Finn Edwards - 12 action 66 damage Tommy gun enthusiast

Card draw simulator

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Stretch · 13

Your party's Guardian has his sub-machine gun taken. You have one round left to defeat the big bad and save the world. Everyone knows you love to collect Tommy guns, but you never seem to use them. Suddenly, the Guardian gives you Enchant Weapon, Custom Mod quicksilver, and Custom Ammo for your Chicago Typewriter, and you have an evasion and up to 11 actions next turn to potentially do 66 damage. Sure, that is possible with Swift Reloads, Swift Reflexes, Ace in the Hole, and Chicago Typewriter all in hand, Leo, Haste, Fence, and Blur all in play, but with a 6 attack (Lonnie in play) the monster had best be barn-sized unless you're spending actions for the combat bonuses. The real benefit of extra actions and action efficiency - outpacing the game.

The experience purchase order is planned to be Charon's Obol, Underworld Market (build below), Charisma (for Leo and Lonnie benefits), upgrade Lockpicks, Fence (saves actions and replaces Tennessee Sour Mash and Liquid Courage since they don't help you much and are more for party gifts), Counterespionage (replaces Sleight of Hand since Scavenging gets items back in hand and you're upgrading weapons with higher ammo capacities), and Relic Hunter so that you're often drawing 2 extra cards a round, possibly 3 extra with Pickpocketing. That's 16 XP to get the resource, healing, and card draw engines in play with a good clue collector.

You may need to mix in some weapon upgrades earlier depending on your role in the party. Upgrade your starting pistols with a Switchblade (endless use), a Chicago Typewriter named Josephine (for high damage or hard-to-hit enemies), a Guardian .45 Thompson named Beatrix (when you need resources back), and a Rogue .45 Thompson named Amelie (when you need to spread love to many). You can get Swift Reloads if your role is the goon/protector of the party, but it isn't probably necessary with the market and Scavenging you can do.

With a lot of XP, you can upgrade Burglary, make it a higher priority in the Underworld Market, and replace Faustian Bargains and a Lone Wolf with 1 Haste, 1 Blur, and Ace in the Hole. Using Fence, you can bring out Tommy guns, Lupara shotguns, and roll in a howitzer if that's not enough. Even with Lonnie in play, you'll only be attacking at 6 combat, so I wouldn't use Sawed-off Shotguns unless you run Overpower.

Clue collector of the team? Use a Charisma and add Lola Santiago to make your lockpicking investigations skill base 10 while also buying clues. Or maybe you feel more comfortable with upgraded Backpacks to get the furs and accessories to get your engines running faster in solo play. There's enough XP here and a few unmentioned upgrades left for 2 campaigns cuz Finn might not have the best card pool, but Finn with Underworld Market is one of the most fun.

The 10 cards put in the Underworld Market should be the most important cards you want since they're higher percentage to be seen. They'll be 4 weapon cards, 2 Hidden Pockets (both are used for Lockpicks and then a Switchblade once you have 2-handed weapons), 1 Burglary, 1 Pickpocketing, and the most important cards, the 2 Lockpicks. That takes 7 cards out of the old deck, so 2 Contraband, 2 Heavy Furs, 2 Lonnie Ritters, and 1 Embezzled Treasure (to get you off to quicker starts) will restock the 30-card deck. Lola Santiago is very strong with Finn, but you don't need her as much as you need healing, and the Heavy Furs with Lonnie are a great engine that helps with token redraw and saving bless tokens for tests that might need them.

At the campaign start, Backpacks help you get Lockpicks and weapons until Underworld Market is purchased. Leo, Heavy Furs, and Backpack become your starting hand targets for mulligan since Finn's hands will get full quickly. Lockpicks and a weapon are primary targets from the market, but everything there is gold.

-Stretch

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