This is like doping but it's legal.
For this skill card, is the minimum. And all it asks of you is to be utterly screwed, which is like the core mechanic of the game. If you are really out of your element, it gives you
Say, a guardian friend is about to Teamwork all his possessions away, drench himself in ketchup and throw himself at the abominable monstrosities to buy your team one or 2 more turns. Now you're a low combat survivor with a Shotgun. Enter this card. You're at least 5 over the next fight test. 2 above the enemies fight value from rise of the occasion and 3 more from the shotgun itself(Well in theory. Who plays teamwork and shotgun?)
Either way, if you played Arkham and lost a scenario or three, you'll know what it's like when the situation goes totally out of control. Last clue location got Obscuring Fog; Vast Expanse threatens to drive you insane; one enemy too many spawned and needs to be exhausted with evasion; when the situation goes tits up, you just have Rise to the Occasion.