I'm playing him as a poor man's alchemist with the Alchemist's Kit. Acid Flask covers combat checks and checks against barriers and lets you use Disable, which Mavaro has natively. Since it's a disable check, you can use the Burglar's Bucklers from Set 1 (both of them since they allow you to play a second armor on the check) to bring you to 3d10 + 2d6 + 2 against 95% of your checks against banes at the cost of a single discard. And since the check invokes the Acid trait, Blessings of the Elements can be recharged for another d10. Throw in Canteen and Mumia Smuggler and you can get 12 uses out of the 4 Acid Flasks before having to worry about healing them back.
I round this out Blessings of the Elements to cover most checks to acquire and close, plus the odd non-combat basic skill check against monsters. The Burglar's Bucklers can be used to give Fortitude if needed (though I prefer to keep them in hand).
It's a bit of a different approach since it doesn't rely as heavily on his signature power (it's more reliant on his large item pool than anything), but Acid Flask just seems so good. I do find myself wondering if I should have just gone with Damiel, but Mavaro brings enough to the table otherwise that I'm happy with this for now.
This build does suffer from being heavily dependent on getting Alchemist's Kit or Canteen out early, which in turn is heavily dependent on Mavaro being able to recharge all or most of his hand at the end of his turn. If it turns out that's not actually allowed, this build is likely dead in the water (I'm hoping we see a ruling on this before the weekend).
I think this covers it:
It's not that display cards/powers are always relevant, it's that many just don't specify when they can be played/used.
Sent you the info anyway :)
Katina Davis wrote:
Thank you. It looks like I'm missing the Bazaar card as well. Sounds like it would have been in the same pack as the character and role cards since it's designed to be marked on. Not sure if there was anything else in that pack.
Yes to both questions. As long as you're using one of the skills gained and you haven't already used the power on that check, it would be allowed.
Play cards and use powers that affect the check (optional). Players may now play cards or use powers that affect the check. Players may not play cards that modify a skill unless you’re using that skill, and players may not play cards that affect combat unless you’re attempting a combat check. Do not add traits from these cards to the check; for example, playing the spell Guidance on a check does not give the check the Divine trait.
I am missing the character cards from the Mummy's Mask base set (I do have the tokens). I counted 377 cards (plus the "Open Me First" card), so it looks like I'm missing just those cards (with the 110 card add-on deck and the 14 character cards, that would put me at 501).
Edit: Actually counted 384 - hadn't included the token cards.