Alchemical Transmutation

This one seems similar to rogue's Burglary, yet more dangerous and limited. Majority of what is written for Burglary will apply here as well.

Pros:

  • rather easy test to solve (and independent from location)
  • perhaps being it a spell?

Cons:

  • charge based
  • slow card (for its full use you have to pay 4 actions and 1 resource)
  • net gain per use might be a bit unpredictable (and you should never add any card to its test)
  • somehow risky, can hurt you (1 or 2 wounds are quite likely)

In my opinion this cards is not worth adding for most scenarios simply because the actions are more precious than the resources in most cases (at least scenarios are built in that way right now). Also, the mystics already can generate resources via Forbidden Knowledge and it is simply more usable and effective than Alchemical Transmutation.

XehutL · 48
This card generates many more resources than Forbidden Knowledge does, though. And the drawback of damage is guaranteed for Forbidden Knowledge. — Nils · 1
@Nils, not that much more total. With Forbidden knowledge you get 4 resources, but it takes 3 actions less, which nets roughly 7 resources versus 8 from this abomination of a card. FK does not provide any damage but damage, which is either negligible if you have Sylvester (••) or can be used to your own advantage with Agnes (especially during upkeep or mythos phases). The only times AT might be somewhat more useful is if you really need 2 resources this turn (you won’t be able to use 5, because that takes 3 actions to generate them), but that situation is extremely unlikely to consider adding this card to your deck. FK does not occupy spell slot, does not require actions to activate and the resolution of mythos tokens might be much worse than 1 damage/horror, or it just might outright fail. — trbvm · 1
Plucky

Plucky is arguably the best of the Composure assets released in Echoes of the Past. Like all five Composure cards, it costs 1XP & 1 resource, is Fast, provides stat bonuses for cash as a action, and has 1 sanity. Cheap, Fast, and is always a good combination, and the horror soak is a nice bonus. In particular, the Fast keyword allows it to be played while engaged with an enemy without triggering an attack of opportunity. This is probably more useful with a Composure that boosts or , but Plucky could also help parley or boost "Ashcan" Pete's for Shrivelling. It's also worth noting that, at only 1XP, investigators with access to experienced cards from two classes can choose from two different Composures, though only one may be in play at a time. Thus, William Yorick can choose between Plucky & Combat Training depending on whether he needs to boost & or & , respectively.

Save for Grounded, each Composure boosts 2 stats. In the case of Plucky, these are and --two of the more vital stats in the game. What's more, it pairs well with the otherwise lackluster Scrapper to cover all four stats for Survivors . No other class can cover all four stats with their Dunwich Permanent Talent and Carcosa Composure. Though some investigators can do so with the less efficient Core Talents (e.g., Jenny Barnes with Hard Knocks & Arcane Studies or Streetwise & Physical Training).

What really sets Plucky above the other Composures, though, is the ability of Survivors to recycle it, thus mitigating its main drawback of being discarded when it has taken just 1 horror. William Yorick is best suited to do so with his innate effect, though any Survivor can do so with Resourceful. In fact, William Yorick may, at present, be the best recipient for Plucky. In addition to being able to recycle it, he can use the boost to help investigate with his paltry 2, and Plucky's horror soak (repeatable with his effect) helps shore up his 6 sanity.

It also has my favorite card art from Echoes of the Past. Plucky indeed!

Herumen · 1741
Might I add that a Tommy Muldoon deck, due to the investigator ability, is also a great home for Plucky. The resource generation that he provides and the resource sink that Plucky is, make him an effective clue gatherer and makes him withstand the encounter deck more. — Lateralis · 7
I think it's worth mentioning that investigators with access to Plucky probably have access to Peter Sylvestre, who is not only good by himself, but also helps keep your Plucky in play for a long time. — Blackhaven · 9
Grounded

I'm not sure why the designers felt compelled to break with the typical Composure design on Grounded, but it makes it markedly worse than the other four Composure cards released in Echoes of the Past. In most respects it is identical to the others. However, instead of having 2 skill icons and boosting 2 different skills for any skill test, Grounded has only 1 icon () and can only be used for skill tests when casting Spells. Most importantly, this means that, unlike the other Composures, Grounded can only be used on skill tests you initiate, not those required by treacheries, etc. This is a huge drawback, relative to the other Composures.

Additionally, the condition of all Composures that horror must be placed on it before being placed on your investigator is more or less mutually exclusive with Agnes Baker's innate effect. Essentially, you must decide either to not use her innate horror-for-damage effect--a key aspect to playing her--in order to use Grounded or Plucky, or discard the Composure and the benefit of its bonuses in order to use her effect.

Maybe if the designers had lowered the cost of Grounded to 0, and/or gave it 2 icons, and/or gave it 1 health instead of 1 sanity (though, that wouldn't really fit the theme), it would be a little more worth it. Or perhaps in the future there will be treacheries with the Spell trait, or Spell assets/events that use a skill other than that can benefit from Grounded. Even then, though, I'm not sure it would compensate for not being able to use its bonuses on treacheries or other non-Spell skill tests. Time will tell.

Herumen · 1741
I agree, this one seems like a worst of bunch. 2 Horror or a ? Skill mark should be there to make it different and yet somehow more playable. — XehutL · 48
David Renfield

Eschatology

plural eschatologies 1 :a branch of theology concerned with the final events in the history of the world or of humankind 2 :a belief concerning death, the end of the world, or the ultimate destiny of humankind; specifically :any of various Christian doctrines concerning the Second Coming, the resurrection of the dead, or the Last Judgment

You have him at a cost of 0 but his card shows a cost of 2, I do not own this card yet so not sure which is correct as the card graphic may well be a beta? — Louie Cypher · 1
The graphic is correct. The card costs 2. Although, you will usually use him right away, which will mean he is really a 1 drop for +1 willpower and a conditional +to cash. — Myriad · 1226
Police Badge

"You found the murderous purple meteor? I'll be there in 5 minutes!"

Some of you who remember the wonderful Maniac Mansion know how a simple item like a lost police badge can save an atomic plant from immediate self-destruction!

In Arkham the threats are seldom as grave, but the Police Badge is still a mighty object. Firstly, it grants you a permanent +1 Willpower boost, while secondly, for guardians, it does not take a valuable slot in their inventories. Granted, there exists the Holy Rosary as huge competitor, but Police Badge is in-faction for guardian characters. Besides, as a third and maybe it's biggest pro, it instantly grants you or another investigator 2 additional actions to pull off a mega combo.

On it's own, the badge is like some extra ammunition in your pocket - nice to have, but it feels like there are plenty of more useful assets to solve the problems at hand. But in multiplayer and with a plan in your mind, it gives you a passive bonus while your team works hand in hand towards the same goal, Police Badge enables epic stories. A dedicated 5 actions token-free turn perhaps? Maybe empty Shrivelling in one turn on one target and cast Blinding Light as a finisher? With thoughtful planning, the badge is great, if you play with a new (group of) player(s), do not spoil the fun and deliberately try to make one up!

Pros

  • Permanent +1 Willpower boost
  • Fast ability can target other investigators at the same location and is not subject to Attacks of Opportunity.
  • Occupies the accessory slot, which is uncontended for in-faction.
  • Enables various comboes.
  • Nice icons to commit to skill tests.

Cons

  • If anything expensive asset, Roland will have trouble to afford it.
  • Can not be tutored for.
Synisill · 804
I think William Yorick loves this xp include- & can benefit from recurrung this excellent little trinket for maximum usage... It's funny what you can dig up isn't it?! — MarkyG · 1
For solo Skids, this is a must. — XehutL · 48
Zoey has a pretty sharp clash between this and her cross. — CaiusDrewart · 3202
I would argue that point. In a multiplayer game I would think that this is a perfect fit Zoey. The +1 willpower helps the natural include of Rite of Seeking and once you find your Zoey's Cross you can use the fast ability to discard the badge giving another player 2 more actions. — Zail · 5
Why does this card not have the "Police" subtype? — Shining Aquas · 7
It's waiting for Tommy Muldoon to come. — Docteur_Hareng · 7
I have a doubt about using it with William Yorick... — alberttrombone · 40
I have a doubt about using it with William Yorick... It is possible to recycle it using Yorick's special hability after defeating an enemy and because of this discard Police Badge twice in a turn to get 4 extra actions? — alberttrombone · 40
The lack of "Police" trait is amusing, and makes one wonder even more where you got this thing, anyway. — Zinjanthropus · 231
Have a question: Has anyone ever -actually- tossed this card for the 2 extra actions? I'm used it plenty, but never used it for extra actions. — SemiSecretSquirrel · 127