Warning Shot - 3/5 (4/5 in 3-4 player)
Spend 1 ammo, scare off non-elite enemies.
I like it. It let's you dump several flunkies in an out of the way location so you can go about the scenario as happy as can be. This will make it more useful in 3-4 player scenarios where you are more likely to get swarmed by a pack of flunkies, and less relevant in 1-2 player games where you will likely only have one flunky at a time, and why not just shoot him with your 2 damage weapon and be done with it? Of course the answer to that is, this is test-less - you cannot fail, unlike a regular shot where the Tentacles lurk to mock you.
The biggest downside is that it is an event, so you need to have your firearm out, then draw this, and you can only have two in your deck. Otherwise this would be game breaking for every low Fight Investigator who can take it. As it is, it is "just" good.
Telescopic Sight - 1/5 (unless I am really missing something)
Exhaust to target enemy in adjacent location ignoring aloof and retaliate. Can no longer use weapon against enemies engaged with you.
So for 3 more xp, 3 more resources, and 1 more action, you can make your Springfield M1903 useful. Once per turn.
Or, you know, put it on a good weapon so it is only useful once per turn because . . . something?
Sure, there are a couple of scenarios where potting adjacent aloof enemies is REALLY useful. And then there is every other scenario where not being able to attack enemies engaged with you is a great way to take a point of trauma.
Oh, it can only be used on 2-handed weapons. Which makes me really want to ask the designers if they intended it to be an exclusive upgrade for the Springfield. Why? Well, mostly because you either physically cannot, or physically do not want to, place a telescopic sight on a shotgun, submachinegun, or light machine gun (the BAR), and definitely not on a flamethrower or lightning gun. Well, unless you like blinding yourself when you pull the trigger.
Also, in a bit of absurdity, by RAW, you can put a telescopic sight on Jenny's Twin .45s and Detective's Colt 1911s. I have to wonder if that is going to get a bit or errata in short order.
Knowledge is Power - 4/5 (and this card does corrupt absolutely)
Fast action, use a tome or spell in play or in hand.
No cost. No charge used. No action used. Just activate that tome or spell. You could discard one in hand and draw a card instead, but I expect that would be rare. Otherwise totally free use of a tome or spell just for having the card in hand. Yeah, that's some seriously tempting power.
Esoteric Atlas - 3/5
Double move. 4 uses.
It MUST be a double move, which reduces the value somewhat. And it takes a hand slot, something Seekers have too many other uses for. I can see it being a bit more useful for Daisy if she gets her satchel into play, as well as for Ursula to deal with her weakness.
Investments - 3/5
Wait 10 turns, get 10 resources.
There's the catch - the waiting 10 turns to collect. If you are big on instant gratification, this is not the card for you. And then of course there is the question of whether you have 10 turns to wait to collect. On the plus side, that means a big infusion of 10 resources for the end game.
Oh, and the card text reads: "Exhaust and discard . . ." Because . . . if you don't exhaust it before discarding something happens? Hmm . . .
Decoy - 2/5, 4/5 in multiplayer
Evade 1-2 non-elite enemies up to 2 locations away.
So you can pay some guy to distract the Yithians trying to kidnap your 1 Agility fellow investigator across town. Typically rogues can do this on their own, making the card way more useful in multiplayer, though Preston will always want it.
This is the second Service keyword card, following Intel Report for gathering clues. Will there be a "Drive By" to inflict 1-2 damage coming soon? And what kind of Willpower service would you purchase? Maybe some healing?
De Vermis Mysteriis - 3/5?
Exhaust and add 1 doom to replay a Spell or Insight card.
As always, Mystic cards are my weak point. But I routinely see discussions of doom finagling, so I'm figuring that kind of Mystic deck would really enjoy this card.
And Daisy can use it!
Guiding Spirit - 4/5
+1 Intellect and 3 Sanity soak ally.
It exiles, but it costs 1 xp. As I said about exile cards, that means an "effective" xp cost of 1-5 over a campaign. The Intellect boost is sweet for a Survivor, with the Sanity at least partly making up for this being an Ally and displacing Peter Sylvestre. Maybe that is not as good as I think it is, but it certainly looks worth it, especially since the Guiding Spirit is a mere 1 resource to put into play.
Fortune or Fate - 3/5 (I think)
Cancel 1 doom on a scenario card (so not your new wormy book). For 2 resources. Then exile. At 2 xp. Max once per game.
This is a difficult one. An extra turn is always sweet. But 2 xp each time? And a single Wild icon for a skill test on the other one sitting in your deck? It is definitely very Survivor, but is it worth displacing those other Exile cards?
Oh, it is Blessed, so Father Mateo can invest in it if he wants.
Minor typo.