Ghastly Revelation

TCU's Seeker version of "I'll see you in hell!" Ghastly Revelation offers the promise of an extremely powerful and efficient action that could completely swing a scenario, but with the substantial cost of defeating your investigator and taking a trauma. Just like "I'll see you in hell!" Ghastly Revelation has the Spirit trait, and thus is available to Calvin Wright who is actually incentivised to take trauma.

When is Ghastly Revelation good? Being defeated is bad because it means your investigator can no longer contribute to completing the scenario or gathering xp from Victory enemies and locations, so its massive cost can be mitigated when it is played right at the end of a scenario - just like you might be able to ignore enemies and some treacheries drawn with Delve Too Deep when you're about to advance the final act. For this reason, Ghastly Revelation is only going to be good when discovering three clues at once is going to close out a scenario, and you didn't have some other easy way of gettining those clues (or if you were otherwise sure to be defeated before you could win).

But Ghastly Revelation is a Seeker card - the class already filled with high intellect investigators and many other ways to gain clues quickly - the same problem "I'll see you in hell!" has by being a Guardian card. Heck, Ghastly Revelation's two intellect icons would help you get at least one of the three clues playing it would. At least it's still good for committing to a skill test! On top of that, even if you do mitigate your investigator's defeat, you are burdened with a trauma for the remainder of your campaign. This is a tough sell, but it might be worth it to take a trauma to finish a crucial scenario - and unlike it's Guardian counterpart that can't defeat Elites, Ghastly Revelation will actually end some scenarios by discovering the last clues your team needs to advance.

All this means Ghastly Revelation is likely to only be played by everyone's favourite gay Survivor and I'll certainly try it in Calvin for those moments where I can help my team close out a scenario. Would've loved this for my Doomed Calvin run of Forgotten Age to keep me from advancing that weakness - alas, his final hour came during the very last scenario.

Trinity_ · 203
I'm running it in a Daisy deck currently. I've used it to bail out before taking a fifth damage. Even only gaining one clue, it was worth escaping a third physical trauma. — CSerpent · 126
Nice that you can also move your clues to a non-VP location with this as well. Being eliminated on a VP location suxxx. — Zinjanthropus · 230
I think it's a nice one-of card to take in Carolyn; with 9 base sanity she already has a huge pool to work with, and since healing horror is something she wants to do often anyway *starting* with 1 horror isn't really a bad thing. — Prinny_wizzard · 251
If you're going Beyond the Gates of Sleep in multiplayer, this card can help you stay on the path... — ArkhamArkhanist · 10
Tony Morgan

TONY MORGAN:

A JOB'S A JOB: BOUNTIES

Tony's permanent, Bounty Contracts, starts with 6 bounties up to 3 of which you can place on a spawned enemy of 3 HP or higher with its trigger. Enemy HP will limit how many bounties you can place on an enemy HP 1 = 1 bounty limit, HP 2 = 2 bounty limit, etc.

What do bounties do?: , $$$,

  • They give Tony's .38 Long Colt +1 for each bounty on an enemy that Tony fights with his Signature .38 Long Colts.
  • They also get moved to Tony's resource pool when an enemy with a bounty is defeated by Tony. (The enemy does not have to be defeated with Tony's Colts for this to trigger.)
  • Additionally they give Tony an extra action which can only be used to either engage or fight the enemy with the bounty.

How do you get more bounties after using them?

  • Tony's effect allows him to place another bounty on Bounty Contracts when revealed.
  • Tony's signature weapon Tony's .38 Long Colt allows Tony to place 1 bounty on Bounty Contracts after an enemy is defeated with the Long Colts. You may be able to double this effect with Double or Nothing, but that may or may not be optimal.
  • Alternatively since this is a co-operative game you could have a team mate Seal of the Elder Sign and Double or Nothing that effect. But again you can still only place 3 bounties on enemies with 3 HP or more, so that may not be that useful.

Combat: Getting Tony to Base 7

Without Teamwork or "You Owe Me One", Tony cannot reach a base of 7 like a typical Guardian can with Charisma, 2x Beat Cop, and Ace of Swords. Note that if you plan on playing "You Owe Me One" to pluck a Beat Cop or Tarot from a , you can return it with Teamwork, but if you did that then what kind of Rogue would you be really?

Getting Tony to 6/7 seems to be most consistent using Tony's .38 Long Colts for 6 fight actions by fighting an enemy with 1 bounty on them with Long Colts. Gaining that bounty back when that enemy is defeated with his Long Colts is also beneficial if you can add to your ammo with Contrabands, or Extra Ammunition.

Tony’s other increasing options are hired goons, and a handful of talents. The best option, however, is that Rogue staple: resources.

  • Two Hired Muscle out and Charisma. Costs him 2 resources each round. Install Cost: , 2 resources and 2 resources each round. Perhaps more useful as a set-up before a boss fight.

  • Well Connected certainly makes Tony's stats bloom. "Watch this!" + Double or Nothing, Dario El-Amin, and Lone Wolf. Tony really has excellent resource generation using typical rogue tricks along with his Bounties. His stats can go from normal to 7/8/9/6 for two tests with 20+ resources in your pool. This makes weapons like Switchblade and Knuckledusters useable in Tony's offhand to allow kills with his Long Colts without wasting ammo/Bounties.

  • Another Day, Another Dollar is probably the go-to permanent for a fighter build for Tony. As it makes getting to 7 quicker with Well Connected. Even faster with two of them. Going this route you may want to use your Colts to strategically earn yourself money for your pool to boost your and spend a portion of it on a weapons like the .45 Thompson, and/or Chicago Typewriter.

GUARDIAN EVENTS/SKILLS

apotropaic · 36
„Well Connected“ is „Limit 1 per investigator.“ If you don‘t have an effect to ready the card, you can only use it once a turn. — Astrophil · 1
Wow, I completely missed that. Thanks for the correction. It definitely makes a difference, but having one in play is still extremely helpful with treacheries. — apotropaic · 36
Unfortunately DoN doesn’t help either his elder sign or guns add bounties. DoN only doubles ‘effects of a successful test’. His elder sign is success independent, triggering when the token is drawn and not caring whether the test is successful. The guns are as well, the extra bounty clause says it happens ‘if the attack defeats an enemy’ - technically not an effect of the test being successful. — Death by Chocolate · 1489
That's correct, about DoN. And now it's 3XP. Anyhow High Roller is an obvious replacement for a second Well Connected. Thanks for the correction, Chocolate. — apotropaic · 36
How does he got a Mystic card? — AquaDrehz · 204
Lonnie the mechanic gets him to a +7. And she heals horror, it’s a completely amazing duo. — MrGoldbee · 1487
I've played through the first 3 scenarios of the Return to Dunwich with Tony, twice in a 2-player team. Both times, Tony got pounded by the encounter deck and our team struggled. We scraped by with approximately 10-12xp after 3 scenarios. I realize that Dunwich has very stingy on xp. Is it possible that Rogues just don't do very well in Dunwich because of the low xp? I enjoy playing Rogues, but man are they hungry for xp! Everything costs so much, and they need their xp to be able to perform properly. — VanyelAshke · 181
Enchanted Blade

Enchanted Blade(3) is truly one-of-a-kind. Its charges are never wasted, since you would only use a charge if you succeed the test. Card drawing and horror healing off defeated enemies are amazing. Having the flexibility to deal 1 damage on demand is nice. However 3 charges are simply not enough as a primary damage source, and it is better to save the charges for finishing blows anyway. I think the blade is ok-ish on its own, but amazing if you have an alternative damage source.

Pairing the blade with other melee weapons, i.e. Machete or Timeworn Brand, serves two purposes: 1. Temporary damage source and card draw before you draw the main hand weapon, and 2. efficient horror healing afterwards. This pairing is particularly good for Mark Harrigan (and to some extent Roland Banks), who can utilize the horror healing and relatively low boost well.

Pairing the blade with a big gun serves a third purpose, which is to kill 1-2 health enemies which would otherwise waste precious ammos of the big gun. This however requires Bandolier (or its upgraded version), which together with the big gun itself, requires quite a setup. This pairing works best in a deck with good economy.

There is a pairing I found particularly interesting: With Agency Backup. Agency Backup is really good for providing stream of constant damage (and testless clues), but when it comes to monster killing it is the burst that matters. The blade compliments it really well. Tab Agency Backup once (or more with Charisma and/or Mitch Brown), then finish with the blade would be a splendid way to kill a 3-4 health enemy. The blade is also not too expensive to play alongside Agency Backup. If you ever want to try to build a deck centered around Agency Backup, Beat Cop(2) and ally-buffing cards, I believe Enchanted Blade(3) is the weapon of choice.

Side note: Don't pair the blade with Double or Nothing. The "spend 1 charge to..." phrase is part of the "if you succeed..." effect, so you still need to spend 2 charges to deal 4 damage. Also only either the first time or the second time of resolving defeats the enemy but not both, so you still only get to heal horror and draw card once.

ak45 · 469
I think this is a good option if you need to have a hand free for other items like flashlight or whatnot (this will be the case mainly in true Solo). If you are playing as the enemy killer of an investigator team though, I wouldn't recommend expending 6 XP on a side arm. — Alogon · 1139
Trial by Fire

This is the level 1 Will to Survive. It serves a very similar function.

  • Rewrite any character's stat as a 5. This is obviously great for anybody starting at 1 or 2, note that all modifiers (boosts on weapons for example) stack on top. Calvin Wright and Preston Fairmont take note.

  • A 5 for a round is most useful if you can leverage it, upping to 5 for example is useful all the time, but upping isn't great unless you've got a weapon to swing.

  • Terrific in maps that require you to beat a specific test type on scenario cards, for example if you gotta beat x amount of tests or beat parlays.

  • Benefit lasts until end of turn, thereby it will never help you in the Mythos phase.

All in all this is a great card, mandatory in Calvin Wright and damn-near everybody else can use it for something, at the very least 5 is never useless.

While there are no XP versions of Trial by Fire there is still The Red-Gloved Man who operates VERY similarly but has loads of other advantages. There's also obviosuly Will to Survive.

Tsuruki23 · 2571
Take it with Preston alongside some Swift Reflexes, Quick Thinking, or an Ace in the Hole for some extra action shenanigans. — StyxTBeuford · 13049
The above cards comboed with a side of fight or flight and you got a stew goin'. — Myriad · 1226
I... think I'd like my money back. — StyxTBeuford · 13049
This is very helpful in solo Rita for getting clues, or even fighting enemies to some extent. she can also get Ace in the Hole — Zinjanthropus · 230
Hawk-Eye Folding Camera

In a number of ways, this suffers from the same problems a number of assets do: the Hawk-Eye Folding Camera becomes a less useful investment for every turn the game lasts, because of the slow buildup.

If you have it fully powered up, it's not a bad package deal: +1 , +1 , and +1 sanity is about the same as St. Hubert's Key, at half the price.

But most seekers don't really benefit from said package deal. Between naturally high sanity pools, a surplus of allies with decent sanity soak like Dr. Milan Christopher, Charles Ross, Esq., Dr. William T. Maleson, and Mr. "Rook", and Higher Education, they can afford to take most tests on the chin, and spend their way past everything else. So, in practice, what they really want is that +1 .

How long does it take said +1 to come online? Well, to some extent, you can cheat around the condition. If you play it when a location has 1 clue on it, clear that clue, Pathfinder over to another location with 1 clue on it, then clear that location too, you could theoretically do it in three actions. However,this is both unlikely, and is discounting the prior effort involved in discovering clues at said location.

A more useful measure might be "how many investigate tests will this card help me with, if I play it the second I draw it?" The best measure for that would be the act deck. The number of clues needed in a given scenario tends to hover at around 5 to 6 clues. In turn, the minimum number of clues at a location is usually 1. That means if this is played in your opening hand, it will only help you for 2/3rds of the game. And if you draw it, say, halfway through, it'll only help you on the last 1 checks.

Let's compare with the venerable Magnifying Glass. Sure, you only get the +1 if investigating. But the list of things a raw boost helps with besides an investigate is actually pretty small, consisting of the following:

Most of these are rare enough that you can afford to commit to them instead, or pay your college debts to make them go away. And Magnifying Glass is fast, cheaper, and provides that key bonus to investigation attempts right away. Even if you draw it on turn 14, and there's two clues left to discover before the last act advances, it will still help you for those two clues.

For most seekers, the Magnifying Glass is a superior option, which competes for the same hand slots. In order to really make good use of this camera, that +1 boost needs to be meaningful, because it's the one that turns on first, and the one that offers a niche over other cards that would boost now instead of later. So, who wants it?

  • Daisy Walker can use it for spells. But her hand slots are already highly contested by books and other tools, to the point where even Magnifying Glass doesn't always make the cut.
  • Marie Lambeau has the right statline and cardpool to make use of it. But she also has in-class access to St. Hubert's Key, and with only 5 off-class cards to work, a card that duplicates benefits already available from other cards isn't high on the priority list.
  • Carolyn Fern can also use it for spells, and likes the boost for Hypnotic Therapy. But she only has 3 base and no access to the 3+ XP spells or Spirit Athame. She's not going to be good enough at it, because she needs 3 or more boosting assets in play to have a reliable baseline.

Now, I'd say the one investigator who really likes this card is Norman Withers.

  • His awkward card pool, with only 5 level 0 cards, sharply limits his access to the cards that would make this card redundant.
  • His special ability heavily discourages skill cards in his deckbuilding, making him more reliant on consistent stat boosts.
  • With his choice of XP cards being instead of , that +1 gets used for everything, instead of just treacheries.

In short, this card tends to be overshadowed by Magnifying Glass for pure seekers, while competing for highly contested slots in either deckbuilding or play area in other investigators.

Abodmuthkat · 182
No love for Joe Diamond? — Vittek · 1
I would argue that the card is excellent in Marie. As a 4-willpower mystic with extra spell actions, Marie desperately needs willpower buffs. The camera does that, and does so without occupying the accessory/ally slot. It adds consistency and stacks nicely with other willpower buffs. — ak45 · 469
Not to mention it buffs her Willpower first, which is definitely more valuable for a Mystic. — StyxTBeuford · 13049
It's better in 1-2 player cause you can clear most locations in one turn. Clue events are also pretty cool to power it up, like scene of the crime or drawn to flame. I'm currently using it with carolyn fern and the will 5 together wtih huberts key is a great encounter protection. — Django · 5155
I think that what holds this card down is that you get first the willpower and then the intellect boost. In standard difficulty though this t be a big problem — Alogon · 1139
I meant, *shouldn't be a big problem :D — Alogon · 1139
I want to add the point that Hawkeye is definitely not a bad card, and a diect comparison to Magnifying class just isnt appropriate, you see 2/3rds of the card is all about defense! +Willpower, +sanity, a bunch of characters loves them some horror tank and treachery resistance. — Tsuruki23 · 2571
The comparison to Magnifying Glass is more in regards to the alternatives Seekers could run for hand slots. I think people in general agree that most Seekers would just prefer the cheaper and faster Magnifying Glass in their hands over the Cameras. Running both is a bad idea since the Cameras want to stay in your hands and need to be brought in early to really pay off, so you wouldn't want to replace either tool with the other. For non-Seekers who pull from Mystic (Marie, Carolyn) and Seekers who lean Mystic (Norman, Daisy) I think the camera is a solid card. — StyxTBeuford · 13049
Joe Diamond is basically in the same position as Daisy, exacerbated. He's trying to be both a Guardian and a Seeker, which are full-time roles. — Abodmuthkat · 182
Regarding the camera being defensive, part of my point is that the defense being offered is redundant for most Seekers. So what they want is the intellect boost, usually. — Abodmuthkat · 182
And Marie definitely is one of the better users of the camera. But for her, it's two cards out of the five she can take from the Seeker or Survivor cardpool, both of which have very strong options. For Norman, it's two out of twenty five cards, which is a much easier sell. — Abodmuthkat · 182
The biggest reason that I want to use this is that it gives an investigator the same benefit as Hubert's Key but occupies a different slot. That turns a 3 intellect investigator into a potential 5 (or 6 both are powered up). This is the biggest benefit for Mystic/Seekers imo instead of a reason to not use it. I am planning on running this in a Jim deck sometime. In Marie it is even better since she can get to a 6/6 relatively easily. — The Lynx · 993
Say there are two investigators at the same location. Each investigator has 2 cameras in play. One investigator clears the last clue. How many evidence tokens can be placed on the cameras? One (one per location), two (one per investigator per location), or four (one per camera per location)? — mbooradley · 7
Since it's "Limit" and not "Max", each camera counts the limit separately -- you can place a total of 4 evidence tokens in the scenario you've given. — Thatwasademo · 58