Luke Robinson
Il Sognatore.

Mistico
Investigatore

Sognatore. Vagabondo. Esploratore.

Volontà: 4. Intelletto: 3. Scontro: 2. Agilità: 3.
Salute: 5. Sanità Mentale: 9.

Inizia la partita con lo Scrigno del Portale in gioco.

Puoi giocare 1 evento ogni turno come se ti trovassi in un luogo collegato al tuo e fossi impegnato con ogni nemico in quel luogo.

Effetto di : +1. Colloca 1 carica sullo Scrigno del Portale.

"La chiave per il Mondo dei Sogni si trova dentro di noi."
Cristi Balanescu
The Dream-Eaters #4.
Luke Robinson

Luke Robinson - Retro

Investigatore

Dimensione del Mazzo: 30.

Opzioni del Mazzo: Carte Mistico () di livello 0-5, carte Studioso ([sruvivor]) di livello 0-2, carte neutrali di livello 0-5.

Requisiti del Mazzo (non considerati nella dimensione del mazzo): Scrigno del Portale, Distacco dalla Realtà, 1 debolezza base casuale.

Sono passati diversi anni da quando Luke scoprì l’entrata per il Mondo dei Sogni. Grazie a uno strano scrigno regalatogli da suo zio, trovò il modo di viaggiare attraverso le Soglie del Sonno. Da allora ha trascorso la maggior parte dei suoi giorni a vagare per le terre dei sogni in cerca di avventura: dalle strade di Celephaïs ai misteri senza fine del Bosco Incantato, Luke svela i segreti di quel regno e della miriade di sognatori che vi si trovano. Tuttavia, un antico caos minaccia ora di annientare non solo il mondo reale, ma anche quello dei suoi sogni, e Luke non può permettere che questo accada.
Luke Robinson
Reviews

Luke Robinson is a pure mess of an investigator as it currently stand, everyone has their own interpretation of how his effect of playing events as if being at a connection location actually works.

So until some FAQ on him is released I would say he is close to unplayable, you will be making up rules and spending insane amount of time trying to read the current rules to determine how his ability interact with them or reading conflicting intetperetations of how his ability works in given situations on both reddit, BBG and other places . Being consistent with what ever rulings you might come up I personally found to be extremely hard.

Some questions can be answered, but others like what happens to enemies already or becoming engaged with Luke during the event work when played at a connecting location work? - there are no clear answers in the rule book, under Engagement it only talk about enemies in the Threat area when moving, so what happens when you are not really moving but are just there as if. Do they follow you or disengage? - What if they already are engaged with you when you play the event - you are considered to be as if your are at the connecting location when playing the event so did the already engaged enemy "follow" you? or do they disengage and reengage? Do they do Attack of Opportunity?

tdctaz · 6
I am playing true solo Luke in the dream eaters. For the time being I had zero issues in deciphering what should happen. there can be problematic cases but in actual practice I have been enjoying the experience. — Lord Phrank · 2
You're not actually engaged with them, so none of that movement stuff applies and neither does it trigger any AoO. This is really not that difficult to understand. I'm pretty sure the 'as if you were engaged' thing is just intended to allow certain events which require you to be engaged to function. There aren't many of these atm, but we don't know what might be coming down the track. — Sassenach · 60
I played him true solo as well and ran into no issues. Most of these FAQ matter more in multiplayer situations. — StyxTBeuford · 751
I played him in 3 player and also think he needs some clarification, like: Where do other players need to be to commit cards to his ability? What investigators take damage from his storm of spirits (and symbol is drawn)? While playing a clue event, can he play fast events at the other location like crack the case? — Django · 2215
You are effectively engaged though, so I think it absolutely should trigger AoOs from the enemies at the event location. You 'play [the] event... as if you were... engaged with each enemy.' Part of playing events (or assets) while engaged is triggering AoOs. I'm just not sure about enemies at his original location - I've never used his ability in such a spot yet, but I reasonably could at some point. — Death by Chocolate · 13
For the most part, looking at the wording, I believe the condition of "You may play one event each turn as if you were at a connecting location and engaged with each enemy at that location" applies directly to the activation of the event itself. Or at least that's how I would interpret it. If they wanted it to be something where you could play an event and invoke AoO, then I distinctly feel they would of clarified such in the text of Luke's card. So, for all intents and purposes, he is at his location except in regards to where the game considers he activated the event. I dunno, it's pretty much up to player interpretation. — WolfGeneral349 · 3
You have "no problems" with Luke Robinson only if you take a habit of "shortcutting" the potential problems. For me he was pretty much problematic as soon as I started using him. What happens if I play Shortcut? Does this mean I can jump from an unrevealed location to an even further unrevealed location? What happens with Barricade? Does it whiff immediately or does it stay permanently until an investigator enters again and leaves? Is he getting AoOs or not (the community is firmly split down a middle on this one)? He is pretty much "still in beta", and a real headache to play if you care about playing by the officially sanctioned rules. — ratnip · 10
A lot of those I'm fairly sure we know how they resolve. Shortcut basically works as a double move. Barricade stays where it's played and does not whiff because you never entered or left the location, you merely played it as if you were there. The AoO one is the toughest one but in solo it was not problematic, and for now you can grim rule it. — StyxTBeuford · 751

I think that Luke Robinson is an interesting investigator. I'm not sure about his power level, but starting in play with such a powerful asset greatly increases his potential during the game. Gate Box essentially gives him 3 uses of Elusive which is super powerful given that Elusive costs 2 XP with the Taboo List, so he basically gets 3 uses of a 2 XP card for free. To be fair, the effect he gets is a little worse than Elusive, as it actually costs an action to move to another location, while Elusive is actionless, but if he waits until the end of his turn, he automatically moves away for free. But that's already great power level anyway, so the action cost can't even count as a disadvantage. And what's more than that, he can add even more uses to his Gate Box with Enraptured and Recharge making that asset even more powerful!

His deckbuilding options are a bit weird, but interesting. Seeker class for a 3-Intellect investigator isn't great but offers him interesting options. I think he might fall in the same category as Roland Banks when it comes to investigating, arming himself with Flashlights and Working a Hunchs and clearing low-shroud locations with regular investigations and using auto-clues for the harder stuff. He can always use Rite of Seeking and Sixth Sense of course, but if he wants to use more physical means for investigating, I think his options are kind of limited.

His ability is also interesting. I think the engagement part is mostly useful for multiplayer, but he can generally equip himself with the right events to make it count. Banish, Storm of Spirits, Drawn to the Flame and Working a Hunch make some examples of some options he can include to make use of his ability, and I think he should also lean on events heavier in order to make it more worthwhile. What's interesting here is that he can combine his ability with Gate Box. Dream-Gate is connected to every other location in play, so he can use the Gate Box to move to Dream-Gate and deal with some enemies or get some clues from any location he wants and then move to any other location he likes! I think that's super neat!

Luke Robinson's weakness is relatively mild in my opinion. With his 9 sanity, I think that the 2 horror it deals to him is a minor punishment. It can even benefit him in some situations, by letting him move to any other location he wants. I believe the worst part of it is that it can lock you down and detach you from the rest of your team for a turn and that can be very punishing in certain situations. That's, of course, assuming that he can't take a successful 6-difficulty investigate test, which I believe will be the case most of the time, but if he somehow can, he can mitigate this problem. If he runs Mr. "Rook", though, he can use this weakness to his advantage, as Mr. "Rook" will give him more control of when he draws it and possibly turn this downside into a benefit, by letting him draw it at an unimportant time and allow him to move to any other location he wants for free.

As a final note, I think De Vermis Mysteriis becomes a lot better with Luke Robinson. All those mystic spells that fight or evade can now be used against enemies at a connecting location and let you avoid the attack of opportunity that De Vermis Mysteriis would cause. Correct me if I'm wrong, but I believe that the cost is paid BEFORE the ability is initiated, which makes De Vermis Mysteriis usuable while you are at a connecting location and when you initiate the ability you can choose to use Luke Robinson's ability and play the event as if you were at a connecting location, therefore making it usuable with events that fight or evade enemies while you are not engaged with anything. And, as a bonus, his combined access to Mystic and Seeker cards gives him good options to fuel the book, making it possibly a viable choice for him.

matt88 · 1105
interesting write up.. I think Barricade could be a weird janky option that could be fun. i was wondering if anyone know what would happen if you use the gate box to move to the Dream gate and then played vantage point to move a clue there. More importantly, What would happen if you failed to gain that clue. — Invisiblecam · 1
Nice review. Im still waiting for the ruling regarding AAOs and didnt play him but I think that starting the game with 3 slightly worse elusives is amazing. I assume that if the ruling is that Luke doesnt take AAOs he might be the best investigator in the game, even better than tabooed Rex. — Pgpgpg · 2
Also very very fun. — Pgpgpg · 2
I can confirm that Barricade is an amazing card for Luke to run. You can easily lock down a hunter's path in most scenarios, and you don't even need to evade them. Just yeet into your Dream Gate, play Barricade, and call it a day. — StyxTBeuford · 751
In what interpretation of the rules would Luke not take Attacks of Opportunity? (unless I’m misinterpreting what you mean by AAOs) He plays the event ‘as if he is engaged with each enemy at the location.’ If he does something that would provoke an attack from an engaged enemy, he takes the attack from an engaged enemy. Re:vantage point, when a card leaves play, all tokens and effects on it are removed, so the clue would return to the token bank. That’s bad if you needed the clue but great if you were just clearing off a VP location. — Death by Chocolate · 13
@Pgpgpg Thanks! Regarding Gate Box, it's a free trigger ability and it specifically states that you disengage from enemies, so I have to assume it doesn't provoke attacks of opportunity. @Death by Chocolate If you are asking me, I am assuming you re referring to the De Vermis Mysteriis part and my answer is that in order to use the Tome to play sth like Banish without getting AoOs, I am assuming that Luke isn't engaged with any enemies, but he can still play it because there is an enemy at a connecting location (using his ability). — matt88 · 1105
@matt88 I was responding to Pgpgpg’s comment (interpreting it as about Luke using an event remotely to a space with enemies). I agree with your DVM interpretation. — Death by Chocolate · 13
Having played Luke a few times now I find him to be like a reverse Norman in that he may appear to be a mystic on the surface but he’s a Seeker on the inside. I’m sure it’s possible to build him as a battle mage and make full use of his ability but I’ve been riding he makes such good use of some of the less used Seeker cards he that he tends to end up a cluer. Otherworldly Compass is a must in my opinion as it helps him with his weakness and if he’s gate boxed to a high shroud location that’s an extra -1 shroud. Also just wanted to point out that if you end your turn in the dream gate you will move to a revealed location of your choice and the end of the investigation phase, therefore you can move to the dream gate, play an event such as blinding light to evade an enemy engaged with another ‘gator and end up back where you started (if so desired) or at your friends location ready to help out next turn. This method is also great for attaching short cut 2 to the location with the most traffic. — Snakesfighting · 72
"Just yeet into your Dream Gate, play Barricade, and call it a day." I'm not quite clear on how this would work. The barricade goes away when an investigator leaves the location. Does the end of Luke's playing of the event count as him leaving? Or does that mean the barricade stays there until an investigator enters and leaves again? — khoshekh · 1
He plays as if he’s at the location, but he never actually leaves that location. So Barricade does just sit there. — StyxTBeuford · 751
For reference this is because entering/leaving a location are directly tied to movement. Luke’s ability never implies movement. — StyxTBeuford · 751
Interesting. Hmm, thanks! — khoshekh · 1
I agree that barricade stay until you move and leave there again. He would become best investigator for trollling the elder god! — AquaDrehz · 112
@Snakesfighting you made a mistake with Otherwordly compass. His locations weakness side is not connected to any location, so you can only use Otherwordly compass when its on its gate-box side, but with his weakness it doesn't work. @AquaDrehz Elder Gods are elites, but good try. — vidinufi · 26

There are a lot of good combos with him (some were already mentioned before):

  • Crack the Case when a fellow investigator finishes the last clue at a connecting location, and as his ability is per turn, you can also use an other event in your own turn.
  • Unfotunatelly Vantage Points doesn't work for his weakness, but you can also use it with the Box. It makes his location 0 shroud so it is auto-success other than auto-fail, and you can get a clue from any location to it. It pairs very well with Hawk-Eye Folding Camera. When you investigate the dream-gate you trigger the camera. You can do this multiple times in a game (ofc you need to put a clue on it to work) as per rules Limits and Maximums every time the Gate enters play it is a new instance. Alternatively you can use Dr. William T. Maleson or Quick Study to put a clue on your location. The later can greatly help if you want to investigate the weakness side of the Gate, and makes the investigation meaningful.
  • Barricade non-elites.
  • Shortcut(0) by wording causes a double move.
  • Time-warp an other investigators action from a connecting location (doesn't take up your turns event). You can even pull the other investigator back to your self if he/she moves away. Good if revealing location wasn't such a good idea, or if you only want to troll a little.
  • My favorite for a multi investigator game is Open Gate. You want to get your teammates from an other location? Or send them away? Put down a Gate on your location, enter the Box, then put down an other gate anywhere on the map by using his ability. You can even end up on a third location (and put a Gate there too).
  • Open Gate has an other good use. If there is already a Gate in play, when you draw your weakness, put down a Gate in the pointless reality, so you can move away without investigating. Its fast so you only have to move. Ofc you lose one of your Gate cards, but if you weren't ready for investigating the location it can be a good alternative.
vidinufi · 26