UPDATE: We have reached funding! Onwards to our Stretch Goals!
UPDATE: We have reached our first stretch goal! All backers will receive a PDF of Purgatoria's techniques!
Purgatoria: City of Angels is a stylized tabletop role playing game with a bold and refreshing take on the medium. Inspired by gritty detective serials, Gun-Fu movies, and over-the-top anime, Purgatoria offers a noir themed roleplaying experience like none other.
Purgatoria: City of Angels takes place in a massive walled-in city shrouded in a near-endless night. Amidst the city's massive clockwork gears and constant rain, numerous criminal organizations have taken to covert wars, each making bids in secret to conquer as many of the city's 14 diverse districts as possible. Atop the city's spires lies the seats of the Four Gods, immensely powerful entities that each control some aspect of the city's misfortunes.
Upon funding success, Purgatoria will be available in both hardcover and PDF versions. The final product will include everything required to play, including character sheets, GM Cheat Sheets, and bestiary mechanics for generating encounters, along with any stretch goals achieved.
Purgatoria: City of Angels is a tabletop game designed for 2-6 players to be played over the course of numerous tabletop gaming sessions. Players create characters that grow throughout sessions, eventually becoming forces capable of shaking the city to its core.
Players can assume a wide variety of roles within the city, adopting some of the 9 Base Classes, 10 Advanced Classes, and endless variety of perks, skill packages, and Origins to flesh out their character.
Where most independent tabletop RPGs pride themselves on being minimalist and rules-lite, Purgatoria seeks to deliver a blockbuster experience on par with major franchises of the tabletop medium. The final product will be a comprehensive work boasting over 320 pages of gloomy, post-apocalyptic, action-packed content.
In lieu of simply adapting an old system, Purgatoria: City of Angels boasts a brand new, multi-layered combat system. To utilize the extensive array of tools at their disposal, players assemble dice pools to 'power-up' rolls while spending Action Points to create a wide range of combo sequences. The intuitive balancing in the game makes for fast and lethal combat, meaning every player decision will meaningfully impact the flow of battle.
Features of Purgatoria's high-flying mechanical system include:
- 9 diverse base classes with an additional 10 advanced classes for a total of hundreds of class combinations.
- Each class features three branching skill trees, resulting in an endless variety of interesting ways to build each character.
- Action point economy. Actions Points can be used for a variety of actions such as building combos, navigating the battlefield, or stylishly avoiding enemy attacks.
- 700+ diverse player techniques. Want to fly through the air in slow motion loosing bullets and one-liners alike? What about vanishing into a puff of smoke only to reappear inside an opponent? We have you covered.
Throughout the course of this campaign, the development staff will be addressing all matters of game theory that factored into the creation of Purgatoria through our development blog. This blog will feature daily updates regarding both the production process and the creative choices behind the game.
As Purgatoria: City of Angels is a completed system, the costs of the project are largely to cover amassing artwork and physical printing.
To create the highest possible quality final product, we are looking to publish in hardcover. As the book will be 320+ pages long, we feel that publishing in softcover will result in a flimsy, easily damaged physical product. As a means of ensuring high-quality printing, we've teamed up with King Printing, a renowned independent publisher.
The other principle area of cost is artwork for the sourcebook. In order to ensure a quality product, we have created a network of talented artists who we plan to use for this project. Several pieces of artwork have already been commissioned out-of-pocket, and we'd love to continue paying our artists for more of their work. The final product will contain somewhere in the neighborhood of 80 images, including high-quality prints of the Purgatoria city.
As this is a project of love, it is incredibly unlikely that the creative team will make any profit from this game. Excess funds will be used to ensuring the highest possible quality game.
Reaching our funding goal is only the beginning of what can be achieved for Purgatoria: City of Angels through crowdfunding. To this end, we've set up numerous stretch goals, designed to provide even more content to every backer upon reaching certain milestones.
It is unlikely that the stretch goals will modify the core rulebook itself. This is due to the standards of quality that we pride ourselves upon. If something makes a meaningful addition to the game, we're ensuring it finds its way into the rulebook, as we are hell-bent on ensuring the highest possible quality of game.
Risks and challenges
Purgatoria: City of Angels is going to be our first professionally published RPG. While all studios need to start somewhere, it seems foolhardy not to address the possible points of friction on this project.
Our dependence on an outside publisher to create physical copies of the sourcebook represents the largest potential failing point. There are numerous aspects of the process that could hit complications such as ensuring high binding quality and safe freight transportation. To mitigate this risk, we will be working closely with the publisher on every step of the process to ensure that it goes smoothly. Pledge costs have been calculated with printing and shipping costs in mind to ensure the best possible value for the buyer.
Art assets represent another potential risk for this game. The high standards we've set for this project demand fitting art to match the caliber of the game. To this end, we've spent the last few months building a reliable network of artists. In the event of any complications, delegating new batches of artwork will be a simple task.
As the actual game has a complete working build, we are not particularly worried about our ability to deliver a game experience as promised. Initial play testing has shown promising results, and the months that follow will only serve to refine the game further. If need be, we will personally print off every copy required, hunt enough leather to hand-bind the books, and ferry them to each customer in person.Learn about accountability on Kickstarter
- (30 days)