DM Character Sheets

This page is dedicated to the storage of character sheets for use with the Destiny Machinist game system. Each sheet has the following template:

Name Description  Health :  Energy :  Potency threshold :  Innate Ability :  -  Significators have the following Template: Name  Card: Card/s required to activate this significator. You only need one of the listed card/s to activate it. Upright: Significator effects if upright. Reversed: Significator effects when reversed. Each Maneuver has the following template:

- Card: Any card/s Required. Initiators are cards used to 'initiate' maneuvers. - Energy cost: the energy required to use this maneuver. Usually equal to card number. - Type: Choose from a basic action type. (Attack, Heal, or Defense) - Any additional ability the maneuver has, in addition to its basic action type.
 * 

Status Effects and Keywords
The list of all status effects and Keywords used by Each Character.

Status effects

 * Cursed (X) - The player's potency threshold is reduced by X. Each application removes previous instances of Blessed or Cursed. Lasts indefinitely.
 * Blessed (X) - The player's potency threshold is increased by X. Each application removes previous instances of Blessed or Cursed. Lasts indefinitely.
 * Damage over Time (Poison, Burning, Freezing. etc.) (X) - Player takes X health damage at the beginning of the turn. Can stack if each instance is of a different type. Lasts for 3 turns.
 * Bleeding - Player takes 1 health damage at the beginning of the turn, and additional 1 damage for every attack he performs. Can stack up to 3 times. Each application of bleeding renews the entire stack. Lasts 3 turns.
 * Regenerating (X) - Player heals X damage at the beginning of the round. Lasts 3 turns.
 * Energy Sap X - Player loses X energy points at the beginning of the turn. Lasts 3 turns.
 * Energy Surge X - Player gains X energy points at the beginning of the turn. Lasts 3 turns.
 * Weakened X - all attacks performed by this character have their numerical value reduced by X. Lasts 3 turns.
 * Strengthened X - all attacks performed by this character have their numerical value increased by X. Lasts 3 turns.
 * Exposed X - all defenses performed by this character have their numerical value reduced by X. Lasts 3 turns.
 * Fortified X - all defenses performed by this character have their numerical value increased by X. Lasts 3 turns.
 * Impaired X - all heal actions performed by this character have their numerical values reduced by X. lasts 3 turns.
 * Recovery X - all heal actions performed by this character have their numerical values increased by X. lasts 3 turns.
 * Stun - Your next action does not trigger, as if it was never played. The opponent's action during that round resolves as if it were an extra round. Stun lasts one round, which can transfer across turns. Declaring that you are Resting during revelations phase nullifies this.
 * Incompetent - the next action/maneuver performed has its numerical value halved, rounded up. As long as it has not been triggered, duration is indefinite.
 * Immune (X) - X can be either a numeric value, a suit, a royalty-type, or 'major arcana'. Any maneuver or basic action that utilizes a card against a character immune to its card type does not trigger, as if stunned. Lasts indefinitely.
 * Seal (X) - X can be either a numeric value, a suit, a royalty-type, or 'major arcana'. If you possess any cards of the chosen type, you must reveal and discard them upon acquisition. Lasts Indefinitely.

Keywords

 * Chain - This character's next action is resolved this round, as if it were an extra round. The opponent's action during that next action's round is now resolved as an extra round. If the opponent's action also has the chain keyword as well, and it has not been nullified, resolve the next round instead, as per normal combat rules.
 * Blackjack - If the combined numeric values of all your revealed actions thus far amount to more than 21, reverse this maneuver. If not, this maneuver's total numeric value is equal to this combined value.
 * Ignore - The opponent's action does not trigger, and cannot reverse nor be reversed as a result of round comparison. This round counts as an extra round for the person with Ignore, similar to the stun effect. In the case of two ignore effects, both players' actions are reversed.
 * Overwhelming - This damage is not affected by the damage reduction of defense actions or maneuvers.
 * Prevent - Attack damage is not reduced, but nullified, as if it was never dealt in the first place.
 * Purge - Remove all Status Effects.

Marlon - The Marlon
Character that rewards patience and careful planning. Description here.
 * Health :40 (Sub-standard)
 * Energy : 8 (Sub-standard)
 * Potency threshold : 4 (Sub-standard)
 * Innate Ability: Camping Faggot - For the first three turns, for as long as Marlon does not take any attack actions or perform more than one action per turn, all enemy actons are ignored. If he attacks or takes more than one action, declared during revelations phase, the camping faggot ability is removed.

SIGNIFICATORS
By default, Marlon's significator is the Marlon

The Marlon

 * Card/s: The Fool
 * Description: The title 'lord of laziness' is not just for show.
 * Upright: If Marlon rests, the first action he performs next turn counts as having twice its normal numerical value.
 * Reversed: If Marlon rests, he gets Damage over Time (Burning, Freezing, Static Shock, Infection, Incontinence, Fever, Sleepy, Etcetera) each with a value of 1. (He basically suffers 8 damage every turn)

CCO

 * Card/s: Knight or King of Wands, or the Tower
 * Description:
 * Upright:
 * Reversed:

Single-card Maneuvers :
- Card: Any card with a numeric value of ten - Energy cost: 1 - Type: Defense - If unreversed, opponent is stunned. - Card: Any card with a numeric value of 5 - Energy cost: 1 - Type: Defense - Marlon gets Fortified 5 before entering Round Comparison. If unreversed, Chain. - Card: Any card with a numeric value of 6 - Energy cost: 1 - Type: Heal - If Marlon is at full health at end of round, he gets Energy Surge 3 and Regeneration 3. - Card: Any card with a numeric value of 7 - Energy cost: 1 - Type: Heal - Remove all instances of Damage over Time and Bleeding status effects on Marlon. He gains Strengthened X, where X is the number of status effects removed.
 * Look Pimpin'
 * Muscle
 * Pouches
 * Cyber

Jomar - The Highlander
The basis/'average' fighting character, with baseline, regular stats and a useful range of abilities. Description here.
 * Health :60 (Above-Average)
 * Energy : 12 (Above-Average)
 * Potency threshold : 6 (Above-Average)
 * Innate Ability: The club can't even handle me right now - (Title still being worked out) The numeric values of all opponent's actions are reduced by one.

SIGNIFICATORS
By default, Jomar's Significator is Baljeet the Highlander

Baljeet The Highlander

 * Card/s: The Hanged Man
 * Description: 
 * Upright:
 * Reversed:

Jomar Joestarada

 * Card/s: The Star
 * Description: 
 * Upright:
 * Reversed:

Single-card Maneuvers :
- Card: Any card lesser than 3 - Energy cost: 1 - Type: heal - Opponent's card's action type is changed to heal. It loses any additional activities, becoming a basic Heal action.
 * Good Vibes

Kim - The King of Hearts
The basis/'average' fighting character, with baseline, regular stats and a useful range of abilities. Description here.
 * Health : 50 (Average)
 * Energy : 10 (Average)
 * Potency threshold : 5 (Average)
 * Innate Ability: Death Drive - As long as Kim is above 15 life, he cannot be killed with a single attack action. If such an attack action would kill him, it instead brings him to 15 life.

SIGNIFICATORS
By default, Kim's significator is the King of Hearts.

King of Hearts

 * Card/s: King of Cups or Pentacles
 * Description:
 * Upright: If a Heal action you perform is reversed, Kim gets Regeneration (X) where X is half of that Heal action's Numerical value, rounded up. If a Defense action you perform is reversed, Kim gains Energy Surge (X), where X is half that Defense action's numerical value, rounded up.
 * Reversed: If a Heal action you perform is reversed, gain Damage over Time (Crushing) X where X is half of that Heal action's numerical value, rounded up. If a Defense action you perform is reversed, Kim gains Bleeding.

Single-card Maneuvers :
- Card: Any suit card with a numerical value less than three. - Energy cost: 1 - Type: Attack - This attack causes Bleeding. - Card: Any Queen or Page - Energy cost: 1 - Type: Defense - Draw a card. - Card: Empress, High Priestess, or Lovers - Energy cost: 1 - Type: Heal - Kim gains Strengthened X, and Damage over Time (Burning) X, where X is the numerical value of the card used.
 * Scalp
 * Brood
 * Regret

Double-card Maneuvers :
- Card : Any pair with the same numerical values, each above three, - Energy : 2 - Type : Attack - If this attack is reversed, the opponent gets Damage over Time (Infection) 3. If this attack is not reversed, the opponent is stunned instead. - Card : Any Knight card as Initiator, and any non-Major Arcana Card - Energy : 2 - Type : Attack - This attack deals additional Overwhelming damage equal to the combined numeric values of all Damage over Time Status effects currently in play.. (Each stack of Bleeding counts as 1)
 * Bloody Nail
 * Blade of Vengeful Knight

Triple-card Maneuvers :
- Card : Any three cards whose unmodified numerical values are in ascending order. (i.e. 1,2,3) - Energy : 3 - Type : Attack - This attack causes Bleeding. If this attack is not reversed, the opponent gains Exposed X, where X is the numerical value of the first card. - Card : Any royalty of the Cup-suit as initiator, and two other royalties of the same type - Energy : 3 - Type : Attack - This attack causes Damage over Time (Drowning) 5. If this attack is not reversed, Kim gains Regeneration 5. Otherwise, he gains Damage over Time (Drowning) 5.
 * Tri-Edge
 * Drown in Sorrow

Quadruple-card Maneuvers :
- Card : Four cards, each with a numerical value of 4. - Energy : 4 - Type : Attack - If this attack is not reversed, and the opponent has less than 16 life remaining, you win the game. - Card : The Devil as Initiator,  and Three cards with a total numerical value of 15. - Energy : 4 - Type : Defense - If the opponent's action this turn is an attack, ignore the opponent's action. If this card is not reversed, stun the opponent.
 * Denizen of the Underworld ~ "Messenger among Corpses"
 * Irresistible Arresting Frame ~ "Hell Soul Camera"

Quintuple-card Maneuvers :
- Card : Tower as Initiator, and four cards, each with a value above Ten. - Energy : 5 - Type : Attack - For the purpose of round comparison, this attack's total numeric value is 16. No Heal effects can take place this turn. Both players suffer 30 Overwhelming damage. If this attack is reversed, both players suffer an additional 20 Overwhelming damage.
 * Into the Abyss

Sho - The King of Spades
Offensive character, less reliant on quantity of actions, but has powerful, reliable attacks. Wins easily if enemy is careless. Description here.
 * Health : 50 (Average)
 * Energy : 15 (High)
 * Potency threshold : 3 (Low)
 * Innate Ability: Elemental Rage - Each card in Sho's Maneuvers benefits from the Aspect Ability rule, but only if they all share the same suit. This ability does not take effect for Major Arcana.

SIGNIFICATORS
By default, Sho's significator is the King of Spades.

King of Spades

 * Card/s: King of Swords or Wands
 * Description:
 * Upright: Once per turn, during revelations, the player may declare that he is using this significator's ability during a specific round. All his cards this round count as if they are of the significator's suit, even Major Arcana cards with numerical values higher than 11.
 * Reversed: The player's cards of his significator's suit do not benefit from their Aspect Ability. Cards of this suit also each have their individual numerical value reduced by one during round comparison.

Single-card Maneuvers :
- Card: Any card with a prime value (3,5,7,11,13,17,19) other than 2 and 1. - Energy cost: 1 - Type: Heal - This card does not restore health. Purge Sho, and draw 2 Cards from the destiny stack. - Card: Any card with an even value. (2,4,6,8, etc) - Energy Cost: 1 - Type: Attack - If this card is unreversed, Chain.
 * Centering
 * Dragon Twister

Double-card Maneuvers :
- Card : Any 2 cards whose unmodified numerical values are in ascending numerical order. (i.e. 1,2) - Energy : 2 - Type : Attack - For the sake of comparison, the maneuver's total numerical value is equal ONLY to the first card's numerical value. The second card's numerical value is dealt as additional damage that cannot be prevented or reduced. If this card is not reversed, the opponent gets Exposed (X), where (X) is the first card's numerical value. - Card : Any 2 cards, whose combined, unmodified values amount to less than 5. - Energy : 2 - Type : Attack - This attack deals no health damage, and cannot be reversed as a result of round comparison. The opponent gains Seal (X), where X is the numeric value of the card/initiator(first card) of the opponent's maneuver. The opponent gets Cursed 2.
 * Binary Destruction "FOOTAEY NO KIYOMEEH! YAAAARGH!"
 * Chi Disruption

Triple-card Maneuvers :
- Card : Any three cards whose unmodified numerical values are in descending order. (i.e. 3,2,1) - Energy : 3 - Type : Attack - For the sake of comparison, the maneuver's total numerical value is equal ONLY to the first card's numerical value. The second card's numerical value is dealt as Overwhelming health damage. The third card's numerical value is dealt as Overwhelming energy damage. - Card : Initiator with a value of 3 or less, 2 cards that share the same suit as the Initiator - Energy : 3 - Type : Attack - If this attack is unreversed, Sho draws 3 cards and Restores 3 energy.
 * Zantetsuken
 * Empowering Strikes

Quadruple-card Maneuvers :
- Card : A Suit-King or The Emperor as Initiator, 3 other cards that share the same suit. (in the case of emperor, any major arcana) - Energy : 4 - Type : Attack - Prior to Round comparison, Purge the opponent.
 * The Earthen Blade of the Universe's Rage

Quintuple-card Maneuvers :
- Card : The World as Initiator, any 4 cards of the same suit. - Energy : 5 - Type : Attack - The total numerical value of this maneuver is equal to the opponent's maximum life. If not reversed, deal the total numerical value of the 4 cards of the same suit as additional damage that cannot be reduced or prevented. - Card : Any 5 cards, each with a numerical value of 10 or above, who share the same suit. - Energy : 5 - Type : Heal - Rather than the standard Heal action, This ability restores 10 health, 10 Energy and Sho draws 10 potencies instead.
 * Terror of Gaia
 * Mystic Overflow

Paorou - The King of Derps
Potency control character. Highly technical playstyle. Weak Offense. Description here.
 * Health : 40 (Sub-standard)
 * Energy : 7 (Low)
 * Potency threshold : 7 (high)
 * Innate Ability:  Astrolology - At the beginning of the draw phase, before any character has drawn his/her cards, the player may reveal the top card of the deck. He may then choose to draw first or second, regardless of the results of the last karmic shift.

SIGNIFICATORS
By default, Paorou's significator is the King of Derps

King of Derps

 * Card/s: Any King of any suit or Emperor
 * Description: 
 * Upright: He provides an additional +1 numeric value to suit cards that share his significator's suit (in the case of Emperor, all major arcana cards have a +1 numerical value) during combat comparison . All of Paorou's defense actions, including maneuvers, cause the opponent to discard a potency.
 * Reversed: Suit cards that share his significator's suit do not provide their bonus (in the case of Emperor, all major arcana cards have a -1 numerical value during combat comparison). All of Paorou's defense actions, including maneuvers, cause him to discard a potency.

Paorou-sama of Iwaku

 * Card/s: Magician
 * Description: Otherwise known as The Mad King of Insanity, or The Man Caped in Crimson.
 * Upright: Upon revealing this significator, opponent gets Seal(X), where X is a suit (not major arcana) of your choice. All of Paorou's maneuvers cost one less energy to use, to a minimum of zero.
 * Reversed: Upon reversing this significator, opponent gets Seal(X), where X is a suit (not major arcana) of your choice. All of Paorou's maneuvers cost one more energy to use.

The Brown Madness, Tyrant of Anima Mundi

 * Card/s: Judgement
 * Description:
 * Upright: Paorou's potency threshold is reduced to five. Both players draw an additional potency during draw phase. At the end of Karmic Shift Phase Paorou gains health equal to all potencies.
 * Reversed: Paorou's potency threshold is increased to ten. Both players must discard a potency for each action they put down during planning phase. At the start of the Omens phase, the opponent takes damage equal to the number of cards in the discard pile.

Single-card Maneuvers :
- Card: Any ace, or Magician. - Energy cost: 1 - Type: Defense - Ignore the Opponent's action this turn. Reverse the opponent's action.
 * Wall of Providence ~ "As above, so below"

- Card: Any Queen, Page, High Priestess, Empress or Lovers - Energy Cost : 1 - Type: Heal - Restore 1 energy. If this card is not reversed, restore an additional 1 energy.
 * Flash of Inspiration ~ "DOUJINS!"

- Card: Wheel of Fortune - Energy Cost: NONE - Type: Heal - This card cannot be reversed. Paorou names a card and searches for it in the destiny pile, in the opponent's potencies and within the discard pile. If found, he reveals it and puts it into his potencies.
 * Manifest Destiny ~ "Synchronicity"

Double-card Maneuvers :
- Card : Any 2 cards of the same numerical value. - Energy : 2 - Type : Attack - If this maneuver is not reversed, Paorou gets Blessed 2 and the opponent gets Cursed 2.
 * "Check 'Em"

- Card : Hermit as initiator, and a non-royalty card. - Energy : 2 - Type : Heal - Draw a number of cards equal to the numerical value of the non-royalty suit card. - Card : Any King or Emperor or Magician or Judgement as Initiator, and any card with value of 10. - Energy : 2 - Type : Heal - Purge Paorou. Switch your current significator with the Initiator of this maneuver. If this maneuver is not reversed, Your previous significator is now in your potencies, rather than discarded.
 *  "Diviner King"
 *  Grimoire: "Paofolio"

Triple-card Maneuvers :
- Cards: Any 3 cards of the same numerical value. - Energy: 3 - Type: Attack - The opponent reveals his potencies. If this maneuver is not reversed, Paorou selects a potency from the opponent's hand, and the opponent gets Seal (X), where X is that card's suit. (In the case of a major arcana card, the opponent gets Seal (major arcana).)
 * "Prophetic Trips"

- Cards: Tower or 10 of swords as Initiator, any two non-royalty cards. - Energy: 3 - Type: Attack - This attack deals potency damage, rather than health damage. If this maneuver is not reversed, opponent has a potency threshold of 0 next turn.
 * "Doom Prophet"

Quadruple-card Maneuvers :
- Cards: 4 cards consisting of Any King, Knight, or The Emperor - Energy : 4 - Type : Defense - If the opponent's action/maneuver is an attack this round, Prevent all damage of all types. If this card is unreversed, deal 40 health damage to him/her. - Cards: Judgement as Initiator, and 3 cards of different suits, or a major arcana card and 2 cards of different suits. - Energy : 4 - Type : Defense - Purge Paorou. Ignore the opponent's action. Paorou gains the status effect Immune (X), where X can be one of any suit used to activate this maneuver, or Major Arcana, if a major arcana card was used alongside Judgement. If the opponent's action this round was an attack, you may select one more Immunity.
 * Great Fairies of the Forest ~ "MEN♂OF♂DESTINY" (HOI HOI)
 * In the hands of gods ~ "Eternal Quantum Resolution"

Quintuple-card Maneuvers :
- Card : 4 Kings and The Emperor - Energy : 5 - Type : Attack -  If your significator is not The Brown Madness, search the Destiny Stack, all player's potencies and the discard pile for Judgement. If found, discard your current significator and replace it with Judgement - its abilities activate. If this maneuver is not reversed, search the Destiny Stack, all player's potencies and the discard pile for The World. If found, reveal it and place it into your potencies. - Card : The World as Initiator, and 4 other cards of your choice - Energy : 5 - Type : Defense - If this maneuver is not reversed, remove the 4 other cards (not The World) used for this maneuver from the game. Regardless of whether it is reversed or not, end the turn. (Combat phase ends immediately. No karmic shift occurs. All cards on the battle spread are moved to the discard pile.) At the beginning of the next setup phase, the 4 removed cards are put into your potencies.
 * My Ars Magnus ~ "Carpe Anima Mundi"
 * The day the World stood still ~ "Wala namang game eh"

Kurisu - The Crimson Queen
Attacker, devastating counterattacks, to punish reversals. Description here.
 * Health : 40 (Sub-standard)
 * Energy : 9 (Sub-standard)
 * Potency threshold : 5 (Average)
 * Innate Ability:  Daggers for Eyes - If any of her maneuvers are reversed, her next attack deals overwhelming damage.

SIGNIFICATORS
By default, Kurisu's Significator is The Crimson Queen

The Crimson Queen

 * Card/s: Queen of Swords or (??? Researching)
 * Description: 
 * Upright: 
 * Reversed:

 - The Queen of Hearts
A newcomer, but an important part of the mythos nevertheless.
 * Health : 50 (Average)
 * Energy : 10 (Average)
 * Potency threshold : 4 (Sub-standard)
 * Innate Ability:  The Grail War - If she would lose, remove this status effect instead.

SIGNIFICATORS
By default, her significator is the Queen of Hearts

The Queen of Hearts

 * Card/s: Queen or Page of Cups or Swords, or the Empress
 * Description: 
 * Upright: 
 * Reversed:

Peter - the Jack of all Hearts
Glass cannon type character, able to consistently deal large amounts of damage. Beginner Friendly. Description here.
 * Health : 30 (Low)
 * Energy : 15 (Above Average)
 * Potency threshold : 4 (Sub-standard)
 * Innate Ability: Swimming Multiple Rivers - At the end of Revelations phase, if the total amount of rounds is more than 2, Peter gains Strengthened (X) where X is the number of upcoming rounds. This ability overwrites all previous instances of Strengthened.

SIGNIFICATORS
By default, Peter's significator is the Jack of all Hearts.

Jack of all Hearts

 * Card/s: Knight or Page of Cups or Wands, or Lovers
 * Description: Otherwise known as Panginoong Matulis.
 * Upright:  If Peter deals at least one damage as a result of his attack action, he deals an extra X amount of damage, where X is the numerical value of his Strengthened Status Effect. This damage cannot be prevented or reduced by any defense action.
 * Reversed: If Peter takes at least one damage as a result of his opponent's attack action, he recieves an extra X amount of damage, where X is the numerical value of his Strengthened Status Effect. This damage cannot be prevented or mitigated by any defense action.

Hyung Tae-Park

 * Card/s: Justice
 * Description:  Korean Detective, Agent of S.H.I.E.L.D. His special ability is called 'distress call'.
 * Upright: Peter has Immune (19 - The Sun) due to his sunglasses. When resting, the player may declare that he is using his significator's ability during the Revelations phase. As a single round action, Paorou appears and uses "Doom Prophet" (Refer to Paorou's three card maneuvers) on the opponent, with an effective numeric rating of 12. He has no Significator.
 * Reversed: Peter still has Immune (19 - The Sun) due to his sunglasses. When resting, the player may declare that he is using his significator's ability during the Revelations phase. As a single round action, Paorou appears and uses "Prophetic Trips" (Refer to Paorou's three card maneuvers) on the opponent, with an effective numeric rating of 12. He has no significator.

Peter Petroleum

 * Card/s: The Star
 * Description:  The hero mankind deserved, but never needed.
 * Upright: Once per turn, during Revelations phase, Peter may select a round in which the opponent's ability does not trigger. Resolve that round as if opponent is stunned.
 * Reversed: Once per turn, during Revelations phase, Peter may select a round in which both his and his opponent's abilities resolve as if they are extra rounds. Treat each action in that round as a separate extra round.

Single-card Maneuvers
- Card: Any non-royalty suit card - Energy cost: 1 - Type: Attack - Blackjack. - Card: Any non-royalty suit card - Energy cost: 1 - Type: Defense - Blackjack. - Card: Any card of the cups suit. - Energy cost: 1 - Type: Heal - All of Peter's status effects with numerical values have their values raised by 1. Chain.
 * Hit
 * Stay
 * Sugary Sweet Steroid : "Coke"

Double-card Maneuvers
- Card: Any two non-royalty suit cards whose combined numerical value amounts to 21 or less. - Energy cost: 2 - Type: Attack - The opponent's action has Blackjack this round. If the opponent's action has been reversed this round, this maneuver deals its full damage, regardless of any effects from defensive actions. - Card: Two cards of descending numerical value (i.e. 2,1) - Energy cost: 2 - Type: Defense - Chain. If this maneuver is not reversed, the opponent's action does not resolve, as if stunned. - Card: Two Person Cards (Royalties, Fool, Magician, High Priestess, Hierophant, Hermit, Emperor, Empress, Devil, Lovers, Hanged Man) - Energy cost: 2 - Type: Heal - This maneuver heals no life. Opponent gets Exposed (X+1) where X is the opponent's Exposed status effect's value prior to this ability's activation, and Peter gets Strengthened (Y+1) where Y is his Strengthened status effect's value prior to this ability's activation. If this maneuver is not reversed, Chain. - Card: Any two cards of the same suit, either wands or swords. - Energy cost: 2 - Type: Attack - Blackjack. This attack causes stacks of bleeding equal to the number of rounds that have been revealed this turn up until the moment of this ability's activation.
 * Double Down
 * Fade to Black
 * Szygy Sins
 * Dagger: "Blade of Woah"

Triple-card Maneuvers
- Card: Initiator's numerical value below 5. Any three cards with numerical values in ascending order (i.e. 1,2,3) - Energy cost: 3 - Type: Attack - If the opponent attacks this round, prevent all damage dealt as a result of that attack. If this card is not reversed, deal its full damage - it cannot be reduced or prevented by the abilities of defensive actions. - Card: Sword suit Initiator, any two cards of the sword suit. - Energy cost: 3 - Type: Attack - For the purpose of this round's value comparison, do not count any Fortify effects on the opponent. If at least one damage of this attack goes through, the opponent gets Exposed X, where X is the numeric value of the initiator. - Card: Any 3 cards with a combined numerical value of 21 or below. - Energy cost: 3 - Type: Defense - This maneuver cannot be ignored. Chain.
 * Ogame School Ikazuchi Kata, Third and Final Mode : "Narukami"
 * Tiger Drill
 * Enjoy the Swordsmanship ~ "the Ultimate Stance"

Quadruple-card Maneuvers
- Card: two pairs (each pair is two cards with the same numeric value) - Energy cost: 4 - Type: Defense - Next turn, the opponent must play with his potencies revealed, and put down cards faced up/revealed during setup phase. If this maneuver is not reversed, Chain. - Card: Any king, knight, or emperor as significator, and any 3 cards of swords or wands suit. - Energy cost: 4 - Type: Attack - If opponent has exposed, this attack deals damage that cannot be prevented or reduced. Deal an additional X Overwhelming damage, where X is the value of the opponent's exposed status effect.
 * Eyes of Divine Sight
 * If there is a hole, it is a man's job to thrust into it!

Quintuple-card Maneuvers
- Card: Any initiator, but must have 2 aces, 2 eights, all unmodified values. - Energy cost: 5 - Type: Attack - If enemy is still alive as a result of damage from round comparison, reduce enemy's life to the numeric value of the Initiator. If this attack is not reversed, the enemy gets Exposed 16, and two stacks of Bleeding. - Card: 2 of Pentacles, King of Wands, Hierophant, The Star, Chariot - Energy cost: All current Energy - Type: ???? (This action cannot be reversed by standard round comparison) - If this maneuver is not reversed, Win the game.
 * Dead Man's Hand
 * Jordaslize

Angelo - The Jack of Spades
Straightforward, Hit-and-run type. Beginner Friendly. Description here.
 * Health : 40 (Sub-standard)
 * Energy : 10 (Average)
 * Potency threshold : 5 (Average)
 * Innate Ability: Chasing Multiple Rabbits - At Revelations Phase, Elo Heals energy equal to the number of extra rounds declared. Also, he may choose between two significators: the Jack of Spades or Angela - at the start of battle.

SIGNIFICATORS
By default, Angelo's significator is Jack of Spades, however his innate ability allows him to select Angela instead.

Jack of Spades

 * Card/s: Knight of Swords or Cups or Wands.
 * Description: He pushes all the buttons.
 * Upright: At Revelations Phase, once per turn, Elo may declare a round in which this special ability takes effect. In that round, if the opponent would deal damage to Elo, Ignore the opponent's maneuver instead.
 * Reversed:  At Revelations Phase, once per turn, the opponent may declare a round in which this special ability takes effect. In that round, if Elo would deal damage to the opponent, ignore Elo's maneuver instead.

Angela, Mysterious Waif

 * Card/s: Page of Swords or Cups or Wands.
 * Description: If pushing doesn't work...
 * Upright: In addition to Elo's innate ability, the opponent also loses one energy for each extra round declared.
 * Reversed: Elo's innate ability does not trigger during revelations phase.

Ei

 * Card/s: Death
 * Description: A fallen angel, Combination of Rei, Hei and all his other brooding jumpy-skippy acrobatic doods.
 * Upright: During Revelations phase, once per turn, Elo may declare that he is using this special ability. To activate it, he must have energy more than or equal to the number of rounds declared. He must pay this amount to ignore all the opponent's actions for this turn.
 * Reversed: During Revelations phase, once per turn, Elo may declare that he is using this special ability. To activate it, he must have energy more than or equal to the number of rounds declared. Resolve this turn as if both players rested instead.

Devilo

 * Card/s: The Devil
 * Description: Demon form, lol. Perdert.
 * Upright: Elo's first attack every turn causes Stun. Elo cannot be stunned.
 * Reversed: At the beginning of Omens Phase, the opponent is stunned. Elo cannot be stunned.

Single-card Maneuvers
- Card : - Energy : 1 - Type : Attack -
 * Sidekek

Double-card Maneuvers
- Card : - Energy : 2 - Type : Attack -
 * Top Lel

Nic - The Jack of Diamonds
Evasion and Defense-oriented. An all around hard character to effectively beat. Weak Offense. Is able to maintain his playstyle regardless of circumstances, however, and can be considered beginner friendly. Description here.
 * Health : 70 (High)
 * Energy : 7 (Low)
 * Potency threshold : 3 (low)
 * Innate Ability: Stoicism - When Nic declares he is resting during revelations phase, all declared rounts count as if Nic took a defensive action, each with a numeric value of 5. Thus, all rounds declared count as if they are paired, rather than extra rounds. While opponent's actions may be reversed as a result of Nic's 'actions', his actions cannot be reversed, even by reversal abilities.

SIGNIFICATORS
By default, Nic's significator is Jack of Diamonds

Jack of Diamonds

 * Card/s: Knight or Page of Pentacles or Cups, or The Hermit
 * Description:
 * Upright:  When Nic declares he is resting during revelations, he gains Fortified X, where X is the numeric value of his significator. This overwrites all previous instances of Fortified, and removes all instances of Exposed.
 * Reversed: Nic still gains Fortified X as a result of his ability, but X is only half the numeric value of his significator, rounded up. This overwrites all previous instances of Fortified, and removes all instances of Exposed.

Captain Nic

 * Card/s: King of Cups or Swords, or The Emperor
 * Description: He embraces his unabashedly grimderp glory.
 * Upright: All his defense maneuvers deal 5 overwhelming damage to his opponent.
 * Reversed:  When Nic rests, all his 'actions' deal 5 overwhelming damage to the opponent, on top of his natural 'defense' ability.

Single-card Maneuvers
- Card: any non-royalty suit card (non-major arcana) with a value above 6. - Energy cost: 1 - Type: Defense - Chain. If the enemy attacked this round, prevent all damage caused by their maneuver. - Card: any non-royalty suit card (non-major arcana) with a value below 6. - Energy cost: 1 - Type: Defense - Nic gets Fortified 5 prior to entering round comparison. If he already has Fortified, he gains Strengthened 5 instead. - Card: Any Major Arcana with a numeric value above 10. - Energy cost: 1 - Type: Heal - Purge Nic. If unreversed, Nic draws 5 cards.
 * Tactical Advance
 * Tactical Withdrawal
 * Requisition Rally Point

Double-card Maneuvers
- Card: Major Arcana as Initiator, Suit Card with higher value than Initiator. - Energy cost: 2 - Type: Attack - For the purpose of comparison, add Nic's Fortified status effect value to this maneuver's total numeric value. If Nic's attack is not reversed, the opponent is stunned. - Card: Hermit or Knight of Pentacles or Cups as Initiator, any card that shares the same suit as the initiator. - Energy cost: 2 - Type: Defense - This maneuver cannot be ignored. If unreversed, gain an additional innate ability called "Iksarim": "Whenever Nic defends, he may reveal the top card of the destiny stack and place it in his potencies." If Nic already has Iksarim, he instead declares a suit and reveals cards from the top of the destiny stack until he finds a card of the selected suit, then places it into his potencies. The destiny stack is shuffled afterwards.
 * Furious Charge
 * Iksarim, the Lonesome Road

Triple-card Maneuvers
- Card: Any three cards, each with numeric values above 5. - Energy cost: 3 - Type: Defense - Ignore the opponent's action. Nic gains Blessed 5, Energy Surge 5 and Regeneration 5.
 * Bunkering

Quadruple-card Maneuvers
- Card: Page or Knight of pentacles or cups as initiator, Three cards that share the initiator's suit. - Energy cost: 4 - Type: Defense - This maneuver cannot be ignored. If unreversed, gain an additional innate ability called "Psy" : "At the end of each round, if the opponent fails to deal damage to you, restore one energy." If Nic already has Psy, this maneuver causes Energy Sap 4 to the opponent instead. - Card: The Emperor, or King of Cups or Swords as Initiator, three cards that share the initiator's suit. (In the case of Emperor, three Major Arcana) - Energy cost: 4 - Type: Attack - This maneuver cannot be ignored. If unreversed, gain an an additional innate ability called "Nova" : "Whenever you declare a defense action (at the beginning of a round), the opponent gains Incompetent." If Nic already has Nova, this maneuver causes Incompetent instead.
 * Prince of Quasar 799 ~"Psy"~
 * Zauber Laser Liner 155 ~"Nova"~ 

Quintuple-card Maneuvers
- Card: The Fool as Initiator, Any 4 cards. - Energy cost: None - Type: Heal - Declare a cardtype: Either a suit or 'Major Arcana', then reveal the top 4 cards of the Destiny Stack. If the declared top four cards are not all of the declared type, remove the Fool from the game, and return it to your potencies at end of turn. If the 4 top cards are all of the same type as that declared, the opponent takes overwhelming damage equal to the 4 cards' (other than the fool) combined numeric values.
 * The Lair of Infinite Nazis

Dennis - The Ace of Diamonds
Highly versatile character, relying on his powerful significators. Highly Technical, but rewarding. Description here.
 * Health : 40 (Sub-standard)
 * Energy : 8 (Sub-standard)
 * Potency threshold : 6 (Above-Average)
 * Innate Ability:  Secrets of the Uddex Cotartos  - For the purposes of the numerical values required for his maneuvers, Domis may choose to count only the Ones value of each card when calculating the total needed. Royalty cards all count as '1' for this rule. Domis can switch significators even if they are reversed.

SIGNIFICATORS
By default, Domis's Significator is Domis Basool the Dark Adeept.

Domis Basool the Dark Adeept

 * Card/s: Magician or Ace of Pentacles
 * Description: Master of the arcane and the esoteric, a sorcerer with no equal.
 * Upright: If you have a significator card in your potencies during revelations phase, you may declare that you are using this significator's special ability. Return the Domis Basool significator to your potencies, and place the new significator on the field. Its abilities activate.
 * Reversed: You may still use the above ability, but the Domis Basool significator is discarded instead.

Daniss the Dark Angel

 * Card/s: Hierophant or Ace of Swords
 * Description: Dark emissary of the heavens, bestowing eldritch knowledge to all who wish it.
 * Upright: At Karmic shift, Daniss may choose, as a boon, to search the discard pile for a desired card, and put it into his potencies. This occurs at the end of Karmic shift, after all cards have been placed into the discard pile.
 * Reversed: At Karmic Shift, Daniss may choose, as a penalty, to draw a number of potencies equal to the number of his reversed cards.

Derubamesh

 * Card/s: Tower or Ten of Swords
 * Description: A demon who brings the ultimate fate to the enemies of the Great will.
 * Upright: Whenever Derubamesh does an attack, he heals life equal to half the numerical value of that attack, rounded up.
 * Reversed: Whenever the opponent takes damage, Derubamesh heals that much life.

Pimpo

 * Card/s: Emperor or Ten of Pentacles
 * Description: A wealthy merchant... of violence.
 * Upright: When Pimpo rests, treat each round of combat as a draw phase. (At the beginning of the round, draw until you reach your potency threshold. If you are already at/over your potency threshold, draw only one card instead.)
 * Reversed: When Pimpo rests, both players treat each round of combat as a draw phase. (At the beginning of the round, both players draw until they reach their potency threshold. If they are already at/over their potency threshold/s, they draw only one card instead.)

Dennis Ray

 * Card/s: The Chariot or The Star
 * Description: Empowered by the blessings of Mother Mustang, he fights for the galaxy of the wild stallion.
 * Upright: As long as the numeric value of an action he performs is over 5, Dennis gains the Power of the Horse. This reflects as the 'FULL FORCE' status effect, which is essentially Recovery 5, Strengthened 5, and Fortified 5 for the next round. None of these status effects can be removed or nullified individually, it can only be removed by Purging. FULL FORCE also stacks with individual instances of strengthened, fortified or recovery.
 * Reversed: Dennis asks Mother Mustang for help and there is no reply.

The Master Racist

 * Card/s: Judgement
 * Description: Racist of everyone including himself, rumored to be an incarnation of Brown Madness.
 * Upright: The Fool's special ability is nullified - it has a value of Zero. Remove all Immune status effects, and no Immune status effect may be applied on any character for as long as the Master Racist is the player's chosen significator.
 * Reversed: The Fool's special ability is nullified - it has a value of Zero. As soon as this significator is reversed, purge all players. No status effect may be applied on any character.

Single-card Maneuvers
- Card: Any card with a converted or natural value of 1 - Energy cost: 1 - Type: Heal - Draw a card. If you are Domis Basool, reduce damage that would be dealt this round by 11. - Card: Any card with a converted or natural value of 2 - Energy cost: 1 - Type: Defense - Chain. If you are Daniss the Dark Angel, The ability of the opponent's action does not trigger, but round comparison resolves as normal. - Card: Any card with a converted or natural value of 3 - Energy cost: 1 - Type: Attack - The opponent discards a potency. If you are Pimpo, restore 1 energy. - Card: Any card with a converted or natural value of 4 - Energy cost: 1 - Type: Attack - The opponent gains Exposed 4. If you are Derubamesh, the opponent gains Weakened 4. - Card: Any card with a converted or natural value of 5 - Energy cost: 1 - Type:Heal - Gain the FULL FORCE status effect (combination of Strengthened 5, Fortified 5, Recovery 5) for your next action. If you are Dennis Ray, you gain individual instances of Strengthened 5, Fortified 5, and Recovery 5. - Card: Any card with a converted or natural value of 6 - Energy cost: 1 - Type: Defense - This card cannot be reversed. If you are the Master Racist, Ignore the opponent's action.
 * Point Taken
 * The Thing is...
 * *Snap Fingers*
 * Mongrels!
 * Mother Mustang, what must I do!?
 * 

Double-card Maneuvers
- Card: Initiator with a value of 1, Any card. - Energy Cost: 2 - Type: Attack - If you are Domis Basool, purge the opponent before entering Round Comparison. If the opponent's numerical value is exactly the same as this maneuver's total numerical value, reverse that opponent's action this turn. - Card: Any two cards, with converted or natural values amounting to 3. (Safe Man is Three Units) - Energy Cost: 2 - Type: Defense - Purge Dennis at end of round. If you are Daniss the Dark Angel, Draw 3 cards. - Card: Any two cards, with converted or natural values amounting to 6. - Energy Cost: 2 - Type: Defense - If this card is not reversed, gain 6 life. If you are Derubamesh, the enemy loses 6 energy. - Card: Any two cards, with converted or natural values amounting to 10. - Energy Cost: 2 - Type: Heal - Restore all Domis' energy, up to maximum Energy. If you are Pimpo, draw cards until you meet your potency threshold. If you were already at or over your potency threshold, draw a card instead. - Card: Any card with a natural or converted value of 0 as Initiator, Any card. - Energy Cost: 2 - Type: Attack - If the opponent used the Fool this round, nullify it's ability and it has an effective value of zero. This attack's total numerical value is equal to the opponent's numerical value plus X, where X is the value of the second card used for this maneuver. If you are The Master Racist, the opponent gets Cursed X as well.
 * Destroy Object
 * Cape of Safe Man
 * Wrap it up!
 * Resplendent Regalia of Ruz
 * I pity the Fool

Triple-card Maneuvers
- Card: Any Three cards whose combined normal or converted values equal 4 - Energy Cost: 3 - Type: Attack - This attack deals overwhelming damage. If you are Domis Basool, the opponent takes double this amount instead. - Card: Any Three cards whose combined normal or converted values equal 9 - Energy Cost: 3 - Type: Heal - Domis gains Strengthened 9. If unreversed, chain. If you are Derubamesh, deal additional overwhelming damage equal to the total numerical value of this maneuver. - Card: Any Three cards whose combined normal or converted values equal 2 - Energy Cost: 3 - Type: Defense - If unreversed, the opponent discards all his/her potencies. If you are Daniss the Dark Angel, The opponent has Cursed 2. - Card: Any Three cards whose combined normal or converted values equal 3 - Energy Cost: 3 - Type: Heal -  You gain Blessed (3), then Chain. If you are the Master Racist, the opponent is stunned.
 * Charge of the Lemmen Butten
 * Gate of Martial Arts
 * Idiot Voice
 * Ghost Muscle

Quadruple-card Maneuvers
- Card: Any Four cards whose combined normal or converted values equal 7 - Energy Cost: 4 - Type: Heal - Ignore the opponent's action. If you are Domis Basool, gain Regeneration (7), Energy Surge (7), and Blessed (7). - Card: Any Four cards whose combined normal or converted values equal 11 - Energy Cost: 4 - Type: Defense - Ignore the opponent's action this turn. If you are Daniss the Dark Angel, End the turn before entering round comparison. (All cards except significators on the battle spread are put into the discard pile, no karmic shift occurs, move to omens phase) - Card: Any two pair of cards whose paired normal or converted numerical values are in ascending order. (i.e. 1,1,2,2 or 3,3,4,4 etc) - Energy Cost: 4 - Type: Attack - Resolve this attack as an extra round. The opponent's action this round is resolved before the beginning of next round, as if an extra round. If you are Derubamesh, deal additional overwhelming damage equal to your current health.
 * Doctor Basool's White Soda - Superior Taste!
 * Holy Bound Away
 * Sh*t Kazmi, Vinducave of Ferge Werld Mavs

Quintuple-card Maneuvers
- Card: Any 5 Cards whose combined normal or converted values equal 22 - Energy Cost: 5 - Type: Defense - Ignore the Opponent's action. He is Elfed. (Status Effect Elf - counted as stunned for the entire remainder of the turn. If this is the last round of this turn, he is stunned for the entire next turn.) If you are Domis Basool, opponent is also Incompetent. - Card: Any 5 Cards whose combined normal or converted values equal 25 - Energy Cost: NONE - Type: Attack - If you deal at least one damage as a result of this maneuver, and have the FULL FORCE status effect, win the game. If you are Dennis Ray, you gain the FULL FORCE status effect prior to round Comparison.
 * Penultimate Grimoire of Masalwawas : "The Uddex Cotartos"
 * Five Glories of The Santa Ana Racetrack ~ "Ultra Rey"

Xergei - The Ace of Spades
Technical offensive fighter, but with great defense options. Description here.
 * Health : 25
 * Energy : 10
 * Potency threshold : 4
 * Innate Ability: Always have a Plan B - If not defending, Xergei always counts as having a 2 Defense Value against Health Damage.

Standard Abilities

 * [0][0]Move - Standard Movement : Move 1 step away or towards your opponent. | None. [1P : Range moved +1]

Affinity Abilities

 * Ace of Swords / 1 [3E][1P] Attack - Critical Failure : Reduce all Defense Values to one this turn. Deal 10 Health Damage to an opponent. | 0-2R [1P : Increase damage by one.]
 * The World / 21 [7E][3P] Defense - The Great Ruse : Upon entering combat, no action occurs this turn. No ability takes effect this turn. | All Range [2P : If true affinity, The World is not removed from the game, and is shuffled into the destiny stack.]

Fizzaeus - the Doruma Archmagus
Technical Fighter, who uses his opponent's own abilities against them. Description here.
 * Health : 50 (Average)
 * Energy : 10 (Average)
 * Potency threshold : 5 (Average)
 * Innate Ability: The Highlander's Hall - When Fizzaeus rests, purge him and his opponent at end of turn.

SIGNIFICATORS
By default, Fizzaeus' default significator is the Doruma Archmagus

The Doruma Archmagus

 * Card/s: King of Wands or Hermit or Seven of Wands
 * Description:
 * Upright: At the end of turn, the opponent takes damage equal to the number of Status Effects currently on him/her. Each instance (stacks of bleeding count) deals 1 overwhelming damage.
 * Reversed: At the end of turn, Fizzaeus takes damage equal to the number of Status Effects currently on him/her. Each instance (stacks of bleeding count) deals 1 overwhelming damage.

Single-card Maneuvers :
- Card: Highest valued card in your potencies. - Energy cost: 1 - Type: Attack - The opponent gains weakened (X) where X is the value of the card used for this maneuver.
 * Bro, do you even lift?

Emperor Han - The Ace of Clubs
Offensive fighter, concentrating on disabling opponents while finishing them off. Description here.
 * Health : 25
 * Energy : 10
 * Potency threshold : 5
 * Innate Ability: Chikraytow - Whenever Emperor Han successfully lands an attack, the enemy loses one energy at end of turn.

Standard Abilities

 * [0][0]Move - Standard Movement : Move 1 step away or towards your opponent. | None. [1P : Range moved +1]

Affinity Abilities

 * Ace of Wands / 1 [3E][1P] Attack - Hemmerfist

Chupul - The Fourth Jay
Straightforward Character, whose moves stun opponents and set him up for massive damage. Beginner Friendly. Description here.
 * Health : 40 (Sub-standard)
 * Energy : 12 (Above Average)
 * Potency threshold : 4 (Sub-standard)
 * Innate Ability:  Katanas   - You may use any card of sword suit as the initiator for all his attack maneuvers. If Josh wins a karmic shift, he gains Energy Surge X, where X is the number of his unreversed cards.