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Character Creation

every character has a background and goal as well as abilities for both of them. each character also has Advantages and Flaws (similar to world of darkness). additionally, every character starts with a Mystical Item. 

Each player also chooses a Duelist Type, granting them a special starting set of cards to pick from before opening random packs.

Stats: Life points, Will Power, Stamina, Disposable Income and Debt Tracker, Equipment list, Power list.

Life points: the life point total of your character, playing normal duels won't lower your LP but Shadow Duels will.
Willpower: 
Stamina: playing card games (and roleplaying games for that matter) take mental power and effort, Stamina represents that. stamina can be regenerated after taking downtime actions such as sleeping and eating. some downtime actions also use up stamina for other benefits such as a job.
Disposable income and debt: Disposable income can be used to buy card packs, more expensive card packs have guaranteed legendary or mythic cards. if you don't have disposable income you can take on a debt, if you have any debt, you cannot take on more debt.
Equipment list: Tools your character has on-hand, such as Mystical items, a phone, deck case, wallet, etc. they can provide major or minor bonuses.
Powers: abilities you can use outside or during the card game, abilities can be granted from background, goals, and items

Backgrounds: Age range, Income, Support, 

Heir apparent: you were born into a wealthy family who desire profit and glory above all else. you start with more disposable income and can take on more debt, as well as request a loan from your family at a cost of social standing with them.

broke as hell: you start with little disposable income, 

Student: Despite the absurd amount of homework you still try to make time for your favorite card game to stay sane. your Job grants you disposable income, but now you have Homework, Work-Work, and your parents expectations on top of tournament prep to take care of.

Enthusiastic Kid: As a kid you have odd favorite cards that you enjoy playing with that don't quite work in a tournament setting. while you don't fully understand the rules you have people who want to help you learn and teach you how to play, even if they're annoying about it. you have an allowance and cannot take on debt. An allowance allows you to get disposable income without needing to spend downtime actions on a job but its not enough money to allow you to share with others for card pack opening. 

Goals:

Break the Meta: in your opinion, card games get stale once a meta has been found and stuck with for too long, with this card game now getting popular you want to make sure it cannot get stale and try to counter any meta that rear's its ugly head.

Figure out whats up with card magic: your mystic item has allowed you to see the magic in the cards, but where does it originate from? other Item wielders have their own idea of its origin, but there can only be one truth, and only you can find it.

Advantages and Flaws:

Bias: you have a card element that you simply hate, you lose 2 stamina instead of 1 after finishing a game where you lost to an opponent who used that element or if you used the element yourself, and won with it.

Snobbish: Common cards are for Commoners, that's your motto. Any common creatures you play must be sacrificed or destroyed by the end of the round, any common cards in your hand must be discarded by the end of the round.

Anti-capitalist: Legendary and mythic cards cost more money than you're willing to give to some card game. unless you stole the card, you cannot play legendary or mythic cards in your deck. any legendaries your mythics you own cannot be sold, but can be traded.

Egalitarian: you cannot trade one card for more or less than one card