Hmmm...how about these?
Character Name | Antagonizer
STR: 3 DEF: 13 LIFE: 5/5
Feedback | 2 Cards
Target visible Mage loses 2 life for each spell he/she casts until your next turn. ( if this is too powerful add "This ability can't be used your next turn.")
Amnesia | 1 Card
Roll a 4 or higher to cause target character to lose all active abilities until start of your next turn. ( I changed the success roll to 4 since this ability doesn't do any damage and only affects active abilities. Maybe if it affected passive abilities too a higher success roll would be justified.)
Character Name | Skirmisher
STR: 3 DEF: 15 LIFE: 5/5
Net| 1 Cards
Place an invisible trap on any unoccupied, visible space within 5 spaces. Any character stepping onto the trap is immobilized and gets Defense -3 until the start of his/her next turn. Traps vanish after being stepped on or after 3 turns (whichever is first).
Hit 'n Run| 0 Cards
Instead of attacking, roll 1 die against target adjacent enemy. A result of 13 of more causes 1 damage. Regardless of roll result, Skirmisher may then move to any square within 2-4 spaces (number determined randomly).
As always, balancing any new characters/abilities is the hard part. Hats off to devs of well-balanced games.
Character Name | Antagonizer
STR: 3 DEF: 13 LIFE: 5/5
Feedback | 2 Cards
Target visible Mage loses 2 life for each spell he/she casts until your next turn. ( if this is too powerful add "This ability can't be used your next turn.")
Amnesia | 1 Card
Roll a 4 or higher to cause target character to lose all active abilities until start of your next turn. ( I changed the success roll to 4 since this ability doesn't do any damage and only affects active abilities. Maybe if it affected passive abilities too a higher success roll would be justified.)
Character Name | Skirmisher
STR: 3 DEF: 15 LIFE: 5/5
Net| 1 Cards
Place an invisible trap on any unoccupied, visible space within 5 spaces. Any character stepping onto the trap is immobilized and gets Defense -3 until the start of his/her next turn. Traps vanish after being stepped on or after 3 turns (whichever is first).
Hit 'n Run| 0 Cards
Instead of attacking, roll 1 die against target adjacent enemy. A result of 13 of more causes 1 damage. Regardless of roll result, Skirmisher may then move to any square within 2-4 spaces (number determined randomly).
As always, balancing any new characters/abilities is the hard part. Hats off to devs of well-balanced games.