Speaking of the dead math, with 1 skull token in a 13 token bag and no bless tokens, drawing 3: ~25% on o curse tokens ~75% on 6 curse tokens ~85% on 10 curse tokens If you only draw 2 tokens it's a ~25% even with 10 curse tokens. So either modify the result some way or draw 3 in a curse deck.
I do think Kate is probably the best investigator for clue drop. My understanding is you can drop the clues on your assets, than pick them back up and put them on your stuff. Is clue drop good? eh
The problem I have with Hold Up is that it is a dead card unless you are in the situation where you need it - engaged with an enemy with your weapon in hand. And since you can't rely on how you will succeed by, you need the resources too. And you have to pass. I mean, that's definitely a situation that comes up where I'd be like "I wish I had Hold Up" but it's not reliable enough, I ran a campaign with it and I used it 1 scenario and it was good and then the other 7 I discarded it for a fist. A ? icon would help a lot on very circumstantial cards like this. Also, he isn't looking where he is aiming, is what irks me about the art.
Blessed bullets... makes your enemies holey. Design-wise it'd be like stapling Favor of the Sun to a weapon. Pull 3 blessings out as ammo and fire them. Could even reload them for an action and pulling more blessings out.
The "succeed by exactly x" archetype is kind of half-baked and I'm hoping it gets explored more next cycle, because it's a good idea and could be fun with more support.
I think the problem with "hold up" is it should have been either a reaction to a fight (so you can use the bonus of another weapon) or the fact that it costs both a card and a buck to get like MAYBE -3 (unless you are like... mark)
I agree that repeating cards sometimes (like fine clothes) is good. Especially neutral cards. I think the base skills (guts, overpower etc) should have been in the relevant investigator decks.
I don't get how is hank not just a worst Calvin ? And a super duper weak Daniela? I don't see the appeal, he tanks, but he has no action compression.just big numbers and not even that big?
I would think Katana would feel better if the fast action also did +1 damage. It's damage output would always be 5 damage per turn then, either with a succeed by two on action three, or with a fast foot test at the end.
Long Shot seemed great for Mystics. Though don't do what I did and run it through The Night of the Zealot, the +1 damage was never relevant and all the even health enemies.
Yes. But only for Parallel Jim. It's been pretty cool in my group's Blessed+Cursed party. Getting back Ward of Protection, Avoid Fate, Spectral Razor, Storm of Spirits.