Bio: Free and got a lost cause, Eric does well in school and makes decent grades but doesn't have a career path he is interested in (much to his mother's dismay). He likes to play the Royal Guards, an Archetype (defined below) based on legendary warriors and weapons from across history that focuses on equipping Summons (defined below) with “Equip Arms” (see Magic in the Glossary.)
Samantha, Age 17:
Eric's only friend at school, Sam doesn't actually play TCG's but she's still the only person at school who is willing to listen to Eric's strategy and deck building ramblings.
Dan, Age 16:
Bio: Eric's best friend. He's overly optimistic and hot headed, a master of the Draco Dawn cards, an archetype based on dragons, it doesn't really draw any real world inspiration. Focuses on Beatdown tactics (defined below).
James Age 18:
Bio: Practically a walking card data base, James is cold and logical, preferring to play the Chess Kingdom archetype which is unsurprisingly based on Chess Pieces and focuses on Control (defined below).
I don't actually have art to show off yet, I'm going to take that slow and focus a little more on story at this stage, plus I'm really hard on my self when it comes to my art. I will have character art to show off soon though.
Beatdown- A strategy that revolves around quickly placing high-power cards on the playing field.
Control- A strategy that revolves around maintaining “tempo” or timing of a duel. Generally used to pace out the game and winning later rather than sooner.
Duel- A single game between two player's. Generally used more in Yu-Gi-Oh.
Archetype- This one is a little complicated. Basically an Archetype is a series of card's with the same art style and effects that revolve around a mechanic. This term is pretty much the same as Yu-Gi-Oh Archetypes. A quick example I'll give is the Morphtronic Archetype from Yu-Gi-Oh, which is a series of small Transformer like robots who have different effects based on if they are in Attack Position or Defense Position.
Summons- Cards that are similar to Monsters from Yu-Gi-Oh or Creatures from Magic the Gathering. These are used to damage the opponent's Health. Once you're opponent's Health reaches 0 you are victorious.
Magic- Most similar to Spells and Traps from Yu-Gi-Oh. Cards that have a variety of effects ranging from damaging the opponent to preventing a card's destruction and just about everything in between. “Equip Arms” are a subset of these cards that, once placed on the field and equipped to a Summon, has a variety of effects varying from increasing damage output to adding effects to a summon.