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Decx86 · 621
Stella Clark
Summary
Failing a skill test isn't bad for Stella Clark. Her signature ability gives her an extra action after failing and many of her assets and events turn a fail into an advantage.
Rabbit's Foot lets her draw a card while .18 Derringer and Old Keyring don't lose uses when a skill test fails. Events like Grit Your Teeth and Live and Learn give her bonuses.
Overview
- Avoid death:
- Draw cards: Rabbit's Foot, Guts
- Gather clues: Old Keyring, Mysterious Raven, "Look what I found!"
- Handle enemies: .18 Derringer, Dumb Luck
- Mitigate encounters: A Test of Will
Collection
- Revised Core Set
- Stella Clark Investigator Starter Deck
Investigator
Stella Clark, The Letter Carrier Survivor, Chosen. Civic.
- 3 Willpower (), 2 Intellect (), 3 Combat (), 4 Agility ()
- 8 Health, 8 Sanity
- After you fail a skill test: You may take an additional action during your turn this round. (Limit once per round.)
- effect: +1. You may instead choose to automatically fail this skill test to heal 1 damage and 1 horror.
Signature cards
- Skill: Neither Rain nor Snow
- Weakness: Called by the Mists
Deck composition
Assets
Hand:
- .18 Derringer: Fight with +2 . Deal +1 damage. No ammo used after a failed skill test.
- Combos well with Live and Learn.
- Old Keyring: Investigate with -2 shroud. No uses used after a failed skill test.
Accessory:
- Rabbit's Foot: After you fail a skill test; Draw 1 card.
Ally:
- Granny Orne: +1 . Exhaust to fail by 1 less or 1 more.
- Helps her trigger "Look what I found!" and Dumb Luck or make a fail by -1 into a fail by 0.
- Mysterious Raven: Discover 1 clue and take 1 horror or soak a horror.
Events
- "Look what I found!": After you fail a skill test; Discover 2 clues after a failed skill test while investigating.
- A Test of Will: Test (3), cancel a treachery card.
- Dumb Luck: After you fail a skill test during Evade; send that enemy back to the encounter deck.
- Emergency Cache: Gain 3 resources.
- Grit Your Teeth: After you fail a skill test; Get +1 to all skills for the rest of the round.
- Live and Learn: After you fail a skill test; Redo this skill test with +2 skill value.
- Lucky!: Get +2 skill value when you would fail a skill test.
Skills
- Guts: , draw 1 card.
- Neither Rain nor Snow: and cancel any retaliate, " if you fail..." or "for each point you fail by...", etc.
- Take Heart: If this skill test fails; Draw 2 cards and gain 2 resources.
- Unexpected Courage: .
Treachery
- Called by the Mists: After you initiate a skill test with a difficulty of 4 or higher; Take 1 damage.
Other considerations
- Grimm's Fairy Tales: After an investigator at your location fails a skill test by 2 or more, exhaust and spend 1 secret: Heal 1 horror from that investigator.
- Switch for Emergency Cache
Mulligan guide
Upgrade guide
Prio 1
- 2x .18 Derringer (2) for 2x .18 Derringer
- 2XP: Fight with +2 and +1 damage. Get +1 after a failed skill test. No ammo used after a failed skill test, +1 ammo,
- 2x Granny Orne (3) for 2x Granny Orne
- 3XP: +1 and +1 . Exhaust to fail by 1 less or 1 more.
Prio 2
- 2x Lucky! (3) for 2x Lucky!
- 3XP: Get +3 skill value after a failed skill test and draw a card.
- 2x "Look what I found!" (2) for 2x "Look what I found!"
- 2XP: After you fail a skill test; Discover 2 clues, from among your location and a connecting location, after a failed skill test while investigating.
Prio 3
- 2x Unexpected Courage (2) for 2x Unexpected Courage
- 2XP: . Return to hand after a failed skill test.
- 2x Emergency Cache (2) for 2x Emergency Cache
- 2XP: Gain 3 resources and draw a card.
Other considerations
- 2x Quick Learner (4) (Permanent)
- 4XP: Make the first skill test more difficult and the third (and fourth) easier.
- Combos well with "Look what I found!", Grit Your Teeth and Take Heart.
- 1x Charisma (3) (Permanent)
- 3XP: Use an extra ally.