Living Ink

One of the best, if not the most versatile customisable card in the set for support investigators. By itself, it's: pay a card and an action to give you +1 to a relevant stat for your next 8+ actions, which is a more than decent value for a level 0 card. But things go crazy if you combo the different mods together later on:

If you play with highly specialized investigators (5 in one stats, below average in the rest), you can permanently give them a +2 against the mythos with "Shifting ink, Subtle Depiction, Vibrancy, Eldritch ink (2)". You choose mind + foot as selected skill. Round start: they have some treacheries involving tests with those two stats, and when their turn start, they just use the Subtle Depiction effect and ignore the negative effects on fist and book. Since they never consume their charge, the asset is basically permanent. Or if they have to pass a specific test during their turn, they can still keep the +2 and apply -1 to their main stats to do whatever they want to do.

Else, if you play with flex characters (generally survivor & rogues who hit between 4 & 6), you can still give them +1 to fist + book & use Macabre depiction, so they are virtually have an endless supply of charge, as long as they draw one symbol a turn. And that +1 is often the difference for those flex characters to reliably pass any tests they get.

Imbued Ink is the only mod you'll probably never take, except for Akachi if you plan to instantly discard it for 6 resources. Body assets are rare and not often that useful late in the campaign, since they are too comboish, or cost too much for what they bring. However, arcane assets tend to be more relevant no matter your class for the last few scenarios.

At worse, it's a 0 cost asset that is a fodder against bad treacheries & investigators' ability (dexter). Give it a shot.

mugu · 240
One thing is unclear to me: nothing on the card says that you loose the +1 at the end of your turn, right? So technically, you get a +2 after 2 turns? And then you spend the last charge, discard and loose it? This is so poorly written. — Portinou · 1857
You don't spend a charge the turn you play it, but spending the charge is not linked to the stat boost. So you get the boost the turn you play it, and the two turns after, then it discards itself at the start of your third turn. — sirtommygunn · 7
Good way to stack willpower and/or agility in Sefina, and I think Imbued Ink is pretty good there. Two extra rounds is a pretty significant boost if you can spare the arcane slot. — Zinjanthropus · 229
Could you still trigger this with lola if you are not a mystic? — azrailx · 1
Lola cannot play Living Ink or trigger Macabre Depiction while not in the Mystic role. All other effects of the card should continue as normal, regardless of her role. — Linderwood · 7
Playing with Bless or Curse tokens adds symbols to the bag, making Macabre Depiction more enticing. I'm running this in Mateo / Ancient Covenant to boost Intellect (he has other ways to boost Willpower). — DrMChristopher · 501
The instructions to remove one charge feel like they need the keyword: Forced. — Taevus · 782
I have a question: If you play this card, say, as the first action in your turn, then in that turn you wouldn't have to remove a charge because "the start of yout turn" would already have happened, right? So that would be 2 actions + 9 actions (three actions for the next three turns) with the bonus? — brubsdormeles · 1
Fickle Fortune

Fickle Fortune is one of those cards that starts off interesting, and only gets better on analysis. At its very basics, Fickle Fortune is a 3 XP card that can either act as a powerful team-wide heal or doom removal - two very useful effects depending on exactly how your team is doing.

If you're choosing the first effect when you draw it, you're adding 1 doom in exchange for up to 6 healing per player. This is incredible action compression in some ways, since it is a rare player card that scales with player count, meaning it only becomes more impressive as you have more investigators. The downside is that it scales this way in exchange for doom, but the second half of Fickle Fortune will help you mitigate that. And, since it adds doom that doesn't advance the agenda, this can end up being free healing at the right time.

If you're choosing the second effect when you draw it, you're effectively removing 1 doom in exchange for some additional time. The damage isn't negligible, but it's also not too severe - it's what I would consider within the buffer of what most investigators try to keep to avoid going down to an unfortunate encounter card. This does remove Fickle Fortune from the game as well, so it shouldn't be picked if the healing portion will be necessary later.

Even before getting Survivor tricks involved, this is a powerful card that lets you choose if your team needs Healing or Doom more at any given moment. Neither of the choices involve costs, and the doom addition/direct damage means both options will always change the game state, so you can always pick the one that will help more or harm less. If you're going all the way and purchasing two copies, the net effect of both copies will still put you to a net of 2 health and 2 sanity per investigators for two cards and no actions - a reasonable exchange rate, even before getting extra value from it.

And, of course, survivor tricks like Resourceful and Shrine of the Moirai will only help to get this back in your hand hand at the exact moment where you can make the most use of it.

Of course, if you really have a lot of XP to spare, you could run this with Soul Sanctification in a 4 player game, draw this early, and grab enough offerings to last for a full scenario. Carolyn Fern and Vincent Lee get to throw a few more gifts around on top.

Ruduen · 1012
I don't believe these trigger when being returned via recursion effects. The dilemma ability is a revelation ability, meaning it triggers when being drawn - NOT when being added to hand from one of these effects. — MisterRogers · 20
EDIT - just double-checked the dilemma rules, and they do indeed trigger on recursion — MisterRogers · 20
What happens if you draw Fickle Fortune in your opening hand? The scenario hasn't been set up yet so there's no agenda to modify. Does it just get discarded with no effect? Do you draw a new card like a weakness and it's shuffled back in? — franzel · 22
@franzel if you decide to keep it in the opening hand after mulligan, it revelation effect would trigger after the phase end like you draw it — DeltaX · 1
Carson Sinclair

Jacqueline Fine is probably one of Carson Sinclair's primary targets to try and butler (butling?) or at the very least, he will want to stick to her location as much as possible.

Why? Because her Elder Sign ability will activate far more often than any other investigator due to its unique ability to resolve even when cancelled or ignored which Jacquline will want to do 90% of the time. And regardless of whether she plays her Elder Sign or chooses to draw a card, Carson will still draw a card.

She's a fine lady who treats her servants very well.

Tao · 15
He's the butler. He buttles. — supertoasty · 40
Every day he's buttling. — mythosmeeple · 467
Excellent observation, and flavorful too! — Miskatonic_Community_College · 26
But who buttles the butler? — AlderSign · 375
Overpower

I can only imagine the 'Innate' trait was not on this card to specifically not allow it to go in a Silas deck, because the other similar upgrades over the neutral basics, of Guts, Manual Dexterity, and Perception are all innate. It annoys me more for the asymmetry that the other 3 are innate.

You're working from a misconception there. Perception isn't innate either, and all four keep their original trait when upgraded. The innate ones also add Developed, and the practiced ones add Expert. — TheNameWasTaken · 3
What TNWT says. Plus, there is not a single card, that has Innate AND Practiced as traits. They are treated as the opposite of each other. (Though there are a lot of cards, that are Blessed and Cursed, so it might be, that there will be one time a card, that carries both.) — Susumu · 381
Timeworn Brand

Unfortunately after several attempts I just can't justify this weapon in anyone's hands with the current card pool.

Anyone going for this is obviously setting out for the great task that is monster control.

Guardians or Mystics have access to Cyclopean Hammer which is just objectively better in every way.

Currently the only combat oriented rogue is Tony, and he has a much better pool of weapons to choose from (even a 1 exp switch blade is better than this in his hands due to the fast action, and has similar dps over three turns).

Seekers have their laser books.

Survivors have chainsaws. Yorrick has endless chainsaw recursion through act of desperation, and Silas is better off with his base sea change harpoon than this.

It has many problems that keep it from being viable.

1.) It's two damage. Most enemies have 3 HP, meaning this weapon doesn't actually offer that significant of action compression. You're still going to have to take two actions to deal with most enemies, assuming you pass both checks. You can augment this with vicious blow or plus damage cards, but you don't have to with any of the other options on this list.

2.) Very low might boost. Take someone with a might of 5 and they're testing at a 7. Considering you need to be at a +4 reliably on Expert to hit things, this will struggle to inflict damage on enemies with a fight of 3 or higher, which is most enemies in the game.

3.) It's saving grace is its one handed, but you don't need your other hand for anything else if you are monster hunting.

4.) Cost. 5 resources is extremely expensive and makes this one of the most expensive assets in the game. The other similarly costed assets do major damage.

5.) Its "big hit" is once per game and really only does two attacks at once.

One of the few cards that needs a retroactive buff. Dropping experience requirements to 3 and resource cost to 3 would probably more accurately reflect the power of this card, or removing the once per game restriction on the exhaust. Otherwise, there are just better cards now.

drjones87 · 196
I think it's still a good option for Joe, who has only his guardian splash for weapons and the seeker pool don't offer reliable options for a investigator who fight often. — Tharzax · 1
I agree with the power level, but I think that's totally fine for a neutral weapon. It's worse than in-class options, but that's the point. Even the new customisable is limited use, at least. — SSW · 216
I think you're underestimating the one-hand slot part of this card. Yes, at 3 or 4 player the main monster fighter has no reason to put a flashlight or something else in their other hand, but at lower player counts, this is a big deal. For other consistent 2-damage weapons with one hand slot your options are very limited. — dscarpac · 1186