Card draw simulator
| Derived from |
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| None. Self-made deck here. |
| Inspiration for |
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| None yet |
RobertBlock · 53
If you’re looking for a deck to over-analyze dusty tomes in a library, you’ve stepped onto the wrong track. This Rita Young build is designed for one thing: moving faster than an Innsmouth local's sanity and hitting where it hurts.
The Athlete’s Arsenal (Assets)
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The Meat Cleaver is our primary tool. Rita doesn't have the strength of a space marine, but with this blade, every time the horror of seeing a multidimensional entity stresses her out, she just gets mad and hits harder. It’s like therapy, but with more blood.
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The Gravedigger's Shovel is here in case the knife isn't enough or if we need to "dig up" a clue the Keeper hid with spite. Plus, carrying a shovel and a meat cleaver guarantees nobody will ask you for a light on the street.
The Wardrobe
-Peter Sylvestre (The Big Man on Campus): Don’t leave home without him. Peter doesn't just make you more agile (making Rita a literal blur on the map), he absorbs horror for you. He’s the emotional punching bag every survivor needs.
-Track Shoes: Because if you’re going to outrun an Ancient One, you better have good arch support. Combined with Rita’s natural ability, moving is practically a free attack.
-Cherished Keepsake: A teddy bear so you don’t go insane. Literally. Sometimes, a stuffed animal is the only thing standing between you and babbling incoherently in Arkham Asylum.
Events: "Oops, bad luck (for you)"
The core of this deck is fail-state redundancy. With Lucky!, Live and Learn, and Perseverance, this deck treats failure as a suggestion. Did you fail the test? No, you’re just setting up a plot twist worthy of a B-movie.
"Look what I found!" and Breaking and Entering are our ways of investigating. Rita doesn’t "read" clues; she trips over them while sprinting away from something with too many tentacles. It’s athletic efficiency applied to forbidden archaeology.
XP Progression: From Track Star to Mythos Slayer
To turn Rita into a cultist-mincing machine, we need to spend XP with the precision of a surgeon (or a butcher in a hurry).
1. High Priority (0-10 XP): The Core
-Peter Sylvestre (2) [upgrade]: Mandatory. He adds +1 Willpower, which is what keeps Rita from having a meltdown every time the wind blows.
-Lucky! (2) [upgrade]: Now, instead of just passing the test, you draw a card. In this game, cards are life.
- The "Don't Touch Me" Combo (10-20 XP) The "Ace in the Hole" Strategy
If Peter Sylvestre is your bodyguard and the Meat Cleaver is your therapist, Ace in the Hole is your pact with forces that would make a Miskatonic librarian claw their eyes out.
-Ace in the Hole (3 XP): This card is essentially telling Yog-Sothoth: "Hold on a second, I’m not done kicking your teeth in yet." It grants you 3 additional actions in a single turn.
Use it to clear a location of clues and then sprint three sectors away, or to unleash a flurry of stabs on an Ancient One while it blinks its seventeen eyes in confusion. In Arkham, time is money, and you just robbed the Federal Reserve of Time.
- Late Game (20+ XP)
-Will to Survive (3): An event that lets you skip revealing chaos tokens for a turn. It’s a window of absolute freedom to shank a God without fearing the Auto-Fail (the red tentacle of doom).
In the end, when the stars align and the Great Old Ones finally descend to reclaim what’s theirs, Rita Young won't be remembered for her deep insights into the cosmos or her ability to translate the Pnakotic Manuscripts. She’ll be remembered as the woman who escaped a Shoggoth by performing a record-breaking hurdle over a pile of corpses while wearing discount sneakers. And honestly? In a world of gibbering madness and cosmic indifference, being the fastest thing on two legs is the only religion that actually delivers on its promises. Just remember: you don’t have to be faster than the King in Yellow; you just have to be faster than the guy running next to you.
Side note: You can always swap the Gravedigger's Shovel for the Sledgehammer.