Asset. Hand
Item. Weapon. Firearm.
Cost: 4.
Uses (4 ammo).
Spend 1 ammo: Fight. You get +1 for this attack. This attack deals +1 damage.
Asset. Hand
Item. Weapon. Firearm. Illicit.
Cost: 3.
Uses (3 ammo).
Spend 1 ammo: Fight. You get +2 for this attack. If you succeed by 2 or more, this attack deals +1 damage.
Asset. Hand
Item. Tool.
Cost: 2.
Uses (3 supplies).
Spend 1 supply: Investigate. Your location gets -2 shroud for this investigation.
Asset. Hand
Item. Weapon. Firearm.
Cost: 4.
Uses (4 ammo).
Spend 1 ammo: Fight. You get +1 for this attack. This attack deals +1 damage.
Asset. Hand
Item. Weapon. Firearm. Illicit.
Cost: 3.
Uses (3 ammo).
Spend 1 ammo: Fight. You get +2 for this attack. If you succeed by 2 or more, this attack deals +1 damage.
Asset. Hand
Item. Tool.
Cost: 2.
Uses (3 supplies).
Spend 1 supply: Investigate. Your location gets -2 shroud for this investigation.
Asset. Hand
Item. Tome.
Cost: 2. XP: 3.
Uses (2 secrets).
Exhaust Old Book of Lore: Choose an investigator at your location. That investigator searches the top 3 cards of their deck for a card, draws it, and shuffles their deck. Then, you may spend 1 secret to have that investigator immediately play that card, reducing its cost by 2.
Asset. Hand
Item. Tool. Illicit.
Cost: 3. XP: 1.
Uses (3 supplies). If Lockpicks has no supplies, discard it.
Exhaust Lockpicks: Investigate. Add your value to your skill value for this investigation. If you do not succeed by at least 2, remove 1 supply from Lockpicks.
Asset. Hand
Item. Weapon. Firearm. Illicit.
Cost: 3. XP: 2.
Uses (3 ammo).
Spend 1 ammo: Fight. You get +2 for this attack. If you succeed by 1 or more, this attack deals +1 damage. Once per turn, if you succeed by 3 or more, you may take an additional action this turn.
Asset. Hand
Item. Weapon. Firearm.
Cost: 3.
Uses (6 ammo).
Spend 1 ammo: Fight. You deal +1 damage for this attack.
Asset. Hand
Item. Tool. Illicit.
Cost: 3. XP: 1.
Uses (3 supplies). If Lockpicks has no supplies, discard it.
Exhaust Lockpicks: Investigate. Add your value to your skill value for this investigation. If you do not succeed by at least 2, remove 1 supply from Lockpicks.
Asset. Hand
Item. Weapon. Firearm.
Cost: 4. XP: 2.
Uses (4 ammo).
Spend 1 ammo: Fight. You get +2 for this attack. This attack deals +1 damage. Ignore the retaliate keyword for this attack.
Asset. Hand
Item. Weapon. Firearm. Illicit.
Cost: 3. XP: 2.
Uses (3 ammo).
Spend 1 ammo: Fight. You get +2 for this attack. If you succeed by 1 or more, this attack deals +1 damage. Once per turn, if you succeed by 3 or more, you may take an additional action this turn.
Asset. Hand
Item. Weapon. Firearm. Illicit.
Cost: 3. XP: 3.
Uses (2 ammo).
Playing Lupara does not provoke attacks of opportunity.
Spend 1 ammo: Fight. You get +1 and deal +1 damage for this attack. If Lupara entered play this turn, you get an additional +1 and deal an additional +1 damage for this attack.
Asset. Hand x2
Item. Relic. Weapon. Ranged.
Cost: 4. XP: 3.
Uses (1 ammo). Limit 1 ammo on Ornate Bow.
Spend 1 ammo: Fight. This attack uses instead of . You get +2 and deal +2 damage for this attack.
: You nock another arrow. Place 1 ammo on Ornate Bow.
Asset
Item. Police.
Cost: 2.
If Handcuffs is not attached to an enemy: Evade. Use only on a Humanoid enemy. This evasion attempt uses instead of . If you succeed, attach Handcuffs to the just-evaded enemy.
If the attached enemy is non-Elite, it cannot ready and doom cannot be placed on it.
Asset. Hand
Item. Weapon. Firearm. Illicit.
Cost: 2.
Uses (5 ammo).
Spend 1 ammo: Fight. You get +1 for this attack. This attack deals +1 damage.
Forced - At the end of the round: Discard Colt Vest Pocket.
Asset. Hand x2
Item. Weapon. Firearm.
Cost: 3. XP: 3.
Uses (3 ammo).
Spend 1 ammo: Fight. You get +3 and deal +2 damage for this attack. If a or symbol is revealed during this attack, the rifle jams. (This attack automatically fails. Before you can activate this ability again, you must perform the following ability: ": You clear the jam.")
Asset
Item.
Cost: 4.
Uses (3 supplies).
Spend 1 supply, exhaust Thermos: Heal 1 damage from an investigator at your location (2 damage instead if he or she has 2 or more physical trauma).
Spend 1 supply, exhaust Thermos: Heal 1 horror from an investigator at your location (2 horror instead if he or she has 2 or more mental trauma).
Asset
Item.
Cost: 3. XP: 1.
Uses (3 supplies). If Kerosene has no supplies, discard it.
If an enemy was defeated at this location this round, exhaust Kerosene and spend 1 supply: Heal up to 2 horror from among investigators and Ally assets at your location.