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SKILLS
Being part of Skill Lines of growing power, Skills define and
enhance the Heroes. Their eects are described in this section.
In case of conflict with the general rules, Skill rules have
priori.
Similar to Enchantments, Skills aecting Defense are resolved
before Skills aecting Attack.
Any Enemy possessing a Skill described below is considered
as the Hero in the Skills description, and the Heroes are then
considered the Enemies.
The eects of the following Skills are immediate and can be
used on the Game Round they are acquired.
+/+ Max Health – The Hero’s maximum Health value becomes
/ instead of . Acquiring this Skill also raises the Hero’s cur-
rent Health, healing  or  accordingly.
+X Actions The Hero has X free Actions each Activation. If a
specific pe of Action is indicated, the free Actions can only be
used to perform this Action.
+X Movement Points per Movement Action The Hero has X extra
Movement Points to use during each of his Movement Actions.
Charge – Spend  Combat Action with the Hero. He moves  or 
Zones, to a Zone containing at least one Enemy, then performs a free
Melee Action. If there are Combat eects in parentheses aer the Charge
abili, they are only active for the Melee Action granted by Charge.
Command – Once per Activation, the Hero can spend an Action
to allow another Hero to immediately perform a free Action of
his owner’s choice. (If this is used to Attack, it doesn't trigger a
Counter-Attack.)
Payback X – When the hero is the Defender on a Combat roll,
if the number of
is greater than the number of , inict X
Wounds to the Attacker.
Regeneration X – At the beginning of the Hero’s Activation, heal
X Wounds from him.
Safe Shot – Spend  Combat Action with the Hero. He moves 
Zone as if he had Slipper, then performs a free Ranged Action. If
there are Combat eects in parentheses aer the Safe Shot abili, they
are only active for the Ranged Action granted by Safe Shot.
Slipper – The Hero can leave Zones with Enemies while moving.
Sword and Spell The Hero can use Magic Actions to Attack with
Melee Weapons as if they were Magic Weapons, but at Range .
Taunt The Hero is always considered as having the most
Experience Points on the board. If  or more Heroes have Taunt,
players choose  to be considered the highest.
Teleport X – Spend  Action with the Hero. Move up to X Zones
as if he had Slipper.
MASSIVE DARKNESS - RULES
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