Roland Banks

Roland Banks is certainly a fun investigator to play with. He is mainly Guardian class and secondarily a Seeker class which makes him versatile in the two main objective in the game, fighting and obtaining clues.

He has a nice ability that lets him find clues whenever he defeats an enemy which, though you might not always be able to activate it, due to there being a lack of clues in the location, can save you an action or two when you need to gather clues (and possibly even more resources when trying to gather clues in high shroud areas).

Stats

He has 9 health practically making him a tank when it comes to taking damage but his low sanity of 5 make him quite vulnerable to a lot of the monsters in the mythos. You will definitely need cards that can either heal horror like Smoking Pipe or cards that shield you from horror like Elder Sign Amulet.

Combat: His 4 combat stat complements his beat up enemies to get clues play style and with a decent weapon like a Machete or his signature weapon, Roland's .38 Special, he can hold his own against a lot of what the mythos has to offer.

Willpower: Willpower is mostly a defensive stat. 3 willpower though on Roland isn't amazing but it's decent. There are rarely encounter cards that require you to succeed on a willpower of 4 or higher.

Intellect: Likewise with willpower, 3 intellect isn't amazing but it's decent. Having cards like Magnifying Glass or Flashlight definitely makes him better at gathering clues, especially when there are no baddies around for him to trigger his ability.

Agility: Roland's worst stat is agility, which isn't really game breaking as his playstyle mainly revolves around him killing enemies to get clues and he is in a class that has a lot of decent weapons. But it severely limits his options though as there are some enemies that he's better of evading and others that he might not even be able to damage at all (I'm looking at you Spoiler for Path to Carcossa)

Signature Cards

Roland's .38 Special is reliable even if you can't proc the +3 to combat buff it still functions as a cheaper version of .45 Automatic but when you get that +3 combat is when the signature card really shines. Also cards like Extra Ammunition works well with this card but if you have Lightning Gun you might be better off saving it for Lightning Gun's limited ammunition.

Cover Up is definitely one of the harder signature weaknesses to workaround which requires you to get clues (which thankfully Roland is decent at). Alternatively, you can have your allies help you especially if there is a more specialized seeker in the team. Also, the price for failure is the equivalent of being defeated in Roland's worse stat (sanity).

Overall, Roland Banks is a versatile as a fighter and clue gatherer but players need to work around Roland's 5 sanity and signature weakness Cover Up.

Telumbra · 4
Doomed

I think Doomed is an amazingly cool weakness, and those who feel like it denies player agency might want to take a closer look at the math. I ran some simulations, and assuming I did it right the numbers look very fun. In these simulations, I ignore the possibility of drawing Doomed or its replacements twice during one scenario, since that should be uncommon (but it would be quite bad).

Let's say you run 8 scenarios, and draw half your deck each time; specifically, let's take a 28-card deck (standard 33 minus the starting 5) and draw 14 cards per game. In 8 scenarios, Doomed will kill you 36.4% of the time and there's nothing you can do about it.

Or is there? What if you try to draw fewer cards (by pushing to complete faster, taking fewer draw actions, etc)? Just by reducing by 1 card draw per game, and taking 13 instead of 14, your odds of death by doom drop to 28.8%. Reduce to 12 cards and it's down to 22.1%. Alternatively, suppose your deck is built for card draw and you ignore Doom and pull 16 cards per game: you'll die 52.7% of the time.

Maybe the worst happens and you draw Doomed the very first scenario. Your odds of death (back to 14 cards here) are now 50.0%. Maybe you play the remaining games super aggressively, deciding that the risk of defeat and trauma during a scenario isn't that big of a deal now, and only draw 10 cards per game: with that strategy you can push your doom risk back down to 21.2%.

If you have better luck and survive the first scenario without any Doom, your (14-card) odds are down to 22.7%, so you aren't out of the woods yet. Survive 2 games sans Doom and you can breathe more easily: 10.9%. Draw Doom once in the first 2 games and you're at 34.4%, close to where you started... and even with only 6 scenarios left, the impact of drawing 1 fewer card per game is still significant.

Note that, because of the way the probabilities work, drawing Doomed/replacements 4 times over the course of a campaign is much more likely, and many players will find themselves with The Bell Tolls in their decks by the final scenario (something like 50% using base assumptions). Also I did not include the effect of adding additional story assets or weaknesses over the course of a campaign, but it's fairly significant too, so whoever has Doomed should try to pick those up when possible.

Bottom line is Doomed makes a situation similar to the chaos bag; players can change the odds at a cost, but aren't in control of the outcome. The interesting difference is that the cost/risk picture is very long-term: each avoidable card draw hurts you very little (probably), but over the course of the campaign the likely cost for making a lot of avoidable draws is enormous. It's very much in keeping with the concepts of the game both thematically and mechanically.

timzania · 6
I think you're missing the point of the critique entirely. Even if the chances of elimination due to "doomed chain" were below 5%, it still creates the situation in which it's something out of your control. Question is, how many things in the game should be out of your control and left to luck. We're talking card game with randomized player decks, randomized encounter decks, randomized setup (depends on scenario, ofc) and randomized outcome to certain player actions (chaos bag). From the mechanical standpoint, how many "you're SoL" moments do we need in the game, and does it make it more challenging? Because I don't think it makes the game more challenging - it's not a challenge to flip heads on the coin 10 times in a row, it's tedious at best. Simple fact that "it broke new grounds!" doesn't make it any good. Matter of principle, rather than statistics. Basic weakness this severe should have some more decision making process behind it, just like Dark Pact has - and ultimately, implementation of Dark Pact proves that there was a way of making Doomed chain much more engaging. — Skid_the_Drifter · 147
Thank you for doing these calculations! However, I must say your post kind of convinced me of the opposite of what I think you were going for. It seems to me that this weakness has an unacceptably high chance of eliminating your investigator with you totally helpless. Also, I think a weakness so bad that you have to basically forgo draw actions... I don't know, that's a little much, for me. — CaiusDrewart · 3185
Certainly, you are correct that the investigator may have the agency to influence the odds a little bit. But I don't think the chaos bag is an appropriate metaphor. You can give yourself 90%+ odds of passing a test, and the game usually doesn't hinge on one test--if you fail, you can just try again. This isn't like that. A ~30% chance of just losing your investigator in the last couple scenarios, which you could maybe reduce to 20% or so by strictly avoiding card draws? That's not the same thing. I don't like it at all. — CaiusDrewart · 3185
"Alternatively, suppose your deck is built for card draw and you ignore Doom and pull 16 cards per game: you'll die 52.7% of the time." — MoiMagnus · 63
If my deck is built for card draw, I will most likely draw around 25 cards, not 16 (except maybe in the first few scenarios, so lets says 16-20-25-25-...) — MoiMagnus · 63
There is something that MUST be taken into accourt. Bad luck and Murphy's law. I did try this week-ends. Ended up Doomed sc.1 and 2, and Accursade face sc2. No need to say I just stopped and started against, with another weakness. — Palefang · 72
what does it mean: under your investigator's earned story assets/weaknesses? if i do not have an earned story assets or weaknesses, i won't record doom approaches? — BoomEzreal · 8
Protective Incantation

The economy boost your entire group gets from not having to boost/commit cards to cover that -5, is that worth 1 resource a turn?

I say yes.

Is it worth an arcane slot? Hmmmmmm.

Rich via Dr. Milan Daisy Walker is taking this all day long.

spoth3d · 4
Might be good for Carolyn too, since she has the economy to support it and her arcane slots aren't that valuable. — SGPrometheus · 847
If you go into tests mostly with ability score of 2 higher that the difficulty, then this is not really worth it. If you aim to hit the highest negative, and you remove the single highest token, then this saves you resources in the long run — Adny · 1
Charon's Obol

This card is powerful but as one might expect, you are playing with fire here. Just be aware that you spend 2 xp to get it and then it grants you 2 xp each time from then out. This means that should you buy this after scenario 1 (the only reasonable time to get this) you don't really get "bonus" xp until the conclusion of scenario 3, as following scenario 2 it just pays for itself.

(MILD SPOILER) Without spoiling too much there are scenarios which kill your investigator if they are defeated Obol or no Obol. So the total number of scenarios you have to survive with Obol is slightly lower than one might initially think since you would be killed with or without Obol in these cases. (END SPOILER)

It is also worth noting that Ursula and Leo can take this card. Easy to miss it.

Complete list of people who can play this as of FA: Skids, Wendy, Jenny, Sefina, Lola, Leo, Ursula, Finn.

This is worth getting if you are comfortable with the risk involved. But you must get it early, otherwise just leave it behind.

Soloclue · 2608
Playing this as Ursula is risky, because you don't have cards like Elusive to bail you out if things go wrong. — Katsue · 10
Alchemical Transmutation

I don't see why someone would take a copy of this card instead of Emergency Cache.

Emergency Cache vs Alchemical Transmutation:

  • Cost of 0 ressources vs 1 ressource
  • Gives you 3 ressources for sure vs 0 to 3
  • No side effects vs possible damage
  • No slot vs 1 spell slot

Ok, you can use Alchemical Transmutation 3 times (or 4 times with Akachi Onyele), but in most scenarios, you won't have that much spare time.

Ezhaeu · 50
It makes a very good Double or Nothing target to stack other effects on (such as Quick Thinking or Watch This!) for Sefina since it only has a base difficulty of 1. — Death by Chocolate · 1489
Also you should have mentioned 1 action (Emergency Cache) against minimum of 2 actions (Alchemical Transmutation) for a similar effect. Though you can (and you should) repeat the Transmutation if you have any spare time for it -> or not even put that card in your deck at all. — XehutL · 47
BTW, should it be to maximum of 4 I would be inclined to add it to my deck, or perhaps with not losing the charge when damage occurs. But not in its current mutation - both Emergency Cache and Forbidden Knowledge are currently waay better option. — XehutL · 47
You're not missing anything. This card is really bad. — CaiusDrewart · 3185
One thing would make this card indispensible, a free trigger after paying it. I use it alot in Akachi decks as you can be fairly sure of bumping her Willpower up to 8, giving a good chance of maximum returns. But using a damned action to do it puts my teeth on edge. — bern1106 · 2
@bern1106 that free trigger would make it way more powerful, true, but if they're whenever they make an 'indispensable' card, they've made a mistake from a design perspective. — Death by Chocolate · 1489
Maybe FFG adds an upgrade like scrying 3 that is free to trigger but deals damage and horror. — Django · 5155
Marie Lambeau + 2 Book of Shadows + 2 Scrying + Alyssa + Forbidden Knowledge + this = Deck Controlling, Clue Gathering, Resource Whore. — crymoricus · 252
Marie + This + Book of Shadows = 5 resources, 3xp, hand slot instead of the Arcane slot (think about it), unlimited charges, first three charges are free (pays for itself in 2 turns, zero actions) (must have at least one doom on a card she controls). I'm trying to build around this, it's not easy lol. But it's fun to try. — crymoricus · 252
Man, I hate it when people disregard cards because it "worse than Emergency Cache". As if two Emergency Caches will always be enough resource cards for every single deck in the game. I'm not defending Alchemical Transmutation in particular, but if that's the only case you're presenting, it's hardly a review. — TheDoc37 · 468
But EC is still a good baseline for comparison. Nowadays a mystic deck would in fact rather consider EC as potential third or forth copy of UtS than the other way round. There are many other valid options to slot instead of EC in all classes. AT isn't one of them. (At least for most investigators. I can see, that a Rogue-Mystic like Dex or Sef might find value it it due to synergy with "succeed by x" builds, but I have not played that combo myself.) — Susumu · 381