Card draw simulator
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| None. Self-made deck here. |
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RobertBlock · 113
Skids "The Financial Fixer": The Bodyguard Who Pays Your Bills (Definitiva Edition for 3 Players)
“That is not dead which can eternal lie, and with strange aeons even death may die... but a well-managed credit deck never goes bankrupt.” — Abdul Alhazred, Necronomicon, Mesopotamian Accounting and Tax Section.
"Skids" O'Toole is often seen as a lone wolf assassin running from the police and his debts. But in a three-player campaign, selfishness leads straight to an unmarked grave in the St. Jude's Church cemetery. This deck completely reimagines the ex-con: here, you are not a lone wolf; you are the financial partner, the bodyguard, and the human resources department for your team.
While the seeker loses their mind reading yellowed pages and the mystic burns candles whispering forbidden words in the parlor, Skids is at the back door financing the expedition, bribing witnesses, and blowing the brains out of any tentacled aberration that dares to interrupt the group's financial audit.
The Triple Role in 3-Player Games
In a three-player team, the chaos bag is more ruthless, enemies appear twice as fast, and the clues needed to advance multiply. A pure specialist can easily get stuck. This Skids deck assumes three fundamental roles to keep the group alive:
1. Collective Threat Management (The Hired Muscle)
Your companions are fragile. If a horror from the stars appears to the seeker, their head will explode in two turns. Your job is to step in. With the .45 Thompson and the .35 Winchester, you have plenty of firepower to clear the table. The Beat Cop doesn't just increase your combat strength to secure the shot; he is there to take the direct hits for the team. As Professor Armitage of Miskatonic University would well point out: “Ancient Sanskrit incantations are all well and good for books, but faced with a hungry Dark Young of Shub-Niggurath, three bursts of .45 caliber and a neighborhood cop with a bad attitude are notably more persuasive.”
2. The Bank of Arkham (The Slum Patron)
The economy of this deck is obscene. While other investigators beg for one resource per turn just to play a measly amulet, you swim in cash thanks to Faustian Bargain, Emergency Cache, and Bank Job. In a three-player game, this liquidity allows you to absorb the costs of the most expensive cards in the game without slowing down your combat rhythm, while also allowing you to fund the purchase of information for the group.
3. Effortless Clues (The Alleyway Investigator)
Leaving the seeker to discover all 6 clues in a high-shroud location is a waste of time and mental health. You don't study the scene; you manipulate it. With Scene of the Crime and Intel Report, you get automatic clues by paying directly out of your massive pocket. “Non-Euclidean geometry? Collapsed space-time? Don't give me that story, Inspector. A wad of twenty-dollar bills in the pocket of the right janitor instantly drops the Shroud level of any dark corner in Arkham to zero.”
Combo Analysis and Occult Philosophy
The Time Syndicate: Leo De Luca + Skids' Ability
This is the core of your tactical superiority. By combining the extra action from Leo De Luca with Skids' personal ability (paying 2 resources), you can have up to 5 actions in a single turn. Space-time bends to your service. While Yog-Sothoth watches the gates of the cosmos from eternity, you use those sixty extra seconds to move, rescue the mystic, fire your rifle three times, and light a cigarette with a five-dollar bill. Cthulhu sleeps for aeons because he can afford to; you have a schedule to keep and bills to pay.
Otherworldly Capitalism: Faustian Bargain + Hand of Fate
Adding Curse tokens (purple) to the chaos bag with Faustian Bargain will make your teammates look at you with apocalyptic hatred every time they fail a crucial test. But you have a contingency plan. Hand of Fate allows you to mitigate that boldness, transforming inevitable misfortune into a providential blessing just when the scenario turns darkest. As the sages of Innsmouth warned before the tide took them: “If you are going to sell your immortal soul to an unholy horror of the deep sea for a handful of gold coins, make sure it at least covers your ammunition expenses and your allies' health insurance.”
Surviving the Mythos: Wolf Mask + Take the Initiative
Skids has a historic Achilles' heel: his Willpower is abysmal (2 base). A simple Rotting Remains or a Frozen in Fear in the Mythos Phase sends him straight to the psychiatric wing of the Arkham Asylum. The Wolf Mask and powerful skill cards like Take the Initiative and Unexpected Courage are there exclusively as your mental bulletproof vest. They give you the numerical boost needed to resist the harshest encounters of the mythos deck, allowing you to retain enough sanity to remember where you stored the bullets.
Career Plan and Experience Spending (XP)
As soon as you survive the first scenario and the investigators return to the safety of the boarding house to lick their wounds, spend your experience points following this strict order of priorities:
- Bandolier (Level 0 or Level 2): This is absolutely mandatory and a top priority. You need that body slot to gain an extra hand slot. Only then will you be able to wield your big two-handed firearm and keep your Pocketknife or Book of Psalms ready in your virtual third limb.
- Smuggler's Stash: A support deck that runs out of bullets is just a very well-dressed gentleman running away from monsters. This card guarantees that your magazines are always full.
- Entourage Upgrades: Upgrade to Leo De Luca (Level 1) to lower his deployment cost, or upgrade the Beat Cop (Level 2) to be able to deal direct, free damage by discarding him when the situation is desperate.
“At the end of the night, saving humanity from cosmic extinction is not a matter of blind faith, blood sacrifices, or reciting words that fracture reality... It is a simple matter of basic logistics, well-aimed lead, and having the phone number of an excellent lawyer who doesn't ask too many questions.”