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❝
It's more important to master the cards you're holding than to complain about the ones your opponent was dealt.
Grimsley
The Puzzle Solver
Karina.
name
Karina Arden
nicknames
kar-bear
age
17
d.o.b.
June 10
deck
Magicians
aspiration
???
song name
artist
01.
visage
height
170 cm
weight
54 kg
hair c.
Pink
eye c.
Brown
additions
Earrings
02.
psyche
Karina is a kind-hearted and even-tempered girl. When it comes to meeting new people, she always has a friendly smile a the ready, and is easy to make conversations with. Though she can be shy around others, once she falls into a comfortable position of being close to someone, she opens up and reveals some of her other sides, though with no less of a caring hug if they ever need it. She is clever, and this comes through in the form of her obvious hobby; she loves games, riddles and puzzles. Spending time with friends and playing something together is fun for her, and when it comes to a game someone in the group might not know, she's a patient and willing teacher. Losing doesn't bother her; it's more important that the game was fun.
Karina tends to overthink her own abilities. When she's focused on something like Duel Monsters, her plays are unique and innovative. But if she starts thinking about her choices in the matter, she loses focus and second-guesses her every move, often becoming predictable. This is one of her biggest flaws in life in general. She lacks confidence in her own judgement and often gets stacked with decision paralysis; quite the opposite from the relaxed and confident player she is during games. If she could overcome this flaw, then she could truly flourish into not just a successful card player, but a successful person all-around.
Not having many friends growing up, and then experiencing a shift in her circle at the start of high school, Karina values her close relationships deeply. She'd never want to hurt anyone she cares about, and is quick to apologize in the event that she does so on accident. If someone she loves is experiencing a hard time, she's happy to be there for them, and wants to do everything she can to help them through it. Her friends are lucky to have her in their lives, and the ones that matter know this. They can always look to her and see her shining bright.
Karina tends to overthink her own abilities. When she's focused on something like Duel Monsters, her plays are unique and innovative. But if she starts thinking about her choices in the matter, she loses focus and second-guesses her every move, often becoming predictable. This is one of her biggest flaws in life in general. She lacks confidence in her own judgement and often gets stacked with decision paralysis; quite the opposite from the relaxed and confident player she is during games. If she could overcome this flaw, then she could truly flourish into not just a successful card player, but a successful person all-around.
Not having many friends growing up, and then experiencing a shift in her circle at the start of high school, Karina values her close relationships deeply. She'd never want to hurt anyone she cares about, and is quick to apologize in the event that she does so on accident. If someone she loves is experiencing a hard time, she's happy to be there for them, and wants to do everything she can to help them through it. Her friends are lucky to have her in their lives, and the ones that matter know this. They can always look to her and see her shining bright.
likes
Duel Monsters, Strawberry Flavor, DDR, Drawing, Cats
dislikes
Coffee, First-Person Shooters, Spicy Food, Strong Smells
fears
Lacking a Calling Forever
03.
history
Karina's life started with a tragedy; her parents passed away from a car accident when she was still only a baby. Fortunately, some good did come out of the situation; she had two loving grandparents who were ready to take her into their home in a heartbeat. So, she was raised by them, rather than in a more traditional family setting. From the time she was young, Karina loved playings games, a trait shared with her delighted grandfather. They spent a lot of time together, and as her grandfather quickly discovered, Karina was a fast learner and a clever player. Be it cards or dice or board games, if there was a strategy to it, Karina always had one. There were even a few occasions when Karina beat her grandfather in some of their games; when he was actively trying to win. This was always a great source of joy and pride for him.
At school, Karina was a good student who received high marks, though occasionally ran into some troubles. Often, she solved certain problems or questions with unique or interesting answers or methods. This got her into trouble with teachers for failing to use the "proper method," but her grandfather always praised her for her creative thinking. Something he taught her, was that is was hard to be someone with such a big imagination and such bright ideas. He told her not to let her teachers' "small thinking" get to her. So, Karina never saw thinking outside of the box as a bad thing, and came to view it as one of her strengths. Despite her good grades, she had a harder time making friends. As a shy girl, she wasn't the best at approaching people. Often, she tried bonding with her classmates over games, inviting them to visit her grandfather's game shop to play some, but many of the students just weren't interested. Eventually, after a group of kids invited her to play kickball one day (still a game!), she managed to find a group of people to socialize with in her youth, even if they never wanted to play Dice Throne.
For her ninth birthday, an auspicious number according to her grandpa, she received an extra special present; a puzzle. However, this wasn't just any puzzle. Years ago, before she was born, her grandfather was an archaeologist who studied ancient Egypt. During a particular dig, he and some colleagues discovered some sort to underground temple, but a cave collapse trapped them inside. Her grandfather was able to use the miscellaneous supplies the research team had with them to secure the rest of the temple from collapse, and then to successfully excavate a way out. Because of his quick thinking and heroic actions, the head of the research team, a fellow archaeologist working for the Cairo museum, suggested her grandfather take one of the artifacts found in the temple as a memento of the occasion. Her grandfather tried to decline at first, but his colleague insisted, so her grandfather chose an artifact no one expected. Rather than the gold or jewels, he chose a box containing pieces to an unusual puzzle. On her ninth birthday, after years of solving Chinese puzzle boxes, Greek puzzle rings, and Japanese puzzle pagodas, Karina was given this Egyptian puzzle. The one not even her grandfather had been able to solve. Delighted, she got to work on it right away, and spent the next eight years fiddling with it little by little.
When she was ten, a new game came out that changed Karina's life forever. It was called Duel Monsters, a type of card game where opponents summon creatures and use spells in order to gain the upper hand against their opponent. Her grandfather was among one of the first retailers to receive a case of the cards on the day they were released, and he thought the game seemed promising too. In celebration of its release, Karina and her grandfather opened one pack from the first ever booster series, Spell Ruler, each. The first card in Karina's pack was an adorable fiend-type called Kuriboh, and though it was a weak monster, she was delighted with it. Right away, her grandfather suggested she could make it strong with a good strategy, and perhaps the card would bring her good luck. Four cards later, she pulled the Magician of Stellar Insight and the Magician of Ancient Flame back to back, two of the rarest cards in the set. After much excited screaming, Karina went on to build a deck she was proud of, she and her grandfather dueling together and loving every second of it.
As a freshman in high school, Karina ended up drifting away from her childhood friend group as they became less interested in "kid stuff." It was difficult being a loner at first, but Karina met some other students who were new to the school. These people would quickly become her closest friends. They were quick to support her when she tentatively suggested she wanted to start an after-school Duel Monsters club, and they become founding members along with her, even if they didn't know how to play at the time. Now, a month into her junior year of high school, Karina is starting to really grapple with figuring out what she wants to do. However, little does she know, but her life is about to be changed forever.
At school, Karina was a good student who received high marks, though occasionally ran into some troubles. Often, she solved certain problems or questions with unique or interesting answers or methods. This got her into trouble with teachers for failing to use the "proper method," but her grandfather always praised her for her creative thinking. Something he taught her, was that is was hard to be someone with such a big imagination and such bright ideas. He told her not to let her teachers' "small thinking" get to her. So, Karina never saw thinking outside of the box as a bad thing, and came to view it as one of her strengths. Despite her good grades, she had a harder time making friends. As a shy girl, she wasn't the best at approaching people. Often, she tried bonding with her classmates over games, inviting them to visit her grandfather's game shop to play some, but many of the students just weren't interested. Eventually, after a group of kids invited her to play kickball one day (still a game!), she managed to find a group of people to socialize with in her youth, even if they never wanted to play Dice Throne.
For her ninth birthday, an auspicious number according to her grandpa, she received an extra special present; a puzzle. However, this wasn't just any puzzle. Years ago, before she was born, her grandfather was an archaeologist who studied ancient Egypt. During a particular dig, he and some colleagues discovered some sort to underground temple, but a cave collapse trapped them inside. Her grandfather was able to use the miscellaneous supplies the research team had with them to secure the rest of the temple from collapse, and then to successfully excavate a way out. Because of his quick thinking and heroic actions, the head of the research team, a fellow archaeologist working for the Cairo museum, suggested her grandfather take one of the artifacts found in the temple as a memento of the occasion. Her grandfather tried to decline at first, but his colleague insisted, so her grandfather chose an artifact no one expected. Rather than the gold or jewels, he chose a box containing pieces to an unusual puzzle. On her ninth birthday, after years of solving Chinese puzzle boxes, Greek puzzle rings, and Japanese puzzle pagodas, Karina was given this Egyptian puzzle. The one not even her grandfather had been able to solve. Delighted, she got to work on it right away, and spent the next eight years fiddling with it little by little.
When she was ten, a new game came out that changed Karina's life forever. It was called Duel Monsters, a type of card game where opponents summon creatures and use spells in order to gain the upper hand against their opponent. Her grandfather was among one of the first retailers to receive a case of the cards on the day they were released, and he thought the game seemed promising too. In celebration of its release, Karina and her grandfather opened one pack from the first ever booster series, Spell Ruler, each. The first card in Karina's pack was an adorable fiend-type called Kuriboh, and though it was a weak monster, she was delighted with it. Right away, her grandfather suggested she could make it strong with a good strategy, and perhaps the card would bring her good luck. Four cards later, she pulled the Magician of Stellar Insight and the Magician of Ancient Flame back to back, two of the rarest cards in the set. After much excited screaming, Karina went on to build a deck she was proud of, she and her grandfather dueling together and loving every second of it.
As a freshman in high school, Karina ended up drifting away from her childhood friend group as they became less interested in "kid stuff." It was difficult being a loner at first, but Karina met some other students who were new to the school. These people would quickly become her closest friends. They were quick to support her when she tentatively suggested she wanted to start an after-school Duel Monsters club, and they become founding members along with her, even if they didn't know how to play at the time. Now, a month into her junior year of high school, Karina is starting to really grapple with figuring out what she wants to do. However, little does she know, but her life is about to be changed forever.
04.
gallery
05.
connections
character name
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character name
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Suspendisse finibus erat mi, vel consectetur neque ultrices a. Nulla facilisi. Fusce at quam ut sem pharetra posuere nec nec enim. Mauris rhoncus fermentum sapien, ac finibus mi tempus sed.
character name
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Suspendisse finibus erat mi, vel consectetur neque ultrices a. Nulla facilisi. Fusce at quam ut sem pharetra posuere nec nec enim. Mauris rhoncus fermentum sapien, ac finibus mi tempus sed.
character name
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Suspendisse finibus erat mi, vel consectetur neque ultrices a. Nulla facilisi. Fusce at quam ut sem pharetra posuere nec nec enim. Mauris rhoncus fermentum sapien, ac finibus mi tempus sed.
06.
miscellaneous
favorite monster
Kuriboh
residence
Arden Game Shop
whatever
hello
♡coded by uxie♡
Last edited: