Tags: WLW, Swears, Violence, Women I'm so fucking gay for, Castlevania, OC, Character Death, I wish they were real Q~Q
The year is 2052, and America has fallen. Dracula is the Vampire President, and the rest of the world has shrugged as he begins his extermination of humanity within the US borders. You control a Belmont, as she battles from Los Angeles, to Washington DC to finally slay Dracula, and clear his monsters from this land.
This quest uses playing cards in Tabletop Simulator to create a simple, but deep RPG system. Modify your skill decks and collect abilities to create a powerful engine that will lead you to victory.
1094 - Leon Belmont and Mathias Cronqvist become vampire hunters and slay a vampire named Walter Bernhard, but not without Mathias secretly being turned. Mathias retires to study science in peace. Later, after the death of Leon, Mathias takes on the name Vlad Tepes, Count Dracula.
1455 - Dracula weds Lisa, a human, and shares a lovely life with her, including siring a son whom they name Alucard.
1475 - The local clergy kidnaps Lisa Tepes and burns her at the stake. Dracula swears an oath of vengeance against all of humanity, becoming the immortal Demon King.
1476 - Trevor Belmont, with the help of Alucard and Sypha, defeats Dracula.
1576 - Humans revive Dracula in Wallachia, expecting boons from a grateful dark master. Christopher Belmont takes up the mantle and attempts to slay Dracula but fails.
1591 - Soleil, Christopher's son, is possessed by Dracula, leading Christopher to Dracula for a final confrontation where Dracula is slain.
1691 - Dracula is reborn, and Simon Belmont fights for Wallachia's soul, but not without being cursed to die a slow and painful death.
1792 - Richter Belmont fails to defeat Dracula, forcing Alucard Tepes and Maria Renard to team up and save Richter, defeating Dracula once again.
1897 - A group of adventurers, including the American Quincy Morris (a distant Belmont relative), pursue Dracula to Transylvania from London and destroy the vampire, at the expense of Quincy's life in the bloody battle.
1999 - Dracula wages a bloody war against a world far more connected than he had ever suspected. Julius Belmont defeats Dracula and locks Dracula's castle behind the eclipse, hoping that if Dracula returns, he'd be separated from his power.
2017 - Dracula is reincarnated as Soma Cruz.
2035 - Our story diverges here, where Soma, instead of defeating Dracula as in Canon, falls prey to his past life and returns to wage a war of terror.
February 2035 - Soma Cruz, an American exchange student in Japan, walks through a torii and finds himself in Dracula's castle. Unable to resist the overwhelming influence of his past life, he turns into Dracula. He fights with Julius Belmont and Alucard Tepes, defeating them both before returning to America to run for president.
November 2035 - Due to Soma's overwhelming support, and with the Republican party facing major losses for the last decade, the conservative Supreme Court passes the 28th amendment, lowering the age to run for President to eighteen.
November 2036 - President Cruz is elected to office.
2037 - The conservative-controlled government becomes extremely isolationist, pulling out of every armed conflict, reneging on every treaty or deal the country has. Weapons and bases are left empty, with their tools of slaughter left behind. Soldiers return home from far-off lands.
April 29th, 2039 - Dracula's Castle replaces the White House, and all throughout America, monsters start to overrun the streets. The government and military, infiltrated by his loyalists, fail to respond effectively.
2040 - Widespread panic leads to societal breakdown. Some areas become heavily infested with monsters, while others turn into fortified safe zones for survivors.
2041 - Canada and Mexico close their borders to fleeing Americans, using the paranormal threat as an excuse to open fire on those who try to leave the country.
2042 - American allies rebuild their lost infrastructure without America. All refuse to engage with a nuclear nation having a "civil war." Business goes on as usual outside the nation's borders.
2052 - Your Belmont, having spent the last 26 years living in a dismantled empire, takes up arms against Dracula.
This quest uses two decks of playing cards divided into Belmont Skill Decks and Fate Challenge Decks to resolve challenges, with each suit representing a different skill. When a choice is made, a skill card is compared to a challenge card. If the Skill card is Higher or Equal to the Challenge Card, the task succeeds. This is the core mechanic of the game; all other rules, abilities, and modifiers revolve around this core resolution mechanic.
Character creation and progression come from attaching abilities to cards, gaining abilities, and modifying both The Belmont's deck and Fate's Deck.
If you are the type to learn by reading, I have tried to create a very thorough rule document. I do not believe the system is complicated, but I did want to be thorough, which ended up being very verbose.
If you are the type to learn by example, skip ahead to the examples, which are written with the assumption you did not read the rule document.
Here is the rule codex:
Suits to Skills
Clubs - represent Sharp; this works as both technical skill and specialized intelligence. Engineering, deal-making, lockpicking, noticing details, and fighting with a gun are all under sharp.
Spades - represent Brawn; this works as both physical athleticism and general willpower. Researching, intimidating, running, using The Belmont's looks, and fighting with an axe are all under Brawn.
Hearts - represent Heart; this works as both emotional intelligence and overall stamina. Counseling, consoling, holding The Belmont's breath, going without food, and fighting with a whip are all under Heart.
Diamonds - represent Magic; This is your casting ability and is used for general casting, but also as a resource for any special abilities that The Belmont may obtain on their journey.
The Token represents the discard pile and will be placed on the deck when it's on its last card.
Each card on Belmont's side is called a skill card. Belmont's decks are skill decks. Collectively they belong to Belmont.
Each card on Fate's side is called a challenge card. Fate's decks are called challenge decks. Collectively they belong to Fate.
The card at the top is on Luck's side, each one is a luck card. Luck's deck is called the luck deck. Collectively they belong to Luck.
You, the reader, are the audience. No cards belong to you yet.
Task Resolution
To succeed in a task, The Belmont's skill card value, after Luck bonuses are applied, must meet or exceed the revealed challenge card value from Fate's appropriate challenge deck. In most cases, the skill cards the audience chooses from will be revealed at the time of voting, while the challenge cards in the challenge decks will be hidden. Discard piles will be public knowledge and shown next to each respective deck.
A task fails when the skill card's value, after bonuses and maluses, is lower than the challenge card. A task also fails if the last card in a deck is chosen. When a task is failed, an Ace gets placed on the top of the related skill deck (or decks), guaranteeing success the next time that skill is chosen.
If the Luck Card suit matches the suit of the chosen skill card, it counts as one card higher.
If the value matches, it counts as two cards higher.
If both match, the card counts as an auto-success, even in instances where victory would be impossible.
Bonuses are applied in the order of Sharp, Brawn, Heart, Magic, and then Luck. Bonuses do not follow any other order of operations.
Maluses are applied after Bonuses.
Deck Configurations
Belmont and Fate have their respective cards split into 4 decks, separated by suit.
The Belmont starts with 8 cards per skill deck: a 7, 8, 9, 10, Jack, Queen, King, and Ace.
Fate starts with the same per challenge deck but only contains a 9, 10, Jack, Queen, King, and Ace.
The luck deck contains a copy of every card from each of Belmont's skill decks. Any modifications The Belmont makes to their deck also affect the luck deck.
Author's Note: Notice that Belmont has a 7 and 8, meaning that Belmont will almost always lose on those cards, as a 7 or 8 will not meet or beat a 9 on its own.
Sure! Let's do a few examples of play and situations that might come up.
Just keep the following thing in mind.
Suits to Skills
Clubs - represent Sharp; this works as both technical skill and specialized intelligence. Engineering, deal-making, lockpicking, noticing details, and fighting with a gun are all under Sharp.
Spades - represent Brawn; this works as both physical athleticism and general willpower. Researching, intimidating, running, using The Belmont's looks, and fighting with an axe are all under Brawn.
Hearts - represent Heart; this works as both emotional intelligence and overall stamina. Counseling, consoling, holding The Belmont's breath, going without food, and fighting with a whip are all under Heart.
Diamonds - represent Magic; This is your casting ability and is used for general casting, but also as a resource for any special abilities that The Belmont may obtain on their journey.
First, a scenario is dictated in which failure is possible.
[...]
"Your words are as empty as your soul! Mankind ill needs a savior such as you!" Richter roared, his fist tightening on his whip.
The lavish throne room was dim and chilly. The candles flickered in the pale moonlight as Dracula stood to his full height. He stared into his wine glass, ignoring Richter entirely. "What is a man?" he whispered. Then, in a rage, he slammed his wine glass against the wall, sending glass everywhere.
"A miserable little pile of secrets! But enough talk! Have at you!" Then he lunges at Richter with undead fury.
In response, Richter Lucky, 8 of Hearts
[ ] - Sharp 7 - Rolls beneath the Count, easily dodging his wrath.
[ ] - Brawn 10 - Coils his whip around his fist, punching Dracula in the face.
[ ] - Heart 8 (LUCKY! CRITICAL SUCCESS!) - Unleashes his whip and quickly wraps it around the creature's throat.
[ ] - Magic K - Summons Holy Water to crash down on the foul count.
The audience's highest card on the table is the Magic King, so at a quick glance, that would be a good play.
K > 9 - SUCCESS!
Richter stood his ground and pulled out a crucifix. A thin beam of holy water connected with the count, his skin bubbling under the radiant torrent.
Good job, Richter! You get 'em!
But there are a few other ways this could have gone. What if Richter had picked Sharp?
7 < 9 - FAILURE! Reshuffle decks!
Richter rolls low and catches Dracula's knee with his teeth. He's flung backward and smashes against the stone wall. Blood drips from his broken nose as he readies himself for more violence.
Ah, right, sorry Richter. I forgot! The Fate deck contains a 9, 10, J, Q, K, and A. That means that in almost every situation, a Belmont's 7 or 8 would mean failure. This could be a good thing, as Richter's Ace of clubs is now prepared for his next skill check!
We should note, though, that Luck is always on Belmont's side. Let's see how that rather complicated Heart action would play out.
LUCKY! Matching Suit and Number! Critical Success!
Richter lashes out with his whip, trying to wrap it around the creature's throat. Holy light surges through its blessed threads, and instead, he cleanly severs Dracula's head from his body. The count's corpse somersaults forward with unerring ease, as a demon's visage starts to grow from the new hole. The first phase of the fight is complete, but the battle is far from over...
Normally, emptying Fate's challenge deck would trigger an automatic failure, but due to Luck matching both the Suit and Number of the chosen skill card, this results in a critical success. A critical success can never be defeated. Instead, the cards are shuffled, and an Ace is placed on top of the Heart Skill Deck as if they failed the check. This would be a rare case to come up, but I thought I'd cover it.
Now, let's build-a-Belmont
Her name is [WRITE-IN] Belmont.
Born in 2026 under the auspices of the stars and planets, she was a:
Add an Ace to a Belmont Skill Deck
[ ] - Water Sign (Add 1 Ace to Sharp)
[ ] - Fire Sign (Add 1 Ace to Brawn)
[ ] - Air Sign (Add 1 Ace to Heart)
[ ] - Who knows? She never really believed in Astrology (Add 1 Ace to Magic)
The first 10 years of her life were inconsequential. She never lacked anything, and whoever her parents were, they loved her deeply:
Remove a 7 from a Belmont Skill Deck
[ ] - Her father was a Belmont, her mother an engineer. Her weapon, a gift from her father. (Remove a 7 from Sharp.)
[ ] - Not raised by a Belmont, she is a distant relation. Her parents were affluent socialites. Her weapon, a gift from a mysterious woman. (Remove a 7 from Brawn.)
[ ] - Her mother was a Belmont, her father a therapist. Her weapon, a gift from her mother. (Remove a 7 from Heart.)
[ ] - Not raised by family, she was a ward of the court, left at a firehouse. Her weapon, the only thing left with her. (Remove a 7 from Magic.)
Things went to hell during her freshman year of high school, and that's when she picked up her vice. If the world was ending, why not indulge a little?
Whenever narratively appropriate, Belmont will partake in her vice; when she does, she takes the highest value card of the related skill out of her discard and shuffles it back into her related skill deck.
[ ] - Cigarettes (Sharp)
[ ] - Vape (Brawn)
[ ] - Cloves (Heart)
[ ] - Stress Spliffs (Magic)
One thing she missed most about Old America was the internet. Now, Wi-Fi was spotty satellite coverage at best, especially with most data centers under siege. A few years later, she lost her guardians when the safe zone she lived in fell. There, she learned to survive and developed a unique relationship with Fate.
How did Belmont's parents die?
Remove an Ace from a Fate Challenge deck
[ ] - Stabbed by Dracula-worshipping cultists in Salt Lake City, Utah. (Remove an Ace from Fate's Sharp Challenge Deck)
[ ] - Shot by corrupt sheriffs in Arlen, Texas. (Remove an Ace from Fate's Brawn Challenge Deck)
[ ] - Flattened by a rogue "auto-pilot" electric car in San Francisco, California. (Remove an Ace from Fate's Heart Challenge Deck)
[ ] - Disappeared by a deer that walked on two legs with a broken neck in the Appalachia Mountains, Harlan, Kentucky. (Remove an Ace from Fate's Magic Challenge Deck)
Part of the reason she survived is thanks to her family heirloom. Passed down by her parents, whether she knew them or not, this enchanted piece of technology never left her side.
What was this Belmont's family weapon?
Pick a weapon, the weapon is tied to a skill The Belmont will generally use for violence.
[ ] - This is America. The Colt .45 Single Action Army Handgun. The gun that won the west. (Sharp)
[ ] - The Modern Battle-axe. An electric guitar that never breaks and doesn't need an amp. (Brawn)
[ ] - The Classic. Not The vampire killer, but a Belmont whip nonetheless. (Heart)
She eventually made it to Los Angeles, finding work and community near a stronghold centered around the University in West Adams. There, she proved herself as a Belmont, regularly hunting monsters. However, that wasn't always enough to make ends meet, so when she needed extra money, she spent her free time:
Pick an ability
[ ] - As a hydroponic herbalist (On a successful Sharp Check, replace the next top Challenge Card with the lowest in the Sharp Challenge Discard Pile face-up. If the current Sharp Challenge Card would be the lowest, it is just discarded.)
[ ] - As a pit fighter (On a failed Brawn Check after shuffling, place the highest Brawn Challenge Card that would lose to the highest Brawn Skill Card in your deck on top of it's Challenge Deck face up.)
[ ] - As a shift-guard (On a failed Heart Check, place the highest value Skill Card that is not an Ace in the Belmont's Discard on top of its Skill Deck.)
[ ] - As a Delivery Girl (On a successful Magic Check, flip a coin; if heads, all skill cards are one value higher in the next skill check.)
Dual Clubs
Two large horns taken from a triceratops' remains. Not particularly sharp, these enchanted pieces of calcium are capable of macerating meat, mineral, or metal. The horns are indestructible, being harder than stone.
Brawn Failure Trigger: Draw 1 (Exhaust) If triggered, discard an additional Brawn Skill Card and pass the skill check instead. Add an exhaustion token to the Brawn Skill Deck until it is reset. This effect cannot be activated on the Brawn Skill Deck if it already has an exhaustion token. The effect does not activate if there is no card to draw, or only one card, as it would still result in a failure. This effect does not prevent failures from the last card being drawn in the Skill or Challenge decks.
Necklace: Ankh Earrings
Ankh Necklace
A cheap gold necklace with a pink anodized charm in the shape of an Ankh, looted from the Santa Monica Boardwalk. Its sheen has started to dull and wear off, revealing the inexpensive aluminum beneath. The chain has left a green line around Patience's neck.
Armor: Denim Jacket
Denim Jacket
A denim jacket covered in patches and signatures. Everywhere Patience goes, she collects a patch or gets someone to sign the jacket. The overlapping signatures are becoming hard to read, except for one under the collar, which reads "Fiona" with a heart dotting the 'i'.
Belt Buckle: FAFO Bull's Head
FAFO Bull's Head
A belt buckle featuring a bull's head over an encircled star, with the letters FAFO emblazoned above. The blood of a Texan Sheriff has stained the eyes of the bull red.
Boots: Knee-high Lace-ups
Goth Steel-toed Shit Kickers
Scuffed leather boots with bits of steel poking through the toes. Thick laces run up to Patience's knees, adorned with spikes and chains. They are made of the highest quality pleather available.
Gloves: Fingerless Gloves
Fingerless Gloves
One-size-fits-most gloves with the fingers cut out. The elastic has been stretched to its limits.
Carabiner: Puffy - Right Back Atcha Keychain
Puffy - Right Back Atcha Keychain
A keychain featuring the stronger-than-some-gods pink cream puff Puffy riding a star with a long rainbow trail, reading "Right Back Atcha." Inside, there's a piece of printer paper with a picture of Patience, her mother, and her father playing music together.
Artifacts do not need to be equipped, they simply work automatically.
Beloved Drawing
A drawing depicting Mr. Shoresy Laroux, Ms. Monica Laroux, and Ms. Isabella Fernandez (once Isabella Laroux). On the back, a giant smiley face says, "Happy Birthday Dad, I love you!" The paper is warm to the touch, as if left in the sun, even in the coldest room.
Heart Failure Trigger: 4 Magic If triggered, uses 4 Magic Cards to pass Failed Heart Checks (Will not trigger if there are fewer than 4 Magic Cards in the Magic deck)
Inventory items do not affect Patience. Anything that would have an effect would be classified as an artifact.
Belmont Guitar
A gift to Patience from her mother. This wicked axe has been modified to also function as an electric guitar. The body of the guitar is a gleaming blade adorned with a laughing imp, where the guitar strings terminate in the imp's mouth, and flames crawl up its sides. The fretboard, stock, and head form a giant crucifix, with the thorns on the crown of the savior's head acting as tuners for the strings. Red paint trails from the savior's crucifixion down to the flames below.
Belmont Stats:
===> Sharp A/K/Q/J/10/9/8/7 ===> Brawn A/A/K/Q/J/10/9/8/7 = Pit Fighter
Brawn Failure Trigger: No Cost
Place the Highest Brawn Challenge Card, that would still lose to the highest Brawn Skill Card in your deck on top of it's Challenge Deck face up. ===> Heart A/K/Q/J/10/9/8 ===> Magic A/K/Q/J/10/9/8/7
This contains the rules, and any questions that may come up, including errata, or clarification on confusing abilities
This quest uses two decks of playing cards divided into Belmont Skill Decks and Fate Challenge Decks to resolve challenges, with each suit representing a different skill. When a choice is made, a skill card is compared to a challenge card. If the Skill card is Higher or Equal to the Challenge Card, the task succeeds. This is the core mechanic of the game; all other rules, abilities, and modifiers revolve around this core resolution mechanic.
Character creation and progression come from attaching abilities to cards, gaining abilities, and modifying both The Belmont's deck and Fate's Deck.
If you are the type to learn by reading, I have tried to create a very thorough rule document. I do not believe the system is complicated, but I did want to be thorough, which ended up being very verbose.
If you are the type to learn by example, skip ahead to the examples, which are written with the assumption you did not read the rule document.
Here is the rule codex:
Suits to Skills
Clubs - represent Sharp; this works as both technical skill and specialized intelligence. Engineering, deal-making, lockpicking, noticing details, and fighting with a gun are all under sharp.
Spades - represent Brawn; this works as both physical athleticism and general willpower. Researching, intimidating, running, using The Belmont's looks, and fighting with an axe are all under Brawn.
Hearts - represent Heart; this works as both emotional intelligence and overall stamina. Counseling, consoling, holding The Belmont's breath, going without food, and fighting with a whip are all under Heart.
Diamonds - represent Magic; This is your casting ability and is used for general casting, but also as a resource for any special abilities that The Belmont may obtain on their journey.
The Token represents the discard pile and will be placed on the deck when it's on its last card.
Each card on Belmont's side is called a skill card. Belmont's decks are skill decks. Collectively they belong to Belmont.
Each card on Fate's side is called a challenge card. Fate's decks are called challenge decks. Collectively they belong to Fate.
The card at the top is on Luck's side, each one is a luck card. Luck's deck is called the luck deck. Collectively they belong to Luck.
You, the reader, are the audience. No cards belong to you yet.
Task Resolution
To succeed in a task, The Belmont's skill card value, after Luck bonuses are applied, must meet or exceed the revealed challenge card value from Fate's appropriate challenge deck. In most cases, the skill cards the audience chooses from will be revealed at the time of voting, while the challenge cards in the challenge decks will be hidden. Discard piles will be public knowledge and shown next to each respective deck.
A task fails when the skill card's value, after bonuses and maluses, is lower than the challenge card. A task also fails if the last card in a deck is chosen. When a task is failed, an Ace gets placed on the top of the related skill deck (or decks), guaranteeing success the next time that skill is chosen.
If the Luck Card suit matches the suit of the chosen skill card, it counts as one card higher.
If the value matches, it counts as two cards higher.
If both match, the card counts as an auto-success, even in instances where victory would be impossible.
Bonuses are applied in the order of Sharp, Brawn, Heart, Magic, and then Luck. Bonuses do not follow any other order of operations.
Maluses are applied after Bonuses.
Deck Configurations
Belmont and Fate have their respective cards split into 4 decks, separated by suit.
The Belmont starts with 8 cards per skill deck: a 7, 8, 9, 10, Jack, Queen, King, and Ace.
Fate starts with the same per challenge deck but only contains a 9, 10, Jack, Queen, King, and Ace.
The luck deck contains a copy of every card from each of Belmont's skill decks. Any modifications The Belmont makes to their deck also affect the luck deck.
Author's Note: Notice that Belmont has a 7 and 8, meaning that Belmont will almost always lose on those cards, as a 7 or 8 will not meet or beat a 9 on its own.
Sure! Let's do a few examples of play and situations that might come up.
Just keep the following thing in mind.
Suits to Skills
Clubs - represent Sharp; this works as both technical skill and specialized intelligence. Engineering, deal-making, lockpicking, noticing details, and fighting with a gun are all under Sharp.
Spades - represent Brawn; this works as both physical athleticism and general willpower. Researching, intimidating, running, using The Belmont's looks, and fighting with an axe are all under Brawn.
Hearts - represent Heart; this works as both emotional intelligence and overall stamina. Counseling, consoling, holding The Belmont's breath, going without food, and fighting with a whip are all under Heart.
Diamonds - represent Magic; This is your casting ability and is used for general casting, but also as a resource for any special abilities that The Belmont may obtain on their journey.
First, a scenario is dictated in which failure is possible.
[...]
"Your words are as empty as your soul! Mankind ill needs a savior such as you!" Richter roared, his fist tightening on his whip.
The lavish throne room was dim and chilly. The candles flickered in the pale moonlight as Dracula stood to his full height. He stared into his wine glass, ignoring Richter entirely. "What is a man?" he whispered. Then, in a rage, he slammed his wine glass against the wall, sending glass everywhere.
"A miserable little pile of secrets! But enough talk! Have at you!" Then he lunges at Richter with undead fury.
In response, Richter Lucky, 8 of Hearts
[ ] - Sharp 7 - Rolls beneath the Count, easily dodging his wrath.
[ ] - Brawn 10 - Coils his whip around his fist, punching Dracula in the face.
[ ] - Heart 8 (LUCKY! CRITICAL SUCCESS!) - Unleashes his whip and quickly wraps it around the creature's throat.
[ ] - Magic K - Summons Holy Water to crash down on the foul count.
The audience's highest card on the table is the Magic King, so at a quick glance, that would be a good play.
K > 9 - SUCCESS!
Richter stood his ground and pulled out a crucifix. A thin beam of holy water connected with the count, his skin bubbling under the radiant torrent.
Good job, Richter! You get 'em!
But there are a few other ways this could have gone. What if Richter had picked Sharp?
7 < 9 - FAILURE! Reshuffle decks!
Richter rolls low and catches Dracula's knee with his teeth. He's flung backward and smashes against the stone wall. Blood drips from his broken nose as he readies himself for more violence.
Ah, right, sorry Richter. I forgot! The Fate deck contains a 9, 10, J, Q, K, and A. That means that in almost every situation, a Belmont's 7 or 8 would mean failure. This could be a good thing, as Richter's Ace of clubs is now prepared for his next skill check!
We should note, though, that Luck is always on Belmont's side. Let's see how that rather complicated Heart action would play out.
LUCKY! Matching Suit and Number! Critical Success!
Richter lashes out with his whip, trying to wrap it around the creature's throat. Holy light surges through its blessed threads, and instead, he cleanly severs Dracula's head from his body. The count's corpse somersaults forward with unerring ease, as a demon's visage starts to grow from the new hole. The first phase of the fight is complete, but the battle is far from over...
Normally, emptying Fate's challenge deck would trigger an automatic failure, but due to Luck matching both the Suit and Number of the chosen skill card, this results in a critical success. A critical success can never be defeated. Instead, the cards are shuffled, and an Ace is placed on top of the Heart Skill Deck as if they failed the check. This would be a rare case to come up, but I thought I'd cover it.
Exhaust
When an item, ability, or effect carries an "Exhaust" tag, an exhaust token is added to the relevant Skill or Challenge Deck. This token remains until it is removed by another ability, a full rest, or when the deck is Reset.
Discard X
This tag indicates that you should discard a card from the specified Skill or Challenge Deck. If the discarded card is the last in the deck, the effect fails unless stated otherwise. In the Luck Deck, if the discarded card is the last and the vote involves more than one check, reshuffle the Luck Deck and use the new Luck Card for subsequent checks, following the order in the rules document (Sharp -> Brawn -> Heart -> Magic).
Magic X
When an item, ability, or effect includes a "Magic" tag, discard a card from the Magic Deck. Magic abilities will not be activated if there are insufficient Magic Skill cards in the deck unless specifically stated otherwise.
[X] Plan: Mage Hand
-[x] Serene Belment
-[x] - Who knows? She never really believed in Astrology
-[x] - Not raised by family, she was a ward of the court, left at a firehouse. Her weapon, the only thing left with her.
-[x] - Stress Spliffs
-[x] Disappeared by a deer that walked on two legs with a broken neck in the Appalachia Mountains, Harlan, Kentucky.
-[x] - The Classic. Not The vampire killer, but a Belmont whip nonetheless.
-[x] - As a Delivery Girl
So aces in the fate challenge deck guarantee that that deck card will win, unless an Ace is played on our side, delivery girl is the best of the ability imo, so I'll keep that in a central deck they rely on. Correct me if I'm wrong.
Whip works due to it working with the future abilities we'll pick up and its a classic.
Correct, and you'll start with an Ace on your side after any failure, guaranteeing a victory after any defeat. It's an uphill battle until your engine gets going for sure.
Coming back to this, I'd be remiss if I didn't mention that not every problem can be solved with one skill. While the example showed four skills that could be used during Richter's fight with Dracula, any skill check could come up (though it'll always be a choice of some kind.)
Coming back to this, I'd be remiss if I didn't mention that not every problem can be solved with one skill. While the example showed four skills that could be used during Richter's fight with Dracula, any skill check could come up (though it'll always be a choice of some kind.)
Really I'd rather have something that we can use reliably that can help boost our other decks than spreading it out and making it only a 60% we win any particular competition.
[X] Plan: Mage Hand
-[x] - Who knows? She never really believed in Astrology
-[x] - Not raised by family, she was a ward of the court, left at a firehouse. Her weapon, the only thing left with her.
-[x] - Stress Spliffs
-[x] Disappeared by a deer that walked on two legs with a broken neck in the Appalachia Mountains, Harlan, Kentucky.
-[x] - Shot by corrupt sheriffs in Arlen, Texas.
-[x] - The Classic. Not The vampire killer, but a Belmont whip nonetheless.
-[x] - As a Delivery Girl
So aces in the fate challenge deck guarantee that that deck card will win, unless an Ace is played on our side, delivery girl is the best of the ability imo, so I'll keep that in a central deck they rely on. Correct me if I'm wrong.
Whip works due to it working with the future abilities we'll pick up and its a classic.
Rule question: What happens if a card is boosted above ace?
Like if we had a magic king in skill and a sharp king in luck? Or a magic ace skill and any magic in luck.
Just normal "Skill value is above challenge value"?
A Brawn-heavy build with a little bit of love for Hearts. I picture Patti as taking after her therapist father until both of her parents were killed and then switching to heavy metal and pit fighting to deal with the pain. She's mostly rough and tumble still but has more emotional intelligence than people might suspect. We can find smart and/or magicky party members (I hope), a Belmont's job is standing toe-to-toe with evil and fighting to the death.
[X] Plan: I Trust in the Brawn of the Cards
-[X] Patience Belmont
-[X] Fire Sign (Add 1 Ace to Brawn)
-[X] Her mother was a Belmont, her father a therapist. Her weapon, a gift from her mother. (Remove a 7 from Heart.)
-[X] Cloves (Heart)
-[X] Shot by corrupt sheriffs in Arlen, Texas. (Remove an Ace from Fate's Brawn Challenge Deck)
-[X] The Modern Battle-axe. An electric guitar that never breaks and doesn't need an amp. (Brawn)
-[X] As a pit fighter (On a failed Brawn Check after shuffling, place the highest Brawn Challenge Card that would lose to the highest Brawn Skill Card in your deck on top of it's Challenge Deck face up.)
With all due respect to the magicians in the site (Please don't turn me into a hamster), Fuck magic.
The best quests I have read are the exciting fights of the guy (O girl) who fights against Demons, Dragons and beings capable of warping reality with just a pointed stick and the indomitable human spirit.
Also, the BONK memes are hilarious and give charisma compared to all the other wizard quests out there already.
EDIT:
Sorry doki doki, but the BONK is more important.
With all due respect to the magicians in the site, Fuck magic.
The best quests I have read are the exciting fights of the guy (O girl) who fights against Demons, Dragons and beings capable of warping reality with just a pointed stick and the indomitable human spirit.
Also, the BONK memes are hilarious and give charisma compared to all the other wizard quests out there already.
sure, but your plan doesn't involve whipping it good, so i can't vote for it
actually, you know what, here's an all-hearts plan
[X] Plan: Doki Doki Vampire Slayer
-[x] Kokoro Belmont
-[x] - Air Sign (Add 1 Ace to Heart)
-[x] - Her mother was a Belmont, her father a therapist. Her weapon, a gift from her mother. (Remove a 7 from Heart.)
-[x] - Cloves (Heart)
-[x] - Flattened by a rogue "auto-pilot" electric car in San Francisco, California. (Remove an Ace from Fate's Heart Challenge Deck)
-[x] - The Classic. Not The vampire killer, but a Belmont whip nonetheless. (Heart)
-[x] - As a shift-guard (On a failed Heart Check, place the highest value Skill Card that is not an Ace in the Belmont's Discard on top of its Skill Deck.)
You know, I've never been less convinced by arguments. I keep on seeing arguments people are making, and being less convinced of a path I was already for.
You know, I've never been less convinced by arguments. I keep on seeing arguments people are making, and being less convinced of a path I was already for.