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» =Character Template=
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» =Augments=
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Most users ever online was 18 on Mon Jun 20, 2016 7:09 pm

=Augments=

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=Augments=

Post by Sylas Templar on Mon Jan 18, 2016 7:04 am

The Duel Augmentation System (D.A.S.)



Created and funded by the 2nd Emperor, the Duel Augmentation system seeks to enhance the capability of each duelist and reinforce their spiritual resistance by using specialized energy-filled spheres called “Augments”. These Augments gain their effects from their users and allow each duelist to imbue a variety of effects into their duels. As this system has only been made public recently, there are currently only 50 known created Augments, with each one having varying effects based on the duelist themselves. There are a few things to note about the D.A.S.:





  • In order to determine the compatibility of each duelist, a questionnaire is given to each duelist to fill out and turn in, as well as a few physical, mental, and spiritual tests.These are to determine your Compatibility. Your Compatibility contains either 2 letters or, in special cases, a letter and a number. Ex. L-E; N-1
  • Augments are split into 9 Categories: LG, NG, CG, CN, CE, NE, LE, LN, and the N categories.
  • Augments draw their strength from the Duelist’s spiritual essence. For this reason, some Augments won't work for certain people and have adverse effects on them. NN and TN work on all Compatibilities, however TN Augments are very taxing and require a greater trained spirit.
  • Only 3 Augmentations are allowed per person, and each person can only use 1 of each Category of Augment.  Anymore and the spirit won’t be able to handle the power.
  • All duelists start off only able to use 1 of their Augments, and that 1 Augment must be the same Category as their Compatibility, or NN. [Ex. CG start with CG].
  • There have been accounts of forbidden copies of Augments being created. Unlike normal Augments, they can be used by anyone regardless of their compatibility and have been designed with greater power. However, unlike their normal counterparts, they draw on the user’s life force instead, which can lead to very adverse effects at times.











NN001 - Power Boost
All monsters you control gain 300 ATK.




NN002 - Great Defend
All monsters you control gain 300 DEF.




NN003 - Life Up
Your starting Life Points are increased by 1000.




NN004 - 1-for-1
Once per Duel, you can discard 1 card in your hand and draw 1 card.




NN005 - Undershirt
Once per Duel, if your Life Points would become 0, they become 100 instead.













LG006 - Monster Hunter*
If a monster you control battles a Reptile, Beast, Dinosaur, Sea Serpent or Winged Beast-Type monster, your monster gains 500 ATK and DEF.




LG007 - Dragon Slayer
If a monster you control battles a Dragon-Type monster, your monster gains 1000 ATK and DEF.




LG008 - Auto Movement
If your Attack Position monster is attacked and would be destroyed by battle, switch that monster to Defense Position. During your Battle Phase, all monsters you control are switched to Attack Position.




LG009 - Righteous Glory*
During your Standby Phase, if your Life Points are ¼ or less than your starting Life Points, you can gain Life Points equal to the number of monsters on your side of the field and in your Graveyard x200. You can only gain this effect once per Duel.




LG010 - Holy Miracle*
Once per Duel, you can Special Summon up to 3 Level 4 or lower monsters from your Graveyard. They cannot be Tributed or used for an Xyz or Synchro Summon and their effects are negated. You can’t conduct your next Battle Phase.















NG011 - Regenerator
During each Standby Phase, gain 400 Life Points. You cannot gain more than your starting Life Points with this effect.




NG012 - Melting Pot
Monsters you control gain 200 ATK for each monster you control with a different Type.




NG013 - Safe Spawn
When you Summon a monster, place 1 Safe Counter on that monster. If a monster with a Safe Counter would be destroyed by battle, targeted by your opponent’s effect, removed from the field, activate it’s effects, or attack, remove the Safe Counter.




NG014 - Bulwark*
During your Standby Phase, you can target 1 monster you control, then chose either battle or card effects. If the target monster would be destroyed by battle or by a card effect, negate that destruction, then you take 1000 damage. You can only target 1 monster per turn.




NG015 - Force of Will*
At the start of your first Battle Phase, you can target 1 monster you control. Change all other monsters you control to Defense Position, then, until the end of this turn, the target monster gains ATK equal to half the total ATK of all monsters currently on the field, except itself. The target monster cannot declare a direct attack this turn.














CG016 - Iron Will
Monsters you control cannot be destroyed by battle. You take double battle damage from battles involving monsters you control. If a monster your opponent controls attacks a Defense Position monster you control, inflict Piercing damage to your Life Points.




CG017 - Chameleon
Once per turn, during either player’s turn, you can change the attribute of 1 monster you control.




CG018 - Copy Coin
Anytime you would flip a coin for a card effect, you can flip 2 coins at once, then choose either as the result of that one coin flip. (if using multiple coin flips, Copy Coin applies to each individual coin flip)




CG019 - Quick Strike
You take the first turn. At the start of the Duel, 1 monster you control can attack your opponent’s Life Points directly.




CG020 - Event Horizon*
Each time your opponent targets your monster with effect that would destroy it, flip 3 coins::

  • 3 Heads - Negate the destruction and destroy the opponent’s card.
  • 2 Heads - Negate the effect.
  • 2 Tails - Discard 2 cards.
  • 3 Tails - Discard your entire hand.














CN021 - Variety Gift
Monsters you control gain 200 ATK for every monster you control with a different attribute.




CN022 - Blood Drive
Once per turn, you can pay any amount of Life Points to activate one of the following effects:

  • 1 monster you or your partner controls (if you are in a Tag Duel) gains ATK or DEF equal to the paid amount. A monster cannot gain more than 800 ATK/DEF this way.
  • If you are in a Tag Duel, your partner gains Life Points equal to the paid amount.
  • Inflict damage to your opponent equal to half the paid amount.





CN023 - Double Dice
Anytime you would roll a 6-sided die for a card effect, you can roll to dice at once, then choose either as the result of that one dice roll. (if using multiple dice rolls, Double Dice applies to each individual dice roll)




CN024 - Player Shield
Your opponent’s card effects that target you or cards in your hand, Deck, or Graveyard are negated. Cards in your hand, Deck, or Graveyard are unaffected by your opponent’s cards.




CN025 - Overdrive*
At the start of the Battle Phase, you can have all monsters you control gain 1000 ATK and DEF, also they cannot be destroyed by battle. After the Battle Phase your monsters lose half of their ATK and DEF and their effects are negated until the end of your next turn. This effect can only be used once per Duel.














CE026 - Vampiric Drain
When a monster you control inflicts battle damage to your opponent, gain Life Points equal to the damage given.




CE027 - Pain Conversion
When you take damage, all monsters you control gain ATK equal to half the amount of damage you took until the end of the next turn.




CE028 - Decay
During each End Phase, all monsters your opponent controls lose 100 ATK (Attack Position) or DEF (Defense Position).




CE029 - Zerg Rush
When you Normal Summon a monster, you can Special Summon as many copies of that monster from your hand or Deck to your side of the field in the same position. Those monsters cannot be used for a Synchro or Xyz Summon.




CE030 - Rage Doping
When a card you control increases the ATK of a monster on the field, that monster’s effects are negated, it is switched to Attack Position (if it was in Defense Position) and it must declare an attack.













NE031 - Greed Thief
Once per turn, when your opponent would draw a card(s), you can activate this effect. if you do, you draw those cards instead. Doesn’t work on draw phase.




NE032 - Identity Theft
Once per turn, during either player’s turn, you can have the name of 1 monster you control become the same as 1 monster your opponent controls until the End Phase. If you activate this effect, cards your opponent controls that would target the opponent’s monster you chose target the monster on your side of the field with the same name.




NE033 - Pain is Gain*
All monsters you control gain 200 ATK for each 1000 difference from your current Life Points and your initial Life Points.




NE034 - Hemoplague*
Each time you destroy an opponent’s monster by battle, Your opponent’s monsters lose ATK equal to the destroyed monster’s Level/Rank x 100.




NE035 - Living Shadow*
Once per Battle Phase, you can halve the ATK of 1 monster you control and negate its effects until the End Phase. That monster can attack your opponent’s Life Points directly. If it inflicts battle damage, no card effects can be activated in response.















LE036 - Necromancy
Once per turn, you can pay Life Points equal to the Level/Rank of 1 monster in your Graveyard x500 to Special Summon that monster from your Graveyard.




LE037 - Mind Control*
Once per turn, you ca pay SC equal to the Level of 1 monster your opponent controls. Take control of that monster until the End Phase. It can’t attack or be tributed and its effects are negated and it cannot be use for a Synchro or Xyz Summon.




LE038 - Ethereal Chains*
When your opponent activates a card effect, you can target 1 card in your hand OR 1 card on the field with a Spell Speed of 1. Chain it to your opponent’s card effect as if it were Spell Speed 2. You can only use this effect up to 3 times per Duel.




LE039 - Doom Virus
Once per Duel, you can target one of your opponent monster on the field. At the end of each turn it loses 200 ATK and DEF. If the target’s ATK or DEF becomes 0, destroy that monster.




LE040 - Soul Shield
Once per Duel. If your monster would be targeted by an opponent’s card effect, you can pay Life Points equal to the targeted monster’s Level/Rank x300 to negate that effect.













LN041 - Balancer
If a monster you control battles a monster with a Level/Rank higher than your Level/Rank, your monster gains ATK equal to the difference x200.




LN042 - Re-Stabilize
Monsters you control cannot be destroyed by their own effects. If those monsters have effects that prevent them from being destroyed by battle, negate those effects.




LN043 - Pacifistic Field
You take no battle damage from monsters you control. You take double battle and effect damage.




LN044 - Shapeshifter
Once per turn, during either player’s turn, you can change the Type of 1 monster you control.




LN045 - DK Style
You can Normal Summon Level 5 or higher monsters without paying SC, but you only gain 1 SC during your turn and cannot declare a direct attack.













TN046 - Affinity
Up to 3 times a duel, if your deck focuses on in a specific Archetype/Series may draw one monster in that archetype/series instead of conducting your normal draw.




TN048 - Mimicry
Copies the effect of 1 of the opponent’s Augments.




TN049 - Disabler
Negates the effect of 1 of the opponent’s Augments.




TN050 - Mastery*
Once per turn, you can target 1 card you control or in your hand, Deck, Graveyard, or Banish pile whose "Once per turn" effect has been activated and can be used again this turn.




TN047 - EX Advent*
Once per turn, you can target 1 card you control or in your hand, Deck, Graveyard, or Banish pile. If it would activate its effect (or is already applying its effect), apply the following effects this turn:

  • If it's a monster on the field and that monster's ATK and/or DEF is greater than its original ATK/DEF, it gains ATK and/or DEF equal to the difference between its original ATK/DEF and its current DEF.
  • That card's effects cannot be negated by a card effect your opponent controls.
  • If that card would increase/decrease another monster's ATK/DEF or increase/decrease a player's Life Points by an amount, double that amount this turn.
  • If that card's effect would remove a card(s) from the field, negate the effects of cards that would prevent that effect.















FB001 - Dark Infusion
When you activate this Augment, one monster you control is also treated as a DARK monster, gains 800 ATK and DEF, and once per turn, you can negate the effect of a card that would target that monster and destroy it. A monster affected by this effect that was already DARK also cannot be destroyed by battle once per turn. During each of your Standby Phases, take 500 damage. This damage cannot be reduced or converted into Life Points.




FB002 - Dark Aura
When you activate this Augment, all monsters you control are also treated as a DARK monsters, gain 500 ATK and DEF, and inflict Piercing damage. A monster affected by this effect that was already DARK also cannot be targeted by the opponent's card effects. During each of your Standby Phases, take 500 damage. This damage cannot be reduced or converted into Life Points.




FB002 - Dark Essence
When you activate this Augment, all monsters you control are also treated as a DARK monsters, gain 300 ATK and DEF. During each of your Standby Phases, take 500 damage. This damage cannot be reduced or converted into Life Points.












EX001 - ????? ?? ?????????
Unknown. There are rumors about such an Augment floating around but these are just rumors...
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Sylas Templar
Nexus Hi-Chancellor
Nexus Hi-Chancellor

Posts : 49
Join date : 2016-01-01
Aliases : Blackblood / Ike Cage / Kumori
Location : The Nexus

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