The Jim Culver Amazing chase

Card draw simulator

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Notturno · 38

I was thinking about something which would suit perfectly to the mystical character and the first thing regarding all this magic, spells and voodoo stuff was its unpredictable character. I wanted an investigator who would be able to do unexpected things which could surprise me during the game. So I resigned from all obvious things like guns to defeat the monsters or just flashlights to discover the clues. However although for fun this deck also has to able to do the job. I divided it into couple of sections responsible for separate things. First of all I like to have the possibility to raise all of the abilities at any time. That’s why the Arcane Studies and Hard Knocks always find the place in the deck. Jim's high willpower will help for sure to deal with almost all threats from the encounter deck but will also be used in fight, evade and investigation. This requires help from above. Holy Rosary is a must here. For another threats he can use Ward of Protection.

Fight: As the main weapon of course Shrivelling which can be later replaced by Song of the Dead. When Jim runs out of charges he still has a trusty Machete. For harder time I put one copy of Overpower.

Investigation: Rite of Seeking in two copies will be the main tool for getting the clues. High cost of the card may be compensated by the fact, we can get two clues at a successful skill check. Additionally I took one Perception and Working a Hunch which is just great if we can’t investigate comfortable being engaged with an enemy.

Evading; Jim’s agility is obviously his Achilles heel. As I like to deal damage and evade at once two copies of Blinding Lightt seem to be an obvious choice. Together with Elusive, and 2x Manual Dexterity they make a solid set of 5 cards which should do the trick at evading the monsters.

Unexpected Courage in two copies just for everything. I feel really much more secure having them in any deck and start to build a new one beginning with them. There is always a moment in the game when they are undoubtedly showing what they are worthy of.

I put one copy of Guts as a support for every card which requires will power. As Jim is a great spellcaster it will surely appear at demanding fight, investigating or evading.

Regarding economy we can recon with 10 additional resources coming from two copies of Emergency Cache and Forbidden Knowledge. However the last one is also the last resort here and is to be considered twice before using as it automatically deals horror to the investigator.

Speaking of horror and damages: Healing the horror is a very significant thing at any mystic. Although their sanity is quite strong they also lose it very quickly. Here comes the Jim's Trumpet, Clarity of Mind and of course Peter Sylvestre which helps Jim to run faster and take the horror on himself. Any damage can be healed with some Painkillers which might be not the best solution at first and I consider to take a Bulletproof Vest later on.

Last but not least the greatest thing is of course combo of Jim’s special ability and Ritual Candles. If think he is the investigator with best skill checks passing ratio.

Feel free to add any comments and suggestions. :)

2 comments

Mar 19, 2017 Murse · 2

I have a sneaky suspicion that putting yourself at 4 agility with a single Manual Dexterity is unlikely to result in a successful check. If you have Peter Sylvestre or Hard Knocks down already you might be ok. The fear I have is that Manual Dexterity is going to be a dead card in hand until you get one of those cards active.

Mar 21, 2017 Notturno · 38

Well in fact there is always a risk you won't be well prepared. Still Jim has more chances to pass the skill check than other investigators. Anyway I'm considering to add one copy of Hypnotic Gaze instead of Delve Too Deep. It's actually not evading but you can probably get rid of an weaker enemy when playing Jim