Alright! I've done some stuff! Now to demonstrate it and explain the jokes attached!

The
Modern Warfare deck would be based around NPC's.
NPC's are characters who can involve, fight and die and so on, but do not count as a character and do not cause happiness loss. Likewise, I'm planning to have a rule that players slowly lose happiness for not having a character on the field, to stop people from just biding their time.\
Stereotyped into this deck are Nation RPers, especially the gritty tough sort who show skills in combat and like the concept of war. They each have their own fields, but they have little happiness as they don't do much friendly interaction other then peace talks.
First is General Mayhem who is your usual nation RPer. He gets to call in artillery strikes for some reason. Not much thought put into this one.
Second is Admiral Effort, placed as a sci-fi RPer as admirals are associated with 'ships' like, space ships. Yeah? Yeah. Being into sci-fi means they can show more imagination with the technology they use, but sometimes their temper gets the better of them. I also threw in skill for no reason, which I think makes them the best in this deck.
Third is Major Disaster, the mech user and possible Gundam fan. Being a Gundam fan, they're here for the fun of it and don't quite have a sense for the tactics the others have, but like the Admiral they get to express a greater creativity in their characters.
Finally we have Corporal Punishment, a gritty serious soldier who likes the wide array of war and tactics.
On reflection, I should lower the emotion down to 2 for most of them, and probably 1 for Corporal Punishment, or you're going to lose half your Player Cards in a couple of deaths. Then again, this is comphensated by the use of NPC's and boosts they supply their characters/NPC's.
This brings us to deck number 2,
Playing With Your Heart.

Playing With Your Heart is based around the concept of players who get too attached to their characters, and the various aspects of said characters. This is done with the Attachment quadruplets! A lack of skill but high emotion and high happiness is the prevalent trend in these sisters, due to them being too worried about losing their characters.
First there's Heartfelt Attachment, who should really have 1 more happiness then she does. Her ability is to simply negate other players Plot Devices so that it doesn't effect her characters.
Second is Fierce Attachment who gets upset when you do things she doesn't want, like targetting
her characters with
your smelly Plot Devices. Their second power is an extension of their influence, making them effect more people as they demand to!
Third is Gentle Attachment, the player who is deeply attached to their characters but is far too shy and polite to do anything about it if you target them. As a result, the most they can do is buffer the pain and try to keep their characters going through plot twists. Killing their characters or hurting them badly might make this player cry, so you should feel guilty!
Finally bubbly attachment is the player who insists roleplaying is about fun and is probably the happiest of the sisters because of it, making them the most likely to last until the end. But they can't do it alone! They need their friends to help them continue on.
So there we have it, Player Cards done for the first two planned decks.
If you have a deck you would like to see, suggest it, or if you want yourself or your character turned into a card ask, and I might do it some time.