This project will only be funded if it reaches its goal by Sat, December 1 2018 6:01 PM UTC +00:00.
Divinity Card is a game that asks you what people do when given miraculous power. Do you chase godhood? Embrace mundane humanity? Trust the giver of powers? Try to smite him? All of that is up to you. As a player, you have been given a piece of divinity. This might be a supernatural power, hidden knowledge, or even a Capture card, that allows you to store the essence of anything as a conceptual weapon. Whatever it is, it is undeniably powerful. You are powerful.
You'll be vulnerable as well, as one of 1,000,000 constantly decreasing card bearers caught in a watchful world hungry for power. When you seemingly wield miracles but can die from a simple bullet, the world can turn ugly! However, you'll have other players by your side, hopefully, and there's a lot going on outside your own adventures.
Suddenly people and groups are racing, fighting, and searching for these cards. Some because the cards give power themselves, some to trade for wealth, some to become a god, and others to disprove that the being even was God (some think Satan, aliens, or even a human). Some cards are Capture cards, storing in a small card anything you wish (weapons, attacks, animals, objects), others grant mystic powers or hidden knowledge. There is even a rumor that the one who gathers all cards will receive a "Divinity" card as the method of godhood. And so the race begins.
We are using Kickstarter for a few reasons- first, we wanted a way to engage and be personal with our audience, Kickstarter campaigns provide that experience amazingly well! We also have prior experience using Kickstarter. Mostly, though, we wanted to have the opportunity to try and put our RPG in print. If you look at our Stretchgoals, you'll find at 50k, we are able to release a printed version of the book! This is of great excitement to us and we hope you are excited as well! We are seeking funding for more reasons than that however. Our entire team would be much better able to devote time to working on the game if we had a few extra coins keeping us able to do all that "living" stuff humans have to do, like food, housing etc. We think that's something everyone can relate to as a community, and we all try to help each other when we can :)
Divinity Card is designed from the bottom up to reduce GM stress, increase player's leadership opportunities, and allow all those 90's anime tropes to come together and save the world! Here's a list of its main features:
- The new 'Clef' combat system, designed to allow players to lead squads of various followers into battle with little difficulty, while allowing the GM to do the same without too much focus of number crunching, giving more time for narration and flavor! Great care has been taken to make sure that "solo" style players are offered just as much depth!
- The 'Faith' character creation system, designed to allow players to shine from the start, while growing in natural and balanced ways. Using Class, Drive, Stats, and Disciplines, the Faith system deals with multiple easy to understand tiers of character design in a way that, overlapped, creates a complex and organic character.
-A fully new and unique setting, filled with elements drawn from Cyberpunk, Fantasy, Gothic, and Religious themes, as well as having that good old Saturday morning anime feel! Divinity Card is unlike any setting you've ever explored.
-Depth of scale. Divinity Card is intentionally designed to allow multiple areas of interest, from interstellar quests to deep jungle exploration. Get lost in a city's underground dealings, become a superhero, slay monsters, or go on a globe-trotting adventure! Its all up to you.
There are seven classes in the game that form the basis of the character creation structure:
Twirling through the air with ridiculous acrobatics, firing a spray of bullets in all directions, the Gun Artist weaves a fine line between style and function. They carry a massive load of firepower and weaponry, both ranged and hand to hand, within their Cards, and choose the right weapon for each situation. They also have a tendency to carry one or two custom weapons in the physical realm, weapons they learned to use before they ever received Cards. Whether taking on oppressive corporations or thieving from the financial elite, these urban warriors are most at home in the city. Gun Artists also make passable hackers, due to the necessities of their work.
Play as this class if you like Cyberpunk gameplay, or if you like lots of guns!
Native Ability: Hacking
Spirit Warriors take the path of enlightenment as a way to become powerful. Often these are lonely wanderers or manic fighters, using Card stored chi as their most powerful weapon. They also use physical weapons such as mystic swords or even basic staves. A portion of these enlightened warriors use Cards to manifest fantastical ranged weaponry with intense names such as “Infinite Galaxy Bazooka!” Needless to say, these are ferocious and explosive fighters who know how to use their hands.
Choose this class if you like shonen/fighter style gameplay or if you think massive chi-blasts are awesome!
Native Ability: Hand to hand combat
The Tactician is someone who had power before they received a Card. They were leaders of men and owners of factories and labs. These are the people who strike an onlooker as immediately competent and smart. They use stored attack data on their Cards, taking Earth’s mightiest superweapons and top secret tech, and storing its outcome as an attack. They also store machine drones as reinforcement soldiers to aid their human followers in battle. It can be said that these people are often cold hearted, but some are truly caring individuals, who simply see the means before them as the only way to the end they desire.
Choose this class if you like team based strategy gameplay, or if you like playing intellectual characters!
Native Ability: Intelligence
The technology of war has shifted to metal drones and long range missiles. These military commanders reflect that by using Card technology simply as a form of light carrier for reinforcement swarms of drones to back up the ones they deploy with regularly. Commanders study the flow of battle and train their senses to detect the slightest weakness to get the upper hand in a war of perfect warriors. Whether resistance leaders or top government officials, this is the accepted paradigm of war. However, most train with a physical weapon that they keep on themselves at all times, whether a ceremonial saber or a collapsible baton. After all, the only safety on a battlefield made of steel is the steel you carry with you.
Choose this class if you like RTS gameplay or if you like playing as a military leader!
Native Ability: Tactical Instinct
Often found holding a Card-drawn holy sword, followed by a throng of human and animal companions, the Hero is the most charismatic of Card holders. Some are considered manipulative, others, earnest. Regardless of motive or origin, they are certainly viewed as the heroes within their own story. Some heroes are strangely missing memory from before the "Divinity Incident" and some don't even have legal records. Regardless, what is known is that these individuals wield powers beyond that of a typical warrior or leader. Are they called to be the warrior kings of a new age? Perhaps they are simply examples to be aspired to. Perhaps, some might say, they are the saviors of humanity, and likewise our selfsame downfall.
Choose this class if you like JRPG gameplay, or if you like being the idealist in a story!
Native Ability: Charisma
From Cryptid seekers to small bands of adventurous children, Tamers are undoubtedly the least personally violent class. Don’t underestimate them though, as they have the capability to lead packs of powerful monsters into battle. Most have a personal animal companion that aids in their monster hunting endeavors, and some of the older Tamers carry a gun in case they meet hostile humans. The monsters and animals gathered around Tamers have increased in both number and oddity of late, and their power continues to grow.
Choose this class if you like Monster taming gameplay, or if you like cryptozoology!
Native Ability: Natural Affinity
Feared by most Card holders, the Power Hunter seeks one thing: more power. They refuse to even consider using non-Card weaponry since they view it as “beneath them.” A Power Hunter can be a powerful ally or enemy to have, and they are often smart as well! They will maneuver, hidden in the cities and forests of the world until the perfect time, and strike with unopposable force. It is said the only way to defeat one is in their sleep.
Choose this class if you like bounty hunters, or if you prefer anti hero characters!
Native Ability: Extra Card
For More Information, please look at our Details Updates!
10k- We will add 3 more arts to the game!
15k- An HD wallpaper will be sent to all backers!
20k- The "Armor of Light" mission will be added!
25k- A 25 page Story will be added to the PDF!
30k- Divinity Card : Memoir! A commemorative replica of "The Divinity Card" will be sent to all backers who will receive a thank you letter!
40k- We will design a Divinity Card Figurine!
50k- Divinity Card: Reality! Divinity Card will be printed!
We have a team of 1 Game Designer and 2 Artists working on this project. It's an international team, and we're very excited to finally be releasing!
Michael Lovell- Our Project lead, He's been designing games since he was 5 and he continues to dream of new ideas. Most would say he's creative, intelligent, and resilient.
Yuminari (Pen Name)- of https://www.deviantart.com/yuminari , who continues to amaze ourselves and others with her beautiful work, and hopes to one day make her own webmanga.
Alyssa Mcray- of AlyssaMcCrayArt.com/faq , Alyssa is a freelance artist, with a passion for linguistics and manga. She hopes to write her own comics someday, and is considering returning to school to study speech pathology.
We all hope you are pleased with our efforts!
Risks and challenges
Our Project lead has done one Kickstarter before, and learned from the experience, both the successes and missteps. In this project, we expect to be able to fulfill all rewards safely, due in part to the comparative lack of physical rewards. Timelines have been set in a loose fashion and we expect to make our deadlines, though of course this might not happen. We started this project with the idea that even in failing the kickstarter we would be able to proceed, and that remains true, though this would certainly expedite things considerably!Learn about accountability on Kickstarter