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Card Set 204 DS. Dragon Abilities Five. An unfinished set. |
NYA. |
Great Change Forms, Revised 05/19/2011Time to update those Proxies! We have finalized the Dragon forms. Next we updated the other racial forms to match. The big changes are that Greater and Prime forms now have a Lifeline requirement and the CP's went up.As everyone knows by now, you can still use the classic cards and abilities to fill out your characters while we work through all of the races.
Dragon Forms, sheet one.
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Werewolf 2.0 Beta files. Updated 07/16/2011.Yes, everyone will get new cards, just be patient.Get to Know Your Werewolf Guideline RTF. Werewolf Starter Character Werewolf Characters Werewolf Set One Werewolf Set Two Werewolf Set Three Werewolf Beta |
Classic Deluxe Card PDF's and notes.Classic Dragon Storm Information, rules, PDF's and more is available on it's own page. Enjoy! |
04/21/2011 | Go There! |
Second Edition Gamemaster Card PDF's for Download:For Second Edition we are creating several series of pieces and parts that the GM can combine in any number of configurations to create the Chaotic world of the Stormlands.At the same time we want to create pieces that will help GM's understand and pass on the feeling of this magical world. Gamemaster Accessory Cards. These cards exist for two reasons. The first is to help the GM remember to give players a reward for making games fun. The second is that these cards allow a GM to help players understand what she wants her games to be like.
Cast cards. We will be doing many variations on the cast cards as time goes on.
Features may be natural, allowing for new GM built races, or Warped and removable. GM decides. These may also be combined with Terrains, labryinths, ruins, Dragon Storms or locations at GM discreation. GM's should also consider the Health cards as Features for cast members.
Labryinths have been created as ceremonial sites, holy sites, storm shelters and protected shelter from raiders for generations. When hamlets and villages are destroyed, abandoned, or moved, they leave their Labryinths behind and forget them. Much of what is here can also be used in above ground stronghold and village ruins.
The Necro's stock in trade. We have expanded the scope of their spellcraft to help GM's cope.
Terrain cards are meant to be used for traveling and for the bulding of small hamlets, villages, towns, roadside outposts and the travel in between. GM's should embelish these.
Traps. What can be said. The Trap enhancement cards also works with the Labryinth cards.
Mark's work sheets. As I work on scenarios I place cards in pocketed sheets to keep track of them. I am trying out taking it one step further and creating the sheets in a way that I can share them with other GM's. Print them and use them. Have some fun.
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