Self-Destructive

While this is certainly a fun and interesting weakness for Nathaniel Cho and other guardians, or fighters. That much isn't the case for decks that mainly focus on clues, I would advice you to draw a different basic weakness if you happen to draw it with one of those decks. Fighter type investigators usually have a larger health pool, but Self-Destructive can easily trigger twice on a turn in multiplayer, so it's comparable to Internal Injury in impact I think.

In solo it's mostly fine and fun, since you always have to deal with enemies (though some decks use evasion and/or cards like Waylay, Persuasion and Dumb Luck or even Scrying to deal with enemies).

The fact that the impact of this weakness varies so heavily does raise an interesting question: "should Fantasy Flight restrict the basic weaknesses a character can draw?". I think the answer is yes, and they could just put it under deckbuilding requirements e.g. no pact weakness. And for characters who have multiple obvious archetypes, not all of which are impacted, probably also restrict their weakness pool to cards that are highly likely to be at least somewhat impactful.

All in all I rather like this weakness (for any deck in which it has any impact), though it does fall into the, frankly massive, suite of weaknesses with remove bad effect. I find that these weaknesses often still linger in my threat area, as two actions can be a steep cost if you have to deal with monsters or you just have to hurry up to progress through the act deck in a timely fashion.

I would very much be in favor of house ruling which weakness an investigator can take, but I'm not sure if it would be a good idea for FFG to try to do that. Seems very complicated. Besides, weakness traits don't really correspond to this. Compare this Flaw to Indebted, for example. Very different weaknesses. — Zinjanthropus · 231
I agree with @Zinjanthropus. I once drew Uspeakable Oath (Curiosity) for Ursula, which was kind of ridiculous, but it's what the Randon Basic Weakness coughed up. It still caused me a little excitement in some scenarios. — LivefromBenefitSt · 1091
Unspeakable Oath (Curiosity) is sort of funny in Ursula, because she is already investigating a lot of empty locations to deal with her signature weakness, and can use her extra action for it, anyway, so often times it costs you no actions whatsoever to deal with. — Zinjanthropus · 231
Most investigators will have to deal with enemies at some point, but the investigators least suited to it also tend to have poor health pools. In multiplayer they will also be tempted to leave this alone -- since the plan will be that they don't ever fight. Which means that when they do get stuck with an enemy they can't possibly evade, with no one able to reach them in time, they'll get this nice bonus damage for their trouble for each damage they do manage to land on the enemy. I say let the random basic weaknesses be random. Otherwise you miss out on these natural consequences. :) — Yenreb · 15
One-Two Punch

Fun (sort-of) interaction with Lita: you get another bonus 2 damage across this card. If you're running through core you can take this after the XP-heavy second scenario The Midnight Masks and then go into The Devourer Below with murder on the mind. If you land the second attack ("No please!") you deal a whopping 7 damage.

If you're playing solo, this card will let you take out the big bad in two actions — one playing this, second with an attack from any standard weapon that deals +1 damage.

But if we're doing that, why don't we go further? Take Vicious Blow x2 (only one actually has to be levelled) and chuck'em in as well. Blam, blam! You just biffed the big bad beastie back below. In one action! It's about sending a message.

Now, the first of these 'combos' is easier to pull off; you're just looking for Lita (which you're doing anyway — she's incredible). But if you do happen to draw your Vicious Blows in time... well, surely one-two punching an Elder One back to beyond as soon as it raises its head is as cool as it's going to get?

Umôrdhoth is not a Monster enemy, so Lita's extra damage does not work on it. — ak45 · 469
Yeah but Narôgath stands no chance against Man of Punch — ironbrw · 17
Randall Cho

Surely this card is misprinted. If Randall's ability is truly a trigger like it says, and not a , he can do it an infinite number of times upon entering play. Needless to say, that's pretty good. But the icon is certainly wrong, no?

Assuming so, my assessment would be that Randall is still a good, simple ally. Nathaniel's worried about sanity for sure, and the closest comparable horror soak available to him at level zero would be Something Worth Fighting For, which doesn't really do much else. But the real value in Randall is of course his ability, which even assuming it's meant to be a reaction, ranks him ahead of comparable cards (Tetsuo Mori and Prepared for the Worst) for two reasons: 1) Randall searches the entire deck for the item, and 2) he immediately plays the thing. This is pretty economical.

Holy Outlaw · 269
It is a mistake, it is meant to be a react. Newman has already clarified this. — StyxTBeuford · 13051
Oh good. Yeah, I googled it and searched BGG for an errata but couldn’t find anything. Thank you for clarifying. — Eudaimonea · 5
Forbidden Tome

A fun and relatively simple side quest (appropriate to a starter desk), although 5 actions is a lot. Few Seekers are going to want to a third of 5 turns doing Draw actions to get a shot at an upgrade that will be useful only to Big Hand decks. Eldritch Sophist will helps you pull secrets off it, but that's a pretty thin combo.

More urgently, what happens if you do your last draw, have no secrets left, but don't have 10 cards in hand? Do you hang onto the tome until you hit 5 cards in hand? Have you missed your chance to translate it?

Pro tip: don't spend the last clue with fewer than 9 cards in your hand. Since spending the secret is part of the cost, you can't activate the tome later to translate it (outside of Eldritch Sophist/Astounding Revelation shenanigans). Woe betide the Seeker who pulls Amnesia. — SGPrometheus · 849
Sorry, that should be 10 cards in hand, but are you sure you can get stuck? — LivefromBenefitSt · 1091
The pre-then aspect must resolve in order for the post-then aspect to resolve. Don't worry, you can move a secret onto the tome with Eldritch Sophist to get unstuck. — toastsushi · 74
Use Eldritch Sophist to move all but 1 secrets to a different asset. Only when you have 10+ cards in hand, activate this ability to solve it. — Django · 5164
I wonder if there's a build here where you don't care about translating it, and just use it as a source of secrets to reload Rook (or Pnakotic Manuscripts or whatever) with Eldritch Sophist — Zinjanthropus · 231
@zinjanthropus If you're putting in a "battery" card, why not use the level 0 Encyclopedia? Only 1 more resource, and it provides an effect you might actually use. — SGPrometheus · 849
Probably not a bad idea — Zinjanthropus · 231
If you want a battery, and have access to it, I suggest Forbidden Knowledge instead. Also, if you DO get stuck with this at 0 secrets, you can use Forbidden Knowledge to resolve its ability and bypass its cost! You were going to want KiP in your deck anyways to support its upgraded version, so may as well have it already. — Death by Chocolate · 1484
Couldn't you just knowledge is power on this while it is in your hand and immediately resolve it? — Zerogrim · 296
Zerogrim. yes. it seems to me that if you have 11 cards in hand including knowledge is power and Forbidden tome you can "translate the tome" very easily — NarkasisBroon · 11
Zerogrim. Actually I thought about this a bit more. Abilities can't interact with cards in an out of play area unless the ability explicitly says it can. so the text on Forbidden Tome "You may discard it to record in your campaign log..." can't discard Forbidden Tome from your hand, because your hand is out of play. and because it can't discard it from your hand, it also can't "translate the tome" — NarkasisBroon · 11
Has anybody checked that this is 5 free secrets costing 1 ressource for other assets if you have Eldritch Sophist and/or Ariadnes Twine? — GrueneLupenAufheben · 142
NarkasisBroon, that's a nice catch, except I'm not sure the restriction you've cited applies, since the Rules Reference reads (under Ability) "Card abilities only interact with OTHER cards that are in play" [caps added]. So it seems to me that Forbidden Tome is unprohibited from interacting with itself (via its ability) while out of play. (There is the preceding restriction under Ability which normally prevents card abilities from interacting with the game at all from out of play, but Knowledge is Power clearly overrides that or it would be entirely useless.) — alxemy · 1
Scrying Mirror

I'm a little surprised this card hasn't received better, or I guess more, fanfare. This is essentially 3 resources for 4 Premonitions which is incredibly powerful. The big drawback is that you have to decide the action you're going to take in advance rather than playing Premonition and deciding what action would be best to use the sealed token on. Generally speaking though, you'd only use a premonition on an important skill test (i.e. where the stakes are high), but the same is true here since you only get 4 secrets (but that is rechargeable through a number of cards, Enraptured in and Truth from Fiction and Eldritch Sophist if you've got access to ).

The ability to know EXACTLY what token you'll be resolving is strong, more so if you have anything that can draw multiple tokens (McBride, Jacqueline). If you're going to be just a little bit short, you now know if you need to commit a card from your hand that you were hoping to play. But obviously, that's just some useful knowledge that helps keep you from over or under committing. The real strength of the card is when you're committing skills to the test.

Unfortunately, most skills don't really need this. Enraptured will simply replace it's own secret (though you can use it to charge a spell instead), while skills like Prophesy and Torrent of Power are generally strong enough that it'd be a bit of a wasted use. It doesn't work with Defiance since you have to pick a symbol before you reveal, and even though it does combo with Defiance lvl 2, I'm not sure how useful that would be. Jacqueline's favorite augury is a great target since the effect is quite powerful, but you already have good odds of getting that to trigger so long as you're drawing multiple tokens.

Given this, probably the best thing about the card is it's lvl 0 rank, allowing it to be taken in off class s, Dunwich gators and anyone who's versatile enough. In faction it's a good little luxury/tool, but off class it's quite powerful. s like Silas Marsh and "Ashcan" Pete would appreciate it. s with Shotguns would like it, especially Zoey Samaras and the upcoming Sister Mary (which is exactly how I intend to play the nun with a gun). And Dexter Drake and especially Sefina Rousseau can abuse the crap out of all those delicious skills.

Aside from it's use in solo (which is good if a tad expensive), it's really going to shine in multiplayer where you'll be everyone's best friend. Remember that other investigators at your location can get in on the fun and commit their own cards to compound the effects. You could even double up those tokens with Take Heart and Self-Sacrifice.

LaRoix · 1646
I'll take it over Prescient any day. More uses! — MrGoldbee · 1493
Correction: It does not combo with Defiance (0) because Defiance (0)’s ability only kicks in if it is committed before chaos tokens are revealed for the test. This was explicitly confirmed in the FAQ in the pack insert for the Jacqueline Fine deck. However, it does combo with Defiance (2) since Defiance (2) doesn’t have the “before chaos tokens are revealed” condition that is on Defiance (0). — iceysnowman · 164
Right. I should have checked the rules on defiance lvl 0. I revised the review to reflect only the lvl 2 version. — LaRoix · 1646
I think your first point (you can't trigger it until after a skill test begins) is why I ended up being a little disappointed by this. Premonition on tap would be amazing! I think you're right that it's still good, though. There are tons of great applications, though I feel like Mystics don't benefit as much as others (outside of combos like Crystal Pendulum) because they're usually way over the test difficulty anyway. — Zinjanthropus · 231
Yeah, I agree with that. I play kind of overzealous in that I like to be 4 up before the pull with a way to wiggle out of an auto-fail. I get that's what every player wants, but I tend to over-commit so knowing how much of that I need to be doing is a huge boon. So maybe the card is just more suited to my play style. — LaRoix · 1646
I meant Premonition. — MrGoldbee · 1493
I hadn't paid much attention to this card since I thought it took up an Arcane slot like most Mystic assets but it is a hand slot instead. I would still consider this to be a team/support card since most of my Mystic builds result in mostly taking Willpower tests at 6 minimum and usually 8+ by the end of the campaign. I barely bring any skill cards in some of the decks. — The Lynx · 999