Apoyo. Mano

Objeto. Herramienta. Cuerpo a cuerpo.

Coste: 3.

Neutral

Sólo para el mazo de Vincent Lee.

: Combatir. Recibes +2 para este ataque. Si este ataque tiene éxito, puedes recibir 1 punto de daño para infligir +1 punto de daño para este ataque.

: Cura 5 puntos de daño a un investigador que esté en tu Lugar. Realiza una prueba de (4). Si fracasas, ese investigador sufre 1 trauma físico. Máximo una vez por partida.

JB Casacop
Las llaves escarlata Expansión de investigadores #5.
Sierra para huesos

FAQs

No faqs yet for this card.

Reviews

Not a distinguished combo but I wanna point out that even in a non-fighter Vincent deck the sawbones' tool is still a good synergy: it's usually better to play a signature than just commit it into skill test, however since Vincent is access to Scavenging, it's possible for a cluver doctor to commit his surgical garget to a test and recur it back for the next one, transfer the card into another Perception every round without extra draw. Also it has a Tool trait, so Crafty helps comprehensively on playing it and the skill boost for its fight and healing action.

IvanYHYu · 11
Actually if you want to repick your bonesaw, you need to oversucceed the test by 2, which is exactly what you gain by committing your saw. So this combo is actually nothing indeed :), while except you exhaust your scavenging. — DCY · 1
Except you can oversucceed later and commit the bonesaw when you're not oversucceeding. And you can use other succeed by synergies or a second copy of scavenging to generate extra value. — aasimar_autonomy · 90

Bonesaw is similar to mechanic’s wrench. They are both single handed melee tool-items. And both will let you do yourself damage, potentially. Vincent's weapon has an updated, better version of the Kukri effect. If he wants to, he can do an extra damage, trigger bandages or Jessica Hyde, then slash again with a fresh On the Mend. Kind of a dark mirror to the meat cleaver.

The secondary effect feels like an emergency button; there are very few effects in the game that can reduce that much damage on someone, especially if you’re healing people steadily to give them On the Mend. Combining that test with premonition, neither rain nor snow, or other downside mitigators is best. If your allies have trauma, it should be because of 'in the thick of it'.

Since it’s a tool, it can go back in your Tool Belt when there’s nobody around to stab. Situationally very useful, which is the sweet spot for a signature card.

MrGoldbee · 1544
It doesn't have the Weapon trait so Prepared for the Worst won't find it. But Captivating Discovery will and synergizes well with a clue dropping deck. — MindControlMouse · 50

How to understand (Max once per game)? You can heal an investigator only until you fail, or you just cannot take more than one trauma per game once you fail the test? Or maybe you can heal any investigator max once per game and if you fail you get trauma?

Verth · 1
From rules you can find here: Limits and Maximums: — Twinkle_Toes · 1
"Max X per ": ... If a maximum appears as part of an ability, it imposes a maximum number of times that ability can be initiated from all copies (by title) of cards bearing that ability (including itself), during the designated period. It means if you once triggered this ability, it doesn't matter if it was fail or success you cannot trigger it anymore this game — Twinkle_Toes · 1
To make this even clearer, other cards that are worded more precisely exist (e.g. Abbatoir). — AlderSign · 462