Hello out there.

2.0 Card Eratta.

Card Errata (7/18/2012)
I am having to do all new formats to make larger cards for Susan to use, therefore it is a good time to tweak the cards based on player input. Thank You for sharing your DS experience with us.
* Indicates significant change. We will have a card exchange program for these cards. You send in cards to be replaced and we will send new ones in 2-3 Weeks. Send to:
Mark's Mysteries
768 Tacken St.
Flint, MI. 48532

DRAGON SETS:
Set 200:
*Dragon 206 (Dragon Claws Two)
Reduced CP from 8 to 4.
Dragon 208 (Dragon's Eye)
added "GM may replace unconsciousness with flee in terror". Some GM's want a different mechanic and find their 3.4 freedom to modify anything in DS intimidating.

Set 201:
*Dragon 212 (Dragon Clout)
Reduced CP from 20 to 10.

Set 202:
*Dragon 227 (Dragon Strike)
Reduced CP from 40 to 20.

Set 203:
*Dragon 233 (Dragon Wallop)
Reduced CP from 60 to 30.

WEREWOLF SETS:
SET 211: Added Human Character and Form. Now Eleven cards.

Set 212:
*(Werewolf 209v2) Werewolf Slash One.
1. Lowered CP to 3.
*(WW 210v2) Howl of Rage One.
1. Lowered CP to 6.

Set 213:
*(WW 214) Howl of Rage Two.
Lowered CP to 8.
*(WW 215) Werewolf Slash Two.
Lowered CP to 9.
(WW 218) Wolf Tracking. (9/23/12)
added Fox form.

Set 214:
*(WW221) Howl of Rage Three.
Lowered CP to 10.
*(WW222) Werewolf Slash Three.
Lowered CP to 19.

UNIVERSAL SETS:
Set 100:
(UNI 200) Split Action
1. Removed RST.
2. Changed timing to Act&Ind. It has been difficult to get our meaning across. You are always limited to Ten "things" you can do in a round.

Set 300:
(VAL 201v3) Recharge Boon
1. Renamed, Dropped Meditative from the Title, it "confused" some people.
2. Limit of One added.
3. May now Recharge One RST card. Cards that recharge at DWN (dawn) will recharge at Dawn after using Recharge on them.
(VAL 203) Valarian Bracer
1. Removed RST.

Set 301:
(Channel 200) Channel Healing.
Now allows Enhance/F COR and STR cards to be used.
(Anchor 205) Channel Link.
Converted to text format and added some conditional rules from Susan's Article on the web.

Set 302: No Changes.
Set 303: No Changes. Added some quotes. 7/27/12
Set 305: No Changes.
Set 306: No Changes.

Set 308: Archer Set. 10/2/2012.
#204, Crack Shot, Reduced CP from 8 to 4, in line with shifter CP reductions.

Set 400: No Changes.

Set 401:
(Magic Item 211) Refreshment Vale.
1. Added the following text:
"Classic Note: Vale of Refreshment restores 2 drained cards and uses
2*Ind /F (L1R) to use. May not be used in the same round as a Refreshment Vale."

(Magic Vales in General)
1. Added timing to drink to all.

Set 402:
(Magic Item 219) Algar's Buckler.
Added "This mystical Buckler adds it's DEF to total DEF versus all physical attacks against the user."

Set 403: No Changes. 7/27/12.
Set 404: No Changes.
Set 405: No Changes.
Set 406: No Changes. 8/1/12.
Set 408: No Changes.

Set 800: No Changes.
Set 802: No Changes.

Set 804:
(Shaman 207) Healthy Hands
Reduced CP from 3 to 2.

DS CON 2012 Card Notes

Some of the DS CON 2012 cards, and the sets purpose, need to have a few fords of discussion about them.

The Con sets are used to help finance the conventions and are expensive. They are also limited edition cards in the sense that they are only available through Pre-Orders, at the Con, and for a month after the Con on the web. However, these Con cards will be available again next year, so everyone who wants them can buy them.
Because these cards have a specific purpose we ask that you not make Proxies of these cards. Thank You for supporting us!

Wizards, Witches, Shamans Amulets and Kasalorn’s Charm 2 are intended to replace similar Classic/Deluxe Era cards and a player should stick with the old cards or use the new cards. The only card Title that is coming to mind as I write this is Shaman’s Bones. You will know them when you see them. Players will need to monitor themselves for this. There was not room on all of the cards to list the compatibility rules.

The Hireling card is one that is very open ended. The ability to hire a henchman is in the GM’s control, as are the skills and abilities of the hireling.
If the player runs the hireling, as though the Hireling were a second character, then the player should pay the “things” the hireling uses in a round out of the ten the player gets. We do this to be fair to the other players and keep the game moving.
When a hireling is run by the GM as a non-player character the NPC gets their own things, completely controlled by the GM. This can be a way for the GM to insert their own characters, mentors, spies and others into the gaming session.
The gold cost of a hireling should be negotiated between the hiring character and the GM. Do some role-playing. If time is short you can have a player look over the cards you have chosen for the Hireling and negotiate from there.

Refreshment Vale (Magic Item 211V2) Updated.

To help clarify what we mean by “Available Drained cards” we added:


RST and DWN cards may not be recovered.”

Meditative Recharged renamed Recharge

Valarian 201V2, Set 300.



Sometimes a name gets in the way. This is one of those cases. To reduce confusion we changed the name and added some further restrictions. The text now reads:



Activate to immediately recover three previously drained cards of the player’s choice.
RST and DWN cards may not be recovered using Recharge.”



We try to catch these problems in Beta, but sometimes they get past us.

Throwing Knife V2. A Correction.

The original Throwing Knife had no range on it.


The V2 card has the range of 50 feet on it.

How do I keep up with the changes in the Beta cards?

The answer is: with difficulty.



We have assigned Mocha the task of keeping track of the changes in the Beta cards and creating a timeline for each card as it changes. She has, up to now, failed to get me that list.



This means every player using betas should do the best they can and try to check the cards they are using on a regular basis to look for changes.



If a bata card is not working for you, you should let us know. We may need to change it, or even do another beta card.

What about my Classic, Deluxe and Storm Rider's Guild cards?

The only card we banned from 2.0 is the Deluxe Era “Make it Independent.”



You should use the older cards with the concept in your mind that you need to play them in a way that fits into the 2.0 philosophy. We leave that in your hands. It is the only way we can protect your investment in those cards. In return for keeping them in the game for you, we ask that you use them fairly and in the spirit of the game.



If you abuse older cards your GM has the right to use rule 3.4 to ban them from her games. Do not make the GM’s do this.

Why do the starting CP's of characters vary?

Over the years we have tweaked, modified and changed the stats and card points of characters.



The primary information you need to know is that they are all valid as published. You do not need to change them. This includes all characters from the Classic and Deluxe Eras as well. They all work.

Obslete cards.

Perceive, Listen and Keen Sight. These are not being used as is. Rather than change the cards we are replacing them with new cards. They are, however, still valid cards.



Replacements have a five minute duration and 1 CP. They are Take a Look, Sniff Around and Listen Carefully. The Awareness versions have a much longer duration (V).

Changes in Dragon and Werewolf Characters.

The newest characters will all have 13 starting Card Points. This meshes with the new Starter sets. It will be easier to teach DS from a standard set rather than many choices.



As usual, all older character cards are still valid. Maybe just a little more unique now.

Changes in Set 100 Starter

We are modifying the basic starter set to have 13 card points in it. We are doing this so we can more easily Teach DS and keep the starters in stock.



We will be able to use the same basic starter set for every new shifter race by adding a character and form to these.