Storm Riders Guild



Rules for Guild-Sanctioned Games and Characters - v2.5

In addition to the Player and Gamemaster rules that come pre-packaged in the Dragon Storm starter deck, guild-sanctioned games must follow these additional rules.

Basics

  In order for any game to be considered a sanctioned-guild game it must have a least three players who are guild members and a Storm Warden

  Guild characters must follow all guild rules and restrictions.  Guild characters may only earn role-playing points, boons, or other items while playing in a guild-sanctioned game.  Guild characters must have a certificate in order to use a restricted boon, an NFS item, or other restricted cards.

  Non-guild members may play in a guild-sanctioned game, but they must abide by all of the guild rules.  This includes the use of restricted boons, NFS items, and guild-only cards.

  Any character that has two or more warp features at the conclusion of a guild game is removed from guild play.  That character may not be played in future guild events.  At some point during the game, the Storm Warden should give the character the opportunity to have the warp features removed. 

  If a character is removed from play for any reason (death, warped, or otherwise lost), their character sheets along with a description of the event should be sent to the Guildmaster for archival purposes.  These characters become non-player characters.  Certain special missions or events set up by the Guildmaster may allow a character to return to game play.

  Players may not use unpublished test cards or demo cards in guild games.  A card must be published (i.e. in a Dragon Storm card set or booster series or on a book published by Black Dragon Press) or must be otherwise available to the general public for use (i.e. web special mix-n-match cards) in order for a player to use it in a guild game.

Elven Griffons

Elven Griffons have a unique background - as elves they are often found in mountain terrains, rather than in forest terrains.  Because of this, they may choose to be able to use Mountain Prowess instead of Forest Prowess.  That is, they may now take Mountain Prowess at its normal base cost of 1 card point, but they may never use the elven card Forest Prowess again.  This choice must be made before the character reaches 30 card points and must be clearly marked on their guild character sheet.  Once chosen, cannot be changed.

Firing into Melee

Firing a ranged weapon into melee combat is dangerous and tricky.  If two or more opponents are fighting in melee, any ranged attacks that are made against either opponent have an equal chance of hitting the intended target or his counterpart.  The odds are increased or decreased depending on the relative sizes of the targets.  The Storm Warden has final say on the exact odds of hitting a target.

  Example: Drusa the Dwarven Gargoyle is fighting with a zombie in melee combat.  Pithin the Elven Unicorn decides to fire his bow at the zombie.  Since Drusa and the Zombie are roughly the same size, there is an equal chance that the arrow will hit either Drusa or the Zombie.  The Storm Warden decides that on a roll of 1, 2, or 3 the arrow will hit the Zombie and on a roll of 4, 5, or 6 the arrow will strike Drusa.  If later in the combat Drusa shifts into Prime Gargoyle form, any ranged attacks would have a greater chance of hitting her because of her greater size.

  Example: Eldona the Ebony Elf Dragon is in Greater Dragon form fighting two skeletons.  If Pithin fires into melee there is a greater chance of hitting Eldona than the skeletons.  The Storm Warden rules that a roll of 1 hits the 1st skeleton, a roll of 2 hits the 2nd skeleton, and a roll of 3, 4, 5, or 6 hits Eldona.

Using the ace card, Friendly Fire, allows all ranged attacks made during that round to always hit the correct target.  Bowmasters are able to make ranged attacks with bows and crossbows that will always hit the correct target.

Hit Points and Damage

An unconscious character can continue to take damage.  If an unconscious character takes enough lethal damage to equal or exceed her total HP, she dies.  If a character takes subdual damage equal to twice her total HP, she dies.

  Example: Drusa the Dwarven Gargoyle has 20 HP when fully healthy.  If Drusa takes 20 points of lethal damage or 40 points of subdual damage she will die.

Hunting

If the character does not have the Hunting anchor or the Hunter background, she only gains d3 food rations on a successful contest roll.  A character with the Hunter background gains an additional d6 food rations (for a total of d3 + d6 food).  If a character with the Hunter background learns the Hunting anchor, the amount of food that is gained from a successful hunt increases to 2d6+1 food rations.  If a character without the Hunter background gains the Hunting anchor, the amount of food gained is d6 +1 (as per the card).

Independent Actions

A character has a number of independent actions, during a single combat round, equal to the character's WIS + 2.  In addition, for every 200 card points, the character gets one additional independent action.

  Example: Eldona the Ebony Elf dragon has 100 card points and a WIS of 3.  She would have 5 independent actions each round.

  Example: Drusa the Dwarven Gargoyle has 250 card points and a WIS of 1.  She would have 4 independent actions each round (WIS + 2 + 1 more for having more than 200 card points).

Racial Ace Cards

Any shifter that can go into a humanoid form must pay twice the cost of racial cards that are not of the character's base race. 

  Example:  Eldona the Ebony Elf dragon shifts into orc form.  Terrain Prowess, normally 2 card points, would cost her 4 card points to use.  Shifted into dwarf form she would pay 2 card points for Dwarven Stamina, instead of the normal 1 card point.  If she shifted into elf form, she would still only pay 1 card point for Forest Prowess since she is an elf.

Racial Ace cards only stay in play for as long as you are in that form, UNLESS it is your base form.  For example: A Dwarven Gargoyle can use Dwarven Stamina while in Gargoyle form, but a Human Dragon in Orc form could use Terrain Prowess only while in Orc form.  If he later shifts to dragon form, then the Terrain Prowess drains as well. However, if he also had a Haggle card in play that would still be available in both the Orc form as well as the Dragon form.

Role-Playing Points

The number of role-playing points require to gain card points increase as the character improves.

  Card Points Number of Roleplaying Points Required  
  1 - 200 20 Role-Playing points buy 1 Card Point  
  201 - 300 30 Role-Playing points buy 1 Card Point  
  301 - 400 40 Role-Playing points buy 1 Card Point  
  401 - 500 50 Role-Playing points buy 1 Card Point  
  501 - 600 60 Role-Playing points buy 1 Card Point  
  + 100 +10 role-playing points