Dragon Storm
Version 1.1
Additions
What is Update 1.1
Update 1.1 is a set of additional rules for the Dragon Storm Role Playing game. These are to be used with the current rules, which come in the Dragon Storm deck box. The base rules are also available online at (http://www.dragonstorm.com/content.html).
What is the Purpose of this Update
Dragon Storm was originally published in 1996. We avoided changing the base rules between that time and now because we wanted to keep all published cards playable. We were aware that Dragon Storm players had supported the game by purchasing a substantial number of cards. We were determined to return that support by keeping a consistent set of rules. In intervening years, however, problems with the rules became apparent, caused by conflicts with new cards rules and flaws in the original rules set. We attempted to solve these problems by publishing errata. At the same time, the Storm Riders Guild tried to address issues with a separate rules of their own. The result of these efforts was a patchwork that became increasingly unwieldily. An overall revision became necessary for the game to remain playable.
With this in mind we present this first official Dragon Storm Rules revision. Here is what we are trying to accomplish with these changes.
1. Resolve conflicts and structural rules problems while keeping most of old cards playable. We are going to have to obsolete some cards. We will work to keep this number as low as possible.
2. Blend guild rules with Dragon Storm base rules to come up with a single set of universal rules. By doing this, we intend to make it easier to play and run guild games.
3. Lay groundwork for a full rewrite of the Dragon Storm rules. This update is published separate from the base rules. Once it has been tested in the real world, we will revise it and blend it with existing rules to create a new Dragon Storm Rules book. We will keep players informed of the progress on this rules book via our newsletter and web site.
4. Make the transition as smooth as can be. To this end, we have included a number of grandfather clauses in the Guild rules for existing Guild Characters. These will allow existing guild characters to keep many advantages they gained under the old rules. These Grandfather clauses may also be applied to characters in private campaigns, with a Game Master's approval.
Dragon Storm and the GM Rule 3.4:
All Dragon Storm Game Masters have the freedom granted to them in rule 3.4. The intent of this rule is to make games quick by giving game masters authority to make snap decisions. Essentially, the rule says that the game master is always right, even when the rules say otherwise. This unfetters game masters from dogmatic adherence to the rules, but this freedom comes with responsibility. A Game master should make her games fun and entertaining for her players. Rule 3.4 is there to help make the game fun and fast, not to be a club to get your way. Use it to give the players a chance for creativity and make the “Anything Can Happen” in Dragon Storm true.
NEW CARD CODES
1.1 version Dragon Storm cards will be slightly different from previously published ones. The main difference will be additional codes that may appear on the card type line. Definitions of new card codes are listed below. 1.1 cards will also have a new numbering system. Card numbers in this version will start with a 2. Older cards are still valid cards, you will just have to be creative and adapt to use them. Rule 3.4 should be applied.
Most of these codes help define how, when and where cards can be used and recharged. One refers players to further information about the card in question. This additional information can be found online at (http://www.dragonstorm.com/content.html). It will also be available in handouts that we provide at shows we attend. Another code defines a new card type altogether. This is the Enhance card type.
To help players understand how these new codes fit in with existing codes, we have included both old and new codes below, grouping them to show how they are related to each other. Many previously published cards will fall under these new codes. Most of these will still be playable. We will add information about what codes apply to existing cards later. In the meantime, game masters should make rulings based on the definitions below and their own best judgment. Rule 3.4 applies. Embrace the chaos.
Card Codes:
Card Usage Code
This is the 3 letter code, such as UNI, GRF, or WIZ, that defines who may use a card.
Card Type Codes
Anchor= Permanent Skill.
Ace= Temporary card, drains when it expires.
Enhance= Temporarily enhances an Action, Independent, Movement or another card. Must be played in combination with one of these.
Card Timing Codes
Act= Action required to put into play.
Ind= Independent required to put into play.
Mov= Movement required to put the card in play.
F= Flash Duration. Instant and drains.
R= Round Duration. Stays in play from time played until end of the current round.
C= Combat Duration. Lasts about 5 minutes.
V= Variable Duration. Lasts until drained voluntarily or by circumstances.
P= Permanent Duration.
Card Limitation Codes
AUK= Action Upkeep required each round.
IUK= Independent Upkeep required each round.
L1P= Limited to one in play at a time.
L1R= Limited to one played per round.
L2= Card has a limited number that may be carried by a character.
+Info= Complexities involved. You should read the additional printed reference materials.
REM= Removable Warp Feature. All existing, non-spell Warp Features may be removed by using Purify body or another card that attacks Warp Features.
Card Refresh Codes:
RST-refreshes only with rest or meditation.
DWN-refreshes only at Dawn.
DSK- refreshes only at Dusk.
DnD-refreshes only at Dawn and Dusk.
ADDITIONAL CARD RULES
Cards are now divided into 4 new categories, in addition to the categories mentioned above. These are the Origins. They show where a card's power comes from. The origin of a card is most important to Game Masters, because it helps them choose the most appropriate cards for cast members to use. For instance, a human wizard will have lots of spells but she won't have abilities. Card origin is obvious for most cards, so it is not printed on the cards. Guidelines for card sets often include Origin information.
Card Origins
Spells are a type of magic that creates effects by manipulating Od or Warp.
Abilities are inborn, but still use the worlds Od as a power source.
Skills are knowledge based. They don't depend on any sort of magic.
Powers come from within the user and use internally generated power.
Anchor Card Restriction
Only one of each Anchor card, or one Background, may be added to a character.
The only exception to the rule above is "Way of" cards. These include Way of the Smith, Way the Dancer and all other cards in this series. Way Of Series cards are limited by a character's experience. A character may acquire one Way Of Series Card every other Lifeline they achieve.
A Novice or Seeker may have One Way of Series anchor.
At Seasoned or Elder a second Way Of Series card may be gained.
At Esteemed or Grand Elder a third Way of Series card may be acquired.
At Prime or Master a fourth Way of Series card may be gained.
An Ancient may gain one more Way of Series Card, making five total.
After that one more Way of Card may be added for each 800 Card points. (1800, 2600 etc.)
Characteristic Bonus Restriction
A characteristic bonus is only added once per dice roll, even if multiple cards which add that bonus are played at one time.
Example: Tasha plays two cards to enhance her chances of seeing a hidden wakana. One card is Perception (bonus is WIS +2) and other is See the Hidden (bonus is WIS+1). She plays both cards at once, coming up with a total bonus of WIS +3. She does not add her WIS twice, even though she is playing two cards.
Card Duels
When two conflicting cards, such as Dispel Magic and Stun Blast, are brought in to play against each other, the contest between them is called a card duel. In play, card duels should be short and decisive. To achieve this, card duels follow this sequence.
- A player sees cast member playing a card that he wants to block. Depending on the circumstances, the game master may require a perception roll or Battle Sight for a character to see this. In the case of wizards using Dispel Magic, they are trained to recognize the strength and target of a spell that is cast nearby.
- The player plays one card capable of blocking the cast member's card.
- Enhance cards may be played, if available.
- The dice are rolled and the contest is fully resolved.
- Time for the game to move on.
As an example:
A Necromancer casts a Stun Blast at a Wizard's companion.
The Wizard “Senses” the incoming spell.
The Wizard Casts a Dispel aimed at the incoming spell.
The Wizard has a WIS of 4.
The Contest is Dispel 2d6+6 versus Stun’s 2d6+9.
Dispel gets a total of 14. Stun gets a total of 16.
The Dispel fails and the Spell strikes the target and is resolved.
The game moves on.
The outcome could have been different if the Dispelling Wizard had chosen to play an enhance card on her Dispel and won the Contest. Then the spell would have been drained without striking.
Terrible Twos and Exploding Dice
Terrible Twos is a new rule that makes a roll of 2 stun a character or cast member. The victim of a Terrible Two must win a recovery roll against the game master before he can do anything else. Each attempted recovery roll uses up one independent.
The Stun Recovery roll is the players 2d6 roll versus the GM’s 2d6 roll. If you do not trust your dice rolling you can expend your next four Independents and overcome the Stun. Yes, you may dip in to your Independents from the next round.
There are two specific exception to the Terrible Twos. If you roll a “2” when rolling for initiative your Initiative roll becomes Zero, but you are not stunned. The second is during an Exploding Dice streak. Once a dice roll explodes, a “2” counts as a “2” during that individual Streak.
Exploding Dice is a rule that turns every roll of 10, 11 or 12 into a streak. On making an exploding dice roll, player or game master rolls again and adds the second roll to their first. If the second roll also explodes, the streak continues. A third exploding roll extends the streak further. Things continue on until the dice roll does not explode. A 2 rolled during this series only stops the streak. A Terrible Two has no effect during an Exploding Dice streak.
Both the Terrible Two’s and the Exploding dice are calculated on the actual dice roll. No card can be played to “create” a Terrible Two or Exploding dice roll. It is all natural and by the dice alone shall you Streak.
Lifeline Cards
As of this update, Lifeline bonuses are mandatory. They mark important changes in characters that happen at regular intervals. They have 0 cost. Instead of being tracked on cards, they are to be recorded on character sheets. New character sheets available at (http://guild.gameswemake.com/page6/page6.html or http://www.dragonstorm.com/content.html) reflect these changes. If we publish new Life Line cards in the future, they will reflect the changes in this chart.
LLB (Life Line bonus) may be substituted for WIS in rolls that use WIS as a bonus.
Experience counts.
The boon limits make a good guide for game masters gauging how many features to give cast members. Compare a cast member's card points to the character card points on the chart, then substitute number of boons for number of features. Gamemasters may also give cast members the other bonuses from the Life Line chart.
| Card Title | Card Points | RP Cost to add one CP | Life Line Bonus | Recommended # of Boons Total | Characteristic Bonuses |
| Novice | 0 to 99 | 20 RP each | +1 | 1 to 3 Total | None |
| Seeker (*1) | 100 to 199 | 20 RP each | +2 | 4 to 5 Total | +1 STR +8 HP |
| Seasoned | 200-299 | 20 RP each | +3 | 6 to 7 Total | +1 SPD +8 HP (16 Total) |
| Elder (*2) | 300-399 | 25 RP each | +4 | 8 to 9 Total | +1 COR +8 HP (24 Total) |
| Esteemed | 400-499 | 30 RP each | +5 | 10 Total | +1 STR (2 Total) +8 HP (32 Total) |
| Grand Elder (*3) | 500-599 | 40 RP each | +6 | 11 Total | +1 WIS +8 HP (40 Total) |
| Prime | 600-799 | 50 RP each | +8 | 12 Total | +1 SPD (2 Total) +8 HP (48 Total) |
| Master | 800-999 | 60 RP each | +10 | 13 Total | +1 COR (2 Total) +8 HP (56 Total) |
| Ancient (*4.) | 1,000-1,399 | 80 RP each | +11 | 14 Total | +1 STR (3 Total) +8 HP (64 Total) |
| (*5) Additional Growth. | Each +400 | 80 RP Each | +1 per | Unlimited | +8 HP each 400 |
| Guild Specific Bonuses, Optional in home campaigns. |
| *1. Guild Clan Seekers Gain a +1 to Clan/Bloodline Rolls and +1 to Clan/Bloodline Persuasion rolls, but not Charm rolls. |
| *2. Guild Clan Elders Gain a +2 to Clan/Bloodline Rolls and +2 to Clan/Bloodline Persuasion rolls, but not Charm rolls. |
| *3. Guild Clan Grand Elders Gain a +3 to Clan/Bloodline Rolls and +3 to Clan/Bloodline Persuasion rolls, but not Charm rolls. |
| *4. Guild Clan Ancients Gain a +4 to Clan/Bloodline Rolls and +4 to Clan/Bloodline Persuasion rolls, but not Charm rolls. |
| *5. For every additional 400 Card Points above 1,000 a character gains 1 Boon and +8 HP. (1,400, 1,800, 2,200, 2,600, etc.) |
The Ten “Things” Rule
The combined number of movements, actions and independents a character or cast member may do in one round is restricted to 10. Characters receive one Action and One Movement per round. The remainder of the Ten “Things” is Independents. If you use cards like Dual Action they count as two “things” and reduce your available Independents this round.
Additional Combat Rules
All combat rounds are 30 seconds long.
A character may convert one action a round into movement. This is called a double move.
One movement is equal to 60 feet a round, plus 10 feet for every point of speed (SPD) a character or cast member possesses. The resulting number is called a character's base move. This is the normal speed of the character moving at a brisk walk when in humanoid form.
A Four legged character or cast member moves at double her base move.
A Flying character or cast member moves at triple her base move.
A character or cast member moving stealthily or cautiously moves at half her base move.
A character or cast member charging or running adds half again to her current movement rate. This hasty movement can be dangerous. Characters running or charging subtract -6 from all rolls to see traps, hidden enemies or other hazards. They may also suffer other penalties of the game master's choosing.
Example: Furball the Tigrean Dragon has a speed of 2 which makes her base move 80 feet. In tigrean form she crawls through underbrush towards a wakana camp, trying not to be seen. Her movement rate 40 feet. Despite her best efforts, a wakana guard spots her and gives alarm. Furball shifts to dragon form and breaks out of the underbrush, moving towards the camp at a brisk walk. Her movement rate is now 160 feet. Seeing her approach, the wakana grab their gear and start to scatter into a nearby forest. Furball spreads her wings and takes flight to pick up speed. Her movement rate is now 240 feet. A wakana chieftain stands his ground, turning to face Furball. She increases her speed to a charge, swooping down towards him. Her movement rate is a blinding 400 feet. However, at this speed, the game master decides she has no chance to spot the three hidden archers who are taking aim at her as she flies towards their chief......
Playing Ongoing Independent Spells.
Many spells may be maintained in the game by expending an Independent Action each round. This means they are operating, but to actually get information from a spell like Discern the Truth, the Player will need to tell their GM that she is focusing on the spell and trying to use it. The GM has a lot to keep track of so players need to give them a hand to get best results from this spell.
Monetary Notations:
Ten Silver Pieces equals one Gold Piece. We are adding Silver Pieces to the game because crude local beer is only worth one Silver Piece. A price of 1.2 GP would be one Gold Piece and 2 Silver pieces.
Subdual Damage and Healing: Subdual damage now heals at the same rates as Lethal damage.
Card Errata.
Card errata will be included in the card lists that you can download online.
Dispel Magic Errata. Dispel Magic may not be dispelled.
Storm Rider’s Guild Cards.
These cards are accepted for all Dragon Storm play. You can find out more about them online.
Individual Dragon Storm Cards.
Individual cards are available at the Dragon Storm Annex, run by Debbie.
Character Death
When a character reaches zero HP they fall down dying. Their companions have until the end of the following round to heal them to positive HP. If a character is not healed to positive HP in time, they die. Spirit life awaits them.
A Character who goes below 0 HP, and is healed by their companions back to positive HP, will be conscious but in shock. This shocked state will last for an hour, during which the character will be limited to doing three “things” per combat round.
What is Classic Dragon Storm?
In All versions of Dragon Storm we have the 3.4 Gamemaster Rule. If a GM wants to invoke 3.4 and play with the original Dragon Storm rules, they may do so, it is built into these rules. These games are called Classic Dragon Storm.