Tommy Muldoon

She's a junkyard dog lookin' for snacks in all the wrong places! He's a rookie cop from the wrong side of the tracks!

They Fight Crime!

Yorick's career-minded brother joins the battle, and the similarities are plentiful. Both are blue-and-red. Both wallop baddies. Both are 8/6 Health/Sanity. Both are 4/3/3/2 in Combat/Willpower/Something/Something. Both laugh at the "discard pile". And both are Tanks.

There's a divergence of method, though: where William wants to run cheap with welfare, fire safety, the CIA, and cutlery, Tommy here wants to run rich, with dogs, cops, clergy, the FBI, and different cutlery.

A few notes:

  • Tommy wants assets, so he can- and should- plan ahead. This lets him go full doomsday prepper.
  • Tommy wants lots of friends. Exploding priests aside, dogs cops & feds are non-unique, so double away!
  • Card-economy is Tommy's weak suit. He's got money, and encouraging attacks generates action economy, but defeated assets that go into the deck still need to get thinly-drawn.
  • His rifle is a pretty nice girl, but she doesn't have a lot to say. If a cheap reloadable .45 with 2 bullets that hates Survival Knife is your thing, go for it.
  • Mistakes will be made. But short of encounters, this is the only way you can unintentionally lose a health-havin' asset to the discard pile, so the usual survivor recursion tricks are of questionable value.
  • In multiplayer, there's more baddies, and tanky characters can afford to drag enemies into the same room. Consider military equipment.
  • Lastly, one thing both Tommy & William can agree on is that Best Ally is Mr. Pawterson.
HanoverFist · 748
Tommy and Yorick both also get excellent mileage out of True Grit and Something Worth Fighting For. Its worth pointing out that Survival Knife is not a great weapon for him because the attack has to deal damage rather than horror, and deal damage to you and not your assets, in order for you to get the trigger. Better to just load up on Machetes, especially with a Bandolier that gives you money when you no longer need it. — The_Wall · 288
That's not true @The_Wall . The survival knife triggers off damage that targets you and it doesn't matter where it is assigned. It's a decent option for this character to have. — Bronze · 187
Rifle works better than it appears, the ability to cycle dead allies into bullets is pretty neat. — ezrk · 1
Defiance

I'm a fan of this card, it has a funny way of increasing your odds at a test.

On standard, tokens tend to run the gamut of -1 to -4, they can be a nuisance yes, but they do not warrant Defiance level hate.

On hard/expert, those things can HURT. tend to be the most game-y with varied penalties from 0 to -4, god forbid the craziness that tends to key off them in campaign finale's. and strongly tend to be -3 with nasty effects, finally the varies heavily from campaign to campaign, in Core, Dunwich and Circle it's the "punishing token", with a huge penalty and often bad effects, in the other campaigns this token is more routine at -3 or -4.

The thing is, on hard, these tokens can influence your decisions and options so heavily that they limit your choices, some scenarios have tokens so punishing that if you're not testing everything at +3 you're screwing yourself over.

Defiance eases this pressure a lot.

The later in a campaign you get the more special tokens will be in the chaos bag, a few campaigns add very few, others pile them on like sprinkles on a 5'yr old's sundae. Obviously Defiance is therefore much greater value in said campaigns and so/so late in any given campaign. I would never go without it into the finale of Carcosa for example.

My best case for Defiance: It pretty routinely turns impossible tests (The kinda test where you say "Well, I'f I get a !") into something more like a 60% chance.

Tsuruki23 · 2577
"Eat lead!"

This one is playable.

Dump 1 extra ammo from something like .45 Thompson or an upgrade, from .32 Colt or it's upgrade, these weapons are rolling in ammo anyway. If you're making the attack at a decent value like +2 or +3 over the target difficulty, revealing and choosing from 2 tokens is a pretty safe bet for success.

The upgrade "Eat lead!" can spend extra ammo and reveal extra tokens, but why would you? (Actually, it can help you 1-shot a certain, large, monster, but that's a story for another day).

Freedom from is a boon in of itself and a reasonable pinch play when you're making a big attack with things like Lightning Gun or Vicious Blow, just cover the largest penalty in the bag and you get a guaranteed hit, this can be pretty useful in multiplayer.

...................................................................................................................................................

Unlike the 2xp version, this card is presentable, playable, it's still not a particularly good card, it's very specific and even so it will not as consistently score you successful attacks as, say, Lucky! would.

Finally, Diana Stanley has special interest in this card, as an "ignore" effect she can use it to power up.

Tsuruki23 · 2577
How does this trigger with Olive McBride? My guess is Olive would force you to reveal 3 tokens, but since you spent ammo to "reveal 1 additional chaos token", you would then reveal a 4th token. Then you would decide to resolve either 2 of the 3 Olive tokens or the 4th Eat Lead Token. Is that correct? — LaRoix · 1646
Vicious Blow

There are only so and so many enemies that will come your way per scenario, and Vicious Blow is one of those major tech cards that can bridge the gap and turn a risky fight into a trivial one, and keep you ahead of the enemy curve.

Picture this: You've got a .45 Thompson in play with 2 shots left on it and Vicious Blow in hand and a 4 hp enemy shows up, you could shoot it twice with the Thompson, or you could save the ammo and the action and try to kill it outright. The saved bullet then goes towards killing a (probably) smaller 2 or 3 health enemy later.

While the +2 prerequisite can be risky, the added + tick offsets that quite a bit.

The power of your main weapon directly affects Vicious Blow, a Lightning Gun lands that +2 damage more routinely then a Machete, in a pinch a simple buffed punch to deal 3 damage can solve a LOT of problems. Especially in Forgotten age where 3 health foes with reasonably low fight stats are all over the place.

I highly recommend you get Vicious Blow in your deck when you're in the mid-campaign, once you've put in the key tech at 10-15 XP it's probably time to upgrade this one.

Tsuruki23 · 2577
one thing I like about VB (2) is that you can use it to kill off an enemy if you either have not found a weapon yet or are out of ammo or something. +2 fight and +1-2 damage is quite good on its own. If you have a usable weapon, you can possibly one-shot a 4-healther. Very versatile! — Zinjanthropus · 230
Esoteric Atlas

Good example how Daisy Walker existing makes for some pretty wonky card design.

Tome's for her are so outright powerful that if they make tomes with triggers at all the book has to suck for everybody, only to be viable on her. An irksome thing.

This card is an outright terrible variant on Pathfinder, both cards can routinely get you 2 locations of move in one action, this one requires a revealed location, a slot, and has 4 uses. What??? WHY??? Also, Pathfinder moves you for totally free if you're moving just 1 location anyway.

This thing is easier to tutor, there being some tutors that target items and tomes specifically, but really. WHY??? Sure, Pathfinder is above curve, I'dd still be looking at it if it cost 2 XP, possibly 3, but I don't really think Pathfinder is OP enough to warrant that, just to incite excitement for this cruddy thing. Personally I'dd mutate Pathfinder to be 1 / Investigator but that's just me.

Binder fodder.

Edit: In case you're thinking this might get you past enemies.

In solo, the revelation requirement can be a hard-shutdown of this tactic, leaving you just as stuck and down 3 resources and this card that's not helping you at all. Besides, often when an enemy is barring your way, the Pathfinder trigger to engage it as a free action gives you 3 tries to evade it. In multiplayer if you're the sort of person who is avoiding enemies hard enough to consider this use of this card, there's probably a person who is chasing after them just as hard, I.E, them moving in to engage and kill the enemy leaves you free to move past and do your thing.

Tsuruki23 · 2577
You're forgetting one very important distinction. If you're going A->B->C, then Pathfinder will have you enter B whereas Esoteric Atlas will not. Plenty of locations will have penalties on entering, enemies that would engage you or maybe they flat out can't be entered. The Atlas gets you past all that. — TheNameWasTaken · 3
There’s also the matter of enemies. An engaged enemy locks down pathfinder, but Esoteric Atlas can be used to move two locations for only 1 AoO - which could be especially handy for Roland to move to a higher shroud location before killing an enemy. I do agree with TheNameWasTaken that they primary selling point of the atlas is the ability to skip locations, although the revealed limitation means it’s only good on backtracking, which makes it very scenario dependent in terms of value. — Death by Chocolate · 1489
While I agree, this is primarily useful in solo where a person might want to evade bad guys, but then in solo the chance that the location you want to go is'nt revealed yet.. Yeah. In multiplayer If youre the sort of guy who agressively avoids enemies, there's also a dude who agressively chases them, I.E no risk of engagement, your friend will already be there. — Tsuruki23 · 2577
There are a couple scenarios -- The Wages of Sin, the upcoming Point of No Return -- that start with all locations already revealed. This card, which costs a mere 1xp, might be a good snag for seekers in one of those. The Wages of Sin in particular tends to pile up with enemies, including a certain spectral someone... Leapfrogging these enemies as you dart back and forth trying to banish those heretics would be a beautiful thing indeed. — Mordenlordgrandison · 464