Divine Destiny: A Roleplaying Card Game
A post-apocalyptic high fantasy roleplaying system featuring monsters as cards and unique roleplaying pathways.
Divine Destiny is a hybrid role-playing game that combines traditional pen-and-paper character creation with card-based encounters. The setting is best described as "post-apocalyptic high fantasy." You will play the role of a hero struggling to survive in this Post-Ragnarok world.
The story and setting of Divine Destiny is heavily influenced by Norse mythology. The game will include Valkyries and Vikings as playable races, along with more traditional races such as dwarves, elves, and demons. The game will feature an advanced "Destiny" experience system, where a player's actions can directly affect the outcome of events.
Players: 1-5 (Solo play or 2-4 players against a DM)
The objective of the game is to defeat difficult encounter decks of monsters and attack strategically. Monsters and events are grouped together in an encounter deck and spawn as waves onto a card-based combat grid. Abilities vary based on range, damage type, and area-of-effect.
Combat in this way will be generally fast paced, but still offer plenty of tactical choices. Ability selection and forming a well-balanced group are key.
See Update #6 for an intro to Combat, Runes, Weapon Skills, sample monsters, and more!
Elise, the Pandemonium Sword
Art by Brook Gillette
Elise is a Tempest, which uses the rogue system:
- All rogues use combo points to unleash additional damage.
- Each rogue may store up to 3 combo points (perhaps more with special gear).
- There are both opening moves and finishers.
- Most rogues can often play more than one attack per turn.
Some of the Tempest’s core abilities include:
Slice – A decent first strike. Combos on critical strike to other opening moves. Awards 1 combo point.
Dice – A followup attack to Slice that deals low damage, but paralyzes an enemy. An enemy that is paralyzed cannot perform melee attacks next turn. Awards 1 combo point.
Blade Rain – Finisher. Deals damage equal to the number of combo points stored + a base damage.
Endure – Finisher. Gain temporary hit points, allowing the rogue to survive longer than they should.
Wilhelm, the Wanderer
Art by Brook Gillette
Wilhelm is a Voyager, which is a class of Mage. Voyagers are the masters of space and time. Every mage uses a simple mana system:
- Mages have a base maximum mana.
- Every turn, the mage regenerates a little mana.
- A mage can only cast one spell per turn, unless an effect lets them cast more.
- Some spells take more than one turn to cast and can be interrupted.
- Often spells are variable: the more mana you dump into a spell, the greater the damage or effect.
As a Voyager, here are some of Wilhelm’s starting abilities:
Barrier - Places a magical field around target ally, absorbing a set amount of damage. This one is variable! Barrier is most effective at high mana counts.
Gravitic Warp - Inflicts moderate damage and moves a monster or minion from the front row (melee range) to the back row.
Solar Flare - Wilhelm opens a portal to raw plasma for massive single-target burst damage. 2-turn cast.
Rewind - An instant spell that lets a hero or forces a monster to re-roll their accuracy or critical hit die.
Divine Destiny is separated into five acts. This game is Act I, which covers levels 1-10 and will ship with:
*Divine Destiny Core Rulebook
*Act I: Cry of the Phoenix Campaign Guide
*Over 60 different types of monster cards for encounter decks.
*Event cards for encounter decks.
*Location cards to provide environment and additional rules.
*Loot cards for defeating mini-bosses, bosses, and other powerful enemies.
*Various dice necessary for gameplay.
Acts II through V will act as expansions. Each expansion will add new locations, enemies, classes, abilities, and treasure.
The Destiny System
The Destiny System separates our game from other pen-and-paper roleplaying games. Along your journey, you will accumulate points in one of eight unique categories, depending on how you respond to an encounter event. You can also earn Destiny Points of a specific type by defeating enemies, obtaining treasures, or completing a quest.
The Destiny System is designed to be a moral compass, holding players accountable for their actions. The way you roleplay will be tracked over time, thus your past actions will affect your future encounters. Each player's Destiny is tracked on paper, much like gold and other treasures, except that Destiny alters story events and puts the players truly in charge.
We plan on having 5 main class archetypes on launch: Warrior, Cleric, Ranger, Mage, and Rogue. These 5 archetypes represent gameplay differences and will use different resource systems.
The actual classes that will ship with the game are advanced; they use the base class system but actually contain a lot more flavor and uniqueness. The advanced classes for Act I so far are:
We plan on having 10+ characters (at least 1 male and 1 female for each class) and each will each have a passive ability. The passive is designed to be game-changing. You can pick one of the generated characters, or create your own character and pick one of several pre-approved passives.
How You Can Help
The money raised will help pay for more beautiful art and for all print and production costs of the game.
The art we've done so far is just the tip of the iceberg; the final version is set to include over 100 different unique cards. We want each character, location, monster, and loot item to receive high quality attention.
Should we ever raise more than $10,000, the extra money raised will go right back into the project, possibly adding additional classes. It will be an open process and we'll gauge interest from the community on what extras they'd like to see.
If you represent a gaming community, a store, or would like to help with the project yourself, send us an email to firstname.lastname@example.org
Kickstarter fundraising & beta testing: Nov 20 - Jan 20
Art commission & print production: Jan 20 - April 20
Shipping out May 2012
Encounter and Boss Lead
Deon LemasterKory Sparks
(many more to come)
- (60 days)