Jump to content

New Experiences


Jugan0ght

Recommended Posts

After a short break I have managed to get my Meta back together again and I wanted to document some games. I am usually an Outcast player but my first love was Pandora and with the new edition I have decided to come back to Neverborn for a time. 

So my first game was last night. Dreamer vs Misaki. Both myself and my opponent were trying new factions and new crews so the crew choices may not have been on point. The scheme pool was decided on the App. I have a history of avoiding summoners due to the resource management that they require but it is a weakness I am working on. Being an outcast player means i rarely have to worry about cards in most games (Parker for instance just allows me to continuously refill my hand).

Encounter 

Standard Deployment

Turf War

Assassinate

Search the ruins

Vendetta

Dig their graves

 

My Crew

The Dreamer - Ancient pack upgrade

Lord Chompy Bits (LCB) - Inhuman reflexes

Serena Bowman - Eldritch MAGIC

Coppelius - Inhuman reflexes

Daydream

Daydream

Doppelganger - Eldritch magic

9ss remaining

It wasn't until I started that I realised I had spent 10 points on upgrades! I have to admit every single one paid for itself though. The Ancient pack upgrade on Dreamer seemed to make sense in case the black joker made an appearance and the +1 to initiative just made sense as it will balance out pass tokens my opponent would receive from summons. 

Inhuman reflexes on LCB was because I expected him to be tied down with Misaki being able to stop charges (no attack from charge actions) and holding him up in combat. 

Serena Bowman with eldritch magic to keep her around. With her demise ability I knew she has some fall back (especially with disguised) but I wanted to give her the extra safety net of the heal when something dies nearly.

Coppelius - This guy. I love him He was amazing in the game and I have always been a fan of his model. I wasn't sure on how survivable he would be. I wanted him to be on a flank somewhere dropping markers and chasing down scheme runners. The Inhuman reflexes was more for the Blade rush (charge 7) rather then the butterfly jump because he has Agile on his card he wouldnt be tied down. In the future I don't think I will use this upgrade as it didn't seem necessary. 

Doppleganger, after seeing the crew I was facing and the schemes in the pool she basically picked herself. Her don't mind me and the vendetta targets just made her invaluable. The Eldritch magic kept her around until the end as well.

 

Opponents crew

Misaki - Silent Protector

Shang

Shadow Effigy

Torage

Torage

Minako Rei - Trained Ninja

Katanaka Crime boss

The Lone swordsman

6ss remaining

 

Review of the game. Being my first game with Dreamer and a new faction I was rather worried at the hitting power of my opponents crew but it couldn't have gone better. 

My deployment was broken into 2 by a large piece of terrain which was quite frustrating as I originally wanted to be in a bubble. One flank was taken up with Serena Bowman and Coppelius with a daydream to push them up the board. I was intending to use Coppelius as a node along with the daydream for Serena. 

My other flank was conceived of the the Dream, LCB, a day dream and the doppelganger.  

Turn one the daydreams pushed Coppelius into place to flip a turf war marker move Serena forwards. As expected my opponent had decided Serena was a bigger threat then I gave her credit for and he dropped shadow markers on the flank nearest to her and moved his crew forwards aggressively.  

Dreamer was pushed forwards along with LCB. I brought in a stitched which I managed to summon next to the Crime boss who had been over extended. The swordsman unfortunately killed the stitch before he could activate. The shadow effigy on my opponents side had been using his ability to make the crime boss and a Torage drop scheme markers and flip the turf war markers. 

This became important later in the game because LCB was able to use these markers for trail of gore which weakened the beaters no end and caused some frustration for the wasted AP of my opponent having used cards to ensure markers could be dropped. 

I had taken Vendetta on the crime boss with my doppelganger and this paid off beautifully. She managed to flip a crow when stealing his ability with mimic and my opponent was unable to dis-guard a card due to the execute trigger having drained his had from LCB and caused 3 damage bringing the model below the half way point required for the point.  After declaring this my opponent sent a Katashiro after her but this just allowed me to kill them off and heal my Doppelganger due to the upgrade. 

Misaki must have been drunk during the game because she managed to only kill Serena and even then her demise ability kept her in the game. LCB killed the lone swordsman and the dreamer killed the crime boss. At this point my opponent decided to call it a day. My second scheme had been harness the leyline and I had summoned 2 insidious madnesses in which he admitted he would not be able to kill. 

 

Over all I found Dreamer to be less resource intensive then I imaged. He took a single wound and didn't need to stone for anything in the end. LCB was brilliant and just seems to draw trouble away from dreamer. 

 

Lucid dream was ok. My first attempt wasted the Red joker which was very frustrating. I did manage to remove some low cards from the deck but I think next time I will concentrate on removing some high cards for my stitched. 

  • Like 1
Link to comment
Share on other sites

Wow! That's a LOT of points in upgrades. I'd try to get around 2-3 max. Pact in Dreamer is a safe option, but it's not that necessary imo (maybe in a daydream to get the extra craw). The 2 Eldritch Magic are probably a bit overkill too (specialy not going into a condition heavy crew).

About Lucid Dreams...  I'd try to get at least 4 sources of it in a Dreamer's crew minimum (LCB + 3 daydreams); for making the deck hot faster you'd probably want a few more, around 5-7 (but that's not necessary tho). Daydreams are quite good, I usually try to include at least 3 unless I'm really short in stones.

Ty for the report!

Link to comment
Share on other sites

I appreciate the advice, I am very lucky this week and have 5 more games planned so I will try out the recomendations

11 minutes ago, Ogid said:

Wow! That's a LOT of points in upgrades. I'd try to get around 2-3 max. Pact in Dreamer is a safe option, but it's not that necessary imo (maybe in a daydream to get the extra craw). The 2 Eldritch Magic are probably a bit overkill too (specialy not going into a condition heavy crew).

About Lucid Dreams...  I'd try to get at least 4 sources of it in a Dreamer's crew minimum (LCB + 3 daydreams); for making the deck hot faster you'd probably want a few more, around 5-7 (but that's not necessary tho). Daydreams are quite good, I usually try to include at least 3 unless I'm really short in stones.

Ty for the report!

 

Link to comment
Share on other sites

Dreamer has about a 91% chance to not Black Joker his summons in any given game. It isn't worth the upgrade. It is far better on a Daydream for the card draw.

That is also tons of condition removal. Maybe it was the matchup, but I think the Eldritch magics were excessive. Serena doesn't reqlly need an upgrade to survive. She already hides behind everything else and has her demise.

Overall, awesome work though!

Link to comment
Share on other sites

2 minutes ago, Adran said:

Surely that depends on how extreme your lucid dreams gets, it could be as high as 50% 😋

Hahahah, true (ish)!

However, as you lucid dream your deck, you also increase your odds of drawing the Black Joker and holding onto it all game.

I'm too lazy to calculate the exact odds, but in my experience it does not happen very often (though I only run 3-4 lucid dreams in my crew before summoning). About 1/10 games feels like the right number.

Link to comment
Share on other sites

I love the Dreamer... But I think, you should be wary of getting too carried away with cool enforcers and henchmen. 

Minions are really great in M3E, and particularly with Lucid Dreams thinning your deck, allowing your minions to hit above their paygrade. Starting out hiring 5-6 minions (+ Chompy and further summons) really gets your deck in shape for T3. 

For the more expensive models, You already have a big Terrifying beater, so I’d look to support like Serena/Candy - and Coppelius Unhinge ability is bonkers both for Damage and Healing when you’ve got numbers to back it up ( With the keyword everyone Heals 2 ).

Then if you’re expecting lots of Terrifying models get Carver or the Rider on the field. 

Link to comment
Share on other sites

Hey

 

Thanks for all the advice :). I will be taking it on board. I played a second game yesterday and after it I did decide to take some upgrades off of some models. 

Game 2. 

Plant Explosives

Flank Deployment

Outflank

Detonate charges

Vendetta

Take Prisoner

Search the Ruins

I had spent the entire day thinking of new crews I would like to run and I have always loved Widow Weavers model. This and the Bandersnatch were what I had planned to do all day. Then my opponent declared Tara. I decided this wouldn't be the time to try burying a Bandersnatch. 

My crew remained the same. The condition removal did seem excessive in game 1 (although it was mostly the heal I took it for) but for this game the condition removal made sense. 

The Dreamer - Ancient pack upgrade

Lord Chompy Bits (LCB) - Inhuman reflexes

Serena Bowman - Eldritch MAGIC

Coppelius - Inhuman reflexes

Daydream

Daydream

Doppelganger - Eldritch magic

9ss remaining

 

My opponents crew:

Tara

Karina

Aionus

The Nothing Beast

Hodgepodge Emissary

Talos - Servant to the Dark powers

5SS remaining.

The Game itself:

I deployed a day dream behind Chompy and Coppelius to move them forwards and Lucid dream. A second behind the Doppelganger and Serena. (Serena was going to be behind LCB to attach through and heal him back up if needed) also planned on using the day dream near Serena to act as a second Node. 

I took Vendetta with Doppelganger vs Talos. At first his Talos wondered off in the other direction which was infuriating but I had a bomb on Doppelganger and I had also taken Search the ruins which made her a great target due to the dont mind me ability also being engaged with enemy models. To also further tempt him to go at my doppelganger i pointed out she was basically the only model in my crew (minus Coppelius) who doesn't ignore Armour and Incorporeal. Once he got within range I copied Serena's ranged attack and did enough damage to him to score me my first point. I then took great joy in using a Daydream to finish him off. Stat 4 attack against stat 4 def 😀.

Copelius had ran to a flank to drop Bombs and help score search for me, what also helped here was the fact my opponent chose Outflank and being MI7 meant he tore through void wretches that were being sent against him.

LCB killed Aionus and also tore into the Emissary.

Turn 1 I summoned a daydream and a stitched but he attacked both immediately, burning them with Talos and the Nothing beast weakening them first which was a pain. Turn 2 I managed to successfully summon in a second stitched who by then had cards to use for Gamble your life. My opponents summoning ability put me to shame but I think this was due to his cards more then anything. Summoning multiple wretches one turn and hunters the next. 

By turn 4 my opponent conceded due to it being 4-1 and his beaters having been removed (One flank could no longer be taken due to Coppelius finishing off anyone who made it through the ignore Incorporeal fire power). 

My take away from the game is that Dreamer attracts attention but I had no serious threat to him that I couldn't pass off to a day dream. He has been more of a support piece, finisher more then anything else.

The crew is amazing at ignoring amour and incorporeal. I had read it but until facing a crew that relies on this I hadn't appreciated how effective it would be. 

The upgrades for condition removal will be taken off for future games unless it is required for the game. 

I have read the above comments and I can see where people are coming from but I don't understand why i would hire minions that can be summonsed in later unless I need them for a scheme or strat? The beaters keep people occupied and can also scheme amazingly. I am always up for listening to peoples opinions though as this is only my second game (and having not lost it is hard to change a winning list, this is a fault of mine). I do intend on running widow weaver and bandersnatch very soon though. 

What would you have taken differently in the above scheme pool? 

 

Link to comment
Share on other sites

Hehe, wp man! Tara vs Dreamer has to be an interesting game.

1 hour ago, Jugan0ght said:

I have read the above comments and I can see where people are coming from but I don't understand why i would hire minions that can be summonsed in later unless I need them for a scheme or strat? The beaters keep people occupied and can also scheme amazingly. I am always up for listening to peoples opinions though as this is only my second game (and having not lost it is hard to change a winning list, this is a fault of mine). I do intend on running widow weaver and bandersnatch very soon though. 

About the minions, Lucid dreams is an interesting mechanic that shine the more you have. Your lists has 3 LD sources, assuming best case scenario (you summon once model per turn and doing LD in every model every turn, not saving high cards and always discarding the lowest card possible) your deck will get in turns 1, 2 and 3: -4, -9, -15 cards (so in turn 3 your deck won't have any Weak card). However going for 7 LD sources for example that scalates much quicker: -8, -17, -27 cards (so you get rid of weak cards in turn 2 and in turn 3 your deck is very hot).

Thats the best case scenario, you'll get shitty LDs or maybe you'll want some high cards to feed stitcheds so it won't be that good, but that's the idea. A better deck means your models will be harder to hit, will be more accurate and they will get their Moderate and Severe damage much more easier. But that has a cost, going enforcer heavy is much more powerful in turns 1 and 2. It depends on your playstile and how agressive the other crew is. Getting rid of the weak cards may be a huge deal for some minions/models (Alphs become min 3 beaters or Coppelius a min 5 beater when the weak cards are removed for example)

Try this 7LD list when you see it suits the pool: Dreamer, LCB(IR), Serena, Coppelius, Stitched x2, Alph, Daydream x3. 5SS.

 

WW/Bandersnatch are a terrific pair with a ton of mobility, and thanks to Dreamer they can call reinforcements with Wp duels. They will shine in pools that rewards mobility like plant explosives with breakthrough for example. With Bandersnatch consider summoning 1 Alph if you plan to bury her with a dangerous beater. The Alph will get bonuses thanks to the buried nightmare and his natural musk aura will make easier for the Bandersnatch to survive.

 

About the Eldritch Magic upgrades: Maybe try to put them in tanky/elusive minions instead. You'll want Serena and Coppelius doing different things than dispeling magic and while the healing helps, I think it's not worth the 2SS cost. Very good models to put that upgrade are Wicked Dolls/Daydreams (for backline defensive use) or Insidius Madness (for agressive frontline use)

  • Thanks 1
Link to comment
Share on other sites

1 hour ago, Jugan0ght said:

I don't understand why i would hire minions that can be summonsed in later unless I need them for a scheme or strat?

You don't need to, but you do it to capitalise on Lucid Dreams. Once your lowest flips are moderates, you're putting real pressure on your opponents hand, as every duel becomes a struggle. While you yourself alleviate the pressure on yours - you stop caring about negative flips for damage, because your minimum damage just goes up etc.

Secondly, you turn your opponents efforts into a worthless grind. Whatever he kills, will just pop back into existence. This is immensely demoralising.

And your minions are great, don't underestimate them. Going elite is fun, but you need actions from significant models to win you the game. Also with regards to Neverborn minions in general, their purpose is to join the grind. You don't have dedicated schemers like Soulstone Miners etc., all your models are there to kill first, win later.

  • Agree 1
Link to comment
Share on other sites

Another quick tip that forgot to mention early @Jugan0ght. Take this with a pinch of salt, but instead of the spiders Tuco could be another solid option (probably into shooty crews)

He got Stealth and From the Shadows (the only model in the faction), that means you can send him deep in the enemy part of the board in turn 1 to start interacting in relevant spots in turn 2; if he is contested he got a stat 6 Wp duel as a bonus action to call for reinforcements while he does his thing. The spiders are faster but also squishy, Tuco Stealth may be very good in the right game.

  • Thanks 1
Link to comment
Share on other sites

On ‎11‎/‎14‎/‎2019 at 9:34 AM, Jugan0ght said:

My take away from the game is that Dreamer attracts attention but I had no serious threat to him that I couldn't pass off to a day dream. He has been more of a support piece, finisher more then anything else.

The crew is amazing at ignoring amour and incorporeal. I had read it but until facing a crew that relies on this I hadn't appreciated how effective it would be. 

The upgrades for condition removal will be taken off for future games unless it is required for the game. 

I have read the above comments and I can see where people are coming from but I don't understand why i would hire minions that can be summonsed in later unless I need them for a scheme or strat? The beaters keep people occupied and can also scheme amazingly. I am always up for listening to peoples opinions though as this is only my second game (and having not lost it is hard to change a winning list, this is a fault of mine). I do intend on running widow weaver and bandersnatch very soon though. 

What would you have taken differently in the above scheme pool? 

 

Glad to see you're enjoying it.

One thing to remember is that different people will play exactly the same list in very different ways. You might find that their way just doesn't fit with your play style.

I know you're learning, and its a good idea to not complicate too many things while you are learning, but once you are happy with game rules and such, I would strongly try and get past that "not changing a winning list" mentality.  Malifaux lets you hire your list once you know the objectives, and it contains a lot of specialist models that excel at one task that not all games need.

  • Agree 1
Link to comment
Share on other sites

I have a different opinion on getting loads of minions. I often only have 2 daydreams, or two daydreams + a stitched or madness.

Turns one and two are super important in combat heavy games, and I'd rather have the enforcers that are brutal to begin with. I usually remove ~half the weak cards of the deck by turns 3/4, and that is more than enough.

In non combat heavy games, the deck matters even less, and you're wanting to capitalise on the fantastic scheming models (widow, bandy, coppelius).

Just my two cents. I think tons of lucid dreams is overkill for an already powerful crew. Starting with 3-4 lucid dreamers has always been enough for me so far.

Link to comment
Share on other sites

As an example of the most powerful list I've played in a Reckoning game:

  • Dreamer + Chompy
  • Zoraida
  • Widow Weaver
  • Serena Bowman
  • Teddy
  • Either 8 stones, or 5 stones + a daydream. Can't remember. I suspect I summoned the Daydreams and placed them with obeys (the other summons can be a bit of a nonbo for some obeys)

Summoning 2-3 models a turn was plenty brutal, and the above crew was stupidly strong from turn 1, even with no cards removed from the deck. Getting rid of ~10 weak cards by the late game meant that I was hitting weak cards half as often as normal, which was more than enough.

In other lists where I don't take Zoraida, two day dreams with ancient pacts are my core minions. This ensures I have plenty of card draw, meaning I can cheat the important duels anyway.

  • Like 1
Link to comment
Share on other sites

The above, each player has their style; enforcer/henchman heavy is legit and a perfectly fine way to play dreamer. But I think it's good to know all the perks your crew is offering; knowing how it feels a LD heavy crew and their strenghts and weaknessess may let you see when to use that kind of list when the right game happens. Experimenting with different list will also make you better at evaluating the other player lists. And in this thread we are just focusing in keyword, when you start adding OOK options and double masters the options skyrocket. But one at a time, enjoy the ride.

  • Like 1
Link to comment
Share on other sites

One word of warning about enforcer/henchmen heavy crews: you will feel very resource starved trying to maximise all of their potential (since enforcers/henchman need cheating cards to be at full power). Well, assuming your opponent knows how to pressure your hand (which is the number one tip for defeating Dreamer - pressure the resources).

There's essentially three ways to solve this in a Dreamer crew:

  • Lucid Dream your deck to crazy power levels. You don't need to cheat if all you have is good cards left in the deck (aka, remove the weaks).
  • Stitched Together - Stitched together can hit for damage using a resource other than your hand (they can pull cards from outside the game). This allows you to still be doing damage without expending cards.
  • Card draw. I find double ancient pact on daydreams, or an OOK model like Zoraida, are the best options for card draw.

As seen from my above posts, I heavily prefer the third option, and throw in a splash of the second option with summoned stitched. Others here prefer heavily lucid dreaming with some stitched. And of course, you can do a mixture approach (perhaps a pact and 4-5 minions for example).

Link to comment
Share on other sites

What's really great about the Dreamer is the variation in playstyle, you can get from him. The Nightmare keyword is really extensive, and with the number of great versatile models available, you've got a lot of ways to go.

It's more a matter of playing around, and of course playing vs a variety of masters in a variety of different scenarios.

 

  • Agree 1
Link to comment
Share on other sites

I have been super lucky this week. 3 games so far this week and a further one tomorrow and 3 games tomorrow (Can you tell I am newly single haha)

Anyway, I have changed my crew up for this game. I removed alot of the upgrades and added in Lilitu for the card draw and Lure. This was actually the most brutal game I have had so far as well.

My Crew:

Dreamer - Ancient Pack. I have read and understand the points of view mentioned above but the +1 to initiative and avoiding the black joker has been amazing.

LCB - Inhuman reflexes

Day dream

Daydream 2

Doppelganger (I love her)

Liliitu

Coppelius

Serena

7SS

My Opponent:

Parker Barrows

Doc

Mad Dog

Bandito

Bandito 2

Wakou Raider

Convict gunslinger

Taelor

Scheme pool:

Reckoning - Corner deployment

Claim Jump

Search the ruins

Harness the leyline

Dig their graves

Hold up their forces

The Game

With Corner deployment having been decided by the APP I decided to attempt to lure as much in as quickly as I could, which is why Lilitu had been added. I was also using her to whip LCB to draw me an extra card knowing he would regen when he activated.

My deployment had Coppelius begin behind doppelganger to push her forwards to try and conserve AP for Luring and day dreams behind for Lucid dreams and to push the crew forwards. My opponent unfortunately was more wary of my crew due to previous game he had heard about and hung back (with his long range no need to come in close.) I took Dig their graves due to the board and having no intention to move to far up the board and with the lures in place to bring models in each turn to be taken down by my summons and beaters. (Also I knew Parker was going to be dropping my markers for me which would save AP).

I actually lost Serena quite early in this game. I had been concentrating on luring Taelor in because she could stop SS use and ignored my other def tech. Taelor did go down turn 2 which was amazing after taking chompy down to 2 wounds! In retaliation my opponent used his whole hand to kill Serena (the 12 inch guns were just to much on positives) but after using his hand he couldn't hold of my retaliation and Coppelius removed Doc with one attack stopping his arcane reservoir. Serena was a huge blow because she had been my second scheme (Claim jump) but I didn't let on to this. 

His schemes were dig and claim jump with the Wakou Raider. He scored his first point with the Raider but I made sure to take him out the following turn. 

This game is the first I have felt my summoning was useful and used in a meaningful way. Each turn I managed to summon something in and get it on the board. By turn 4 I had removed 11 weaks from my deck and used some 13's for my stitched. A summonsed Stitch managed to bag me 2 kills and was actually the reason Taelor went down so quickly. Insidious madnesses managed to infuriate my opponent with even more terrifying duels and LCB stopped Dig from being scored with Trail of Gore ability. 

Manipulative from the dopple failed me due to Parker being Sh7 on positives (ignoring her manipulative through the positive) dropped her quickly but she soaked up alot of AP to drop those markers and her corpse helped me score Dig! 

I am loving dreamer.

Next game will be vs Kaeris

 

  • Like 3
Link to comment
Share on other sites

A note about the LD heavy style, I do think that's the playstile where the Stitcheds shine. The crew will get good cards for fiendish gamble without needing to slow down the removal of weak cards. Eventually a "bad" lucid dream flip will come (aka, only high moderates and severe cards); in that case removing the higher to return it to the deck with the Stitcheds is the best call. The second reason is it'd be much less risky going for a top deck gamble your life in latter turns (late 3 and 4/5) and those will hit like a truck; skyrocketing their damage in the latter turns. Meanwhile a low LD crew will need to use removed card from a LD where a weak card could had been removed to assure the hit and after that they may need to cheat if they want the 4 or 5 damage).

21 minutes ago, Regelridderen said:

What's really great about the Dreamer is the variation in playstyle, you can get from him. The Nightmare keyword is really extensive, and with the number of great versatile models available, you've got a lot of ways to go.

It's more a matter of playing around, and of course playing vs a variety of masters in a variety of different scenarios.

A variation of Dreamer I like is mixing Nightmare with the Puppet theme, that's not for every game, but the synergy is there: Both Stitcheds and Teddy are constructs that may get healed by Vasilisa, Stitcheds are puppets that will deal staggered to the enemy engaged with them thanks to Vasilisa and can get summoned engaged thanks to the kid. Dolls and Vasilisa force discards and get bonuses when attacking staggered models (useful to resource drain and may set up Chompy Executes) and Vasilisa may summon more stitcheds and dolls and is a nice tarpit by herself. Having more disposable models is great to use them for disposable tasks like mobile heal bars for Teddy (consume one of them to heal the bear, drop scrap, Vasilisa raise it again) or to move idols. If incuded in the crew, Hinamatsu is also great and benefice from being with Vasilisa. WW also fits this crew as she can also summon and has more mobility than Vasilisa to reach scrap not near of her.

The puppets list share some mechanics with the one posted above by @Maniacal_cackle with Zoraida (WW can also summon using scrap), but it's more focused in Puppets, less powerful in bubble play (where Zoraida may give extra AP and fast to Chompy and Teddy, that's scary), but it's better scattering the models and able to stagger enemies to slow and control them down, suffering also less if one of the top dogs is killed. Which again shows that adapting the lists for the pools matters; the Zoraida one would be nice for a pool with Reckoning and Claim jump, the puppet heavy would be better in something like Explosives with Power Ritual for example.

  • Like 1
Link to comment
Share on other sites

You are on fire with the Dreamer!

I'm probably biased because Lilitu isn't exactly my favourite model (to be fair, the model is cool; the stats are the ones I don't like that much, especialy OOK and into shooty crews); for 8SS check Hinamatsu if you are interested in a Lure; you lose stat 7 for stat 6 and the card draw; but you get a very powerful and sturdy model. If my list included Teddy, I'd also pick Baby Kade for an extra Lure instead of the Lilitu for 8SS.

Also two details I'm not sure if you noticed (I missed both initially): Mimic can be used on the Doppleganger herself to "upgrade" one of her actions to stat 7 (or more correctly get a second one with an different stat) and Mimic seems to also copy the suit and fate modifier (interesting for you because you are running a lot of Doppleganger with Coppelius)

https://themostexcellentandawesomeforumever-wyrd.com/topic/147521-action-stats-and-built-in-modifiers-and-suits/

  • Like 1
  • Agree 1
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...

Important Information