Sefina Rousseau, a humble painter with a penchant for the illicit.
If you are familiar with Android:Netrunner, her ability is very similar to a few IDs from that game. She is a very interesting investigator, who might just be held back right now by a few limiting factors.
Lets start with her strengths.
1.) You draw 13 cards for an opening hand - You draw effectively 1/3rd of your deck. If you run two copies of a card in your deck that you really want to see, you have around a 56% chance of finding one of those cards. This gives you a great degree of consistency.
2.) Tuck away up to 5 events - You get to hide up to five of your best cards away under your investigator for later. This keeps them safe from amnesia or treacheries, or random discards, but not your characters unique treachery. When you absolutely need just one card to pull off a combo, Sefina just needs a single action to fetch one of those cards.
3.) The Painted World (and tucking events away) - The painted world is part bonkers skill card (its basically a manual dex/guts) OR a copy of an event you want, when you need it. This leads to the potential for some very powerful, potential combinations, which you can assemble early and possibly execute several times a scenario thanks to this card.
4.) Defensive Stat Line - With a 4 Will and 4 Evasion, she is very adept at staying away from some of the more difficult, tests a scenario will throw at you.
5.) Access to Rogue and Mystic Cards - Rogues have some mighty events, such as sleight of hand and backstab. Mystics have a few great events, like drawn to the flame and ward of protection. Sefina can potentially play any of these of these cards 5 times, before shuffling her deck.
Now for her weaknesses.
1.) Low Fight/Intellect - While both of these issues can be resolved with the cards available in her pool, it drives home the fact that she will likely need to either have some way of improving one of these stats, or side stepping requirements entirely.
2.) Lack of available, quality events or synergies in her card pool - Due to the cross class with mystic, she is more or less forced to decide to be a spell caster, who will not have access to some of the premier rogue cards, or a sub par rogue with a small splash of mystic cards.
3.) You don't want emergency cash/uncage the soul to be under your investigator - Spending two actions to get the card and its effect harms these cards play ability. If you can avoid it, don't put these under your character.
4.) Evasion is ho-hum - To make matters worse, the evasion element of the game is really, half baked right now and more or less requires access to the survivor card pool in order to fully leverage it. This issue will eventually become a non issue as the rogue and mystic classes gain more cards. But for now it is a sizable problem for Sefina.
A few notable combos:
Blinding Light + Sneak Attack - Three/Four damage for four resources. Just be sure that you don't try to uncage the soul because you are going to get hit first.
Sleight of Hand + Derringer/Flashlight/Liquid Courage/Typewriter(XP) - Pop that bad boy out, use it three times and then tuck it back away, where you can pop it out again later or use those icons for a future test (unfortunately there aren't many good targets right now...).
Double or Nothing + Alchemical Transmutation + (Daring Maneuver) - Probably just a "cute" interaction for now, but you do gain 6 resources for two actions (playing the card and using it). This basically makes it a risky two card hot streak, with the potential for "insurance".
We will have to wait and see what lies in store for our friendly painter. But I expect great things.