★ Exclusive Cards
Cards played most by this investigator compared to all others.

Hank Samson deck only. Fast. Play when you engage a non-Elite enemy. Move up to 2 damage and/or horror from Hank Samson to that enemy, as damage.

Limit 1 Mask per investigator. Uses (2 offerings). Replenish 1 of these offerings after you take 1 or more damage and/or horror. Spend 1 offering: You get +2 or +2 for this skill test. (Limit once per test.)

As an additional cost to play Wrong Place, Right Time, spend an action. Move up to 5 damage and/or horror from your investigator to assets controlled by investigators at your location. For each asset defeated by this effect, draw 1 card. Remove Wrong Place, Right Time from the game.

: Fight. Add your to your skill value for this attack. This attack deals +1 damage. If this attack defeats an enemy, discard Hatchet. Otherwise, lose control of Hatchet and attach it to the attacked enemy. Attached enemy gains: " When attached enemy is defeated: Take control of Hatchet. Any investigator at Hatchet's location may trigger this ability."

Assistant, Medic, Warden deck only. Limit 1 per investigator. Sound Support may be assigned damage and/or horror dealt to other investigators at your location. When your turn begins: Heal 1 damage or 1 horror from Sound Support.

Hank Samson deck only. Fast. Play when you engage a non-Elite enemy. Move up to 2 damage and/or horror from Hank Samson to that enemy, as damage.

Max 1 committed per skill test. If this test is successful, draw 1 card.

Limit 1 Mask per investigator. Uses (2 offerings). Replenish 1 of these offerings after you take 1 or more damage and/or horror. Spend 1 offering: You get +2 or +2 for this skill test. (Limit once per test.)

Max 1 committed per skill test. You may commit Take Heart to any type of test. If this test fails, the performing investigator draws 2 cards and gains 2 resources.

You get +1 . After your turn ends: Heal 1 horror from Peter Sylvestre.

If this skill test is successful by 2 or more, after it resolves, you may immediately take an action as if it were your turn (this action does not count toward the number of actions you can take each turn).

You may commit Long Shot to a fight or evasion test against an enemy at your location or a connecting location. If this test is successful, deal 1 damage to that enemy.

Choose another investigator at your location. Both you and that investigator gain 2 resources.


: Fight. You get +1 and deal +2 damage for this attack. If this attack is successful, lose control of Pitchfork and attach it to your location. Attached location gains: ": Take control of Pitchfork. Any investigator at Pitchfork's location may trigger this ability."


Uses (2 ammo). Spend 1 ammo: Fight. You get +2 and deal +1 damage for this attack. If you fail, place 1 ammo on .18 Derringer.

Fast. Play after you defeat an enemy. Draw 2 cards.

Fast. Play when you are assigned damage and/or horror that would defeat you. Cancel up to 4 of that damage and/or horror.

Choose a Weapon or Tool asset in your discard pile. Resolve an ability on that asset, ignoring all costs (including its cost). After this effect resolves, shuffle the chosen asset into your deck. Playing this card does not provoke attacks of opportunity.

As an additional cost to play Wrong Place, Right Time, spend an action. Move up to 5 damage and/or horror from your investigator to assets controlled by investigators at your location. For each asset defeated by this effect, draw 1 card. Remove Wrong Place, Right Time from the game.

: Fight. Add your to your skill value for this attack. This attack deals +1 damage. If this attack defeats an enemy, discard Hatchet. Otherwise, lose control of Hatchet and attach it to the attacked enemy. Attached enemy gains: " When attached enemy is defeated: Take control of Hatchet. Any investigator at Hatchet's location may trigger this ability."

: Fight. You get +2 for this attack. This attack deals +1 damage. If a or symbol is revealed during this attack, discard Baseball Bat after the attack resolves.

: Fight. You get +1 for this attack (+2 instead if you have 3 or fewer remaining sanity). If this attack defeats an enemy, you may heal 1 horror. As an additional cost to initiate this ability, you may take 1 horror to have this attack deal +1 damage.

If this skill test is successful, choose a [survivor] card not named Resourceful in your discard pile. Add the chosen card to your hand.

Fast. Play when you draw a non-weakness treachery card. Cancel that card's revelation effect. Then, take 1 horror.

Commit only to a skill test during an attack or evasion attempt against an enemy. That enemy gains retaliate and alert for the duration of this skill test. After this test ends, draw 1 card.

You get +1 . Jessica Hyde enters play with 2 damage on her. After your turn ends: Heal 1 damage from Jessica Hyde.

Permanent. You have 1 additional ally slot.

Limit 1 Footwear per investigator. You get +1 . After you move, but before enemies at your new location engage you, exhaust Track Shoes: Test (3). If you succeed, move to a connecting location.

Fight. This attack deals +1 damage and is automatically successful. As an additional cost to perform this attack, the chosen enemy makes an attack against you.

When you initiate a skill test, exhaust Drawing Thin: Increase the difficulty of this skill test by 2. Gain 2 resources or draw 1 card.

Max 2 Dilemma per round. Revelation - Choose an investigator and decide (choose one): - The chosen investigator must immediately take an action as if it were their turn, then discards 1 card at random from their hand. - The chosen investigator loses 1 action during their next turn, then draws 3 cards.

After you fail a skill test, exhaust Rabbit's Foot: Draw 1 card.

As an additional cost to play Elaborate Distraction, spend an action. Playing Elaborate Distraction does not provoke attacks of opportunity. For each enemy at your location and at each connecting location (choose one): - Automatically evade that enemy if it is non-Elite. - Deal 1 damage to that enemy.

While Hand Hook is in your hand, you may perform the below "" ability. If you do, discard Hand Hook instead of exhausting it. Exhaust Hand Hook: Fight. You get +1 for this attack. If you succeed, you may discard 1 card from hand to have this attack deal +1 damage.

Max 1 committed per skill test. While Brute Force is committed during a basic fight action, it gains and the text: "If this test is successful by 2 or more, this attack deals +2 damage."

Fast. Play after another investigator draws a non-peril encounter card, but before resolving that card's effects. You are considered to have drawn that encounter card, instead. You get +2 to each of your skills while resolving that card's revelation effect.

When you commit cards to a skill test you are performing, choose a [survivor] skill card in your discard pile and discard 1 card from your hand: Commit the chosen skill to this test. After this skill test resolves, place that skill card on the bottom of your deck. (Limit once per round.)

Assistant, Medic, Warden deck only. Limit 1 per investigator. Sound Support may be assigned damage and/or horror dealt to other investigators at your location. When your turn begins: Heal 1 damage or 1 horror from Sound Support.

: Fight. If you have no resources in your resource pool, this attack deals +1 damage. During an attack using Fire Axe, spend 1 resource: You get +2 for this skill test. (Limit three times per attack.)

Fast. Play when you would fail a skill test. Get +2 to your skill value for that test.

: Fight. You get -1 and deal +1 damage for this attack. : Fight. You get +2 and deal +2 damage for this attack.

Each attached asset takes up no slots and its text box is treated as if it were blank (except for Traits). Exhaust Tool Belt: Choose one - attach a Tool asset in your play area to Tool Belt, switch a Tool asset in your play area with an attached asset, or detach an attached asset.

Fast. Play only during your turn. Play Talisman of Protection under the control of any investigator at your location. When you assign damage and/or horror that would defeat you, discard Talisman of Protection: Cancel up to 2 of that damage and/or horror.

If you have no cards in your hand, exhaust Madame Labranche: Draw 1 card. If you have no resources, exhaust Madame Labranche: Gain 1 resource.

Uses (3 durability). Attach to an Item asset controlled by an investigator at your location. During a skill test on attached asset, spend 1 durability: You get +2 skill value for this test.

Max 1 committed per skill test.

You may play Improvised Weapon from your discard pile. If you do, shuffle it into your deck after resolving its effects. Fight. The attacked enemy gets -1 fight for this attack. (If you played Improvised Weapon from your discard pile, this attack deals +1 damage.)

Fight. You get +1 for this attack. If you succeed, you may fight that enemy again. You get +2 and deal +1 damage for that attack.

Choose a level 0 card in your discard pile. Add the chosen card to your hand.

Fight. This attack deals +1 damage.

Fast. Play after you fail a skill test by 2 or less while investigating. Discover 2 clues in your location.

Permanent. Limit 1 per deck. During the upkeep phase, you may choose to not gain resources. While you have no resources in your resource pool, you get +1 , +1 , +1 , and +1 .

: Fight. You get +2 for this attack. Discard Gravedigger's Shovel: Discover 1 clue at your location.

Permanent. Spend 1 resource: You get +1 for this skill test. Spend 1 resource: You get +1 for this skill test.

Max 1 committed per skill test. If this test is successful, draw 1 card.

Fast. Play after a skill test you failed ends (after resolving all effects from the failed test). Attempt that test again. You get +2 skill value for this test.

Play only as your first action. Heal 2 damage (3 damage instead if you drew a treachery this round). Draw 1 card.

Permanent. Limit 1 per deck. Purchase at deck creation. When you purchase In the Thick of It, suffer 2 total physical and/or mental trauma. Then, earn 3 experience.

If this skill test is successful during an attack, automatically evade the attacked enemy.

Fast. Play when you are dealt damage and/or horror. Cancel up to 5 damage and/or horror just dealt to you. Then, gain that many resources.

Uses (3 supplies). If Bandages has no supplies, discard it. After an investigator or Ally asset at your location takes 1 or more damage, spend 1 supply: Heal 1 damage from that card.

Gain 3 resources.

Uses (3 supplies). If Matchbox has no supplies, discard it. During any investigator's turn, exhaust Matchbox and spend 1 supply: Your location gets -1 shroud until the end of this turn.

Permanent. Limit 1 per deck. Purchase at deck creation. Forced - When your first turn of the game begins: Discard the top 10 cards of your deck.

Fight. When this action begins, gain 2 resources.

Customizable. Limit 1 per investigator. During a skill test you are performing, exhaust Pocket Multi Tool: You get +1 skill value for this test.

Uses (2 supplies). Exhaust Tennessee Sour Mash and spend 1 supply: You get +2 for a skill test on a treachery card. Discard Tennessee Sour Mash: Fight. You get +3 for this attack.

Fast. Play when a non-Elite enemy would attack another investigator at your location. Engage that enemy and resolve its attack against you instead. Then, deal it 1 damage.

If a token is revealed during this test, you may remove Beloved from the game to replace that token's effects with the following: "You automatically succeed. (Do not reveal another token. Return this token to the chaos bag after this test ends)."

You may commit Persistence to a skill test from your discard pile. If you do, shuffle it into your deck after this test ends.

Profane Idol can only be played from your discard pile. Forced - When Profane Idol is defeated: Shuffle it into your deck instead of discarding it.

Improvised Shield can only be played from your discard pile. Forced - When Improvised Shield is defeated: Shuffle it into your deck instead of discarding it.

Uses (3 supplies). Spend 1 supply: Investigate. Your location gets -2 shroud for this investigation.

Uses (3 keys). If there are no keys on Old Keyring, discard it. : Investigate. Your location gets -2 shroud for this investigation. If you succeed, remove 1 key from Old Keyring, and if this test's difficulty is 0, you discover 1 additional clue.

As an additional cost to play Act of Desperation, choose and discard an Item asset that takes up at least 1 hand slot from your hand or play area. Fight. You get +X and deal +1 damage for this attack, where X is the chosen asset's printed resource cost. If you succeed and that asset was in your play area, gain X resources.

Spend 1 resource: You get +1 for this skill test. Spend 1 resource: You get +1 for this skill test.

Commit only to a skill test from an ability printed on a scenario card.
If this skill test is successful, discover 1 clue at your location.

While Pelt Shipment is in your hand, your maximum hand size is reduced by 3. When the game ends or you resign, if Pelt Shipment is in your hand: Reduce the experience cost of the next new card you purchase before the next scenario by 1.

Fast. Play after an enemy attacks you, even if that attack was canceled. Fight. This attack targets the attacking enemy.

For each point this skill test succeeds by, after it resolves, you may immediately move to a connecting location (to a maximum of 3 times).

You may play Winging It from your discard pile. If you do, shuffle it into your deck after resolving its effects. Investigate. Your location gets -1 shroud for this investigation. (If you played Winging It from your discard pile, discover 1 additional clue if you succeed.)

Uses (5 secrets). If Schoffner's Catalogue has no secrets, discard it. You may spend secrets on Schoffner's Catalogue as resources to pay for Item assets played by any investigator at your location.

You get +1 . After you discard 1 or more cards from your hand during your turn, exhaust Lawrence Carlisle: Gain 1 resource.

Fast. During a skill test while fighting or investigating, exhaust Ice Pick: You get +1 skill value for this test.

When you are dealt damage and/or horror, exhaust Idol of Xanatos and discard up to 3 cards from your hand: Cancel that much damage/horror.

After you commit a card to a skill test, exhaust Grisly Totem: That card gains another instance of one of its skill icons of your choice.

Myriad. A Glimmer of Hope can only be played from your discard pile. Add all copies of A Glimmer of Hope in your discard pile to your hand (including this copy).

Exhaust Yaotl: During this skill test, you get a bonus to each skill equal to the number of matching skill icons on the top card of your discard pile (not counting icons). : Discard the top card of your deck. (Limit once per phase.)

Max 2 Dilemma per round. Revelation - If there are no enemies in play, draw 1 card. Otherwise, you must decide (choose one): - Each unengaged non-Elite enemy moves once toward the nearest investigator. - Each investigator disengages from each enemy engaged with them and moves once away from the nearest enemy.

Max 1 committed per test. After you commit Unrelenting to a skill test, search the chaos bag for up to 3 non- chaos tokens of your choice, and seal them on Unrelenting. If all 3 tokens sealed on Unrelenting are "+1,", "0," , and/or tokens, draw 2 cards. Release all tokens sealed here after this test ends.

You get +1 health and +1 sanity. When the game begins, if Five of Pentacles is in your opening hand: Put it into play.

Campaign mode only. Permanent. Limit 1 per deck. Purchase only at deck creation. When you purchase this card, gain 10 experience. For the remainder of the campaign, you cannot earn experience.

If this skill test is successful, the investigator performing this test searches the top 3 cards of his or her deck for a card, draws it, and shuffles his or her deck.

After you successfully investigate by 2 or more, exhaust Scavenging: Choose an Item card in your discard pile and add it to your hand.

After Backpack enters play: Search the top 6 cards of your deck for up to 3 non-weakness Item or Supply cards, and attach them facedown to Backpack. Shuffle your deck. Cards attached to Backpack may be played as if they were in your hand. If there are no cards attached to Backpack, discard it.

Fast. Play during any window. Engage. Fight. Choose a non-Elite enemy up to 2 locations away. Move that enemy to your location, engage it, and attack it.

Investigate. You may use instead of for this investigation. Before revealing chaos tokens for this test, add 2 tokens to the chaos bag. If a or token is revealed during this skill test, discover 1 additional clue at your location.

Discard Mysterious Raven and take 1 horror: Discover 1 clue at your location.

Max 1 committed per skill test. You may commit Gumption to any type of skill test. While Gumption is committed to a skill test, that test gets -2 difficulty.

Fast. Limit 1 Composure in play. You get +1 and +1 . Non-direct damage/horror must be assigned to Plucky before it can be assigned to your investigator card. Spend 1 resource: You get +1 or +1 for this skill test.

Max 1 committed per skill test. If this test is successful, draw 1 card.

Exhaust Hunting Jacket: Choose 1 non-weakness card in your hand and attach it facedown to Hunting Jacket (max 3 cards attached). Then, gain 1 resource for each attached card. When Hunting Jacket is defeated: Draw each attached card.

Commit to a skill test only if you are engaged with an enemy. For each enemy engaged with you, "Not without a fight!" gains .

Customizable. Uses (4 aether). If Hyperphysical Shotcaster has no aether, discard it. Spend 1 aether: Resolve the Manifest ability of the Hyperphysical Shotcaster's current form. Exhaust Hyperphysical Shotcaster: Change its form (to one you have unlocked on its upgrade sheet).

Commit only to a skill test you are performing, and only if the difficulty of that test is higher than your base skill value. Rise to the Occasion gets +X icons, where X is the difference between your base skill and this test's difficulty (to a maximum of +3 icons).

Fast. Play after you fail a skill test. You get +1 to each of your skills for the remainder of the round.

While you control 2 or fewer Item assets, Able Bodied gains (while you control 1 or fewer Item assets, Able Bodied gains , instead).

Commit to a skill test only if there is a clue at your location.

Fast. Play after you successfully evade an enemy by 2 or more. Discover 1 clue at that enemy's location.

You get +1 and +1 . When an investigator at your location would fail a skill test, exhaust Granny Orne: That investigator either gets +1 skill value or -1 skill value for that test.

Fast. Play after you fail a skill test by 2 or less while attacking an enemy engaged with you. Deal this attack's damage to a different enemy at your location.

Choose an Ally asset with printed resource cost X in any player's discard pile. Put that asset into play under your control.

Fast. Play only during your turn. Attach to an investigator at your location, under his or her control. When you are dealt damage and/or horror: Discard Delay the Inevitable and cancel all damage and/or horror just dealt. Forced - When the mythos phase ends: You must either spend 2 resources or discard Delay the Inevitable.

Fast. Play after you fail a skill test by 2 or less during an evasion attempt against a non-Elite enemy. Place that enemy on top of the encounter deck.

Permanent. You have 1 additional accessory slot.

As an additional cost to play Bide Your Time, spend an action. During your next turn, you may take two additional actions.

Play only as your first action. Draw 1 card (2 cards instead if you drew an enemy this round). Then, heal 1 horror. This action does not provoke attacks of opportunity.

Max 1 committed per skill test. You may commit Purified to any type of test. If this test is successful, for each point you succeeded by (to a maximum of 5), add 1 token or remove 1 token from the chaos bag.

Forced - When your turn begins: Move 1 damage from your investigator to "Devil". Forced - When "Devil" is defeated: Deal 2 damage to each enemy and investigator at your location.

Fast. Play when you reveal a chaos token that would reduce your skill value to 0 during a skill test (including the token). Cancel that token and treat it as an token, instead.

: Fight. You get +1 and deal +1 damage for this attack. Discard Fire Extinguisher: Evade. Automatically evade all enemies engaged with you. You may exile Fire Extinguisher instead of discarding it to discard each non-Elite enemy evaded by this effect.

Customizable. When you purchase Grizzled, choose and record two Traits on its upgrade sheet. If this is a skill test on or against an encounter card (including fighting, evading, or parleying), Grizzled gains for each of the chosen traits that encounter card possesses.

If this skill test is successful, ready an Ally asset at your location and heal 1 damage and 1 horror from it.

Fast. Play during any window. Add 4 tokens to the chaos bag.

Fast. Play during any window. Until the end of the phase, whenever an enemy would attack another investigator at your location, it attacks you instead, then engages you. Cancel 1 horror dealt by each attack made in this way.

Uses (3 supplies). Spend 1 supply: Fight. You get +2 and deal +2 damage for this attack. If this attack fails, either place 1 supply on Chainsaw or deal 1 damage to the attacked enemy.

: Fight. You get +1 for this attack. Discard Knife: Fight. You get +2 for this attack. This attack deals +1 damage.

Choose a card you own that is attached to your location and exhaust Survival Technique: Add that card to your hand. During a skill test on a location or on a treachery attached to your location, exhaust Survival Technique: You get +2 skill value for this test.

While Strong-Armed is committed to an attack using a Melee or Ranged asset, this attack deals +1 damage. After revealing chaos token(s) for this skill test, you may take 1 damage to cancel that chaos token, return it to the chaos bag, and reveal a new one. (You may do this any number of times.)

Fast. Play only during your turn. Until the end of your turn, set the base value of each of your skills to 5, or the base value of one of your skills to 7.

Uses (1 charge). Spend 1 charge: You get +2 skill value for this test. (Limit once per test.) After an enemy attacks you: Place 1 charge on Bangle of Jinxes.

If this skill test is successful, heal 1 horror.

Fast. Play only during your turn. Until the end of the round, you get +X and +X , where X is the amount of horror on you.

Discard Stray Cat: Automatically evade a non-Elite enemy at your location.

Fast. Play only during your turn. Until the end of your turn, do not reveal chaos tokens for any skill tests you perform.

When you commit Accursed to a skill test, add up to 3 tokens to the chaos bag. During this skill test, treat the modifier of each token revealed as 0.


When you draw a non-weakness card from the top of your deck, before resolving any of its effects, exhaust Katja Eastbank: Place that card facedown beneath her (limit 5 cards beneath her). Draw a new card to replace it. : Draw any card beneath Katja Eastbank.

Max 1 committed per skill test. If this test is successful, draw 1 card.

When you draw a Hazard treachery, deal 1 damage and 1 horror to Protective Gear: Cancel that card's revelation effect.

If this skill test is successful during an evasion attempt, the evading investigator may immediately disengage from each other enemy engaged with him or her, and may move to a connecting location.

Play a Spell or Ritual card from your hand, reducing its resource cost by 3.

After you reveal a non- symbol on a chaos token during a skill test you are perfoming, deal 1 damage to Heavy Furs: Cancel that chaos token and return it to the bag. Reveal a new chaos token.

You may commit Helping Hand to any type of test. Max 1 committed per test. While Helping Hand is committed to a skill test, double the skill icons of each other card committed to that test.

Max 2 Dilemma per round. Revelation - Choose two skills (, , , or ). Until the end of the investigation phase, each investigator gets +1 to each of the chosen skills, and -1 to each other skill.

Max 1 committed per skill test. Commit to a skill test only if you have 3 or fewer remaining sanity.

Fast. Play when an investigator at your location draws a non-weakness treachery card. Cancel that card's revelation effect. Exile A Test of Will.

Fight. When you initiate this attack, add up to 3 tokens to the chaos bag. For each token added to the chaos bag in this way, you get +1 and deal +1 damage for this attack.

Fight. Add your to your skill value for this attack. This attack deals +1 damage. If you succeed, automatically evade the attacked enemy.

Fast. Play after you reveal a chaos token during a skill test. Reveal an additional chaos token, switching its "-" to a "+". If that chaos token is a token, you automatically fail.

Max 1 committed per skill test. You may commit Predestined to any type of test. If this test fails, either add 2 tokens to the chaos bag or remove 2 tokens from the chaos bag.

Exhaust Mariner's Compass: Investigate. If you fail, ready Mariner's Compass. If you succeed and have no resources in your resource pool, discover 1 additional clue at your location. During an investigation using Mariner's Compass, spend 1 resource: You get +1 for this skill test. (Limit three times per investigation.)

Choose an Item asset in your discard pile. Either (choose one): - Remove that asset from the game and gain resources equal to its cost. - Play that asset (paying its cost).

Permanent. Limit 1 Covenant per deck. When an investigator at your location resolves a token during a skill test, exhaust Ancient Covenant: Do not reveal another token as part of this token's effect.

When an enemy attacks you, exhaust Aquinnah and deal 1 horror to her: Deal that enemy's damage to another enemy at your location, instead. (You still take horror dealt by the attack.)

Uses (2 resources). Replenish these resources at the start of each round. Resources on Bruiser may be spent to pay for Armor, Firearm, or Melee cards. During a skill test on a Armor, Firearm, or Melee card, spend 1 resource from Bruiser: You get +1 skill value for this test.


Discard 1 card from your hand: You get +2 skill value for this skill test. (Limit once per test.)

Uses (2 resources). Replenish these resources at the start of each round. Resources on Crafty may be spent to pay for Insight, Tool, or Trick cards. During a skill test on a Insight, Tool, or Trick card, spend 1 resource from Crafty: You get +1 skill value for this test.

Evade. Automatically evade all enemies at your location.

Max 1 committed per skill test. Commit to a skill test only if you have 3 or fewer remaining sanity.

Uses (4 charges). : Test (1). For each point you succeed by, you may spend 1 charge to heal 1 damage or 1 horror from an investigator at your location. If you succeed by 0, lose 1 resource.

Fast. Play during your turn only if the final agenda is in play. Draw 1 card, gain 1 resource, and gain 1 additional action. Remove End of the Road from the game.

Reduce the difficulty of skill tests you perform during 'parley' actions by 2.

Customizable. Uses (2 time). If Makeshift Trap has no time, discard it. Attach to your location. Each non-Elite enemy at attached location get -1 fight and -1 evade. Forced - At the end of the round: Remove 1 time from Makeshift Trap.

Limit 1 per deck. Forced - After Nightmare Bauble enters play: Search your bonded cards for 3 copies of Dream Parasite and attach them to Nightmare Bauble. When Nightmare Bauble leaves play, set each attached Dream Parasite aside, out of play. When you reveal an chaos token, shuffle an attached Dream Parasite into your deck: Cancel that token.

Permanent. Limit 1 per investigator. Before setting up each game, draw 3 random cards from the tarot deck and choose 1. Place the chosen card in front of you, in the upright position. Each other investigator ignores its effects. Shuffle the rest back into the tarot deck.

Max 1 committed per skill test. Commit to a skill test only if you have 3 or fewer remaining sanity.

Commit only to a skill test (of any type) being performed by another investigator at your location. If this test fails, you must resolve all effects from the failed test, instead of the performing investigator. Then, either you draw 2 cards, or the performing investigator draws 2 cards.

Myriad. Fast. Play Solemn Vow under the control of another investigator at your location. If the owner of Solemn Vow is at your location, exhaust Solemn Vow: Move 1 damage or horror from a card you control to a card that investigator controls.

Parley. Choose an enemy at your location. Test (X), where X is the chosen enemy's fight or evade value, whichever is lower. If you succeed, exhaust the chosen enemy (but do not disengage from it). If it is non-Elite, it does not ready during the next upkeep phase. If you fail, return Stall for Time to your hand.

If Timeworn Brand is ready: Fight. You get +2 and deal +1 damage for this attack. Exhaust Timeworn Brand: Fight. Add your to your skill value for this attack. This attack deals +3 damage. If this attack defeats an Elite enemy, draw 3 cards. (Max once per game.)

Choose an exhausted non-Elite enemy at your location and test (X), where X is that enemy's evade value. If you succeed, defeat that enemy.