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
Sunday, December 25, 2011
Happy Holidays, One and All!
Wednesday, December 21, 2011
Now, let's welcome the singing Dragonets!
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.
Friday, November 18, 2011
GM Beta Updates
I have been doing a lot of local GMing lately, so I have been able to look over what I am using and putting them in a series of sets for the GM.
The whole idea with the different cards is to try them as they stand and then to begin combining them in new and unique ways. It gives the GM a chance to keep the players off balance.
You are going to find a couple of new Warpspawn races hidden in here. We already have the Wakana who are like Werewolves. Now we have the Drako who are Dragon clones and Gnomes who are patterned off of the Gargoyles. These new races are getting the Dragons and Gargoyles upset. They just think it is warped and they are taking offense. All fun from a GMs point of view. Getting some very good role-playing out of this.
Since they are new I have posted the new GM Betas at the top of the page. You can go here and have a look.
Saturday, November 12, 2011
At Ucon!
- Posted using BlogPress from my iPhone
Location:E Srv Rd,Detroit,United States
Friday, November 4, 2011
On the way to PentaCon
- Posted using BlogPress from my iPhone
Sunday, October 30, 2011
Dodging and Ranged Attacks.
One of the goals we had in writing the Dragon Storm 2.0 rules was to avoid absolutes. This ties in with our desire for the GM's, and players, to be free to create new situations and answers. Sometimes it is difficult for our minds to grasp that there are no absolutes in Dragon Storm. The laws of the universe are flexible in ways meant to create the feeling of Chaos and wonder. You can never be entirely sure of anything.
One result of this theory is that people keep looking for absolutes. This has occurred in regards to Dodging Ranged attacks. We left this ambiguous. Dodging ranged attacks is generally not possible without a special ability, but that is not always true. Too many possibilities exist for us to be able to make an absolute rule. It will be up to the players to suggest they may be able to Dodge and the GM's to judge if it is possible. If you are in the open and someone shoots an arrow at you, you have a problem. If, however, that attacker is lobbing boulders at you, well, you may be able to Dodge. There is no way to construct a world rule that covers all ranged attacks and dodging, therefore we did not bother.
The bottom line is that dodging ranged attacks depends first on whether you have a special ability to, and secondarily, on the exact situation you are facing. Your chances will be decided by the GM applying rule 3.4, your role-playing, and the situation.
Mark
Friday, October 28, 2011
New Werewolves and More!
The 2.0 Werewolves have officially arrived. The big bad forms are here, and melee, well Werewolves do melee. There are now real reasons to take that Great Wolf form as some abilities only work when you are in an Animal form. Like the Dragon there are now abilities that improve as you work your way through the different sized shape shifting form. You can go to the revamped Werewolf Page and have a good look by following this link. You are going to want to scroll down to the Downloads section and have a good look. There you will find the Get to Know Your Werewolf PDF, you should read this! We have PDF's of the new cards to examine, and even play with if money is sparse right now. Towards the bottom of the page you will find a way to buy a set of nine identical cards. Handy when there is a card you just keep using.
The new Beta page is filling up with potential cards of the future. You can consider the Witchcraft and Witch specialty cards, Herbs, Clan Swords, Gargoyles, and a series of specialty cards that could appear. Keep in mind that everything here is a Beta and there may be changes before publication. We leave it up to our players to track the changes to their own characters cards. Just follow this link and you will arrive at the Beta page.
Now that we are starting to see the Holiday Season on the Horizon we are adding Greeting cards to Susan's Cafepress shop. We are going to be focusing on Cats and Dragons for the cards. If you are wondering what cards to send this year, take a look at Susan's cards by following this link.
OK, that is it for today.
