Vorteil. Hand

Gegenstand. Illegal.

Cost: 2. XP: 4.

Schurke

Wähle einen Gegner an deinem Ort: Verhandlung. Lege eine -Probe (0) ab. Diese Probe bekommt +1 Schwierigkeit für jeden Verdacht auf Gefälschter Ausweis. Falls die Probe gelingt, entdecke 1 Hinweis an deinem oder einem verbundenen Ort. Falls die Probe nicht um 2 oder mehr gelingt, platziere 1 Ressource als Verdacht auf dieser Karte. Falls die Probe misslingt, schicke Gefälschter Ausweis auf deine Hand zurück.

Lin Hsiang
Das Fest von Hemlock Vale (Ermittler-Erweiterung) #82.
Gefälschter Ausweis

FAQs

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Reviews

4 XP is just a lot to spend on a hand tool that only gets one clue per action. Making tests easy is nice, non-investigate clue sources are nice, clue-from-connecting location is a good perk, and sometimes you care about parley. But currently outside of Alessandra Zorzi I don't see a home for this as a staple, more a tech card for campaigns that frequently punish investigate actions. Maybe in a single cluever deck that runs this with lockpick and thieves kit to find one ASAP.

Trish might also be a good candidate to investigate and finding a clue without an AoO. — Tharzax · 1
I think this needs to be played in a Parley deck. This is a synergy card for Parley enablers and payoffs. Otherwise there are certainly better cards for fewer XP. It can also serve as a tech card. Imagine this card for instance a scenario with high shroud locations with a big enemy about. I can think of a couple of campaign finales where this is the case. I would list some of these if I was able to spoiler tag this text. If you go into one of these campaign finales and have 4 XP left, you might consider this as an upgrade for your Rogue. — PowLee · 15
The art is a clue. This is a 2 clue per test for Trish — BubbaAristotle · 1

I’m actually pretty high on this for true solo. Yes, 4XP is a lot, yes you need an enemy in play at your location.

But you effectively ignore shroud and can pick clues from connecting locations. And most locations will only have 1 clue anyway, so 1 clue per action isn’t an issue.

And unlike Lockpicks, this one doesn’t exhaust or discard itself if you get a string of bad luck, so you aren’t at risk of losing your investigate asset.

Unfortunately it’s 4XP and green, so that limits who can take it, since you probably want at least 4 intellect for reliability, so right now that’s basically just Alessandra, Finn, Trish, and Bob Jenkins.

Maybe it works in Tony Morgan with the right ally? He is pretty bad at using the lockpicks, testing at “just” 5 where rogues usually expect to be at 6-8.

jericho · 672