Field Agent

Field agent might seem like the cluevery equivalent of Beat Cop, with one fewer uses, but indeed, she's much better. Forget the boost. It's nice, but secondary. If you build around this ally, you can turn her into possibly the mightiest no-test, no-action clue-gobbler in the whole game (barring the prohibitively expensive Agency Backup.)

That said, she does need some building around. There are a good handful of ways to heal/remove horror from allies, but I'll just mention three, since these do not require actions. With them alone, you can count on 5-6 free clues,and upward of 10-15 in the best-case scenarios, all while never pulling a token, and never spending an action (except to play her).

Trusted: if you have the Field Agent, think of this card as a discounted Working a Hunch, that also heals a point of damage. That's basically how it works out! Trusted can also be used to protect the field agent from forced damage/horror from treacheries (deal one direct horror to each card you control, etc.). That is a concern in some scenarios, since without Trusted she'll often be one horror from death in the Mythos phase.

Inspiring Presence: in the best case scenario, you're using Field Agent almost every turn. This card let's you use her twice in a turn, while only inflicting one horror on her.

Solemn Vow: The other two cards are handy, but this is what takes the Field Agent from good to godlike. Healing horror from investigators is usually much easier than from allies. Solemn vow let's you tap the field agent every single turn by instantly offloading the resulting horror onto an investigator. Of course, not all allies can absorb a per-turn horror, at least not without devoting significant resources to healing. But you know who can? Parallel Daisy. It's routine for her to have a sanity of 13 by the midgame, and not unheard of for her to reach 15 or even 16, way more than you'll ever need. Plus she usually has an ally who can soak a horror or two as well. Since Solemn Vow is fast to play and activated with a fast action, this horror conversion from Field Agent to Daisy is entirely actionless.

If you pull the Field Agent early, and your pal (ideally Daisy or Caroline) pulls a copy of Solemn Vow, your team will be in very good shape. Are you a one-intellect oaf usually engaged with two enemies? Don't let that limit you! With Field Agent, you STILL might be the leading clue gatherer for the scenario.

I think Field Agent is only a real option if you don't have the Grete Wagner/NatCho investigator pack. Static combat boosts for fighters are too important and you can never have enough of them. You are definitely correct that unconditional untested clues are an amazing power so the card is definitely strong. And good combos for getting extra uses out of the card. I feel like this would work best with Joe, Caroline, Charlie or Leo. maybe roland/tommy. And I think this card gets better in True Solo and even 2p (both flex roles). — The Lynx · 986
I'd say she's better in 2p than solo -- at least, if the other investigator is able to run a copy or two of Solemn Vow. And she's wonderful in Extreme mode, where investigate actions often fail, even with low shroud. — Mordenlordgrandison · 459
This review is completely misunderstanding what Solemn Vow does. Solemn Vow is played under the control of another investigator, and that other investigator can activate the fast action to move their damage to the owner of the card. Which is the Guardian. The Guardian does not move their damage to other people - that is the exact opposite of the point of the card, which is to move other people's damage to the guardian's tankier assets. Not from the Guardian to their squishier team mates. — Lailah · 1
The review does acknowledge that. That’s why it talks about Caroline or Parallel Daisy pulling the Solemn Vow to play on the investigator with the Field Agent (Parallel Daisy can splash into Guardian). — Ubik Lives · 1
Lily Chen

I like, that not only she can kick ass with her martial and melee fighting arts, but also she can throw Mk 1 Grenades here and there :D Too bad there are no other throwing weapons, like shurikens or daggers, other than Knife, that would maybe serve similar purpose like Wither

Son_of_Gothos · 115
Kleptomania

Subject 5U-21 can devour this card due to her Ravenous Forced effect or her own free-triggered ability, right? It is not a story asset, it is no longer in hand once revelation effect is carried out, so it can be choosen as a valid target for a non-story asset controlled by an investigator in her location, and therefore this weakness is a blessing in disguise for her. She can even chose the order of "at the end of your turn" resolution so not a single point of horror will be assigned to her. Or am I missing anything?

chrome · 60
Regurgitation

Since it is possible to devour an enemy or a treachery card (Reality Acid can let it happen via an elder sign effect), when you return this type of card (and I believe you can choose it), is it going to an encounter deck discard pile (or an investigator's discard pile if it is a weakness)?

chrome · 60
It's encouraged that the question is written at other room, such as BGG, mythoes busters discord, or reddit, because here is "review" section and not "question" or "free boarding" section. — elkeinkrad · 500
This card directs you to "choose" cards and return them to their owners' hands. According to the target rule (in rule reference), only the cards is legal targets that can be returned to their owners' hands. The owner of the card from the encounter deck is the scenario. Thus, the card from the encounter deck is illegal target; of course, the scenario has no hand. — elkeinkrad · 500
If a weakness enters an investigator's hand in a manner that did not involve drawing the card, that investigator must resolve the card (including any Revelation abilities) as if he or she had just drawn it. (from weakness section, rule reference) Thus, chosen weakness should be resolved as if drawn. — elkeinkrad · 500
Anna Kaslow

Nobody has talked about her in Tommy with the star, okay I'll make this quick.

The Star • XVII is amazing in Tommy, it makes you unkillable and filthy rich, but once you have one copy you might be tempted to get a second copy (two of a good card is better than one isn't it?) but do not be fooled, for a single 1xp bump you can get Anna instead who in all ways is a second copy of star (if your deck remains a deck and not a pile), this grants you an additional 4 point of soak, which can translate into a bonus 4 resources. Should Anna start in your opening hand you are probably just going to win off that alone.

The real tricky part is deciding if you should double up on Star's or Anna's first, I am torn because starting with Anna is strictly better than starting with the star, but Having two stars in play just turns Tommy from unkillable, to a laughing god beyond the reach of damage AND horror.

My personal choices after obtaining immortality is grabbing Combat Training and Keen Eye, stacking even more immortality and giving me a way to funnel endless cash into any skill test I am likely ever going to have to make.

Zerogrim · 295