.25 Automatic

This came out in the same pack as Trish, but it’s a Dexter card. Or more broadly, it’s a “someone who is on a team with Trish“ card. You should pack a brace of these if you’re doing a multiple rogue run.

For agent Scarborough, this isn’t going to do any favors. Anytime that you’re plugging away at an enemy is time that you’re not getting clues. This deck spot could be used on an occult lexicon, or knowledge is power to use blood rite again. Or throw in a sneak attack, to damage without having to use your fist stat.

MrGoldbee · 1478
Have to disagree with you there friend. I'm using it in my Trish deck and it's working wonders. You can't always run forever and getting clues is quick and easy so I find myself not minding the cost in actions and resources to get someone real nasty off my back for good. I mean, you're already evading with your ability with Trish from time to time anyhow. — LaRoix · 1645
I agree that you don't really want to run this in Trish when you could run Blood-Rite or something like Backstab or Sneak Attack. This is the best gun in Rogue for Trish but testing at a 4 isn't great. It is usable but it is going to require a lot of skill cards or resources (Hard Knocks) to kill anything significant. It isn't great in Dexter either since his Agility =2. It is a great weapon for Finn, Skids and Jenny though. — The Lynx · 992
My first thought was Finn, because, with his extra evade action, the drawback is pretty minor, and +2 is very good. This makes a lot of sense as it's very similar to his signature gun. — Zinjanthropus · 229
Persuasion

There are a few scenarios in TCU where you go to a nice party. Persuasion would be very nice, especially if you can’t meet the parameters to deal with the guests.

There are some edge cases where there is more use to this thing vs mind over matter; since it’s a parlay that evades an elite enemy, it won’t trigger alert. And it can do it with an enemy at your location, even if you’re not engaged. As the seeker, you’re probably not bailing people out of trouble all the time, but they’ll be super glad when you do.

An intriguing typo is that this works on humanoids, not humans. Weird fish creatures? Perfectly fine. Mobsters? Maybe not.

MrGoldbee · 1478
This is fixed by the FAQ, which tells us to read "Human" on the Dunwich Mobster cards as "Humanoid". — Binoux · 27
Seems like a fun one for the Trish/Chuck deck — Zinjanthropus · 229
In the Shadows

Aw. Trish got Ethereal Form!! Only at 0 cost and better icons, but really. It's Ethereal Form. Anyway, I know you like Trish, so let's not be too particular, but it's Ethereal Form. Trish gets to disengage. move around, and not interact with anyone. That, as you may have noticed, is Ethereal Form.

While it says that enemies can engage you, does that also mean trish can't engage enemies? I'm thinking of a niche case where she plays this, engages an enemy, and then moved that enemy to another location with her. — jdk5143 · 98
Engagement is mutual. Trish cannot engage enemies after she has played this. — toastsushi · 74
Ethereal Form takes an action *and* a skill test. I don't see people calling Working a Hunch a basic investigate action... — Thatwasademo · 58
Obscure Studies

This is a great example of a signature asset. It's simple. It enhances exactly what the investigator wants to do. I guess the one question is timing. Do you hold this in your hand until you draw a really crap card during your special action, or do you try to get it out and have a 5/5/5/5 turn ASAP? It's probably worth noting that there aren't a lot of reliable* cards out there, so if you're going toi have one versatile turn, this is going to be it.

Commit The Necronomicon, investigate twice with 7 intellect. On the third action (ideally a skill check) swap Obsure Studies in. Have your cake and eat it too. — Ethicalcrackpot · 1
Then use Library Docent. — MrGoldbee · 1478
Visions in Your Mind

This suite are all interesting puzzles. They all seem pretty innocuous at first; I mean, you do a play action pretty much every turn, right? (If you are Wendy or Nathaniel.) You move every turn, right? (If you are Ursula.) But then you can't one turn, or you forget, and there's that 1 damage and 1 horror tax, which isn't too bad, right? And then you draw a second. And a third. And they are Hidden, so you have to keep your frustration to yourself -- you've drawn three of the damned things in five turns, and your play partner sits, oblivious across the table (or the Zoom connection) complaining about the Swarm of Rats they drew... Then the visions in your mind really start.

Then, to add sauce to your madness sundae, you draw Maddening Delusions a time or two, because of course you do, because this Encounter set has it in for you personally. Yes, it's a Return to... set; it's supposed to take things up a notch, but this is taking things a bit too far....

Oh, now I have a Trauma. That's just great.

I'm not sure if I agree if they're interesting. I could be wrong, but it feels to me the best thing to do is to get rid of it immediately, because collecting all three and taking on horror from that surge treachery adds up, and once you have more than one it's hard to juggle everything. — DjMiniboss · 44
Yeah, Maddening Delusions (two copies in this encounter set) means the answer to these hidden cards is almost always going to be "try to *not* do the thing they penalize you for not doing, so that they get discarded and you don't lose *more* sanity" — Thatwasademo · 58