RidingJapan wrote:thanks found the heroes, and i saved all the cards.
what else am i missing? any homebrew rules posted anywhere? i am still not certain how some things in your system work
I have not posted them yet, i will try to get them up soon, but may be a week or so as i am currently traveling for the holidays.
The most confusing one would be the wizard cards. On the cards, some give the option/chance to retain the card or spend the card to play it. Onthese cards you will see something of the sort of a number followed by a book symbol, then a hand symbol. The number and book correspod to a mastery role. The wizard rolls 1 red dice and adds the number infront of the book symbol to it. If the total is less thna hus current mind points, he can play the card and keep it to play again on another turn in the current quest. If it is more thna his current mind points, then he must spend a mind point to keep it. The hand symbol means it takes his action for that turn. Some of the spells also have a blue diamond symbol, that means the cost to keep it also costs 1 mindpoint (in addition to the outcome of the mastery role)
You will notice there is also the option following that part on the spell card that says " or play (hand symbol) and discard (card with a line through it).
The elementalist works a little differently, when given the chance, she can keep a spell card by rolling 1 combat dice when cast...a skull results in her keeping the spell to play again.
I can give you explanations of other stuff too, like insanity cards and lingering wounds and how to remove them etc, just let me know what you are curious about.