Diabolical Luck

A very solid failsafe against that I feel is more suitable for Mystics than actual main-class Rogues.

A free Lucky! that you can only use when a curse is revealed is the perfect compliment to the Cursed suite of spells. For acutal Rogues though, False Covenant is more reliable at preventing curses from intervering with you. Even at 0XP there aren't that many good Curse cards for Rogues (while Faustian Bargain is crazy good when you can ignore the consequences, I don't think it's worth 2 deck slots to do), so I'd see this as a good 0XP pick for Parallel Jim, Kōhaku and Dexter.

Also wanted to say this card highlights the distinct thematic directions each class is taking with the curses and I really love it for that - Seekers, the ones who flirt with forbidden knowledge, are symbiotic with curses and decent at both generating and leeching off them; Mystics, the ones who delve too deep, get even bigger payoffs by playing with curses but they have very little mitigation so the curses may turn on them at the most inopportune moment; finally Rogues, the ones who run from trouble, add curses just as a side effect, so they avoid them like the plague and most of their curse "payoff" cards are just them trying to avoid the consequences of their actions like this one.

koaexe · 17
Summoned Servitor

This really seems like a card destined to be used mostly by off-mystic subclasses. Most purple characters don't really want to testing non-will stats even if they get base 4 for free, and they have other things to do with their arcane slots. Maybe a full-cluever purple runs eyes/daemonic/wings with St. Hubert's Key and Ikiaq alongside their Clairvoyance to imitate Pathfinder Ursula Downs, or maybe when Marie Lambeau or Amina Zidane go to Dunwich they run Daemonic/claws to go hunting Whippoorwills and Acolytes, perhaps running Blood Pact to test at a cozy 7. But it's a really convoluted way to do stuff mystics can mostly already do.

On the other hand, 4 XP is enough to get Dominance (remove ally slot), Wings (you can move with it), and your choice of the fight/evade/investigate options. That's within reach for all the 0-2 mystic types, who can run it as an arcane slot passive that gives them a free move or basic action most turns instead.

Patrice Hathaway is especially well-positioned to take advantage here. She has 2s in all non-will stats, so the base 4 is always a +2. Despite Will being her best value, she can't use big mystic spells for her action compression. If she runs this with Foolishness, she can now replace her base stats twice per turn. And with 5 draws a turn from the survivor pool she can easily access enough commits and boosts to make the servitor succeed or just use it to trigger failure cards. Her biggest problem is a shortage of actions, though, so you may want to include some fast assets like Fire Axe, Plucky, or Talisman of Protection as Servitor food.

Daisy Walker actually loses book if she makes it investigate for her, but a free investigate at -1 is still good, and leaving it behind in a hazardous location is great. It still benefits from Magnifying Glass, Dr. Milan Christopher, Death • XIII, and so on. Alternatively, she could take it on evade mode. It would test at 5 with Hiking Boots, 10 with Mind over Matter, and if she Transmogrifys an enemy she can still snag clues with the evade servitor.

Sister Mary can take it to supplement her damage or clue output, since both are base 3, and then boost them with Ace of Swords, Beat Cop, St. Hubert's Key, Field Agent, and so on. Honorable mention to Alice Luxley who apparently loves getting tips from beyond the veil, since the servitor gives you a safe Investigate action to trigger her damage with when engaged by enemies.

It's a little more awkward for the event-focused Sefina Rousseau, and because it's not really an ally Charlie Kane can't take it unless he commits to the mystic class. But it's potentially interesting if he does, despite being grossly outshined by Summoned Hound cheese if you play that way.

Did you mean another cat? Foolishness is Carolyn only. — MrGoldbee · 1388
Yeah, was thinking of Miss Doyle — OrionAnderson · 5
Trigger Man

This guy really should have been called "Security Consultant" or "Locksmith" or something because he is far better with Lockpicks, Damning Testimony, or a Thieves' Kit than with weapons, generally.

Even with investigation tools, though, he is clunky as heck and suffers greatly from the fact that Leo De Luca, Delilah O'Rourke / Lola Santiago, and Hired Muscle / Treasure Hunter exist.

Theoretically Trigger Man offers a nice combo package of three benefits: he cheats an asset into play, he gives you bonus actions (that ignore attacks of opportunity), and he may give you a skill boost. Unfortunately, there are a few snags that end up making him less than the sum of his parts.

First, you have to wait on playing him until you have the desired asset in hand. He looks like a setup/efficiency/action-economy card, but punishes you for playing efficiently and getting value down on the table. If you play Leo De Luca and then .45 Thompson as your first two actions, you'll have only two actions left to shoot with. If you play Trigger Man instead, you get the Thompson out at the same time and can shoot three times right away : twice with normal actions and once with Trigger man. But, if you draw Leo De Luca before your gun you can play him immediately and collect an extra action per turn while you wait for the gun to show up and you'll still be on action-parity with the Trigger Man player when it finally does. Also, trigger Man's own base resource cost is a large as any illicit card's bar a couple of guns, and then you spend resources on the activations too, so although Leo De Luca + .45 Thompson takes more upfront resources to deploy it works out to be comparably resource efficient in the end.

If your collection is thin, you might run him alongside Leo or when Leo's uniqueness is a problem, or just for a change of pace. But Rogue has lots of ways to turn money and XP into actions and I feel that Haste, Ace in the Hole, Honed Instinct, Swift Reflexes and the like just do it better. Several rogue guns even grant bonus actions when upgraded, such as the .41 Derringer and .25 Automatic.

Thus, I think this guy only really makes sense when you get some value replacing your base skill with 4, which is a rough place to be because you can only use him once per turn. And you probably want whatever you plan to equip him with to be something that you could conceivably use for yourself if you draw it without him. The Rogues that consider toting guns already tend to have 3+ strength, and the 2 strength rogues usually plan to fight in other ways and or not at all, and are unlikely to have the stat boosts or icons to succeed even from a base 4. So this is usually going to be a +1 once per turn, maybe sometimes a +2.

The other problem with giving the Trigger Man a gun is that when you need a weapon you usually want to use it several times in the same round to put enemies away, so you may not want to rely on his strength after all. The Trigger Man also runs out of usefulness when his gun runs out of bullets, and while you can reload it with events you cannot play him a fresh gun from hand.

The ideal use case for Trigger Man, then would be to load him up with an asset that can only be used once per turn anyway (because it exhausts), that tests a stat tend to be weak on (will or investigation), for which they can easily stack bonuses, and perhaps one which would normally provoke AoOs.

Lockpicks fits the bill perfectly. You can only use it once per round in the first place, but with Trigger Man you can do it every turn even when engaged without spending your real actions. You still add your agility, so Kymani or Winifred can get the trigger man investigating at a base 9, and most other rogues on base 8, before any bonus from tarot, footwear, other allies, and so on. Charlie Kane unfortunately gains little from adding his base 1 agility unless he has passive boosts on that too, and may therefore prefer a single-stat cluever item that gives some additional rewards such as Thieves' Kit, Damning Testimony, or Fake Credentials.

It's still not great compared to just playing Lola, who soaks more and brings most rogues up to 8+ on lockpick tests by herself while providing a different way to turn resources into clues. But "worse than Lola and Delilah" is unfortunately where most reasonable ally designs are fated to end up.

Never compared him to Leo...rough trade. — MrGoldbee · 1388
Diabolical Luck

I was amazed looking at all the fancy new toys in Hemlock, and decided to try my very own curse deck starring eveyrone's favorite trumpeteer Jim Culver.

When looking at this card, you notice it's a skill, and the only icon it has is . This shows you this card was not meant to committed to any test. huh. Then you read and notice it gives you after you draw a curse. This is a big step up from it's 1XP yellow cousin Fey.

In reality, this card works as a pseudo . Draw a ? Go ahead, pretend it's a +2, just this once. If you're ever in a space where you need to pass an important skill test and you draw a , this card basically makes the test an auto pass (unless that ugly comes up). You can even game the system by drawing one through Favor of the Moon!

Imagine this scenario: You're playing Trish Scarborough and you have your Lockpicks & Lucky Cigarette Case out. You investigate a 4 shroud location. Uh oh! . Then you trigger your Blasphemous Covenant and play your Diabolical Luck and turn that -2 into a +5. Lastly, you draw a -3. Now, instead of failing the test, you're searching the top 6 cards of your deck for your favorite card.

Outside of curse decks, this is a waste of space, but in them, it's fantastic safeguard for unlucky curse tokens.

The best aspect of this card, compared to Fey, is that it is reactive, and so it makes every curse token you add to the bag far less threatening by only being used when you really need it. It's basically a free Curse Lucky! — Valentin1331 · 54597
Hold Up

I find it very amusing that the Guardian perhaps most incentivized to go around sticking people up for cash is FBI Agent Roland Banks. With Red Tape and Due Diligence he can make this fast and get +2 to the parley for each enemy engaged with him. Browbeat those Ghoul Minion or Cats from Saturn into assembling a flamethrower for you, then cook them with it. It does take up both of your allowed card plays for the turn, but seems worth it. Just don't autofail.