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QueenOfGeckos

Info ygo

Jul 2nd, 2017
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  1. Facts about Keys, Sins, and Virtues:
  2. All of them are replaceable if one is killed OFF of a point. If the requirements are not met. With one of each being present.
  3. All of them are capable of linking with a MONSTER.
  4. All are branded one way or another.
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  9. Facts about both the Sins and Virtues:
  10.  
  11. Both groups can sense those in THEIR group. Virtues feel drawn to other virtues, and Sins feel drawn to other sins. IE A burning sensation.
  12. But they are unable to tell if a person if of the other group unless they see the mark or are told outright.
  13.  
  14. Both groups have a specific mark upon them relating to their Virtue or Sin. The key will be provided.
  15.  
  16. Both marks will burn slightly when a key is near.
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  19. All roles are picked randomly. So there can be someone of pure nature on the sins side, and one of pure devilish intent on the virtues. They are picked without bias.
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  21. One must kill the other on the alter or point with a KEY present in order to seal or lock that point.
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  26. Facts about the Sins:
  27.  
  28. They are given an advantage over the Virtues, as they are provided with a stone or jewel that will almost yank them or act like a homing beacon to the nearest key.
  29.  
  30. However, if they ignore the orders of their duties a severe burning pain will course through their body. It is their mark eating away at their very core. Till there is nothing left. This can be sated by doing their jobs. So even the 'purest' of souls are forced to 'sin.'
  31.  
  32. This is the drawback to their advantage.
  33. They answer to the four horsemen.
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  35. A sin MUST kill a virtue with the key PRESENT on point at the alter in order to unlock that seal.
  36. If the point is sealed shut, they can kill another virtue with a key present to unseal it.
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  38. Facts about the Virtues:
  39. They have no searching advantage. In fact, they are only left to draw guesses and the minor burn that leads them closer.
  40. There is no penalty in exchange for this though. They do lose a piece of themselves slowly but it is less painful and almost unnoticed.
  41.  
  42. If a key is present they must kill the key or the Sin on Point. In order to lock the seal.
  43. If a seal if broken, they can kill another sin, on the alter or point with a key present to reseal the point.
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  47. Fact about Keys:
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  49. Keys are free to do as they want. If they want to help a sin they help a sin. If they want to help a virtue they can help a virtue.
  50.  
  51. They are pretty much wild cards.
  52.  
  53. Seven of them are needed as are the sins and virtues.
  54.  
  55. Except by default, they answer to No one.
  56.  
  57. They are at risk though for existing, and they can not sense other keys though. The only indicator aside from link abilities are the marks that are a brand that shows they are a key. All the marks are the same for the keys. Located in varying spots on the body.
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  62. Facts about the Horsemen of the Apocalypse:
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  64. They are the head cheeses of the Sins.
  65. Not much is known about them.
  66. You need to talk to the admin about being one though.
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  69. Facts about the Legendary Dragons:
  70. There are three of them. T
  71. They are the head cheeses of the Virtues.
  72. Again talk to a mod before being one.
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