Peter Sylvestre

A very strong card but one which I feel is commonly misunderstood.

Basically Pete is a highly defensive card.

Looking first at the stats he offers, Pete gives a boost to and once upgraded . When not used for specific class trait abilities such as spells () or rogue/survivor style /evade based events, these tests typically come up in REACTIVE encounter deck tests. That is to say you cant easily plan when you are going to use them. Encounter deck tests are typically associated with horror hits and is typically associated with physical damage, though both are associated with other penalties such as action loss/movement restriction or asset loss. Note that is more common than in the encounter deck so far making unupgraded pete considerably less useful for encounter protection than upgraded pete.

The stats Pete doesn’t cover, and , are more PROCATIVE. You have more control about when you choose to use them and as a result you tend to get more mileage out of them (specific / specs aside). is typically the most progressive given that clue hunting is the primary source of act progression in the game. And while obviously plays a defensive role against the damage from enemies, it can be seen as progressive in the sense that it is common for a scenario to offer you compulsory/boss type enemies which are either plot relevant or at least offer victory points. It is much rarer for the game to offer or tests for progression, though it is not unheard of.

The difference between these two sets of stats is likely the reason for Pete being the only card in the current card pool to offer a boost to two stats simultaneously, and has a lower cost than other stat boost allys, such as Beat Cop or Dr. Milan Christopher. Essentially unless you have spec`d into them for spell casting/evading based builds, they are less innately progressive. They don’t help you win so much as stop you from losing. Part of the lower cost however may also be representing both the unique pip and the survivor trait of coping well with encounter decks.

Looking at Petes second ability, the recurring sanity soak has obvious defensive capabilities. It can be argued that in mystic where you expect to take additional horror from spell side effects it would facilitate a more aggressive play style letting you use spells more liberally. With current investigators, this is mainly Agnes Baker since Jim Culver gets a lot of passive horror healing from Jim's Trumpet but you could argue a similar role if you have used out of faction slots on other characters to be a hybrid spell caster. Outside of these effects, it is simply defensive.

So, what are good uses of Pete?

  • Any time you want Pete just for theme. Honestly this is a game. just enjoy it. Despite what i'm writing here there is no wrong way to have fun!
  • Any build that expects to take horror more commonly than other builds. Or where sanity loss is particularly cumbersome, such as Mystics or characters with low and/or sanity.
  • Any build that is centric. Which means your either packing cards that test evasion (Backstab, Sneak Attack, Close Call or similar) or you’re planning on evading enemies rather than fighting them (usually low combat characters relying on natural evasion).
  • Any build where the upgraded Pete’s bonus is important to you, so mystics again (if you can take him – currently just agnes), or a spell hybrid Survivor investigator, or someone where you need that passive encounter deck protection.

Prime examples from current card pool are Agnes Baker (bonus for casting and option to dump horror hits that you don’t want to/cant use for the damage tick safely), or Wendy Adams ( focus). Note also that both of these have a signature weakness which gives 2 horror.

What are bad uses of Pete?

Basically anywhere that using pete comes at the expense of using something better or where using pete prevents another investigator in your party form using him who would get more.

  • Characters who`s primary actions will involve and/or and have little to gain from passive encounter protections, such as high will to protect against horror hits,
  • Characters where the ally slot is at a premium, such as seekers who really want Dr. Milan Christopher, or guardians who might want Beat Cop/Brother Xavier.
  • Anyone who is in a party with someone who could use pete better.

Specific Implications for "Ashcan" Pete:

This interaction was really my inspiration for this review. Short of a hybrid caster spec, the other Pete doesn’t really get much from young Mr Sylvester, yet many players seem to treat him as an auto include. Ashcan's actions are primarily taken through Duke, who benefits more from or boosts. He usually fights enemies rather than evading. He has high (4), beaten only by Agnes, and high effective sanity due to the option to put up to 2 on Duke without losing him - basically giving Ashcan 8 sanity before death – among the highest in the game. Though realistically that’s equivalent to a quite reasonable 7-sanity investigator before you become heavily encumbered by the loss of Duke. Peter Sylvestre is a massive over compensation for problems "Ashcan" Pete deals with perfectly well anyway. You're likely to be better off with an ally that aids progression such as Beat Cop, or Dr. Milan Christopher (if hes not needed for a seeker). Both also give you a one point sanity soak without dying, or 2 if you dont mind sacrificing them. Perhaps if you cant afford the out of faction slot for these, you might take Peter Sylvestre as an in faction ally which is a "generically strong card". Its probably better than Stray Cat, but thats possibly the only reason for considering him. Remember you dont have to take an ally of course. 3 resources and an action to play is not a small cost for something that has limited synergy with your deck. Definitely dont deny him to the team when someone else has more use for him.

Upgrading Peter Sylvestre gives you the boost, which does very little for a non spell hybrid Ashcan. Its like putting Dr. Milan Christopher in Zoey Samaras. Its boosting even more things you don’t really plan to do. It also costs you a whopping 4 xp to upgrade both cards. Something that could be spent on something substantially better.

StartWithTheName · 71654
I've found that the upgraded Pete with Agnes is almost more useful for the agility than willpower bonus. Agnes' willpower is so high, +1 almost doesn't make as much of a difference - but a bump to 4 agility can actually make a big difference. And yes, he's a lovely sink for horror that you can't commit damage with :) — AndyB · 955
yeah i agree. If you are aiming in most cases (standard difficulty) to have 2 skill higher than the test strength, going from 5 to 6 base skill only really ADDITIONALLY covers you for tests at strength 4. Anything lower was already covered. Its simple diminished returns i guess. I am yet to actually try Agnes on Hard, but i would imagine you might get more ultility from upgraded Pete there though. If your aiming 3 above, then going to 6 covers you for 3s which is are fairly common. Similar principal with 4 agility over 3. evasion 1 enemies are fairly rare but 2s and and to a lesser degree 3s are common. — StartWithTheName · 71654
Wendy Adams

I've now played a bunch of solo Wendy finishing the Night of the Zealot with a convincing win on hard. Her passive ability is phenomenal although you wanna up your card draw making the core skills for +1 draw useful along with upgraded Lucky! and Emergency Cache.

The issue is her stat line is awkward. Even with Baseball Bat she can struggle to deal with the most mundane of enemies. Her is alright but it can be a barrier. This makes her a tricky character to master especially in solo. I believe the trick is a skill and event heavy deck as this alongside her character ability means she can get moving fast.

Pilgrim · 320
Lone Wolf

Great solo play card. Makes any rogue equal to Jenny and allows Jenny to buy herself out of any trouble. Maybe even consider it as a splash for all the Dunwhich investigators... but two out of five cards is a lot to pay.

Very interested in how this turns out in our 4 player game.. teamwork? Phfffftt

Mark5n · 7
it it one per deck or one in play? — Jenemai · 73
One in play for each investigator. — rbeall88 · 3
I haven't tested this card ye, but i suspect the earlier you draw it, the more effective it is. It's hard to quantify the value of this card for example compared to emergency cache, where you have fixed costs and ressource gain. — Django · 5154
Switchblade

I've had the privilege of trying the upgraded Switchblade in several games recently, and it is a really neat weapon. It's got the good points of the basic one - it's fast, so you can get it played in an emergency quickly, and it's cheap. However, it's got +2, so you actually stand a reasonable chance of doing extra damage.

Basically, it's like a .41 Derringer, but fast, cheaper, and not limited for ammunition. Compared to one of my other favourite weapons, the fine Machete, it's cheaper, a bit more likely to do damage, but more chancy about doing extra damage. It's also still useful if you're engaged with more than one enemy.

The only down side - it costs 2 XP. Each. It's a bit of an investment of experience. But otherwise, it's probably the best weapon available (as of the Essex County Express). "Skids" O'Toole and Jenny Barnes are both awesome with it. Something like a Beat cop would fit nicely too, making that extra damage just a smidgen more likely. It's likely to be my weapon-of-choice for rogues for a while...

AndyB · 955
Agreed. Worth clarifying that if you start with switchblades, it will only cost 2XP to upgrade them both (L0 cards are considered to have a minimum cost of 1XP when upgrading). Better yet, you can instead start with 2x Knives and then with 3XP you can purchase Adaptable and swap both knives out for 2x L0 Switchblades and then immediately upgrade them into 2x L2 Switchblades. — ADHiDef · 7752
"Worth clarifying that if you start with switchblades, it will only cost 2XP to upgrade them both (L0 cards are considered to have a minimum cost of 1XP when upgrading)." This is not true: https://twitter.com/NatsunoYoru/status/797879584129744897 — gumek · 1
I stand corrected. — ADHiDef · 7752
This is definitely one where it's still worth taking even if it costs +1xp from taboo. — Zinjanthropus · 229
What does "fast" mean on an asset? I can play it from my hand during a battle to immediately increase my fist value? Or what does fast help me here? — Vortilion · 1
fast assets don't cost an action to play. They can still only be played during your turn though (which is different from fast events) — Zinjanthropus · 229
It's worth noting that since they don't cost an action to play they also don't provoke. — Timlagor · 6
Switchblade

The basic Switchblade is, I'm afraid, the lamest weapon in the core set. It's got a couple of nice features; being fast saves an action, and it's low cost makes it feasible to play in a hurry. Sadly, though, it doesn't offer much. A strength bonus is a big part of the reason for playing a weapon - and this offers none. The damage bonus is nice - but how are you going to manage consistent successes by +2? Weak enemies with high-health are pretty rare. Honestly, you're not going to make that +2 often; and so it is a bit of a waste, unless you can find some strange combination in the future. It doesn't even offer decent skill icons.

However, it's major redeeming feature is it's upgraded version - the Switchblade - which is worth a look.

AndyB · 955
Agreed. I would've rather it been: "Fast. --> Fight. If Switchblade was played this round, +2 combat for this attack." — ArkhamArkhanist · 10
@ArkhamArkhanist: That's a great, flavorful suggestion that would have made this card something more than binder fodder. — CaiusDrewart · 3183
This asset is Fast. (A fast asset may be played by an investigator during any player window on his or her turn.) Does it mean that I can use it 6 times during round? — Dice_UA · 1
I believe it can be "played" fast, not "used" fast. The arrow for the FIGHT option is an action, and takes an action point. — Philomorph · 1