice. He corresponded with his mother and father occasionally, but sensed his father's resentment. Upon graduating to journeyman, Sigurd sent his father a weight of gold to repay all of his tuition costs with interest. Waite, Esquirwe wrote to the young Magister Waite to ask where he got it, but Sigurd never communicated further.

Drawn into his own dream-like aspirations and secret purposes, he set out from Altdorf with dispensation to assist in the recovery of an arcane artefact. Although the artefact went to the Grey College, the trip landed him the freedom to travel, which after a few dangerous missions he put to good use searching for a familiar. Eventually he procured a hound-sized puppy,  Indigo . From that day forward, the pair would always find an excuse or loophole to continue on to one more quest, one more hunt for lost things. His reports to the Grey College are rare and cryptic--but they mean the right things to the right people.

 Appearance:    Sigurd   is a lean, middle-aged man with grey streaks in his hair. He wears a wide-brimmed, waxed hat and carries a cane.

  Indigo   is a large blonde mastiff, whose shaggy, curly hair makes her look a little shabby despite Sigurd's excellent care for her.

  Indigo

 Spoiler

SKILLS
Dodge Blow
Follow Trail
Perception +20% (+40% with Keen Senses)
Swim

TALENTS
Keen Senses (+20% Perception, total +40%)
Natural Weapons
Strike Mighty Blow

{table] Primary Characteristic .... | Value
 W eapon  S kill|46
 B allistic  S kill|0
 S trength|32
 T oughness|38
 Ag ility|30
 Int elligence|20 (60 for Perception)
 W ill  P ower|43
 Fel lowship|0
[/table]

{table=] Secondary Characteristic| Value
 A ttacks|1
 W ounds|10
 S trength  B onus|3
 T oughness  B onus|3
 M ovement|6
 Mag ic|0
 I nsanity  P oints| 0
 F ortune  P oints|0/2[/table]

SPECIAL ABILITY: Lucky Charm, has 2 Fortune Points that she or Sigurd can  use.

ADVANCES
Free: Dodge Blow
Free: WS +5%
---Indi's gets 100 Xp for every 200 Sigurd earns; her advances cost 100 XP or 300 for a familiar ability.---
100 - Int +5%
200 - Speak Arcane Language (Magick)

 Useful Info

 Spoiler

Explanation of combat actions  here

BloodyAngel's explanation of parrying and dodging  here
 Money Conversions:  1 gold crown = 20 silver schillings = 240 brass pennies

[User]
 Sigurd, if a Merchant
 Skill and Talents

 Spoiler
 SKILLS
Racial - Common Kn (Empire)
Racial - Gossip
Racial - Speak Language (Reikspiel)
Burgh - Consume Alcohol
Burgh - Drive
Burgh - Evaluate
Burgh - Read/Write
Burgh - Search
Burgh - Speak Language (Breton)
Merch - Academic Knowledge (History) (purchased at double price)

 TALENTS
Random - Resistance to Disease
Random - Very Strong
Burgh - Dealmaker
Burgh - Savvy
Merch - Streetwise
Merch - Super Numerate

{table] Primary Characteristic .... | Value
 W eapon  S kill|29
 B allistic  S kill|35
 S trength|38
 T oughness|41 (51 vs. Disease)
 Ag ility|42
 Int elligence|51
 W ill  P ower|45
 Fel lowship|35
[/table]

{table=] Secondary Characteristic| Value
 A ttacks|1
 W ounds|14
 S trength  B onus|3
 T oughness  B onus|4
 M ovement|4
 Mag ic|0
 I nsanity  P oints| 0
 F ate  P oints|3

[/table]

TRAPPINGS
Fancy Cane
Satchel
Book: History of the Southern States
Book: A Bretonnian Summer (travelogue)
Writing Kit
Lantern
10' rope
Flint/steel
37 gc 7 sch 0p
Knife (in satchel)
Wide-brimmed waxed hat
Smoking pipe & weed
Jar of woad
Small wooden box of spices
Flask of spirits
Smaller flask of stronger, finer spirits
Drawings of the "Beastmen Here" marker, the "Three Watchers" carved stone, and the Barrow mound where the king is rumored to be buried.
----
TRADE GOODS:
Antique quill, w/ pink plumage
Small copper cube
Non-functioning mantle clock with funny numbers

PHYSICAL CHARACTERISTICS
Height = 6' even
Weight = 180 lbs
Hair Colour = was brown (going grey now)
Eye Colour = hazel w/ gold specks
Distinguishing marks - none
Star Sign = Gnuthus the Ox, Sign of Dutiful Service

  The Story of Sigurd Waite

 Spoiler

The son of a Marienburg banker, Sigurd learned the basics of accounting and finance at a young age. Although his early business ventures went well enough, he couldn't settle for a simple burgher's life. After beholding a magic crystal ball at an auction, he became obsessed with ancient artefacts. He used his initial profits to send himself to school, learning history and taking an interest in foreign matters and travel.

Ultimately, he chose to give up his office and warehouse, abandoning the family business to travel in search of lost antiquities. He has already picked up a few rare and valuable items, and intends to seek out more. His journeys have taken him out of the lap of luxury and into the life of a wandering peddler, but his commitment and curiosity remain untarnished.

His one constant companion on his journeys is his hound, Indigo. Aside from protection Indigo provides a trusted friend on the road.

 Appearance:    Sigurd   is a lean, middle-aged man with grey streaks in his hair. He wears a wide-brimmed, waxed hat and carries a cane.

  Indigo   is a large blonde mastiff, whose shaggy, curly hair makes her look a little shabby despite Sigurd's excellent care for her.

  Indigo

 Spoiler

SKILLS
Dodge Blow
Follow Trail
Perception +20% (+40% with Keen Senses)
Swim

TALENTS
Keen Senses (+20% Perception, total +40%)
Natural Weapons
Strike Mighty Blow

{table] Primary Characteristic .... | Value
 W eapon  S kill|46
 B allistic  S kill|0
 S trength|32
 T oughness|38
 Ag ility|30
 Int elligence|15 (55 for Perception)
 W ill  P ower|43
 Fel lowship|0
[/table]

{table=] Secondary Characteristic| Value
 A ttacks|1
 W ounds|10
 S trength  B onus|3
 T oughness  B onus|3
 M ovement|6
 Mag ic|0
 I nsanity  P oints| 0
 F ate  P oints|0[/table]

 Useful Info

 Spoiler

Explanation of combat actions  here

BloodyAngel's explanation of parrying and dodging  here
 Money Conversions:  1 gold crown = 20 silver schillings = 240 brass pennies

[User]
 Possible personality trait:  (1d100)[ 100 ]
Ability:  (1d100)[ 29 ]

[User] bumping to keep it from being archived

[User] Ba bump a dump dump.


[User]
 It is a little past noon.
You are in the forge room, picking up your blade from Gerrad, the dwarven smith, also a member of your order, the Blades of Dawn. He is hammering a bright orange blade on an anvil as he is talking to you.
 "Hail, knight.  I'm guessin' yer here fer yer blade?  A fine work, if ye' ask me.  Congratulations on the promotion, knight.  The ceremony was quite somethin'.  Anywho, this blade'll be lighter than what yer probably used to.  Just try and get used to it afore ye' go runnin' around choppin' things.  It also has a few abilities I inlaid within in it.  Just read the inscriptions" Gerrad dips the sword in a trough, resulting in an erruption of steam.
 "I've been busy recently.  Is the Dawn gettin' ready for a fight?"

There are two inscriptions on the blade, one on both sides.  The are written in gold, and look quite impressive on the blue-ish silver metal of the blade.
The first says,  "Allow this blade to be your Dawn in times of Dark."   The second says,  "The Blades of Dawn destroy the Dark."

 Spoiler
Mechanically, this is the same as your current sword, except that it is mithral, has a permanent  Light  on it (which you can turn on/off with the Celestial word for 'Dawn'), and provides you with an extra smite/day.

[User]
 A soft, lilting word escapes Finnileas lips after she finished admiring the smiths work. With a flare, the blade lit up and cast a few shadows in the forge, outlining the smith, his anvil and the freshly knighted woman who holds the sword in her outstretched arm. Quite amazing. Of course, she couldn't swing the falchion this way in a fight, but it was very light, still. She would have to practice, that was true. In every blade, there was one spot that held the most force in a swing, and she would have to find it. With another wispered word, the same as a few moments ago, she extinguishes the weapons light and sheathes it.

"The Dawn is always ready for a fight." she says with gravity in her voice, huffing up her shoulders with a stern face... which broke into a smile a few heartbeats later. She had imitated Guntram, the orders weapon trainer, one of his favourite sayings. "You haven't missed much in the last few weeks. There were reports of a cabal of dark ones in Gradisport, but as far as I know, that got sorted out while you were forging this blade. A fine one, indeed. I'm guessing you want to make up for the fact I don't require your armor?"

[User]
 "Ahhh Guntram,"  he says with a slight chuckle.   "Always a bit too serious.  I suppose that comes with the job, though.  Hmmm, that explains the recent surge of activity here.  Hope no one got hurt, though.  Gradisport is a nice little place.  Been there a few times.  Folks are nice around there.  It's nice to know were helpin' them out."   The dwarf walks over to a shelf, and grabs a large mug, and drinks deep.  It is probably just cold water.
 "Aye, it is a fine blade indeed.  I dare say one of me best.  As for your armor, miss, feel free to take a set from the wall over there whenever you feel you need it.  It's decent, but sometimes its good to have a backup, or something to wear for formal purposes.  Bein' a Blade ain't always about fightin' the bad guys."

[User] "Oh, I will, don't worry. It might send the wrong message if most of the knights of the order would attend something in fullplate and I'd be wearing this." She brushes her hand over the plain, beige dress she is wearing. She is standing a bit back, next to the door, so the sweltering heat of the forge doesn't burn her face. "There may be other things that keep the order busy at the moment. I was just knighted, so they wouldn't have told me everything. I'm sure they will find something for me to do, soon enough."

[User] "Speaking of which, I've heard Eradris was lookin' for ye'.  He should be out in the gardens, tendin' to his lil' plants and such."   He rolls his eyes while mentioning the plants.  " Never quite understood why elves are always so fond of their plants."

[User] Finnilea just smiles. She doesn't want to get drawn into one of those arguments. "I'll see that I go to him. Thank you, again. I'll honor your work with my deeds." She bows a bit, then leaves the forge, granted the dwarf doesn't stop her. After she left the forge, Finnilea takes a deep breath. The sweltering heat of the forge room didn't really touch her, her crystal of adaption saw to that, but it was good to be in fresher air, again. She favoured flowers, too, but she didn't need to say that to Gerrard. Instead she begins walking towards the gardens and Eradris. How often had she toiled under his command, plucking weeds and tilling the earth, when she was younger?

[User]
 "What more could a smith ask fer'?"  the dwarf asks to himself as you walk off.  You hear the hammering start up again.
The walk to the gardens is pleasant.  You encounter a few squires and apprentices along the way, giving greetings as they pass.  Light plays along the stained glass (found in most of the building's hallways) in brilliant depictions of numerous things: important figures, battles, and ceremonies among other things.  Colored light splashing onto the white marble tile floor is quite a sight to behold.
The gardens are no less forgiving with their colors than the hallways.  Many species of flowers, trees, and bushes of all sort bloom brilliantly in the spring afternoon.  Amongst them, you see a figure hunched over, carefully trimming at a rose.
It is Eradris.
He does not confirm your presence, although you know that he probably knows you are present.

[User] Finnilea watches the elf for a few moments without announcing her presence. She recognised most of the flowers and trees, both their names and traits, from the experience she had gathered in this garden, but the greatest lesson she had learned was patience. You couldn't coerce or intimidate a flower into bloom, Eradris had often said. She was sure he would talk to her soon enough, after he had finished with the rose bush, and chose to enjoy the fragrant peace of the garden until then. He would surely not react sooner if she was breathing or staring down his neck.

[User]
 He is still for a while, but you finally hear a soft snip noise from his mall pair of sheers.  Moments later, Eradris produces a bruised petal that was once on the rose.   "People should be more careful.  Even the smallest of actions may have uninentional consequences."   He stares at the petal for a while.   "I see you have your sword.  Hopefully you will not need it, but violence is a reality of our world."   The elf stands up and faces.  He is in plain brown clothing.  His right arm is covered in the usual black sleeve, however, and he is wearing gloves over both hands.  His right eye is covered by a black eyepatch, and you have heard rumors that his right leg is covered in something similar to his right leg.  In fact, you could probably summise from his face, that there are numerous scars running up the entire right side of his body.  No one knows what happened, but there have been rumors of various tales, of course.
 "The farm town Ventus has requested aid against goblin provocation.  I am sending you over to deal with the issue.  You are to bring along a squire, as well, as is of expected of a knight.  There are a few waiting in the stables."

[User]
 Finnilea bows slightly while clasping her hands before her. A squire.. well, she had spend enough time in the same role, and whomever she got, he would at least not have to help her put on armor.

She thinks for a second, then asks the elf. "The mayor of Ventus will instruct me further? If so, I will depart immediately." Should the elf have nothing more to tell her, she politely says good bye to him and leaves towards the stables. Quitely, she wonders how far Ventus is from the castle of the order. Goblins.. not exactly a threatening opposition, but likely difficult to talk to. The true test was if she could bring them to lay down their weapons without killing them. There were things far more evil then goblinoids lurking in this world.

[User] "Yes, the mayor, and almost anyone in town, should have more information on the matter.  To my understanding, raids on the town have started, for some reason or another.  There will be a guide to lead you to town, also at the stables.  He's a local, and the one that brought this issue to our attention.  You are dismissed, knight."  Eradris goes back to gardening.

[User] After a sharp salute, Finnilea turns away and makes her way to the stables. Raids.. that sounded a bit more grim then "provocation". Anyway, she would have time to judge the situation soon enough. For now, she had a different thing to think about. How should she choose her squire? Well, she would soon find out who were competent enough.


[User]
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[User]
 And you, I think, go first...

 Unquiet Dead:

 Spoiler

 Reassembling Skeleton
 Reassembling Skeleton
 Reassembling Skeleton
 Reassembling Skeleton
 Adarkar Valkyrie
 Adarkar Valkyrie
 Adarkar Valkyrie
 Adarkar Valkyrie
 Plains
 Plains
 Plains
 Plains
 Palladium Myr
 Palladium Myr
 Palladium Myr
 Palladium Myr
 Swamp
 Swamp
 Swamp
 Swamp
 Alloy Myr
 Alloy Myr
 Alloy Myr
 Alloy Myr
 Myr Galvanizer
 Myr Galvanizer
 Myr Galvanizer
 Myr Galvanizer
 Ashen Powder
 Ashen Powder
 Ashen Powder
 Ashen Powder
 Animate Dead
 Animate Dead
 Animate Dead
 Animate Dead
 Entomb
 Entomb
 Entomb
 Entomb
 Reanimate
 Reanimate
 Reanimate
 Reanimate
 Cemetery Reaper
 Cemetery Reaper
 Cemetery Reaper
 Cemetery Reaper
 Abattoir Ghoul
 Abattoir Ghoul
 Abattoir Ghoul
 Abattoir Ghoul
 Blackcleave Goblin
 Blackcleave Goblin
 Blackcleave Goblin
 Blackcleave Goblin
 Swamp
 Swamp
 Swamp
 Orzhov Basilica
 Orzhov Basilica
 Orzhov Basilica
 Orzhov Basilica
 Plains
 Plains
 Ragged Veins
 Ragged Veins
 Ragged Veins
 Ragged Veins
 Flayed Nim
 Flayed Nim
 Flayed Nim
 Flayed Nim
 Drudge Skeletons
 Drudge Skeletons
 Drudge Skeletons
 Drudge Skeletons
 Gravecrawler
 Gravecrawler
 Gravecrawler
 Gravecrawler

[User]
 OOC: I noticed you have been roleplaying in the most recent games. I take it that's a regular thing? I'll play along, since I don't want to rock the boat.

 Knights of Humility

Deck

 Spoiler

01-04 Forest
05-16 Plains
16-20 Sunpetal Grove
21-24 Temple Garden
25-28 Meekstone
29-30 Juntu Stakes
31–32 Knight of Meadowgrain
33–34 Knight of the Holy Nimbus
35-36 Gaddock Teeg
37-41 Knotvine Paladin
41-42 Steward of Valeron
43-44 Charging Paladin
45-46 Mentor of the Meek
47-48 Mirran Crusader
49-50 Silverblade Paladin
51-52 Augury Adept
53-54 Ballyknock Trapper
55-56 Kinsbaile Cavalier
57-58 Knight of Obligation
59-60 Gutscloak Cavalier

Hand

 Spoiler

 (1d60)[ 29 ]
 (1d60)[ 24 ]
 (1d60)[ 14 ]
 (1d60)[ 53 ]
 (1d60)[ 52 ]
 (1d60)[ 58 ]
 (1d60)[ 33 ]

Rerolls:
 (1d60)[ 15 ]
 (1d60)[ 55 ]
 (1d60)[ 40 ]

[User]
 A knight dressed in vibrant shining Green armor appears on horseback. As he spots another planewalker, one hand moves to his sword. The other hand makes a quick motion and the area behind the knight is filled with the overgrown garden of some abandoned temple.   "Prepare yourself, traveler. I aim to return this land to the natural order from which it began. You will not stand in my way."

(MP1: Play Temple Garden)

 Field:
 Lands:
Temple Garden [t]


[User] Bartok finishes casting the spell which mishaps causing 8 points of damage and he finds himself in the middle of the ocean right above the water, he crashes with a splash into the torrent of waves.

[User] Swimcheck!  (1d20)[ 15 ]

[User] Your teleport spell fizzles and once again Bartok must struggle to stay afloat (Make a swim check)

[User] Swim Check  (1d20)[ 8 ]  Sigghh

[User] The waves crash around Bartok and he goes under. 1 Round of Holding his breath.

[User]
 Swim checks so i never have to make another one:
all at -2

 Spoiler
 (1d20)[ 4 ]
 (1d20)[ 5 ]
 (1d20)[ 9 ]
 (1d20)[ 13 ]
 (1d20)[ 16 ]
 (1d20)[ 17 ]
 (1d20)[ 7 ]
 (1d20)[ 3 ]
 (1d20)[ 19 ]
 (1d20)[ 12 ]
 (1d20)[ 8 ]
 (1d20)[ 3 ]
 (1d20)[ 11 ]
 (1d20)[ 4 ]
 (1d20)[ 2 ]
 (1d20)[ 16 ]
 (1d20)[ 12 ]
 (1d20)[ 19 ]
 (1d20)[ 10 ]
 (1d20)[ 15 ]
 (1d20)[ 20 ]
 (1d20)[ 17 ]
 (1d20)[ 19 ]
 (1d20)[ 3 ]

[User] Bartok fights to the surface and casts alter self allowing him to breathe easily, then he casts Phantom steed to bring himself up into the air. He spots 3 land masses, two islands in front and a large land mass behind him. All pretty far away about 150 miles for the islands and about 230 for the large landmass.

[User]
 Bartok heads towards the island on the left getting within 10 miles of the large island. He must make a fort save from the journey or take  (1d4)[ 3 ]  non lethal damage and be fatigued from the heat.

He approaches the island and sees that it is still a pretty barren land though not quite a desert. Several patches of trees line the coast and Bartok does spot one fortified port city with spiked iron wall and a couple ships in the port.

[User] Bartok looks for any identifying insignia on the city, relying on his extensive academy guard training.

[User] Bartok needs to make the fort save as well. He doesn't find any obvious insignias on the town since he is still about 8 miles away from the town and can't spot details that far away.

[User]
 (1d20+6)[ 12 ]

Bartok moves closer, casting invisibility on his mount and himself first.

[User] You get within 200ft to the "town" you can now see the town in much better detail. The town is clearly a fortified location with a large military presence, watch towers are littered along the 1000ft wide spiked iron wall. Smells of some kind of furnacing and metalworking is drafting by as you hover invisible on the wind. The guards along the walls are mostly orc except there are a few ogres and trolls as well as some races you don't recognize. No common insignias are shown though.

[User]
 You fly across the ocean and need to make a single fort save (DC 19) or take  (1d4)[ 3 ]  damage and be fatigued

You reach the other island in about an hour, this island is a lot more deserted, it seems to also have a lot more forests and seems to be a tropical type of forest. Dense foliage blocks your view and you see no signs of civilized life.

[User]
 (1d20+11)[ 23 ]
 (1d20+11)[ 28 ]
Saves were here. Since forever. Dunno what youre talking about.

[User] Bartok's last teleport was on target but the spell fails as he is currently out of range of Gilnian city.

[User] Bartok flies up to as high as he can before reaching a second layer of somewhat translucent blue cloud about 15 miles above the ground. Bartok can spot only the island he is on the island with the horde fortresses North east to him and a large continent that looks quite barren to the north and west. To the south is a large expanse of ocean that doesn't seem to end.

[User]
 Bartok ponders his situation.

 Spoiler
If a knowledge, geography check is appropriate --
 (1d20+2)[ 9 ]

Also, how strong is an average soldier in armies, along with captains, generals etc?

[User]
 The large continent above you is probably Ashara, one of the islands you have seen is probably Teledor, an island with rich mineral and resources which is fought over between the Horde and Gilnnian.

The foot solider is basically on the same level as a guard (5-8) while veterans are higher probably around (8-10). Most warfare isn't fought with foot soldiers though and is instead fought with stealth squadrons, small group tactics and high level mercenaries.

[User] Bartok teleports to the Gillnian coast, only to find himself next to two massive cliffs overlooking a bay. He is floating on his horse above a decently sized bay. The cliff face is abrupt and there are no coastal cities nearby. He has no idea where he is.

[User] Bartok flies upwards and sees a rocky continent surrounding him on all fronts except the northern sea which goes on for quite some distance with no end to the water in sight. Bartok does spot a few small settlements nestled in the hills to the south and south east.

[User]
 (1d20+6)[ 19 ]  reflex
 (1d20)[ 20 ]  listen. Give me a sec on this one.

[User]
 Upon closer inspection of the small town Bartok's invisibility is surpressed and a lightning bolt strikes him by call lightning cast by someone from the center of the three watchtowers.

His phantom steed dies and he plummets to the ground taking  (3d6)[ 12 ]  damage from the lightning

[User] Fall Damage:  (20d6)[ 65 ]


[User]
 OK, may as well set the basics beforehand.

metamagics: spoilered, and not read until the end to keep some things in the air.
readied actions: separate spoiler can't read unless they resolve.
Breakdown by action: optional
same creation rulea as nations game fine?

Also what terrain/conditions/interaction scenerio/initial level of buffs you feel like using?

Named what my character will be in the title.

Well, I'm probably forgetting quite a few things so feel free to add.


[User]
 Silverymoon

 Spoiler
Silverymoon is a beautiful city that stands south of the ancient trees of the Moonwoods. Home to over 26,000 humans, dwarves, gnomes, elves, half-elves, and halflings, it is often called the Gem of the North. Silverymoon’s considered the North’s center of learning and culture, and its close ties with the Heralds and Harpers, as well as powerful local mages (such as the Mistmaster or the mysterious Shadowcloak), only aid in its reputation as the North’s major seat of knowledge. It’s a happy place where many races dwell together in peace.

The Nevermore family has lived in Silverymoon for generations.  Always a family of strong spontaneous spellcasters, with a mixed bloodline from silver dragons and fey.  Even with Silverymoon's large amount of learned (memorizing) arcane spellcasters, the Nevermore's have always had a strong presence and place in the city.

[User]
 Character Sheet

 Spoiler
Azure Nevermore CN Human Wizard 1(Teleporter)

(Standart point buy (15))
Str 8 -1
Dex 12 +1
Con 10 +0
Int 18 20(racial) +5
Wiz 10 +0
Cha 7 -2

AC 10 + 1(Racial Trait Dodge bonus) = 11
AC 15 (Mage armor)

BAB 0
F 0
R 0 + 1 + 1(Racial trait)
W 1 +0

Prohibed schools Enchantment, Illusion

Teleportation School
Associated School: Conjuration.

Replacement Power: The following school power replaces the acid dart power of the conjuration school.

Shift (Su): At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Special

Arcane bond, arcane school, cantrips, Scribe Scroll

Skills 2+5+1(favored class)

Spellcraft 1 + 3 + 5 = 9
K. Arcana 1 + 3 + 5 +1= 10
K. History 1 + 3 + 5 = 9
K. Dungeoneering 1 + 3 + 5 = 9
K. Geography 1 + 3 + 5 = 9
K. Planes 1 + 3 + 5 = 9
Linguistics 1 + 3 + 5 = 9
Acrobatics  1 + 3 + 1 = 9

Alternate Racial Traits
Heart of the Streets: Humans from bustling cities are skilled with crowds. They gain a +1 racial bonus on Reflex saves and a +1 dodge bonus to Armor Class when adjacent to at least two other allies. Crowds do not count as difficult terrain for them. This racial trait replaces skilled.

Feats

Rime Spell (Metamagic)
Creatures damaged by your spells with the cold descriptor become entangled.
Benefit: The frost of your cold spell clings to the target, impeding it for a short time. A rime spell causes creatures that takes cold damage from the spell to become entangled for a number of rounds equal to the original level of the spell.
This feat only affects spells with the cold descriptor. A rime spell uses up a spell slot one level higher than the spell's actual level.

Combat Casting

Spells

SPD 3/3+(1 conjuration)

Level 0,  Ray of frost, Light, Spark

Level 1, Mage Armor(1), Grease(2), Magic Missil(1)

Traits

Magical Lineage: One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. Pick one spell when you choose this trait. When you apply metamagic feats to this spell, treat its actual level as 1 lower for determining the spell's final adjusted level.

Lore Seeker: The secrets of an ancient fallen civilization intrigue you, particularly the magical traditions of its highly mystical culture. You've studied magic intensely, and hope to increase that knowledge by adding ancient lore. You've come to the region to pursue that study, and chose the town as your base because it was out of the way of bigger cities—meaning less competition to study the ancient monuments in the region, you hope! You gain a +1 trait bonus on Knowledge (arcana) checks, and Knowledge (arcana) is a class skill for you. If you cast arcane spells, pick three spells on your spell list. You are particularly adept at casting these spells, so they function at +1 caster level when you cast them, and their save DCs (if any) gain a +1 bonus. (I’ll choose them later)

Languages

Common, Undercommon, Draconic, Drow, Elven, Dwarven, Orc

Bonded Item

Amulet

Equipment
Value 66.1
Weight 28 lb
Carrying capacity: Light load 30 lbs. or less

Bonded Amulet.
Traveler's outfit	1 gp	5 lbs.1
Spell component pouch	5 gp	2 lbs.
Backpack, masterwork	50 gp	4 lbs.1 (Carrying capacity +1)
Bedroll	1 sp	5 lbs.1
Waterskin	1 gp	4 lbs.1
Rations, trail (per day)	5 sp (x8) 8lb.

Gold  3.9

Where am I? What time is it?

[User] Welcome Back!  (I hope)

[User] I'm back. Where am I?

[User]
 Spoiler
I mean the Fourms

It is a typical morning at the Nevermore family villa.  You'd start off simply enough in your bed room.  Having just completed your wizard training days ago.  So you can now work magic....that your whole family could at birth.

Out side it is a normal spring day....sunny, warm and cloudless sky.

[User]
 Azure thinks after preparing his spells:  Now that I finished my wizard training, I better start by travelling the world. I know this is a very dangerous world so I better find out where is safe enough not to die and also not so boring.

Azure goes to a library if there is one to find out about where to go.

Knowledge history and/or geography to know what relatively not so dangerous places can I travel to.

 (1d20+9)[ 11 ]

[User]
 Silverymoon is full of libraries.  The biggest is the Vault of Sages, but you need only go to the Travel Tower.  Run by a small family of gnomes, they are very helpful in preparing to travel and maps.

Silverymoon sits on the edge of the Wilderness.  The Savage North is all around, and no way is really all that safe.

North-The flat lands are full of farms and homesteads, so is patrolled somewhat until the Moonwood.  The Moonwood itself is mostly avoided as it is full of unfriendly fey and werecreatures, but folks hunt and trap on the borders by day.

East-Takes you through the Nether Mountains, full of monsters, but heavily patrolled.  To Sundabar, a small city, then it's pure wilderness and eventualy the great desert.

South-Takes you to the Silverwood and the city of Everlund(the 'sister' city of Silverymoon).  Patrolled and full of folks and friendly fey.  Until the High Forest, a deep, old and unknown forest.

West-Is towards the Sword Coast and 'Civilization', at least once you are past the Evermoors.  The Evermoors are a rough broken land full of monsters and humanoids, like trolls.  The trade routes west simply take huge wide circles around it.

[User] Azure takes a quick breakfast and then goes to the Travel Tower. He enters the tower saying "Good day, I'm looking for an updated map of this region, can somebody help me please?"

[User]
 "Well met, well met, I'm Nilfroln Minglemap!"  Says a young gnome dressed in light gray and brown clothing and a large pair of glasses on his large nose, who moves over to you even as you take one step into the Travel Tower.

 "Well met! Well met!  Are you looking for a map? Planning a trip? Out to travel? You have come to the right place."

The Travel Tower is a large stone tower near the western gate of Silverymoon, the Moorgate.  The main shop floor is a gigantic mess of maps, scrolls and books of all types.  Dozens of gnomes move about the mess helping customers, or doing who knows what.

[User] Kind of distracted by all the items and decorations of the place, Azure answers without making eye contact " Hi, I would like to have a good map of the region. How much would that be ?"

[User] Nilfroln Minglemap  "A good map?  Why all of our maps are good!  Ah, but a map of the region?  How far? How much detail?  They effect cost.  Where are you going? Planing a trip?  Or might you be seeking treasure?  Maybe want to buy a treasure map?"

[User] The clouds above part, and bright sunshine falls over the city of Silverymoon.......

[User]
 A treasure map! :) I would love to buy a treasure map as long as it leads to real treasure you know.

OOC:Sorry for the delay, I had a hard week. :(. And thanks for mastering.

[User]
 Spoiler
It's Ok

 Nilfroln Minglemap  "Of course my maps are real.  Would not be in business long if I sold fake maps.  That is more of a sneaky thing that a human or dwarf might do, but not a gnome."

He holds up a scroll that 'pops' into his fingers from nowhere.

 "Just got this one in.  A map to a lost manor vault.  Filled with treasure.  What do you say?"

[User] How much for that one?

[User] Nilfroln Minglemap   "You my friend have come at a good time.  It just so happens that i need some quick coin.  So I can let this map go for just fifty gold coins."

[User] Oh, I don't have that amount of gold. :(

[User] Nilfroln Minglemap  "Well, mayhap you have something of value to trade? Anything?

[User] Nothing. Meybe we can come up with some sort of mutually beneficial deal. What if I recover the treasure and give you 50%.?

[User]
 Nilfroln Minglemap   "What a good idea!"

Nilfroln snaps his fingers and a scroll appears.  He unrolls it and it is blank.He says a chant over the blank scroll and it fills with words.  He then shows it to you : We agree to split the treasure, from the treasure map to the Velledun Vault in half(50/50) .  He snaps his fingers and a feather quill appares and he sings his name at the bottom, then holds the quill out to you.

[User]
 Azure sings the scroll.

 Ok where is that map?

[User]
 Nilfroln Minglemap   "Here you go,"  as he hands you the map.  It's a well drawn map with lots of landmarks and a nice 'x'.

 "If you'd like...I can send my nephew and two mules along"

[User] That sounds great. I want to go as soon as posible. ::>  🙂

[User]
 Nilfroln Minglemap   "It will only take him an hour to get ready."

You can simply wait, and after an hour, Nifroln introduces you to a younger gnome.   "This is my nephew, Nodglem.  All ready to go."

[User]
 Nice to meet you. Lets go

Azure looks at the map and goes to where it points :)

[User]
 Nodglem Minglemap  greets you happily and follows you outside of the city.  The crowds and noise of city life fade to be replaced by the emptiness and noise of farms.  Silverymoon is surrounded by huge, high, thick stone walls, with a couple of large wooden gates and doors.  A couple farms, stables and such hug the outer wall and a couple are farther out.  But after walking just an hour, your in 'true wilderness' with no person made structures around, and plenty of wildlife.

And the map leads you on further, through a field of very high grass, around a large flat boulder, and onward.  It's a couple hours later (About 1 pm) when you finally get to the 'x' spot.....a pile of stone rubble in the field.


[User]
 Kom al-Dikka

In the stage of the ancient theatre that once entertained the masses of Alexandria, Margaret Boyd raises her duel disc.  The pink frame shimmers as it deploys, the life point monitor lighting up and flashing as it defaults to standard duel mode.

[User]
 Init:  (1d20)[ 11 ]
Draw:  (5d40)[ 23 ][ 12 ][ 25 ][ 38 ][ 18 ](116)
Reroll:  (3d40)[ 32 ][ 14 ][ 25 ](71)

OOC: I'm presuming that since we're dueling blind, the deck is strictly speaking unnecessary, but I may as well for convenience.

 Tinker Tailor: 40 cards

 Spoiler
MONSTER: 23
1. Sangan (DARK Fiend 3; 1000/600)
2. Spell Striker (EARTH Warrior 3; 600/200)
3. Spell Striker (EARTH Warrior 3; 600/200)
4. T.G. Striker (EARTH Warrior 2T; 800/0)
5. T.G. Warwolf (DARK Beast-Warrior 3; 1200/0)
6. T.G. Warwolf (DARK Beast-Warrior 3; 1200/0)
7. T.G. Warwolf (DARK Beast-Warrior 3; 1200/0)
8. Tour Guide From the Underworld (DARK Fiend 3; 1000/600)
9. Tour Guide From the Underworld (DARK Fiend 3; 1000/600)
10. Tour Guide From the Underworld (DARK Fiend 3; 1000/600)
11. Wind-Up Hunter (DARK Beast-Warrior 3; 1600/500)
12. Wind-Up Kitten (EARTH Beast 2; 800/500)
13. Wind-Up Magician (FIRE Spellcaster 4; 600/1800)
14. Wind-Up Magician (FIRE Spellcaster 4; 600/1800)
15. Wind-Up Magician (FIRE Spellcaster 4; 600/1800)
16. Wind-Up Rabbit (EARTH Beast-Warrior 3; 1400/600)
17. Wind-Up Rat (EARTH Beast 3; 600/600)
18. Wind-Up Rat (EARTH Beast 3; 600/600)
19. Wind-Up Rat (EARTH Beast 3; 600/600)
20. Wind-Up Shark (WATER Fish 4; 1500/1300)
21. Wind-Up Shark (WATER Fish 4; 1500/1300)
22. Wind-Up Shark (WATER Fish 4; 1500/1300)
23. Wind-Up Soldier (EARTH Warrior 4; 1800/1200)

SPELL: 10
24. Book of Moon
25. Dark Hole
26. Foolish Burial
27. Heavy Storm
28. Monster Reborn
29. Mystical Space Typhoon
30. Mystical Space Typhoon
31. Pot of Avarice
32. Pot of Duality
33. Pot of Duality

TRAP: 7
34. Bottomless Trap Hole
35. Bottomless Trap Hole
36. Mirror Force
37. Solemn Judgment
38. Solemn Warning
39. Solemn Warning
40. Torrential Tribute

EXTRA: 15
T.G. Hyper Librarian (DARK Spellcaster 5; 2400/1800)
Brionac, Dragon of the Ice Barrier (WATER Sea Serpent 6; 2300/1400)
Stardust Dragon (WIND Dragon 8; 2500/2000)
Leviair the Sea Dragon (WIND Aqua 3; 1800/1600)
M-X Saber Invoker (EARTH Warrior 3; 1600/500)
Wind-Up Zenmaines (FIRE Machine 3; 1500/2100)
Wind-Up Zenmaines (FIRE Machine 3; 1500/2100)
Wind-up Zenmaity (WATER Machine 3; 1500/1500)
Wind-up Zenmaity (WATER Machine 3; 1500/1500)
Wind-up Zenmaity (WATER Machine 3; 1500/1500)
Daigusto Emeral (WIND Rock 4; 1800/800)
Lavalval Chain (FIRE Sea Serpent 4; 1800/1000)
Number 39: Utopia (LIGHT Warrior 4; 2500/2000)
Number 61: Volcasaurus (FIRE Dinosaur 5; 2500/1000)
Wind-Up Arsenal Zenmaioh (WIND Machine 5; 2600/1900)

SIDE: 15
Consecrated Light (LIGHT Fairy 1; 0/0)
Consecrated Light (LIGHT Fairy 1; 0/0)
Consecrated Light (LIGHT Fairy 1; 0/0)
D.D. Crow (DARK Winged Beast 1; 100/100)
D.D. Crow (DARK Winged Beast 1; 100/100)
Effect Veiler (LIGHT Spellcaster 1T; 0/0)
Effect Veiler (LIGHT Spellcaster 1T; 0/0)
Maxx "C" (EARTH Insect 2; 500/200)
Maxx "C" (EARTH Insect 2; 500/200)
Maxx "C" (EARTH Insect 2; 500/200)
Wind-Up Juggler (WIND Psychic 4; 1700/1000)
Mystical Space Typhoon
Light-Imprisoning Mirror
Light-Imprisoning Mirror
Light-Imprisoning Mirror

[User]
 Kanna's faded pink duel disc whirs for a moment before it's hologram emitter flickers to life. " Alright then, let's duel! Good Luck! "

 Initiative:   (1d20)[ 19 ]
 Hand:   (5d40)[ 5 ][ 37 ][ 8 ][ 17 ][ 27 ](94)
 Re-rolls:   (4d40)[ 40 ][ 36 ][ 21 ][ 13 ](110)

{table=head]1|2|3|4|5
-|-|-|-|-
-|-|-|-|-[/table]

 Life Points:  8000

 Spoiler

 Hand  ~ 5

 Spoiler
.

 Face Downs

 Spoiler
.

 Graveyard  ~ 0

 Spoiler
.

 Banished

 Spoiler
.

Deck – Deck –  Like Clockwork  ~ 40 cards

 Spoiler

1 Karakuri Komachi mdl 224 “Ninishi”
2 Karakuri Komachi mdl 224 “Ninishi”
3 Karakuri Komachi mdl 224 “Ninishi”
4 Karakuri Soldier mdl 236 “Nisamu”
5 Karakuri Soldier mdl 236 “Nisamu”
6 Karakuri Soldier mdl 236 “Nisamu”
7 Karakuri Strategist mdl 248 “Nishipachi”
8 Karakuri Strategist mdl 248 “Nishipachi”
9 Karakuri Strategist mdl 248 “Nishipachi”
10 Karakuri Muso mdl 818 “Haipa”

11 Karakuri Muso mdl 818 “Haipa”
12 Karakuri Muso mdl 818 “Haipa”
13 Karakuri Ninja mdl 919 “Kuick”
14 Karakuri Ninja mdl 919 “Kuick”
15 Karakuri Ninja mdl 919 “Kuick”
16 Machina Fortress
17 Machina Fortress
18 Machina Gearframe
19 Machina Gearframe
20 Machina Gearframe

21 Cyber Dragon
22 Cyber Dragon
23 Dark Hole
24 Machine Duplication
25 Machine Duplication
26 Machine Duplication
27 Solidarity
28 Solidarity
29 Mystical Space Typhoon
30 Mystical Space Typhoon

31 Monster Reborn
32 Karakuri Showdown Castle
33 Karakuri Showdown Castle
34 Karakuri Showdown Castle
35 Overload Fusion
36 Call of the Haunted
37 Solemn Judgement
38 Solemn Warning
39 Solemn Warning
40 Mirror Force

 Extra Deck  ~ 15 Cards

 Spoiler

3 x Karakuri Shogun mdl 00 “Burei”
1 x Brionac, Dragon of the Ice Barrier
1 x Black Rose Dragon
1 x Lightning Warrior
2 x Karakuri Steel Shogun mdl 00X “Bureido”
2 x Chimeratech Fortress Dragon
1 x Chimeratech Overdragon
1 x Stardust Dragon
1 x Red Archfiend Dragon
1 x Scrap Dragon
1 x Naturia Landoise

 Side Deck  ~ 15 Cards

 Spoiler

2 x Vanity’s Emptiness
2 x Light-Imprisoning Mirror
2 x Shadow-Imprisoning Mirror
2 x Mask of Restrict
3 x Debunk
2 x Thunder King Rai-Oh
1 x Soul Release
1 x Chain Disappearance

[User]
 " And it seems that the honour of the first move is mine. Draw! "

 Draw:   (1d35)[ 23 ]

" I'll start with a nice, basic play. I'll set a monster and a facedown. Your turn. "

{table=head]1|2|3|4|5
-|-|F|-|-
-|-|F|-|-[/table]
F = Facedown

 Life Points:  8000

 Spoiler

 Hand  ~ 4

 Spoiler
Karakuri Strategist mdl 248 “Nishipachi”, Machina Fortress, Solidarity, Machine Duplication

 Face Downs

 Spoiler
Monster 3 = Karakuri Soldier mdl 236 “Nisamu”
S/t 3 = Solemn Judgement

 Graveyard  ~ 0

 Spoiler
.

 Banished

 Spoiler
.

Deck – Deck –  Like Clockwork  ~ 34 cards

 Spoiler

1 Karakuri Komachi mdl 224 “Ninishi”
2 Karakuri Komachi mdl 224 “Ninishi”
3 Karakuri Komachi mdl 224 “Ninishi”
4 Karakuri Soldier mdl 236 “Nisamu”
 Karakuri Soldier mdl 236 “Nisamu”
5 Karakuri Soldier mdl 236 “Nisamu”
6 Karakuri Strategist mdl 248 “Nishipachi”
7 Karakuri Strategist mdl 248 “Nishipachi”
 Karakuri Strategist mdl 248 “Nishipachi”
8 Karakuri Muso mdl 818 “Haipa”

9 Karakuri Muso mdl 818 “Haipa”
10 Karakuri Muso mdl 818 “Haipa”
11 Karakuri Ninja mdl 919 “Kuick”
12 Karakuri Ninja mdl 919 “Kuick”
13 Karakuri Ninja mdl 919 “Kuick”
14 Machina Fortress
 Machina Fortress
15 Machina Gearframe
16 Machina Gearframe
17 Machina Gearframe

18 Cyber Dragon
19 Cyber Dragon
20 Dark Hole
21 Machine Duplication
22 Machine Duplication
 Machine Duplication
 Solidarity
23 Solidarity
24 Mystical Space Typhoon
25 Mystical Space Typhoon

26 Monster Reborn
27 Karakuri Showdown Castle
28 Karakuri Showdown Castle
29 Karakuri Showdown Castle
30 Overload Fusion
31 Call of the Haunted
 Solemn Judgement
32 Solemn Warning
33 Solemn Warning
34 Mirror Force

 Extra Deck  ~ 15 Cards

 Spoiler

3 x Karakuri Shogun mdl 00 “Burei”
1 x Brionac, Dragon of the Ice Barrier
1 x Black Rose Dragon
1 x Lightning Warrior
2 x Karakuri Steel Shogun mdl 00X “Bureido”
2 x Chimeratech Fortress Dragon
1 x Chimeratech Overdragon
1 x Stardust Dragon
1 x Red Archfiend Dragon
1 x Scrap Dragon
1 x Naturia Landoise

 Side Deck  ~ 15 Cards

 Spoiler

2 x Vanity’s Emptiness
2 x Light-Imprisoning Mirror
2 x Shadow-Imprisoning Mirror
2 x Mask of Restrict
3 x Debunk
2 x Thunder King Rai-Oh
1 x Soul Release
1 x Chain Disappearance

[User]
 Draw:  (1d35)[ 21 ]
 "I summon my Wind-Up Soldier to the field, who will attack and destroy your monster.  I then set two cards facedown and end my turn."
 Field:
{table="head"]1|2|3|4|5
-|-|WS|-|-
-|-|Fd|Fd|-[/table]
MON:
3.  Wind-Up Soldier  (EARTH Warrior 4;  1800 /1200)
S/T:
3. Facedown card
4. Facedown card

 Life Points:  8000

 Spoiler
 Facedowns:

 Spoiler
MON:
S/T:
3. Solemn Warning
4. Book of Moon

 Graveyard:  0

 Spoiler
NONE

 Banished:  0

 Spoiler
NONE

 Hand:  3

 Spoiler
Wind-Up Kitten (EARTH Beast 2; 800/500)
Wind-Up Rat (EARTH Beast 3; 600/600)
Dark Hole

 Main Deck:  34

 Spoiler
1. Sangan (DARK Fiend 3; 1000/600)
2. Spell Striker (EARTH Warrior 3; 600/200)
3. Spell Striker (EARTH Warrior 3; 600/200)
4. T.G. Striker (EARTH Warrior 2T; 800/0)
5. T.G. Warwolf (DARK Beast-Warrior 3; 1200/0)
6. T.G. Warwolf (DARK Beast-Warrior 3; 1200/0)
7. T.G. Warwolf (DARK Beast-Warrior 3; 1200/0)
8. Tour Guide From the Underworld (DARK Fiend 3; 1000/600)
9. Tour Guide From the Underworld (DARK Fiend 3; 1000/600)
10. Tour Guide From the Underworld (DARK Fiend 3; 1000/600)
11. Wind-Up Hunter (DARK Beast-Warrior 3; 1600/500)
 >. Wind-Up Kitten (EARTH Beast 2; 800/500)
12. Wind-Up Magician (FIRE Spellcaster 4; 600/1800)
13. Wind-Up Magician (FIRE Spellcaster 4; 600/1800)
14. Wind-Up Magician (FIRE Spellcaster 4; 600/1800)
15. Wind-Up Rabbit (EARTH Beast-Warrior 3; 1400/600)
16. Wind-Up Rat (EARTH Beast 3; 600/600)
 >. Wind-Up Rat (EARTH Beast 3; 600/600)
17. Wind-Up Rat (EARTH Beast 3; 600/600)
18. Wind-Up Shark (WATER Fish 4; 1500/1300)
19. Wind-Up Shark (WATER Fish 4; 1500/1300)
20. Wind-Up Shark (WATER Fish 4; 1500/1300)
 >. Wind-Up Soldier (EARTH Warrior 4; 1800/1200)
 >. Book of Moon
 >. Dark Hole
21. Foolish Burial
22. Heavy Storm
23. Monster Reborn
24. Mystical Space Typhoon
25. Mystical Space Typhoon
26. Pot of Avarice
27. Pot of Duality
28. Pot of Duality
29. Bottomless Trap Hole
30. Bottomless Trap Hole
31. Mirror Force
32. Solemn Judgment
 >. Solemn Warning
33. Solemn Warning
34. Torrential Tribute

 Extra Deck:  15

 Spoiler
T.G. Hyper Librarian (DARK Spellcaster 5; 2400/1800)
Brionac, Dragon of the Ice Barrier (WATER Sea Serpent 6; 2300/1400)
Stardust Dragon (WIND Dragon 8; 2500/2000)
Leviair the Sea Dragon (WIND Aqua 3; 1800/1600)
M-X Saber Invoker (EARTH Warrior 3; 1600/500)
Wind-Up Zenmaines (FIRE Machine 3; 1500/2100)
Wind-Up Zenmaines (FIRE Machine 3; 1500/2100)
Wind-up Zenmaity (WATER Machine 3; 1500/1500)
Wind-up Zenmaity (WATER Machine 3; 1500/1500)
Wind-up Zenmaity (WATER Machine 3; 1500/1500)
Daigusto Emeral (WIND Rock 4; 1800/800)
Lavalval Chain (FIRE Sea Serpent 4; 1800/1000)
Number 39: Utopia (LIGHT Warrior 4; 2500/2000)
Number 61: Volcasaurus (FIRE Dinosaur 5; 2500/1000)
Wind-Up Arsenal Zenmaioh (WIND Machine 5; 2600/1900)

[User] " When  Soldier Nisamu  is destroyed, I'm allowed to summon  Muso Haipa  from my deck. Does this change your move? "

[User] She smiles slightly.   "Ah, clockwork dolls against my mainsprings?  This will be an interesting battle.  I wouldn't change a thing for the world."

[User]
 " Yeah, it will be an interesting match for sure. "

 Draw:   (1d33)[ 10 ]

" ...Or I could try and press for a win now. I summon  Strategist Nishipachi , switching hmself to defence position with his effect, then activate Machine Duplication, allowing me to summon the other two from my deck. Do you have a response? Or may I continue? "

[User] "I chain my facedown  Book of Moon , flipping Nishipachi facedown.  Machine Duplication fizzles, and you can't tune.

[User] " I won't let that by that easily, Solemn Judgement will counter your book for half my life points! Anything else? "

[User] She seems undaunted.   "No."

[User]
 " Well, I'm sure you know what's coming next! One of my Strategists tunes with Haipa to summon  Shogun Burei , who by his own effect summons Soldier Nisamu from my deck. I tune another Nishipachi with Nisamu to summon my second Burei, who summons Ninja Kuick from my deck. Finally I tune my last Nishipachi with Kuick to summon my last Burei, who summons Muso Haipa from my deck. Then I'll play Solidarity, boosting my monsters attack even higher before launching an all-out assault. One of my Shoguns will destroy your warrior while my other three monsters attack for game. But you've probably got a counter so... "

{table=head]1|2|3|4|5
-|00|00|00|818
-|-|S|-|-[/table]
00 =  Karakuri Shogun mdl 00 “Burei”   3400 /1900 (ATK)
818 =  Karakuri Muso mdl 818 “Haipa”   2900 /1100 (DEF)
S = Solidarity

 Life Points:  4000

 Spoiler

 Hand  ~ 2

 Spoiler
Karakuri Ninja mdl 919 “Kuick”, Machina Fortress

 Face Downs

 Spoiler
.

 Graveyard  ~ 9

 Spoiler
 Karakuri Soldier mdl 236 “Nisamu”
Solemn Judgement
Macine Duplication
Karakuri Strategist mdl 248 “Nishipachi”
Karakuri Muso mdl 818 “Haipa”
Karakuri Strategist mdl 248 “Nishipachi”
Karakuri Soldier mdl 236 “Nisamu”
Karakuri Strategist mdl 248 “Nishipachi”
Karakuri Ninja mdl 919 “Kuick”

 Banished

 Spoiler
.

Deck – Deck –  Like Clockwork  ~ 27 cards

 Spoiler

1 Karakuri Komachi mdl 224 “Ninishi”
2 Karakuri Komachi mdl 224 “Ninishi”
3 Karakuri Komachi mdl 224 “Ninishi”
4 Karakuri Soldier mdl 236 “Nisamu”
 Karakuri Soldier mdl 236 “Nisamu”
 Karakuri Soldier mdl 236 “Nisamu”
 Karakuri Strategist mdl 248 “Nishipachi”
 Karakuri Strategist mdl 248 “Nishipachi”
 Karakuri Strategist mdl 248 “Nishipachi”
5 Karakuri Muso mdl 818 “Haipa”

 Karakuri Muso mdl 818 “Haipa”
 Karakuri Muso mdl 818 “Haipa”
 Karakuri Ninja mdl 919 “Kuick”
 Karakuri Ninja mdl 919 “Kuick”
6 Karakuri Ninja mdl 919 “Kuick”
7 Machina Fortress
 Machina Fortress
8 Machina Gearframe
9 Machina Gearframe
10 Machina Gearframe

11 Cyber Dragon
12 Cyber Dragon
13 Dark Hole
14 Machine Duplication
15 Machine Duplication
 Machine Duplication
 Solidarity
16 Solidarity
17 Mystical Space Typhoon
18 Mystical Space Typhoon

19 Monster Reborn
20 Karakuri Showdown Castle
21 Karakuri Showdown Castle
22 Karakuri Showdown Castle
23 Overload Fusion
24 Call of the Haunted
 Solemn Judgement
25 Solemn Warning
26 Solemn Warning
27 Mirror Force

 Extra Deck  ~ 12 Cards

 Spoiler

1 x Brionac, Dragon of the Ice Barrier
1 x Black Rose Dragon
1 x Lightning Warrior
2 x Karakuri Steel Shogun mdl 00X “Bureido”
2 x Chimeratech Fortress Dragon
1 x Chimeratech Overdragon
1 x Stardust Dragon
1 x Red Archfiend Dragon
1 x Scrap Dragon
1 x Naturia Landoise

 Side Deck  ~ 15 Cards

 Spoiler

2 x Vanity’s Emptiness
2 x Light-Imprisoning Mirror
2 x Shadow-Imprisoning Mirror
2 x Mask of Restrict
3 x Debunk
2 x Thunder King Rai-Oh
1 x Soul Release
1 x Chain Disappearance

[User]
 "Oh, you don't just judge by appearances.  That's good, because I still have this  Solemn Warning .  It negates and destroys Burei, leaving you with two Strategists."
 Life Points:  6000

[User]
 Kanna sighs in relief. " Dryd'c hud cu pyt... " She mutters to herself before continuing. " In that case, by discarding Ninja Kuick and [url=http://yugioh.wikia.com/wiki/Machina_Fortress[/url] from my hand, I'm allowed to summon that Fortress to the field! I'll follow that up with my Solidarity spell. Now, Fortress will destroy your Warrior, while my Strategists attack you directly for a total of 4,100 damage. Your move. "

{table=head]1|2|3|4|5
-|248|248|MF|-
-|-|S|-|-[/table]
248 =   Karakuri Strategist mdl 248 “Nishipachi”   1300 /1600 (ATK)
MF = [url=http://yugioh.wikia.com/wiki/Machina_Fortress[/url]  3300 /1600 (ATK)
S = Solidarity

 Life Points:  4000

 Spoiler

 Hand  ~ 0

 Spoiler
.

 Face Downs

 Spoiler
.

 Graveyard  ~ 7

 Spoiler
 Karakuri Soldier mdl 236 “Nisamu”
Solemn Judgement
Machine Duplication
Karakuri Strategist mdl 248 “Nishipachi”
Karakuri Muso mdl 818 “Haipa”
Karakuri Shogun mdl 00 “Burei”
Karakuri Ninja mdl 919 “Kuick”

 Banished

 Spoiler
.

Deck – Deck –  Like Clockwork  ~ 30 cards

 Spoiler

1 Karakuri Komachi mdl 224 “Ninishi”
2 Karakuri Komachi mdl 224 “Ninishi”
3 Karakuri Komachi mdl 224 “Ninishi”
4 Karakuri Soldier mdl 236 “Nisamu”
5  Karakuri Soldier mdl 236 “Nisamu”
 Karakuri Soldier mdl 236 “Nisamu”
  s]
 Karakuri Strategist mdl 248 “Nishipachi”
 Karakuri Strategist mdl 248 “Nishipachi”
6 Karakuri Muso mdl 818 “Haipa”

7 Karakuri Muso mdl 818 “Haipa”
 Karakuri Muso mdl 818 “Haipa”
 Karakuri Ninja mdl 919 “Kuick”
8 Karakuri Ninja mdl 919 “Kuick”
9 Karakuri Ninja mdl 919 “Kuick”
10 Machina Fortress
 Machina Fortress
11 Machina Gearframe
12 Machina Gearframe
13 Machina Gearframe

14 Cyber Dragon
15 Cyber Dragon
16 Dark Hole
17 Machine Duplication
18 Machine Duplication
 Machine Duplication
 Solidarity
19 Solidarity
20 Mystical Space Typhoon
21 Mystical Space Typhoon

22 Monster Reborn
23 Karakuri Showdown Castle
24 Karakuri Showdown Castle
25 Karakuri Showdown Castle
26 Overload Fusion
27 Call of the Haunted
 Solemn Judgement
28 Solemn Warning
29 Solemn Warning
30 Mirror Force

 Extra Deck  ~ 14 Cards

 Spoiler

2 x Karakuri Shogun mdl 00 “Burei”
1 x Brionac, Dragon of the Ice Barrier
1 x Black Rose Dragon
1 x Lightning Warrior
2 x Karakuri Steel Shogun mdl 00X “Bureido”
2 x Chimeratech Fortress Dragon
1 x Chimeratech Overdragon
1 x Stardust Dragon
1 x Red Archfiend Dragon
1 x Scrap Dragon
1 x Naturia Landoise

 Side Deck  ~ 15 Cards

 Spoiler

2 x Vanity’s Emptiness
2 x Light-Imprisoning Mirror
2 x Shadow-Imprisoning Mirror
2 x Mask of Restrict
3 x Debunk
2 x Thunder King Rai-Oh
1 x Soul Release
1 x Chain Disappearance

[User]
 "Ah."

Draw:  (1d34)[ 31 ]
 "I activate  Dark Hole , eliminating your monsters, then summon Wind-Up Rat.  Its effect pulls Wind-Up Soldier back onto the field and shifts both monsters to defense position, then I set one card and end my turn."
 Field:
{table="head"]1|2|3|4|5
-|-|WR|WS|-
-|-|Fd|-|-[/table]
MON:
3.  Wind-Up Rat  (EARTH Beast 3; 600/ 600 )
4.  Wind-Up Soldier  (EARTH Warrior 4; 1800/ 1200 )
S/T:
3. Facedown card

 Life Points:  1900

 Spoiler
 Facedowns:

 Spoiler
MON:
S/T:
3. Mirror Force

 Graveyard:  3

 Spoiler
Book of Moon
Solemn Warning
Dark Hole

 Banished:  0

 Spoiler
NONE

 Hand:  1

 Spoiler
Wind-Up Kitten (EARTH Beast 2; 800/500)

 Main Deck:  33

 Spoiler
1. Sangan (DARK Fiend 3; 1000/600)
2. Spell Striker (EARTH Warrior 3; 600/200)
3. Spell Striker (EARTH Warrior 3; 600/200)
4. T.G. Striker (EARTH Warrior 2T; 800/0)
5. T.G. Warwolf (DARK Beast-Warrior 3; 1200/0)
6. T.G. Warwolf (DARK Beast-Warrior 3; 1200/0)
7. T.G. Warwolf (DARK Beast-Warrior 3; 1200/0)
8. Tour Guide From the Underworld (DARK Fiend 3; 1000/600)
9. Tour Guide From the Underworld (DARK Fiend 3; 1000/600)
10. Tour Guide From the Underworld (DARK Fiend 3; 1000/600)
11. Wind-Up Hunter (DARK Beast-Warrior 3; 1600/500)
 >. Wind-Up Kitten (EARTH Beast 2; 800/500)
12. Wind-Up Magician (FIRE Spellcaster 4; 600/1800)
13. Wind-Up Magician (FIRE Spellcaster 4; 600/1800)
14. Wind-Up Magician (FIRE Spellcaster 4; 600/1800)
15. Wind-Up Rabbit (EARTH Beast-Warrior 3; 1400/600)
16. Wind-Up Rat (EARTH Beast 3; 600/600)
 >. Wind-Up Rat (EARTH Beast 3; 600/600)
17. Wind-Up Rat (EARTH Beast 3; 600/600)
18. Wind-Up Shark (WATER Fish 4; 1500/1300)
19. Wind-Up Shark (WATER Fish 4; 1500/1300)
20. Wind-Up Shark (WATER Fish 4; 1500/1300)
 >. Wind-Up Soldier (EARTH Warrior 4; 1800/1200)
 >. Book of Moon
 >. Dark Hole
21. Foolish Burial
22. Heavy Storm
23. Monster Reborn
24. Mystical Space Typhoon
25. Mystical Space Typhoon
26. Pot of Avarice
27. Pot of Duality
28. Pot of Duality
29. Bottomless Trap Hole
30. Bottomless Trap Hole
 >. Mirror Force
31. Solemn Judgment
 >. Solemn Warning
32. Solemn Warning
33. Torrential Tribute

 Extra Deck:  15

 Spoiler
T.G. Hyper Librarian (DARK Spellcaster 5; 2400/1800)
Brionac, Dragon of the Ice Barrier (WATER Sea Serpent 6; 2300/1400)
Stardust Dragon (WIND Dragon 8; 2500/2000)
Leviair the Sea Dragon (WIND Aqua 3; 1800/1600)
M-X Saber Invoker (EARTH Warrior 3; 1600/500)
Wind-Up Zenmaines (FIRE Machine 3; 1500/2100)
Wind-Up Zenmaines (FIRE Machine 3; 1500/2100)
Wind-up Zenmaity (WATER Machine 3; 1500/1500)
Wind-up Zenmaity (WATER Machine 3; 1500/1500)
Wind-up Zenmaity (WATER Machine 3; 1500/1500)
Daigusto Emeral (WIND Rock 4; 1800/800)
Lavalval Chain (FIRE Sea Serpent 4; 1800/1000)
Number 39: Utopia (LIGHT Warrior 4; 2500/2000)
Number 61: Volcasaurus (FIRE Dinosaur 5; 2500/1000)
Wind-Up Arsenal Zenmaioh (WIND Machine 5; 2600/1900)

[User]
 " ...Tnyff lyntc, E haad tnyff lyntc eh so telg. " She sighs, gesturing with her empty hands. " Oh well, let's see what I get. "
 Draw:   (1d30)[ 26 ]

" I'll just set a card facedown. Your turn. "

{table=head]1|2|3|4|5
-|-|-|-|-
-|F|S|-|-[/table]
F = Facedown
S =  Solidarity
 Life Points:  4000

 Spoiler

 Hand  ~ 0

 Spoiler
.

 Face Downs

 Spoiler
S/t 2 = Overload Fusion

 Graveyard  ~ 10

 Spoiler
 Karakuri Soldier mdl 236 “Nisamu”
Solemn Judgement
Machine Duplication
Karakuri Strategist mdl 248 “Nishipachi”
Karakuri Muso mdl 818 “Haipa”
Karakuri Shogun mdl 00 “Burei”
Karakuri Ninja mdl 919 “Kuick”
Karakuri Strategist mdl 248 “Nishipachi”
Karakuri Strategist mdl 248 “Nishipachi”
Machina Fortresss

 Banished

 Spoiler
.

Deck – Deck –  Like Clockwork  ~ 30 cards

 Spoiler

1 Karakuri Komachi mdl 224 “Ninishi”
2 Karakuri Komachi mdl 224 “Ninishi”
3 Karakuri Komachi mdl 224 “Ninishi”
4 Karakuri Soldier mdl 236 “Nisamu”
5 Karakuri Soldier mdl 236 “Nisamu”
 Karakuri Soldier mdl 236 “Nisamu”
 Karakuri Strategist mdl 248 “Nishipachi”
 Karakuri Strategist mdl 248 “Nishipachi”
6 Karakuri Muso mdl 818 “Haipa”

7 Karakuri Muso mdl 818 “Haipa”
 Karakuri Muso mdl 818 “Haipa”
 Karakuri Ninja mdl 919 “Kuick”
8 Karakuri Ninja mdl 919 “Kuick”
9 Karakuri Ninja mdl 919 “Kuick”
10 Machina Fortress
 Machina Fortress
11 Machina Gearframe
12 Machina Gearframe
13 Machina Gearframe

14 Cyber Dragon
15 Cyber Dragon
16 Dark Hole
17 Machine Duplication
18 Machine Duplication
 Machine Duplication
 Solidarity
19 Solidarity
20 Mystical Space Typhoon
21 Mystical Space Typhoon

22 Monster Reborn
23 Karakuri Showdown Castle
24 Karakuri Showdown Castle
25 Karakuri Showdown Castle
 Overload Fusion
26 Call of the Haunted
 Solemn Judgement
27 Solemn Warning
28 Solemn Warning
29 Mirror Force

 Extra Deck  ~ 14 Cards

 Spoiler

2 x Karakuri Shogun mdl 00 “Burei”
1 x Brionac, Dragon of the Ice Barrier
1 x Black Rose Dragon
1 x Lightning Warrior
2 x Karakuri Steel Shogun mdl 00X “Bureido”
2 x Chimeratech Fortress Dragon
1 x Chimeratech Overdragon
1 x Stardust Dragon
1 x Red Archfiend Dragon
1 x Scrap Dragon
1 x Naturia Landoise

 Side Deck  ~ 15 Cards

 Spoiler

2 x Vanity’s Emptiness
2 x Light-Imprisoning Mirror
2 x Shadow-Imprisoning Mirror
2 x Mask of Restrict
3 x Debunk
2 x Thunder King Rai-Oh
1 x Soul Release
1 x Chain Disappearance

[User]
 Draw:  (1d33)[ 20 ]
 "I merely have to win now, before you can break me.  I summon  Wind-Up Shark , whose level drops by one to match Wind-Up Rat.  The two overlay, summoning Wind-Up Zenmaity, who detaches Rat to summon  Wind-Up Magician .  By activating Soldier, I can use Magician's effect to summon a second Shark to the field, who overlays with Magician to summon Number 39: Utopia.  Now, Zenmaity and Utopia attack directly, reducing your life points to zero.  Any counter, or do we determine the winner of the match?"
 Field:
{table="head"]1|2|3|4|5
-|39|Zy|WS|-
-|-|Fd|-|-[/table]
MON:
2.  Number 39: Utopia  (LIGHT Warrior 4;  2500 /2000) ( Magician ,  Shark )
3.  Wind-up Zenmaity  (WATER Machine 3;  1500 /1500) ( Shark )
4.  Wind-Up Soldier  (EARTH Warrior  5 ;  2200 / 1200 )
S/T:
3. Facedown card

 Life Points:  1900

 Spoiler
 Facedowns:

 Spoiler
MON:
S/T:
3. Mirror Force

 Graveyard:  4

 Spoiler
Book of Moon
Solemn Warning
Dark Hole
 Wind-Up Rat  (EARTH Beast 3; 600/600)

 Banished:  0

 Spoiler
NONE

 Hand:  1

 Spoiler
Wind-Up Kitten (EARTH Beast 2; 800/500)

 Main Deck:  30

 Spoiler
1. Sangan (DARK Fiend 3; 1000/600)
2. Spell Striker (EARTH Warrior 3; 600/200)
3. Spell Striker (EARTH Warrior 3; 600/200)
4. T.G. Striker (EARTH Warrior 2T; 800/0)
5. T.G. Warwolf (DARK Beast-Warrior 3; 1200/0)
6. T.G. Warwolf (DARK Beast-Warrior 3; 1200/0)
7. T.G. Warwolf (DARK Beast-Warrior 3; 1200/0)
8. Tour Guide From the Underworld (DARK Fiend 3; 1000/600)
9. Tour Guide From the Underworld (DARK Fiend 3; 1000/600)
10. Tour Guide From the Underworld (DARK Fiend 3; 1000/600)
11. Wind-Up Hunter (DARK Beast-Warrior 3; 1600/500)
 >. Wind-Up Kitten (EARTH Beast 2; 800/500)
12. Wind-Up Magician (FIRE Spellcaster 4; 600/1800)
13. Wind-Up Magician (FIRE Spellcaster 4; 600/1800)
 >. Wind-Up Magician (FIRE Spellcaster 4; 600/1800)
14. Wind-Up Rabbit (EARTH Beast-Warrior 3; 1400/600)
15. Wind-Up Rat (EARTH Beast 3; 600/600)
 >. Wind-Up Rat (EARTH Beast 3; 600/600)
16. Wind-Up Rat (EARTH Beast 3; 600/600)
17. Wind-Up Shark (WATER Fish 4; 1500/1300)
 >. Wind-Up Shark (WATER Fish 4; 1500/1300)
 >. Wind-Up Shark (WATER Fish 4; 1500/1300)
 >. Wind-Up Soldier (EARTH Warrior 4; 1800/1200)
 >. Book of Moon
 >. Dark Hole
18. Foolish Burial
19. Heavy Storm
20. Monster Reborn
21. Mystical Space Typhoon
22. Mystical Space Typhoon
23. Pot of Avarice
24. Pot of Duality
25. Pot of Duality
26. Bottomless Trap Hole
27. Bottomless Trap Hole
 >. Mirror Force
28. Solemn Judgment
 >. Solemn Warning
29. Solemn Warning
30. Torrential Tribute

 Extra Deck:  13

 Spoiler
T.G. Hyper Librarian (DARK Spellcaster 5; 2400/1800)
Brionac, Dragon of the Ice Barrier (WATER Sea Serpent 6; 2300/1400)
Stardust Dragon (WIND Dragon 8; 2500/2000)
Leviair the Sea Dragon (WIND Aqua 3; 1800/1600)
M-X Saber Invoker (EARTH Warrior 3; 1600/500)
Wind-Up Zenmaines (FIRE Machine 3; 1500/2100)
Wind-Up Zenmaines (FIRE Machine 3; 1500/2100)
 >Wind-up Zenmaity (WATER Machine 3; 1500/1500)
Wind-up Zenmaity (WATER Machine 3; 1500/1500)
Wind-up Zenmaity (WATER Machine 3; 1500/1500)
Daigusto Emeral (WIND Rock 4; 1800/800)
Lavalval Chain (FIRE Sea Serpent 4; 1800/1000)
 >Number 39: Utopia (LIGHT Warrior 4; 2500/2000)
Number 61: Volcasaurus (FIRE Dinosaur 5; 2500/1000)
Wind-Up Arsenal Zenmaioh (WIND Machine 5; 2600/1900)

[User]
 " No counter, so onto the second duel! I'll go first if you don't mind. "

 Side Deck Changes :

 Spoiler

-3 Karakuri Showdown Castle
+2 Vanity's Emptiness
+1 Chain Disappearance

 Hand and First Turn Draw:   (6d40)[ 12 ][ 23 ][ 23 ][ 17 ][ 28 ][ 35 ](138)
 Re-rolls:   (5d40)[ 31 ][ 23 ][ 14 ][ 13 ][ 13 ](94)

" Huh, oh well. By discarding Muso Haipa and Machina Fortress, I summon that Fortress to the field in attack mode. I'll then set a facedown. Your turn! "

{table=head]1|2|3|4|5
-|-|MF|-|-
-|-|F|-|-[/table]
MF = Machina Fortress  2500/1900 (ATK)
F = Facedown

 Life Points:  8000

 Spoiler

 Hand  ~ 3

 Spoiler
Dark Hole, Monster Reborn, Solidarity

 Face Downs

 Spoiler
S/t 2 = Overload Fusion

 Graveyard  ~ 1

 Spoiler
Karakuri Muso mdl 818 “Haipa”

 Banished

 Spoiler
.

Deck –  Like Clockwork  ~ 34 cards

 Spoiler

1 Karakuri Komachi mdl 224 “Ninishi”
2 Karakuri Komachi mdl 224 “Ninishi”
3 Karakuri Komachi mdl 224 “Ninishi”
4 Karakuri Soldier mdl 236 “Nisamu”
5 Karakuri Soldier mdl 236 “Nisamu”
6 Karakuri Soldier mdl 236 “Nisamu”
7 Karakuri Strategist mdl 248 “Nishipachi”
8 Karakuri Strategist mdl 248 “Nishipachi”
9 Karakuri Strategist mdl 248 “Nishipachi”
10 Karakuri Muso mdl 818 “Haipa”

11 Karakuri Muso mdl 818 “Haipa”
 Karakuri Muso mdl 818 “Haipa”
12 Karakuri Ninja mdl 919 “Kuick”
13 Karakuri Ninja mdl 919 “Kuick”
14 Karakuri Ninja mdl 919 “Kuick”
15 Machina Fortress
 Machina Fortress
16 Machina Gearframe
17 Machina Gearframe
18 Machina Gearframe

19 Cyber Dragon
20 Cyber Dragon
 Dark Hole
21 Machine Duplication
22 Machine Duplication
23 Machine Duplication
24 Solidarity
 Solidarity
25 Mystical Space Typhoon
26 Mystical Space Typhoon

 Monster Reborn
27 Chain Disappearance
28 Vanity’s Emptiness
29 Vanity’s Emptiness
 Overload Fusion
30 Call of the Haunted
31 Solemn Judgement
32 Solemn Warning
33 Solemn Warning
34 Mirror Force

 Extra Deck  ~ 15 Cards

 Spoiler

3 x Karakuri Shogun mdl 00 “Burei”
1 x Brionac, Dragon of the Ice Barrier
1 x Black Rose Dragon
1 x Lightning Warrior
2 x Karakuri Steel Shogun mdl 00X “Bureido”
2 x Chimeratech Fortress Dragon
1 x Chimeratech Overdragon
1 x Stardust Dragon
1 x Red Archfiend Dragon
1 x Scrap Dragon
1 x Naturia Landoise

 Side Deck  ~ 15 Cards

 Spoiler

3 x Karakuri Showdown Castle
2 x Light-Imprisoning Mirror
2 x Shadow-Imprisoning Mirror
2 x Mask of Restrict
3 x Debunk
2 x Thunder King Rai-Oh
1 x Soul Release

[User]
 "Wonderful.  Then, allow me to adjust my deck slightly."
 Side Deck Changes:

 Spoiler
+3 Maxx "C"
-2 Pot of Duality
-1 Wind-Up Kitten

 Spoiler
MONSTER: 25
1. Sangan (DARK Fiend 3; 1000/600)
2. Spell Striker (EARTH Warrior 3; 600/200)
3. Spell Striker (EARTH Warrior 3; 600/200)
4. T.G. Striker (EARTH Warrior 2T; 800/0)
5. T.G. Warwolf (DARK Beast-Warrior 3; 1200/0)
6. T.G. Warwolf (DARK Beast-Warrior 3; 1200/0)
7. T.G. Warwolf (DARK Beast-Warrior 3; 1200/0)
8. Tour Guide From the Underworld (DARK Fiend 3; 1000/600)
9. Tour Guide From the Underworld (DARK Fiend 3; 1000/600)
10. Tour Guide From the Underworld (DARK Fiend 3; 1000/600)
11. Wind-Up Hunter (DARK Beast-Warrior 3; 1600/500)
12. Wind-Up Magician (FIRE Spellcaster 4; 600/1800)
13. Wind-Up Magician (FIRE Spellcaster 4; 600/1800)
14. Wind-Up Magician (FIRE Spellcaster 4; 600/1800)
15. Wind-Up Rabbit (EARTH Beast-Warrior 3; 1400/600)
16. Wind-Up Rat (EARTH Beast 3; 600/600)
17. Wind-Up Rat (EARTH Beast 3; 600/600)
18. Wind-Up Rat (EARTH Beast 3; 600/600)
19. Wind-Up Shark (WATER Fish 4; 1500/1300)
20. Wind-Up Shark (WATER Fish 4; 1500/1300)
21. Wind-Up Shark (WATER Fish 4; 1500/1300)
22. Wind-Up Soldier (EARTH Warrior 4; 1800/1200)
23. Maxx "C" (EARTH Insect 2; 500/200)
24. Maxx "C" (EARTH Insect 2; 500/200)
25. Maxx "C" (EARTH Insect 2; 500/200)

SPELL: 8
26. Book of Moon
27. Dark Hole
28. Foolish Burial
29. Heavy Storm
30. Monster Reborn
31. Mystical Space Typhoon
32. Mystical Space Typhoon
33. Pot of Avarice

TRAP: 7
34. Bottomless Trap Hole
35. Bottomless Trap Hole
36. Mirror Force
37. Solemn Judgment
38. Solemn Warning
39. Solemn Warning
40. Torrential Tribute

Draw:  (5d40)[ 2 ][ 13 ][ 10 ][ 11 ][ 20 ](56)
Reroll:  (3d40)[ 24 ][ 22 ][ 30 ](76)

[User]
 Draw:  (1d35)[ 26 ]
 "My, my.  Let me show you the true strength behind my toys' innocuous appearance.  I activate  Mystical Space Typhoon , destroying your facedown, then banish it to summon  Spell Striker .  I then normal-summon  Wind-Up Hunter , and overlay the two to summon  Wind-Up Zenmaity , who detaches Wind-Up Hunter to summon Wind-Up Rat from my deck.  Rat summons Hunter, who tributes Zenmaity, forcing you to discard one card."   Hunter fires crossbow bolt at Kanna, knocking one of her cards right out of her hand.   "The two overlay to summon a second Zenmaity, who again detaches Hunter to summon Rat, who resummons Hunter.  Hunter can again tribute Zenmaity to force a second discard, and the two overlay to summon a third Wind-Up Zenmaity.  By repeating, detaching Hunter for Rat, resummoning Hunter, and tributing Zenmaity, I force you to discard your third and last card, leaving you with only Machina Fortress on the field.

She surveys the field for a moment, where Rat and Hunter face the powerful Fortress alone.   "Now, with your resources greatly diminished, I overlay Rat and Hunter to summon Wind-Up Zenmaines in Defense Position, and end my turn."
 Field:
{table="head"]1|2|3|4|5
-|-|WZ|-|-
-|-|-|-|-[/table]
MON:
3.  Wind-Up Zenmaines  (FIRE Machine 3; 1500/ 2100 ) ( Rat / Hunter )
S/T:

 Life Points:  8000

 Spoiler
 Facedowns:

 Spoiler
MON:
S/T:

 Graveyard:  5

 Spoiler
 Wind-up Zenmaity  (WATER Machine 3; 1500/1500)
 Spell Striker  (EARTH Warrior 3; 600/200)
 Wind-up Zenmaity  (WATER Machine 3; 1500/1500)
 Wind-Up Rat  (EARTH Beast 3; 600/600)
 Wind-up Zenmaity  (WATER Machine 3; 1500/1500)

 Banished:  1

 Spoiler
Mystical Space Typhoon

 Hand:  3

 Spoiler
Tour Guide From the Underworld (DARK Fiend 3; 1000/600)
Wind-Up Magician (FIRE Spellcaster 4; 600/1800)
Wind-Up Shark (WATER Fish 4; 1500/1300)

 Main Deck:  32

 Spoiler
1. Sangan (DARK Fiend 3; 1000/600)
 >. Spell Striker (EARTH Warrior 3; 600/200)
2. Spell Striker (EARTH Warrior 3; 600/200)
3. T.G. Striker (EARTH Warrior 2T; 800/0)
4. T.G. Warwolf (DARK Beast-Warrior 3; 1200/0)
5. T.G. Warwolf (DARK Beast-Warrior 3; 1200/0)
6. T.G. Warwolf (DARK Beast-Warrior 3; 1200/0)
7. Tour Guide From the Underworld (DARK Fiend 3; 1000/600)
8. Tour Guide From the Underworld (DARK Fiend 3; 1000/600)
 >. Tour Guide From the Underworld (DARK Fiend 3; 1000/600)
 >. Wind-Up Hunter (DARK Beast-Warrior 3; 1600/500)
9. Wind-Up Magician (FIRE Spellcaster 4; 600/1800)
 >. Wind-Up Magician (FIRE Spellcaster 4; 600/1800)
10. Wind-Up Magician (FIRE Spellcaster 4; 600/1800)
11. Wind-Up Rabbit (EARTH Beast-Warrior 3; 1400/600)
 >. Wind-Up Rat (EARTH Beast 3; 600/600)
 >. Wind-Up Rat (EARTH Beast 3; 600/600)
12. Wind-Up Rat (EARTH Beast 3; 600/600)
13. Wind-Up Shark (WATER Fish 4; 1500/1300)
 >. Wind-Up Shark (WATER Fish 4; 1500/1300)
14. Wind-Up Shark (WATER Fish 4; 1500/1300)
15. Wind-Up Soldier (EARTH Warrior 4; 1800/1200)
16. Maxx "C" (EARTH Insect 2; 500/200)
17. Maxx "C" (EARTH Insect 2; 500/200)
18. Maxx "C" (EARTH Insect 2; 500/200)
19. Book of Moon
20. Dark Hole
21. Foolish Burial
22. Heavy Storm
23. Monster Reborn
 >. Mystical Space Typhoon
24. Mystical Space Typhoon
25. Pot of Avarice
26. Bottomless Trap Hole
27. Bottomless Trap Hole
28. Mirror Force
29. Solemn Judgment
30. Solemn Warning
31. Solemn Warning
32. Torrential Tribute

 Extra Deck:  11

 Spoiler
T.G. Hyper Librarian (DARK Spellcaster 5; 2400/1800)
Brionac, Dragon of the Ice Barrier (WATER Sea Serpent 6; 2300/1400)
Stardust Dragon (WIND Dragon 8; 2500/2000)
Leviair the Sea Dragon (WIND Aqua 3; 1800/1600)
M-X Saber Invoker (EARTH Warrior 3; 1600/500)
Wind-Up Zenmaines (FIRE Machine 3; 1500/2100)
 >Wind-Up Zenmaines (FIRE Machine 3; 1500/2100)
 >Wind-up Zenmaity (WATER Machine 3; 1500/1500)
 >Wind-up Zenmaity (WATER Machine 3; 1500/1500)
 >Wind-up Zenmaity (WATER Machine 3; 1500/1500)
Daigusto Emeral (WIND Rock 4; 1800/800)
Lavalval Chain (FIRE Sea Serpent 4; 1800/1000)
Number 39: Utopia (LIGHT Warrior 4; 2500/2000)
Number 61: Volcasaurus (FIRE Dinosaur 5; 2500/1000)
Wind-Up Arsenal Zenmaioh (WIND Machine 5; 2600/1900)

[User]
 " E  ghaf  E cruimt ryja bmyot ed... " She sighs. " Your Typhoon hit my Overload Fusion, and Your Hunter took out Solidarity, Dark Hole and Monster Reborn. He's an excellent shot. "

 Draw:   (1d34)[ 10 ]

" ...I'll just set a monster. Your turn. "

{table=head]1|2|3|4|5
-|F|MF|-|-
-|-|-|-|-[/table]
MF = Machina Fortress  2500/1600 (ATK)
F = Facedown

 Life Points:  8000

 Spoiler

 Hand  ~ 0

 Spoiler
.

 Face Downs

 Spoiler
Monster 2 = Karakuri Muso mdl 818 “Haipa”

 Graveyard  ~ 5

 Spoiler
Karakuri Muso mdl 818 “Haipa”
Overload Fusion
Solidarity
Monster Reborn
Dark Hole

 Banished

 Spoiler
.

Deck –  Like Clockwork  ~ 34 cards

 Spoiler

1 Karakuri Komachi mdl 224 “Ninishi”
2 Karakuri Komachi mdl 224 “Ninishi”
3 Karakuri Komachi mdl 224 “Ninishi”
4 Karakuri Soldier mdl 236 “Nisamu”
5 Karakuri Soldier mdl 236 “Nisamu”
6 Karakuri Soldier mdl 236 “Nisamu”
7 Karakuri Strategist mdl 248 “Nishipachi”
8 Karakuri Strategist mdl 248 “Nishipachi”
9 Karakuri Strategist mdl 248 “Nishipachi”
 Karakuri Muso mdl 818 “Haipa”

10 Karakuri Muso mdl 818 “Haipa”
 Karakuri Muso mdl 818 “Haipa”
11 Karakuri Ninja mdl 919 “Kuick”
12 Karakuri Ninja mdl 919 “Kuick”
13 Karakuri Ninja mdl 919 “Kuick”
14 Machina Fortress
 Machina Fortress
15 Machina Gearframe
16 Machina Gearframe
17 Machina Gearframe

18 Cyber Dragon
19 Cyber Dragon
 Dark Hole
20 Machine Duplication
21 Machine Duplication
22 Machine Duplication
23 Solidarity
 Solidarity
24 Mystical Space Typhoon
25 Mystical Space Typhoon

 Monster Reborn
26 Chain Disappearance
27 Vanity’s Emptiness
28 Vanity’s Emptiness
 Overload Fusion
29 Call of the Haunted
30 Solemn Judgement
31 Solemn Warning
32 Solemn Warning
33 Mirror Force

 Extra Deck  ~ 15 Cards

 Spoiler

3 x Karakuri Shogun mdl 00 “Burei”
1 x Brionac, Dragon of the Ice Barrier
1 x Black Rose Dragon
1 x Lightning Warrior
2 x Karakuri Steel Shogun mdl 00X “Bureido”
2 x Chimeratech Fortress Dragon
1 x Chimeratech Overdragon
1 x Stardust Dragon
1 x Red Archfiend Dragon
1 x Scrap Dragon
1 x Naturia Landoise

 Side Deck  ~ 15 Cards

 Spoiler

3 x Karakuri Showdown Castle
2 x Light-Imprisoning Mirror
2 x Shadow-Imprisoning Mirror
2 x Mask of Restrict
3 x Debunk
2 x Thunder King Rai-Oh
1 x Soul Release

[User]
 Draw:  (1d32)[ 1 ]
 "Is that so?  I can't destroy your Fortress directly, but I can do this.  I summon  Tour Guide From the Underworld , who summons a second Tour Guide from the deck.  The two overlay, summoning M-X-Saber Invoker to the field.  Zenmaines attacks your Fortress head-on, detaching Hunter in the process, while Invoker can attack your facedown.  Now, you can see Zenmaines' power: when my turn ends, I can destroy your Fortress and leave you wide open."
 Hand for Fortress Discard

 Spoiler
Sangan (DARK Fiend 3; 1000/600)
Wind-Up Magician (FIRE Spellcaster 4; 600/1800)
Wind-Up Shark (WATER Fish 4; 1500/1300)

 Field:
{table="head"]1|2|3|4|5
-|-|WZ|MX|-
-|-|-|-|-[/table]
MON:
3.  Wind-Up Zenmaines  (FIRE Machine 3;  1500 /2100) ( Rat )
4.  M-X-Saber Invoker  (EARTH Warrior 3;  1600 /500) ( Tour Guide  2x)
S/T:

 Life Points:  7000

 Spoiler
 Facedowns:

 Spoiler
MON:
S/T:

 Graveyard:  6

 Spoiler
 Wind-up Zenmaity  (WATER Machine 3; 1500/1500)
 Spell Striker  (EARTH Warrior 3; 600/200)
 Wind-up Zenmaity  (WATER Machine 3; 1500/1500)
 Wind-Up Rat  (EARTH Beast 3; 600/600)
 Wind-up Zenmaity  (WATER Machine 3; 1500/1500)
 Wind-Up Hunter   (DARK Beast-Warrior 3; 1600/500)

 Banished:  1

 Spoiler
Mystical Space Typhoon

 Hand:  3

 Spoiler
Sangan (DARK Fiend 3; 1000/600)
Wind-Up Magician (FIRE Spellcaster 4; 600/1800)
Wind-Up Shark (WATER Fish 4; 1500/1300)

 Main Deck:  30

 Spoiler
 >. Sangan (DARK Fiend 3; 1000/600)
 >. Spell Striker (EARTH Warrior 3; 600/200)
1. Spell Striker (EARTH Warrior 3; 600/200)
2. T.G. Striker (EARTH Warrior 2T; 800/0)
3. T.G. Warwolf (DARK Beast-Warrior 3; 1200/0)
4. T.G. Warwolf (DARK Beast-Warrior 3; 1200/0)
5. T.G. Warwolf (DARK Beast-Warrior 3; 1200/0)
6. Tour Guide From the Underworld (DARK Fiend 3; 1000/600)
 >. Tour Guide From the Underworld (DARK Fiend 3; 1000/600)
 >. Tour Guide From the Underworld (DARK Fiend 3; 1000/600)
 >. Wind-Up Hunter (DARK Beast-Warrior 3; 1600/500)
7. Wind-Up Magician (FIRE Spellcaster 4; 600/1800)
 >. Wind-Up Magician (FIRE Spellcaster 4; 600/1800)
8. Wind-Up Magician (FIRE Spellcaster 4; 600/1800)
9. Wind-Up Rabbit (EARTH Beast-Warrior 3; 1400/600)
 >. Wind-Up Rat (EARTH Beast 3; 600/600)
 >. Wind-Up Rat (EARTH Beast 3; 600/600)
10. Wind-Up Rat (EARTH Beast 3; 600/600)
11. Wind-Up Shark (WATER Fish 4; 1500/1300)
 >. Wind-Up Shark (WATER Fish 4; 1500/1300)
12. Wind-Up Shark (WATER Fish 4; 1500/1300)
13. Wind-Up Soldier (EARTH Warrior 4; 1800/1200)
14. Maxx "C" (EARTH Insect 2; 500/200)
15. Maxx "C" (EARTH Insect 2; 500/200)
16. Maxx "C" (EARTH Insect 2; 500/200)
17. Book of Moon
18. Dark Hole
19. Foolish Burial
20. Heavy Storm
21. Monster Reborn
 >. Mystical Space Typhoon
22. Mystical Space Typhoon
23. Pot of Avarice
24. Bottomless Trap Hole
25. Bottomless Trap Hole
26. Mirror Force
27. Solemn Judgment
28. Solemn Warning
29. Solemn Warning
30. Torrential Tribute

 Extra Deck:  10

 Spoiler
T.G. Hyper Librarian (DARK Spellcaster 5; 2400/1800)
Brionac, Dragon of the Ice Barrier (WATER Sea Serpent 6; 2300/1400)
Stardust Dragon (WIND Dragon 8; 2500/2000)
Leviair the Sea Dragon (WIND Aqua 3; 1800/1600)
 >M-X-Saber Invoker (EARTH Warrior 3; 1600/500)
Wind-Up Zenmaines (FIRE Machine 3; 1500/2100)
 >Wind-Up Zenmaines (FIRE Machine 3; 1500/2100)
 >Wind-up Zenmaity (WATER Machine 3; 1500/1500)
 >Wind-up Zenmaity (WATER Machine 3; 1500/1500)
 >Wind-up Zenmaity (WATER Machine 3; 1500/1500)
Daigusto Emeral (WIND Rock 4; 1800/800)
Lavalval Chain (FIRE Sea Serpent 4; 1800/1000)
Number 39: Utopia (LIGHT Warrior 4; 2500/2000)
Number 61: Volcasaurus (FIRE Dinosaur 5; 2500/1000)
Wind-Up Arsenal Zenmaioh (WIND Machine 5; 2600/1900)

[User]
 " I'll send your magician ti the graveyard. And your Evoker destroyed another Muso. Draw! "

 Draw:   (1d33)[ 19 ]

" Since you have monsters on the field and I don't I'm allowed to Special summon Cyber Dragon from my hand. Now, Cyber Dragon will destroy your Invoker for 500 damage and in my second main phase I'll fuse Cyber Dragon with your Zenmaines to summon  Chimeratech Fortress Dragon  in attack mode. Your turn! "

{table=head]1|2|3|4|5
-|-|CFD|-|-
-|-|-|-|-[/table]
CFD =  Chimeratech Fortress Dragon   2000 /0 (ATK)

 Life Points:  8000

 Spoiler

 Hand  ~ 0

 Spoiler
.

 Face Downs

 Spoiler
Monster 2 = Karakuri Muso mdl 818 “Haipa”

 Graveyard  ~ 7

 Spoiler
Karakuri Muso mdl 818 “Haipa”
Overload Fusion
Solidarity
Monster Reborn
Dark Hole
Machina Fortress
Karakuri Muso mdl 818 “Haipa”

 Banished

 Spoiler
.

Deck –  Like Clockwork  ~ 32 cards

 Spoiler

1 Karakuri Komachi mdl 224 “Ninishi”
2 Karakuri Komachi mdl 224 “Ninishi”
3 Karakuri Komachi mdl 224 “Ninishi”
4 Karakuri Soldier mdl 236 “Nisamu”
5 Karakuri Soldier mdl 236 “Nisamu”
6 Karakuri Soldier mdl 236 “Nisamu”
7 Karakuri Strategist mdl 248 “Nishipachi”
8 Karakuri Strategist mdl 248 “Nishipachi”
9 Karakuri Strategist mdl 248 “Nishipachi”
 Karakuri Muso mdl 818 “Haipa”

10 Karakuri Muso mdl 818 “Haipa”
 Karakuri Muso mdl 818 “Haipa”
11 Karakuri Ninja mdl 919 “Kuick”
12 Karakuri Ninja mdl 919 “Kuick”
13 Karakuri Ninja mdl 919 “Kuick”
14 Machina Fortress
 Machina Fortress
15 Machina Gearframe
16 Machina Gearframe
17 Machina Gearframe

18 Cyber Dragon
 Cyber Dragon
 Dark Hole
19 Machine Duplication
20 Machine Duplication
21 Machine Duplication
22 Solidarity
 Solidarity
23 Mystical Space Typhoon
24 Mystical Space Typhoon

 Monster Reborn
25 Chain Disappearance
26 Vanity’s Emptiness
27 Vanity’s Emptiness
 Overload Fusion
28 Call of the Haunted
29 Solemn Judgement
30 Solemn Warning
31 Solemn Warning
32 Mirror Force

 Extra Deck  ~ 14 Cards

 Spoiler

3 x Karakuri Shogun mdl 00 “Burei”
1 x Brionac, Dragon of the Ice Barrier
1 x Black Rose Dragon
1 x Lightning Warrior
2 x Karakuri Steel Shogun mdl 00X “Bureido”
1 x Chimeratech Fortress Dragon
1 x Chimeratech Overdragon
1 x Stardust Dragon
1 x Red Archfiend Dragon
1 x Scrap Dragon
1 x Naturia Landoise

 Side Deck  ~ 15 Cards

 Spoiler

3 x Karakuri Showdown Castle
2 x Light-Imprisoning Mirror
2 x Shadow-Imprisoning Mirror
2 x Mask of Restrict
3 x Debunk
2 x Thunder King Rai-Oh
1 x Soul Release

[User]
 "Not bad.  You might be able to turn things around."

Draw:  (1d30)[ 16 ]
 "I'll have to set one card and end my turn."
 Field:
{table="head"]1|2|3|4|5
-|-|Fd|-|-
-|-|-|-|-[/table]
MON:
3. Facedown card
S/T:

 Life Points:  6500

 Spoiler
 Facedowns:

 Spoiler
MON:
3.  Sangan  (DARK Fiend 3; 1000/600)
S/T:

 Graveyard:  11

 Spoiler
 Wind-up Zenmaity  (WATER Machine 3; 1500/1500)
 Spell Striker  (EARTH Warrior 3; 600/200)
 Wind-up Zenmaity  (WATER Machine 3; 1500/1500)
 Wind-Up Rat  (EARTH Beast 3; 600/600)
 Wind-up Zenmaity  (WATER Machine 3; 1500/1500)
 Wind-Up Hunter   (DARK Beast-Warrior 3; 1600/500)
 Wind-Up Magician  (FIRE Spellcaster 4; 600/1800)
 M-X-Saber Invoker  (EARTH Warrior 3; 1600/500)
 Tour Guide From the Underworld  (DARK Fiend 3; 1000/600)
 Tour Guide From the Underworld  (DARK Fiend 3; 1000/600)
 Wind-Up Zenmaines  (FIRE Machine 3; 1500/2100)
 Wind-Up Rat  (EARTH Beast 3; 600/600)

 Banished:  1

 Spoiler
Mystical Space Typhoon

 Hand:  2

 Spoiler
Wind-Up Shark (WATER Fish 4; 1500/1300)
Maxx "C" (EARTH Insect 2; 500/200)

 Main Deck:  29

 Spoiler
 >. Sangan (DARK Fiend 3; 1000/600)
 >. Spell Striker (EARTH Warrior 3; 600/200)
1. Spell Striker (EARTH Warrior 3; 600/200)
2. T.G. Striker (EARTH Warrior 2T; 800/0)
3. T.G. Warwolf (DARK Beast-Warrior 3; 1200/0)
4. T.G. Warwolf (DARK Beast-Warrior 3; 1200/0)
5. T.G. Warwolf (DARK Beast-Warrior 3; 1200/0)
6. Tour Guide From the Underworld (DARK Fiend 3; 1000/600)
 >. Tour Guide From the Underworld (DARK Fiend 3; 1000/600)
 >. Tour Guide From the Underworld (DARK Fiend 3; 1000/600)
 >. Wind-Up Hunter (DARK Beast-Warrior 3; 1600/500)
7. Wind-Up Magician (FIRE Spellcaster 4; 600/1800)
 >. Wind-Up Magician (FIRE Spellcaster 4; 600/1800)
8. Wind-Up Magician (FIRE Spellcaster 4; 600/1800)
9. Wind-Up Rabbit (EARTH Beast-Warrior 3; 1400/600)
 >. Wind-Up Rat (EARTH Beast 3; 600/600)
 >. Wind-Up Rat (EARTH Beast 3; 600/600)
10. Wind-Up Rat (EARTH Beast 3; 600/600)
11. Wind-Up Shark (WATER Fish 4; 1500/1300)
 >. Wind-Up Shark (WATER Fish 4; 1500/1300)
12. Wind-Up Shark (WATER Fish 4; 1500/1300)
13. Wind-Up Soldier (EARTH Warrior 4; 1800/1200)
14. Maxx "C" (EARTH Insect 2; 500/200)
15. Maxx "C" (EARTH Insect 2; 500/200)
 >. Maxx "C" (EARTH Insect 2; 500/200)
16. Book of Moon
17. Dark Hole
18. Foolish Burial
19. Heavy Storm
20. Monster Reborn
 >. Mystical Space Typhoon
21. Mystical Space Typhoon
22. Pot of Avarice
23. Bottomless Trap Hole
24. Bottomless Trap Hole
25. Mirror Force
26. Solemn Judgment
27. Solemn Warning
28. Solemn Warning
29. Torrential Tribute

 Extra Deck:  10

 Spoiler
T.G. Hyper Librarian (DARK Spellcaster 5; 2400/1800)
Brionac, Dragon of the Ice Barrier (WATER Sea Serpent 6; 2300/1400)
Stardust Dragon (WIND Dragon 8; 2500/2000)
Leviair the Sea Dragon (WIND Aqua 3; 1800/1600)
 >M-X-Saber Invoker (EARTH Warrior 3; 1600/500)
Wind-Up Zenmaines (FIRE Machine 3; 1500/2100)
 >Wind-Up Zenmaines (FIRE Machine 3; 1500/2100)
 >Wind-up Zenmaity (WATER Machine 3; 1500/1500)
 >Wind-up Zenmaity (WATER Machine 3; 1500/1500)
 >Wind-up Zenmaity (WATER Machine 3; 1500/1500)
Daigusto Emeral (WIND Rock 4; 1800/800)
Lavalval Chain (FIRE Sea Serpent 4; 1800/1000)
Number 39: Utopia (LIGHT Warrior 4; 2500/2000)
Number 61: Volcasaurus (FIRE Dinosaur 5; 2500/1000)
Wind-Up Arsenal Zenmaioh (WIND Machine 5; 2600/1900)

[User]
 " Thank you, But it's coming down to luck now. Draw! "

 Draw:   (1d32)[ 9 ]

" I am in so much trouble here. But, I'll press on regardless. I summon Strategist Nishipachi and use his effect to flip your monster into attack mode. Fortress Dragon will destroy your monster while Nishipachi attacks directly. Your turn. "

{table=head]1|2|3|4|5
-|248|CFD|-|-
-|-|-|-|-[/table]
CFD =  Chimeratech Fortress Dragon   2000 /0 (ATK)
[url=http://yugioh.wikia.com/wiki/Karakuri_Strategist_mdl_248_%22Nishipachi%22]Karakuri Strategist mdl 248 “Nishipachi” 500/1600 (ATK)

 Life Points:  8000

 Spoiler

 Hand  ~ 0

 Spoiler
.

 Face Downs

 Spoiler
Monster 2 = Karakuri Muso mdl 818 “Haipa”

 Graveyard  ~ 8

 Spoiler
Karakuri Muso mdl 818 “Haipa”
Overload Fusion
Solidarity
Monster Reborn
Dark Hole
Machina Fortress
Karakuri Muso mdl 818 “Haipa”
Cyber Dragon

 Banished

 Spoiler
.

Deck –  Like Clockwork  ~ 31 cards

 Spoiler

1 Karakuri Komachi mdl 224 “Ninishi”
2 Karakuri Komachi mdl 224 “Ninishi”
3 Karakuri Komachi mdl 224 “Ninishi”
4 Karakuri Soldier mdl 236 “Nisamu”
5 Karakuri Soldier mdl 236 “Nisamu”
6 Karakuri Soldier mdl 236 “Nisamu”
7 Karakuri Strategist mdl 248 “Nishipachi”
8 Karakuri Strategist mdl 248 “Nishipachi”
 Karakuri Strategist mdl 248 “Nishipachi”
 Karakuri Muso mdl 818 “Haipa”

9 Karakuri Muso mdl 818 “Haipa”
 Karakuri Muso mdl 818 “Haipa”
10 Karakuri Ninja mdl 919 “Kuick”
11 Karakuri Ninja mdl 919 “Kuick”
12 Karakuri Ninja mdl 919 “Kuick”
13 Machina Fortress
 Machina Fortress
14 Machina Gearframe
15 Machina Gearframe
16 Machina Gearframe

17 Cyber Dragon
 Cyber Dragon
 Dark Hole
18 Machine Duplication
19 Machine Duplication
20 Machine Duplication
21 Solidarity
 Solidarity
22 Mystical Space Typhoon
23 Mystical Space Typhoon

 Monster Reborn
24 Chain Disappearance
25 Vanity’s Emptiness
26 Vanity’s Emptiness
 Overload Fusion
27 Call of the Haunted
28 Solemn Judgement
29 Solemn Warning
30 Solemn Warning
31 Mirror Force

 Extra Deck  ~ 14 Cards

 Spoiler

3 x Karakuri Shogun mdl 00 “Burei”
1 x Brionac, Dragon of the Ice Barrier
1 x Black Rose Dragon
1 x Lightning Warrior
2 x Karakuri Steel Shogun mdl 00X “Bureido”
1 x Chimeratech Fortress Dragon
1 x Chimeratech Overdragon
1 x Stardust Dragon
1 x Red Archfiend Dragon
1 x Scrap Dragon
1 x Naturia Landoise

 Side Deck  ~ 15 Cards

 Spoiler

3 x Karakuri Showdown Castle
2 x Light-Imprisoning Mirror
2 x Shadow-Imprisoning Mirror
2 x Mask of Restrict
3 x Debunk
2 x Thunder King Rai-Oh
1 x Soul Release

[User]
 "You just destroyed Sangan, letting me add Wind-Up Rat to my hand."

Draw:  (1d28)[ 10 ]
 "Let's do this, now.  I summon  Wind-Up Rat  to the field, who summons the  Wind-Up Magician  you discarded.  Since I special-summoned Magician, I can summon  Wind-Up Shark  from my field, and by decreasing its level to three, I let Magician summon a second Wind-Up Magician from my deck.  Now, Rat and my level 3 Shark overlay to summon Wind-Up Zenmaines, which lets me summon a second Shark to the field from my hand, and increasing this Shark's level to 5 lets my second Magician summon Wind-Up Soldier.  My two Magicians overlay to summon Daigusto Emeral, and by increasing my Soldier's level to 5, I can overlay it and my level 5 Shark to summon my final ace.   Tinker, tailor, soldier, shark, my Zenmaioh will find its mark!

She waves, almost negligently.   "Zenmaioh overpowers your Fortress Dragon, while Emeral destroys your Strategist and Zenmaines attacks directly, inflicting 3400 damage.  Finally, by detaching a Magician, I shuffle a Rat, Sangan, and a Zenmaity into my Main and Extra decks, then draw a card."

[User]
 Draw:  (1d27)[ 23 ]
 "I've tested your luck, and it seems to have run out.  I set this card facedown and end my turn."
 Field:
{table="head"]1|2|3|4|5
-|AZ|WZ|DE|-
-|-|Fd|-|-[/table]
MON:
2.  Wind-Up Arsenal Zenmaioh  (WIND Machine 5;  2600 /1900) ( Soldier / Shark )
3.  Wind-Up Zenmaines  (FIRE Machine 3;  1500 /2100) ( Rat / Shark )
4.  Daigusto Emeral  (WIND Rock 4;  1800 /800) ( Magician )
S/T:
3. Facedown card

 Life Points:  6500

 Spoiler
 Facedowns:

 Spoiler
MON:
3.
S/T:
3. Mirror Force

 Graveyard:  10

 Spoiler
 Wind-up Zenmaity  (WATER Machine 3; 1500/1500)
 Spell Striker  (EARTH Warrior 3; 600/200)
 Wind-up Zenmaity  (WATER Machine 3; 1500/1500)
 Wind-Up Rat  (EARTH Beast 3; 600/600)
 Wind-Up Hunter   (DARK Beast-Warrior 3; 1600/500)
 M-X-Saber Invoker  (EARTH Warrior 3; 1600/500)
 Tour Guide From the Underworld  (DARK Fiend 3; 1000/600)
 Tour Guide From the Underworld  (DARK Fiend 3; 1000/600)
 Wind-Up Zenmaines  (FIRE Machine 3; 1500/2100)
 Wind-Up Magician  (FIRE Spellcaster 4; 600/1800)

 Banished:  1

 Spoiler
Mystical Space Typhoon

 Hand:  1

 Spoiler
Maxx "C" (EARTH Insect 2; 500/200)

 Main Deck:  26

 Spoiler
1. Sangan (DARK Fiend 3; 1000/600)
 >. Spell Striker (EARTH Warrior 3; 600/200)
2. Spell Striker (EARTH Warrior 3; 600/200)
3. T.G. Striker (EARTH Warrior 2T; 800/0)
4. T.G. Warwolf (DARK Beast-Warrior 3; 1200/0)
5. T.G. Warwolf (DARK Beast-Warrior 3; 1200/0)
6. T.G. Warwolf (DARK Beast-Warrior 3; 1200/0)
7. Tour Guide From the Underworld (DARK Fiend 3; 1000/600)
 >. Tour Guide From the Underworld (DARK Fiend 3; 1000/600)
 >. Tour Guide From the Underworld (DARK Fiend 3; 1000/600)
 >. Wind-Up Hunter (DARK Beast-Warrior 3; 1600/500)
8. Wind-Up Magician (FIRE Spellcaster 4; 600/1800)
 >. Wind-Up Magician (FIRE Spellcaster 4; 600/1800)
 >. Wind-Up Magician (FIRE Spellcaster 4; 600/1800)
9. Wind-Up Rabbit (EARTH Beast-Warrior 3; 1400/600)
 >. Wind-Up Rat (EARTH Beast 3; 600/600)
 >. Wind-Up Rat (EARTH Beast 3; 600/600)
10. Wind-Up Rat (EARTH Beast 3; 600/600)
 >. Wind-Up Shark (WATER Fish 4; 1500/1300)
 >. Wind-Up Shark (WATER Fish 4; 1500/1300)
11. Wind-Up Shark (WATER Fish 4; 1500/1300)
 >. Wind-Up Soldier (EARTH Warrior 4; 1800/1200)
12. Maxx "C" (EARTH Insect 2; 500/200)
13. Maxx "C" (EARTH Insect 2; 500/200)
 >. Maxx "C" (EARTH Insect 2; 500/200)
14. Book of Moon
15. Dark Hole
16. Foolish Burial
17. Heavy Storm
18. Monster Reborn
 >. Mystical Space Typhoon
19. Mystical Space Typhoon
20. Pot of Avarice
21. Bottomless Trap Hole
22. Bottomless Trap Hole
 >. Mirror Force
23. Solemn Judgment
24. Solemn Warning
25. Solemn Warning
26. Torrential Tribute

 Extra Deck:  8

 Spoiler
T.G. Hyper Librarian (DARK Spellcaster 5; 2400/1800)
Brionac, Dragon of the Ice Barrier (WATER Sea Serpent 6; 2300/1400)
Stardust Dragon (WIND Dragon 8; 2500/2000)
Leviair the Sea Dragon (WIND Aqua 3; 1800/1600)
 >M-X-Saber Invoker (EARTH Warrior 3; 1600/500)
 >Wind-Up Zenmaines (FIRE Machine 3; 1500/2100)
 >Wind-Up Zenmaines (FIRE Machine 3; 1500/2100)
Wind-up Zenmaity (WATER Machine 3; 1500/1500)
 >Wind-up Zenmaity (WATER Machine 3; 1500/1500)
 >Wind-up Zenmaity (WATER Machine 3; 1500/1500)
 >Daigusto Emeral (WIND Rock 4; 1800/800)
Lavalval Chain (FIRE Sea Serpent 4; 1800/1000)
Number 39: Utopia (LIGHT Warrior 4; 2500/2000)
Number 61: Volcasaurus (FIRE Dinosaur 5; 2500/1000)
 >Wind-Up Arsenal Zenmaioh (WIND Machine 5; 2600/1900)

[User]
 " E's cdemm hud cdnuhk ahuikr... "

 Draw:   (1d31)[ 7 ]

" Nishipachi can't help me here. I surrender. You win. Good Game. "


[User]
 Okay take three.

Anon Vs Narsak

Arena is 70ft radius 50ft high.

Narsak you see a Raven on the opposite side of the arena. His image is blurred slightly and he is holding a dagger. He wears a long cape and is surrounded by pulsing winds.

Initiative
 (1d20+26)[ 31 ]

[User]
 Weird
 (1d20+26)[ 28 ]

[User] Init  (1d20+8)[ 17 ]

[User]
 Anon rushes up with blazing speed to 50ft near Narsak. He makes a gesture as if punching the air. Narsak feels the air vibrate at intense speeds and he takes

 (33d4)[ 81 ]  Sonic Damage. And he must make a fort save or be deafened  for  (1d4)[ 4 ]  rounds. His animal companions must make the saving throw and take the damage as well.

[User]
 Save DC
 (1d20)[ 16 ]
passed

[User]
 Nar'sak waves his arms
Do you have SR?

[User]
 Fort Save (DC 41) *3 vs petrification
Damage from bears
Venomfire  (20d6)[ 63 ]   (20d6)[ 77 ]
Damage  (2d8+65)[ 72 ]   (2d8+65)[ 79 ]

Are you dead, or should my druid take his turn >.>

[User]
 Lets see if I get a 1
 (1d20)[ 13 ]

[User]
 Spot Check
 (1d20+52)[ 54 ]
Listen Check
 (1d20+52)[ 71 ]

[User]
 Second Spot
 (1d20+52)[ 57 ]
Second Listen
 (1d20+52)[ 64 ]

[User]
 Fort Save DC 39 vs COOLDDDDD
Ref Save DC 40 vs ROCKS FALL YOU DIE

[User]
 Fort Save
 (1d20+37)[ 43 ]

Reflex Save
 (1d20+40)[ 55 ]

[User]
 He taps his boots together.

Next thing you know you are surrounded by thick dust and can't see anything.

You are hit with further sonic damage.

 (68d4)[ 168 ]

[User]
 You are hit by further cold damage. HA.
EDit:
Correction:
The rock under you becomes mud
do you fall in?
If not, you do

[User]
 (1d20+52)[ 72 ]

If it hits
 (40d3)[ 83 ]
 (4d6)[ 15 ]

And you are knocked prone from the winds

[User]
 (1d20+52)[ 70 ]
 (40d3)[ 83 ]

[User]
 Lets see if this hits AOO

 (1d20+42)[ 50 ]
 (4d6)[ 14 ]

[User]
 (1d20+42)[ 61 ]
 (4d6)[ 12 ]

[User]
 Anon moves out of the dust cloud and next to the stone wall. He then clicks his boots together again.

Next thing you notice the walls of stone are destroyed.

he then blasts you with walls of air.

 (49d4)[ 120 ]

The instant that ends he jumps over you and stabs you with a dagger

 (1d20+56)[ 58 ]
 (40d3)[ 81 ]
 (5d6)[ 22 ]