Archive of Conduits
Unidentified
Asset. Hand
Item. Tome. Occult.
Cost: 2.
Limit 1 per deck. As an additional cost to play this asset, place 1 resource on 4 different locations, as leylines.
After you successfully investigate a location with a leyline, exhaust this asset: Move that leyline onto this asset. Then, if there are 4 leylines on it, discard it, take its leylines as resources, and record in your Campaign Log that "you have identified the gateway."
Asset
Item. Tome.
Cost: 2.
Uses (5 secrets). If Schoffner's Catalogue has no secrets, discard it.
You may spend secrets on Schoffner's Catalogue as resources to pay for Item assets played by any investigator at your location.
Asset
Item.
Cost: 2.
Uses (3 supplies). If Bandages has no supplies, discard it.
After an investigator or Ally asset at your location takes 1 or more damage, spend 1 supply: Heal 1 damage from that card.
Asset. Arcane
Item. Charm.
Cost: 2.
Fast. Play only during your turn.
Play Talisman of Protection under the control of any investigator at your location.
When you assign damage and/or horror that would defeat you, discard Talisman of Protection: Cancel up to 2 of that damage and/or horror.
Binder's Jar
Interdimensional Prison
Asset. Accessory
Item. Relic.
Cost: 2. XP: 1.
You get +1 arcane slot for each enemy beneath Binder's Jar.
After a non-Elite enemy is defeated at your location: Place that enemy facedown beneath Binder's Jar (limit 2 enemies beneath it).
When an enemy attacks you, discard an enemy beneath Binder's Jar that shares a Trait with the attacking enemy: Cancel that attack.
Idol of Xanatos
Watcher Beyond Time
Asset. Accessory
Item. Relic.
Cost: 3.
When you are dealt damage and/or horror, exhaust Idol of Xanatos and discard up to 3 cards from your hand: Cancel that much damage/horror.
Asset. Hand x2
Item. Weapon. Melee.
Cost: 2. XP: 2.
: Fight. You get +2 for this attack. This attack deals +1 damage. If a or symbol is revealed during this attack, either (choose one):
- Return Baseball Bat to your hand after this attack.
- This attack deals an additional +1 damage. Discard Baseball Bat after this attack.
Hyperphysical Shotcaster
Theoretical Device
Asset. Hand
Item. Relic. Weapon. Firearm.
Cost: 4.
Customizable. Uses (4 aether). If Hyperphysical Shotcaster has no aether, discard it.
Spend 1 aether: Resolve the Manifest ability of the Hyperphysical Shotcaster's current form.
Exhaust Hyperphysical Shotcaster: Change its form (to one you have unlocked on its upgrade sheet).
Customizations
□□ Railshooter. Hyperphysical Shotcaster has this form: "Manifest - Fight. Fight with any skill. This attack deals +1 damage."
□□ Telescanner. Hyperphysical Shotcaster has this form: "Manifest - Investigate. Investigate with any skill. If you succeed, discover a clue at any revealed location instead of your location."
□□ Translocator. Hyperphysical Shotcaster has this form: "Manifest - Evade. Attempt to evade with any skill. Before or after this attempt, you may move an investigator or a non-Elite enemy at your location to a connecting location, or vice versa."
□□ Realitycollapser. Hyperphysical Shotcaster has this form: "Manifest - Test any skill (3). If you succeed, discard from play a non-weakness treachery that is not attached to an Elite enemy."
□□ Matterweaver. Hyperphysical Shotcaster has this form: "Manifest - Choose an asset in your hand and test any skill (X), where X is that asset's cost. If you succeed, play that asset at no cost."
□□□□ Aetheric Link. Hyperphysical Shotcaster enters play with 2 additional aether.
□□□□ Empowered Configuration. While using a Manifest ability, you get +2 skill value.
Asset. Accessory
Item. Tool. Science.
Cost: 2.
Exhaust Chemistry Set: Investigate. If you...
- ...fail by exactly 2, discard Chemistry Set.
- ...succeed by exactly 0, gain 2 resources.
- ...succeed by exactly 2, draw 1 card.
- ...succeed by exactly 4, discover 1 additional clue at your location.
Asset. Hand
Item. Illicit.
Cost: 3.
Choose an enemy at your location and exhaust Fake Credentials: Parley. Test (1). This test gets +1 difficulty for each suspicion on Fake Credentials. If you succeed, discover 1 clue at your location and place 1 resource on Fake Credentials, as suspicion. If you fail, you must either discard Fake Credentials, or the chosen enemy attacks you.
Asset. Hand
Item. Tool. Weapon. Ranged.
Cost: 2. XP: 1.
: Fight. Add your to your skill value for this attack. This attack deals +1 damage. If this attack defeats an enemy, discard Hatchet. Otherwise, lose control of Hatchet and attach it to the attacked enemy. Attached enemy gains:
" When attached enemy is defeated: Take control of Hatchet. Any investigator at Hatchet's location may trigger this ability."
Asset. Hand
Item. Weapon. Firearm. Illicit.
Cost: 2. XP: 2.
Uses (5 ammo).
Spend 1 ammo: Fight. You get +2 for this attack. This attack deals +1 damage.
Forced - At the end of the round, if you triggered Colt Vest Pocket's "" ability: Discard it.
Disc of Itzamna
Protective Amulet
Asset. Accessory
Item. Relic.
Cost: 3.
When a non-Elite enemy spawns at your location, discard Disc of Itzamna: Automatically evade that enemy or deal it 2 damage.
Asset. Hand
Item. Tool. Illicit.
Cost: 3.
Exhaust Lockpicks: Investigate. Add your value to your skill value for this investigation. If you do not succeed by at least 2, discard Lockpicks.
Asset. Hand
Item. Relic.
Cost: 3. XP: 2.
Uses (3 charges). If Grotesque Statue has no charges, discard it.
When you would reveal a chaos token, spend 1 charge: Reveal 2 chaos tokens instead of 1. Choose one of those tokens to resolve, and ignore the other.