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* AcquiredPoisonImmunity: Arthur's "Empathic Resistance" and "Telepathic Resistance" skills steadily level up as he's exposed to hostile influences. [[spoiler:The Mind Singer encounter takes him from Empathic Resistance level 5 to 14.]]

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* AcquiredPoisonImmunity: AdaptiveAbility:
**
Arthur's "Empathic Resistance" and "Telepathic Resistance" skills steadily level up as he's exposed to hostile influences. [[spoiler:The Mind Singer encounter takes him from Empathic Resistance level 5 to 14.]]
** The Master of Body card operates similarly for toughened skin and resistance to damage. [[spoiler:Getting beaten to a pulp by his cousin is overall a win for Arthur, as he gains nine levels of toughened skin and twenty levels of blunt force resistance, which also comes with an improved HealingFactor.
]]
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* InternalReveal: [[spoiler:When Arthur gets into a semi-friendly duel with his cousin Penn, he discovers that Penn knows -- or at least confidently suspects -- that Arthur has the Master of Body card that was stolen from Penn's family. Penn doesn't realize that Arthur personally stole it, but he does intend to beat some answers out of him.]]

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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/alltheskills.jpg]]



Far away from the cities where nobles fill their heart decks with powerful magical cards, and even commoners have cards that boost their health and longevity, Arthur lives in a prison village with his disgraced father. No one has cards here, not even ones to keep infection at bay from their constant labour to repair scourge-rotted fields. But one day, Arthur witnesses a crime he wasn't supposed to see, and finds himself with a powerful card -- and powerful people looking for it. If he wants to survive, he'll need to learn more skills. All the skills.

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Far away from the cities where nobles fill their heart decks with powerful magical cards, and even commoners have cards that boost their health and longevity, Arthur lives in a prison village with his disgraced father. No one has cards here, not even ones at the edge of the kingdom, toiling away to keep infection at bay from their constant labour till life back into dead soil. All he wants is a spell card, a magical card that grants health, vitality, and immunity to repair scourge-rotted fields. But one the scourge--as well as a magical power, unique to each card.

One
day, he follows the Baron's carded men in the hopes of seeing them use magic. Instead, he sees a riderless dragon ambush and kill them all. The dragon plucks the treasure out of the wreckage and gives it to Arthur, under one condition: The card can never, ever get back to the Baron, or the dragon will kill Arthur witnesses a crime he wasn't supposed to see, and his entire family. The problem is, if anyone ever finds out he has the card, he will be killed for it.

It's not just a spell card, it's a ''Legendary'' spell card. Master of Skills, a card that allows him to learn almost any non-combat skill imaginable, growing more and more powerful.

Arthur tries to give the card to his father, but instead his father has him sent out of the village, hoping to give him a better life outside their prison. Along the way, Arthur
finds himself with a powerful card -- embroiled in the plots of bandits, dragons, and powerful people looking for it. royals. He finds himself in the middle of a scourgeling eruption, then a dragon hive. Every way he turns, he finds more traps and enemies. If he wants to survive, he'll need to learn more skills. All the skills.
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* AlwaysChaoticEvil: The scourge will attack all life, without exception. They're mostly mindless, but Arthur encounters a mindsinger that ate a Rare mind card, and is both intelligent and malevolent.


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* CripplingOverspecialization: The lower a card's rank, the more overspecialized it is. Common cards, in particular, tend to be either weak, high mana cost, or have extremely limited effects--or all three. However, Arthur repeatedly reminds himself that every card has a use, and finds a few. For example, a card that can activate or deactivate any card, but only in its user's Heart Deck, sounds useless. Unless you happen to have a Trap card with an annoying activation.
* ColourCodedForYourConvenience: Dragon colors ''usually'' determine their powers, though there are always exceptions.
* ConfessInConfidence: Arthur undergoes mind-magic healing after his encounter with [[spoiler:the mindsinger scourgelings]]. The mind mage discovers at least a few of his secrets, but immediately keeps them quiet.


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* MeaningfulName: The royal children are assigned their Legendary cards at birth, though they don't receive them until they are twelve. Princess Echo was destined for the Echo card; apparently her mother thought she was being funny.


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* PersonalityPowers:
** A common belief is that cards in the Heart Deck (and ''especially'' the very first one) will affect a person's personality. Arthur worries about accepting the Thief class he obtains from his skills because he worries this will make him more likely to steal.
** Likewise, personally building a card out of shards will manifest a card related to the person who made it--though not necessarily what they actually ''want''. Because of this, it's traditional for people to build their first card for their Heart Deck themselves.
* PersonOfMassDestruction: Legendary card holders can reshape the landscape, and Legendary dragon riders are even worse. The King is the only known ''Mythic'' dragon rider, and it is his express duty to personally annihilate a region that has been lost to the scourge.


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* ReasonableAuthorityFigure: The Legendary leaders of Wolf Moon Hive, Valentina and Whitaker. While Whitaker is a bit of a snob about rarity, they're both dedicated to beating back the scourge and improving Wolf Moon's ability to do so. [[spoiler:When they realize Arthur is their last chance to keep the Legendary egg, they flatly ask him what he needs and make quite a few concessions on future policy decisions just to get the ball rolling]].


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* TimeSkip: After Arthur gets settled into Wolf Moon Hive, the story skips forward four years, to when he assembles his first Rare card.
* TheUndead: The scourge, essentially. They are the antithesis of life, devouring it wherever they can find it. Beating back the scourge is the kingdom's primary responsibility, which specifically falls to the dragon riders.
* WalkingWasteland: Scourgelings spread death wherever they step; even the very ground under their feet rots. Anywhere there is a scourgeling eruption, the ground becomes completely fallow, necessitating a long and dangerous process of sowing life back into the soil so that it can be used again.
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* KangarooCourt: The royal Inquisitors have the goal of "learning" that [[spoiler:Wolf Moon Hive is to blame for the scourge training exercise going bad]], and they will twist any answers they get until that is the result.

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* KangarooCourt: The royal Inquisitors have the goal of "learning" that [[spoiler:Wolf Moon Hive is to blame for the scourge training exercise going bad]], and they will twist any answers they get until that is the result. Arthur is unhappy about the politics, and tries to push back, but when it becomes clear that he'll achieve nothing except unfriendly royal attention, he reluctantly plays along.
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* KangarooCourt: The royal Inquisitors have the goal of "learning" that [[spoiler:Wolf Moon Hive is to blame for the scourge training exercise going bad]], and they will twist any answers they get until that is the result.
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* FiveFingerDiscount: Arthur's "Card Shuffling" skill lets him swipe a single card from someone else's card anchor (not their heart deck), although he doesn't know in advance what he'll get.

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* FiveFingerDiscount: Arthur's "Card Shuffling" skill lets him swipe a single card from someone else's card anchor (not their heart deck), although he doesn't know in advance what he'll get. [[spoiler:It's effective enough that Prince Marion assumes it's an actual card power.]]
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--> He had no idea what a fork and spoon competency would grant him, why he hadn’t gained these before, or even if any of these skills would stay with him once he gave up the card.

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* SetBonus: Cards are sometimes arranged into sets, and are often much more effective if someone can collect the whole set -- to the point where the Crown discourages it, because it's too potent. [[spoiler:When Arthur obtains cards for extradimensional storage space, perfect memory, and the ability to review memories on a mental bookshelf, they combine into a new set -- and the combination gives him the additional ability to mentally visit his storage space as an offshoot of the bookshelf, interacting with stored items and even training skills there, without time passing outside.]]

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* SetBonus: Cards are sometimes arranged into sets, and are often much more effective if someone can collect the whole set -- to the point where the Crown discourages it, because it's too potent. [[spoiler:When Even without being in official sets, different cards can have powerful synergies together.
** When
Arthur obtains cards [[spoiler:cards for extradimensional storage space, perfect memory, and the ability to review memories on a mental bookshelf, they combine into a new set -- and the combination gives him the additional ability to mentally visit his storage space as an offshoot of the bookshelf, interacting with stored items and even training skills there, without time passing outside.outside]].
** Master of Skills also turns out to have excellent synergy with [[spoiler:Prince Marion's "Instant Tool and Weapon Competence" card. Master of Skills does nothing for weapons, but for tools, it adds an extra three levels on top of Instance Competence's ten, and makes all thirteen levels permanent even after Instant Competence is removed.
]]
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* InstantExpert: Prince Marion has an "Instant Tool and Weapon Competence" card that gives him an effective level 10 skill with whatever he picks up. However, the skill is lost if he puts down the weapon or card.

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* InstantExpert: Prince Marion has an "Instant Tool and Weapon Competence" card that gives him an effective level 10 skill with whatever he picks up. However, the skill is lost if he puts down the weapon or card. [[spoiler:When Arthur temporarily steals it, he discovers that it has powerful synergy with Master of Skills; tools, but not weapons, gain an extra three levels, and moreover, they don't lose the proficiency when the competence card is removed, allowing him to quickly gain 13 levels each in wielding spoons, forks, trowels, letter openers, rope, and whatever else he has on hand.]]
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* PowerIncontinence: Return to Start is an amazing card, which teleports its owner to safety when another card power is used on them, but unfortunately it doesn't give them any control over that process. Even a benign medical scan will set it off. [[spoiler:Arthur initially removes it from his heart, but that leaves him spiritually wounded. He tries using a card anchor, which works and lets him disable and enable it at will, so he can actually make use of it, but the wound remains. Eventually he gets hold of a Common card that lets him toggle another card on and off, so he can put it back in his heart.]]
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* InstantExpert: Prince Marion has an "Instant Tool and Weapon Competence" card that gives him an effective level 10 skill with whatever he picks up. However, the skill is lost if he puts down the weapon or card.
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* DisintegratorRay: The red dragon that Arthur first meets attacks a carriage by breathing out a cloud of tiny purple flames that Arthur describes as undoing whatever they touch -- spells, wood, clothes, even flesh...
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* SetBonus: Cards are sometimes arranged into sets, and are often much more effective if someone can collect the whole set -- to the point where the Crown discourages it, because it's too potent. [[spoiler:When Arthur obtains cards for extradimensional storage space, perfect memory, and the ability to review memories on a mental bookshelf, they combine into a new set -- and the combination gives him the additional ability to mentally visit his storage space as an offshoot of the bookshelf, interacting with stored items and even training skills there, without time passing outside.]]
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* LitRPG: Various cards can impose different RPG-like interfaces on their owners. "Master of Skills" divides skills into discrete categories, and allows them to increase rapidly through leveling up. "The Quest of Life" gamifies life by assigning quests to different activities and granting rewards for completing them.
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* MundaneUtility: Most of Arthur's card deck is focused on utility, making him a magically expert chef, cleaner, tailor, etc, although he does realise that he needs some kind of combat capability. [[spoiler:When he gets his Personal Space card, though, he doesn't immediately test out combat uses, he tests out whether he can use it to purchase marked-down avocadoes, time-lock them, and then resell them at high prices when they're out of season.]]
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* WhatKindOfLamePowerIsHeartAnyway: Common-ranked cards typically have unimpressive powers, although having ''any'' card still boosts a person's health and makes them immune to scourge-rot.
--> '''Kenzie:''' Oh, look. Here's one that charms long pieces of fabric to wave in the air, even when there isn't a wind.
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* ImprovisedWeapon: Arthur uses his Fabric Snipping skill to multiply one cut into a dozen, instantly killing a scourgeling with a tiny thread-cutting knife.

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* ClingyMacguffin: Any card, once added to a person's heart deck, becomes part of them. They ''can'' remove it, but it leaves an aching void inside them until it's put back. Arthur encounters this with [[spoiler:his Return to Start card, which is so two-edged that he needs to take it out, but he feels wounded afterward until he finds a solution that lets him restore it]]. Furthermore, no one else can remove a card from a heart deck without first killing the owner.

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* ClingyMacguffin: Any card, once added to a person's heart deck, becomes part of them. They ''can'' remove it, but it leaves an aching void inside them until it's put back. Arthur encounters this with [[spoiler:his Return to Start card, which is so two-edged that he needs to take it out, but he feels wounded afterward until he finds a solution that lets him restore it]]. Furthermore, no one else can remove a card from a heart deck without first killing the owner. For this reason, card anchors have been created that allow most cards to be used without adding them to a heart deck and becoming attached to them; however, anchors don't get the protection from theft.


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* FiveFingerDiscount: Arthur's "Card Shuffling" skill lets him swipe a single card from someone else's card anchor (not their heart deck), although he doesn't know in advance what he'll get.
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* AcquiredPoisonImmunity: Arthur's "Empathic Resistance" and "Telepathic Resistance" skills steadily level up as he's exposed to hostile influences. [[spoiler:The Mind Singer encounter takes him from Empathic Resistance level 5 to 14.]]
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* RaisedByTheCommunity: Dragon hives always need more potential riders, so they're generally happy to take in orphans and look after them. [[spoiler:Arthur himself is adopted by Wolf Moon Hive, and later rescues a number of children from his home (prison) village, with their parents' consent, so they can be raised as "orphans" by the Hive rather than being trapped with no prospects and a short life expectancy.]]
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* HammerSpace: [[spoiler:When Arthur assembles a Rare card from collected shards, what he gets is a "Personal Space" power that gives him access to an extradimensional storage room. Not only does it let him carry everything he owns, securely and all the time, it also time-locks whatever is placed inside, so no time passes for that object. It even works on people, although he needs their permission first.]]
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* TeamKiller: Arthur is horrified, during a scourge eruption, to see some of the dragon riders turn on a comrade, killing them and taking their cards.
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* MindControl: One of the most feared scourgeling types is those with mind magic. [[spoiler:At one point, a "Mind Singer" manages to make dozens or even hundreds of people calmly feed themselves to another scourgeling, with all their card powers being harvested for its rampage.]]
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* ClingyMacguffin: Any card, once added to a person's heart deck, becomes part of them. They ''can'' remove it, but it leaves an aching void inside them until it's put back. Arthur encounters this with [[spoiler:his Return to Start card, which is so two-edged that he needs to take it out, but he feels wounded afterward until he finds a solution that lets him restore it]].

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* ClingyMacguffin: Any card, once added to a person's heart deck, becomes part of them. They ''can'' remove it, but it leaves an aching void inside them until it's put back. Arthur encounters this with [[spoiler:his Return to Start card, which is so two-edged that he needs to take it out, but he feels wounded afterward until he finds a solution that lets him restore it]]. Furthermore, no one else can remove a card from a heart deck without first killing the owner.
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* ClingyMacguffin: Any card, once added to a person's heart deck, becomes part of them. They ''can'' remove it, but it leaves an aching void inside them until it's put back. Arthur encounters this with [[spoiler:his Return to Start card, which is so two-edged that he needs to take it out, but he feels wounded afterward until he finds a solution that lets him restore it]].
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* SuperpowerLottery: When you assemble enough shards to form a new card, there's no telling what power it will have, although it typically seems to be something that is suited to you -- in a "what you need, not what you want" way.
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* DragonRider: Dragons are sapient, and each is born with a card at his/her heart, which can bond with someone whose heart deck holds a compatible card, resulting in a third card power formed from their synergy. Dragon riders are an important strategic asset in fighting back scourge infestations.
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''All The Skills -- A Deckbuilding LitRPG'' is published on Royal Road [[https://www.royalroad.com/fiction/55687/all-the-skills-a-deckbuilding-litrpg here]], and on Amazon.

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''All The Skills -- A Deckbuilding LitRPG'' [=LitRPG=]'' is published on Royal Road [[https://www.royalroad.com/fiction/55687/all-the-skills-a-deckbuilding-litrpg here]], and on Amazon.
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-> The clasp was simple but his fingers shook so badly he fumbled it twice before he finally got the lid open.\\
When he saw what rested inside, he nearly dropped the box.\\
It was a spell card.

Far away from the cities where nobles fill their heart decks with powerful magical cards, and even commoners have cards that boost their health and longevity, Arthur lives in a prison village with his disgraced father. No one has cards here, not even ones to keep infection at bay from their constant labour to repair scourge-rotted fields. But one day, Arthur witnesses a crime he wasn't supposed to see, and finds himself with a powerful card -- and powerful people looking for it. If he wants to survive, he'll need to learn more skills. All the skills.

''All The Skills -- A Deckbuilding LitRPG'' is published on Royal Road [[https://www.royalroad.com/fiction/55687/all-the-skills-a-deckbuilding-litrpg here]], and on Amazon.

----
!! Due to your card's bonus traits, you automatically start these tropes at level 3:

* ExperienceBooster: The "Master of Skills" card lets Arthur pick up new skills at level 3 and then improve them unnaturally fast through practice, to the point where he can sometimes pass off his skills as if they were minor card powers in their own right.
* MagikarpPower: Most cards have a fixed effect, like throwing fireballs, or growing plants twice as fast. Master of Skills, on the other hand, doesn't give any immediate benefits when equipped, but it's a Legendary-ranked card because it has huge growth potential; skills can be trained further and further every day.
* AnOfferYouCantRefuse: Arthur is given a choice between keeping Master of Skills away from the Baron, or having a red dragon hunt down and kill himself and everyone he cares about.
----
-> New skill:\\
Wiki editing\\
Due to your previous experience and your card's bonus traits, you automatically start this skill at level 5.

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