10xp and using the same slot as your Lucky Cigarette Case is a massive opportunity cost. So what do you get for it?
At the start of the turn, you MAY take all resources, then place one charge. That means you always have access to the 1 charge effect. +4 skill value to the first test you take during your turn is absolutely massive. It boosts tests in your primary stat(s) to nearly auto-succeed levels, and it also boosts tests in your low stats to "has a decent chance to succeed even without commits." The first test you take on your turn is likely to be the most impactful: fighting or evading an enemy. If it's not going to be one of those, you can probably sequence your turn to delay the non-impactful test(s) until later in the turn, such as playing your Pilfer now and doing your basic investigate later. And the flexibility of applying to any kind of test makes you a trump card that can apply to almost any kind of emergency situation that your team might find themselves in.
If you somehow don't take any tests on your turn...that skill bonus doesn't have a time limit on it. It'll float around and protect you from your encounter card, or be there on your next turn if the encounter deck doesn't give you a test.
Honestly, I think +1 resource per turn and +4 to your first skill test every turn is already enough to be worth the costs. BUT WAIT, THERE'S MORE!
If you find yourself not needing or wanting the bonus skill value on a given turn, you can go up to the 2 charge level. Even one free move is a nice consolation for not needing the skill boost, but this gives you up to three all at once. Go scout the map so people know where to focus their efforts, gather up a stray enemy or two so your fighter can smash it, teleport to another player or location to help out, there are a lot of options. And if you find yourself not needing the skill boost again on the turn after, you can use the 3 charge effect and just have an extra 2 actions. Nice!
Might be best in type , where they can use the skill bonus to be confident in their attacks or chip in some investigates when there's nothing to fight, or use the moves to fly to the aid of a friend. But it's still really good in any kind of deck.
I probably wouldn't rush this as an early campaign purchase; it is just a single card that could be on the bottom of your deck, so it won't fix an otherwise nonfunctional deck. Use your first couple upgrades to lock in the core functions of your deck. In a Legacy cardpool, you can buy this in installments by starting with The Red Clock. That one is not nearly as good, because of the key difference in the Forced ability (take charges OR place charges, not both). So it can give you the skill bonus at most every other round. Still can be effective if you're working towards the level 5 version anyway.