Perfect Draw! RPG
Tokens: 0 permanent · 0 first greeting · budget 2,581
Creator notes
Based on the TTRPG, immerse yourself in a system made to replicate the over-the-top stakes card game anime like YGO. Create a character with unique, custom cards and duel!
Disclaimer:
There is A LOT of reading to be had. Comical levels. The rules are laid out across multiple starting messages. I am not forcing you to read them, but I am (begging) recommending that you at least skim the parts that stand out to you and work with a sheet that has one of the classes/playbooks you like.
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Background:
Following the discovery of ancient card gaming about ten years ago, the world had a paradigm shift when it came to cards and their power. No more were the days of expansive, separate brand-owned card games where one could only battle another if they subscribed to the same titles. These bygone rules from the Athens, now successfully implemented, brought into the spotlight a card game that was so inherently cross-compatible that it put everything else to shame, garnering a world-wide phenomenon.
In the heart of it all: Shuffle City.
People, across many different age groups, now held their battle disks close, and their cards closer. Whether you were a college student at Shuffle City University stuck in a Card Design course, a business man working in the 80-story skyscraper that was Dimensional Mechanics Central Tower, a lowlife plotting beneath the city's hub port Mulligan Shipyard.
Your cards aren't just cards, they are an extension of yourself and everything that you are. It doesn't matter if you're an amateur designer who only knows enough to make rinky-dink cards for yourself, a talented and world-wide card maker who only makes masterpieces, or just a person who bought a few packs at a bodega across the street. As long as you have your deck with you, you have a shot against anything: Five-time tournament winners, a hoodlum, or a world-ending calamity. This game is much more than meets the eye...
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Extra:
Obligatory 'I am not sponsored by these people' and 'I have zero affiliation with them'. However, if you wish to actually play the TTRPG (and maybe invite me... please?), the link to the store page is right here. The rules I laid out here are noticeably lighter than the full book (I got stuff from the Demo Kit), so obviously this bot does not have 200+ pages of knowledge, but it should be more than enough to do most things as long as the pieces are in place. I had no hand in the setting and characters you may come across. During duels, the bot might explain what NPC actions it's taking, I wasn't sure whether to keep it or not since it does technically help keep track of what actions it's taken. If you're not a fan of that, try telling it to shut up about it. Another thing, while the rolls should be true RNG, the cards you draw might not. Hopefully, it shouldn't make a big difference given the starting deck size, but it's something to keep in mind. The written starting scenario takes place in winter, hence winter-themed, hence thank you for the badge~
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Personal Section:
『Follower Update: 65+』
...
hi
Miss me? Question mark, exclamation point, heart emoji.

I'm not back back. In fact, I'm likely even more swamped than before. I only be making this bot because I keep getting teased by my so-called friends that we're going to play this system... only for them to hand off actually hosting the game to me. HELL NO. In my heart, I am a player. Just let me have my cool deck and stuff, I don't wanna make villains and shit! So, where does that leave me? That's right, making something for myself so that I can actually fulfil my fantasies. (Pretty much what I do already)
Can this count as my 52 follower special? I'm not going to put it to a vote. I am the ultimate decider of this, you subscribed to my ramblings and iron fist tyranny. Yeah, this is my 52 follower special bot. Mhm. |Cue card telling you all to applaud| YAY!
Also... don't say it, I already know it. "Why tf is a whole ass TTRPG bot LESS tokens than the Spring Cultivation bot?" Dawg, I don't get it either! THIS IS THE UNOPTIMIZED BOT IN COMPARISON! Ugh...
Okay, so before I sign off or whatever for the next few months or idk, if there are any of you who chatted with the bot and had some card designs you wanted to share, I would love to see some in the comments. And, uh, stupid idea here, what if I just made a version of this with all the PM Lorebooks? That's a hypothetical. Don't quote me on that. Speaking of PM, no, I'm probably not going to make anything Canto 9 related or update stuff regarding it. I haven't even touched it yet.
Going back to Umamusume now, hoping I get Tamamo Cross in the first pull in the future. Bye bye!
(Edit but not really since I haven't even posted this yet: While trying to get this bot out, I had an older tab opened of JAI on my phone and accidentally updated it into a version of itself from days ago. Thankfully I had a PC tab that I was able to recover and an old chat, but damage control was hard, about 100~ tokens have gone missing and I had to rewrite the scenario. PLEASE ADD A BOT UPDATE HISTORY, JAI!)
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Art & Tags:
The game art (from TTRPG) as seen here and in messages was made by Thundererer on Fiverr (again, I have no relation with the source material)
Tags- anime, card game, TCG, 2d6, dice, rolling, powered by the apocalypse, character sheet, not D&D but try it out, inspired by titles like Yu-Gi-Oh, MtG (Magic: The Gathering), Cardfight!!! Vanguard, etc, my grandfather's deck has no pathetic cards, this card is useless, SAY GOODBYE TO YOUR EXODIA, big brain power, 3rd rate duelist with a 4th rate deck, complex, proxy recommended
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Sheet (in case you couldn't copy it elsewhere):
Name: [NAME] | Playbook/Class: [PLAYBOOK NAME]
STATS: PAS:[+0] SKI:[+0] FRI:[+0] | XP: [ ][ ][ ] (Lvl: 1)
BAGGAGE ([-1] to relevant rolls, [!] = Serious)
[ ] [Baggage Description]
[ ] [Baggage Description]
ABILITIES
[Ability Name]: [Description]
[Ability Name]: [Description]
[Ability Name]: [Description]
DECK: [Archetype/Deck Name]
GIMMICK: [Short description of playstyle]
STAPLES: [Playbook-Specific Staple], [Staple 2], [Staple 3]
CARDS (Min 4)
{ACE} [Name] ([Type]/[Str]): [Effect] (Appearance)
[Name] ([Type]/[Str]): [Effect] (Appearance)
[Name] ([Type]/[Str]): [Effect] (Appearance)
[Name] ([Type]/[Str]): [Effect] (Appearance)
COMBAT TENSION QUESTIONS (use 'x' to mark within boxes)
[ ] Have you lost at least half your life this game?
[ ] Has your opponent used your baggage to gain an advantage over you?
[ ] Has something or someone you care about more than yourself been put at risk?
INVENTORY & MORE
Inventory: [Item 1], [Item 2]
New Keywords and their descriptions, Etc.
- This content was earlier served by JanitorAI 6155687d-34f6-4cbf-929b-55298970a0db until .
No description.
Alternate greeting 10 tokens
PLAYBOOKS
Here is a blank character sheet. Feel free to place it in your chat memory and fill it out as necessary. Typically, two baggage is the norm, anything more or less is untested, but I am not going to stop you. Mark keywords correctly if possible. Some playbooks are going to be less useful than others, there's no going around that. Note: Include the FULL description of your abilities and staples in your sheet or else it won't know what to reference, thank you!
Name: [NAME] | Playbook/Class: [PLAYBOOK NAME]
STATS: PAS:[+0] SKI:[+0] FRI:[+0] | XP: [ ][ ][ ] (Lvl: 1)
BAGGAGE ([-1] to relevant rolls, [!] = Serious)
[ ] [Baggage Description] [ ] [Baggage Description]
ABILITIES [Ability Name]: [Description] [Ability Name]: [Description] [Ability Name]: [Description]
DECK: [Archetype/Deck Name] GIMMICK: [Short description of playstyle] STAPLES: [Playbook-Specific Staple], [Staple 2], [Staple 3] CARDS (Min 4) • {ACE} [Name] ([Type]/[Str]): [Effect] (Appearance) • [Name] ([Type]/[Str]): [Effect] (Appearance) • [Name] ([Type]/[Str]): [Effect] (Appearance) • [Name] ([Type]/[Str]): [Effect] (Appearance)
COMBAT TENSION QUESTIONS (use 'x' to mark within boxes) [ ] Have you lost at least half your life this game? [ ] Has your opponent used your baggage to gain an advantage over you? [ ] Has something or someone you care about more than yourself been put at risk?
INVENTORY & MORE • Inventory: [Item 1], [Item 2] • New Keywords and their descriptions, Etc.
PLAYBOOK 1: THE RESOLVED

"No matter the obstacles that you face, you have the determination and the gumption to overcome them! Learning from your friends every step of the way, and never accepting a loss as the final step, you’re sure to become the best there ever was. Eventually." Example Archetypes: Kid who wants to be the very best, Knuckleheaded anime protagonist, Determined best friend.
STATS: PASSION +2, SKILL -1, FRIENDSHIP +1. (Select one stat and increase its value by one.) ABILITIES (SELECT 3):
- The Determination to Win: When you first meet someone or someone hurts you physically or emotionally, you can choose to make that character your adversary. You can only have one adversary at a time. Write their name. You gain +1 on rolls made to confront or in battle against your adversary. When you beat them, erase their name ; they are no longer your adversary.
- Heart of the Resolved: You can Reveal a New Possibility even when you’re alone. When you do this, reveal a new possibility for yourself.
- Unbreakable Will: You can always ignore up to one non-serious baggage when applying baggage-related penalties to rolls you make.
- When Trainers’ Eyes Meet: When you challenge someone to a card game battle, you can initiate the fight immediately, no matter the circumstances.
- Headstrong Luck: Whenever you Brandish Your Skills in the middle of a dangerous situation or to help someone, roll+Passion instead of +Skill.
- Your Mentor: You have a mentor, or group of mentors; someone who wants to help you overcome problems and improve yourself. Choose one resource your mentor can give you: Information, Backup, Technical skill, Tech, Magic, When you ask them for this resource, they’ll grant it to you. However, to gain access again after that, you’ll need to first complete a mission for them. {{char}} will tell you the mission.
- Pet Cards: You have a card that matters to you deeply; although it may be simple, you could never not put it in your deck. Choose one of your staples: it gains {Ace}. You may use that staple two turns in a row. You can benefit from the Play Your {Ace} Card move an extra time each game. Playbook-Specific Staple: [INSERT NAME HERE] Gain +1 to your tension until the end of your next turn.
PLAYBOOK 2: THE PRODIGY

"The fact of the matter is simple: you’re just the best there is. Anyone who denies it is either too ignorant or too headstrong for their own good. Playing this game is as easy as breathing to you, and you’ll never turn down a chance to show who’s on top." Example Archetypes: Stuck up rich kid, Too cool for school loner with hidden skills, Seven-time tournament winning pro.
STATS: PASSION +1, SKILL +2, FRIENDSHIP -1. (Select one stat and increase its value by one.) ABILITIES (SELECT 3):
- My Pride, My Soul, My...: You get +1 to all rolls directly involving your {Ace} card, both inside and outside of a card game. When using your {Ace} card outside of a card game, justify how it was useful to the move before gaining the bonus.
- Screw the Rules, I Have Money: You have a source of extreme wealth. If you want something done that can be bought and you have the time, roll+Skill. Apply any baggage related penalties: On a 7+, you get what you wanted. On a 6 or less, something has happened with your wealth. {{char}} will tell you what. Gain baggage; you can’t use this move again until that baggage is resolved.
- Sore Winner: When you beat someone in card game combat, you can force them to grant you one of the following additional benefits, alongside the existing conditions for winning:
- Answer a single question to the best of their knowledge
- Publicly acknowledge your superiority
- Fulfil a simple request that doesn’t put them in danger
- Arrogant Advantage: When you show someone how you’re better than them, you can Convey Your Ideals, rolling with +Skill instead of +Friendship.
- Subordinates: You have a group of followers. These followers may be fans of yours, employees, bodyguards, or something else appropriate. Your followers are always close at hand when needed. Select one option to describe them:
- They are numerous: They have the talent and knowledge to aid you, so long as you meet their demands.
- They are dedicated: They won’t ask anything of you in return for their work, so long as they aren’t put in danger.
- They are physically strong: They will help in dangerous situations and protect you, if you meet their demands.
- Elegant Egotist: You can always ignore baggage when making rolls to prove you’re better than someone who has defeated, overcome, or embarrassed you in the past.
- My Second Ace: Once per card game, when you have a card with {Ace} on the field or you played a card with {Ace} this turn, you may discard a card from your hand to play an additional copy of that {Ace} as your card per turn. Playbook-Specific Staple: [INSERT NAME HERE] Search your deck for a card with {Ace}. Add it to your hand.
PLAYBOOK 3: THE GLOWING

"Something about you pulls people together; maybe it’s your unique skills or your general sociability. Either way, people gravitate towards you, while you might not be able to push forward by yourself, you can with the help of others." Example Archetypes: Rock star who plays card games, Beacon of friendship, Empathetic friend who puts others first.
STATS: PASSION -1, SKILL +1, FRIENDSHIP +2. (Select one stat and increase its value by one.) ABILITIES (SELECT 3):
- Celebrated Expertise: You have a particular expertise that helps you stand out in the world and acts as the lens for how you connect with people. Select one: Fashion, Singing, Streaming, Acting, Magic Tricks, Robotics, When you would Brandish Your Skills in a way related to this expertise, you may always treat the roll as if you rolled 10. Explain how you use your skill in a flashy and powerful way to solve your problem. After using this, you cannot do this again until you complete a battle.
- Gift Card: Before any other player Begins Card Game Combat, you may share with them a card from your deck, and add it to their deck. Before you start a card game, other players can share a card with you. Start with that card on the top of your deck. All cards are returned to their owners’ decks after the game.
- My Friends are my Power: When you Begin Card Game Combat you start with an additional Advantage for each player that has baggage related to the combat.
- Hopeful Companion: So long as you’re together with a friend, when you Enter a Dangerous Situation, you can roll with +Friendship instead of +Passion.
- Social Butterfly: When you meet someone new, you may decide you already know them. Roll+Friendship. Apply any baggage related penalties. On a 10+, you’ve been friends for a long time. Describe something you know about them. On a 7-9, you’ve met before. {{char}} will describe something you know about them. On a 6 or less, you have a bad history with them. {{char}} will describe how. Gain baggage.
- Helping Hand: When another player uses Overcome Your Weakness and is able to remove baggage because you believed in them and helped them, you gain a non-serious benefit from the list of your choice.
- Guardian Angel: Someone is out to protect you; whether it’s a shady society, an old friend, or something more mysterious. Whenever you get into trouble, you can roll+Friendship. Apply any baggage related penalties. On a 10+, they come to help and grant you a new opportunity. On a 7-9, they come to help, but they’ll be unable to help you again until you next complete a battle. On a 6 or less, they come to help, but instead make the situation more difficult; gain baggage. Playbook-Specific Staple: [INSERT NAME HERE] Create a {Normal} warrior with your choice of {Blocker}, {Teamwork} or {Sniper} 1.
Alternate greeting 22,379 tokens
PLAYBOOK 4: THE ROGUE

"You’ve always got a trick up your sleeve and you never leave home without a backup plan. Your mission may seem impossible, but you’re smart - you know you can overcome any challenge that comes your way with expertise. and finesse." Example Archetypes: Card game hitman with years of experience, Charlatan with a few tricks up their sleeve, Hacker who knows government secrets.
STATS: PASSION +0, SKILL +2, FRIENDSHIP +0. (Select one stat and increase its value by one.) ABILITIES (GAIN A TRICK UP YOUR SLEEVE AND SELECT 2):
- A Trick Up Your Sleeve: You always have a set of information, an expertise, or a hunch about any enemy you confront. When you encounter an enemy, roll+Skill. On a 10+, you hold the informational high ground; gain 2 prep. On a 7-9, your information was incomplete; gain only 1 prep. On a 6 or less, your information was false in some way; gain 1 prep, but the {{char}} describes a way things go wrong. Lose all prep when you encounter a new enemy, or the previous enemy is no longer an immediate threat. You can spend prep in the following ways:
- But I’ve already set my trap: spend one prep to reveal a trap, stopping the enemy from completing a particular non-card game action; describe what action.
- I know exactly the card for you: spend one prep to replace one of your generic Staples with another from the generic Staple list.
- This was all part of the plan: when you roll a 6 or less on a roll, you may spend one prep to make a reroll; describe how your failure was part of your ruse.
- Independent Contractor: When someone wants you to do something or tries to control you, roll+Skill. Apply any baggage related penalties. On a 10+, you may ask two questions from the following list. On a 7-9, ask one instead. The {{char}} answers truthfully:
- How can I exploit this for my gain in a way they don’t intend?
- How much would they be willing to offer to have me cooperate?
- How far are they willing to help to make things easier? On a 6 or less, they control the flow of conversation; gain baggage.
- Thieves’ Tools: Whenever you need a tool to help you overcome an obstacle, roll+Skill. Apply any baggage related penalties. On a 7+, you’re well prepared and have the tool on you already. On a 6 or less, your supply of tools has run dry, and you’ll need to purchase more tools to use this move again. {{char}} will tell you how you can find more tools. Gain baggage.
- An Expert’s Insight: When you have the time to study an area or person carefully, you may Understand Someone’s True Feelings by rolling with +Skill instead of +Friendship.
- Sideboard: You have a special “side deck” made up of three cards. Make them now. You do not draw from this deck; instead, when you would use the “I know exactly the card for you” option on A Trick Up Your Sleeve, you may choose to swap a card from your hand with one of the cards in your side deck. When you do this, that card you swapped in is now part of your deck. (The card you swapped out remains in your side deck until swapped back in with the same effect.)
- Counterspell Variant: When you Counter your Opponent’s Play, you may add your Skill to the roll as well as your Combat Tension. Additionally, you can spend prep instead of Advantage when you Counter your Opponent’s Play. Extra Prepared: When you gain prep from rolling A Trick Up Your Sleeve, gain one additional prep. Playbook-Specific Staple: [INSERT NAME HERE] Target opponent {Fumbles}.
PLAYBOOK 5: THE ALLY

"The people around you seem so focused on card games, but life’s got more to offer than that alone! You’ve got a career, hobbies, friends... so you’ll strike a healthy balance to aid how you can from the sidelines, and follow your heart through it all." Example Archetypes: Teacher responsible for managing these rowdy teens, Local card shop owner, Hobbyist that gets last place every time.
STATS: PASSION +0, SKILL +0, FRIENDSHIP +2. (Select one stat and increase its value by one.) ABILITIES (GAIN NORMAL EVERYDAY LIFE AND SELECT 2):
- Normal Everyday Life: While card games are an important part of your life, they’re far from everything, and you have dreams and aspirations beyond them alone. Define your life outside of card games: [ ] Name a career or aspiration: [ ] Name a hobby: [ ] Name an important person: [ ] When you use a move related to one of these aspects of your life, you can mark it. When you do, you may roll the move with +3, instead of the normal stat. When you spend time focused on the marked section, unmark it. When you Take a Prolonged Rest, you may choose to unmark all marked sections instead of choosing another option.
- Darksteel Citadel: You own a place that holds importance to the game you all play: maybe it’s a card shop, library, or well stocked basement. Select two benefits.
- It is mobile: You can bring it with you wherever you go.
- It is popular: Not only you and your friends frequent there. If you want to find someone related to card games, you’ll find them here eventually.
- It is entirely your own: No management or other force will ask you to do anything or threaten the shop.
- It is well stocked: Whenever you need to find something related to card games, you have it in stock.
- It is comfortable: The location has all the amenities you could possibly need to spend all of your time there.
- Friend in Distress: When you would Enter a Dangerous Situation, you may instead choose to be taken captive if possible. If you do, gain baggage. When you do this, your friends will have the opportunity to save you. After using this move, you cannot do this again until you complete a battle.
- Symbol of Friendship: You have a connection with your allies that means you’re always there for each other. You and your allies can always enter the scene when someone starts a card game. Additionally, you can sense and even communicate simple feelings with each other, even when you’re not together.
- Trade Binder: At any point, you can offer someone to trade them a card. When you do, note their name in one of the slots here: 1: 2: 3: Players with their names listed here can use your gimmick instead of their own when making a card for any reason. Other players can only have one card in their deck using your gimmick. When you create a card, you can use the gimmicks of players or NPCs listed here instead of your own. For each person listed, you can only have one card using their gimmick in your deck. If you offer to trade with someone else and your slots are full, you can remove someone so long as there are no cards in yours or their decks that use each others’ gimmicks.
- Stronger Together: Your allies gain +1 to all rolls made to help you while you’re in battle and they’re not. You gain +1 to all rolls made to help your allies while they’re in battle and you’re not. We Have One Thing You Don’t: When you Reveal a New Possibility while your allies are in danger, you may roll+Friendship instead of +Passion. Playbook-Specific Staple: [INSERT NAME HERE] Target opponent chooses a warrior or item they control and destroys it.
Alternate greeting 31,760 tokens
PLAYBOOK 6: THE SPIRIT

"On a fundamental level, you’re not quite like everyone else that inhabits this world - you’re special. Whereas they might be made of flesh and bones, you differ; composed of data, thought, magic, or something else unique from humanity." Example Archetypes: The demon on your shoulder acting as a bad influence, Card game spirit with a valiant mission, Your lost and lonely imaginary friend.
STATS: PASSION +2, SKILL +0, FRIENDSHIP +0. (Select one stat and increase its value by one.) ABILITIES (GAIN UNUSUAL ORIGIN AND SELECT 2):
- Unusual Origin: You aren’t human; you might look human to an outside observer, but you’re something else entirely. Describe what that inhuman thing is: (Examples: Faerie, Angel, Ghost, Talking Animal) This origin grants you understanding of the world and abilities to interact with the world in ways that humans simply can’t. Select three of the following descriptors matching the type of inhuman thing that you are: Magical, Divine, High-Tech, Cursed, Demonic, Ancient, Aberrant, Psychic, Natural, Alien, Dead, Imaginary, [Custom] Whenever you or another player interacts with something new that shares a descriptor with you or is related to one of your descriptors, you may choose to roll+Passion. Apply any baggage related penalties. On a 10+, you may describe the outcome of the encounter. Feel free to make it as convenient as you like. On a 7-9, instead describe one fact about the thing being interacted with, and then the Judge may describe the outcome of the encounter. On a 6 or less, you were wrong in some way and gave incorrect information. Gain baggage.
- I Play... Me!: One of the cards in your deck is you or an aspect of you. Create a new card and add it to your deck; this card has {Ace}, and must be either a warrior or item. You can use Play Your {Ace} Card an additional time per game. Once per battle, Whenever this card is destroyed during card game combat for any reason, gain baggage.
- Born for a Reason: Your body or being wasn’t created for the same purpose as a humans body. Select two of the following tools or make something new with your Judge: Shovel, Power Socket, Sword, Gun, GPS, Telephone, Lockpick, Musical Instrument, Rope.. You are always treated as if you have this tool on you, no matter the circumstance.
- Unreal Presence: While you have a body that can interact with the world just like everyone else, you can also choose to take on a more unreal supernatural form that doesn’t interact with the world in the same way as humans. Select 2 benefits:
- You can’t be hurt.
- You’re invisible.
- You can move through physical boundaries. You can switch in and out of this form at any time so long as you’re not in direct danger.
- My Final Form: The version of yourself you show to others has always been a glamour of sorts to keep them comfortable. Select two advantages your true form has that your normal visage does not: Physically Strong, Flight, Extreme Size, Burning Presence, [Custom]. When you reveal your true form, roll+Passion. Apply any baggage related penalties. On a 10+ choose one. On a 7-9, choose two.
- You frighten someone you didn’t intend to.
- You can’t return to your normal visage easily.
- You break or hurt something important. On a 6 or less, you fail to assume your true form, gain baggage.
- Unholy Strengh: When you Overcome Your Weakness, you may choose two benefits instead of one.
- On My Father’s Side: Select three additional descriptors from the Unusual Origin list. Playbook-Specific Staple: [INSERT NAME HERE] Look at the top card of your deck. You may play it or add it to your hand.
PLAYBOOK 7: THE MEDIUM

"You are blessed and cursed with a unique power, something that makes you stand out in a supernatural way. Your power, whether you like it or not, has shaped your life to this moment, and almost certainly will shape it again in the future." Example Archetypes: Hated middle child with psychic abilities, Anxious 20-something hiding their power, Magical soldier controlled by malicious people.
STATS: PASSION +2, SKILL +1, FRIENDSHIP -1. (Select one stat and increase its value by one.) ABILITIES (GAIN STORM CONDUIT AND SELECT 2):
- Storm Conduit: You have a supernatural ability. Select two of the supernatural powers below, or work with {{char}} to create two that fit your character: Super Strength, Telekinesis, Telepathy, Animal Transformation, Technopathy, Element Control, Weapon Manifestation, Portal Creation, Other (insert your own), Other (insert your own). You have these powers and can use them in simple ways without complications. When you use your powers in the face of a challenge, Roll and add +1 for each relevant baggage you have. On a 10+, you’re able to use your abilities to succeed without complication. On a 7-9, you succeed, but must select one option from the list below. On a 6 or less, you succeed, but must select two options from the list instead:
- You cause substantial collateral damage to the area around you.
- You are overtaken by a force with its own will.
- Something or someone you care about is hurt, lost, or destroyed.
- Archmage Ascension: When you roll your Storm Conduit ability, you can choose an additional complication from the list. If you do, you can select one of these benefits:
- Imbue your powers into the area around you, changing it forever.
- Transform into a manifestation of your powers, allowing you to use them in stronger ways.
- Break the rules of reality in order to do something seemingly impossible.
- Clairvoyant Divination: So long as you have a piece of a place or person (a deck for a person, a book for a library, etc) you can Understand Someone’s True Feelings or Investigate Your Surroundings for things that you cannot otherwise interact with.
- Combat Trained: When you would spend Advantage, you can instead roll your Storm Conduit ability.
- Dark Card Games: When you or someone else begins a card game, you can do any number of the following:
- Change the area around you to be more suitable for battle and those watching.
- Allow any number of people to watch the fight that aren’t physically there.
- Establish that the loser will face supernatural consequences (such as losing memories, becoming cursed to stay in one place, or becoming unable to battle again).
- Hidden Power: Replace one of your generic staples with a staple from another Playbook. When you could replace a generic staple for another generic staple, you may choose to instead replace the staple gained with this ability with one from another Playbook.
- Apex of Power: Select two additional powers from the Storm Conduit list, or create two new powers with {{char}} Playbook-Specific Staple: [INSERT NAME HERE] Lose 1 life. Draw 2 cards.
PLAYBOOK 8: THE DESTINED

"You’re a part of something greater than yourself; pulled into a game of fate whether you like it or not. Your destiny is known to you and plagued with calamity. Despite this, the cursed object that marks your destiny grants you the resolve and ability to overcome it." Example Archetypes: Ancient hero with an evil following them, Kid who made a pact with a dark power, Time traveler from the future with a dire message.
STATS: PASSION +1, SKILL +1, FRIENDSHIP +0. (Select one stat and increase its value by one.) ABILITIES (GAIN MARK OF DESTINY AND SELECT 2):
- Mark of Destiny: Something terrible is going to happen in the future, a danger on a world shattering scale. Describe that danger: You have a mark that ties you to this destiny. This mark makes it clear, to those that know of it, that you are connected to the danger described above: it could be a symbol, object, card, or anything else that makes sense. Describe it here: Your mark grants you a unique and strange power. Select one of the following:
- Search your deck for a card and add it to your hand immediately.
- Ask {{char}} any one question that they must answer truthfully.
- Name something you would like to go in your favour. It does.
- Appear exactly where you need to be. Whenever you use the ability granted by your mark, lose a battle, or turn down the call for heroic action, mark the destruction track: Destruction Track: [ ] [ ] [ ] [ ] When you win a battle or discover something new about your destiny, remove a mark from the destruction track, unless it is full. When the destruction track is full, your destiny comes to bear. Work with {{char}} to define the significance of this and its repercussions; it could be a single major moment or a calamitous event taking place over a period of time. Gain serious baggage. Lose this ability and any abilities that require it. Advance a number of times equal to the number of abilities you lost.
- Spirit of the Cards: You can see and hear the spirits of your deck. While invisible to everyone else, they are cooperative and willing to do anything you ask of them that doesn’t put them in danger. Select two of the following benefits:
- They can go anywhere, allowing them to hear and see things far away from you.
- They can manifest, allowing them to make themselves temporarily physical, visible to others, and able to interact with the world.
- They can teach you, allowing you to ask them questions. If it is about card game lore or culture, {{char}} must answer correctly.
- They can support you, allowing them to help you emotionally; they can support you when you Overcome Your Weakness.
- Plot Armour: Fate aligns itself to keep you safe. When you roll a 6 or less, you may choose to reroll. Mark a box below when doing this: [ ] [ ] When all boxes are marked, you cannot use this ability. When you complete a battle, unmark all boxes.
- Destined to Win: Add +1 to all rolls you make that use Combat Tension.
- Advanced Ritual Arts: You know of powerful rituals that are old or secret. When you prepare a ritual, select one of the following:
- Communicate with something or someone
- Travel somewhere unreachable instantly
- Create a copy of something without supernatural nature Then roll+Skill. Apply any baggage related penalties. On a 10+, {{char}} will define one thing necessary to complete the ritual. On a 7-9, they will instead define two things. On a 6 or less, the ritual fails in some way. Gain baggage.
- It’s Time to Duel: When you would Enter a Dangerous Situation, you may instead choose to initiate a card game, so long as the danger or its source is something that could be battled.
- Enhanced Mark: You may select one additional power that your Mark of Destiny grants you. Playbook-Specific Staple: [INSERT NAME HERE] Draw 2 cards. Put one card from your hand at the bottom of your deck.
Alternate greeting 42,581 tokens
PLAYBOOK 9: THE IDEALIST

"Many people drift through life without something to truly believe in. But not you. There’s something you care deeply about, a dream you will strive and fight for. While not everyone is like you, there are others who maybe you can convince." Example Archetypes: Conspiracy theorist close to the truth, Activist with a bleeding heart, Online blogger posting about discourse.
STATS: PASSION +1, SKILL +0, FRIENDSHIP +1. (Select one stat and increase its value by one.) ABILITIES (GAIN THE THING I BELIEVE IN AND SELECT 2):
- The Thing I Believe In: You follow an ideal that fundamentally informs everything you do. It’s a philosophy that tells you what matters and what you oppose. Select one of the following ideologies, or work with {{char}} to create your own:
- Law (opposing: crime)
- Humanity (opposing: industry)
- Friendship (opposing: solitude)
- Safety (opposing: danger)
- Destiny (opposing: free will)
- Justice (opposing: falsehood)
- Freedom (opposing: hierarchy)
- Individuality (opposing: similarity)
- Comfort (opposing: chaos)
- Insert your own (opposing: insert your own) When you do something that exemplifies, forwards, or encourages your ideology, you gain +1 to any rolls related to that action. When you make an action that exemplifies, forwards, or encourages your opposed ideology, you take -1 to that roll.
- Selfless Squire: You have a protégé who trains under you and believes in your cause. So long as you won’t put them in particular danger, they will do what you ask without additional requests. Select two benefits your protégé has:
- They are experienced and won’t require any assistance
- They will always be available no matter the circumstance
- They can blend in with your enemies without standing out
- They are willing to do even life threatening tasks
- My Greatest Enemy: If your opponent exemplifies, forwards, or encourages your opposed ideology, your rolls made with Combat Tension are made with a minimum of +2.
- Share the Pain: Whenever another player gains baggage, you can choose to gain the same or an appropriately related baggage.
- Propogandist: When you Convey Your Ideals, you may select one fewer option then you would otherwise need to select. After using this, you cannot do this again until you complete a battle.
- Mask Change: You have a secondary persona, such as a superhero personality or another you. Only those you tell know you are the same person. You can swap between these personas at any time including in battle, so long as only people that know can see you. Select two cards from your deck: these cards are removed from your deck whenever you swap to your second persona. Create two cards using the create a card rules. For each card with {Ace}, you may create a new card with {Ace}. These cards are added to your deck when you swap to your second persona. Shuffle and replace any cards in your hand if you did this in battle. When you return to your primary persona, swap that persona’s cards in your deck with the originals.
- Twin Ideologies: Select an additional ideology for your The Thing I Believe In ability, or work with {{char}} to create your own. The bonuses and penalties of both ideologies can stack. Playbook-Specific Staple: [INSERT NAME HERE] {Overwork}. Gain 1 life. Target opponent loses 1 life. {Strengthen} Target warrior.
PLAYBOOK 10: THE TURNCOAT

"You’re well aware of the fact that you used to be a villain. It’s not something you can just erase... you’re simply trying to make amends for it. The darkness that lives inside of you is something you’ve since overcome, but your past still exists, haunting you even today." Example Archetypes: Petty criminal who hurt someone badly, Dark wizard with moral aspirations, Misguided youth who was shown the light.
STATS: PASSION +0, SKILL +1, FRIENDSHIP +1. (Select one stat and increase its value by one.) ABILITIES (GAIN MY DARK PAST AND SELECT 2):
- My Dark Past: You have a history of villainy and evil you’re trying to put behind you. Whenever you take baggage, you can instead choose to describe something terrible you did in your past and list it below. Whenever you do this, you also need to choose another character (either a player or an NPC) to add to the “Person” section. Once you do this, decide whether that person was an -“Accomplice” or a “Victim”. Accomplices are people who helped you do terrible things, whereas victims are people who were hurt by the things you did. Terrible Thing: Person: (accomplice/victim) Terrible Thing: Person: (accomplice/victim) Terrible Thing: Person: (accomplice/victim) During character setup, describe a terrible thing you did in your past and choose another player. Ask that player whether they were a victim or accomplice. Whenever you attempt to defeat, overcome, or compel to goodness an accomplice, gain +1 to any rolls you make. If you succeed, remove the terrible thing and gain experience. When you seek forgiveness from or try to compensate a victim, gain +1 to any rolls you make. If you successfully made up for the terrible thing you did, remove it and gain experience.
- Self Improvement: When you remove a terrible thing from your list for any reason, select one of the options from Take a Moment to Recuperate. You can use that option without {{char}} progressing any enemy plans.
- Take a Stand: When you expose someone’s hypocrisy, roll+Skill. Apply any baggage related penalties. On a 10+, choose two. On a 7-9, choose one:
- They admit that they did wrong.
- Someone that they hurt becomes your ally.
- You don’t anger them or cause them to think badly of you. On a 6 or less, you fumble and make things worse; gain baggage.
- Embracing Your Darkness: When you do something terrible to get what you want, name a victim or accomplice. You achieve your goal and affect the world in a substantial way. Add this to your list of terrible things and take serious baggage.
- We’re Not So Different...: When a villain does something reminiscent of one of your terrible things, you can always treat rolls of 6 or less as if they were 7-9 when you Understand Someone’s True Feelings or Convey Your Ideals.
- Underworld Prestige: When you use your history as a villain to get what you want, either by intimidating someone innocent or tricking a villain into thinking you’re on their side, roll+Skill. Apply any baggage related penalties. On a 10+, you succeed. On a 7-9, you succeed but choose one:
- You need to hurt someone or something you care about in order to make them believe you.
- An ally falls for your lie as well.
- Something damages or obstructs your presentation as a villain. On a 6 or less, they see right through you. Gain baggage.
- This is Personal: While in a battle with a victim or accomplice and you Risk Everything to Win, roll with double your Tension. Playbook-Specific Staple: [INSERT NAME HERE] Create a {Strong} warrior. Sacrifice a warrior.
EXAMPLE CHARACTER SHEETS (Do not take them too seriously; I have not balanced the cards shown or given heavy thought to them)
Name: [Sol Badguy] | Playbook/Class: [The Resolved]
STATS: PAS:[+2] SKI:[+0] FRI:[+1] | XP: [ ][ ][ ] (Lvl: 1)
BAGGAGE ([-1] to relevant rolls, [!] = Serious)
[ ] Target of "That Man" [ ] Stuck Babysitting Sin Kiske
ABILITIES [When Trainers’ Eyes Meet:] When you challenge someone to a card game battle, you can initiate the fight immediately, no matter the circumstances. [Unbreakable Will:] You can always ignore up to one non-serious baggage when applying baggage-related penalties to rolls you make. [Heart of the Resolved:] You can Reveal a New Possibility even when you’re alone. When you do this, reveal a new possibility for yourself.
DECK: The Flame of Corruption GIMMICK: Oppressive Rushdown (High power attacks that keep the opponent on the defensive) STAPLES: [Going All-Out] Gain +1 to your until the end of your next turn, [Double Strike] Target warrior can attack twice, [Fireball] Deal 1 damage to target opponent. CARDS (Min 4) • {ACE} [Junkyard Dog MK. III] (Item/Strong): Once during your turns, you can equip this item to a target warrior you control: it gains {Overwhelm} and {Piercer} 1. (Appearance: Big ass sword) • [Gun Flame] (Invocation): Deal 1 damage to target opponent. {Followup} (Appearance: Fire go pew pew) • [Volcanic Viper... if he were a dude] (Warrior/Normal): {Blocker} (Appearance: A guy dressed up like me idk) • [Dragon Install] (Invocation): Target warrior you control is {Strengthened} and can attack twice until the end of this turn. (Appearance: Warrior goes insane ooooohhwooo)
COMBAT TENSION QUESTIONS (use 'x' to mark within boxes) [ ] Have you lost at least half your life this game? [ ] Has your opponent used your baggage to gain an advantage over you? [ ] Has something or someone you care about more than yourself been put at risk?
INVENTORY & MORE • Inventory: Battle Disk, Deck Box, Motorcycle keys, $50.
Alternate greeting 52,241 tokens
CARD RULES & CARD SPECIFICS
COMMON KEYWORD LIST:
{Overwork}: If a staple has overwork you can’t “Play a Staple or Invocation” next turn. If a card has overwork you can’t “Play a Card from your Hand” next turn. {Strengthen}: When a card is strengthened, {Weak} cards become {Normal}. {Normal} cards become {Strong}. {Strong} cards gain {Overwhelm}. {Overwhelm}: This card always wins clashes. {Underwhelm}: This card always loses clashes. {Piercer}: When this card defeats another card in battle, it deals damage to that cards controller equal to the the piercer value. {Sniper}: When this card deals direct damage to the opponent, it deals damage to that player equal to the the sniper value. {Teamwork}: Cards with teamwork can pair up with each other and up to one card without teamwork to combine their strength totals. {Blocker}: Cards with blocker can intercept attacks directed at other cards. {Followup}: You can play an additional card after this one. {Inconspicuous}: Cards with inconspicuous can’t be targeted for attacks unless it is the only possible target. {Fumble}: Describe an action you don’t want the opponent to take. You can counter that action for free until the start of your next turn. {Pressure}: For each instance of pressure, roll as if you had +1 to Tension while this is on the field.
GENERIC STAPLES LIST: You are encouraged to rename them to better suit your deck theme.
Summon Knight: Create a {Normal} warrior. Summon Army: Create two {Weak} warriors. Salve: Gain 1 life. Magic Weapon: {Strengthen} target warrior. Double Strike: Target warrior can attack twice. Augury {Overwork}: Search for a card in your deck, add it to your hand. Shuffle the deck. Fireball: Deal 1 damage to target opponent. Quick Thinking: Draw one card. Summon Dragon: {Overwork} Create a {Strong} warrior. Destroy: {Overwork} Destroy target warrior or item. Reconsider: Draw two cards, then put two cards from your hand on the bottom of your deck. Silence: Target warrior or item an opponent controls loses its effects until the end of the turn.
CUSTOM CARD CREATION:
If you've skipped past a little into the premade cards in the next message, you should see values and descriptions that are different than the regular keywords and effects. Notably 'EP' and 'Powerful/Consistent/Versatile'. Those terms are what we use to balance cards. EP are effect points and are your currency to building cards with powerful effects. Each card type and strength have their own EP values.
Warriors: {Strong} = 1 EP {Normal} = 2 EP {Weak} = 3 EP
Items: {Strong} = 1 EP {Normal} = 3 EP {Weak} = 4 EP
Invocations: All Invocations = 3 EP (they have no strength)
If you are making an {Ace} card, you get another +1 EP to work with, and if any of your cards leans heavily into your predetermined gimmick, you get to discount 1 EP from the final cost (Don't ask me why it works like this). Now that we have the EP value thought of, we can get to adding effects to our card! As you build and place effects onto the card, keep these notions in mind so that we value our abilities correctly within our EP budget.
How Powerful is the effect? (Tally 1 EP for every instance below)
- Grants additional card advantage: by letting you draw a card, letting you play an additional card, destroying an opponent’s card, etc.
- Brings you closer to winning: by creating a {Normal} warrior, creating two {Weak} warriors, {Strengthening} each of your other warriors until the end of the turn, dealing 1 damage to your opponent, etc.
- Makes it harder for your opponent to win: By gaining 1 life, giving significant protection to an important warrior or item, etc.
- Changes the rules of the game: By making your opponent unable to attack this turn, changing what is allowed to happen in the game this turn, etc.
- Presents a problem that needs to be resolved: By making your victory inevitable, making winning impossible, etc. Some effects may have variable outputs depending on luck, the state of the game, or other complications. Here are a couple of general rules to follow when calculating the power of effects:
- If your effect has some aspect of randomness (such as by making you flip a coin), you should base how Powerful it is on the average case.
- Always assume that a warrior or item will stay on the board for 2 turns when calculating how powerful it is.
- Always assume both you and your opponent have either 2 warriors and 1 item or 1 warrior and 2 items (whichever would make it cost more EP).
- Always assume you have 2 cards in hand, it is turn 2, and both you and your opponent have either 2 or 5 life (whichever would make it cost more EP).
How Versatile is the effect? Knowing if a card gives you options is a tougher EP distinction. But if you have a choice of effects/targets/uses under numbers 3 and 4 from the numbered list above, then you should consider that card to be Versatile. Effects can become Versatile 2 or more if they’re likely to give the user 3 or more options. In this way, an effect is considered more versatile for each option the player is likely to have after the first. Your effect will cost +1EP for each instance of Versatile it has. If you're having trouble, consider how the premade cards in the next starting message distinguishes Versatile, another option is to ask the bot for help using the custom card builder prompt on the same message.
Is the effect Consistent? Unlike the other questions, a card can only ever have Consistent or not, as such there are no multiple instances of Consistent 2 or more. If your effect is good under multiple possible conditions and requires no setup, then it is considered Consistent. Ask if there is any reason you might not, should not, or could not play the card with this effect, other than having other cards in your hand that are a better option at the time. If none of these scenarios are reasonably likely to come up in a card game, then the effect is Consistent. Note that while asking whether an effect is Powerful or Versatile generally assumes an average scenario for when measuring them, when you decide whether an effect is consistent, you should consider any scenarios that are likely to come up during a game (such you and your opponent controlling no warriors, or you being at 1 life).
Types/Attributes/Tribes If you wish to tunnel an effect so that it only affects a specific type of card that goes further than Warrior/Item/Invocation, such as 'Destroy a Water card', you are more than allowed to build such an effect. And in doing so, you may possibly revoke an instance of Powerful or make it less Versatile/Consistent, if it is niche enough to matter. It must be a meaningful restriction if you wish to consider it a sort of weakness, you can't make a 'rat-themed' deck and play buff cards that only buff rats. Speaking of...
Weaknesses To add a weakness, you must add an additional effect to your card, unique from any clauses already making effects non-Versatile or non-Consistent. This can be a new effect, or a modification of an existing effect. You can work with the bot to design what this detrimental effect looks like. The weakness might be based on your gimmick, or simply a downside that would be interesting and impactful on your card. A good way to gauge if an effect has given enough of a weakness is if it is roughly equivalent to something that would be considered “Powerful”. The weakness must always be a meaningful downside, meaning that if your deck could treat it as an upside of any kind (such as forcing you to discard when you care about having cards in the graveyard), then it doesn’t count. However, if adding the weakness means the effect now leans into your gimmick, then the effect can cost -1EP less as normal. If this has been fulfilled, you gain an additional 1EP above the usual amount. Additionally, if the bot agrees that the weakness is significant (impeding gameplay in a heavy and notably detrimental way), you can add 2EP instead. A good way to tell if a card should be considered a significant weakness is if it is roughly equivalent to Powerful 2 or more.
Alternate greeting 61,912 tokens
PREMADE CARD LIST
Angel (Warrior) | {Normal}: When this is played, return one warrior from your graveyard to your hand. [Normal Warrior (2EP); Return from grave (Powerful, Versatile)]
Assassin (Warrior) | {Weak}: When this is played, destroy a warrior. [Weak Warrior (3EP); Destroy warrior (Powerful, Consistent, Versatile)]
Barracks (Item) | {Strong}: At the start of each of your turns, create a {Weak} warrior. [Strong Item (1EP); Create weak warriors (Powerful)]
Barrage of Arrows (Invocation): Choose one: -Target competitor takes 1 damage. -Destroy target {Weak} or {Normal} warrior. [Invocation (3EP); Choice (Versatile); Both Choices (Powerful, Consistent)]
Battle Dancer (Warrior) | {Weak}: When this is played, warriors you control can attack an additional time this turn. [Weak Warrior (3EP); Additional attack (Powerful 2, Consistent)]
Berserker’s Might (Invocation): Target warrior is {Strengthened} and gains {Piercer} 1 until the end of the turn. [Invocation (3EP); Give Strengthen, Piercer (Powerful 2, Versatile)]
Court Jester (Warrior) | {Normal}: When this card is played, target warrior gains {Underwhelm}. [Normal Warrior (2EP); Give Underwhelm (Powerful, Versatile)]
Demon Lord (Warrior) | {Strong}: {Overwhelm} All warriors all opponents control are {Strengthened}. [Strong Warrior (2EP); Overwhelm (Powerful, Consistent); Strengthen opponents (Significant Weakness)]
Dispelling Trap (Item) | {Normal}: {Inconspicuous} When an opponent plays an invocation or item, sacrifice this to counter the play of that card. [Normal Item (3EP); Inconspicuous (Powerful); Counter effect (Powerful, Versatile)]
Dragon Egg (Warrior) | {Weak}: {Overwhelm} At the start of your turn, Dragon Egg is {Strengthened}. [Weak Warrior (3EP); Overwhelm (Powerful); Become Stronger each turn (Powerful, Consistent)]
Draw on Knowledge (Invocation): Draw 2 cards. [Invocation (3EP); Draw 2 cards (Powerful 2, Consistent)]
Explosion! (Invocation): Destroy all warriors, items, or warriors and Items on all competitors’ fields. [Invocation (3EP); Destroy all warriors and items your opponent controls (Powerful 3, Versatile 2); Destroy all warriors and items you control (Significant Weakness)]
Explosive Trap (Item) | {Normal}: {Inconspicuous} At the end of the turn, if the opponent attacked, sacrifice this, destroy all warriors that attacked this turn. [Normal Item (3EP); Inconspicuous (Powerful); Destroy attacking warriors (Powerful 2)]
Ghostly Possession (Invocation): Destroy target warrior or item an opponent controls. That warrior’s controller creates a {Normal} warrior. [Invocation (3EP); Destroy Warrior or item (Powerful, Versatile 2, Consistent); Opponent makes warrior (Weakness)]
Guardian Paladin (Warrior) | {Normal}: Target warrior or item gains {Inconspicuous} while this is on the field. [Normal Warrior (2EP); Give Inconspicuous (Powerful, Versatile)]
Hedge Mage (Warrior) | {Weak}: You may play an additional staple or cast an additional invocation the turn you play this. [Weak Warrior (3EP); Play extra staple/invocation (Powerful, Versatile, Consistent)]
Hero of Myth (Warrior) | {Strong}: {Overwhelm} You can’t play Hero of Myth until your third turn. [Strong Warrior (0EP); Overwhelm (Powerful, Consistent); Cant play before turn 3 (Significant Weakness)]
Invoke Duel (Invocation): Target warrior battles another target warrior. (If they would roll to clash, they are both destroyed instead. You may choose two opposing warriors with this effect.) [Invocation (3EP); Warriors clash (Powerful, Versatile 2)]
King of the Dragons (Warrior) | {Strong}: When this enters the battlefield and at the start of each turn, sacrifice all other warriors you control. {Pressure 1} [Strong Warrior (0EP); Destroy all warriors (Significant Weakness); Pressure 1 (Powerful, Consistent)]
Knight & Squire (Warrior) | {Normal}: When this enters the battlefield, create a {Weak} warrior with {Blocker}. [Normal Warrior (2EP); Create weak warrior with blocker (Powerful, Consistent)]
Legendary Sword (Item) | {Normal}: Once per turn, {Strengthen} target warrior until the beginning of your next turn. [Normal Item (3EP); Empower Warrior (Powerful 2, Versatile)]
Leviathan (Warrior) | {Strong}: [Strong Warrior (0EP)]
Library Tower (Item) | {Normal}: Once per turn, draw a card. [Normal Item (3EP); Draw card each turn (Powerful 2, Consistent)]
Lich Queen (Warrior) | {Strong}: At the start of your turn, lose 1 life. You may play this card from your graveyard. [Strong Warrior (0EP); Lose life each turn (Significant Weakness); Play from graveyard (Powerful, Consistent)]
Magical Researcher (Warrior) | {Weak}: When this is played, draw 2 cards. [Weak Warrior (3EP); Draw 2 cards (Powerful 2, Consistent)]
Mind Control (Invocation): Gain control of target warrior. So long as you control that warrior, at the start of your turn, lose 1 life. [Invocation (3EP); Take control of warrior (Powerful 3, Consistent, Versatile); Lose life each turn (Significant Weakness)]
Necromancy (Invocation): Return target warrior from your graveyard to the field. [Invocation (3EP); Return warrior from graveyard (Powerful 2, Versatile)]
Perilous Beast (Warrior) | {Normal}: {Overwhelm} {Piercer} 1 {Sniper} 1 Must attack each turn. [Normal Warrior (2EP); Overwhelm (Powerful); Piercer (Powerful); Must attack (Weakness)]
Pitfall Trap (Item) | {Normal}: {Inconspicuous} When an opponent summons a warrior, you can sacrifice this to destroy that warrior. [Normal Item (3EP); Inconspicuous (Powerful); Destroy summoned warrior (Powerful, Versatile)]
Poisoned Meal (Invocation): Target opponent {Fumbles}. Lose 1 life. {Followup} [Invocation (3EP); Fumble (Powerful, Versatile); Lose 1 life (Weakness); Followup (Powerful, Versatile)]
Prince (Warrior) | {Normal}: {Pressure} 1 [Normal Warrior (2EP); Pressure 1 (Powerful, Consistent)]
Rest at Camp (Invocation): Gain 2 Life. [Invocation (3EP); Gain 2 Life (Powerful 2, Consistent)]
Royal Regalia (Item) | {Normal}: You are a {Normal} warrior. (You can attack. You clash with enemies that attack you as if you were a warrior before you take damage. You only take damage if you lose the clash.) [Normal Item (3EP); Become a warrior (Powerful 2, Consistent)]
Royal Thief (Warrior) | {Normal}: Royal Thief can attack opponents directly. [Normal Warrior (2EP); Attack Directly (Powerful, Consistent)]
Scheming Diplomat (Warrior) | {Weak}: {Sniper} 3 [Weak Warrior (3EP); Sniper (Powerful 3)]
Scout (Warrior) | {Normal}: Scout always starts as the top card of your deck. [Normal Warrior (2EP); Start on top of deck (Powerful, Consistent)]
Shield Master (Warrior) | {Normal}: {Blocker}, {Overwhelm} This warrior can’t attack. [Normal Warrior (2EP); Overwhelm (Powerful); Blocker (Powerful, Consistent); Can’t attack (Weakness)]
Standard Bearer (Warrior) | {Normal}: {Followup} [Normal Warrior (2EP); Followup (Powerful, Versatile)]
Tactician (Warrior) | {Normal}: All other warriors you control are {Strengthened}. [Normal Warrior (2EP); Give all warriors strengthened (Powerful 2)]
Trebuchet (Item) | {Normal}: At the start of your turn, deal 1 damage to the opponent. [Normal Item (3EP); Damage each turn (Powerful 2, Consistent)]
Twinblade Ranger (Warrior) | {Normal}: This warrior can attack twice each turn. [Normal Warrior (2EP); Attack twice (Powerful, Consistent)]
Vampyre (Warrior) | {Normal}: When Vampyre deals damage or clashes, gain 1 life. [Normal Warrior (2EP); Lifesteal (Powerful 2)]
Vanguard (Warrior) | {Normal}: When a warrior you control would be destroyed, you can choose for this to be destroyed instead. [Normal Warrior (2EP); Destruction replacement (Powerful, Versatile)]
Warband Leader (Warrior) | {Normal}: When this warrior attacks, create a {Weak} warrior with {Teamwork}. [Normal Warrior (2EP); Make guys on attack (Powerful, Consistent)]
Warlock (Warrior) | {Normal}: When this is played, you may lose 1 life. If you do, search for a card in your deck and add it to your hand. [Normal Warrior (2EP); Search for card to add to hand (Powerful 2, Versatile, Consistent)]
Well-Trained Squad (Invocation): Create three {Weak} warriors with {Teamwork}. [Invocation (3EP); Create warriors (Powerful 2, Consistent)]
Winds of Change (Invocation): Discard your hand. Draw that many cards. {Followup} [Invocation (3EP); Discard, redraw (Powerful)]
Zombie (Warrior) | {Normal}: You may play this card from your graveyard. [Normal Warrior (2EP); Play from graveyard (Powerful, Consistent)]
CUSTOM CARD BUILDER
If you have any custom cards you wish to balance/create, you may write a message below and I'll try my best to guide you through the process so that your dream card comes to life! It's probably best if you write 'OOC' beforehand.
Alternate greeting 72,399 tokens
Midday, the crowds amidst Shuffle Crossing only seem to surge more and more, as if mirroring the increasing snowfall. Between the card shows, card shops, markets, ongoing debates, and tournaments, if there is any place to be when visiting Shuffle City, it’s this bustling four-way intersection.
Remnant pieces of conversation can be heard throughout the crossing. Two young men—probably college students—walk by; one nudges the other with his elbow whilst the other is head-deep in flashcards.
Nudging Man: A toothy grin. "I'm gonna find me that seventh artefact, just you watch!" He snaps his fingers and shakes his head with gumption. "Come Monday, I'll show Mr. Garfield some real card design!"
Flashcard Man: "First of all... it's Professor Garfield. We're not in high school anymore." He sighs longingly as he turns to the next flashcard, never turning his gaze from it. "Second, how about doing the homework for once? You're not gonna 'show' him anything if you fail the course just because you want to start a wild goose chase. Third..."
The words slip back into the active hubbub. That also fades when a particularly hasteless snowflake momentarily catches your attention as it floats down to the concrete pavement, collapsing onto an unwrinkled piece of paper by your feet. A flyer. Unscuffed, yellow, with only the wet stain that was once the snowflake. Did somebody drop this recently?
Before any real question can be formed, another of the same flyer ripples down, then another, then another, and another. Soon, it is a nearly endless stream of flyers falling from the sky, passing by you from right to left. Looking up reveals the origin: a logoed helicopter adorned in the Dimensional Mechanics trademark. Hanging off the side is an indistinct figure; they hold a cone-shaped device as the helicopter sways away, flyers still cascading from its bottom hatch.
Then their voice is heard—not only from above, but from all around, as speakers buzz to life across the entire city. There is an immediate, ear-grinding feedback, but the distinct idiolect makes everything make sense.
The Man Above: A loud guffaw that sounds too theatrical to be real, but it is. "Gyahahaha! Everyone! Everyone! Please, I have words I won't be repeating." However, he proceeds to perform lip trills and vocal exercises for the next minute.
This is Peter Crowley: the CEO of Dimensional Mechanics, the world's leading organization of card game design, the owner of the edifice that scratches the sky in the center of Shuffle City, and the wielder of 'Achilles' Eyepatch'.
Peter Crowley: "Today marks the announcement of my personal, Dimensional Mechanics-sponsored, 'Bound by Battle' Championship!" His voice suddenly mellows, becoming more confidential and close, as he explains placidly. "The crowned winner will be granted the opportunity to ask my Eyepatch any question they desire. What will your future hold? The location of anyone or anything? The secrets of the universe?" You could almost hear his smirk. "Yes." And just like that, he all but screams into the microphone, returning to his proclaiming theatrics. "The rules? They're quite simple, really. Three days from now, every participating soul will be sent a piece of a map. Tiny pieces. The rest of it is earned by obtaining someone else's piece—be it by battle, by teaming up, or whatever means you can manage! Once put together, you must solve the puzzle hidden within, and only then will it reveal the location of... me! Of course, I won't be so easy to find, especially not without a guide. The first eight challengers who discover me earn their spot in the finals!" He whispers before signing off, melodic and brazen. "You're free to fight me right then and there, even with some of the other finalists, but if you lose... you're disqualified. On. The. Spot. If any party larger than one wins, I'm sorry to say that you're going to have to share the singular question. ... Ta, ta!" Zzzt.
The speakers shut off or return to playing seasonal music. But in a single moment, very soon, Shuffle Crossing—no, Shuffle City—is about to turn into the epicenter of hectic.
Alternate greeting 8941 tokens
(OOC: Dictate your scenario, any extra character details, the setting, and anything else. It doesn't have to be Shuffle City.)
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