When I started working on Anatomy of a Character, I billed “Generic” as a card of the Cups suit because he was a Hunter. It wasn’t until I was nearly finished with my speculative cards that I realized he actually belonged to Swords. While the Hunter class is primarily associated with the Survival skill and the Cups suit, classes are generally free to moonlight in other (allied) suits when appropriate.

I’ve designed most classes to highlight or enable particular uses or combinations of skills, which are tied to their respective suits. While you might find Hunters in Swords, Cups, or Coins, you won’t find Survival skills anywhere but in Cups. I’ll discuss classes at greater length eventually. I’ve come up with a dozen “basic” classes, and the same number of “advanced” classes, which like their associated skill, are tied to their suit.

The cards I designed don’t have even a hint of subtlety. They’re all meant to get reserved, get attached, and get activated in relatively short order. There are two main powers highlighted by the cards I designed in this group: affinities and attachment. Affinities enable cards to be activated more often and more easily. It enables a more fluid movement of lower-valued cards.

Attachment gives a player a way to utilize low-valuable cards that are already reserved without waiting for their opponent to mill them to forfeit in response. Generally, Swords is of the mind to strike first, strike fast, and strike often, until the opponent stops twitching. Piling reserved cards on top of one another gives the Swords player one method of preventing card loss — never allowing those cards back into their Destiny.

Though none of the cards I’ve made cite the Depletion power by name, you can bet they’re built to enable it — the more times a reserve can be activated, the more of an opponent’s Destiny can be whittled away in a timely fashion. I also went digging into some older work of mine — combat attributes, which I totally revamped.