It has been a great con! Thank You!
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This RPG blog covers Susan Van Camp's Dragon Storm RPG system. As we continue development of Dragon Storm and create new games, the news will find its way here.
Shifter Affinity is one of the many beta sets you can find on the Dragon Storm RPG Beta Page. Which, if you have not looked in a while, you can follow this link to take a look.
Shifter Affinity represents the Character learning more about themselves and the body they have acquired. Characters who do not bother to do the research on their shifting abilities will live a happy and fulfilled life without it. However, some character concepts require special abilities not shared by every Tom, Dick and Sandy around the table. It is something you use to personalize a character and build in skills not common to all shifters.
When building a memorable character you will want to look carefully at the cards and consider which ones will enhance your characters.
The first is the Adopted Form. This card allows a character to use forms not normally available to them. For instance, you may be running an Elven Unicorn. The Unicorn can shift into Farilan Elf. You may envision an Elf character who can shift into any Elven form. You would "Adopt" the Haskalad Elf from the Griffon and, with a second Adoption, pick up the Dragons Ebony Elf. Now you have an elf shifter who is different than the other elves.
The second card is Mind-to-Minds. If you have the concept of a versatile leader who deals with many different groups, you can use Mind-to-Minds instead of sharing a Link with the Vermite beggar on the corner. While most characters are not going to consider such an act, your character just might want to. The problem is that you need to know yourself, by having Shifter Affinity, to get this ability.
The third character intensive card is Gender Switch. We have left this a little vague so that players can mold it to their character concept. I have seen characters who switch due to external events that the player envision, just a fun character idea. I have a character who learned this because he is a wanted man in several places and gets recognized. Therefore he has places where he is a she. How, and why, you use such a card is up to you.
Next we have the Form Affinity. With this one the character becomes a quick shifter. In the blink of an eye they can flash to a new form. run into the alley and poof, you are new. If you are wearing common farmers garb and little distinguishing equipment. Well, you just might get away with it.
Affinity Defense is going to be a little more difficult to explain why the character took it. This is something that you may see the blustering tough guy using, another idea is playing in my mind, but I do not see it clearly enough to explain it right now.
Affinity Cloud is something you would look at for characters that spend time scouting out neutral and Jikadell territories where the bad guys would be looking for fresh meat on a regular basis.
This set is still short a couple of cards. So, we will keep our minds and eyes out for more cards that work here.
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I am going to add a small piece of historical information here that is only slightly involved with these cards. In ancient dragon clans a couple would expect to have two children. One as the father and one as the mother. They would switch genders to trade places. The other problem is that a pregnant dragon can not shift until after the birth. That means 30 months locked in to a single form.
The child is born live and after six months is forced in to a Stone Sleep to grow up and be taught by spirit teachers. Depending on the child they will be out of the Stone Sleep in just 50 years as a young adult ready to go. Many mortal scholars have mistaken the Stone Sleep for eggs. Now that the ancient dragon society is gone many mistaken myths have grown up, and there are few dragons around to correct the mistakes. Even fewer care if the mortals get it wrong. Now I find myself wondering why the spirit who told me this keeps laughing. Could this be wrong? We may never have absolute certainty. The chaos unleashed by the Deathday Massacre is a plague to historians.
Whatever Holiday you enjoy, I hope it has gone well.
I am also pleased to hear that the nasty Santaspawn and his eight mad Taur were turned back last night. Now we can all enjoy this day.
Mark
All right everyone, give them a big hand! Ok, I have been working on a Dragonet set for the GM to enjoy, so here it is, just in time for Christmas and New Years games.
What you have here is eight varieties of Dragonet. There will also be a couple more variations that the Raptors have bred, but those will be with the Raptors. The CP total is in the parenthesis. What you see are the working notes for coming up with the total.
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Dragonet Information
Dragonets are native to Grandilar. This means they have been exposed not just to the Warp Storms since Deathday, but also to the ancient Od and Warp storms. These mystic pressures have caused a series of mutations within the race.
Dragonets that are named as Warpspawn may also be used by the GM to fill out the bad guys flying with Dragon Storms.
GMs are free to add features, including Health Cards, to these Dragonets to keep the players amused, confused and nervous. As usual the GM determines which features are warp features and may be Purified.
The basic Dragonet includes a price as they are sometimes available to be pets or familiars.
Poison Dragonet
CP= 22+14+27. (69)
STR= 1, COR=2, DEF=3, SPD=3, WIS=0, HP=30, CAP=1 max
Animal, Warpspawn
Fire-breath, Ind/F (L1R). (2d6) 200 feet, Magic Damage.
Flies.
Poison Tails, Ind/F (L3R). Melee, Poison Damage.
Warp features optional.
Dragonet skeleton
CP= 14+14 (28)
STR= 1, COR=2, DEF=3, SPD=3, WIS=0, HP=10, CAP=1 max
Undead, Animal
Fire-breath, Ind/F (L1R). (2d6) 200 feet, Magic Damage.
Flies.
Reforms once per day.
Dragonet Zombie
CP= 14+37 (51)
STR= 6, COR=2, DEF=3, SPD=2, WIS=0, HP=66, CAP=1 max
Undead, Animal
Fire-breath, Ind/F (L1R). (2d6) 200 feet, Magic Damage.
Flies.
Dragonet Spectre
CP= 30+14+16 (60)
STR= 6, COR=2, DEF=3, SPD=4, WIS=0, HP=30, CAP=1 max
Spirit, Animal
Fire-breath, Ind/F (L1R). (2d6) 200 feet, Magic Damage.
Flies.
Materializes once per six hours.
Luck to hit. Roll 2d6, 7+hits.
Frozen Dragonet
CP= 18+4+12 (34)
STR= 1, COR=2, DEF=3, SPD=3, WIS=0, HP=18, CAP=1 max
Animal, Warpspawn
Cold-breath Ind/F (L1R). (2d6) 200 feet, Cold Damage.
Flies.
Warp features optional.
Three Headed Dragonet
CP= 22+27. (59)
STR= 1, COR=2, DEF=3, SPD=3, WIS=0, HP=30, CAP=1 max
Animal, Warpspawn
Fire-breath, Ind/F (L3R). (2d6) 200 feet, Magic Damage.
Flies.
Warp features optional.
Phase Dragonet
CP= 22+27. (79)
STR= 1, COR=2, DEF=3, SPD=3, WIS=0, HP=30, CAP=1 max
Animal, Warpspawn
Fire-breath, Ind/F (L1R). (2d6) 200 feet, Magic Damage.
Flies.
Phase, Ind/F. Roll 2d6 when attacked. 7+ it teleports 50 feet. All attempts use Ind.
Warp features optional.
Classic Note:
The Phase Dragonet will need to have a lower CP. It will have fewer phases in Classic and will be easier to catch than in 2.0.