Gun Moll

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
None yet

Whipporwill · 7

Caution: There the following deck description contains mild spoilers in regards to the general nature of some of the scenarios of The Dunwich Legacy.

This is the an iteration of my Jenny deck for the Dunwich Legacy. An iteration was put together using only cards just available in each recently released pack, and as such made heavy use of Adaptable. The first campaign ended ignominously after our first play though of Where Doom Awaits.

With a larger card pool, and my partner spending exp on higher level cards instead of for switching newly released level 0 cards in, we started over with fresh decks.

The original deck used a good deal of it's out of faction slots for weapons, and Dr. Milan Christopher, which then swapped things around with Adaptable once replacements became available. It started with the popular concept of using Hard Knocks and Arcane Studies, and morphed to using Streetwise and Physical Training. This time around I started with the idea of an ideal deck disregarding the amount of exp it would take, and then regressing cards backwards until I had a starting deck on my hands.

Part of the goal of this deck was to build towards having two useable copies of the Chicago Typewriter by the time we attempted Where Doom Awaits. In that particular run It was an inability to efficiently deal with the waves of monsters that was thrown at us during that scenario that lead to our eventual defeat, and so I wanted to make sure I would be better armed the second time around. Early Rogue weapons are pretty bad however and I was using my off class clots for weapons. Overall though after a certain point I found them problematic. The biggest issue being that they generally don't give more than 1 extra skill to hit with. While Jenny is especially terrible at anything she isn't really good at anything either and a single point on skill tests can often make a very large difference, depending on bag composition.

Thus, every weapon in the Deck offers Jenny a +2. Additionally, like many decks this deck utilizes turning money into stat boosts through ability increasing talents. Weapons which only provide a +1 bonus in the long run are much more expensive because every test made through them needs extra resources channeled through Physical Training. So relying on Rogue Weapons ultimately seemed to be a more efficient use of her resources and off class slots.

Knowing that three of her five weapons would be double handed I was using one of her off class slots for a Bandolier. It's not a great card but it does have some nice synergy with this particular deck. It's not critical to bring out, but when it does show up it allows Jenny to carry one of her expensive weapons requiring Ammo, as well as a switch blade for use on enemies who might not necessarily require the overkill a Chicago Typewriter or Jenny's Twin .45s provides. It also allows for utilizing Flashlight with a weapon as well. By the penultimate I had only really used it once. Because of this I utilized a single EXP point to pick up an Adaptable to swap it for a single Prepared for the Worst. It's a useful card to look for weapons early game if you didn't get one in the opening hand, or later when one of your guns runs out of ammo.

On that topic in the earlier iterations I dropped Flashlights as soon as I picked up Streetwise, in retrospect I think that was a mistake. Economically I find them very useful. Without the flashlights Jenny is relying on Streetwise to succeed the majority of her checks. The downside being that often makes 2 shroud locations as expensive to investigate as a 4 shroud location. Flashlights, if you have a hand slot free, are a good economic investment for that reason. Spend 2 resources and an action installing it, and you get almost as good use as 3 or more uses of Streetwise. Additionally it can combo nicely with Double or Nothing. Additionally for the later parts of the scenarios, when high negative modifier tokens are added to the bag it is still one of the only cards that will allow you to pretty much auto succeed on a shroud 2 or lower location, as long as you don't pull the Token.

For her remaining off class splash, I've tried a variety of cards, and I've relatively settled onInquiring Mind. I've really been liking them so far since they play very well to Jenny's strengths. While she's average at everything a single one of those at a location with clues makes her excellent at any one skill test for no money. They's really turned out better than I was expecting when I first put them in. Stat level 6 on command is pretty nice, and help shore up her relative lack of .

Tips on playing: I tend to find that with Jenny your set up is very important, so in general you are looking to have money or assets in your opening hand. You need cards on the board to be reliable, and anything and everything else tends to get thrown away. In a perfect world you'd like one of the Physical Training, Leo De Luca, a weapon, and money. I tend to rate the hierarchy as Weapon > Leo > Money but the exact specifics depend on the scenario.

I tend to rate the weapons the highest mainly because they help offset a massive drain of actions or cards. If a monster tougher than a rat shows up Jenny certainly can deal with it by evasion through the use of Streetwise. But it tends to be a larger financial drain due to potentially needing to repeatedly do so, draining actions as well for the Evade action.

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