Count Mohawk wrote:... The way I've seen them used is primarily as a minor perk for combat-oriented Heroes, awarded on completion of X number of Quests...
How many each Hero can use should depend on what function you intend to use the cards to fill. Although basing the count on Mind Points would be thematically appropriate (mental Heroes have more tricks up their sleeves), it favors magical Heroes over physical Heroes. If that's an intended feature, than great...
You've got a decent spread of effects in the above list. Depending on what Rage tokens do for Heroes..
...Try to make sure the effects, or at least the theme, of your skill cards remain distinct from those of the Spell Groups...
I'm looking for something a bit more than just combat-oriented skills. I wanted to produce skills that would allow a player to customise their Hero in a way that suited them with plenty to offer to all different types of Heroes. Maybe they shouldn't be one use cards but it is easier to produce one shot skills and not worry about overpowering the Hero.
I think there is more of use here to the magical Heroes and that is intended. no one ever really complains about the Barbarian or Dwarf
A 'decent spread' was what I was going for, so thanks

. Rage Tokens are +1 attack die/-1 defence die while you are holding them. You can read the full rules in my QP
Solace and Redemption.
Gold Bearer wrote:That endure card is hilarious but not very child friendly..
...The extra spell set one is a bit overpowered... If you're using the WoM spell sets I think they're a lot less powerful than the element ones (remember Sotiris uses the enhanced versions) so that would help.
...You could allow them to train in towns and choose a skill that they can then use once per quest. It would allow the heroes to be somewhat personalised which would be quite nice...
Yeah the endure artwork is one of my favourites. As for child friendly, I think it would depend on the child. All three of my boys (age 4,7,8) have seen this card and think it is funny.
I don't think allowing a Wizard or Elf to take extra spell sets overpowers them unless they are suddenly carrying extra healing spells. It just gives them more options. I was intending to allow the Wizard to purchase the WoM spells from the Wizards Guild and let the player take as many of these spell sets into a quest as he wanted but now he will be limited to 4 sets from those he has purchased.
Do you mean they would have to train between each quest to learn skill and once they have used it it is gone forever? Or once per quest like spells?
Goblin-King wrote:Where did you get the image to enrage from?
Well I borrowed it from
Champion of the Empire. I would love to know where it originates from myself.
torilen wrote:I think I've used similar skills for some of my own skill cards.
Probably. I have read through most of the similar card sets in the forum looking for inspiration.
Finally I'm edging towards this as a final card for the set...

A mild counter to the effects of plate armour intended to make that armour more practical
or a skill to make your Hero super reliable when moving. It's not a one use card like the rest of the skills so it feels a little wrong but if the intent is to provide a counter to plate armour then making it one use only would be pointless. i'll have to think about it more.