AxianQuest: Heroic Skills
AxianQuest: Heroic Skills Rulebook
Table of Contents
Table of Contents
How to Use These Cards
This deck includes 36 Heroic Skill cards. The following rules apply.
Skills for all: any hero can learn these skills.
One, between quests: a hero may learn one skill after a quest.
Increasing cost: learning the first skill costs 500 coins. Learning the second skill costs 1000 coins. Learning the third skill costs 1500 coins.
Up to three: a hero may learn up to 3 skills.
Two per category: skills are divided into three categories, Adventuring, Battle and Lore, as shown on each card. A hero may learn no more than 2 skills from any one category.
Requirements: to learn a skill, the hero must meet the requirements listed on the card.
No Duplicates: a hero can only learn each skill once, and cannot learn a skill that is equivalent to a skill or ability they already possess from other sources.
Change Your Mind: you can "unlearn" any of your current skills for free, but will have to pay to learn new ones.
Skills Die: if the hero dies, their skills are lost.
Abbreviations Used on the Cards
Zorgan: the player who controls the monsters.
1d6, 2d6, etc.: one six-sided die, two six-sided dice, etc.
Magic: the hero's ability to cast spells.
Mv: Movement.
AD: dice used for attack.
DD: dice used for defense.
BP: Body Points.
MP: Mind Points.
+ / -: additional, plus, less, minus.
6+: 6 or more.
Examples: "+2 AD" means "roll 2 additional attack dice." "-1 DD" means "roll 1 fewer defense die."
Lore Skills
Elemental Ward
You reduce by 1 BP the damage you receive by spells and effects based on fire, cold, or electricity.
Requisites: 4 or more MP.
Transmutation
Once per game, you may at any time discard an unused spell card and take back a used (discarded) spell card.
Requisites: The ability to cast spells.
Herbalist
Once per game you may, as your action, heal yourself or an adjacent hero for 3 BP.
Requisites: 3 or more MP.
Arcane Blast
You may attack with 1 AD an opponent you can "see". The opponent cannot roll to defend.
Requisites: The ability to cast spells.
Mind's Eye
You may ignore figures when determining line of sight to the target of your spells (and of the Arcane Blast skill, if you have it).
Requisites: The ability to cast spells. 5 or more MP.
Concentration
Once per game, you may forfeit your turn to take back a used (discarded) spell card.
Requisites: The ability to cast spells.
Counterspell
At any time you may discard an unused spell card to negate and completely cancel an opponent's spell.
Requisites: The ability to cast spells. 5 or more MP.
Wisdom
Your maximum MP is increased by 1.
Requisites: None.
Earth Mastery
Once per game, you may at any time take back a used (discarded) earth spell card.
Requisites: The ability to cast earth spells.
Fire Mastery
Once per game, you may at any time take back a used (discarded) fire spell card.
Requisites: The ability to cast fire spells.
Water Mastery
Once per game, you may at any time take back a used (discarded) water spell card.
Requisites: The ability to cast water spells.
Air Mastery
Once per game, you may at any time take back a used (discarded) air spell card.
Requisites: The ability to cast air spells.
Adventuring Skills
Dodge
When defending from attacks, if you roll at least 2 white shields, you defend against all of the damage caused by your opponent. You cannot benefit from this skill if you roll more than three dice to defend.
Requisites: 5 or less BP.
Agility
You may move, perform an attack or spell action, and then use any movement left after your action. You also jump pits and similar hazards on any die result except a black shield.
Requisites: 6 or less BP.
Sidekick
You may, at the beginning of every quest, select 1 mercenary to accompany you for free for the current quest.
Requisites: None.
Inspiring Presence
All your mercenaries roll +1 DD.
Requisites: None.
Treasure Hunter
When you search for treasure and draw a treasure card, you may draw two cards and choose one.
Requisites: None.
Danger Sense
When a trap directly affects you, you may roll a die. If the result is 4 or more, you negate the direct effects of the trap on you. If the trap persists in the square you are on, you immediately move to another, adjacent square.
Requisites: None.
Stealthy
If no monster "sees" you at the beginning of your turn, you roll +1 AD for the current turn.
Requisites: 6 or less BP.
Veteran
Your maximum BP is increased by 1.
Requisites: None.
Lone Wolf
You roll +1 AD and +1 DD if there are no other heroes in the room/corridor (allies, mercenaries and similar creatures do not count).
Requisites: None.
Scouting
Once per turn, when you are adjacent to a closed door, you may roll a die. Skull: the door remains closed but the room is revealed. White shield: nothing happens. Black shield: the door opens and your turn ends immediately!
Requisites: 3 or more MP.
Strider
You add +3 squares to your movement.
Requisites: None.
Trap Mastery
You may reroll the die when you attempt to disarm a trap.
Requisites: The ability to disarm traps (or a tool kit). 3 or more MP.
Battle Skills
Raging
You roll +1 AD if your current BP is half or less than your maximum BP.
Requisites: 7 or more BP.
Threatening Shout
Once per game, you may at any time shout and cause all monsters to roll -1 DD until your next turn. This doesn't count as an action.
Requisites: 7 or more BP.
Undead Hunter
You roll +1 AD when you attack undead monsters.
Requisites: 5 or more BP.
Second Wind
Once per game, you may at any time recover 2 lost BP and MP.
Requisites: 6 or more BP.
Tough as Nails
You roll +1 DD if your current BP is half or less than your maximum BP.
Requisites: 7 or more BP.
Retaliation
When an adjacent opponent damages you, you may immediately attack them. You cannot use a ranged or thrown weapon.
Requisites: 5 or more BP.
Killshot
If you forfeit movement, you may attack a non-adjacent opponent with +1 AD. You must use a ranged or thrown weapon.
Requisites: 3 or more MP.
Team Fighters
You roll +1 DD when you are adjacent to another hero with this same skill (T.F.). You roll +1 AD when you attack an opponent who is adjacent to another hero with this same skill.
Requisites: 5 or more BP.
Steady Aim
You may ignore figures when determining line of sight to your target for ranged attacks.
Requisites: 3 or more MP.
Mighty Blow
If you forfeit movement, you may attack an adjacent opponent with +1 AD. You cannot use a ranged or thrown weapon.
Requisites: 7 or more BP.
Brawler
You roll +1 AD against adjacent opponents if two or more are adjacent to you. You cannot use a ranged or thrown weapon.
Requisites: 7 or more BP.
Ruthless
You roll +1 AD against opponents who have lost at least 1 BP.
Requisites: 5 or more BP.