Toolcards are an exciting new game aid for gamemasters who need at-a-glance information, without slowing down play. Based on the highly successful Toolbox and Ultimate Toolbox, Toolcards are the next step in gamemastery tools and inspiration that gets you right back into the game.
With this edition, Toolcards 2 adds THREE new Core decks, as well as EIGHT new Companion decks to the Toolcard series. In addition, several of the decks are usable with ANY GENRE of roleplaying game.
That's 490 cards altogether. Plus 400 from the original series.
That's nearly 900 cards!
AND If you missed out on the first Kickstarter, this is your chance to get hold of both editions of Toolcards.
You do not need to own the first deck of Toolcards to take advantage of these cards.
But why wouldn't you?
Toolcards keep the action moving with instant answers to the most basic questions that you didn't expect the players to ask. The uses for these decks are immeasurable. Prepping adventures, encounters, even entire campaigns. They can also be used for split-second-decisions and some decks even have random numbers that can be used when you forget your dice.
There's a free document on drive thru rpg for the first set of 11 decks, explaining what the cards are for. A similar document will be made for these decks as well.
With these new Core Decks, the options expand in numerous directions.
Archetypes is 100 double-sided cards designed to help GMs and PCs build nearly any kind of protagonist or antagonist, including advice on ambitions, goals, and pathos. This is real writer-creator advice stuff here. You don't have to be a GM to appreciate the value of this deck. Archetypes can be used alone or in conjunction with another deck.
Each card explores an Archetypal personality, unrelated to any specific genre. In this instance, the Shadow is a deeper personality trait that manifests in dark ways. The Hulk is an example of a positive version of the shadow. The reverse of the card reveals a negative aspect of the shadow, and also illustrates how it manifests.
These cards help the GM develop a strong NPC on the fly, giving him or her a personality beyond the 1st or 2nd dimension. It can also help a PC explore a character type he or she has never played before.
Drama is a deck of 100 double-sided cards for GMs and PCs to use during play to add unexpected but manageable events. One side of the deck is for the GM, while the other side is for the players. Players are rewarded for using the cards or giving them to the GM to use against them. They can even gain a reward for using the cards on their own allies. Useful with any game system and genre.
Drama is a stand-alone deck.
Town Maps is a major Toolcard innovation, allowing GMs to design an entire Town or Village in minutes, including planning out the occupants of any building on the map. Just flip some cards, lay out the map, and check the details on the back of the cards you didn't use. Definitely a deck worth owning two of.
Town Maps is a 50-card, double-sided deck featuring full color art and geomorphic design.
This project has been in the back of my mind for about 5 years. Since I finished the first Toolbox and started on the second Ultimate Toolbox, I've wanted to recreate those product as cards. And with POD cards finally of the quality I like, I can make the cards and print 100 decks without losing my shirt. And since the first Toolcards was so successful, I've been working hard on additional decks. These HAD to get done next.
As each stretch goal is reached, more stretch goals will be revealed. Not to mention the chance to add on more to your order. Keep watching.
Pretty self-explanatory. This deck includes a silhouette on one side and a list of generic game effects on the other, so you can use it with any game. See how thoughtful I am?
Esoterrorists is a 30-card deck of double-sided cards in the style of regular Toolcards, only with lots of creepy creepy clues and occult oozery.
I think oozery is a word.
Rest assured, I'm probably doing this deck anyway, but tell your friends we need to hit 4k to make that happen. Shhh.
For more information on this deck, see update #7
artwork by Phil Reeves
Legends is a 30-card, double-sided deck of epic words found in tomes and legend throughout your fantasy campaigns. PCs find an arcane book with writing in it, but you can't think of something to put on the pages off the top of your head?
These cards are still being designed at the time of launch. But this is perhaps one of my favorites.
Rogues is a 30-card, double-sided deck designed specifically for the skullduggery and chicanery of everyone's favorite class. Pick-pocket items, hiding conditions, crimes, punishments, locations, NPCs, even die roll modifiers for that random, inexplicable condition or event that the rogue didn't plan for.
Plots is a special double deck of 60 cards. It is split into two companion decks, which together form the plots. This include the 36 plots, established in classic literature, plus more nuanced plots like "the spider and the fly", "ascension", and so on. Each card details what elements belong in the plot and provide advice for plot advice to GMs. Or just draw one at random to see what the PCs have to deal with next. Useful for any gaming genre, not just fantasy.
Spirits is a 30-card, double-sided deck of everything related to communicating with spirits. From totems, shapes, and realms of control, this expansion deck promises to give spirits a personality of their own.
These cards are written, but the card frame is still being designed at the time of launch.
Mishaps is a 30-card, double-sided deck of all the things that can go wrong when the PCs mess things up. Or the world caves in on them. Or both. Includes combat, chase, and everyday mishaps.
These cards are still being designed at the time of launch.
The last deck is still a secret. You'll just have to wait and see what happens.
Help yourself to some of these additional cards and products. Just select your pledge level and on the next page add the requisite number of dollars to get any of these great items. Write to me with your choices, so we have a record of it.
Don't forget to check out the decks from the first Toolcards Kickstarter.
A set of 5 dice with the Toolcard gear in place of the number 6.
Help yourself to any of the decks from the previous Kickstarter, or this one. Each companion deck (30 cards) is $12. Each Core Deck (50 or 100 cards) is $30.
A full description of the previous decks can be found on this page:
Or. Get the entire previous set for $120. Contact me for details.
A signed softcover print version of the King for a Day (1st Edition) system-less fantasy-horror adventure by jim pinto. Price includes shipping and PDF of the book as well. Fewer than 100 copies remain of this epic adventure.
A softcover print version (unsigned) of the Gallery of Rogues: Solomon Guild criminal organization by jim pinto. Price includes shipping and PDF of the book as well. This is a 250-page print on demand product also available through Drive Thru RPG. Support for the product through this site helps this Kickstarter and Post World Games.
Background music by Kevin MacLeod.
All cards printed on Arjo-Wiggins 305gsm blackout layer premium card stock (or similar).
Risks and challenges
This is my 7th Kickstarter (if you include the dice crawl project with souljar games). The previous Toolcards did exceptionally well. There is no risk any longer of backing my projects. It's been two years since the first one and I know what I'm doing now. All of the art has been commissioned. I merely need to write the cards, half of which are done.Learn about accountability on Kickstarter
- (28 days)