Now that I've decided to go ahead with a set, I'm trying to inject a favorable bunch of new keywords and mechanics into the mix. I spent a while at work tonight brainstorming... Let me know if any of these are horrible.
Dominate. (An opponent's character skirmishing this character can't use special abilities.) --- I wanted something that shows a person that is so intimidating in battle that his or her opponent is just scared into inaction.
Pillage X. (When this minion is assign to a skirmish, the Free Peoples player discards X cards from hand and you draw X cards.) --- Most likely needs tweaking, since if the number gets too high it would be overpowered. In fact, I think it's only balanced if you can only discard 1 and draw 1. Think so?
Rampage. (At the start of this character's skirmish, you may play a skirmish event from your discard pile. Then remove that card from the game.) --- Represents a character so lusting for battle that he swings right away.
Raze. (When this character wins a skirmish, discard a card (except a character) of the losing character's culture.) --- Pretty straightforward.
Scout. (When you play this character, you may look at the top 3 cards of any draw deck.) --- I'm considering making this variable, since Aragorn or Faramir is obviously a better scout than, say, a random no-name companion who happens to have the keyword as well.
Stronghold X. (While there are at least X tokens here, conditions of this card's culture may not be discarded by an opponent's card.) --- I've always been a big fan of this keyword representing something "better" than a fortification, and since strongholds are all about protection and defense, this ability seems natural.