
It might not be worth the slots in your deck, but I wonder if this is Luke Robinson's get-out-of-pointless-reality card. You can ignore the 6 shroud investigate OR horror penalty and just use this action to move away.
It might not be worth the slots in your deck, but I wonder if this is Luke Robinson's get-out-of-pointless-reality card. You can ignore the 6 shroud investigate OR horror penalty and just use this action to move away.
This works well for any investigator that needs to hang on with low sanity and/or health. The two willpower icons make sure that this is not a dead card even if you are doing well. Could replace Guts in some decks.
I played Perseverance in a solo Zoey Samaras deck with great success. Her 6 sanity isn't much, and a few failed Smite the Wickeds makes you weep. Would have saved me from spoiler, but another spoiler prevented playing it! As a thematic bonus the art kinda looks like Zoey.
I have two questions about this card:
is it possibile to split the healing between more investigators? or do i have to target the same investigator with every "2 heal" chain?
is it possibile to split effects of card? example:(in case i have 2 clues ) healing 2 horrors to an investigator, and then remove a terror card ?
or do i have to choose only 1 effect and stick with that for all the clues i have?
Thanks
This card is incredibly powerful in so many ways. Normally, 2-handed weapons, and especially Firearms, are difficult to use because they are either:
Becky solves both of these problems, and opens up an entire strategy based around having a super powered up Firearm that never runs out of ammo.
At 0 XP, cards like Warning Shot suddenly look quite attractive since you can easily afford to spend ammo on it. And you can play Upgrade cards like Reliable and Custom Ammunition and they will remain relevant for the entire scenario, effectively giving you a permanent +1 or +1 damage against Monster enemies.
Tommy Muldoon can easily keep Becky full of ammo by using cheap soak Assets like Leather Coat, Cherished Keepsake, Guard Dog, and later Brother Xavier, Bulletproof Vest, Elder Sign Amulet, plus any number of Story assets which are typically Allies. As an added bonus, these assets do not get discarded, but shuffled back into your deck, so you can keep drawing and re-playing them over and over again to keep reloading Becky.
It also has icons so it's a great target for Well Prepared giving either +2 or +1.
Just about the only downside this card has, is that if you fail to find it in your opening hand or after using Prepared for the Worst, and it somehow gets discarded from your deck, hand, or play area - there is no easy way to recover it.
So I quite like this card for it's ability on Standard to largely supplant Beat Cop (0). Don't get me wrong, he's a good guy but he doesn't perfectly solve the problems of each fighter at level 0.
6 is usually enough for all but the most dangerous of checks on this difficulty, and while it prevents you from keeping your off-hand free for Flashlight to help on clues there are alternatives. You can also just play some Perceptions if you have >3.
If you're at 4 like all Guardians (at this time) besides Carolyn Fern and Mark Harrigan, here is your one card answer to getting up to that magical break-point.
I like it in Zoey who doesn't just grind her economy to a halt by playing it, but I've grown quite fond of it already for Tommy. Becky is cheaper but requires more hoops to get the remaining 3 bullets, and is already a 2-handed weapon. There's not quite the same level of considerations other Guardians face when deciding if they should commit to a 2-handed weapon at 0 XP.
Also for these two it sets them free from the binding chains of Beat Cop, Zoey has amazing options in Leo De Luca and Peter Sylvestre, while Tommy can use Guard Dog to great effect. Like Leo Anderson he can also use Alice Luxley to help out on clues since you're not bringing a Flashlight.
It's not quite the set and forget ace that Enchanted Blade (0) is--mostly due to the ability to get +1 even when you don't need to spend a charge--but it's a fantastic stand-in until you grow up big and strong into a Flamethrower or some other nonsense.