This is jump off from discussions started in the Dispel Rule topic. It's not necessarily something to be created, but more a discussion of the possibilities... the upside and downside. Here's what's on my mind....
Addon Special Abilities based on standard ones seen on character cards might be introduction as cards themselves in two (or three) sets. They could be purchased for a character though the cost would not be primarily in Gold. There might be places (for some) where they would have to be acquired, preferably standard locations and/or personas on the board. (Place and Stranger cards might also be options, but would make things a bit more complicated).
The cost would have to be gaged against advantage gain, frequency of use, and sometimes where used. For example, being safe in the Crags (in two flavors - automatic or by choice) is only good on one space and doesn't affect the land, general play, or other characters. Obviously a low cost ability. Always having 1 Spell, anywhere, any time, allowing you to potentially affect yourself, other adventurers, the Land, game play mechanics, etc., would be a lot more costly; it implies that the character has also does heavy training to become a mage or theurge like some standard characters.
Cost would be paid in different ways, sometimes in combination payment types, depending on the individual ability. Single or combined forms of payment could include (by suggested order of preference).
- Trophies (general, Craft, Strength, or specific type of Enemy)
- Spells
- Fate / Life
- Missed turn(s)
- Gold
- Objects (usually in place of Gold a 1G each), general or specific
- Magic Objects (bottom of the list because few people would ever give them up), general or specific
- Followers (I'm personally against this form of payment, using Followers as a commodity in yet another way)
- Alignment Change
For example, gaining "You always have 1 Spell" might be paid for in Craft Trophies of some specific number with the additional cost of not gaining Craft for them. It might also have other costs, maybe 1G paid as well, and then have to be acquired somewhere specific (the Enchantress comes to mind, since she is so poorly used in the game). Let's face it, this would be one of the most sought after addons, so shouldn't be to easy or cheap to get.
Types of abilities might be split up into two or three groups of cards: ones that would be based in Strength trophy cost, another in Craft trophies, and third in combination of either... with individual cards in each listing any other requirements or additional costs. Likely the combo Strength/Craft ones would be the cheapest and most general, while those that affect Spells and Magic and Psychic Combat would be in the Craft set, and those affecting Battle, maybe Evasion, etc. being in the Strength set.
I'll leave it there for now and see what people have to say. The biggest issue of course is how to gauge cost. For examples, I suggest we stick to the basic abilities found in the characters from the base game and leave off those from the beefed up expasion characters (or new abilities not yet seen in commercial characters). That might help find a semi-stable foundation for some the wilder abilities we've seen.


) and the rest of the info could be placed on separate Rule cards. In "random system" (I'm using "purchase" and "random" just as a handles - they don't describe either system very well) all information would have to be on the cards themselves. It would make for a very crowded card design.