zealot12 said:
Umm, okay,thanks, I was wrong; Rapid Fire doesn't specify the timing of the attack, but it does say immediately to spend 2 fatigue to make another attack.
Thematically, I wouldn't allow it. Let's put it this way; A Dark Charmed hero is controlled by the overlord, so he attacks involuntarily, and after the spell wears off has no recollection of what he has done(think of it as mind control or hypnosis). Thus he can't access that skill; he is not aware of the triggering condition. Just my interpretation.
Thematically, would you allow a skeleton at the end of the hall to shoot a hero in a pit at the other end of the hall? Because per RAW that is allowed. Pits only affect the LOS of figures in them, they don't affect the LOS of other figures to the figures in the pit.
Thematically, would you allow a monster using Soar to block the path for other figures (enemy or allied) who are on the ground? Because per RAW, walking creatures are still not allowed to end in spaces occupied by a Soaring figure, and enemies still can't walk through him.
Thematically I agree with you, the hero should not be able to use Rapid Fire after a Dark Charm, however, the rules as written seem to lean the other direction, and this would hardly be the first time Descent failed to make sense thematically. If you want to house rule things for your own game, no one here is going to stop you. But at this point I think it's pretty unlikely that we'll get an official ruling to go that way, short of getting a "no it won't work" answer in the FAQ.
IIRC, spending fatigue to gain movement points is the only thing a hero explicitly can't do in the OL's turn. Spending it to use skills is still fair game.