Card draw simulator
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None. Self-made deck here. |
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Kentare · 9
Fighters are the combat veteran of your group. They can use an array of weaponry, along with their combat experience, to bring victory to even the most hopeless situations. And then there's the ones who spend their time bare-knuckle brawling in pubs for the sport. This is a guide for that kind of Fighter.
Character Creation
Many may think Orcs or Dwarves are better suited for this (or Bugbears if your DM allows), but I've found your Human Variant (Mutate) is the only real choice. Their passive Double Agent allows you to take skills from another class-pect, while their active ability Superhuman Agility gives you a boost to all stats when using a variety of different class skills in a turn. Extra strength is nice, but variety is the spice of life.
Cause of her ability, her stats start low. Consider taking an increase in Strength when leveling if you find the chance. Put the rest into Constitution so that your Second Wind ability can heal a little more.
This is the point I struggled to not confuse myself, so I'm going switch back to Champions speak with some references haha
Gameplan
The plan is simple. Load up on Hand Cannons and Stun Guns and use them up however you can. Regular action, Mean Swing, Fusillade, or Repurpose (after regularly using them of course) where you can. You've got Side Holster so you can carry an extra around. Jump back up with the multiple readies found in the deck and keep punching. Thwarting, while not the purpose of this deck, can still be done in a pinch thanks to her ability and Repurpose. Just don't expect her to stay away from the fight for long.
Brother Voodoo the Warlock is not always a necessity in my games, but he 1) can find you another event and 2) he's an aspect card himself. This means Finesse can pay for him and with Quincarrier out as well, you can drop him down, grab an event, get a temp +1 on your stats, and still have all your cards in hand. Can be handy.
Lock and Load can help you get a weapon when one doesn't seem to be around. No real wrong options between the two. I tend to lean towards Stun Gun as they're easier to keep around for event usage and allows an easier clutch stun when needed.
Moment of Triumph and Dr. Sinclair provide a little more healing so that you can stay in the fight longer. While playing I often found I could always use a little more health. Is this because my playstyle is to facetank hits undefended as much as possible? ..... What was I talking about? Oh yeah, health! With Down Time out it'll make your short rest not only better, but should also keep you from having to exhaust to heal yourself too often thanks to Sinclair. This means you can get one last punch in before flipping down or have a punch loaded when flipping up.
Energy Barrier and Energy Shield are there to help mitigate little bits of damage you may receive. The Barrier ping can knock off toughs (and be Repurposed), while the Shield can save you on surprise attacks. If the opportunity presents itself, consider the Energy Shield on Captain Marvel instead to give yourself a more fun Avengers Mansion.
Conclusion
I'm the type to play a deck once or twice before moving on to a different hero or deck, but this is the first I've played multiple times in a row without deconstructing it. Every hand has a wealth of options to choose from allowing plenty of room to be able to adapt. I imagine the weapons as various tavern furniture being used against the unsuspecting Villains. This deck is an adaptable and consistent deck for me in Standard, but if anyone tries in Expert please let me know how it does!
I love the writeup!