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| The Gamemasters first Ten. The Core GM cards for the game are published in the back of the Dragon Storm 2.0 Rulesbook. These are the actual cards. They are handy as cards because the GM can visualize all of the combinations and possibilities more easily with the cards. Use them to create a constantly shifting dangerous world of magic. This package includes Ten GM sets. One each of: 600, 601, 602, 603, 604, 605, 606, 607, 608 and 609. |
Ten Sets $40.00
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Set 600, Dragon Storms. This set has nine GM cards. These are the Storm and Feature cards. You can build anything from a small dangerous Bare Nexus to a huge sky filling nasty Dragon Storm. Enjoy!
The idea here is to assemble the pieces of a Dangerous warped magic storm. You can create small storms for young characters and big storms for experienced characters. Creative GM's may what to branch out and add Features from Set 607 to create unique storm encounters.
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$4.00 |
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Set 601, Base Terrain Cards. 9 cards. This set contains the basic Terrain types of the world. It also includes the Fundamental Magic variations that can be added as Features to the basic terrains.
Start with a card like the Forest. As it is it represents a normal Forest. You could add a card like Warped to it to make a nasty smelly, warped forest. There are more cards in sets 602 and 608 designed to be added to the Terrain to make new varieties of lands for the characters to ravel through and adventure within.
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$4.00 |
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Set 602, Terrain Feature Cards. 9 cards. This set contains the basic weather Features that allow a GM to create Snow covered lands or deserts. You can even add these as localized Features to create snow storms in the desert. The worlds wild magic has had its way with the land. Unlimber your imagination and have fun. Download PDF. |
$4.00 |
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Set 603, Cast Cards. 9 cards. These are some of the races that populate the world. The great storms of the ages have created bridges to other worlds and accidentley brought visitors. Few of them survive, but life has a way of continuing, even in a strange and foreign world. Download PDF. |
$4.00 |
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Set 604, Cast Cards. 9 cards. This set includes monsters, animals and more. On the Animal cards you will find a GP value at the end. That is what it would cost to buy one that is trained in town at a stable. These animals, with GP included, can be used as familiars, companions and pets as well. If these animals gain unnatural/warp features they become nasty mad spawn. That is a hint to GMs. You can also use the GP value to figure out what one of these could be sold for to locals as food and parts. I will suggest 1/4 value as parts. 1/2 captured live. Download PDF. |
$4.00 |
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Set 36. Set 605, Jikadell Cast and magic cards. 9 cards. Set 36 is the current Jikadell set number. They are 2.0/Classic cards. When these sell out we will change the layout. Jikadell is the Goddess that opposes Elethay, supports the Necromancers, and hates power sharing. They want all of the power, they will, of course, use it to protect you and make your life easier by eliminating all of that nasty free will. They will tell you what to believe and do, you will be happy and do, and believe, as you are told. See how easy life can be without all of that thinking? Of course you do. Download PDF. |
$4.00 |
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Set 606, Necromancy Cards. 9 cards. Necromancy is a warped twisted magic that is a spin off of Wizardry. It is magic of death and horror. The side effect of Necromancy is the creation of warp. The bigger the spell, the more warp residue that is created. Small spells, 10 CP or less, create just a smell of warp. Necromancers had assistance from off world creatures called the Pylos, in developing the spells that drain magic from shape shifters and create power for the Necromancer. The Pylos also infected Necromancers with a yearning for power that overcomes all users of draining magic. That desire insures that Necro's have a tough time working together. Their is a minor cult of Necromancers who rejected the Pylos inspired draining magics. They are called the Brotherhood. While they are still detestable magicians, they fight the Pylos tainted Necros. Sometimes you take the allies that exist, no matter who they are. Download PDF. |
$4.00 |
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Set 607, Feature Cards. 9 cards. This set is a set of Features that a GM can add to monsters and to normals to create monsters. If the Feature is unnatural it is considered a Warp Feature and can be removed by some Valarian, Dragon and Rogue abilities. We make this distinction because a GM can also use these Features to create natural features and new monsters and races. Features used this way are not removable. We leave this distinction in the tender, loving hands of the GM, who will use 3.4 to make the distinctions. Just make it fun. F-P. Some feature cards have a combat duration of F (Flash), yet they are also permanent (P). Download PDF. |
$4.00 |
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Set 608, Terrain Feature Cards. 9 cards. This is the first of several sets that will allow the GM to add places to the Terrain as Features. You can use these as meeting places, the goal of scenes and almost anything else you want to. Download PDF. |
$4.00 |
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Set 609, Cast Cards. 9 cards. You can never have enough different things to run into. Remember, these can be combined with Features to be sure the variety of creatures in your world is always changing. Embrace the Chaos, everything can be new. Download PDF. |
$4.00 |
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Set 610, Wakana Cast Cards. 9 cards. This is the first of many race specific card sets. Use these to extend the feel of these rather regular enemies. Use features to increase variety. This set shows the tribal make up of the Wakana and provides some nasty folks to be out wandering the world. These are being presented as an opional set for GM's to make life easier and allow you to quickly set up a Wakana raiding party. With these cards you can just add features and away you go. Download PDF. |
$4.00 |
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Set 611, Mighty Madspawn Cast cards. 9 cards. The Mighty Madspawn illustrate how big and bad some of the monsters wandering the Stormlands can really be. These creatures are the extreme results of warp and they fight for the Necromancers whenever a Necro dares command them. Gamemasters can add features, compatriots and situations to these in ways to be able to challenge even the most powerful of characters. Remember that these nasties also have access to Universal cards like Kick, Split Action and health, just like all cast members. Download PDF. |
$4.00 |
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Set 308/35. Health. I have put this set here because we want to make it very clear that this player set is an important GM set as well. You can add these to virtually any Cast member to make them "special". GM's can also use these cards as the starting point for a completely GM made creature. Take one of the Health cards and call it Herschel. Then describe Hershcel as a small ugly cherry tree. Now, give it Firebreathing, and now consider the effect of thrown cherries pits. Maybe they are hot (add the Hot Terrain feature, those things burn when they hit..) and you have Herschel the Cherry tree ready to be chopped down. Herschel's Card Points are equal to the cards you used. Embrace the Chaos and keep the players on their toes. Herschel does bring up a couple of questions. What is his movement. Base movement is listed as 60 feet (6 inches) in the rules, so Herschel has that. How far can he throw his Hot Cherry pits? Well, let me see. I think my Herscel throws 200 feet (20 inches), your distance may vary. Can he talk? Ask your GM, I have no idea. Maybe he sings in a feathery, whisper like voice that floats through the woods enticing in, well, food, like the characters..
This set has nine cards. Nine Health cards. How can you go wrong? Only the format of the cards is changing on these. When we sell these out, we will reprint them as Classic/2.0 cards. |
$4.00 |
| Set 07, Cast Cards. 18 cards. Features are Features. Whether you GM 2.0 or Classic these are wonderful tools. Download PDF. This is a press sheet. |
$8.00 |
| Just want to print and use the PDF's? You can do that, and Pay too! You have probably noticed all of the PDF's you can download and print. If you do not want to purchase the cards, but you do want to support Dragon Storm, you can pay for the PDF's. We will use the funds to get more art and create more PDF's for you to use. Please let us know in the notes what sets you are paying for, that will help guide our future development. |
Please Purchase Each PDF. Nine card Sets $1.99 Eighteen Card Sets $3.99 |
The 2.0 GM cards are broken down into traditional Dragon Storm pieces. They allow a GM to start with a single card and build it into an encounter, or encounter area, by combining the cards in the new sets. Older cards frequently include several pieces on a single card and provide less flexibility, but they are fun to use.
Classic GM's will be able to use the new concepts, especially the Storm cards, to expand their existing library of cards and encounters.
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