Stella Clark on the Road

Card draw simulator

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Derived from
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Decx86 · 485

Stella Clark

Summary

Failing a skill test isn't bad for Stella Clark. Her signature ability gives her an extra action after failing and many of her assets and events turn a fail into an advantage.

Rabbit's Foot lets her draw a card while .18 Derringer and Old Keyring don't lose uses when a skill test fails. Events like Grit Your Teeth and Live and Learn give her bonuses.

Overview

Collection

  • Revised Core Set
  • Stella Clark Investigator Starter Deck

Investigator

Stella Clark, The Letter Carrier Survivor, Chosen. Civic.

  • 3 Willpower (), 2 Intellect (), 3 Combat (), 4 Agility ()
  • 8 Health, 8 Sanity
  • After you fail a skill test: You may take an additional action during your turn this round. (Limit once per round.)
  • effect: +1. You may instead choose to automatically fail this skill test to heal 1 damage and 1 horror.

Signature cards


Deck composition

Assets

Hand:

  • .18 Derringer: Fight with +2 . Deal +1 damage. No ammo used after a failed skill test.
  • Old Keyring: Investigate with -2 shroud. No uses used after a failed skill test.

Accessory:

Ally:

Events

  • "Look what I found!": After you fail a skill test; Discover 2 clues after a failed skill test while investigating.
  • A Test of Will: Test (3), cancel a treachery card.
  • Dumb Luck: After you fail a skill test during Evade; send that enemy back to the encounter deck.
  • Emergency Cache: Gain 3 resources.
  • Grit Your Teeth: After you fail a skill test; Get +1 to all skills for the rest of the round.
  • Live and Learn: After you fail a skill test; Redo this skill test with +2 skill value.
  • Lucky!: Get +2 skill value when you would fail a skill test.

Skills

Treachery

  • Called by the Mists: After you initiate a skill test with a difficulty of 4 or higher; Take 1 damage.

Other considerations

  • Grimm's Fairy Tales: After an investigator at your location fails a skill test by 2 or more, exhaust and spend 1 secret: Heal 1 horror from that investigator.

Mulligan guide

  1. Rabbit's Foot
  2. Old Keyring
  3. .18 Derringer
  4. Take Heart

Upgrade guide

Prio 1

  1. 2x .18 Derringer (2) for 2x .18 Derringer
    • 2XP: Fight with +2 and +1 damage. Get +1 after a failed skill test. No ammo used after a failed skill test, +1 ammo,
  2. 2x Granny Orne (3) for 2x Granny Orne
    • 3XP: +1 and +1 . Exhaust to fail by 1 less or 1 more.

Prio 2

  1. 2x Lucky! (3) for 2x Lucky!
    • 3XP: Get +3 skill value after a failed skill test and draw a card.
  2. 2x "Look what I found!" (2) for 2x "Look what I found!"
    • 2XP: After you fail a skill test; Discover 2 clues, from among your location and a connecting location, after a failed skill test while investigating.

Prio 3

Other considerations

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