These are the original cards from Chapters 11-15 of Hidden Memories. Just as a reminder, I won't do review responses for this; if you have a question, either ask it for a previous story or PM me.
Chapter 11: The War of Hanoi
Go Onizuka:
Gouki Near-Fall Normal Trap Card
Target 1 "Gouki" monster you control; equip this card to that target. The first time the equipped monster would be destroyed by battle or card effect each turn, it is not destroyed. The ATK of "Gouki" monsters you control cannot be changed by card effects.
Playmaker:
Parallel Port Break Normal Trap Card
When your Cyberse monster battles an opponent's monster with higher ATK: Reduce the battle damage to 0. You can activate this effect of "Parallel Port Break" from your hand during your opponent's turn by paying half your LP. If you control a Cyberse Link Monster in your Extra Monster Zone: You can banish this card from your GY, then target 1 Cyberse Link Monster in your GY; Special Summon it, but its effects are negated. You can only use each effect of "Parallel Port Break" once per turn.
Chapter 12: The Fight Goes On
Knights of Hanoi:
Dark World Market Normal Spell Card
Draw 1 card and reveal it. If the card is a "Dark World" monster, draw 2 additional cards, then discard 1 card and treat it as having been discarded by an opponent's card effect. If the card is not a "Dark World" monster, send your entire hand to the GY.
Morningstar:
Cyspirit Sorceress
Attribute: LIGHT Type: [Cyberse/Effect] ATK 1400 DEF 400 Level: 4
When this card is Normal Summoned: You can Special Summon 1 Level 4 or lower "Cyspirit" monster from your GY in Attack Position. Once per turn: You can declare a Level from 1 to 6; this card becomes that Level until the End Phase. You can only control 1 "Cyspirit Sorceress".
Cyspirit Half-Guard Normal Trap Card
If an opponent's monster declares an attack: send 1 "Cyspirit" monster from your hand to the GY; for the rest of the turn, all battle damage you take is halved, also at the end of the Battle Phase, draw 1 card for each monster your opponent controls that battled this turn. Once per Duel, if this card is in your GY, you can activate the above effect by banishing this card from the GY.
Cyspirit Necrocoding Normal Trap Card
During your Main Phase: Target 1 "Cyspirit" monster in your GY; Special Summon it and equip it with this card. You cannot target a Link-3 or higher monster with this effect. If this card leaves the field, destroy the equipped monster. If the equipped monster would be used for the Link Summon of a Cyberse Link Monster, you can treat this card as a "Cyspirit" Effect Monster and use it as Link Material, but the Summoned monster cannot declare an attack the turn it is Link Summoned. If you control no monsters in the Extra Monster Zone: You can banish this card and 2 "Cyspirit" Link Monsters from your GY; Special Summon 1 Link-3 or lower "Cyspirit" Link Monster from your Extra Deck (This Special Summon is treated as a Link Summon) and treat it as pointing to a number of monsters equal to its Link Rating, also during the End Phase, shuffle that monster into your Extra Deck. You cannot Link Summon a Link-4 or higher monster the turn you activate this effect.
Chapter 13: A Brother's Promise
Galahad:
Gaia's Will Normal Spell Card
If you control a "Gaia The Fierce Knight" monster: Excavate the top card of your Deck; if that card is a Level 3 or lower monster, Special Summon it, then draw cards equal to its Level. If not, place it on the bottom of your Deck. You can only use 1 "Gaia's Will" per turn.
Shield of the Fierce Knight Normal Trap Card
Until the end of the turn, halve all battle damage you would take from battles involving your Warrior monsters, also Warrior monsters cannot be destroyed by battle, and at the end of the Battle Phase, send the top card of your Deck to the GY. You can banish this card from your GY, then target 1 Warrior monster you control and declare a Level between 1 and 8; the targeted monster's Level becomes the declared Level until the end of the turn.
Charge of the Fierce Knight Continuous Spell Card
If you Special Summon a Fusion, Link, Synchro, or Xyz Monster from the Extra Deck using at least 1 "Gaia The Fierce Knight" monster as material: Draw 2 cards. You can only use this effect of "Charge of the Fierce Knight" once per Duel. During your Battle Phase (Quick Effect): You can send this card to the GY and target 1 monster your opponent controls; change that monster's battle position. You can only control 1 "Charge of the Fierce Knight".
Return Link Normal Spell Card
If you Link Summoned a Link Monster using only Warrior monster(s) as material this turn: Target the Link Material(s) in your GY; Special Summon them to your field in Attack Position, but their effects are negated, they cannot declare an attack, and are destroyed during the End Phase. You can only use 1 "Return Link" per turn.
Lance of the Fierce Knight Equip Spell Card
Equip only to a monster with 2300 or 2600 original ATK. If the equipped monster attacks, your opponent cannot activate Spell/Trap Cards or effects until the end of the Damage Step. You can only control 1 "Lance of the Fierce Knight" at a time.
Morningstar:
Cyspirit Battler
Attribute: LIGHT Type: [Cyberse/Effect] ATK 1500 DEF 700 Level: 4
When an opponent's monster declares a direct attack: You can Special Summon this card from your hand in Attack Position. If this card is destroyed by battle: You can target 1 "Cyspirit" monster in your GY, except "Cyspirit Battler"; add it to your hand. You can only activate each effect of "Cyspirit Battler" once per turn.
Cyspirit Winning Wrestler
Attribute: LIGHT Type: [Cyberse/Link/Effect] ATK 2500 LINK-3 ↙↓↘
3 Level 5 or higher "Cyspirit" monsters
This Link Summoned card gains these effects depending on the number of monsters it points to.
-1 or more: "Cyspirit" monsters you control cannot be destroyed by your opponent's card effects.
-2 or more: If this card attacks your opponent's Special Summoned monster: You can target 1 "Cyspirit" Link Monster this card points to; reduce the ATK of the opponent's
monster by half the targeted monster's ATK. Your opponent takes no battle damage the turn you activate this effect, except from battles involving this card.
-3: Once per turn, during your Main Phase 1: You can Tribute 1 monster this card points to; inflict damage to your opponent equal to that monster's ATK. The turn you activate this effect, your opponent takes no battle damage.
Cyspirit Equivalency Normal Spell Card
If you control 2 or more "Cyspirit" monsters: Increase the Levels of all "Cyspirit" monsters you control by the total number of "Cyspirit" monsters you control. You cannot activate this card if you control a "Cyspirit" Link Monster. You can only activate 1 "Cyspirit Equivalency" per turn.
Chapter 14: Angels and Archfiends
Prototype (H)AI Duelists:
Archfiend's Barrier Normal Trap Card
Until the end of the turn, reduce all battle damage you take from battles involving your "Archfiend" monsters to 0, also "Archfiend" monsters you control cannot be destroyed by battle or card effects. The turn you activate this card, if you take effect damage: You can Set 1 Trap Card directly from your Deck to your Spell & Trap Zone.
Chapter 15: The Buried Musket
Lilith:
Magical Musket – Shifting Aim Normal Trap Card
Activate only when exactly 1 "Magical Musket" monster you control is targeted by a Spell, Trap, or Effect Monster's effect. Target another monster you control that would be an appropriate target; that effect/Spell/Trap now targets the new target. At the end of the Battle Phase: You can banish this card from your GY; Special Summon 1 "Magical Musket" monster from your Deck and return 1 Spell/Trap Card on your field to your hand. You can only use each effect of "Magical Musket – Shifting Aim" once per turn.
Magical Musket – Timed Reload Quick-Play Spell Card
Target 1 "Magical Musket" monster on the field; until the end of the turn, it cannot be destroyed by battle and all battle damage you take is halved. You can only use 1 "Magical Musket – Timed Reload" per turn.
Magical Musket – About Face Normal Spell Card
Target up to 2 "Magical Musket" monsters you control; Tribute them, then Special Summon an equal number of Level 4 or lower "Magical Musket" monsters from your Deck in Attack Position. During the End Phase, destroy all Spell/Trap Cards you control. You can only use 1 "Magical Musket – About Face" per turn.
Just as a note, I'll be starting Fifth Circuit's cards after I'm done with season 1 of Hidden Memories. Then I'll alternate between the two.
