
This card makes Horror in High Gear much easier. Nice in the rest of Innsmouth due to flooded locations but faces a lot of competition as a hand slot. Best used on specific scenarios.
200 characters
This card makes Horror in High Gear much easier. Nice in the rest of Innsmouth due to flooded locations but faces a lot of competition as a hand slot. Best used on specific scenarios.
200 characters
I LOVE the idea for this card, I really do. A big gun-toting guardian tucking a .45 Automatic into their jacket so they can whip out the big guns. There's just one problem and it's pretty clear once the euphoria of taking free potshots at eldritch abominations wears off: How do I fit my brand new .45 into my holster when my hands are already full of Gun? The biggest issue of this card IMO is that it requires you to play your weapons in a particular order. Draw your BAR before your .45 Automatic? Tough luck. Bandolier and it's older brother are almost always going to be better.
Poor Tommy has to throw his beloved Becky away if he doesn't tuck his sidechick sidearm away first. Lily doesn't know the first thing about firearm safety. Sister Mary is too busy waving around that taboo Winchester she's so fond of. Nathaniel Cho prefers beating his enemies to a pulp in organized events. Mark, Leo, and Zoey might be able to make SOME use of it, but they still face the full hands dilemma.
And that's where I realized the Illicit keyword wasn't just for show. Finn, Tony, Jenny and most likely Bob would absolutely LOVE this card. Between Lockpicks, Flashlights, Magnifying Glasses, Weird Fans, Old Keys and... eyeballs? Flex or combat oriented rogues love to have a gun in one hand and something else in the other.
I feel like this card wants to sucker deckbuilders into making a "moar gun" style guardian which IMO is what Bandolier is for. I feel like this card is less for the Brute with a BAR, and more for the Con with a Colt. I avoided mentioning Roland simply because many people (at least the ones I typically play with) play him as a fight oriented Guardian who just so happens to get clues and so end up running big guns and Bandoliers. Though he'd probably do well with this card running some Magnifying Glasses to bounce for mag swaps if you wanted to go clue focused who just so happens to be able to fight. It's worth noting however that Parallel-backed Roland can't take this card.
TL;DR: While most Guardians have some slot issues that arise from the order in which you play your one and two-handed guns, Rogues can make good use of it fairly easily with a plethora of one-handed guns, including signatures.
x:test x:agility|combat|intellect|willpower|"any skill" k:item
AND
x:fight|investigate|evade k:item
(theoretically) gets you the full list of items that Jury-Rig can be used on.
A shortlist of items that this poster thinks takes to Jury-Rig better that most:
Items with negative skill value modifiers:
Items with no skill value boosts but significant effects on success:
Items with less skill value boosts than their effects on success might warrant:
Items with "Succeed by X" Clauses without comparable skill boosts
Wildcards:
EDIT: Well, it just came to my attention that you can use any number of durability uses on any test. This is huge, as there is now one king of a card that you'd always want to pair with this card: Ancient Stone (1), to get ostensibly 6 more secrets that you would otherwise get for no resources. This also holds true, though to a lesser extent, for Strange Solution.
Give this to Parallel Roland (yes, he of the Directives) and you can start a campaign/standalone on 8xp.... making him 7-5 (I would assume, unless you're leaning into immediate Desperate cards)
I'd be interested to see what the community can build, on 8xp starting...
:)
I want to love this card. It feeds my munchkin brain in a good way!
In theory, even if you buy cards that are new for your deck, it will still be worth it if your original decklist features enough upgradeable cards.
For every 2 upgraded cards, a new card can be added while maintaining advantage. If you want to have the highest experience advantage, you need 14 upgrade cards in a regular 8 game campaign. If you merely want to stay neutral or above, then you'd be able to add 13 card in the same scenario. That would make you gain 14 upgrade exp with a 13 exp penalty for adding new cards (which would still be net-positive).
This card rewards pre-emptive planning and deckbuilding and gives more experience very early on.