
...this would be an amazing card for preston were it not 3 exp. But given how it is, this card is amazing on a lot of people who can take it! Calvin loves it, Wendy loves it, Yorick and Silas love it, it's quite the card upgrade!
...this would be an amazing card for preston were it not 3 exp. But given how it is, this card is amazing on a lot of people who can take it! Calvin loves it, Wendy loves it, Yorick and Silas love it, it's quite the card upgrade!
I really don't like Tarot cards (not Lovecraftian at all) but I get why RttCU has gone all-in on amping up Tarot for the rest of this campaign. Still, if you have Dunwich, Forgotten Age and Innsmouth runs where any investigator is running a Tarot card, it's way too 'min-maxy' for me, favouring trying to boost your stats in a slot you wouldn't use over story. Boo hiss.
If you fill your extra slot with Haste you can activate one spell, then activate one other and then exhaust Haste to reactivate one of the two (or your Henry Wan if you are going the blurse way with Dexter) for one measly action! Just make sure one of the spells doesn't require charges because you'll be going through them like nobody's business (but Dexter doesn't really care as long as you have good card draw to replace the empty spells). Spectacular upgrade to a very weak card.
I ran this alongside Occult Lexicon in a big hands Harvey Walter deck through TCU and the effect was absolutely bonkers. Between this (sometimes in both hands mind), Cryptic Research, Blood-Rite, and Harvey's Passive, Harvey's ability to just delete anything (this works on elites) was frightening, given I primarily built him to be a swift clue-gatherer.
I just wanted to be able to participate in the boss phase! (Pathfinder, Cryptic Research -> passive draw, Blood-Rite, Blood-Rite, Occult Invocation). Welp, that was the boss phase I guess. You guys comin', or what? Slowpokes.
Proposition:
Revelation: this card is played to your threat area. No other game effect can prevent this, or remove this card from your threat area. At the end of your turn, you are killed.
If you defeat yourself this turn as part of the effect of a spirit card resolution, you may carry over experience (half? minus some number?) when replacing this investigator after the scenario.
This would allow it to push the narrative and give some interesting incentives without the brunt of the devastating XP penalty it can burden the players with. It might actually be interesting to have to choose on the resolution of Doomed whether to defy fate (giving you Accursed Fate as it stands -- a longer timer, but enforce death with XP loss) or accept fate (giving you a different card with a shorter timer but allowing you to blow yourself up to carry XP over to a new investigator).