WIP Rulebook and Meet the Investigators: Part 2
Boosted of course by the latest Optional Buys (of which you can read about in full HERE ).
You have been anxiously awaiting, and now, it has been successfully summoned: the Work In Progress Rulebook for Cthulhu: Death May Die!
Please keep in mind that this is a Work In Progress Rulebook. As it hasn't gone through editing yet, so typos and missing page reference numbers are expected. Also, remember that the game itself is still going through final development and playtesting, which means things are subject to change from what you see here and what you'll ultimately receive.
Meet the Investigators: Part 2
For those just joining us, yesterday we posted the first part of an in-depth look at the ten Investigators in the core box of Cthulhu: Death May Die.
In case you missed that article, you can check it out HERE.
Once you're all caught up you can continue below, as we take a look at the remaining five members of the team!
*Please note all information subject to change before final release.
- SKILLS: Unkillable (Unique), Arcane Mastery (Common), Brawling (Common)
- SKILLS: Vengeance Obsession (Unique), Brawling (Common), Swiftness. (Common)
SKILLS: Vengeance Gate Manipulation (Unique), Marksman (Common), Arcane Mastery (Common)
So, honestly, who doesn't want to play as a potentially-psychotic little girl who throws fireballs?
The Kid here is a pure ranged damage dealer- Marksman increases the potency of your ranged capabilities, not only upping the distance in which you can attack but also the number of overall dice you're going to use. Meanwhile, Arcane Mastery boosts your damage even more, since you can utilize those Elder Signs to your benefit.
Finally, take The Kid's unique skill, Gate Manipulation, into account- Just by being near the portals to whatever-unpronounceable-otherworld you're going to, you guessed it, gain even more damage potential. On top of that, once properly leveled up, you'll begin to automatically damage any enemies that happen to cross it, giving her an aspect of board control as well.
When it comes down to it, if you're the type that is all about dealing damage from the safety of range (while the rest of your team surely protects you) then The Kid is going to be your choice. Plus, again... Little girl with fireballs.
- SKILLS: Protector (Unique), Swiftness (Common), Toughness (Common)
- SKILLS: Fueled by Madness (Unique), Marksman (Common), Toughness (Common)
The final Investigator in the team is Adam, who takes up a bit of a unique role as not only a ranged specialize, but also one of the toughest ranged specialists on the team.
We've looked at what the Marksman common skill brings to the table, but so far it's usually been seen on Investigators who specialize in dealing damage (The Kid) or moving quickly across the map (Elizabeth), whereas Adam here has his secondary common skill as Toughness. This basically shows how he isn't afraid to get up into the fight if need be, and that he also doesn't need the level of protecting that some of the other Investigators do.
Perhaps the most unique aspect of Adam, however is his... Well his unique skill, Fueled by Madness. Usually being near your Insanity's trigger space can be dangerous for an Investigator, as it can lead to problems and uncontrollable actions. With Adam though he just gets additional dice (well, in addition to that Insanity, of course). When playing Adam, it becomes a careful mix of wanting to maximize your benefits while balancing that against the issues your Insanity might bring.
For those who like playing the razor's edge, however, Adam might just be your style.
And with that, we complete our look into the core box Investigators! What is your overall dream-team? Which Investigator are you personally looking forward to trying out first?