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| #1lincoln10Dec 11, 2010 21:00:12 | This is my unofficial conversion of the 4E Gamma World RPG to the Castle Ravenloft Board Game System. There are almost 200 cards here, so printing this set will cost you some ink but I've tried to combine the cards in the most efficient way possible. Special thanks to Anarchy, for the card templates. Sample Image Expansion Set Gamma World Expansion.zip Working Docs In case you want to make your own mods, here are my working files in MS Publisher format. Working Files.zip PNG Files Heroes.zip Monsters.zip Villains.zip Encounter.zip Powers.zip Treasure.zip Conditions.zip EXPANSION RULES These are additional rules and/or modifications to the basic CR rules. These rules are still being playtested. Setup Create a random hero using the included Character Sheet and Character Origin Table. Creation rules are included with the table. Next, choose 2 At-Will, 1 Utility, and 1 Daily power cards from the hero's origins. Also draw one Treasure Card. Option: You may also choose to select one of the included Hero Cards if you do not wish to generate a random character of your own. Encounter Deck. Shuffle the Monster Deck and Encounter Deck together to form ONE large Encounter Deck. When drawing Encounter Cards, you will draw from this deck. Goal Card. Rather than label new Dungeon Tiles, I thought it best to use a simple card mechanic. The Goal Card is a substitute for the Goal Tile in CR. Whenever you draw this card, discard it, and replace it with the objective of the adventure. For instance, if the goal is to kill a Villain, then replace the Goal Card with the Villain's Card. Set up the Goal Card based on the setup instructions in the adventure that you have selected (coming soon). For simple dungeon crawls, however, insert the Goal Card somewhere into the Encounter Deck based on the length of the adventure you want - for longer adventures, place the card deeper into the stack and vice versa for shorter adventures. Remember that you may exhaust anywhere from 1 to 8 Encounter Cards per tile (depending on the number of players). Hero Phase No changes. Exploration Phase Whenever you draw a new Dungeon Tile with a WHITE triangle, the active Hero shall draw and play ONE Encounter Card. Whenever you draw a new Dungeon Tile with a BLACK triangle, the active Hero deals an Encounter Card to EACH player including himself. Think of tiles with black triangles as large encounter areas. All Encounter Cards take effect immediately EXCEPT for Monster and Trap Cards which activate during the Villain Phase of the player they were dealt to. Additionally, all card effects stack EXCEPT for: - Environment cards which cancel out as normal - so if two players are each dealt an Environment Card then the last one dealt is used, discard the other one. - Passage Way, Clearing, and Battlefield cards. When more than one of these cards is drawn in an encounter, use the first one drawn and discard the other(s). Draw a new Encounter Card for each discard. Villain Phase Encounter Cards are only drawn when placing a new Dungeon Tile or when directed by another card. All other CR Villain Phase rules regarding Villains and Monsters still apply. Conditions New conditions have been added; Prone, Combat Advantage, Weakened, Dazed, Stunned, and Blinded. Self-explanatory descriptions are included on each Condition Token. Conditions may affect all creatures, including Monsters. Encounter Cards Most cards are self explanatory and follow basic CR rules. 'Discard' cards shall be discarded when drawn - they are meant to provide a respite from all the bad stuff and provide variety for each encounter. Treasure Deck The Treasure Deck consists of Omega Tech (items), Alpha Mutations (powers), and Ancient Junk (nothing!). A Hero may only have one Alpha Mutation card at a time and when a new mutation is drawn you MUST discard the old one. A Hero may only have one Omega Tech card at a time, however, when a new tech card is drawn you may choose which one to keep and which one to discard. Ancient Junk provides no benefit - you can't always find good stuff! Experience Points Experience Points can only be used to level up your Hero. You can't cancel Encounter Cards. When leveling-up your Hero using the Character Sheet, add 2 AC and 2 HP. |
| #2ChandrakDec 14, 2010 7:38:23 | Nice work, there ![]() |
| #3baumiDec 14, 2010 9:45:48 | Awesome! 8D |
| #4lincoln10Dec 17, 2010 2:52:26 | Thanks |
| #5lincoln10Dec 23, 2010 0:04:04 | Okay, I've updated the first post with some new rules and/or modifications based on a few playtests. I've also made some error corrections on some card files. Finally I've included my graphics files with the Working Files.zip. Major changes include the new Encounter system. Basically if you reveal a tile with a WHITE triangle, you only draw one Encounter Card. If you draw a tile with a BLACK triangle, you deal an Encounter Card to each player. These are basically large encounters. Secondly, I've begun using the Character Sheets over the Hero Cards. My group has found it more fun to create our own Heroes via the Character Creation Table. It only takes a minute to do and can be quite entertaining. Oh and I've added 'Level 2' backs to the Hero Cards. I'll keep you posted on any more changes... |
| #6lincoln10Dec 24, 2010 2:35:27 | PNG files for all cards added. |