Did you get goosebumps? Nuff said.
Fast. Play during any player window.
Choose an enemy at your location. Test (X), where X is that enemy's fight value. For each point you succeed by, reduce that enemy's fight value by 1 for the next attack performed against it this phase.
In the review of Flashlight, reviewer Caius Drewart notes that using the Flashlight on a location to reduce it's shroud value to 0 basically guarantees a success regardless of what chaos token you draw (barring the dreaded tentacle token.) Similarly, this card can, potentially, guarantee the next Fight action against a baddy succeeds (again, barring auto-failure.) I think this card is in the same vein as the Flashlight, since it hedges your bets against the chaos tokens in this way. I might even dare compare it to the Grotesque Statue, Wendy Adams' special ability, Jim Culver's special ability, and Kukri.
Quick Rundown: Daisy Walker & Norman Withers both have 5 Intellect . Carolyn Fern, Finn Edwards, Marie Lambeau, Minh Thi Phan, Rex Murphy, and Ursula Downs all have 4 Intellect . If you succeed the Intellect test with flying colors, Expose Weakness basically lets you trade out your Combat icon for your Intellect icon for a single (the next) attack. And remember, if you reduce the enemy's Combat to 0, success is basically guaranteed, meaning you get a minimum of one damage in.
- Mind over Matter is cheap, Fast, and can be used in place of your Combat and Agility values until your turn is over. That still means three seperate pulls from the chaos bag.
- "I've got a plan!" is more expensive than MoM and limits you to a single Fight action, but it can deal a massive +3 extra damage if you have the clues for it (which is harder than it seems, making it very conditional.)
- Acidic Ichor possibly lets you deal 3 damage, possibly 3 times, but has a huge EXP cost and the labor pains of using the Unidentified Strange Solution, and despite the solid Combat value of 6 to work with, that's still three chaos tokens being draw from the chaos bag, which can be very nasty if you happen to fail.
- (This is where the utility of Expose Weakness distinguishes it from those other three Seeker cards.) Expose Weakness is Fast, like MoM, meaning you get your full three actions, and it doesn't provoke an Attack of Opportunity, but more importantly it can be played right before your damage dealing buddy takes his turn. You can almost guarantee a successful attack for yourself or (!) one of your damage-dealing buddies packing the big guns and the big damage (Shotgun anyone?) That seems pretty powerful to me.
I also think it is a mistake to think Expose Weakness is intended to be used on boss monsters. Maybe it was, and you certainly can, but I think you'd be better off securing that guaranteed hit on weaker Strength enemies, letting your Guardian buddies take them out quickly and easily: save them ammo, actions, cards, and skill tests. For reference, I counted 45 out of 114 enemies with Strength 4 or greater. Also, even though we haven't seen it yet, I fully expect more Weapon with the "for each point you succeed by" clause, each one of which will combo with this card. Even Spell cards for combat. Expose Weakness may be a situational card, and I think it is definitely for Seekers wanting to play supporting role to their buddies (as they should), but is it jank? I'm not so sure. It's upgraded version is even better, of course.