
How does Tetsuo Mori interact with Tommy Muldoon's ability? Do i get it right that Tetsuo lets you search for an item if he's defeated and Discarding is part of "defeat". Tommy's ability only replaces the discard effect so you can activate both?
How does Tetsuo Mori interact with Tommy Muldoon's ability? Do i get it right that Tetsuo lets you search for an item if he's defeated and Discarding is part of "defeat". Tommy's ability only replaces the discard effect so you can activate both?
Extra shot, less cost. The perfect sidearm. The upgrade has a significantly less characterpool but those who can use it, love it.
Clue people, flex characters and money-starved combatants like Minh Thi Phan, Agnes Baker, Finn Edwards, Rita Young ETC can use this cheap piece of raw power to land unlikely hits and protect themselves extreemely efficiently. All of a suddent a random 3-fight enemy spawning on your clue-getter is'nt an immediately pressing issue.
Combatants like Tommy Muldoon, William Yorick, Silas Marsh ETC love thins thing too for being super-cheap compared to getting a whopping 3 shots at +2.
Note that the ammo generation combo with Live and Learn does not gain the inbuilt +1 to hit from the .18 Derringer ability, because the extra +1 to hit triggers the next time the action on .18 Derringer is triggered.
The .18 Derringer is a great little weapon for a character that wants to fight, -Just a bit-. Or for a character that's got something very expensive they want to play and need something to tide them over until the other thing fnds it's way to your hand.
Here are some unique cases for using this weapon:
A 1 or 2 fight character can resist the little things that may spawn on them, a clue focused Agnes Baker, Minh Thi Phan, Wendy Adams, Finn Edwards and others. Even if you attack foes at just a +1 over the difficulty the .18 Derringer is uniquely reliable because the ammo-rescue mechanic makes risky situations like "IF I hit these bullets, I wont need help." into "WHEN I hit these bullets, I'm out of trouble." The high +2 to hit bonus also means that these characters can guarantee a 2-damage hit on something nasty if needed (via Skills, Cornered, ETC).
A 3-4 fight character can use the .18 Derringer to tide them over until they get their actual main weapon and in that role, an early sidearm, it's just brilliant. There is a time in every scenario where a fighter character just hasnt played all the cards he need's to have in play to be effective, a time where a single dangerous foe like Yithian Observer or Agent of the King or Fang of Yig ETC could ruin your day, .18 Derringer is the weapon that stands strong without any support and beats all these things with ease.
The only notable point against using this weapon is the low ammo count for the cost, 2 shots might be all you need for the clue getter but a true fighter might still prefer an Enchanted Blade if it's available. Enchanted Blade and .18 Derringer together are a pretty sweet weapon lineup for a flex character.
Combo note: Live and Learn can actually cause .18 Derringer to regenerate ammo!
Note that the upgrade is fantastic.
Finally, a spell for Mystics that compresses Investigate actions and doesn't run the risk of flubbing your whole turn. I think most mystics will prefer this over Rite of Seeking for two reasons: 1) There are generally fewer and +1 or 0 tokens in the bag than there are bad tokens, and 2) Taking 1 horror is a thousand times better than losing all your actions for every single mystic. Big winners here are Agnes, who can ping baddies while also picking up clues, Marie, who appreciates not losing her extra action in addition to her whole turn, and Jim, who can occasionally avoid the horror by treating the as a and who can clear horror with his trumpet. Agnes in particular pairs this with Shrivelling to get extra damage whether she fights or investigates, as long as your draws are good/bad enough. I think this is a very strong card, and is significantly better than Rite of Seeking. Can't wait to use it.
My man Harvey, finally! The OG of the Arkham universe, ever since his first appearance as a journalist (and eventual Prof) in the original Call of Cthulhu days at Chaosium. Was initially hoping for more of a Norman Withers vibe here, starting as a scholar and ending up as a bad-a** mystic, but this is a very solid, uncompromising seeker who helps pretty much anyone who he comes in contact with. For card draw and surfing through decks, I'd take a course with him anytime. Will consider a real review once we see the cards included in his pack, but for now just have to say, finally good to see you again old friend.