This review summarises my thoughts for Know the Exit, Know the Line, and Know the Scene as a whole.
I think these three cards are very, very weak signatures and are arguably some of the weakest signatures to exist in the history of AHLCG. Let me explain.
André Patel has an incredibly simple ability. Over-succeed, get an action. Rogues already want to be over-succeeding for the most part so it's not that hard to even accidentally get into that by just choosing cards like Lockpicks, Breaking and Entering, and a few other cards in Chapter 2 that double up on stats. With Lockpicks, you'll have a fairly reliable way to consistently activate your ability and get more of those precious actions we need in order to save Arkham and all that jazz. While the options are currently limited in Chapter 2 / Current to succeed by 2, in Legacy there are a ludicrous amount of ways to get past the threshold to activate this.
Even by Current standards I think these are bad. One is middling as a commit, but all three of them have a conditional way to get an additional which puts them at an above average for skills( is in my eyes premium compared to ). With Manual Dexterity, Perception, Overpower, Guts, and Unexpected Courage as the standards of simple boost and cantrip skills I think are better than these sigs. They give +2 to their respective skill which is decent and they replace themselves on success. Know the Something or Other don't replace themselves. You're always going to be committing them for the precious if you can help it and while that could help activate your ability or over-succeed, there are just plenty of other ways to do it.
The fact that they can't draw means you're bricking a draw three times with the signatures, at least once with your random basic weakness, and potentially multiple times with Weight of the World which makes me a bit concerned as to how his draw economy functions.
They'll also be getting worse and worse as the campaign goes on since you'll be improving your deck with additional ways to over-succeed and you'll probably be more and more disappointed to draw these. Out of the three, Know the Line is definitely the best as Rogues are known for being weak versus treacheries and this gives you a pretty good boost to help against that. Know the Exit and Know the Scene are fine skills, but they just don't seem to live up to a signature.
It's a damn shame because when these three were revealed I thought they were pretty cool. The black and white art with grain lines and the setting and the film noir aspect, just god! They're gorgeous. I was hoping that when these were revealed that he would function similarly to Essence of the Dream and Dream Diary, but no. These signatures are just here and middling at best. If they did SOMETHING other than be stat bonuses then these would be far more compelling as signatures. Maybe dealing an additional damage from Know the Exit, healing a horror or damage from Know the Line, or getting an additional clue with Know the Scene would compel me to play him. But with these signatures, I just feel off-put by trying to build a deck for him and sleeving up. Maybe they'll get tabooed with usefulness later on or maybe he'll get Replacements. Or potentially these signatures just serve as a way to keep his power in check. I don't know. It's just I know that these are all weak and unfitting of signatures.