Grizzled

The basic or specialist-ized versions seem like they reliably give 3 or more wild icons almost all the time if you do a little planning and jumping through hoops. But Survivors have always been able to get lots of wild icons on 1-2 XP skills and occasionally on 0s. This one is solid but not especially exciting as far as that goes.

Mythos-hardened seems pretty bad outside of extremely niche counterplay situations. I rarely want to spend that much XP just to prevent one copy of one treachery from coming back, let alone limiting myself to a subset of traits and requiring a test and locking up an otherwise good card. "Fool me once..." and The Eye of Truth put this to shame.

Nemesis seems okay as multiplayer support (take elite trait for boss fights) or to enable Exploit Weakness, but I have little to say about it. No, the only really interesting part of the card, IMO, is Always Prepared, which lets you return one of these cards to your hand once per round if you draw the right kind of encounter. In one sense, 5 XP feels like a lot to spend on a card with no action compression at all, just to pass tests. On the other, a lot of decks do run multiple 2-3 XP assets that are mainly for skill boosting and test-passing. If we can actually make this trigger at least every other round, it might be worth while.

One nice thing about Always Prepared is that while Nemesis and Mythos-hardened only trigger if you actually commit Grizzled against the encounter card, Always prepared doesn't require you to be testing against the card at all. You get it back in your hand to do whatever you like with as long as you drew the right type of card. I believe it should even work when you draw weaknesses from your own deck, if the traits match.

This will be especially valuable if you have special incentives to commit cards to tests (Sea Change Harpoon), other uses for cards in hand (Wendy Adams, Cornered, Celaeno Fragments), or a tendency to draw extra encounter cards (Kicking the Hornet's Nest, Drawn to the Flame, Nature of the Beast, Nine of Rods).

I can especially see Patrice Hathaway taking this traited with "monster" and some common treachery traits like terror, hazard, or madness. She'll get one in the discard early and pull it back every time she hits a monster in the encounter deck, draws into her personal weakness, or fishes out a treachery, and she can just throw it into an invetigate or away for vioin money. If she misses she can fish with Drawn to the Flame and Nature of the Beast for more matches. "Ashcan" Pete can do most of the same stuff.

William Yorick can go tell others to "Let me handle this!" or take First Watch to make sure he gets his triggers in. (Calvin Wright also gets some of these options).

It's never going to be as viscerally exciting as firing up a Lightning Gun, Seal of the Elders, or The Black Fan, but I think it has enough value to be worth a shot.

It probably shouldn't be among the first two traits, she chooses, but if Patrice takes "Extradimensional" as a third or forth option, (and obviously has "Monster" as one of the initial traits), this cards give her 5 icons against her Watcher. — Susumu · 366
Makeshift Trap

The introduction of Survival Technique in the Hemlock Vale set creates new possibilities for all our old favorite traps, especially this customizable beauty. Survival Technique allows you to return one of your cards attached to a location to you hand each turn, which means that you can relocate these traps and keep them going indefinitely. You will definitely want Simple so you don't want actions re-setting them, and may also want the tripwire or improved timer to cut down on the resource cost of frequent replays, although honestly you will probably move around enough that you rarely need to reset one without moving it anyway.

That 1 cost to redeploy could become negligible anyway if you're running Dark Horse or Madame Labranche or On Your Own or The Fool • 0.

If you manage to find both you can even stack them to give all non-elites a -2 difficulty, and if you make them poisonous you can even deal some damage over time to the elites so the guardian can't say you didn't help at all.

At one point there were FAQ answers floating around implying that Survival Technique would boost basic investigates, which I thought might make it enough of a staple to reshape the playing field. As things stand, the difficulty of finding and playing a 2xp talent and then both copies of your ~level 2 trap is significant enough (none of them have easily tutored for traits) that the juice probably isn't worth the squeeze unless you have a lot of other pieces that interact with it.

Purified

NEW (as feedback in comment corrected me, thank you): So, I've been playing this with Kōhaku. Read the Signs will get you a 8 base check. In a 2-shroud location this should give you 3 bless tokens average in Normal mode.

If you add some stat boost (Gabriel Carillo, Holy Rosary, St. Hubert Key...) you can get to 9 or 10 base check. If you fetch a bless token with Tome of the Living Dead you get to a 11-12 base check. You may want to add even a skill to get higher numbers.

This card should always give you 5 bless tokens in the right setup for 0 cost and a slot in your deck (2 if you run 2 copies). It is fun and cheap. Maybe there are more reliable ways to add bless tokens to the chaos bag, but if you plan to have a very high base check in your deck this is worth the slot. Kōhaku can play this (and should, since he is the prime user of Spectral Razor (2) and Read the Signs (2)), Sister Mary can enjoy it since she will gladly run Spectral Razor or Cyclopean Hammer, Lily is more of the same...


OLD (I dind't read well the limitation of 5 bless tokens maximum): So, I've been playing this with Kōhaku. Read the Signs will get you a 8 base check. In a 2-shroud location this should give you 3-4 bless tokens average in Normal mode.

If you add some stat boost (Gabriel Carillo, Holy Rosary, St. Hubert Key...) you can get to 9 or 10 base check. If you fetch a bless token with Tome of the Living Dead you get to a 11-12 base check. You may want to add even a skill to get higher numbers.

I've seen this card giving me 6-8 bless tokens. It is fun. Maybe there are over more reliable ways to add bless tokens to the chaos bag, but if you plan to have a very high base check in your deck this is worth the slot.

rodro · 203
If this test is successful, for each point you succeeded by (to a maximum of 5)... — MrGoldbee · 1463
so, I haven't read that. Anyways, it is 5 blessed almost guaranteed for pasively doing a good check, it is ok — rodro · 203
There is a limit to this, is that Kōhaku unfortunately has very little things that synergise with Bless, so he mainly wants to pull some curses with his Book of Living Myths, to feed the Spectacles/Armageddon. The one build that wants to have some blesses is the combat build, so these can be pulled by the Book of Living Myths to recur Read the Signs (2) and Spectral Razor (2), as well as potentially feed Nephthys. So while being good in itself, this card unfortunately suffers from Bless being rather Niche in Kōhaku. In some blessed fighters like Mary or NaCho on the other hand.... — Valentin1331 · 71758
Diabolical Luck

A very solid failsafe against that I feel is more suitable for Mystics than actual main-class Rogues.

A free Lucky! that you can only use when a curse is revealed is the perfect compliment to the Cursed suite of spells. For acutal Rogues though, False Covenant is more reliable at preventing curses from intervering with you. Even at 0XP there aren't that many good Curse cards for Rogues (while Faustian Bargain is crazy good when you can ignore the consequences, I don't think it's worth 2 deck slots to do), so I'd see this as a good 0XP pick for Parallel Jim, Kōhaku and Dexter.

Also wanted to say this card highlights the distinct thematic directions each class is taking with the curses and I really love it for that - Seekers, the ones who flirt with forbidden knowledge, are symbiotic with curses and decent at both generating and leeching off them; Mystics, the ones who delve too deep, get even bigger payoffs by playing with curses but they have very little mitigation so the curses may turn on them at the most inopportune moment; finally Rogues, the ones who run from trouble, add curses just as a side effect, so they avoid them like the plague and most of their curse "payoff" cards are just them trying to avoid the consequences of their actions like this one.

koaexe · 29
False covenant is nice to be sure, but it does only work once a turn, so if you're a rogue playing with someone else cursing a lot, or you're putting a lot in yourself with cards like Scrimshaw Charm or Justify the means you do probably want more than one answer to curses which this is nice for since you can save it until you need it. — Spamamdorf · 5
Summoned Servitor

This really seems like a card destined to be used mostly by off-mystic subclasses. Most purple characters don't really want to testing non-will stats even if they get base 4 for free, and they have other things to do with their arcane slots. Maybe a full-cluever purple runs eyes/daemonic/wings with St. Hubert's Key and Ikiaq alongside their Clairvoyance to imitate Pathfinder Ursula Downs, or maybe when Marie Lambeau or Amina Zidane go to Dunwich they run Daemonic/claws to go hunting Whippoorwills and Acolytes, perhaps running Blood Pact to test at a cozy 7. But it's a really convoluted way to do stuff mystics can mostly already do.

On the other hand, 4 XP is enough to get Dominance (remove ally slot), Wings (you can move with it), and your choice of the fight/evade/investigate options. That's within reach for all the 0-2 mystic types, who can run it as an arcane slot passive that gives them a free move or basic action most turns instead.

Patrice Hathaway is especially well-positioned to take advantage here. She has 2s in all non-will stats, so the base 4 is always a +2. Despite Will being her best value, she can't use big mystic spells for her action compression. If she runs this with Foolishness, she can now replace her base stats twice per turn. And with 5 draws a turn from the survivor pool she can easily access enough commits and boosts to make the servitor succeed or just use it to trigger failure cards. Her biggest problem is a shortage of actions, though, so you may want to include some fast assets like Fire Axe, Plucky, or Talisman of Protection as Servitor food.

Daisy Walker actually loses book if she makes it investigate for her, but a free investigate at -1 is still good, and leaving it behind in a hazardous location is great. It still benefits from Magnifying Glass, Dr. Milan Christopher, Death • XIII, and so on. Alternatively, she could take it on evade mode. It would test at 5 with Hiking Boots, 10 with Mind over Matter, and if she Transmogrifys an enemy she can still snag clues with the evade servitor.

Sister Mary can take it to supplement her damage or clue output, since both are base 3, and then boost them with Ace of Swords, Beat Cop, St. Hubert's Key, Field Agent, and so on. Honorable mention to Alice Luxley who apparently loves getting tips from beyond the veil, since the servitor gives you a safe Investigate action to trigger her damage with when engaged by enemies.

It's a little more awkward for the event-focused Sefina Rousseau, and because it's not really an ally Charlie Kane can't take it unless he commits to the mystic class. But it's potentially interesting if he does, despite being grossly outshined by Summoned Hound cheese if you play that way.

Did you mean another cat? Foolishness is Carolyn only. — MrGoldbee · 1463
Yeah, was thinking of Miss Doyle — OrionAnderson · 71
When I posted this, I didn't realize the Summoned Servitor was unique. So even if you're willing to take dominance and devote both your arcane slots to him, you can't get both in play at once. That makes it a lot less appealing to me. — OrionAnderson · 71