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This is a list of characters in Arkham Horror: TCG and its expansions. Investigators currently available only as promo cards are put separately.

to:

This is a list of characters in Arkham Horror: TCG and its expansions. Investigators currently available only as promo cards are put separately.\n



[[foldercontrol]]

!Introduced in ''Night of the Zealot'' (core game)
[[folder:Roland Banks]]
!!Roland Banks, the Fed
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_roland.png]]
[[caption-width-right:225:''Everything by the book: every "i" dotted, every "t" crossed. It has worked, until now.'']]
-> ''Roland had always taken comfort in procedure and rules. As an agent in the Bureau, he was relieved to have guidelines to follow in any given situation. But lately, his Federal Agent's Handbook had been entirely unhelpful given the cases he'd been assigned. Try as he might, Roland could find no mention of what to do when confronted with strange creatures, gates through time and space, or magic spells. If he hadn't seen it with his own eyes, he would never have believed it... and there's no way his superiors would understand. Roland knew he would have to handle this one himself.''
!!!Both versions
Guardian-class investigator.
----
* AgentScully: As his backstory explains, Roland didn't believe in the paranormal, and so was completely caught off-guard on how to deal with the otherworldly dangers he found in his investigation.
* BoringButPractical: "Mysteries Remain" replacement signature Event has 2 very simple functions you can choose from: either you discover one clue from your location (acting like a cheaper "Working a Hunch" at no resource cost) or ''generate'' an extra clue to discover in your location, reducing the amount of exploration and backtracking needed to reach other locations with clues necessary to advance the Act Deck. It is also fast, so it can be played without spending an action or triggering attacks of opportunity, but it removes itself from the game afterwards. Not the most interesting signature, but useful in almost every situation.
* CycleOfHurting: His low starting sanity makes him very likely to run out and take mental trauma (something his weakness also dispenses), which in turn makes him more likely to run out next mission until he's rendered permanently insane.
* FBIAgent: Well, BI Agent; they weren't the ''Federal'' Bureau until 9 years after ''Arkham Horror''[='=]s timeframe.
* GivingUpOnLogic: Roland's replacement weakness, "Dirge of Reason" (originally provided as the bonus for namesake book), symbolises Roland's AgentScully mindset cracking, as he no longer can explain what's going even remotely rationally. In gameplay terms, it manifests as him dropping his clues into his location (symbolising his confusion), or taking horror if he can't.
* RevolversAreJustBetter: His signature card is his .38 revolver. Its main gimmick is providing an additional bonus to Combat when used in a location with at least one clue, which further amplifies the hybrid fighter/searcher playstyle of his default kit.
* SecretWar: Roland is obsessed with keeping his activities hidden from unrelated people; his signature weakness, "Cover Up", is him realising that he left an evidence behind and trying to get rid of it. Failure to do so before either the scenario's end or Roland's resignment/elimination will result in mental trauma.

!!!Basic version
Has access to Seeker cards (up to level 2).
----
* ByTheBookCop: According to his backstory, he used to always follow the rules to the letter--until he got involved in the story. He dropped this mentality when he realised that this would not help him with {{Eldritch Abomination}}s.
* GeniusBruiser: {{Downplayed|Trope}}. Roland has slightly more Intellect than other Guardians, and he has access to Seeker cards, making him a versatile investigator able to both fight and search for clues. Also, all his abilities are related to finding clues, including through defeating enemies, and his Elder Sign only gives him bonuses in locations with clues.
* GlassCannon: He's an effective fighter and not bad at getting clues, but his base 5 Sanity is abysmal (a single Rotting Remains encounter can remove up to 3), meaning he desperately needs means of soaking and healing horror to avoid being defeated early in the scenario.
* JackOfAllStats: {{Downplayed|Trope}}, like most Guardians, he has good 4 Combat and below-average 2 Agility, but he also has adequate 3 Willpower and Intellect, so it's easy to make him into an all-rounder, capable of both clue gathering and resisting treacheries if he manages to improve his weaker stats. His access to the Seeker cards gives him the utility unavailable to most other Guardians.
* LootMakingAttack: Roland's main ability allows him to discover a clue in his location whenever he defeats an enemy.

!!!Parallel version
Has access to off-class "Tactics" and "Insight" cards (up to level 3), but can't take the Guardian-class cards above level 3. Receives free exp at the deck creation.
----
* ByTheBookCop: The "Parallel" version of Roland [[WhatIf assumes]] that he still acts as a proper, rules-abiding detective, [[GameplayAndStoryIntegration making him restricted by countless regulations]]. The end of his challenge scenario directly questions what would happen when those directives [[ToBeLawfulOrGood came into conflict with his morality]], as a nod to his canon self.
* GlassCannon: "Consult Experts" provides Roland with an additional Ally slot from the onset, but prevents him from voluntarily assigning incoming damage and horror to Allies, which leaves Roland vulnerable as it drastically reduces the number of assets that can absorb harm in his stead.
* JackOfAllTrades: "Parallel" Roland lacks access to high-level Guardian cards, being limited only to level 3, but can take any Tactic or Insight cards up to level 3, making him rather versatile, especially if the right Directives are chosen.
* MechanicallyUnusualFighter: "Parallel" Roland has special cards, unique to him -- the "Directives", which provide him both restrictions (like inability to attack more than twice per round) and additional abilities; he has five available, but only three may be chosen, with the other two becoming permanently inaccessible.
* MightyGlacier: "Leave No Doubts" Directive boosts Roland's Sanity to 8 (in addition to him already having 9 Health), but limits how many move actions he can take each round. It doesn't make him any more resistant from being [[{{Permadeath}} driven insane]] however, as bonus Max Sanity is ignored by Trauma.
* NecessaryDrawback: Every Directive provides a powerful ability, but adds some restriction which you have to play around (fortunately, his Elder Sign allows to temporarily disable one of them on his choice):
** "Due Diligence" Directive, once per turn, makes Roland better at evading, parleying or investigating per every enemy at your location, but makes you unable to fight more than twice per round.
** "Red Tape" Directive makes ''all'' "Insight" and "Tactic" cards (core cards of parallel Roland's gameplay) "fast" (can play them anytime, do not take actions to play and don't trigger attacks of opportunity), but makes him unable to play more than two cards per turn.
** "Consult Experts" Directive gives Roland an extra Ally slot, but also makes him unable to use his Allies as damage soak (he can't voluntarily assign damage or horror to them, but effects that would cause them to self-inflict damage and horror still work as intended).
** "Seek the Truth" Directive allows Roland to draw a card if he discovers a clue at any enemy's location, but also makes him unable to commit cards to skill tests while at location with at least 1 clue unless he already discovered a clue this round.
** "Leave No Doubt" gives Roland massive +3 Sanity (which he really needs, starting at just 5), but prohibits him from moving more than twice per round -- in the game where you're always [[TimedMission on a strict time limit]].
* ScrewTheRulesImDoingWhatsRight: "Parallel" Roland is forced to obey his directives most of the time... but when he draws Elder Sign, he can disregard one directive of his choice 'till the end of the round, to finally get the job done. He can also, once per scenario, flip a directive facedown, losing its benefit but also not having to abide to its restriction for the rest of the scenario. That's probably how he came to his canon self's CowboyCop mentality.
* WhatIf: The "Parallel" Roland is an alternative version of himself, where he chose not to abandon his directives and [[ByTheBookCop still follows the rules]].
* WeakButSkilled: When compared to his original counterpart and most Guardians, "Parallel" Roland is hampered by the fact he has no access to any card above level 3, period, and his various directives put many limitations to what he can do... But they also provide him with many useful abilities in return, his deckbuilding cover fairly common keywords that gives him access to a varied amount of events, and is one of the few Investigators to start with some experience to spend as well.
[[/folder]]

[[folder:Daisy Walker]]
!!Daisy Walker, the Librarian
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcgdaisy.png]]
[[caption-width-right:225:''"I know of books so powerful, they can rewrite reality."'']]
->''As a respected librarian at Miskatonic University, Daisy had always felt that books were the most important thing in her life. She explored in fiction what she abhorred in life: horror, violence, fear. Then, she stumbled across the John Dee translation of the Necronomicon. It was blasphemous, unholy, and too awful to be read. But given her studies in obscure and occult subjects, Daisy knew there was more truth than fiction within the book's pages. She began to wonder what other secrets the restricted collection of the Orne Library held...''
!!!Both versions
Seeker-class investigator.
----
* BoringButPractical: Her signature card, "Daisy's Tote Bag", gives her two additional Hand slots (without taking any by itself), which can only be used for the Tome cards (something she relies upon a great deal); simple, but reliable. She can also dump her weakness, [[TomeOfEldritchLore "Necronomicon"]], into a bag until she can deal with it.
* GoMadFromTheRevelation: Once the "Necronomicon" enters play, the only way to get rid of it is to study it, which drains her Sanity.
* ItemCaddy: Both versions of Daisy are built around actively using tomes, providing a bag to hold more of them, and having extra abilities to improve their effectiveness.
* NightmareFetishist: She likes reading the stories exploring the topics of horror, violence and fear (while still abhorring them in real life). But the "[[TomeOfEldritchLore Necronomicon]]" is too much even for her.
* SquishyWizard: She's a skilled occult expert and/or sorceress, but her 5 Health is very low even for a Seeker.
* TomeOfEldritchLore: Her involvement in the plot was kickstarted by her study of the [[TropeCodifier Necronomicon]]. That same book is also her personal weakness (specifically, the John Dee Translation of it), preventing her from using elder sign tokens while it is in play. It becomes even worse if she fails her LoyaltyMission, ''Read or Die'', becoming a potentially game-ending threat.

!!!Basic version
Has access to Mystic cards (up to level 2).
----
* BoringButPractical: She has extra action each turn, which she can only spend to interact with Tome assets. Given that those often form the core of her gameplay, it saves her ''a lot'' of time, but it's rather simple and generic ability compared to some more flashy ones the other investigators have.
* ExtraTurn: She gets extra action each turn which can be spent on playing her Tomes' abilities (which form the core of her gameplay); this makes her able to use them more freely while still having enough actions left to perform other tasks.
* MagicLibrarian: Intentionally designed as one, being a sorceress librarian whose power takes its source in her books:
** She has access to Mystic cards, most of which are either spells or magic artifacts.
** All her mechanics are related to the Tomes in one way or another. She has an extra action to spend on using Tome assets, her signature card allows her to carry more Tomes around, and even her Elder Sign, while giving no stat boosts, allows her to draw extra cards, scaling the effect with number of Tomes she has.

!!!Parallel version
Has access to off-class "Tome" cards (of any level), and up to five other level 0 Guardian and/or Mystic cards, but can't take the non-Tome Seeker-class cards above level 3.
----
* CripplingOverspecialisation: "Parallel" Daisy, instead of her usual deckbuilding rules, can access any Tome cards (regardless of level or class)... but only up to level 3 other Seeker cards, and loses her access to Mystic cards. Unfortunately, most Tomes are Seeker-class anyway, so she loses more than she gains. This is slightly compensated by her being allowed to take up to five level 0 Guardian and/or Mystic cards.
* MagicLibrarian: All her abilities are designed around doing magic through interactions with her books:
** "Parallel" Daisy amplifies her Willpower by putting "Tome" assets into play. When used in combination with her old deckbuilding rules for access to Mystic cards (rules allows to mix front and back sides as the player sees fit), this may greatly increase her effectiveness as a team's sorceress.
** Once per game, she can activate action abilities on ''all'' of her Tomes, without actually spending actions, with all the mayhem it can cause.
** Her Elder Sign allows her to regain a Tome from discard pile.
* MagikarpPower: "Parallel" Daisy starts with only 1 Willpower and 7 Sanity (her default version starts with 3 and 9, respectively), but amplifies both by one point for each Tome asset she puts into play, potentially exceeding default maximum value.
* MechanicallyUnusualFighter: "Parallel" Daisy receives +1 Sanity per Tome she controls. Considering that she starts with 7 Sanity, and can have up to 4 Tomes in play thanks to her "Tote Bag", she can end up with 11 Sanity--while the other investigators normally have 9 at most (13 when playing the ''[[LoyaltyMission Read or Die]]'' scenario, thanks to Professor Armitage, as he provides two additional slots).
[[/folder]]

[[folder:"Skids" O'Toole]]
!!"Skids" O'Toole, the Ex-Con
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_skids.png]]
[[caption-width-right:225:''"I didn't get out of the joint just to watch the world end"''.]]
->''Skids hadn't planned on a life of crime. But sometimes doing the right thing means getting your hands dirty. The cops didn't care that Skids needed the money for his mother's operation. His mother died of her illness during the second year of his sentence. His cellmate, Brad Hollins, told him there were worse fates than death. He ranted and raved in a quiet voice every evening about the "Old Ones" and told Skids about bizarre adventures he'd had while dreaming. Skids didn't give it much thought until the night he woke to the sight of his cellmate bursting into flames. When Skids was finally released, he returned to Arkham, looking for answers''.
!!!Both versions
Rogue-class investigator.
----
* TheAtoner: Skids' subtitle is the "Ex-Convict" and his desire to discover what happened to his cellmate Brad and avenge him is partially fuelled by his wish to make his late mother proud of him once more.
* TheCorpseStopsHere: When his cellmate [[SpontaneousHumanCombustion burst into flames one night]], the cops accused him of causing it, but couldn't get the charge to stick.
* FaceOfAThug: He may look like bandit, but he is a good guy--and what banditry he ''did'' commit was solely to aid his mother with getting through her illness. His basic version further nails it by giving him access to Guardian-class cards.
* HealthcareMotivation: He really was only robbing banks to try to save his mother from her illness; unfortunately, [[AllForNothing she died while he was in prison]] -- and now, he still has to pay up the bills, which [[GameplayAndStoryIntegration works as his personal weakness]], "Hospital Debts"; once they shows up, he has to pay them up until the end of scenario (or his elimination), or suffer penalty to experience earned.
* JackOfAllStats: {{Downplayed|Trope}}, but beside having good Agility (4) and below-average Willpower (2), Skids Fight and intellect are average, making him equally capable of fighting and investigating, with the Rogue cardpool allowing him to do either or both. His base version has access to Guardian cards, which gives him more fighting prowess, options to heal and ways to cover his main weakness and increase his Willpower, while his Parallel version has access to "Gambit" and "Fortune" cards regardless of class, which are universally useful for any playstyle.
* ManaBurn: Skids' personal weakness "Hospital Debts", requires him (and potentially other Investigators if they are willing to help him) to spend 6 resources to deal with it. He can choose to ignore it, but if by the end of the scenario the debt isn't paid, he will earn 2 less experience. What makes it tricky to deal with is that each Investigator can only pay up to 2 resources per round, which means you can't just dump all your resource at once even if you have enough in hand.
* NeverGoingBackToPrison: He served ten years in prison once, and won't allow it to happen again--certainly not when the stakes are now much higher than just his life. Fittingly, his signature card, "On the Lam", [[StealthExpert makes any non-Elite enemies unable to attack him]].
-->''"I ain't going to the pen a second time"''.
* ReformedCriminal: [[DownplayedTrope His main class is Rogue and he has access to illicit assets and criminal allies]], but Skids' motivations to join the invesigation are selfless, wanting to find out why his friend Brad [[SpontaneousHumanCombustion died]], make his mother proud beyond the grave and prevent the end of the world; which contrast heavily with many of the later, far more opportunistic and self-serving rogues introduced in later cycles.
* SpontaneousHumanCombustion: His motivation to come to Arkham was when his cellmate, Brad, spontaneously combusted one night.
* StealthExpert: His signature card, "On the Lam", makes non-Elite enemies unable to attack him.

!!!Basic version
Has access to Guardian cards (up to level 2).
----
* BigGuy: {{Downplayed|Trope}}; his Combat stat is average, but he has access to Guardian-class cards to amplify it. Also, being a Rogue, he can obtain enough resources to fuel his more expensive cards, or use them to buy more actions through his signature ability. All of this makes him a fitting candidate for the role of dedicated fighter.
* BoringButPractical: His Elder Sign just gives him flat stat boost, and few free resources. Given that he has to spend tons of resources to benefit from his ability, as well as to counter his weakness, it's very welcomed bonus, even if it's relatively simple.
* ExtraTurn: Once per round, he can spend some resources to get an extra action.

!!!Parallel version.
Has access off-class "Fortune" and "Gambit" cards (up to level 3). He has a reduced decksize of 25 cards.
----
* AscendedMeme: Prior to release of his "parallel" version, there was a popular fan-made version of Skids, which remade him into a Rogue/Survivor gambler. Comes the "parallel" version, and now Skids has gambling-themed abilities, gambling-themed deckbuilding options (many of which just so happen to be Survivor-class), and the challenge scenario set in a casino.
* BornLucky: His "parallel" version trades access to a Guardian class for access to any "Fortune" or "Gambit" cards up to level 3. He also may keep multiple versions of the same card (low- and high-level versions), which is [[MechanicallyUnusualFighter normally forbidden]].
* GameplayAndStoryIntegration: "Parallel" Skids is essentially a gambler. As result, his new abilities and deckbuilding options were remade to fit the theme:
** Gamblers always rely on risks and various tricks. As result, he has access to "Fortune" and "Gambit" cards (up to level 3).
** "Parallel" Skids trades his usual ability to spend resources to gain more actions for ability to actually gamble on his resources and on success earning much more.
* ItemCaddy: Parallel Skids can, while upgrading Fortune and Gambit cards, keep both the old and new versions of the cards in his deck, allowing him to sidestep the usual rule of "no more than 2 copies of same-title card in the deck", and thus improving the utility he can get from the cards with those traits.
* LowLevelAdvantage: His Elder Sign allows him to regain a card of his choice from discard pile and return to hand... but only if it's below level 3, probably to encourage the player [[MechanicallyUnusualFighter to keep the lower level version of upgraded cards]].
* MechanicallyUnusualFighter: The "parallel" version of Skids, while upgrading "Fortune" or "Gambit" cards, may, instead of just replacing them with the higher level versions, buy them at the full cost... and keep ''both'' the old and new versions, even if it would put him at more than two copies of the same card in his deck, by title, which is normally forbidden. Any old cards he keeps in the deck this way also don't count towards the deck's size.
[[/folder]]

[[folder:Agnes Baker]]
!!Agnes Baker, the Waitress
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_agnes.png]]
[[caption-width-right:225:''"I remember another life, one of sorcery and conquest."'']]
->''Agnes Baker may be just an unassuming waitress in this life, but in a previous life, in a time and age undreamed of in the modern world, she had been a powerful witch. It began when she found a strange artifact -- a key of some kind -- in a dusty collection of family belongings in her attic. When she touched it, the memories came flooding back, along with one word: "Hyperborea." The more she delved into the visions and memories of her former life, the stronger her powers grew... and the more frightened she became''.
!!!Both versions
Mystic-class investigator.
----
* ActionSurvivor: PlayedWith. She has strong natural magic power, but otherwise lacks any special training, being a mere waitress in this particular incarnation who only recently started awakening her old personality's memories. Her basic version further nails it, by giving her access to Surivor-class cards.
* CoolKey: The Heirloom of Hyperborea, a family artifact Agnes found in her attic, which is the [[{{Pun}} key]] to unlock the latent powers inside her, and a link to her [[{{Reincarnation}} past self]]. In-Game, it is Agnes' signature Accessory asset, which allows her to draw cards every time she plays a spell of any kind.
* {{Reincarnation}}: She was a Hyperborean witch in the past life. All her problems are caused by the past catching up with her.
* VisionsOfAnotherSelf:
** She has dreams of her past incarnation; this is how she learned magic.
** Her personal weakness, "Dark Memory", [[YourWorstMemory forces her to relive the worst moments of her Hyperborean past self]], either damaging her sanity or increasing the current Doom.
* YourWorstMemory: Her personal weakness, "Dark Memory", forces her to relive the worst moments of her [[VisionsOfAnotherSelf past life]], where she was a Hyperborean witch, dealing her constant horror every round, unless she plays the card, [[SadisticChoice which will add Doom to the agenda instead]].

!!!Basic version
Has access to Survivor cards (up to level 2).
----
* GlassCannon: {{Invoked|Trope}}, Agnes main ability is to deal damage when she takes horror, meaning that to make the most of it, she must take ''lots'' of horror regularly, leaving her vulnerable to be overwhelmed by it and defeated. This is only made worse by the Spells being [[MagicMisfire highly unreliable]], potentially damaging her Sanity even further.
* PainAndGain:
** When Agnets takes horror, she can cause 1 damage to an enemy at her location.
** Her Elder Sign effect gives her +1 to the tested skill for each horror she has.

!!!Parallel version
Has access off-class "Spell" and "Occult" cards (up to level 3). She has a reduced decksize of 25 cards.
----
* BloodMagic: The "parallel" version of Agnes [[CastFromHitPoints can damage herself in order to fuel her magic]]. It's implied that she achieves this because her blood has magic capabilities.
* CastFromHitPoints: "Parallel" version of Agnes, instead of her [[PainAndGain default ability]], gains the ability to sacrifice her own Health to decrease the cost of Spell events she plays (and to keep them in hand instead of discarding them).
* HealThyself: Her Elder Sign allows her to heal 1 damage on herself. This gives her more liberty in using [[CastFromHitPoints own signature mechanic]].
* ItemCaddy: Parallel version of Agnes is built around heavy usage of Spells, particularly events:
** She can, while upgrading Spells and Occult cards, keep both the old and new versions of the cards in her deck, allowing her to sidestep the usual rule of "no more than 2 copies of same-title card in the deck", and thus improving the utility she can get from the cards with those traits.
** Agnes can play Spell events cheaper and shufflling them in the deck insted of discarding, at the cost of [[CastFromHitPoints sacrificing own Health]].
* MechanicallyUnusualFighter: The "parallel" version of Agnes has a reduced deck size (25 instead of normal 30), but she can, while upgrading Spell cards, instead of just replacing them with higher level versions, buy them at the full cost, and keep ''both'' old and new versions, even if it would put her at more than two copies of the same card in her deck, by title, which is normally forbidden. Any old cards she keeps in the deck this way also don't count towards the deck's size.
* MythologyGag: The "parallel" version of Agnes basically reuses her abilities from ''TabletopGame/ArkhamHorror'', adapted to work with the new mechanics. Her challenge scenario also heavily resembles her [[LoyaltyMission personal story]] from the same game, which involved her confrontation with the enemy from her past life.
* SquishyWizard: PlayedWith; "parallel" Agnes gains impressive 8 Health (this is Guardian-level toughness) and the ability to heal herself whenever she draws the Elder Sign, but pays for it with having only 6 Sanity, which is the worst in her class. Whether she would be extremely durable or extremely fragile depends on damage/horror ratio of the specific scenario.
[[/folder]]

[[folder:Wendy Adams]]
!!Wendy Adams, the Urchin
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_wendy.png]]
->''Mama used to let Wendy play with her necklace when she was small. Mama would tell her stories, and Wendy would spin the necklace and watch as it glittered. Then, word came that her father had been lost at sea, and Mama started acting strange, drawing unusual symbols in chalk all over the house. They took Mama to the asylum, and Wendy went to the orphanage. Before they took her away, Mama gave her the necklace, to "protect her." Wendy stayed in the orphanage for several years before running away, deciding that she could take better care of herself on her own''.
!!!Both versions
Survivor-class investigator.
----
* ActionSurvivor: Wendy isn't a war veteran, or trained occultist, or experienced wizard, or grizzled criminal. She's a child who got involved in the horrible adventure which would break most adults... and she still keeps going.
* DespairEventHorizon: Her personal weakness, "Abandoned and Alone", removes all cards from her discard pile from the game, symbolising her losing the will to keep fighting. And the tinnier the deck becomes, the easier it's to draw this card again, not to mention taking some horror each time the deck resets.
* FragileSpeedster: Wendy has good Agility and Willpower (both at 4), which help her greatly when dealing with treacheries, but abysmal 1 Combat and moderate Health and Sanity. She's ''not'' a fighter and would be quickly overwhelmed if cornered. How exactly she solves this issue ranges from which backside (and thus deckbuilding options) you pick.
* KidHero: Wendy still being a child doesn't protect her from all the dangers and eldritch horrors, putting her at the same risks of death and insanity (or worse) as her adult colleagues, but she's no less capable to survive against all odds than everyone else.
* ObviousRulePatch: Errata for Wendy's Amulet was released, tweaking the rules specifically to counter its weird interaction with certain Events with non-standard mechanics (like, for example, events that attach themselves to other cards, instead of getting immediately discarded once played), which was easily abusable; prior to this, she was able to reuse them indefinitely.
* OrphansPlotTrinket: Her signature card, "Wendy's Amulet", is an Elder Sign trinket given to her by her parents. It allows her to play events from her discard pile, as long as she keeps it in play.
* ParentalAbandonment: Her father is LostAtSea, while her mother went insane and was put into the [[BedlamHouse asylum]].
* WiseBeyondTheirYears: In spite of being just a child, Wendy is as capable of contributing to the investigation as every other adult in the team. She notably has 3 Intellect, which while it is merely average skill value overall, it is above-average for Survivors specifically, making her among the best at finding clues in her class.

!!!Basic version.
Has access to Rogue cards (up to level 2).
----
* NoSell: She can discard one card from hand to ignore the effects of one chaos token, but she must draw another one instead.
* SituationalSword: Wendy's Elder Sign has normally a value of zero and no additional effects, but makes her succeed at any test automatically if she has her amulet in play.
* TheSneakyGuy: She can access Rogue-class cards to boost her chances to safely avoid monsters.
* StreetUrchin: She was put in an orphanage after her mother went insane, but she escaped and has lived on the streets ever since.

!!!Parallel version
Can pick either Blessed and/or Cursed cards, and access any cards with chosen trait(s), regardless of class and level. Picking both increases deck size to 35 cards.
----
* CripplingOverspecialisation: She suffers from the same problem as Father Matteo (another investigator specialising in "Blessed" cards) before her: both Blessed and Cursed cards being very rare (outside of ''The Innsmouth Conspiracy'' expansion; though she's unplayable without it anyway). She has no other off-class options.
* LuckManipulationMechanic: All her abilities are based around chaos pool manipulation.
** Her deckbuilding rules are built around Blessed and Cursed cards, particularly the cards related to Blessed/Cursed tokens introduced in ''The Innsmouth Conspiracy'' (in fact, she can't be played without the expansion anyway, due to using those tokens in her core mechanic).
** Her Elder Sign ability allows to get rid of unwanted Blessed/Cursed tokens in the chaos pool, or use with her special ability.
** "Tidal Memento" asset allows Wendy to use the tokens previously sealed on the enemies instead of drawing from the chaos pool, with all the benefits coming with them.
* PowerNullifier: "Parallel" Wendy can put blessed/cursed tokens on the enemies while evading them (either those drawn during the test, or from the pool), which, thanks to her special signature asset, "Tidal Memento", allows her to lock them from readying (thus locking them from the battle) or accumulating Doom tokens for as long as they have those tokens on them. As with all such effects, [[ContractualBossImmunity it doesn't work on Elite enemies]].
[[/folder]]

!Introduced in ''The Dunwich Legacy'' expansion
[[folder:In general]]
----

* CripplingOverspecialization: The base version of all ''Dunwich Legacy" investigators have very limited access to cards of other classes besides their own: the price of getting five level 0 cards from all the other four other classes.
* JackOfAllTrades: {{Downplayed|Trope}} in that their usefulness in certain roles is still dictated by their stats, but the base version of the "Dunwich Investigators" have access to the level-0 cards from all other classes, which makes them capable of covering multiple roles in a pinch. They also have above average endurance, with a total count of 15 total Health and Sanity combined instead of the usual 14 (with the exception of Pete, who has 11).
[[/folder]]

[[folder:Zoey Samaras]]
!!Zoey Samaras, the Chef
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_zoey.png]]
[[caption-width-right:225:''"God has spoken. I will do His work without hesitation."'']]
->''Zoey had known that she was special ever since God spoke to her one night when she was six years old... the night that terrible fire took away her parents. He told her that He had chosen her from among all the people of the world to be His agent. She would protect the innocent and punish the wicked. Since then, He comes to her in times of trouble, offering guidance and comfort. Zoey now travels from city to city, taking work as a chef to support herself. When she isn't working, she stalks the night, guided by the Lord's voice. Wherever she finds wickedness, she strikes it down without remorse or hesitation''.
!!!Both versions
Guardian-class investigator.
----
* BigGuy: All her abilities are related to fighting monsters, encouraging her to take the role of team's main fighter. Also, she has impressive 4 Willpower (above average for most classes, not just Guardians), which also makes her more resistant to Willpower-testing treacheries (and thus better at using the cards which makes her deal with treacheries intended for the other players).
* ChefOfIron: Cooks during the day, kicks asses during the night.
* HolyBurnsEvil: Her signature card, "Zoey's Cross", can damage her enemies when they engage with her.
* HunterOfMonsters: She poses as an ordinary chef at a diner, but she's a zealot who believes she hears the voice of God telling her to kill His enemies; ordinarily a prime recipe for a serial killer, if not for the fact that "His enemies" in this case happen to be the cultists and eldritch monsters trying to awaken an ancient horror.
* MaybeMagicMaybeMundane: The setting is deliberately vague as to whether or not benevolent entities like "God" exist within its setting, and with the Lovecraftian tendencies for insanity taken into account, it's never clear whether Zoey actually ''is'' hearing orders from God telling her to kill, or if she's simply mentally ill; either way, it works out, since the ones she's being told to kill in this case happen to be horrible monsters and insane cultists.
* MissionFromGod:
** Her motivation to join the team--because voices in her head (whether they actually belongs to God or not) tell her that she must fight forces of evil.
** Her personal weakness, "Smite the Wicked", spawns an additional monster, to which this card gets attached; if the monster to which this card attached survives until the end of scenario or Zoey's defeat/retreat, she will suffer mental trauma, due to "failing" her "mission". Fortunately, it's not mandatory for her to finish off this monster personally, any investigator may help.
* ReligiousBruiser: One of the team's main heavy-hitters is a devout Christian who believes that she's fulfilling a MissionFromGod.

!!!Basic version
Can include up to five level 0 cards of other classes.
----
* BoringButPractical: She gets +1 resource each time she engages an enemy. It's not much, but it still helps to boost Guardians' starving economy, and it doesn't require any extra steps from her, as she's gonna engage her enemies all the time anyway. It also helps to fuel "[[HolyBurnsEvil Zoey's Cross]]" signature, which costs exactly 1 resource to use.
* CripplingOverspecialization: All her abilities are related to fighting monsters, and thus have limited use when her current task ''doesn't'' involve active combat. Like most Guardians, she [[MightyGlacier has only 2 Agility]], as well as only 2 Intellect, which makes her poor at searching for clues unless she heavily invests into cards which would amplify her ability to.
* CriticalHit: Her Elder Sign effect makes her do more damage if it's drawn as part of a Fight action.

!!!Parallel version
Has limited (up to level 3) access to her own class, but can take Blessed and Charm cards (up to level 4) from any class, and up to 5 other level 0 Mystic cards.
----
* HolyHandGrenade: Parallel version of Zoey goes a step further with her whole ReligiousBruiser with MissionFromGod schtick, giving her actual holy powers to amplify her offensive capabilities.
** Once per phase, when dealing damage to an enemy, Zoey adds a blessed token into chaos pool. This makes her more likely to succeed at whatever tasks she does next, given that such tokens provides great stat boost.
** Once per round, she can remove 3 blessed tokens before her attack and deal +1 damage, essentially receiving help from [[MaybeMagicMaybeMundane whatever force aiding her]] to fulfil her task.
* SituationalSword: Her Elder Sign gives her +1 per blessed token in the pool. The pool is empty? That's unimpressive +0. It's filled to the brim? It's a whopping +10.
* {{Irony}}: Her entire schtick is built around making Zoey into "holy warrior" on monster-slaying crusade. Yet she can't take a Holy Spear, as it's a level-5 card -- something her basic kit ''can'' take.
* WeakButSkilled: {{Downplayed|Trope}}, compared to the other Guardians, Zoey is barred from taking high-level cards of her class (including strongest Weapons), and has 1 less Health than her basic version (8 instead of 9), but compensates for it with all the tools she has at her disposal to quickly generate blessed tokens, and being able to benefit from them in ways unavailable to other investigators. The constant stream of blessed tokens she generates passively by fighting may also help her mitigate issues with below-average Intellect and Agility, something her basic kit struggles with a lot.
[[/folder]]

[[folder:Rex Murphy]]
!!Rex Murphy, the Reporter
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_rex.png]]
[[caption-width-right:225:''"This time, nothing will stop me from getting at the truth!"'']]
->''When disaster strikes, Rex Murphy is usually on hand, suffering the consequences. After spending a day with Rex, even the most hardened skeptic will concede that the man is cursed. Anytime he had a lead on a good story, something would go wrong. That business in Innsmouth with the photographs that had blown out to sea. The tracks in Dunwich that had washed away in the rain just before he'd brought the sheriff. His terrible fortune has more than once exposed him to gruesome beasts and occult conspiracies. To survive, Rex has developed an inquisitive mind, keeping one step ahead of the next disaster''.
Seeker-class investigator. Can include up to five level 0 cards of other classes. He can't use any "Fortune" cards.
----
* AwesomenessByAnalysis: His signature card, "Search for the Truth", allows him to draw as many cards as he has clues, up to five: he not only gathers the info, but comes up with a plan based on it.
* BoringButPractical:
** His signature doesn't do anything flashy, merely allowing him to draw extra cards (with stackable bonus depending on how many clues he has). It ensures Rex that he would always have some cards to spend, to actually fuel his clue-gathering machine.
** Rex's main ability is to discover a clue in his location whenever he succeeds as an Investigation test by 2 (even if he is not using Intellect for said test). Gaining an extra clue passively with each Investigation as long as he performed well enough make him one the best Seekers in the game (which is also why he is one of the two Seekers that has been {{nerf}}ed by a taboo, limiting his ability once per round like Roland's), even if the ability itself isn't particularly interesting compared to others Investigators' more peculiar skills and gameplay.
* BornUnlucky: Not only does he suffers from a HereditaryCurse, he also [[GameplayAndStoryIntegration can't include any "Fortune" cards in his deck]] ([[CripplingOverspecialisation not that there are many such cards available for him anyway]]).
* ChewToy: The poor guy just can't catch a break. Something ''always'' goes wrong for him, especially when he seems to find a good story to write about.
* CripplingOverspecialization: The only good stat he has is his 4 Intellect. Only having 3 Willpower and Agility, he suffers from the treacheries (and can sometimes struggle to escape ambushes), while unimpressive 2 Combat leaves him very little chance at open combat. He's great clue-searcher, but that's about it.
* {{Determinator}}: It takes a special kind of thickheaded to keep going despite all of his setbacks.
* FailureGambit: His Elder Sign gives a generic "+2" boost, but also allows him to instead automatically fail a skill test and draw 3 cards.
* GameplayAndStoryIntegration: Being a reporter requires knowing how to dig up the truth no matter how deep it's buried. As such, whenever he finds a clue while investigating, he finds an extra one for free if he performed the investigation well enough.
* HereditaryCurse: His personal weakness, "Rex's Curse". Every time he succeeds on a skill check, he must return the chaos token he previously drew (ignoring its modifier), and draw an additional token; if this causes the skill check to fail, he shuffles the weakness back into his deck, meaning that you can never quite get rid of it.
* IntrepidReporter: He seeks to get all of the information he can. Of course, his curse just makes it difficult.
* ObviousRulePatch: He was the first investigator to receive his own entry at "Taboo rules" list; it limited his signature ability (when he succeed at an investigation test by 2, he discovers a clue in his location, if present) to working once per round. Prior to it, he was considered to be ridiculously overpowered, being able to quickly strip any location of clues.
[[/folder]]

[[folder:Jenny Barnes]]
!!Jenny Barnes, the Dilettante
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_jenny.png]]
[[caption-width-right:225:''"No more 'Miss Barnes' from you. My friends call me Jenny".'']]
->''Jenny Barnes has spent the majority of her young life in pursuit of creature comforts, fine dining, and the latest fashions. That all changed when she received a letter from her sister, Isabelle. In this letter, Isabelle confessed that mysterious forces were aligning against her and that she feared she may fall victim to some paranormal threat. It was the last letter Jenny received from her beloved sister. Jenny has since returned to the States to track down and investigate all occult occurrences she can find. Hardly a wilting flower, she has proven herself a crack shot as well as a fearless and clever investigator of the unknown. Until Isabelle's disappearance is explained, Jenny will never relent in her search''.
Rogue-class investigator. Can include up to five level 0 cards of other classes.
----
* ActionSurvivor: While she clearly knows how to use her guns, she's not a professional adventurer or fighter, up until recently spending most of her times making fun.
* BoringButPractical: Jenny's only special ability is to gain 2 resources during the upkeep phase instead of 1 as everyone else, otherwise she just plays like any other member of her class, but given how expensive Rogues' cards tend to be, that is unquestionably always useful.
* CrimefightingWithCash: Her being rich heiress manifests in her gameplay:
** She receives an additional resource each round. More resources means more tools at her disposal to deal with cultists and monsters.
** Her "Elder Sign" effect scales its effectiveness with amount of resources she has, with no upper threshold.
* DiscountCard: Jenny's replacement signature asset, the "Green Man Medallion", let's her place up to 3 resources on it once per round, then at the end of the scenario, it reduces the experience cost of the next card she buys by 1 for every 6 resources on it. While it's obviously no longer useful on the final mission of the campaign, you can still just commit it to skill tests for its two "wild" icons.
* GameplayAndStoryIntegration: She is a rich heiress, so of course she has better access to resources than other investigators.
* GunsAkimbo: Her signature card is a pair of ''.45s'' pistols. Their main gimmick is [[MoreDakka not having an upper limit]] how much ammo she can put in them when played.
* IWillFindYou: She is looking for her sister, Isabelle "Izzie" Barnes, who went missing.
* JackOfAllStats: She has 3-3-3-3 statline, which makes her decent at any task (and, accidentally, gives her above-average Willpower for her own class), and makes her able to [[CrimefightingWithCash put her resources supply to good use]]. But this also makes her a bit slower than the other Rogues, which she would always need to keep in mind.
* KickingAssInAllHerFinery: As always, she is depicted wearing a fabulous dress and jewelry.
* MoreDakka: Her signature [[GunsAkimbo .45s pistols]] have no upper limit of ammo, as long as she has enough resources to pay for them; and due to [[CrimefightingWithCash receiving free resource each round]], she usually has them.
* PowerNullifier: "Sacrificial Beast" replacement enemy weakness prevents Jenny from gaining resources from cards effects, her ability to double the payout of her upkeep included. Given how expensive Rogue cards tend to be, it is of vital importance for Jenny or someone else to take it out before she ends up bankrupt, which is not easy because not only it spawns the furthest location away from Jenny, but it also has decently high Fight and Health values on top of that.
* SearchingForTheLostRelative: Jenny looking for the traces of her missing sister Isabelle [[GameplayAndStoryIntegration is incorporated into her actual mechanics]]; her personal weakness, "Searching for Izzie", distracts Jenny to try and find the traces of her sister Izzie, who was previously abducted. Dealing with it costs actions, but ignoring it may cause Jenny to suffer mental trauma later due to possibly failing to save her.
* {{Socialite}}: She has no job other than being an heiress and moving about in high society.
[[/folder]]

[[folder:Jim Culver]]
!!Jim Culver, the Musician
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_jim.png]]
[[caption-width-right:225:''"No, not quiet at all. Dead folks get downright rambunctious when I play my horn".'']]
->''Jazz has been nothing but trouble for Jim since the day he picked up his daddy's trumpet. There was something weird and otherworldly about the writing on the inside of the bell, but the tones from it were smooth and dark, like good coffee. That trumpet landed Jim a lot of gigs until the time it made Widow Jenkins get up and dance, the day he played at her funeral. After that, it was kind of hard to find work. Since then, Jim has learned a lot about jazz — and the things the graveyard ghouls talk about on cold autumn nights. Lately, they've been talking about The End, as in the end of everything that is and could be. The Final Rhapsody. The fact is, Jim isn't too keen on that idea''.
Mystic-class investigator.
!!!Both versions
* BrownNote: His connection to the dead sometimes results in them answering back; this manifests as his personal weakness, "Final Rhapsody", which makes him draw 5 random tokens and take 1 damage and horror for each Skull and Autofailure drawn. Upgraded version is even worse, as it counts any tokens other than Elder Sign and blessed ones as "bad" ones.
--> ''When the dead start talking about what scares them, that's when it's time to listen''.
* CombatMedic: Can heal horror from himself or from one of his teammates with his trumpet, if he draws a Skull chaos token. Upgraded version also works with cursed tokens.
* TheFunInFuneral: He once caused a dead widow to get up and dance...at her own funeral. After that incident, he has had trouble finding work.
* JackOfAllStats: {{Downplayed|Trope}}; outside of his 4 Willpower, Jim has decent 3 Intellect and Combat, but only 2 Agility, albeit it's not that bad thanks to his abilities and deckbuilding options.
* MagicMusic: He is a {{Jazz}} musician who can actually achieve magic through his music. Fittingly, he has the Mystic class.
* MustHaveCaffeine: Loves his coffee.
* OrphansPlotTrinket: The Golden Trumpet once belonged to his father.
* SquishyWizard: {{Downplayed|Trope}}, compared to the other Mystics; Jim is slightly more resilient at 7 Health, and a bit stronger at 3 Combat, but without right cards, it wouldn't help him that much: he's more of an [[JackOfAllTrades all-rounder]] than a dedicated fighter. He also suffers from only having 2 Agility, which not only hurts him when dealing with enemies, but also makes him more vulnerable to certain treacheries.
* StreetMusician: He wasn't always one, but ever since he played at Widow Jenkins's funeral, he hasn't been able to get work. Probably because his magic trumpet [[TheFunInFuneral made the widow get out of the coffin and join in the festivities]].

!!!Basic version
Can include up to five level 0 cards of other classes.
----
* JackOfAllTrades: Compared to his parallel version, Jim's basic kit lacks access to high level off-class Spell and Cursed cards, but he's also not limited in building his own class, and can pick up to 5 level-0 cards from any non-Mystic classes, which makes him more flexible.
* LuckManipulationMechanic:
** Jim passively treats Skull Tokens' skill modifier as a 0 (any effects tied to revealing Skull token still triggers, however), which overall tips the odds of skill tets in his favour, especially on harder difficulties, where Skulls can have a very high negative modifier. Many Jim's decks leverage on his ability by including cards that will increase the likelihood of pulling a Skull token, or replacing a much harsher chaos token with it.
** Jim's Elder Sign effect is a generic +1, but he can choose to treat it as Skull token instead if he so desires to trigger effects on certain cards (like his trumpet).

!!!Parallel version
Has limited (up to level 3) access to his own class, but can take Spell and Cursed cards (up to level 4) from any class, and up to 5 other level 0 Survivor cards. Additionally, he can have a Spirit deck which must consist of 9 different Allies from any class (level 0-2), as well as a unique weakness exclusive to it.
----
* FriendlyGhost: The Allies from his spirit deck are no less helpful than their "alive" version.
* ItemCaddy: Parallel Jim can put charges on his assets whenever he draws Skull or Cursed tokens. Much like his base version, he can choose to treat the Elder Sign as a Skull (or Cursed, for this specific version of him) token as well to benefit from this ability, or just enjoy a [[BoringButPractical generic but useful]] +2 boost during a skill test.
* GhastlyGhost: Parallel Jim is pursued by the Vengeful Shade, which acts as an additional personal weakness. It's not very strong, but its main gimmick is that it's a part of a small side deck which can occasionally show up instead of helpful ghosts, take up the limited place he has for spiritual Allies, and immediately attack Jim for 2 horror. He can attack or evade it as if it's engaged with him, which allows to temporarily get rid of it, but failing just makes it go into material world.
* MechanicallyUnusualFighter: Parallel Jim has a separate "spirit deck", which is entirely filled with Ally cards, which is used entirely to charge his new signature card. Lore-wise, those are the ghosts who came to his aid.
* NecessaryDrawback: Because YouCantKillWhatsAlreadyDead, Jim's ghost allies have NighInvulnerability, but they cannot absorb hits any longer for him unlike their alive counterparts, and if damage and/or horror would be assigned to them, Jim would instead be the one suffering it. Additionally, when he gathers too many of them, he risks temporarily losing some of them and/or suffer damage/horror.
* YouCantKillWhatsAlreadyDead: When Allies gets summoned through spiritual deck, they retain their functions (only losing their traits, which gets replaced by "Geist"), but can no longer be damaged (so Jim would suffer in their stead).
[[/folder]]

[[folder:"Ashcan" Pete]]
!!"Ashcan" Pete, the Drifter
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_pete.png]]
[[caption-width-right:225:''"C'mere, boy. We got work to do".'']]
->''At night, "Ashcan" Pete sleeps wherever his travels take him: in a field, on a train, or maybe, if he's lucky, in a barn. He bunks with his loyal hound dog, Duke, on one side and his beat-up guitar on the other. And sometimes when Pete sleeps, he dreams. He dreams of haunted, tortured places and of horrible creatures. When he wakes up, he knows that someone needs his help, because his dreams are true. He could not say how long he has been on the road, living by his wits, but he can say for certain no place is too far to go to help someone in need. And as long as Pete can help people, he is not likely to stop wandering any time soon''.
!!!Both versions
Survivor-class investigator.
----
* ActionSurvivor: Pete is just a homeless guy accompanied by his dog. He has to survive in the eldritch nightmare through his luck, savviness and sneakiness.
* HomelessHero: His backstory shows us he lives on the streets, and has done so for a long time. Fittingly, he is a Survivor Investigator, being an underprepared vagrant who got caught in the investigation by chance.

!!!Basic version
Can include up to five level 0 cards of other classes.
----
* CanineCompanion: Duke, his faithful dog. Unfortunately, most of Pete's strength is related to Duke, forcing him to keep Duke active at all costs; even his Elder Sign's only effect, besides stat boost, is reading Duke. While it's normally not that bad, in the ''Dunwich Legacy'' campaign [[spoiler: Duke can be [[PermaDeath sacrificed to Yog-Sothoth]]...[[GameplayAndStorySegregation until the end of campaign]]]].
* CripplingOverspecialization: Pete can be a very reliable and [[JackOfAllTrades versatile]] fighter and clue gatherer thanks to [[CanineCompanion Duke]], but the second he gets discarded, he will struggle to do much without the proper tools to replace him.
* GlassCannon: [[CanineCompanion Duke]] provides his master with good Combat capabilities, but isn't particularly durable. Pete himself is only slightly less fragile, having only 6 Health and 5 Sanity (11 total, one of the worst in the game).
* ItemCaddy: Pete can discard his own cards to ready assets he controls, allowing him to use cards that would otherwise only be usable once per round. This ability itself only works once per round, but it gives him the possibility to activate [[CanineCompanion Duke]] twice per round (or even more than that if he pulls out his Elder Sign) at least as long as he has cards to throw away.
* MechanicallyUnusualFighter: Unlike the other investigators, who treat their "Allies" as more or less expandable, Pete needs to take everything in his power to keep Duke alive, because Duke covers for his weak points; he has some abilities specifically to assist with that. Duke is also the only "Ally" in the game who doesn't take a slot.
* RecurringDreams: He suffers from regular nightmares, and he just knows, from the past experience, that they signify something bad happening, somewhere. These dreams also act as his personal weakness, denying him the ability to ready his assets--including Duke, which makes him quite vulnerable.
* RoaringRampageOfRevenge: The ''Return to the Dunwich Legacy'' expansion has a special achievement for Ashcan Pete's player: [[spoiler: after [[PermaDeath Duke gets sacrificed to Yog-Sototh]], if Pete still manages to survive until the end of campaign and win, he avenges Duke. Made more awesome by the fact that without Duke, Pete is not particularly strong]].
* WeakButSkilled: Pete has impressive 4 Willpower and decent 3 Agility, but suffers from low Combat and Intellect (both at 2), which puts him below standard sum of skills (11 instead of normal 12). He has several means of fixing that issue without ever rising the stats themselves: either get a help from [[CanineCompanion Duke]] to get much-needed boost and fight/investigate with higher base value, or reuse exhausted assets by sacrificing cards from hand.

!!!Parallel version
Limited to level 3 of his own class, but can access "Improvised" and "Tactic" cards (both up to level 4), and up to 5 other level 0 Guardian cards.
----
* ActionSurvivor: Compared to his basic version, "parallel" Pete is slightly better as a fighter, having higher Health, Sanity and Combat, as well as some Tactic cards to increase his combat capabilities (which can become even better if he takes [[CanineCompanion Duke]] along). But he's still just a drifter, with no special training, skills or gear, and is unlikely to last for long without support.
* ItemCaddy: "Parallel" Pete can return the cards he attached to scenario cards (locations, enemies, etc) to his hand instead of discarding, albeit only once per round. This encourages him to actively using events which works by being attached to locations; it's further helped by him having access to off-class Tactic cards, which makes him rather flexible. Additionally, he can return such cards to hand immediately with his Elder Sign effect.
* MagicMusic: Whenever Pete uses his guitar to lure an enemy, he either heals 1 Sanity, or gains 1 resource.
* MindControlMusic: "Parallel" Pete can use his guitar (available as "replacement" signature) to force a non-Elite enemy in his or connected location to move once in any direction, either luring it away or luring it into a trap.
* PerpetualPoverty: While being a HomelessHero has always been part of Pete's character, Pete's replacement weakness "Hard Times" explores the negative sides of it, by forcing Pete to discard an equal amount of cards after he draws any, representing how little he owns or can keep in his travels. Notably, it has an unique trait that isn't on any other encounter or weakness card: "Hardship".
* TookALevelInBadass: Alternative Pete has a normal statline of 12 skill points and 14 durability sum of Health and Sanity in total, unlike the original, bringing his Combat and Health/Sanity stats to healthy average values (3 and 7/7 respectively). He is far more capable of achieving his goals on his own and far less reliant on [[CanineCompanion Duke]], albeit he still can take him along if he wishes so.
[[/folder]]

!Introduced in ''The Path to Carcosa'' expansion
[[folder:Mark Harrigan]]
!!Mark Harrigan, the Soldier
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_mark.png]]
[[caption-width-right:225:''He'd burn the entire town down if necessary, but he wouldn't let those monsters take anyone else.'']]
->''There were plenty who returned from the war broken in body or spirit. But Mark Harrigan had witnessed horrors he could not explain. His beloved Sophie believed him when he wrote her about the things he saw - not the men killing other men, but the other things. The creatures. When he came home and went to visit her, he found the reasons she believed him: she had one of the creatures inside her, eating her from the inside out. As he watched in helpless horror, she faded away into the air, screaming as thing finished its meal. Now everyone thinks Mark Harrigan is crazy. Maybe he's finally lost it, after all. But he knows the monsters are real, and he will not rest until every last one is dead''.
Guardian-class investigator. Can include any level 0 "Tactic" cards, regardless of class.
----
* BigGuy: Most Guardians have around 8 Health and 4 Combat, which makes them good pick for designated fighter. Mark has 9 Health and 5 Combat, as well as extra defensive and offensive abilities. Like other Guardians, he pays for his high Health and Fight by having 5 Sanity and average Willpower, but [[TheLostLenore the photo of his late wife Sophie]] lets Mark [[CastFromHitPoints suffer direct damage to increase his odds at succeding a skill test]], making him less likely to suffer horror from a treachery's test.
* BoringButPractical: Mark's main ability is to draw a card whenever he suffers damage once per phase. While this trait would be more or less worthless for most other classes that would rather avoid harm in any way possible, because [[BigGuy Guardians]] are meant to be fighting in the frontline and taking hits for the team, he can get a ton of mileage out of it.
* CastFromHitPoints:
** Mark can deliberately damage himself to increase his stats during skill checks. However, if he suffers too much damage, this ability gets disabled, [[DeathSeeker causing his stats to]] ''[[DeathSeeker decrease]]'' [[DeathSeeker instead]].
** {{Inverted|Trope}} with his signature card, "The Home Front", which allows him to move one of his damage tokens to the attacked enemy.
* CripplingOverspecialization: His only off-class options are level-0 Tactic events, which primely belongs to Guardian class anyway. Situation did improve over time, as more non-Guardian Tactic cards were introduced, but at the release, he had access to only few cards.
* DeathSeeker: If he suffers too much damage, his personal weakness, "It Was All My Fault", enters play and reduces all his stats by 1, making it easier to be wounded even further. The only way to snap him out of this is to start treating his wounds.
* LifeDrain: "The Home Front" works similarly to the level 0 version of Vicious Blow (with a very high modifier of +4 Combat instead of +1), only that instead of just dealing an extra point of damage, it ''moves'' one damage from Mark onto the enemy; it has however the drawback that if Mark is unhurt, then the skill won't obviously cause any extra damage. Amusingly, if Mark commits this card to the attack of another investigator, he is still the one getting healed.
* LightningBruiser: {{Downplayed|Trope}}; on top of having a ton of health and being as combat capable as most members of his class, he's also slightly faster than most Guardians, having 3 Agility instead of the usual for his class 2, which makes him not as vulnerable to Agility-testing treacheries, and increases his chances to evade enemies instead of fighting them directly.
* TheLostLenore: His wife, Sophie, was [[EatenAlive eaten from the inside out by some unknown monster]]. This motivated him to join the team, so he may avenge her.
* MyGirlBackHome: Sophie, who believed him about the monsters he saw in the war. She believed him because [[EatenAlive one of them was eating her from the inside out]].
* PainAndGain:
** Whenever a card under his control takes damage (himself included), he draws extra cards.
** His Elder Sign effect gives him +1 to the tested skill for each point of damage he has.
* ReturningWarVet: A UsefulNotes/WorldWarI veteran who was unlucky enough to find [[MyGirlBackHome his girl back home, Sophie]], killed by some monsters, in [[EatenAlive a rather gruesome way]]. Now, he would put his military experience to use against whatever EldritchAbomination stands behind it all.
* RoaringRampageOfRevenge: His motivation to join the team is to avenge the death of his wife, [[TheLostLenore Sophie]], killed by whatever monsters now threaten the world.
* ShellShockedVeteran:
** Most people think that Mark didn't take the war very well. Ironically, his story makes it clear that it wasn't the war that got to him, thanks to [[MyGirlBackHome Sophie]] believing everything he wrote back to her about the monsters he encountered fighting in the trenches. It was only '''after''' he came home, and found Sophie being EatenAlive by an EldritchAbomination that he went over the edge...
** His (other) personal weakness, "Shell Shock", which, once triggered, causes him to suffer horror if he has suffered too much damage, basically making him sink into flashbacks to traumatic events during the war.
* TragicKeepsake: His signature card, "Sophie", is the last photo of his [[TheLostLenore late wife]], killed by monsters he now fights. It allows him to receive additional resolve ([[CastFromHitPoints at the cost of his health]]), but he may become [[DeathSeeker near-suicidal]] if he uses this effect too much, resulting in the opposite effect.
* UnskilledButStrong: Mark has quite high stats (his stats adds up to 13, instead of usual 12), as well as the ability to [[CastFromHitPoints bruteforce his way through skill tests at the cost of Health]], but pays for it by having extremely limited deckbuilding options, with barely any access to off-class cards, thus making it hard to build him as anything other than a fighter.
[[/folder]]

[[folder:Mihn Thi Phan]]
!!Minh Thi Phan, the Secretary
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_mihn.png]]
[[caption-width-right:225:''"You can depend on me to guide you through the unknown".'']]
->''Minh never quite felt like she belonged in America. Things were even harder for her family before they moved, being Vietnamese in Korea under Japanese rule. She worked hard to get her college degree, reminding herself that her parents had sacrificed much to come to the States. Finally, her father became acquainted with a man from Arkham, Mr. Thomas, who offered Minh a job at his office. he was kind to her, at first - but then he started reading The King in Yellow, and his demeanor changed completely. He'd lent it to Minh, but she dared not read past the first act. Three weeks later, Mr. Thomas was found dead, having taken his own life… And The King in Yellow is the key to the truth''.
Seeker-class investigator. Has access to Survivor cards (up to level 2).
----
* ActionSurvivor: She is neither an occult expert nor a part-time wizard, rather she is a secretary who just happens to be involved in this madness. Fittingly, she has access to Survivor-class cards. Gameplay-wise, Mihn has great mental stats (both her Intellect her Willpower are a decent 4), but her physical stats are low (her Combat and Agility are a measly 2), but she can make up for them with her access to Survivor cards to help her fight and evade if she ever will need to.
* AwesomenessByAnalysis: Her signature card, "Analytical Mind", allows her to commit her cards to other investigators' skill checks even when they're not in same location. For Minh herself, it allows her to draw an additional card when she assigns exactly one card to any skill check.
* BoringButPractical:
** Minh main ability is to make cards commited to a test in her location give an additional +1 skill value: it's not a big increase, but overall it raises the odds of passing important tests significantly.
** Her signature asset "Analytical Mind" lets Minh commit a card to tests performed by an investigator at any location: while it has the drawback of not triggering Minh main ability, the increase in range at which she can support the team is very valuable. It also had the additional ability of, once per round, let her draw a card when she commits exactly 1 card, letting her replace commited cards quickly.
* BrownNote: Her boss was DrivenToSuicide by reading ''Literature/TheKingInYellow'', which motivated her to join the team in order to learn more. Now, this book is her personal weakness, which disrupts her ability to use her cards during skill checks.
* ItemCaddy: While all Investigators can commit their cards to their teammates' tests, Mihn does that more efficiently: increasing their skill bonus, being able to do that from another location, drawing a card if she commits exactly one card to the test and so on.
* ItsPersonal: One of the reasons for her involvement in the plot was finding out just ''what'' caused her [[BenevolentBoss boss']] insanity and death.
* SupportPartyMember:
** Minh makes the cards she and other Investigators commit at her location passively better, adding one wild icon to them for the test.
** Her signature card, "Analytical Mind", allows her to commit cards to another investigator's checks even if they are in another location, albeit only one card per test.
** Her Elder Sign allows her to return the card of her choice that was committed to a test back to owner's hand once the test ends. This allows her to commit cards to other people's tests more liberally, as well as allow ''them'' to do the same.
[[/folder]]

[[folder:Sefina Rouseeau]]
!! Sefina Rousseau, the Painter
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_sefina.png]]
->''Even when she was young, Sefina's alluring paintings drew the eyes of many. When an art collector from Paris visited Tahiti and discovered Sefina, he offered to support her work in exchange for her services creating imitations. Her keen eye and steady hand were perfect for the task, and Sefina found the art of forgery to be more engaging and captivating than she'd imagined. Her most recent work came from an anonymous stranger with deep pockets, who'd tasked her with recreating a panorama of a strange, alien city. When she completed the final stroke, she was sent hurtling into the world of the painting. She only barely survived the ordeal, passing out from exhaustion. When she awoke in her gallery, she knew it had been real''.
Rogue-class investigator. Has access to Mystic cards (up to level 2). Has an increased decksize of 33 cards.
----
* AnomalousArt: Both her backstory and her abilities are related to her own art, which clearly has some magic in it.
** Her last work turns up to be significantly different from anything she had done before, sucking her into its world, experience she barely survived. Not surprisingly, since it was a painting of [[EldritchLocation Carcosa]].
** Her signature card, "Painted World", can be used as an extra copy of any non-Exceptional event under her sheet (she reserves up to five of them at the beginning of scenario). She starts with three copies of it; each copy may be used only once per scenario, before being removed from the game for the scenario's duration.
* BoringButPractical:
** "Painted World" does nothing on its own but copy the effect of another event card. Given how many good events there are in the Mystic and Rogue card pool, being able to "go over" the limit of two copies of a card per deck is a very strong ability to have.
** Sefina's only other ability on her character sheet (beside spending an action to draw a card beneath her sheet), is to start each scenario at the maximum base hand size of 8 cards instead of 5 like all other Investigators, at the cost of being unable to mulligan. It might not sound like much, but starting a game with 3 extra cards in hand is a big boon as it gives Sefina lots of options in the early stage of the scenario and allows her to set up more quickly in a game where [[TimedMission you have a limited amount of turns to win]]. And unlike Seekers, who can achieve similar effect through their cards, she doesn't have to pay experience for that.
** Besides its main effect (which would eventually be disabled when her event stash runs out), her Elder Sign gives her impressive "+3" stat boost (one of the highest stats boosts from Elder Sign in entire game).
* FragileSpeedster: Like most Rogues, she has 4 Agility, but with only 5 Health (lowest in her class) and 2 Combat, she can't survive a prolonged fight. Her high Agility and Willpower make her relatively resistant to treacheries, but one failed test can destroy her.
* GameplayAndStoryIntegration: She is a forger and and she can forge "illegal" copies of certain cards using her signature events, "Painted World".
* ItemCaddy: {{Downplayed|Trope}}; her abilities allow her to make a "stash" of events at the beginning of the game, and either quickly draw them, or copy via her signatures, but she has only 3 copies of "Painted World" (each working once per game) and has no means to put extra cards beneath her sheet, so this advantage would run out eventually, making her no different than other investigators in how she plays the cards.
* ItOnlyWorksOnce: {{Downplayed|Trope}}, she has three copies of "The Painted World" event that lets her mimic other events, but each copy is only usable once per scenario.
* MasterForger: She specialises at creating copies of others' works. Her last work turns out to be...[[AnomalousArt different]].
* MechanicallyUnusualFighter: When drawing opening hand, she picks 13 cards, puts 5 events of her choice beneath her sheet, and uses other 8 cards as starting hand; she's explicitly forbidden to do mulligan. During the course of the game, she can draw those cards by spending actions or by drawing her Elder Sign, and her signature event allows her to mimic those events up to 3 times per game.
* NamedAfterSomebodyFamous: She is named after Henri Rousseau, a post-impressionist French painter.
* PowerCopying: "The Painted World" event lacks its own effect, and instead copies one of events beneath Sefina's sheet. She has three copies of it, each can be only used once.
* PowerNullifier: "Stars of Hyades" forces Sefina to remove a card beneath her from the game, quickly dimishing the options of cards "Painted World" can imitate. Don't think you can be clever by pulling all cards from beneath Sefina to prevent her personal weakness from targetting them however, because it will start to sap her Health and Sanity instead!
* SquishyWizard: Sefina pays for massive Willpower (4, way above what most Rogues have) and access to tons of Mystic cards with lowest Health in her entire class, and one of the lowest Combat stats in her class. In order to survive, she has to rely on her tricks and on her magic; if neither works, she would perish very quickly.
* StarPower: {{Inverted|Trope}}, stars are her ''bane''. Her personal weakness, "Stars of Hyades" (a constellation strongly associated with [[Literature/TheKingInYellow Hastur]]), forces her to remove one card under her character sheet from the game; if she can't, she suffers 1 damage and 1 horror instead. After that, this card gets shuffled back into deck instead of being discarded.
* TouchedByVorlons: It's implied Sefina's visit to [[EldritchLocation Carcosa]] granted her magic powers, hence her access to Mystic cards; and if her personal weakness is anything to go by, what [[EldritchAbomination Hastur]] gave her, he can also take away.
[[/folder]]

[[folder:Akachi Onyele]]
!!Akachi Onyele, the Shaman
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_akachi.png]]
[[caption-width-right:225:''"I will journey to the lands beyond. I do not fear them".'']]
->''As a young girl in Nigeria, Akachi became used to being set apart. Her habits of chattering away at thin air and secluding herself from other children led her village to believe she was mad. Her village Dibia was the first to see her true potential. He believed Akachi was marked by the spirits for greatness, and he taught her how to commune with them to her advantage. Under his tutelage, Akachi grew into a wise young leader, respected not just in her village, but in every community she aided. Now she meets her destiny head on, seeking out unnatural troubles that only her knowledge can stop''.
Mystic-class investigator. Has access to any card which uses "charges" (read: most spells) up to level 4, and any level 0 "Occult" cards, both regardless of class.
----
* BlackMage: Puns aside, she is one of the better choices for combat-oriented builds amongst Mystics, due to being able to consistently keep her combat magic ready for use, as her signature card, "Spirit-Speaker", allows to return discharged Spells (and other cards with charges) to her hand, from where she can put them into play again, fully charged.
* BoringButPractical: Akachi's main ability is to passively improve all asset that use "charges" by making them enter play with an additional one. That alone allows her to use powerful spells for longer without needing to replace or recharge them, get more value out of every resource she spends to play these assets and get a leg up with cards that slowly accumulate "charges" to work compared to other Investigators that can use them.
* EnergyAbsorption:
** She can absorb charges from her assets as resources.
** Her personal weakness, "Angered Spirits", requires her to absorb some charges from her assets, and transfer them to this weakness; if she fails to accumulate 4 charges before the scenario ends or she gets defeated/resigns with it in play, she suffers physical trauma.
* EthnicMagician: An explicit version of one, since her dibia powers are the reason for her gifts.
* ItemCaddy: She's more efficient with assets which relies on charges, compared ot the other investigators:
** All such assets enter play with 1 extra charge.
** Her Elder Sign allows her to add 1 charge to asset she controls.
** When needed, she can either return one of such assets back into hand (to later put it in use fully charged), or discharge it and gain the charges as resources, then discard the asset.
* MagicKnight: One of the more combat-capable Mystics (having 3 Combat), and decently fast with 3 Agility. Also, thanks to being able to use almost any assets with "charges", she can use "Enchanted Blade" (from ''The Circle Undone''), both in its Mystic and Guardian versions (and can keep it charged thanks to her abilities).
* ManaBurn: "Angered Spirits", Akachi's personal weakness, requires her to exhaust her spells assets (potentially rendering them unusable for the current turn) and spend 1 charge on them to appease the spirits. It is technically not required for her fulfill this task, but if there aren't 4 charges on her weakness by the end of the scenario, she suffers a physical trauma (and as expected from a [[SquishyWizard Mystic]] she only has 6 health, so every wound you suffer will weight quite heavily).
* ReligionIsMagic: Her shamanistic magic is based on her Igbo religion, Ọ̀dị̀nàlà (she's a dibia in her own right).
* StrongAndSkilled: Akachi combines above-average stats (adds up to 13 instead of normal 12), flexible selection of the cards for her slots and strong ability which significantly reduces the pain of working with her assets. Her deckbuilding is somewhat limited due to the lack of off-class access to the cards outside of "cards with charges" archetype (as you have finite amount of slots to use them), but it's nowhere as debilitating as with some other investigators.
[[/folder]]

[[folder:William Yorick]]
!!William Yorick, the Gravedigger
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_william.png]]
[[caption-width-right:225:''"I am but a simple player in this drama, but if I am lucky, I'll live to see the curtains fall".'']]
->''William Yorick never wanted to be a gravedigger. He had trained to be an actor and had worked for years in Boston, taking whatever parts were available. Shakespeare was the best stuff, of course, but after many years and hardly any roles, he was forced to admit that the stage was not his destiny. Digging graves was tedious work, but the dead made for an excellent audience, and William always did love a soliloquy. The job took a dark turn when he found degenerate creatures eating the dead in their graves. Ever since that night, Yorick has kept the creatures at bay, using whatever means he can to protect the dead''.
Survivor-class investigator. Has access to Guardian cards (up to level 2).
----
* BewareTheSillyOnes: Yorick loves to talk like a Shakespearean actor and act dramatic, but when push comes to shove, he'll put any horror in the dirt.
* BigGuy:
** William has access to Guardian-class cards, and has Guardian-grade Combat and Health (4 and 8, respectively).
** His ability only works when he defeats enemies, encouraging him to take an active role in combat.
* CreepyMortician: {{Subverted|Trope}}. Yorick himself looks fairly average (although plenty scraggly), and is a hero who puts {{Eldritch Abomination}}s in ''their'' graves.
* DeaderThanDead: Once per scenario he can use his signature card, "Bury Them Deep", to add any defeated non-Elite enemy to the victory display, not only removing it from play for the rest of the scenario, but also earning 1 bonus experience point for the whole team.
* DueToTheDead: Yorick was ''furious'' when he found the ghouls desecrating the graves and eating the dead, and decided to dedicated his time to stopping them. His personal weakness, "Graveyard Ghouls", represents a pack of ghoul graverobbers and carrions, which disables his ability to retrieve cards from discard pile until he kills them... which would be only a temporary solution, unless he wastes his signature on them.
* ExperienceBooster: "Bury Them Deep" [[DeaderThanDead adds a defeated non-elite enemy to the victory display instead of discarding it]] and gives every investigator 1 Victory.
* HunterOfMonsters: His backstory mentions that he was fighting ghouls even before the story started.
* ItemCaddy: Yorick can play asset cards from his discard pile whenever he defeats an enemy (paying their cost). His Elder Sign effect also allows him to return a card from his discard pile to his hand, and unlike his main ability, it can even return skills and events, not just assets.
* LightningBruiser: {{Downplayed|Trope}}, on top of a part of their card pool, Yorick inherits from Guardians their strong Combat value (4) and high Health (8), making him one of the best fighters among Survivors, and he is not hindered by bad agility unlike most Guardians, as he has 3. Instead the weakness he has in common with members of his secondary class is low sanity (6) and middling Willpower (3).
* MeaningfulName: He's a [[Theatre/{{Hamlet}} grave digger]]...
* ShoutOut: His entire character is one to Theatre/{{Hamlet}} (and [[Creator/WilliamShakespeare its author]]), both in name and profession.
* StarvingArtist: He wanted to be a Shakespearean Actor, but as his backstory attests, "dramatic monologues didn't put bread on the table".
* TooAwesomeToUse: His signature allows to permanently kill one enemy for duration of scenario, but as you have just one shot, it's all too easy to wait for "perfect moment" and end up not using it at all, especially if it ends up discarded by some treachery.
[[/folder]]

[[folder:Lola Hayes]]
!!Lola Hayes, the Actress
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_lola.png]]
[[caption-width-right:225:''Perhaps this would be her big comeback'']]
->''Lola has performed to sold-out houses worldwide, but no play has been as haunting or as odd as The King in Yellow. Even during rehearsals, everything about it brought calamity and dread. When her co-star, Miriam, was found floating dead in the Seine, she decided she'd had enough, and penned a letter to the director explaining that her next performance would be her last. Now she heads home to Arkham for one final show, hoping she can finally be rid of this dreadful play''.
Neutral-class investigator. Has access to cards of any class (up to level 3). Has an increased deck size of 35 cards.
----
* ActionSurvivor: Her adaptiveness is a clear case of GameplayAndStorySegregation, as Lola herself is just an actress with no special training or magic abilities, who has to adapt to the eldritch horrors, or perish.
* GlassCannon: She has below-average Health and Sanity (6), making her rather fragile.
* JackOfAllStats: She has all stats set to 3 out of 5, probably done so that she can [[JackOfAllTrades make reasonable use of every card she has access to.]]
* JackOfAllTrades: Can access cards of any class (up to 3 level), making her one of the most versatile investigators in the game. However, it's not recommended to invest in more than 3 classes at once, due to the way her "Roles" system works.
* LossOfIdentity: Her personal weakness, "Identity Crisis", forces her to discard all cards of her current "role" which she currently has in play, and then discard first card of her deck, switching her to its class's "role" (if weakness was discarded, she switches to "neutral" instead, meaning she can't use non-neutral cards).
-->''"I've played so many roles. Madness is to be expected"''.
* MechanicallyUnusualFighter: She's one of the few Neutral investigators, and has access to every class (although only up to level 3). But she needs to change her "role" during the game to actually use them (though assets already put in play will continue working), and each "role" has access to only one class (besides Neutral). To compensate for this, she has a slightly bigger deck size than usual, allowing her more liberty with deck-building. To prevent CripplingOverspecialisation (and actually put her abilities to use), she is forced to use at least three non-Neutral classes.
* ThePowerOfActing: She can change her character class (or, as her ability calls it, "role") in the middle of the game (either through her signature ability, or via her signature card, "Improvisation", which also decreases the cost of the first card of the new "role" by 3), and with it, available cards.
* SoleSurvivor: If present during the first scenario of ''The Path to Carcosa'', she gains a unique prologue, which shows her as the only person involved in the play who survived it, at least with her sanity intact.
* StanceSystem: She can switch between "roles" (changing her class), with only cards matching her current "role" being playable; Neutral cards are always available, and she can keep the assets she's already put in play. She can change her current "role" either manually (once per round), or by drawing Elder Sign. Her signature event card, "Improvisation", allows her to change the role immediately and then puts something from that role into play with massive discount (as well as draw an extra card, so she would have something to pick from).
[[/folder]]

!Introduced in ''The Forgotten Age'' expansion
[[folder:Leo Anderson]]
!!Leo Anderson, the Expedition Leader
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_leo2.png]]
[[caption-width-right:225:''"Keep moving. You can die on your own time".'']]
->''Leo Anderson has spent his whole life getting into the deadliest and most obscure corners of the globe. Along the way, he's lost good people. He often questions whether such academic pursuits have been worth the lives lost. His most recent expedition, an ill-fated voyage to Nan Madol to recover Olosopha's Almanac, ended in complete disaster. Mitch was the only one of his people to survive, or at the very least, to remain human. Leo is sick of burying people who trusted him. But now he knows these expeditions aren't purely academic in nature - and he won't quit until the job is done''.
Guardian-class investigator. Has access to Rogue cards (up to level 2).
----
* GameplayAndStorySegregation: Story-wise, Leo suffers from SurvivorGuilt and wishes to avoid any more casualties under his watch. Gameplay-wise, he's encouraged to rely on his Allies as [[WeHaveReserves meat shield]] and, and his stock starting deck even encourages him to take Decorated Skull, which accumulates charges when anyone dies near it, friend or foe (though his personal weakness ''does'' make him discard his Allies to put them out of danger).
* GeniusBruiser: {{Downplayed|Trope}}; while Leo obviously can't replace actual dedicated Seeker, he doesn't struggle as much as many other Guardians when looking for clues, thanks to having 3 Intellect (above average for his class) and access to some off-class cards which can help him find more clues. Leo's native class and good 8 Health and 4 Combat would protect him while he's busy with his research.
* ItemCaddy: His playstyle is built around using a large amount of Allies; compared to the other investigators, he can access them more cheaply and, with the help of his signature Ally, Mitch Brown, he can have several Allies in play simultaneously. His Elder Sign effect adds to this playstyle as well, allowing him to look at the top 3 cards of his deck for an Ally card and draw it.
* TheLeader:
** He was the leader of an ill-fated Yucatan expedition in his backstory.
** If he is a part of the team during ''The Forgotten Age'' campaign, the campaign guide enforces him into position of the lead investigator (if they're present, he can be replaced by Ursula Downs or Monterey Jack instead).
** All his abilities are related to Ally cards, motivating you to include many of them in his deck. He can even put in play several non-unique Allies at once, thanks to his signature Ally, Mitch Brown.
* TheMenFirst: He won't allow any of his friends to die because of him. His personal weakness, "[[SurvivorGuilt Bought in Blood]]", forces him to discard one Ally card from play or all Allies from hand, leaving him vulnerable.
* MightyGlacier: He's slow even by Guardian standards; he has only 1 Agility, worst in his class and one of the worst in general. This not only makes him unable to escape ambushes without cards which can boost his Agility, but also makes him extremely vulnerable to Agility-testing treacheries.
* MyGreatestFailure: He led seven men into Nan Madol. [[DwindlingParty Only he and Mitch made it back alive]]. He ''will'' protect his new team, no matter the cost.
* SparedByTheAdaptation: Unlike Leo's original appearance in ''TabletopGame/ArkhamHorror'', Mitch survived the ill-fated expedition with his sanity intact and is still following Leo.
* SurvivorGuilt: He suffers from survivor complex ever since the [[MyGreatestFailure ill-fated Nan Madol expedition]], still feeling that he failed his men and let them die, while surviving himself. As result, he developed his [[TheMenFirst "no one gets left behind" mindset]], which may doom ''him'' instead.
* UnscrupulousHero: Has access to Rogue class cards; as long as he can get the job done and protect his friends, he is willing to [[CombatPragmatist fight dirty]] or deal with shady people.
* WeHaveReserves: Leo's emphasis on making the most of Allies means he also has plenty of people absorbing damage and horror in his place, making him among one of the most resilient Guardians (on top of already having 8 Health). Mitch Brown amplifies this further, giving him 2 extra Ally slots for non-unique ones, providing him with even more tanking.
[[/folder]]

[[folder:Ursula Downs]]
!!Ursula Downs, the Explorer
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_ursula2.png]]
[[caption-width-right:225:''"Discovery is easy. Understanding is the hard part".'']]
->''Not many people can say that they've climbed a mountain on every continent. Fewer still can say they've stolen a golden idol from a tribe of cannibals. Among women in a male-dominated society, Ursula is unique in being able to make these sorts of claims. Ever since she was a small girl, Ursula has broken the rules set down for her, climbing trees, playing in the mud, exploring the woods, and doing plenty of other things that a "proper young lady shouldn't be doing." Since getting a degree in archaeology in Boston, she has been traveling the world searching for forgotten civilizations''.
Seeker-class investigator. Has access to "Relic" cards of any class (up to level 4).
----
* ActionGirl: It's mentioned in her backstory that she was always the active, exploring type. She also has average Health and Sanity (meaning she is not as vulnerable physically as other Seekers) and 4 Agility (great in general, and certainly best amongst Seekers), making her more able to survive on her own than most of other investigators of her class, as long as she [[FragileSpeedster manages to avoid actually engaging monsters head-on]].
* AdventurerArchaeologist: She has a passion for adventure and archaeology. Perhaps a little too much, because it caused her problems on more than one occasion, and potentially can cause them again, through her personal weakness.
* BlueBlood: She's got a hefty inheritance, but she used it to set up her work.
* BoringButPractical: Mitch Brown lets Ursula draw 1 card when she reveals a new location or puts location into play; this ability isn't particularly impressive, but it costs her nothing and can come up rather often in some scenarios.
* CuriosityKilledTheCast: Her personal weakness, "Call of the Unknown", forces her to explore another location until the end of her turn, even if it is detrimental to the current mission; otherwise she suffers horror.
* {{Expy}}: Female AdventurerArchaeologist from rich [[BlueBlood aristocratic family]], who spends her time and money on expeditions in dangerous corners of Earth, in search for long-lost artifacts. [[Franchise/TombRaider Sound familiar]]?
* ExtraTurn: Once per round, after moving, she gets a chance to immediately investigate her new location without spending any extra actions. This is a part of her representing mobility-based Seeker archetype.
* FragileSpeedster: She's one of the few Seekers to have 4 Agility, which allows her to easily run away from many monsters, as well as deal with many otherwise-dangerous treacheries. She also has the Elder Sign ability which allows her to move to connected location without spending actions. But if she actually tries to engage the enemy head-on, it likely wouldn't end well, as she has only 1 Combat.
* TheSneakyGuy: She's meant to always being on the move, [[FragileSpeedster avoiding direct engagements like fire]], which is definitely made easier thanks to her 4 Agility. Her signature Ally, Mitch Brown, lets her first move or investigate actions each turn to not provoke attacks of opportunity, meaning that she can gather clues or run away right under enemy's nose.
* TheLeader: If she is a part of the team during the ''Forgotten Age'' campaign, the campaign guide forces her into the position of lead investigator (if present, she can be replaced by Leo Anderson or Monterey Jack).
* TreasureHunter: While her subtitle is "The Explorer", Ursula main card options outside Seeker and Neutral cards are "Relic" cards (which are mostly powerful asset cards taking up an accessory or hand slot). Given the main way to obtain certain cards is to gather experience on the field to purchase them, [[GameplayAndStoryIntegration it is not unlikely for Ursula to have found them during her investigation]].
[[/folder]]

[[folder:Finn Edwards]]
!!Finn Edwards, the Bootlegger
[[quoteright:225: https://static.tvtropes.org/pmwiki/pub/images/ahlcg_finn2.png]]
[[caption-width-right:225:''"Never lose track of the exit. Or the merchandise".'']]
->''Prohibition was the best thing that ever happened to Finn Edwards. Until they banned alcohol, he was just drifting through life, doing odd jobs here and there. But afterward, the demand for alcohol rose to such a fever pitch that he was able to make a living evading the law and giving people what they wanted. His new lifestyle particularly suited his personality, providing him with a taste of danger and plenty of cash. He never got caught and never lost a delivery. Now he's wrapped up in some kind of supernatural conspiracy, but in the end, he adheres to the same principles: Deliver the goods. Don't get caught''.
Rogue-class investigator. Has limited (only up to level 3) access to his own class, but unlimited access to any "Illicit" cards, regardless of class, and up to 5 Seeker/Survivor level 0 cards.
----
* ActionSurvivor: {{Downplayed|Trope}}; while Bootleggers are hardly defenceless, they do not see as much action as gangsters and other criminals. Fittingly, he has (limited) access to Survivor cards.
* {{Backstab}}:
** His .38 "Trusty" deals bonus damage when used against enemies not engaged with you -- particularly, when he attacks the enemies who attacks someone other than him.
** His Elder Sign effect has the bonus scaling with the number of exhausted enemies. Though it's useful in any task, not just combat.
* CripplingOverspecialisation: He can't take high-level cards unless they have the "Illicit" trait, which not only gives him very few off-class cards, but also restricts him from many good cards of his own class.
* DamnItFeelsGoodToBeAGangster: He considers his life as a bootlegger to be best thing that ever happened to him.
* ExtraTurn: Finn has an extra action each turn to evade, which allows him to exhaust an enemy and still have enough actions left to capitalise on that.
* GeniusBruiser: {{Downplayed|Trope}}, he has very good Intellect (4), but also decent fight (3), so he can defend himself if his deck is built for combat and/or he needs to stand his ground, but his ability and signature cards encourage him to evade rather than confront enemies head on.
* ItemCaddy: Finn has unrestricted access to Illicit cards, and has special signature card, "Smuggled Goods", which allows him to quickly find such cards in either his deck or discard pile; as an added bonus, drawing from the deck makes him shuffle "Smuggled Goods" into deck instead of discarding it, making it relatively easily reusable.
* LightningBruiser: {{Downplayed|Trope}}. Finn's 3 Combat makes him stronger than most Rogues, but it is still only average in the game overall; instead it would be better for him to avoid unwanted confrontations through his 4 Agility. His Health and Sanity are merely average, but that also means unlike most investigators, he is not more particularly vulnerable to either damage or horror specifically.
* TheSmartGuy: He has access to some Seeker cards, and has an impressive 4 Intellect to work with.
* TheSneakyGuy:
** He is an (in)famous smuggler who never gets caught.
** He is great for stealthy accumulation of clues, due to having good Agility (and a bonus action specifically for Evasion), good Intellect, and access to some Seeker cards. Additionally, his Elder Sign effect allows him, if he succeeds with good enough result, find extra clue.
* SoMuchForStealth: His personal weakness, "Caught Red-Handed", causes all enemies in his location to get ready, and all "Hunter" monsters to move one step closer to him, which, if it happens at the worst moment, can lead to him being hopelessly overwhelmed. [[TotalPartyKill Or not only him]].
* StealthExpert: He has one bonus action each round specifically to Evade.
* TokenEvilTeammate: He is trying to save the world (and will do so if he succeeds), but he is still an unrepentant criminal.
* VenturousSmuggler:
** His main "job" is to smuggle goods to whoever is willing to pay for them; he's ''very'' good at it.
** Him being a smuggler [[GameplayAndStoryIntegration manifests as part of his mechanics]]. His signature card, "Smuggled Goods", allows him to quickly find "Illicit" cards in either his deck or discard pile, and draw them.
[[/folder]]

[[folder:Father Mateo]]
!! Father Mateo Castile, the Priest
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_03_father_mateo.jpg]]
->''Mateo Castile's life has not been easy since he became a priest. Recent decades in Mexico have been wracked with instability and conflict. Father Mateo struggled to balance his faith with the pragmatic concerns of preaching when the law told him he must not. But this is not what has assaulted Mateo's faith at its core. The nearby murders and kidnappings were not politically motivated, as he had suspected. A gruesome and horrid cult thrives at the heart of the brewing war. How, Mateo wonders, could a kind and loving God allow what he saw that night to exist?''
Mystic-class investigator. Has access to ''Blessed'' cards of any class (up to level 3). Receives free exp at the deck creation.
----
* BadassPreacher: He decided to take a more proactive role in fighting the forces of evil, and joined the team in their quest to save humanity.
* CripplingOverspecialisation: When he was originally released, he had very few off-class options, due to the "Blessed" trait not being very common. He got a large infusion of new off-class cards with the release of the ''The Innsmouth Conspiracy'' Cycle, but this obviously requires buying another expansion besides his own.
* CrisisOfFaith: Mentioned in the backstory, he wonders how a kind God can allow such a horrible cult as Yig's to do horrific things to people.
* CriticalHit: His Elder Sign makes him pass whatever skill test he's doing automatically, and gives one other bonus of his choice.
* ExtraTurn: His Elder Sign gives him the choice between two options, one of them taking an extra action (but only if it's his turn).
* ItOnlyWorksOnce: He has a built-in ability to ignore Auto-failure token (or let the other player to ignore), counting it as Elder Sign instead, but only once per scenario.
* NoSell: Once per scenario he can ignore (or allow other investigators to ignore) the Auto-failure chaos token, and instead treat it as an Elder Sign (which for himself means auto-success).
* ReligionIsMagic: It [[ImpliedTrope never gets explicitly confirmed]] whether there's any connection, but Mateo, a Catholic priest, not only belongs to the Mystic class (''the'' magic class in the game), but also has access to Blessed cards, many of which are dedicated to turning the tides of fate in investigators' favour and/or have religious themes themselves. His backstory also omits where he even learned magic, leaving his faith and devotion as the possible explanation.
* SnakePeople: His personal weakness is "Serpents of Yig", a group of Yig-serving serpent people. They work by "sealing" the Elder Sign token, making it unavailable for ''anyone'' until you kill them.
* TokenMinority: He's native to Mexico, and only his personal mission brought him to Arkham.
* TooAwesomeToUse: Mateo is one of the few Investigators with an once per game ability, but he allows him to instantly treat an [[CriticalFailure Auto-Fail]] Token as an [[CriticalHit Elder Sign]] Token. Needless to say, most players wait on using it until they ''really'' cannot afford to fail a test. Similarly, his "Codex of Ages" allow him to seal the Elder Sign on it (Boosting his Willpower as long as he holds it), and give him the option to discard it to reveal it in place of a random Chaos Token; this is however more abusable if Mateo has ways to recur the Codex from his discard pile.
* WhiteMage: While he doesn't specialise specifically in healing, Mateo's playstyle favours him taking the supporting role, putting his magic to assist other investigators.
** Mateo has access to Blessed cards of any class (up to level 3); most of them are either support-related, or dedicated to changing the stakes in investigators' favour.
** His signature card, "Codex of Ages", allows him to "seal" the Elder Sign token, in order to reveal it at the most crucial moment (discarding "Codex of Ages" in process) instead of revealing a random chaos token.
[[/folder]]

[[folder:Calvin Wright]]
!! Calvin Wright, the Damned
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_03_calwin_wright.jpg]]
[[caption-width-right:225:''"If you hurt him, I'll kill you".'']]
->''Sometimes, life gives you a choice: accept the lot that is given to you or stand up for who you are and what you believe. Calvin chose the latter. On the edge of death, bleeding out on the side of a dirt road, he received a vision - a terrifying vision of the Earth, sundered, and João, the love of his life, turning to ash in the vortex of a blazing inferno. Then, Calvin made another choice. He reached out to the darkness and pulled it within him. He would not die, not today. The world needed him. João needed him''.
Survivor-class investigator. Has access to level "Spirit" (up to level 3) cards of any class.
----
* BoringButPractical: His signature card, "Until the End of Time", has only one function: Calvin may assign damage or horror he receives to it (even direct damage and direct horror, which normally can't be assigned to assets at all). Can be very handy when you have little health or sanity left to spare.
* CripplingOverspecialisation: On original release of ''The Forgotten Age'' expansion, he had very few off-class options, due to "Spirit" not being very common trait. The amount of Spirit cards has increased since then, with the largest infusion coming with Nathaniel Cho's starter pack.
* GatheringSteam: He starts with every skill set to zero. He [[PainAndGain can increase them by suffering damage and horror]] (potentially putting himself above other Survivors stat-wise), but his Health and Sanity are amongst the weakest in the game, too, meaning he can't spare much. It's crucial to supply him with the right set of cards if he plans to survive until the end of campaign. This playstyle also often makes him benefit from traumas, as starting already damaged gives him early game stat boost.
* GlassCannon: {{Enforced|Trope}}, not only does Calvin has below average Health and Sanity (both at 6), but he is ''encouraged'' to take damage and horror, as [[PainAndGain his Combat and Agility raise by 1 for each damage he has and his Willpower and Intellect are also increased by 1 point for each horror on him]]. With only 1 Health and Sanity remaining, Calvin has an impressive [[MasterOfAll 5 in every stat]], but one enemy attack or failed treachery will spell his doom if he cannot nullify it or tank the damage and/or horror on other assets of his. Because of this mechanic, anything that raises Calvin's max Health and Sanity is especially valuable, as that means he can also increase his stats further.
* HealThyself: His Elder Sign allows him to heal (or take, [[PainAndGain for associated buffs]]) some damage or horror.
* HeroicWillpower: It takes a great amount of willpower to keep all the darkness Calvin has contained within you. Unfortunately, with most of his strength dedicated to keeping the evil forces inside, Calvin [[GameplayAndStoryIntegration has little left for anything else, thus his abysmal stats]].
* HeroicSpirit: Beside Survivor and Neutral cards, Calvin has access to Spirit cards, representing his resolve and determination to go on in spite of [[YourDaysAreNumbered not having much time left]].
* MasterOfAll: With [[PainAndGain enough damage and horror on him]], Calvin can have a 5 in every skill, matching every investigator best in a certain field, the problem is that [[GatheringSteam it takes him time to get there]].
* MasterOfNone: PlayedWith. He is the only investigator to have 0 at ''any'' stat, let alone all of them, yet he is also the only investigator who [[PainAndGain may bring all his stats to 5 even before applying any cards]]; [[GatheringSteam fully-powered Calvin]] is actually above average.
* MechanicallyUnusualFighter: All his skills are set to zero, [[PainAndGain but every damage or horror he suffers increases them]], maxing out when he stays at 1 Stamina and Sanity.
* MysteriousPast: His backstory explains very little about him.
* PainAndGain: His stats increase for each damage/horror he has.
* SealedInsideAPersonShapedCan: Calvin deliberately gets possessed by evil, to imprison it within himself with pure willpower. That same evil also acts as his personal weakness, "Voice of the Messenger", gradually destroying him by giving him physical and mental traumas.
* TwoferTokenMinority: Black and gay. Especially notable by the lights of 1920s culture.
* YourDaysAreNumbered: His personal weakness, "Voice of the Messenger", causes him either Physical or Mental trauma (and instantly deals 1 direct damage/horror) whenever it's drawn. Sooner or later, it ''will'' kill him, meaning he must fight on while he still has strength left.
[[/folder]]

!Introduced in ''The Circle Undone'' expansion
[[folder:Carolyn Fern]]
!!Carolyn Fern, the Psychologist
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_carolyne.png]]
[[caption-width-right:225:''"The mind is fragile, but through understanding, we can protect it".'']]
->''Visiting psychologist Carolyn Fern's newest patient is Josephine Ruggles, an heiress whose nightmares leave glyph-shaped wounds across her back. Miss Ruggles's case is unusual, even for an institution like Arkham Sanatorium. Her case takes an even stranger turn after she claims to have met Malachi - Carolyn's former patient whose treatment was cut short when he was brutally murdered - in her dreams. When Carolyn uses hypnotherapy to address Josephine's trauma, they find themselves both journeying to a strange place Josephine calls "the Dreamlands"''.
Guardian-class investigator. Has limited (only up to level 3) access to her own class, and can't use "Weapon" cards higher than level 0, but has unlimited access to any Sanity-healing cards, regardless of class (though restriction about weapons still applies). She also may include up to 15 other Seeker and Mystic cards (up to level 1).
----
* ActionSurvivor: She has pretty normal profession of a psychologist, and lacks prior experience fighting eldritch horrors (in fact, she doesn't even believe in their magic nature, if her personal weakness "Rational Thought" is any indicator).
* CatsAreMagic: Her replacement signature card, DreamLand-born cat Foolishness, provides her with a flat boost to all stats...as long as she keeps it at full Sanity (and it enters play with only 1 Sanity remaining, out of 4); fortunately, any effect which can heal horror on Carolyn herself, can affect Foolishness as well.
* CripplingOverspecialisation:
** She can't access high-level cards of any class (including her own, where she is restricted to level 3), unless they contain words "[[ExactWords heals horror]]", though she can access some cards of Seeker and Mystic classes (up to level 1). She also can't use Weapon cards above level 0, which restricts her card pool further.
** She is good for horror-healing...and little else. She has good Intellect, but to put it to good use she must include several Seeker cards in her deck.
* EarlyBirdCameo: She was originally introduced as a bonus investigator (with a set of replacement signature cards and weaknesses) for anyone who bought the novella about her, before being re-introduced in ''The Circle Undone'' Cycle.
* ExactWords: As clarified in the FAQ, she can include cards in her deck as long as they contain words "heals horror", even if it means they heal it on themselves (like Peter Sylvestre, a Survivor-class "Ally"), or in very specific circumstances (like "Cheat Death", a Rogue-class card which triggers on defeat via damage or horror, restoring a portion of health and sanity).
* FlatEarthAtheist: Her personal weakness, "Rational Thought" (which even has the "Flaw" trait) disallows her to heal horror from anything else but this card (it enters play with 4 horror, which may be healed as if it belongs to Carolyn herself); you can't help people whose sanity was damaged by eldritch horrors if you can't truly accept them as something beyond the scope of traditional/current science.
* TheMedic: Her main role in the team is horror healing.
** She may include ''any'' horror-healing card in her deck (regardless of class), though the restriction about high-level "Weapons" still applies.
** Her signature card, "Hypnotic Therapy", is a stable and effective way to heal horror on herself or her teammates: it can either heal some horror on its own (albeit with a risk of failure), or boost effect of other horror-healing card instead.
** Her Elder Sign effect allows her to heal 1 horror from investigator or "Ally" card in her location.
* ProductionForeshadowing: Her backstory features the Dreamlands, and her replacement cards provided along with her novella (which was released before her proper introduction in ''The Circle Undone'' expansion) references it as well. The very next expansion after ''The Circle Undone'' takes place in the Dreamlands.
* TheShrink: Her job. Now, she uses her skills as a psychologist to help her friends survive eldritch horrors.
* TheSmartGuy: What she lacks in Combat, she makes up for in Intellect (having 4 basic Intellect, highest in her class), so when there's nobody to heal, she can investigate for clues. She can also use some Seeker cards (up to level 1) to better utilise these wits.
* SquishyWizard: While she can't access high-level Weapons (or any non-neutral cards except for those related to horror healing, even from her own class, for that matter), she can partially compensate for this with access to Mystic cards. Unfortunately, none of her stats except for Intellect are particularly good, with Combat and Agility being the worst (both at 2). She also inverts Guardians' typical balance of Health and Sanity, having 6 Health and 9 Sanity (making her weaker physically, but stronger mentally).
* SupportPartyMember: She is great at healing horror and, being a Guardian, has access to many teamwork-related tools (even if she can't access the high-level ones).
* ThisLooksLikeAJobForAquaman: Her replacement personal weakness, "To Fight the Black Wind", due to the way it works (it increases Doom on current agenda as long as ''any'' investigator suffers horror and isn't healed until the end of the round), can potentially make her normally purely-supportive abilities crucial for team's survival. Of course, it was ''her'' weakness which caused this in the first place, but still.
* UtilityPartyMember: Despite being a Guardian, she lacks access to either high-level cards of her class, or any Weapons above level 0, as well as has poor Combat and Health; she has access to some Mystic cards, but it's too limited to make her a good combat mage. Instead, she acts as [[SupportPartyMember dedicated healer]], with unrestricted access to Sanity-healing cards (excluding high-tier Weapons).
* WeakButSkilled: While Carolyn's endurance is above-average (she has a sum of 15 Health/Sanity total, instead of 14), she has below-average stats (11 stat points total, instead of normal 12), and extremely limited access to her own class' card pool (lacking access to high-level cards, and any Weapons above level 0). But she's the best [[TheMedic horror healer]], with added benefit of giving her target free resources. Her off-class access to Seeker and Mystic makes her a versatile support investigator, on top of being able to take ''any'' card that [[ExactWords heals horror]], giving her a surprisingly varied deckbuilding option of cards among all classes.
[[/folder]]

[[folder:Joe Diamond]]
!!Joe Diamond, the Private Eye
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_joe.png]]
->''Joe Diamond is a private eye with a reputation for handling cases that everyone else regards as supernatural nonsense. He is thorough in his investigations and not one to be trifled with. His services have been employed by the wealthy as well as those down on their luck. No case is too large, too small, too strange, or too dangerous. In Joe's experience, things start getting nasty right when you start reaching the truth, and that is exactly where he likes to be''.
Seeker-class investigator. Has access to Guardian cards (up to level 2). Has an increased deck size of 40 cards.
----
* AntiFrustrationFeatures:
** Because he's required to always have at least 11 Insight events in his deck, his decksize is bigger at 40 cards (instead of standard 30), so he would still be able to build his deck the way he wants.
** After Joe was released, [[ObviousRulePatch additional rulings]] specified that an asset is played before cards that would occupy the same slot as that asset are discarded. While for the most part this doesn't impact other investigators, it is a big relief for Joe as that means if he played tools taking hand slots and then his Detective's Colt 1911s (which take 2 hand slots, but also give 2 additional ones exclusively for Tool assets), he won't have to discard the Tools to "make space" for his weapon.
* BigGuy: Unusually for a Seeker, he can be the team's designated fighter, having good Guardian-grade 8 Health and 4 Combat, and being able to use Guardian-class cards. He pays for it with low 6 Sanity and 2 Willpower, which are below average for Seekers.
* {{Expy}}: Specifically based on [[HardboiledDetective Sam Spade]] from [[{{Film/TheMalteseFalcon1941}} "Maltese Falcon"]], including his name.
* GeniusBruiser: Unlike most Seekers, he can not only investigate for clues, but also kick asses. This is good, since the actual Guardian in this expansion is [[UtilityPartyMember not exactly fit for combat]].
* GlassCannon: As noted by the "Starter Decklist" manual, Joe below-average Willpower and Agility (both are an embarrassing 2) makes him very vulnerable to treacheries that deal damage '''and''' horror; the latter is especially concerning given his low Sanity, but even his high Health can get chew through quickly if he is not careful. He can mitigate it with Willpower and Agility boosting and/or healing cards present both in the Guardian and Seeker card pool, but his best bet is to leverage his good Combat and Intellect (both are at 4) to defeat any threat and gather clues quickly and finish scenarios before he gets overwhelmed.
* GunsAkimbo: His signature card is [[RevolversAreJustBetter a pair of "Colts"]].
* GutFeeling: He has a second deck specifically for Insight events.
* HardboiledDetective: Joe is tough as nails, and given to taking most risky jobs available. Depending on the team's composition, he can actually take the role of the main fighter.
* ItemCaddy: Joe has extra deck for Insight events, which he can play at reduced price. He's actually mandated to have at least 11 such cards in his deck.
* MechanicallyUnusualFighter: He has a second deck specifically for Insight events, which he can play at reduced cost. To make it easier to keep it filled, his Elder Sign can move events from discard pile into "hunch deck".
* MightyGlacier: While Joe is tougher than most Seekers, he's also one of the slower ones, having only 2 Agility.
* PathOfMostResistance: Has this approach to his job, thinking that if the danger increases, it means he is on the right track:
-->''"In Joe's experience, things start getting nasty right when you start reaching the truth, and that is exactly where he likes to be"''.
* PrivateDetective: He's working as private detective; his latest case is what got him involved in this mess.
* RevolversAreJustBetter: Uses two Colt revolvers as his signature "Weapon" card. As additional gimmicks, they allow him to use up to 2 "Tool" assets without taking any "Hand" slots, and, if he uses them to defeat a monster, allow him to move one Insight event from discard pile into "Hunch deck".
* ThatOneCase: His personal weakness, "Unsolved Case". It is placed in his "Hunch deck" at the start of the game, and once revealed, must be "played" before the end of current round (which would eliminate it from the game), or he will receive two fewer experience points at the end of scenario (symbolising him failing his task and not getting paid).
[[/folder]]

[[folder:Preston Fairmont]]
!! Preston Fairmont, the Millionaire
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_preston.png]]
[[caption-width-right:225:''"My money, my legacy, my problem. Let me handle it in my own way".'']]
->''Preston Fairmont never thought much about where his family's money came from. All he knew was that he had plenty, and he took great advantage of it whenever possible. His father seemed troubled at times, and tried to explain about his grandfather's business and the demands of something called the Hermetic Order of the Silver Twilight, but Preston never paid any mind. Then his father died in a mysterious car accident, and Preston's family fortune has since become his responsibility. Now Carl Sanford, president of the Silver Twilight Lodge, wants to meet with Preston personally. Perhaps for the first time, Preston has begun to really think about where his family's money came from...''
Rogue-class investigator. Has access to Survivor cards (up to level 2). He can't use any "Illicit" cards.
----
* ActionSurvivor: He is not a trained fighter or expert occultist, he's just very, very rich. Fittingly, he has access to Survivor cards.
* ArbitrarilyLargeBankAccount: There's no limit how much money he can acquire through his inheritance.
* CoattailRidingRelative: He's a rich boy who lived off of daddy's money, never bothering to care about little things like the Silver Twilight Lodge.
* CrimefightingWithCash:
** He uses his inheritance to fund his operations--[[GameplayAndStoryIntegration and thus has a constant stream of free resources]]. "Coincidentally", the same expansion introduced several new cards which either directly turns resources into success, or allows him to boost stats.
** His Elder Sign ability allows him to spend some resources to automatically succeed on any skill test.
* DarkSecret: Only after his dad's death does he learn ''how'' his family became so rich. Now the Lodge wants him to pay his family's "debts". [[GameplayAndStoryIntegration His "debts" are not just part of his backstory]]; if "Lodge 'Debts'" enters his hand and he doesn't pay them off before the end of the scenario, he suffers mental trauma.
* GameplayAndStoryIntegration:
** Since he is ridiculously rich, he has the best access to resources amongst all investigators.
** His family's "debts" to the Silver Twilight Lodge are not just part of his backstory, and serve as his personal weakness; if they ever enter his hand, he must pay them off (paying 10 resources at once) before scenario ends, or he will suffer mental trauma.
* JackOfAllStats: What he is meant to be. He [[MagikarpPower starts with abysmal stats]], but, if supplied with the right set of cards, can adapt to any role thanks to [[CrimefightingWithCash being able to afford even the most expensive cards]].
* LethalJokeCharacter: He is a trust fund kid [[MasterOfNone with an awful statline]]: how effective can he be? Turns out, very much, because he can afford expensive cards that would leave investigators bankrupt ''every turn''.
* MechanicallyUnusualFighter: Instead of gaining resources the normal way, he puts them on his bank account (which acts as a "Permanent" asset), where he can either use them right away, or transfer to his personal supply. Resources in the bank account refreshes each turn.
* MagikarpPower: Preston has only 1 at each skill, making it crucial to level him up and get the right set of cards to actually put to good use his [[CrimefightingWithCash never-ending stream of resources]].
* MasterOfNone: PlayedWith. He has abysmal 1-1-1-1 statline, leaving him no chance to pass any skill tests on his own. But his [[CrimefightingWithCash extremely strong]] economy makes him able to regularly use expensive cards to either get much-needed stats boosts or directly spend resources for the desired results, which makes his low basic stats into non-issue. Additionally, his secondary class is Survivor, which has tons of cards built for comeback from botched skill tests or to face the impossible odds.
* NonActionGuy: Being forbidden to take Illicit cards, Preston can't access any Rogue-class Weapons (and there are not that many Survivor-class ones), and also many of the combat-oriented events. Besides these gaps, he has abysmal basic Combat ''and'' Agility.
* NonIdleRich: He might be wealthy, but he goes around investigating. He wasn't always like this, though.
* UnscrupulousHero: PlayedWith. He can't use "Illicit" cards (despite being a Rogue), but can access the rest of his class' pool, including their [[CombatPragmatist dirty tactics]] and "Allies" with criminal backgrounds.
* UpperClassTwit: At first. He didn't care about the occult, he just liked the money.
* WaistcoatOfStyle: Matches the time period, after all.
* UnskilledButStrong: Preston has abysmal stats, but has the strong enough economy to just bruteforce his way through the game by spending cash on stronger cards on regular basis. It helps that many Rogue cards, particularly those introduced in same expansion as him, benefit from investigator's resources supply rather than stats, or give strong stat boosts but require regular resources infusions which others can't afford.
[[/folder]]

[[folder:Diana Stanley]]
!!Diana Stanley, the Redeemed Cultist
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_diana.png]]
->''As a new business owner in Arkham, Diana Stanley was proud to be inducted into the prestigious Silver Twilight Lodge. Her joy has since turned to dread. Her admittance into the organization was fantastic for business, but the weekly meetings have grown more and more disturbing. After witnessing strange rituals and terrible secrets, Diana has become suspicious of the Lodge's true nature. Now she is convinced that there are terrible forces converging on Arkham, and that the Lodge is somehow involved. Diana has resolved to take it down from the inside, regardless of the cost''.
Mystic-class investigator. Has access to Guardian cards (up to level 2). Has an increased deck size of 35 cards.
----
* AntiFrustrationFeatures: She's meant to put her cards beneath her sheet to get more Willpower. So she has extra decksize to still have enough of her deck left once she dumps the cards she can spare.
* TheAtoner: She feels so much remorse over what the Silver Twilight Lodge has done that she ''will'' undo everything related to them.
* CultDefector: After seeing just '''how''' horrifying some rituals of the Silver Twilight Inner Sanctum were, Diana desperately wants to atone for supporting them.
* DeviousDaggers: As the former cultist, she still carries her old dagger, "Twilight Blade", granted by the Silver Twilight Lodge for her loyalty, as her signature card. It's imbued with magic, and allows to use Willpower instead of Strength when attacking (though she has to find some ways to improve her Willpower first to make it useful), as well as draw the cards from under her sheet as if they're in her hand.
* GatheringSteam: Average at every stat... except Willpower (crucial stat for any self-respecting Mystic), which is set to 1. She can increase it with her special abilities, as long as she has cards to sacrifice (she can return them with her Elder Sign, or play them directly from there via her signature card, "Twilight Blade"), with maximum allowed number of cards giving her 6 basic Willpower, which is above normal maximum.
* HeroicBSOD: Her knowledge of the Lodge's dark secrets took a big toll on her sanity and willpower, hence her... not exactly stellar basic stats. What's worse is her personal weakness, appropriately named "Dark Secret", which forces her to either discard the cards under her sheet or suffer horror for each one she chooses to keep.
* JackOfAllStats: Beside her unimpressive 1 Willpower (worst in the class), all her other stats are average, which allows her to still be useful in other non-spellcasting tasks. By leveraging her Guardian card-pool she can make use of her Intellect, Combat and Agility to find clues, fighting and evading enemies while she [[GatheringSteam builds her Willpower]] to be able to cast spells effectively.
* MagicKnight: Diana has decent 3 Combat, and can access some Guardian cards to put it to good use, allowing her to stand her ground in non-magic combat as well, particularly while she's still [[GatheringSteam accumulating Willpower to cast magic]]. The expansion where she appears in also introduced dual-class items, including a Guardian/Mystic magic sword, "Enchanted Blade" (though she can't use the Guardian-only upgrade to it, due to level restrictions).
* MechanicallyUnusualFighter: Unlike the other Mystics, she starts with only 1 Willpower, and has to increase it to more decent level by putting the cards under her investigator sheet. If she needs them, she may later retrieve them via her Elder Sign.
* NoSell: Her other signature card, the "Dark Insight" event, allows Diana to cancel effects on one treachery or even weakness card drawn in her location by any investigator (including herself) and shuffle them back into deck.
* TheMole: She works to destroy the Silver Twilight Lodge from within. During ''The Circle Undone'' campaign, [[spoiler: she may potentially succeed at this, either getting Carl Sanford arrested or replacing him]].
* SquishyWizard: Notably one of the few Mystics to {{avert|edTrope}} this trope: she has well-balanced stats overall, instead of having glaring weakness in either Health, Combat and/or Agility, which makes her less vulnerable, even in comparison to investigators from the other classes. Access to Guardian-class cards also gives her some tools to further increase her survivability.
* UnblockableAttack: "Terrible Secret" cannot be cancelled, perhaps to account for Diana's propensity on packing cards with treachery-blocking effects.
[[/folder]]

[[folder:Marie Lambeau]]
!!Marie Lambeau, the Entertainer
[[quoteright:224:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_marie.png]]
->''Marie Lambeau always had a voice to die for. People called her "the Smoky Velvet." They said she was born to sing jazz, that she had the magic touch — and maybe they were right. After all, the songs she heard in her dreams ever since her Grand-Mère passed away were like nothing she'd ever heard before. The vocals sounded like no language spoken on Earth, the notes twisted and warped. Why her Grand-Mère had moved from New Orleans to Arkham, Marie would never know. People used to call her Grand-Mère a witch. Maybe there's more than just jazz in Marie's blood, after all...''
Mystic-class investigator. Has limited (only up to level 3) access to her own class, but unlimited access to any "Spell" cards, regardless of class. She also can include level 0 "Occult" cards (any class) and up to 5 Seeker/Survivor level 0 cards.
----
* ActionSurvivor: She is just a singer thrust into a dangerous world by [[InTheBlood her witch heritage]], but she lacks any proper training. Fittingly, she can use a few Survivor cards, while she notably can't access most high-level Mystic cards (excluding Spells).
* TheChanteuse: Known as "Smoky Velvet", and has the outfit and personality to match.
* CripplingOverspecialization: She can access any Spells in the game, but otherwise is restricted from high-level cards, even of the Mystic class, though she can use some low-level Seeker or Survivor cards.
* DamageIncreasingDebuff: The main threat [[UsefulNotes/{{Voudoun}} Baron Samedi]] poses to the Investigators. Every time ''anyone'' takes damage in his current location, he causes them an additional damage.
* DifficultButAwesome:
** [[UsefulNotes/{{Voudoun}} Baron Samedi]] is unique among personal weaknesses, which are usually a PowerNullifier, in that it can ''enable'' Marie's Doom-related abilities if she gets unlucky and has no asset that can produce Doom in play. Marie still doesn't want him to be in play for too long as it will make the wounds she and other investigators in her location would suffer worse, but it fits for him [[GameplayAndStoryIntegration compelling Marie into tapping in her witch heritage to survive]].
** Her Doom-related playstyle is this in general: done right, she can reap enormous benefits beside the [[ExtraTurn extra action]] she gets; done wrong, it will lead her and her fellow Investigators to meet [[RocksFallEveryoneDies an unfortunate end]].
* EarlyBirdCameo: She was first introduced as a promo card all the way back into the core game's release, until being re-introduced properly in ''The Circle Undone'' expansion.
* ExtraTurn: Marie gets an extra action each turn to cast Spells (playing Spell events, putting Spell assets in play, or activating abilities on Spells assets already in-play), but [[PowerAtAPrice with a catch]]: at least one of her assets must have Doom on it for her to use this ability.
* HollywoodVoodoo: [[UsefulNotes/{{Voudoun}} Baron Samedi]] just [[GiantSpaceFleaFromNowhere keeps pursuing her for an unknown reason]]; nothing in her backstory explains just ''why'', besides maybe Marie's heritage. While he's active, he takes up the "Ally" slot and [[DamageIncreasingDebuff increases any health damage anyone suffers near him]]; the only way to get rid of him is to put at least 3 Doom tokens on him, one by one, [[SadisticChoice which can put the entire mission at risk]].
* InTheBlood: Her magic is in her blood; her Grand-Mère was also an accomplished witch.
* ItemCaddy: As long as she has at least 1 Doom on any card, she gains extra action to spend on her Spells, either to play them or to use the ones already in play. Her Elder Sign allows to add or remove 1 Doom from any card under her control.
* ItOnlyWorksOnce: Her signature, "Mystifying Song", temporarily prevents agenda from advancing due to matching or exceeding its Doom threshold -- but only once per scenario.
* KillAndReplace: If Marie draws [[UsefulNotes/{{Voudoun}} Baron Samedi]] and she doesn't have any ally slot available to put him into play, he will forcibly discard an ally of hers to "make space" for himself; ironically [[NiceJobFixingItVillain that can help her if she had a lot of Doom on an ally and couldn't get rid of them before they advanced the agenda ahead of time]].
* MusicSoothesTheSavageBeast: Her signature card, "Mystifying Song", allows her to stop the agenda from advancing for one turn, for any reason, but only once per scenario. Sometimes, this can mean the difference between life and death.
* SadisticChoice: Her personal weakness, [[UsefulNotes/{{Voudoun}} Baron Samedi]], takes up the "Ally" slot and increases health damage anyone around him suffers. The only way to get rid of him? Put three Doom tokens on him (1 token per round), which can potentially finalize the current agenda, the worst-case scenario being failing the scenario, or even [[RockFallsEverybodyDies the entire campaign]].
* TheSmartGuy: She's one of the few Mystics to have 4 Intellect, as well as has access to some Seeker cards to utilise it.
[[/folder]]

[[folder:Rita Young]]
!!Rita Young, the Athlete
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_rita.png]]
[[caption-width-right:225:''"You got a bone to pick? Fine by me. I don't need your permission to leave you in the dust".'']]
->''Clocks do not lie. In the past, people have said hurtful things to Rita. They have threatened her, deemed her inferior. But ever since she started running competitively, Rita has only cared about the clock. The clock says that Rita is faster then the rest. It says she is stronger and has trained harder. Now, she may have to fight for her life. Someone is after her. That much she's sure of. She has no idea who it is or why they want her, but there have been several strange men hanging around her dorm. They plan to make an example of her. But they will have to catch her, and the clock says they cannot''.
Survivor-class investigator. Has access to "Trick" cards (up to level 3) of any class.
----
* ActionSurvivor: She's a normal athlete who got involved in this mess because the "racists" she has tried to dealt with turned out to be the cultists looking for another prey. Well, bigots or cultists, they picked the wrong victim...
* AffirmativeActionGirl: She's faced racism all her life.
* BigGuy: One of the few investigators to have 9 Health. While her Combat is average, she can use her great Agility to temporarily neutralise them instead -- or even to actually fight them.
* GuileHero: Rita combines the best aspects of Survivors' ability to improvise and Rogues' CombatPragmatist tendencies: she has access to Trick cards specifically to run circles around foes.
* TheHunterBecomesTheHunted: She's fed up with cultists harassing her; now, it's time for her to fight back.
* TheKlan: Her personal weakness, the "Hoods" enemy, look suspiciously like group of KKK members in signature hoods. But in truth they are something even worse than just a bunch of cruel racists...
* KungFuProofMook: {{Downplayed|Trope}} by her personal weakness; Rita ''can'' evade the "Hoods", but they will immediately attack her if she does before becoming exhausted, encouraging her to face them head on and defeat them instead to avoid letting them take cheap shots at her while she is on the run.
* LightningBruiser:
** She's rather versatile combatant, having 9 Health, 5 Agility and 3 Combat, which allows her to change her tactics depending on the situation.
** Once per round, she can use her high Agility offensively, by damaging the enemies after successfully evading them; this effect becomes even stronger if she draws the Elder Sign, as it allows to utilise this ability multiple times per round instead of just once.
* TiredOfRunning: Her signature card is named "I'm done runnin'"; it keeps her from actually running away from enemies for one round, instead allowing her to deal additional damage whenever she evades them.
* UnskilledButStrong: {{Downplayed|Trope}}, as expected from a Survivor, Rita has no experience dealing with the supernatural, but she is still a capable athlete that can outrun most threats. In gameplay terms, she has above average stats, with a total count of 13 stat points instead of 12, with her 5 Agility and abilities that reward her for evading enemies enabling HitAndRunTactics well. But she has limited card selection to choose from: beside Survivor cards, she can only take cards with the Trick trait, which are mostly Rogue events, and few asset cards.
* WrongGenreSavvy: She thinks that the hooded thugs harassing her and her friends are part of TheKlan. Unfortunately, [[ApocalypseCult these guys are way worse]] than your usual PoliticallyIncorrectVillain...
[[/folder]]

!Introduced in ''The Dream Eaters'' expansion
[[folder:Tommy Maldoon]]
!!Tommy Muldoon, the Rookie Cop
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_tommy2.png]]
[[caption-width-right:225:''"Eyes up, Tommy".'']]
->''Most members of the Muldoon family are part of the Boston police force in some way or another. Not long ago, the youngest Muldoon brother, Tommy, got his badge. Armed with an eye for detail, fierce courage, and his trusty rifle, Becky, Tommy is dedicated to law enforcement... but when he was loaned out to the Sheriff's Department in Arkham, he found that he was not prepared for the bizarre crimes cropping up in this strange town. Even so, whether the crime scene is a smoky speakeasy or a bloodstained altar, Tommy will not rest until he can bring the culprit to justice''.
Guardian-class investigator. Has access to Survivor cards (up to level 2).
----
* ActionSurvivor: {{Downplayed|Trope}}. He has combat training, being the cop, but he's a rookie with less actual experience than some civilian investigators. Fittingly, he has access to Survivor-class cards.
* EarlyBirdCameo: His dog version was amongst investigators in the ''Dogwich Legacy'' fake announcement. All other investigators were just "dogified" versions of pre-existing ''Arkham TCG'' investigators, but Tommy had perfectly new (and functional, even if described in the silly way) abilities and stats. Soon enough, he was amongst the first investigators announced for ''The Dream Eaters'' Cycle, with all the stats and mechanics being intact.
* FamilyHonor: Many members of Muldoon family serve in the police, and Tommy is not an exception.
* GeniusBruiser: {{Downplayed|Trope}}; he has decent 3 Intellect, and can boost his effectiveness in looking for clues with the Survivor-class cards he has access to, while having good survivability thanks to his native Guardian class and strong defensive abilities.
* ICallItVera: Calls his rifle "Becky".
* ItemCaddy: While all Guardians rely on using assets to soak up damage, Tommy has some extra abilities specifically to make it easier and more efficient:
** Tommy gains extra resources when his Allies gets defeated, which makes it less punishing to put them under fire; additionally, they don't get discarded, just shuffled back into his deck.
** His Elder Sign effect allows to either dump some damager/horror on his asset, or, when he actually needs some key asset alive and well, reassign damage/horror from asset to Tommy himself.
* JackOfAllStats: Tommy has good overall stats, with only Agility being below average. His access to Survivor cards makes him even more versatile, as well as makes it easier to come back if he fails a test or two.
* OfficerOHara: Like the majority of other Boston cops at the time, he is of Irish descent.
* WeHaveReserves: Unlike the other investigators, he can afford to use his Allies to soak up damage; if they get defeated, he receives additional resources, which he can spend either on even more Allies, or [[MoreDakka to reload "Becky"]]; and instead of being discarded, they are shuffled back into his deck (they don't "die", they just retreat). But he must be careful, since his personal weakness, "Rookie Mistake", if drawn, forces him to discard '''all''' assets with damage on them.
[[/folder]]

[[folder:Mandy Thompson]]
!!Mandy Thompson, the Researcher
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_mandy2.png]]
->''Ever since she was a child, Mandy would read whenever she could not sleep. Such has been the case on many nights. Her remarkable memory and ability to correlate facts have landed her a highly valued job as a researcher for Miskatonic University. She has spent hours poring over the profane pages of ancient, forbidden texts. In doing so, she has discovered a pattern indicating an impending cataclysm. Has paranoia finally caught up to her? Or is a disaster of truly epic proportions on the horizon?''
Seeker-class investigator. Can include up to 10 level 0-1 Rogue, Mystic or Survivor events/skills (she can only choose one extra class) and can choose between having a decksize of 30, 40 or 50 cards.
----
* GoMadFromTheRevelation: Her personal weakness, "Shocking Discovery". If she finds this card during a search action, not only this action (and all related effects) is cancelled, she is also forced to draw an encounter card.
* ItemCaddy: Her key ability allows her to quickly search the deck to find some cards she needs, or help her friends to do the same; her Elder Sign does the same, and allows her to either draw the card she finds, or commit to the test.
* JackOfAllStats: Mandy has 3 Agility (instead of 2 like most Seekers), which makes her stats relatively balanced, only truly lacking in Combat. Her deckbuilding options allows her to take one of the three paths: take Rogue cards and get more agile, take Mystic cards and get stronger mind, or take Survivor cards and get balanced kit, as well as getting a safety pillow for botched Combat tests.
* MechanicallyUnusualFighter: Before the start of campaign, she may choose her deck size. Apart from the usual 30-card deck, she can also construct 40- or 50-card decks; when playing with increased decks, she receives additional copies of her signature card, "Occult Evidence", which allows her to find clues for free as long as she grabs it during "Search" effects.
* {{Nerf}}: Unlike Trish and Rex, who got a Taboo to nerf their frontside ability, Mandy's Taboo affected her backside's deckbuilding: she is locked at her maximum decksize of 50 instead of being able to choose her deck's size, which makes her searching abilities less overpowered, as she cannot look through her entire deck for specific cards as easily now, and more of a necessity to get key cards down quickly.
* SquishyWizard: Even by Seekers standards; she has only 5 Health and 1 Combat, making her chances at prolonged combat... slim at best. Fortunately, she also has 3 Agility (most other Seekers have 2), which gives her the chance to escape ambushes, and makes her less vulnerable to treacheries.
* SupportPartyMember: Her ability helps other investigators with searching their decks for specific cards.
[[/folder]]

[[folder:Tony Morgan]]
!!Tony Morgan, the Bounty Hunter
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_tony.png]]
[[caption-width-right:225:''"When I find that beast, I'll put it down for good".'']]
->''Tony's tracked down low-life scum in every lousy corner of the world, but nothing could have prepared him for the thing he killed in Innsmouth. It had the form of a man, more or less, but it was covered in loathsome scales and slime, like some horrid creature of the deep. It stank of salt water, rotten fish, and blood. He should've let it go when it dove into the river, but he'd never let a bounty escape before, and he wasn't about to start then. Ever since, he's found a new kind of dirtbag to hunt. Ordinary mobster or otherworldly monster, Tony will take it down... if someone is willing to pay him for it''.
Rogue-class investigator. Can include up to 10 level 0-1 Guardian, Seeker or Survivor events/skills (he can only choose one extra class).
----
* ArchEnemy: His personal weakness is one particularly sneaky [[Literature/TheShadowOverInnsmouth Deep One]], which he keeps pursuing, but never manages to kill for good. Main problem with it is that it enters play with 1 Doom on it.
* BigGuy: Has 9 Health, and he is one of the few investigators with 5 Combat. He also can use some of the Guardian-class cards to boost his offensive capabilities, while his native class' kit allows him to fuel Rogues' own combat arsenal to go on monster-killing rampage.
* BountyHunter: The game explicitly calls him bounty hunter. [[GameplayAndStoryIntegration This also works as his signature mechanic]], allowing him to [[LootMakingAttack receive resources as reward for hunting monsters]]; Tony has to mark the targets upfront, by putting the bounties on freshly-spawning enemies. The harder the target, the bigger the reward is. Number of bounties available is limited (6 by default), may only be restored either through use of his signature "Weapon" or through his Elder Sign, and he only completes them if he deals the killing blow [[KillSteal personally]].
* ExtraTurn: Each turn, Tony gets an extra action which can only be spent on fighting or engaging an enemy; the drawback is that Tony can only spend that extra action on enemies with a bounty on their head (which have to be set when the enemy spawns), but at least he can choose on whom to put those bounties.
* GeniusBruiser: {{Downplayed|Trope}}; he has decent 3 in Intellect and can take some Seeker cards, which makes it possible to build him as a "smash in, check out" investigator.
* GlassCannon: Tony has Guardian-like 9 Health and 5 Sanity, making him very vulnerable to horror-based threats, which is only made worse by him being nearly defenceless against treacheries with his 2 Willpower and Agility. He can absolutely slaughter any enemy in his path, but one bad encounter can spell his doom. He also lacks access to as many damage soak options as Guardian-class fighters would, meaning that his best bet is to dispatch the enemy before they dispatch him. He can however take some Survivor cards to tip the odds in his favour or Guardian cards to heal and negate some damage.
* GunsAkimbo: Tony is armed with two "Colt" revolvers. Whenever he uses one of them, he can use second copy from his "hand" with no additional cost.
* LootMakingAttack; Whenever Tony defeats an enemy with a bounty, he gains all bounties on it as resources. However, he must deal the killing blow personally, or [[KillSteal he would get nothing]].
* KillSteal: Tony only gets reward if he kills the bounty target personally; this may come up as a problem if he's no the only fighter in the team: if somebody tries to "[[UnwantedAssistance help]]", it would waste (limited) [[LootMakingAttack bounties]].
* MightyGlacier: He has one of the best Health and Combat stats in the game, let alone amongst Rogues, but compensates for it with unimpressive 2 Agilty, second-worst in the class. This changes his playstyle rather significantly, as many Rogue cards rely on Agility to work efficiently.
* NominalHero: His main motivation is to [[OnlyInItForTheMoney get paid]], and, maybe, hunt down [[ArchEnemy that Deep One which just keeps running away]]. The job also involving saving the world is a coincidence.
* PunchClockHero: He is OnlyInItForTheMoney. And maybe revenge on [[ArchEnemy that elusive Deep One he tries to catch]]. Otherwise, he couldn't care less about common goals or his teammates.
* RevolversAreJustBetter: He is armed with dual "Colt" revolvers; unlike other dual weapons in the game, they are presented as separate cards (meaning they can be used either separately or [[GunsAkimbo together]]. Besides this, they're also integral to his signature ability: using them to kill enemies is the only way to receive additional bounties, besides his Elder Sign effect.
* TokenEvilTeammate: One of the few outright criminals amongst (mostly heroic) investigators, even if he's usually bringing in [[PayEvilUntoEvil more dangerous criminals]].
[[/folder]]

[[folder:Luke Robinson]]
!!Luke Robinson, the Dreamer
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_luke2.png]]
[[caption-width-right:225:''"The key to the Dreamlands lies within us all".'']]
->''It was many years ago when Luke discovered the entrance to the Dreamlands. Through the gift of an unusual box his uncle had left him, he learned of a way to travel to and from the Gates of Sleep. He has since spent his the majority of his days wandering the land of dreams in search of adventure. From the streets of Celephaïs to the Enchanted Wood with its endless mysteries he wanders, unraveling the secrets of the land and of the myriad dreamers who reside there. Now an ancient chaos threatens to annihilate not only the waking world but the world of his dreams as well. This is something Luke cannot allow''.
Mystic-class investigator. Has access to Seeker cards (up to level 2).
----
* {{Dreamland}}:
** Being an experienced Dreamer, if Luke is presented during ''The Dream Quest'' campaign, intros for several scenarios will change, to reflect that this isn't his first time in the Dreamlands.
** His signature card, "Gate Box", allows him to escape into [[PocketDimension a secluded part of the Dreamlands]], for various purposes. His personal weakness, however, traps him there.
* MechanicallyUnusualFighter: He can use one event per turn as if he's in a connecting location and engaged with each enemy in it. When combined with the "Gate Box", it means he can interact with ''any'' location.
* PocketDimension: His signature card, the "Gate Box", forms a portal (called "Dream-Gate") Luke may use to gain shelter from monsters until the end of round, while also being able to interact with the other locations, or even moving there; however, if his weakness, "Detached from Reality", kicks in, the portal becomes malevolent, trapping Luke there and forcing him to quickly investigate a high-shroud location or suffer horror. The box has limited charges, but it can be recharged just like any other charges-based asset, and his Elder Sign allows to put 1 charge immediately.
* TheSmartGuy: {{Downplayed|Trope}}; while he has average Intellect, he has access to Seeker cards, and can use some of the Mystic cards to replace Intellect with Willpower during Investigate actions; this makes him a potent choice for the team's clue-searcher -- fitting, as the expansion he's introduced in takes place in the Dreamlands, which he knows better than anyone else.
* SquishyWizard: One of the squishiest in the game; he only has 5 Health and an unimpressive 2 Combat, meaning that his first close combat may very well become his last. His best bet for survival when engaged with an enemy is using the [[PocketDimension Gate Box]] to retreat in the [[{{DreamLand}} Dream-Gate]], or, if that is unavailable, attempt to run away by relying on his 3 Agility.
[[/folder]]

[[folder:Patrice Hathaway]]
!!Patrice Hathaway, the Violinist
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_patrice2.png]]
->''All her life, Patrice has lived for music. The soaring sonatas, the graceful arias, and the booming marches have always been her closest companions. But sometimes when she plays, she can sense some alien intelligence at the edge of her awareness. Something that watches her and waits. Something that hungers. The presence has been growing over the last month and her increasing nervousness is starting to spoil her ability to play the violin. That's not something she can tolerate. After her last concert at the Ward Theatre in Arkham, she finally decided to take action''.
Survivor-class investigator. Has access to Mystic cards (up to level 2). Has an increased decksize of 42 cards.
----
* ActionSurvivor: She's not a trained mage, all her powers are related to her magic violin, and without it, she's just a normal musician. Fittingly, she's classified as a Survivor rather than a Mystic, and her card pool reflects it.
* CursedWithAwesome: Her violin is connected to a certain hostile EldritchAbomination, which can (and will) attack her if given a chance, but its magic also allows her to help her teammates in their world-saving quest.
* DifficultButAwesome: Her unique gimmick means that she can't form a stable hand and plan around it, but also that she can rotate her deck very quickly (even more quickly if she puts assets in play, since they're now removed from the card rotation), accessing certain cards much more often than she would have otherwise. However, fast rotation also means more issues with managing horror (as each time the deck resets, investigator takes 1 horror).
* EldritchAbomination: Her backstory references... ''Something'' that has been [[StalkerWithoutACrush observing]] Patrice her whole life, especially whenever she plays music. Said entity is her personal weakness, the "Watcher from Another Dimension", whose unique nature is also underlined by unusual mechanics compared to other enemy weaknesses: instead of immediately spawning engaged with Patrice, it would stay in her hand, taking one of the precious limited slot she has for her handsize, and if it remains in her hand when her deck reshuffles, it would immediately attack her (and it deals '''3 damage''' per attack). Patrice can immediately discard it by succesfully attacking or evading it, but if she fails to do so, it would spawn engaged with her instead, acting like a "normal" enemy (on the bright side, in this state other Investigators will be able to attack and deal damage to it, as it is impervious from all attacks and evasions attempts from anyone else but Patrice as long as it stays in her hand),
* GlassCannon: Patrice's personal weakness "Watcher from Another Dimension", hits extremely hard and has high Fight and Evade value of 5, but only 2 health, meaning the second anyone can get a good hit on it, it's toast. In fact, if Patrice managed to attack or evade it while still in her hand, it would get [[OneHitKill automatically discarded]], regardless how much damage it would take, if any.
* MagicMusic: Patrice's music and/or the violin she plays are the source of all magic surrounding her, both good and bad:
** This music is how Patrice's magic manifests. Because of that, she has access to Mystic-class cards, and the violin itself serves as her signature asset, "Patrice's Violin", that gives her ability to discard cards from hand to let herself or other player draw 1 card or get 1 resource.
** The music seems to attract otherworldly attention, as it's all but explicitly stated that it's due to it, the "Watcher from Another Dimension" put an eye on her.
* MasterOfNone: {{Downplayed|Trope}}. She has 4 Willpower, but only 2 in every other stat (which is below average); since most Willpower-based cards belong to the Mystic class, from which she can't use high-level ones, the usefulness of having high Willpower stat gets somewhat limited.
* MechanicallyUnusualFighter: She has a lower maximum hand size (5 instead of the normal 8), and during the Upkeep phase, she discards all non-weakness cards from her hand, drawing a new set of 5. Given that she's likely to discard most of her deck in just few turns, her Elder Sign allows her to shuffle almost entire discard pile (minus 1 card) back into the deck. To make this gimmick easier to manage, she has boosted deck size of 42 cards, instead of normal 30.
* SquishyWizard: Has access to Mystic cards and has a high Willpower stat, but she is neither durable (having average Health and Sanity) nor powerful nor fast, meaning that it's not in her best interest to fight monsters directly.
* SupportPartyMember: She can allow any investigator to draw additional cards or resources by discarding her own cards.
* TouchedByVorlons: Patrice's musical abilities are what attracted the attention of beings from beyond, and awakened her magical powers.
* WeakButSkilled: Patrice has below-average stats (her total sum adds to 10, which his lower than the 12 of most Investigators), and suffers from her gimmick which makes her hand getting wiped out and reset every turn (so no way to "preserve" good cards for later occasion), but she never stays with empty hand for long, so she can freely commit her cards to skill tests to compensate for her low base stats. On top of that, her Violin allows to get rid of useless cards in her hand and then either draw a new one or get a resource, or let her teammate do that.
[[/folder]]

!Introduced in ''The Innsmouth Conspiracy'' expansion
[[folder:Sister Mary]]
!!Sister Mary, The Nun
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_mary.jpg]]
[[caption-width-right:225:''"The Lord watches over my path. I am armored in faith".'']]
->''The more Sister Mary learns of the strange and arcane forces that sometimes manifest in this world, the more certain she is that she has been set upon a path to ward off these forces and protect the innocent wherever possible. Armed only with the trappings of her church and an unshakable faith, Sister Mary seeks out every supernatural threat she hears of through her fellow priests and nuns. Other members of her church may dismiss such things as medieval nonsense, but Sister Mary knows the real evils that exist in the shadows - and she knows that if such evils are left unchecked, they will bring ruin and horror to all of creation.''
Guardian-class investigators. Has access to Mystic cards (up to level 2).
----
* CrisisOfFaith: At times, her faith takes heavy blows; when her personal weakness, "Crisis of Faith", enters play, she must either replace all Blessed tokens with Cursed ones (putting her whole team's work at risk), or suffer (potentially fatal) horror.
* FragileSpeedster: {{Downplayed|Trope}}; compared to the other Guardians, Sister Mary has lower Combat, but also higher Agility (both at 3, instead of usual 4 and 2, respectively), making her more vulnerable in open combat, but also more likely to just escape ambush.
* GlassCannon: PlayedWith. She has ''very'' low Health (only 5). While, being a Guardian, she has some good options to soak up damage, putting those in play requires time and resources. But on the bright side, she massive 9 Sanity, so against the enemies prioritising horror over damage, she would be ''more'' resilient than the average Guardians. While she has worse Combat than most of her colleagues, her class has many ways to minimise this problem, or she can just utilise the Mystic-class Spells.
* HoistByHisOwnPetard: She can add additional Blessed tokens into chaos pool each round (and adds 2 token on setup). If she then draws her personal weakness, all these tokens will revert to Cursed ones, potentially making the situation worse than if she never bothered.
* LuckManipulationMechanic: She can directly add Blessed tokens without the use of other cards; she adds 2 tokens at the start of the game, and can add 1 more each round, as well as 1 extra whenever she draws an Elder Sign. Her signature asset, "Guardian Angel", generates extra blessed tokens whenever it gets damaged.
* MagicKnight: She is a Guardian who can use Mystic cards (read: magic), and combines great Willpower with decent Combat (both of which can be improved further with the cards she has access to).
* PainAndGain: Mary's signature, "Guardian Angel", can be used to soak damage on not just her, but any other investigator in same location. And when it receives any damage, it adds equal number of blessed tokens into pool, helping the entire team.
* ReligionIsMagic: [[ImpliedTrope Implied]], same deal as Father Mateo: it's [[MaybeMundaneMaybeMagic unknown]] if benevolent entities like the God that Sister Mary worships exist in the Arkham Files universe, but despite being just an humble nun, Mary is able to generate bless tokens passively, her signature "Guardian Angel" protects her from some (physical) harm while generating even more blessings and she has access to Mystic-class cards (read: magic). No explanation is given why is the case, beside her being a nun.
* SadisticChoice: Her personal weakness, "Crisis of Faith", forces her to either revert Blessed tokens in the pool to Cursed ones (endangering her and her friends), or suffer massive, potentially fatal, horror to preserve them. The more such tokens in the pool, the worse this effect becomes.
* SquishyWizard: Stats-wise, she's closer to a Mystic than a Guardian, having only 5 Health and 3 Combat and Agility. But she comes with impressive 4 Willpower and access to Mystic-class cards, allowing her to compensate for weak points with magic.
* SupportPartyMember: Her abilities are related to supplying team with a constant stream of Blessed tokens to increase their chances at success.
* WhiteMage: Besides her [[LuckManipulationMechanic chaos pool-manipulating abilities]], she has access to Mystic cards. Due to already having adequate combat capabilities thanks to Guardian cards, she may instead concentrate on support-oriented magic.
[[/folder]]

[[folder:Amanda Sharpe]]
!!Amanda Sharpe, The Student
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_amanda.jpg]]
->''Amanda Sharpe was on track to become one of Miskatonic University's most accomplished graduates. However, ever since she saw a strange painting of an enormous creature's emergence from the depths of the ocean, her classwork has suffered. Her dreams are overwhelmed by images of a vast submerged city and whispers in a language she does not understand. She remains dedicated to her studies, but her goal is no longer to graduate at the top of her class; rather, she seeks to discover the meaning behind the occult secrets concealed between the lines of reality.''
Seeker-class investigator. Has access to "Practiced" skills of any class (up to level 3).
----
* CriticalHit: Her Elder Sign doubles skill icons on the card beneath her sheet, and thus, the power of her ability (which only triggers during skill tests).
* EarlyBirdCameo: She was originally portrayed on the "Encyclopedia" card from core game, long before her introduction in ''The Innsmouth Conspiracy''.
* ItemCaddy: Amanda is built around heavy use of Skill cards, not only having wider selection of them from across multiple classes, but also having extra functionality to make them more useful. Amanda always keeps a skill beneath her sheet, that can be committed to tests like anything in her hand, and, most importantly, doesn't get discarded afterwards (though she discards and replaces those cards at the beginning for each round, whether used or not). Her signature event, "Obscure Studies", can be played to be put under her and give a massive skill boost for the round, on top of returning the card currently under her sheet back to her hand to be reused later.
* JackOfAllStats: When supplied with the right set of skills, she can become an all-rounder, who can adapt to any role.
* MasterOfNone: PlayedWith. Stats-wise, she is one of the worst investigators (only 2 at every stat, which is below average), and certainly has the worst Intellect amongst Seekers (all of whom have 4-5). However, her abilities allows her to quickly rotate through all her available cards, nearly always having something useful at her disposal. Also, any cards she has under her sheet can be committed to tests multiple times.
* MechanicallyUnusualFighter: Each round, she picks and puts a card beneath her investigator sheet. Cards under her sheet can be committed to skill tests as usual, but ''won't'' be discarded until the time comes to draw the next card. This works particularly well with skill cards (which must be applied to a skill test in order to work anyway), though she can do this only once per test. Her personal weakness is also built around this mechanic: "Whispers from the Deep" is a skill card with ''negative'' stats modifiers, which she has no choice but to commit to tests.
* RecurringDreams: She keeps seeing weird dreams about some submerged city (i.e. [[Literature/TheShadowOverInnsmouth Y'ha-nthlei]]). They actually bother her so much, she can't concentrate on her studies any more. Besides being her main motivation to join the team (she wants to learn more about that city and why she keeps seeing it), these dreams also act as her personal weakness, "Whispers from the Deep".
* WeakButSkilled: Amanda has 2 in every stat, bringing her to a total of 8 skill points (most investigators have 12), but her free extra draw she gets at the start of her turn and ability to commit one card to '''every''' skill test (including skill cards with powerful secondary effect beside the stat boost) until her next turn greatly compensate for her weak statline.
[[/folder]]

[[folder:Trish Scarborough]]
!!Trish Scarborough, The Spy
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_trish.jpg]]
->''Trish had always excelled in both body and mind, her unwavering focus on excellence and her fearless disposition a winning combination. Given her stellar academic and athletic records, everyone expected to see her become something great. Instead, Trish took a job at a commercial code company. The initial shock of her humble work eventually wore off, and the exceptional Trish Scarborough faded into obscurity. This suited Trish just fine, as it made it harder for anyone to realize the truth: her job was a cover for her true work as a spy with the Black Chamber, the Bureau's code-breaking agency.''
Rogue-class investigator. Has access to Seeker cards (up to level 2).
----
* EarlyBirdCameo: She was originally portrayed on the "Manual Dexterity" skill card from core game, but wasn't actually introduced until ''The Innsmouth Conspiracy''.
* FragileSpeedster: {{Downplayed|Trope}}. While she has 8 Health, with only 2 Combat, she'll have a hard time actually fighting anyone. Instead, she prefers to rely on her 4 Agility to just evade her enemies, and discover clues right under their noses. Her main concern is her low 6 Sanity, coupled with typical for Rogues 2 Willpower (making her vulnerable to treacheries), but unlike most of them, she has access to many Seeker cards that can compensate for said vulnerability.
* TheMenInBlack: Her personal weakness, "Shadow Agents", is represented by the group of shadowy guys (working for the dark cult related to the current BigBad) who keep pursuing her and prevent her from discovering clues by any means except by investigating. Fortunately, they can be dealt with by successfully evading them...which won't be easy, considering their high Evade rating.
* {{Nerf}}: With the Taboo rules, Trish's ability to automatically evade an enemy when she discovers a clue in location with said enemy can no longer affect Elite enemies, to avoid letting her get around ContractualBossImmunity. The alternative effect of same ability, to find an extra clue, wasn't affected.
* TheSmartGuy: She has impressive 4 Intellect, and can access Seeker cards, making her a good clue-gatherer. This is fortunate, since the actual Seeker from same expansion is more of an [[JackOfAllStats all-rounder]]. To further motivate her into acting like team's searcher, her Elder Sign allows her to investigate remote locations without physically going there.
* TheSneakyGuy: She combines the best traits of both Rogues and Seekers, resulting in an agile, hard-to-catch clue gatherer who can steal clues right under her enemies' noses. As additional bonus, once per round, when she finds a clue in a location occupied by an enemy, she can discover an additional one for free.
* StealthExpert:
** After discovering a clue in a location occupied by enemies, she can automatically evade one of those enemies.
** Her signature event, "In the Shadows", allows her to sneakily disengage from all enemies and avoid engaging with anyone until the end of round. As a downside, she can't deal damage to them, either.
[[/folder]]

[[folder:Dexter Drake]]
!!Dexter Drake, The Magician
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_dexter.jpg]]
[[caption-width-right:225:''"Do you want to see true magic?"'']]
->''For Dexter Drake, the magic of fairy tales and myths has been a lifelong fascination. The chance discovery of an old book page during the Great War opened Drake's eyes to the possibility that magic might truly exist. Years later, the promise of arcane tomes locked away in Miskatonic University's special collection draws the successful stage magician to the quiet town of Arkham. Lured to an auction of occult items, "Drake the Great" and his assistant, Molly Maxwell, find themselves targeted by the depraved servants of an otherworldly force of disease and corruption. To save Molly, Arkham and perhaps the world from a horrific transformation, Drake needs more than his wits and quick hands. He must turn to real magic, even if it risks his mind, body and spirit''.
Mystic-class investigator. Has access to Rogue cards (up to level 2).
----
* EarlyBirdCameo:
** He was first introduced as a bonus investigator (with a set of replacement signature cards and weaknesses) for anyone who bought the novella about him, before being re-introduced in the ''The Innsmouth Conspiracy''.
** Dexter was pictured on the "Haste" Asset from ''The Dream Eaters'' expansion, which directly preceded ''The Innsmouth Conspiracy''. It also foreshadowed him having access to Rogue cards.
* {{Expy}}: Dexter is based on ComicStrip/MandrakeTheMagician, down to the name.
* FatalFlaw: His obsession with learning "real" magic is quite possibly the main reason behind all his problems.
* GameplayAndStoryIntegration:
** His magician background is reflected by his signature ability: he can quickly exchange assets in play with different ones, just like magicians would do during their performances. And his signature asset is outright named "Showmanship"; it gives bonuses to whatever cards he recently put into play.
** His obsession with learning "real magic" manifests as his personal weakness, "Occult Scraps", which is whatever fragments of occult books he managed to get his hands on; it drains his Willpower until he manages to get rid of it, which, ironically, reduces his effectiveness as an ''actual'' mage.
** He's only starting to learn the world of magic, with no-nonsence "do-it-right" attitude; he has only 2 Intellect and can't search for signs of occult and eldritch as efficiently as his more experienced (or savvy) colleagues.
* ItemCaddy: He's all about quickly shuffling his assets, replacing ones he no longer needs with the others. His Elder Sign further helps with it.
* LovelyAssistant: His promo-card provides his assistant, Molly Maxwell, as an alternative signature card. Her main role is providing an opportunity to quickly find and draw assets with a specific trait. To discourage abusing her ability, she takes horror each time she uses it, and has only 4 Sanity.
* MageMarksman: He is a [[MagiciansAreWizards a magician that can cast actual magic]] and his main choices in weaponry come from his Rogue card pool, most of which are firearms. His backstory also states that, like Mark, he is a war veteran.
* MagiciansAreWizards:
** Used to be normal StageMagician until he learned ''real'' magic.
** He is a Mystic-class investigator, who uses his magician skills to actually amplify his performance as a wizard.
* MagicKnight: {{Downplayed|Trope}}. While Dexter only has 3 Combat (compared to his 5 Willpower), he has access to some guns from Rogue-class arsenal, making it less of an issue, while his abilities makes it easier to quickly replace discharged guns with fresh ones.
* PickACard: [[LovelyAssistant Molly Maxwell, his assistant]] (and alternative signature card) allows him to pick one trait and then search his deck for cards with this trait, until he finds the first one with it; all other cards must be shuffled back; the fewer cards with the chosen trait his deck has, the better chance of finding a specific card (if you know what to search for).
* PowerNullifier: Dexter's replacement personal weakness, "Yaztaroth", prevents him from putting assets into play, be it through his abilities or by just playing them. This is especially nasty if he is using both of his signature cards, as Yaztaroth will prevent Dexter from getting rid of Occult Scraps until he discards the former weakness.
* SquishyWizard: PlayedWith. Dexter has adequate Combat (and some guns to put it to use), but he still has relatively low 6 Health and unimpressive 2 Agility, making going onto offensive risky as he wouldn't be able to easily escape, as well as making him vulnerable to Agility-testing treacheries (which are likely to target his Health).
* StageMagician: He was a stage magician before he learned ''real'' magic. He still dresses like one.
[[/folder]]

[[folder:Silas Marsh]]
!!Silas Marsh, the Sailor
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_silas.jpg]]
[[caption-width-right:225:''"Leave your fears on the docks, lads".'']]
->''Silas Marsh has always felt called to the sea. As a young lad, he left his family in fear-shadowed Innsmouth and made a name for himself sailing the seven seas. But after the death of his parents, the sea's call has only grown stronger. Silas has dreams - nightmares - of pointed teeth grinning, webbed hands reaching, and eyes glowing in the darkness of the ocean deeps. No one in his family is able to offer an explanation for his dreams, or at least, no one is willing. So when desperate librarian Abigail Foreman comes to Silas with questions of her own, he cannot turn her away. Her ancient and mysterious tome, the Profesiae Profana, points to a stellar event foretelling the end of the world, and painted in its margins are the very same creatures that haunt Silas's nightmares...''
Survivor-class investigator. Has access to "Innate" skills of any class (up to level 2).
----
* BigGuy: Silas has 9 Health and 4 Combat. These stats are impressive on their own, but this also makes him the most durable investigator in ''The Innsmouth Conspiracy'' expansion, allowing him to act as potent backup fighter. Predictable downside is only having 5 Sanity.
* BoringButPractical: His replacement signature card, "Nautical Prowess" skill, does nothing flashy, but instead just provides rather stable, albeit minor, bonuses: when applied to a skill test with a negative chaos token modifier, it provides two "wild" (fit for any type) skill icons, which somewhat offsets the negative effect of the chaos token. Alternatively, it has the rather standard effect of allowing him to draw a card.
* CripplingOverspecialization: Granted that he specializes in having more cards to pass tests with than normal, but skills cards are typically ''only'' usable for skill tests. Assets and events are still restricted to the Survivor pool for him.
* EarlyBirdCameo:
** He firstly appeared on the "Overpower" skill from the core game, long before actually becoming playable.
** He was originally introduced as a bonus investigator (with a set of replacement signature cards and weaknesses) for anyone who bought the novella about him, before being re-introduced in the ''The Innsmouth Conspiracy''.
* GlassCannon: Silas has tons of Health, as well as high Combat ''and'' Agility, but pays for it with only having 5 Sanity and 2 Willpower, making him vulnerable to certain treacheries and horror-dealing enemies if he fails to take care of them in time. It's in his interests to quickly find a way to soak up horror and boost his Willpower, or he will be quickly driven to insanity.
* HalfHumanHybrid: Like all members of the Marsh family, he has the Innsmouth Look, marking him as half-human, half-Deep One. This doesn't make him any less heroic though, but it does leave him vulnerable to the "call of the sea". His main weakness, "Siren Call", [[GameplayAndStoryIntegration represents this]] and forces him to pay resources when he commits card for each icon matching the skill tested, quickly leaving him without resources and [[PowerNullifier unable to commit cards anymore if he cannot pay]] unless he can discard it.
* InTheBlood: As a member of the Marsh family, he has [[HalfHumanHybrid the Innsmouth Look]].
* {{Irony}}: He's one of the few investigators who has a card portraying him (upgraded "Overpower", Guardian-class skill), which he can't take as it's off-class for him.
* ItemCaddy: His playstyle relies on using skills (he can access a large amount of the off-class ones), and him easily regaining the skills spent on skill tests (or adding new ones).
** Both "Sea Change Harpoon" and "Silas' Net" gains stronger effects if he commits skills to the tests where he uses them, and both can be returned to hand to get the committed skills back.
** His Elder Sign allows to commit to the test a skill card from discard pile, which he then returns to hand instead of discarding.
* LightningBruiser: He's the only investigators to simultaneously having 4 Combat and 4 Agility, on top of being very tough, which makes him very flexible combatant.
* ManaBurn: "Siren Call" makes Silas pay 1 resource for each matching skill icon on a card he commits to a skill test: if he cannot pay the full price, he cannot commit them.
* PowerNullifier: "Siren Call" forces Silas to pay resources to commit cards, and if he cannot, prevents him from committing cards at all. "Dream Of The Deep" subtract 2 points from his skill value to a test Silas commits this weakness to (making most skill cards near useless) until he passes a test with this penalty to discard it, and forces Silas to commit this card to every test under the threat of sapping his health every turn if he can't get rid of it.
* RecurringDreams:
** He keeps seeing dreams about the depths of the ocean; this is a bad sign, indicating that his [[HalfHumanHybrid Innsmouth heritage]] is beginning to force him into becoming a full Deep One.
** His (replacement) personal weakness, "Dreams of the Deep", acts as a skill card which ''subtracts'' from his total skill value, and returns to his hand if the skill check is failed, instead of being discarded. If he ends the turn with it still in his hand, he suffers 2 damage.
* WhiteSheep: Unlike most members of the [[HalfHumanHybrid Marsh family]], he is a good guy.
[[/folder]]

!Introduced in ''Edge of the Earth'' expansion
[[folder:In general]]
----
* MagikarpPower: Since ''Edge of the Earth'' investigators start out with very limited access to cards of their "de facto" class, they get badly outperformed in their intended roles by full members of those classes. But once they get the experience to buy upgraded cards, their powerful built-in abilities start to shine.
* MechanicallyUnusualFighter: All ''Edge of the Earth'' investigators only have access to level 0 cards of their own class, but can also use any level 1-5 cards and up to 5 level 0 cards of another class. This causes them to effectively change class over the course of a campaign as they replace their level 0 cards with upgraded cards of their secondary class.
[[/folder]]

[[folder:Daniella Rayes]]
!!Daniela Reyes, the Mechanic
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/daniela.JPG]]
[[caption-width-right:225:''"Relax, tough guy. I'll handle this. You stand over there and look pretty".'']]
->''Daniela always figured she had a good life. She had a loving, boisterous family. She had a steady job that used her brains and her hands. She had enough money to spend on fast cars, pretty girls, and her motorcycle, Gabriel. Then her brother, Ramon, got caught up in some trouble. Her mother warned her to be careful, that darkness lay ahead. Daniela set a glass of water behind the door for her mother's sake, to catch evil spirits - just as she's been taught as a child. When Daniela awoke to find it shattered, she was determined to figure out what happened and fix it. Just like she always did.''
Guardian-class investigator, who can only access level 0 cards of her own class, but can include unlimited number of level 1-5 and up to 5 level 0 Survivor cards.
----
* ActionSurvivor: Tough as nails she might be, Daniela is just a mechanic that found herself tangled with the supernatural by chance, and the horrors she faces are way out of the league of what she is accustomed dealing with. This is probably why she "starts" as a Guardian only to "turn" into a Survivor later.
* ArmourPiercingAttack:
** Daniela's ability allows her to deal damage to an attacking enemy without bothering with any skill tests, which can help a lot against enemies with high Combat rating.
** Daniella's personal weakness, "Mob Goons", is a couple of, well, [[ExactlyWhatItSaysOnTheTin mob goons]], whose attacks can't be cancelled by any means, and whose damage and horror are always treated as direct (so they can't be assigned to assets).
* BigGuy:
** Like all Guardians, she's very tough and strong, and remains so even after dual-classing to Survivor. She's also encouraged to stay on the frontline, as all her abilities trigger only when she gets attacked (regardless of whether she actually gets hit or not). This does not work on attacks of opportunity, however.
** She's the only investigator to actually ''benefit'' from being attacked, which encourages her to go into offensive rather than hide behind:
*** She can either immediately retaliate and deal 1 damage to attacking enemy, or automatically evade them (which either exhausts them, or triggers other effects).
*** Her signature card, "Mechanic's Wrench", can force the enemies into attacking her when she needs it for specific effect.
*** Her Elder Sign gives her automatic success if she was attacked this round... or a simple "+1" otherwise.
** She has only 6 Sanity, but compensates for it with impressive 4 Willpower (above average for Guardians, and good stat in general), making her less likely to get hit by treacheries. This also makes her better with actually using certain Guardian cards to tank treacheries intended for the other investigators.
* BookDumb: Representing her unawareness of the eldritch horrors she's facing, she has one of the lowest Intellect stat in the game, only having 1 point in it, making her completely reliant on Survivor cards for finding clues (all of which involve some unorthodox search methods, or even dumb luck). However, where she really shines is thinking on her feet and finding non-standard solutions to seemingly impossible problems... Just like a true Survivor.
* ButchLesbian: Her backstory mentions that she loves to spend her money on "fast cars, pretty girls, and her motorcycle, Gabriel". Daniella herself is a tough-looking mechanic with "let's go into fight, would figure the rest out on the go" approach to problems.
* CounterAttack: All of Daniela's abilities are focused around punishing the enemy for attacking her, whether by reflecting back some damage, automatically evading them (stunning them for a turn and leaving them helpless) or powering up her [[WrenchWhack wrench]] to hit harder for a round.
* EarlyBirdCameo: Daniela was portrayed on several cards released prior to her announcement.
* MightyGlacier: Even after she "becomes" a Survivor, Daniela remains a force to reckon with in battle, with an impressive Combat stat of 5 and 8 Health. She's unlikely to escape any ambushes, however, only having 2 Agility, though she can try to tank damage and then use her ability to just evade an enemy automatically.
* RevengeByProxy: Daniella's personal weakness, "Mob Goons", is literally a couple of bandits sent after her by some loan sharks after her brother got into troubles. The card's flavour text even states that "debt is a family affair".
* TwoferTokenMinority: Being both Hispanic and lesbian makes her stand out in the 1920s setting.
* WrenchWench: A strong, sturdy woman who's very good with a wrench, both for fixing cars and clobbering monsters.
* WrenchWhack: Her signature card, "Mechanic's Wrench", is not only a useful tool which reinforces her mechanics, but can also be used as a weapon against enemies who previously hit Daniela.
[[/folder]]

[[folder:Norman Withers]]
!!Norman Withers, the Astronomer
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/norman.JPG]]
->''Nobody believes him, and why should they? How could six stars vanish from sight all at once, never to reappear? Astronomer and Miskatonic University professor Norman Withers had all but given up on regaining his colleagues' esteem when a protege of the renowned Albert Einstein comes to speak on campus. The visiting physicist, with unsettling theories about the curvature of space-time, may hold the key to helping Norman explain the phenomenon of the vanishing stars...''
Seeker-class investigator, who can only access level 0 cards of his own class. Instead, he can include unlimited number of level 1-5 and up to 5 level 0 Mystic cards.
----
* BadassBookworm: Despite being an astronomer ([[SquishyWizard and not a physically strong one at that]]), Norman is willing to stand up against the {{Eldritch Abomination}}s as much as the other heroes.
* TheCassandra: No one believed him when he claimed that six stars suddenly disappeared from the sky, all at once.
* ClockRoaches: Whatever he did, he attracted the attention of [[Literature/TheHoundsOfTindalos Hounds of Tindalos]], who now hunt for him for meddling with the space-time continuum. His (replacement) personal weakness, "The Vengeful Hound", hunts for him (and him specifically), and as long as it's engaged with him, he can't use any player cards to reveal or draw cards, effectively disabling his signature asset, "Split the Angle".
* EarlyBirdCameo: Like several investigators before him, he was originally released as a promotional character alongside a novella before becoming part of a full expansion. He later served as template for other investigators with similar deckbuilding rules.
* MechanicallyUnusualFighter: The top card of his deck is always revealed, and he can play cards from there, at reduced cost. However, if it's a weakness, he must immediately draw it. Both his signature card, "Livre d'Eibon", and his personal weakness, "The Harbinger", also interact with this ability, providing him with more benefits, or disabling any interactions with the deck, respectively.
* ObviousRulePatch: Errata was released for Norman's promo card, which slightly tweaked the rulings for his deckbuilding to match his campaign version, specifically to address an issue with him interacting with low-level multiclass cards, which otherwise would consume limited slots for level 0 Mystic cards in his deck.
* OmniscientHero:
** Norman always plays with top card of his deck revealed (allowing him to know what he may expect). His Elder Sign effect synergises with this ability, as its effect scales with the cost of top-most card of the deck, with him being allowed to swap it with one of the cards in his hand, either to get stronger effect or to get better cards earlier.
** Livre d'Eibon let Norman swap a card in his hand for a card on top of his deck, on top of allowing him to commit the top card of his deck to skill test (which is especially useful when the card on top of his deck is a skill card, which Norman ''can't'' play even when revealed).
** His replacement signature card, "Split the Angle", allows him to spend an action to reveal the top card of the encounter deck. He then may exhaust ''Split the Angle'' (and sacrifice the top card of his deck) to discard the top card of the encounter deck, potentially avoiding something nasty, like "Ancient Evils".
* PowerNullifier: "The Harbinger" prevents Norman from interacting with his deck (be through his [[OmniscientHero main ability]] or just drawing, searching or even his ''upkeep'') until he takes 2 actions to discard it. "Vengeful Hound" replacement enemy weakness has a weaker effect of merely preventing Norman from drawing or revealing cards until it is defeated.
* SpaceIsMagic: Norman is an astronomer who through his studies, learns about the eldritch nature of space and how to exploit it to cast magic. In-game, he starts as a Seeker, but later "becomes" a Mystic.
* SquishyWizard: Norman combines Seeker-grade 5 Intellect with Mystic-grade 4 Willpower, on top of 8 Sanity, and eventually learns how to use powerful magic spells, but he's physically frail, so he has only 6 Health, 2 Combat and 1 Agility, making him one of the most fragile investigators in the game.
* TheStarsAreGoingOut: Being an astronomer, he was first to notice that stars were starting to disappear en masse; none of his colleagues believed him, leading Norman to try and find help elsewhere, resulting in him joining the team.
[[/folder]]

[[folder:Monterey Jack]]
!!Monterey Jack, the Archaeologist
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/jack_3.JPG]]
->''Young Jack traveled the world with his father's archaeological expeditions. Now a globe-trotting treasure hunter and an accomplished archaeologist in his own right, "Monterey" follows in his father's footsteps, securing the treasures of ancient civilizations and lost cultures. But after discovering a silver pendant with a familiar symbol on it, Monterey must explore his own past. Years ago, his father was found murdered with the very same sigil carved in his forehead. The image has haunted Monterey's dreams ever since. But he's getting close. He won't stop until he solves the mystery of his father's murder... no matter what it takes. ''
Rogue-class investigator.
!!!Both versions
* AdventurerArchaeologist: Monterey was never one of those archaeologists who work from the office; he's the man of action, who goes on the dangerous expeditions personally, ready to face--and survive--any dangers life can throw at him. His basic version makes him remember that he's a scholar first and foremost, making him "evolve" into a Seeker, while parallel version puts emphasis on the "adventurer" part.
* EarlyBirdCameo: In a bit of futureproofing, he was mentioned several cycles back in the campaign guide for ''The Forgotten Age'' as one of the investigators who must take the role of the lead investigator if present at the start of the campaign.
* {{Expy}}: He's based on Franchise/IndianaJones, complete with a hat and a bullwhip.
* FragileSpeedster: Monterey has very high Agility of 5 in both versions, but suffers from pitiful 6 Sanity and 1 Willpower, combined with only 2 Combat. His unique card, "Trusty Bullwhip", somewhat compensates for it, allowing to fight using his Agility instead, and even evade the enemy after successful attack. However, his weakness, "Buried Secrets", exacerbate the issue by making him unable to move (outside of scenario cards' effects) until he investigates his location (if he can investigate it, otherwise he is free to move), leaving him as a sitting duck for "Hunter" enemies chasing after him.
* TheLeader: If he is the part of the team during the ''Forgotten Age'' campaign, the campaign guide forces him into the position of lead investigator (if present, the other possible candidates are Leo Anderson or Ursula Downs).
* PowerNullifier: "Buried Secrets" weakness makes Monterey unable to move unless instructed by scenario cards, which not only pins him to the ground, but also shuts down his abilities, as they rely on him being always on the move. He may try to investigate his location to either discard it (if he succeeds) or shuffle into deck at the cost of 2 horror (if he fails).

!!!Basic version
Can only access level 0 cards of his own class, but can include unlimited number of level 1-5 and up to 5 level 0 Seeker cards.
----
* FragileSpeedster: The combination of his high Agility and Intellect, and access to both Rogue and Seeker-class cards (primely the latter), as well as an ability that rewards him staying on the move, he's got the means and incentive to zip around the map collecting clues and evading enemies. But he's not well-fit for combat or dealing with treacheries, lacking Rogue-class arsenal of offensive and defensive cards to compensate for his 2 Combat, yet still having typical for them low Willpower, that would make him struggle against treacheries.
* GeniusBruiser: {{Downplayed|Trope}}; he's more on the "genius" side, due to having access to primely Seeker-class cards, as well as suffer from only having 2 Combat, but he still stands out amongst actual Seekers, who tend to have even fewer combat options than him on average.
* MoneyMultiplier: Monterey can gain extra resources at the end of his turn (or, alternatively, draw extra cards), but only if he ends the turn in different location than where he started in. His Elder Sign has similar effect.

!!!Parallel version.
Has limited (up to level 3) access to his own class, but can access Charm and Relic cards (both up to level 4) of any class, and up to 5 other level 0 Seeker cards.
----
* CripplingOverspecialisation: While he can access cards above level 0 of his class unlike his base version, parallel Monterey cannot get level 4 or 5 rogue cards, but makes up for it by having access to both Relic and Charm cards below level 5.
* DiscountCard: Parallel Monterey gets a discount playing Relic assets from his main ability equal to the shroud value of the location where he discovered the last clue.
* ItemCaddy: He can access off-class Relics and Charm class (save for level 5 ones), and can "unbury" them by performing research at various locations, quickly finding them in his deck and playing them at reduced price; the higher location's shroud, the stronger the effect is.
* MoneyMultiplier: His Elder Sign gives him 1 resource per each Relic and Charm asset he controls.
* MythologyGag: His parallel version strongly resembles Monterey from ''TabletopGame/ArkhamHorror'', being less about researching and more about quickly accumulating lots of relics with all sorts of weird effects, as well as makes him more combat-oriented than his basic version (though still not as much as his version from original ''Arkham Horror'', where he was more of a bruiser than speedster), by softening the restriction on Rogue cards he can take.
* TreasureHunter: His parallel version revisits his routes, by turning him into relics specialist. His challenge scenario is also all about treasure hunting, and reuses locations and encounter cards from ''The Forgotten Age'' campaign.
** Parallel Monterey's main ability is to "discover" a relic when he finds the last clue in a location. What means in gameplay terms is that he searches a number of cards for a Relic asset and gets a cost reduction to play it both equal to the shroud value of the location.
[[/folder]]

[[folder:Lily Chen]]
!!Lily Chen, the Martial Artist
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/lily_8.JPG]]
[[caption-width-right:225:''"I have been preparing to confront this evil for my entire life. My focus must be absolute".'']]
->''Chen Li speaks rarely. When she does, her words are measured and wise. After a lifetime of disciplined training, every gesture is graceful, uncluttered by hesitation. The monks who raised her said that she was born for a special purpose, to face a great evil. Now, they believe that evil is at hand, and she is the only one who can stop it.''
Mystic-class investigator, who can only access level 0 cards of her own class, but can include unlimited number of level 1-5 and up to 5 level 0 Guardian cards. She can't access any "Firearms" cards.
----
* AllAsiansKnowMartialArts: Not only is she one of the few investigators of an Asian ethnicity, she was also raised by kung-fu monks. Given that the Mythos is derived from 1920s pulps, this isn't much of a surprise.
* BigGuy: She has better Health than most Mystics, and has access to Guardian-class cards (gradually shifting over completely) to increase her survivability and combat effectiveness even further.
* ChargedAttack: The "Prescience of Fate" Discipline raises Lily's Combat value by 1, but also lets her take one action to flip the card to the "broken" side and get a massive +5 skill value bonus to the next test she performs. Taking said action does not provoke attacks of opportunity, meaning it can also be useful in combat to overcome a foe with high Fight or Evade value. It can be restored to the "unbroken" side by not taking a test for a whole round, [[LuckBasedMission so hope the next encounter card you draw won't require a test.]]
* TheChosenOne: As per her backstory, she was raised by monks who thought her destiny was to fight against whatever horror the investigators oppose in a given campaign.
* DeathOfAThousandCuts: Lily's personal weakness "Burden of Destiny" is unique in that the effect is fairly weak on its own (either flip a discipline to its broken side, which can be restored next round, or take 1 damage and horror), but has the property of adding another copy of itself to the deck every time she obtains a new discipline, up to a maximum of 4. Needless to say, drawing 1 isn't much of an issue, but drawing 2 or 3 in succession can overwhelm her.
* DesperationAttack: Her "Quiescence of Thought" Discipline improves Lily's Intellect by 1, but can also be flipped when Lily has less than 5 cards in hand by taking an action to draw cards until she has 5. Given being this low on cards isn't an ideal position to be in the first place, it shouldn't be used so willy-nilly. Doesn't help that (beside revealing her Elder Sign) it can only be restored by having 2 cards or less at the end of the round, putting you back in the situation that made you use the discipline in the first place.
* DoesNotLikeGuns: Even as she dual-classes into Guardian, she can't use "Firearm" cards, possibly due to her training as a martial artist. Bows and grenades are still valid, however, as they have "Ranged" trait instead.
* ExtraTurn: Her "Balance of Body" Discipline allows her to do up to 3 different fight and/or evade actions at the cost of one; doing so, however, breaks the Discipline, disabling its effects until she manages to spend a turn with no enemies nearby at any point.
* ItSucksToBeTheChosenOne: Her unique weakness, which forces her to either take damage and horror or flip her Discipline assets to their "broken" side, is titled "Burden of Destiny". The number of copies of this card increases as she learns more Disciplines, thus making it harder to keep them active. The Disciplines ''can'' be restored back, but it requires ending the turn with specific conditions fulfilled, or draw an Elder Sign.
* LightningBruiser: If Lily manages to obtain all of her disciplines, she will enjoy an above average statline compared to other Investigators, which includes a fantastic Combat skill of 5 and very good Agility of 4.
* KungFuWizard: Literally; she was raised by monks, and is adept in both martial arts and magic, though she's better at the former rather than the latter: Lily has below average Willpower for a Mystic base (3, though she can raise to 4 with a discipline), but has the best Combat stat among them (4, which can go to 5 with a discipline). She has also lower Sanity than other Mystics (7, while most have 8-9), but better Health (7 as well, while most have 5-6), meaning that she is not [[SquishyWizard squishy]] either.
* MagicKnight: She can access both Mystic and Guardian cards, and has good enough stats to succeed in both roles, though eventually she's likely to drop a large chunk of her magic completely, due to all her high-level cards belonging to the Guardian class. Neither class helps much to mitigate her 2 Intellect, however.
* MagikarpPower: {{Downplayed|Trope}}; if she manages to get all four disciplines, she gets 4-3-5-4 statline, which while isn't broken, puts her significantly above average (it's 16 skill points total, versus standard 12) and leaves out all glaring weaknesses... assuming that [[DifficultButAwesome she manages to keep those disciplines intact]], which gets more difficult as she gets higher number of them.
* MechanicallyUnusualFighter: When creating her deck, she gets to choose from four different unique Discipline assets which boost one of her stats and provide her with a powerful ability, which has the cost of forcing her to flip the card over to its "broken" side, disabling it until specific conditions are met to turn it back (or she draws an Elder Sign). She can pick only one Discipline right away, but will gain another for every 15 experience points earned in total across the campaign.
* MythologyGag: Lily's "Aligment on Spirit" discipline, on top of providing her with 1 additional point in willpower, allows her to flip it and take 1 direct damage to heal 3 horror or 1 direct horror to heal 3 damage, which is very similiar to her ability in various Arkham Files games to trade health to heal sanity and vice versa. It can be restored by not taking damage or horror in one round.
* PowerNullifier: "Burden of Destiny" gives a choice to Lily: either it breaks one discipline she has and prevent her from restoring it this round, or saps her Health and Sanity.
* SpamAttack: Her "Balance of Body" Discipline improves her agility by 1 and allows her to take an action to flip it to perform 3 more Fight or Evade actions. The catch is that they must all be "different", so you cannot attack 3 times with the same weapon in a row, but you are free to use more than one asset or play events. To restore it, Lily must have not been in a location with an enemy for a whole round, which hopefully won't be a hard condition to fulfill after taking care of every foe using this discipline.
[[/folder]]

[[folder:Bob Jenkins]]
!!Bob Jenkins, the Salesman
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/bob_0.JPG]]
->''According to Bob, the secret to success as a salesman is persistence. People just need to be told what it is that they want. Repeatedly. Recently, Bob came into possession of a handful of "cursed" golden coins, and he hopes the same persistence he so famously advocates will help him to uncover their origin and purpose. If he plays his cards right, maybe this will be his big score. Maybe he'll finally be able to retire and buy that boat he's had his eye on and spend the rest of his days fishing in a tropical paradise. Or maybe Bob will finally come to see all that glitters is not gold.''
Survivor-class investigator, who can only access level 0 cards of his own class, but can include unlimited number of level 1-5 and up to 5 level 0 Rogue cards.
----
* ActionSurvivor: {{Subverted|Trope}}; Bob ''appears'' to be one, as he is a saleman finding himself to deal with much, much more than just selling goods, but as his backstory describes, he has chosen to dwell into the unknown for his [[OnlyInItForTheMoney own personal gain]]. Notably, while he starts out having access to mostly level 0 Survivor cards, all of his level 1 and above cards are from the Rogue faction, meaning that Bob at some point is no longer attempting to survive, but exploiting the situation to become rich.
* DiscountCard: "Shrewd Dealings" reduces the cost of item cards Bob's plays (whether in his hand or the hand of another investigator) by one resource.
* ExtraTurn: Bob gets an extra action each turn to play an "Item" asset of his or of another Investigator; if it belogns to another investigator, then both of them can pay the resources for it together.
* GameplayAndStoryIntegration: He's a salesman; all his abilities are related to his career in one way or another:
** Bob has a bonus action specifically to play "Item" assets.
** Bob can ask another investigator in his location to reveal an "Item" asset in their hand, and pay the price for them, fully or partially. His signature asset, "Shrewd Dealings", further reinforces this mechanic, by allowing him to play "Items" [[DiscountCard more cheaply]], and playing his own assets under control of the other investigators.
* {{Greed}}: His appropriate-named unique weakness, "Greed", cause Bob variable amount of horror depending on how many resources he is holding when he draws it, with the effect worsening the less he has. At best it will cause him 1 horror, at worst, if he has zero resources, '''4''', half his max sanity!
* ItemCaddy: He's all about quickly and easily putting tons of Items in play, thanks to having extra action just to play Items, and having means to reduce their cost. His Elder Sign further motivates it, giving him the bonus which scales with the number of Items he controls.
* OnlyInItForTheMoney: Most Investigators might be putting their lives and sanity on the line to save humanity, but for Bob it's all about making profit. This may also be why he has only 2 Willpower; he lacks resolve his more heroic companions have.
-->''You say the 'end of the world.' I hear 'business opportunity.' ''
* TheSneakyGuy: Bob has impressive 4 Intellect, which, if he puts his Rogue-class cards to good use to boost his 3 Agility, makes him good pick for covert clue gathering in the danger zones.
* SupportPartyMember: His abilities let him pay for his teammates' Item cards or even gift other investigators cards from his own deck. Guardians who rely on expensive Item assets to do their job are particularly happy to have him around.
[[/folder]]

!Introduced in ''The Scarlet Keys'' expansion
[[folder:Carson Sinclair]]
!!Carson Sinclair, the Butler
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/carson_sinclair.png]]
->''Carson Sinclair has served three generations of the Webb family in Arkham. Always proper, Carson watched with disapproval as his most recent employer, Hercule Webb, began bringing bizarre artifacts and profane tomes into the house, aided in these endeavors by Webb's business manager, Dupuis. When Mr. Webb was swallowed by a dimensional rift, no one believed Carson's description of the harrowing event. Carson has devoted himself to proving Dupuis's guilt, and to restoring the children as the rightful heirs to the Webb fortune.''
Guardian-class investigator. Can include up to 10 level 0-1 Seeker, Mystic or Survivor events/skills (he can only choose one extra class).
----
* ActionSurvivor: In spite of being a Guardian, Carson isn't a police officer, a soldier, mercenary or anyone that had previous ties with the supernatural, which partially explains his not so great skills.
* BattleButler: {{Downplayed|Trope}}. While he's not very strong on his own, due to low stats, he can compensate for it with the tools the Guardians have access to, being able to stand his ground and protect his friends.
* ExtraTurn: His special ability allows him to trade his actions to the other players. He has an extra action specifically dedicated to this ability, allowing him to freely use it every turn at least once.
* MasterOfNone: He has no stat above 2, so he has to either rely on the other players, or stockpile cards which can boost his stats, and he's unlikely to be very strong in any particular field. He can take some off-class cards, but they wouldn't let him catch up with stronger teammates; of those, Survivor-class cards provide least amount of help to his teammates, but also makes him less of a deadweight thanks to many of them giving beneficial effects on a failure.
* MultiplayerOnlyItem: None of his abilities can be used on Carson himself (including his signature card), rendering them useless when playing in singleplayer.
* ThePowerOfFriendship: Friendship and loyalty are the core of his design, including his gameplay:
** He has powerful supportive abilities, but nothing of this works for Carson himself.
** His Elder Sign allows him to draw 1 card... and this ability triggers each time ''any'' investigator draws their Elder Sign, not just Carson himself.
* SupportPartyMember: All his abilities are related to supporting his team, while Carson himself isn't very strong, having no stats above 2.
** He [[ExtraTurn can spend actions to give extra actions to the other investigators]]; he has an extra action himself each turn specifically for that purpose.
** His signature card, "As you wish" skill, can ''only'' be assigned to the tests performed by the other investigators, giving them huge stat boost, and allowing to draw 1 card on success (on a failure, Carson draws it instead).
** His personal weakness, "Selfless to a Fault", actually ''punishes'' him for not committing cards to other players' tests, causing him horror if he ends the turn without helping anyone.
** Carson can take some cards from either Seeker, Mystic or Survivor class; given his stats, the best Seeker or Mystic-class cards he can pick are those which don't make him pass skill tests -- meaning mostly utilitarian or protective cards.
* UndyingLoyalty: His motivation to join the adventure is to help the children of his master, and prove his murderer's fault. ''Nothing'' would stop him at that.
* WeakButSkilled: {{Downplayed|Trope}}, Carson has a below average total statline of 8 (4 less points than the average 12) and is also frail with 6 health and sanity, and while none of his abilities compensate for his weakness, nor make him self-sufficent, he still can be very useful as a SupportPartyMember team player, enabling stronger Investigators than him do their job even better.
[[/folder]]

[[folder:Vincent Lee]]
!!Vincent Lee, the Doctor
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahtcg_vincent.png]]
[[caption-width-right:225:''"I will find the answers, even if it kills me."'']]
->''After the third or fourth mutilated body showed up during his time at St. Mary's Hospital in Arkham, Vincent Lee begun to suspect that these were not mere wild animal attacks. When a young man died screaming in his sleep from a burst heart, Vincent knew for a fact that dark times were ahead. Taking a leave of absence from his position at the hospital, he has set out to ease the suffering of those afflicted by the spreading chaos, hoping that the trail of bodies will lead him to the answers he craves.''
Seeker-class investigator. Has limited (only up to level 3) access to his own class, but has unlimited access to any Health-healing cards, regardless of class. He also may include up to 15 other Guardian and Survivor cards (up to level 1).
----
* CastFromHitpoints: When Vincent uses "Bonesaw" as a weapon, he can deal extra damage at the cost of hurting himself.
* ChronicHeroSyndrome: Vincent just can't stand aside when innocent is in danger; as such, he occasionally gets distracted to help a bleeding bystander (as part of his personal weakness effect), at the cost of actually performing his mission (and risking the world to end); he ''can'' ignore the bystander and let them die, but every time it costs Vincent a mental trauma.
* CombatMedic: He's the team's designated medic, who also can stand his ground in a fight (and has some Guardian-class tools to do so), though he wouldn't replace actual Guardians. He can even use his "Bonesaw" as a Weapon, gaining much-needed bonus to Combat ([[CastFromHitpoints and can sacrifice a point of health for extra damage]]). Additionally, his Elder Sign effect allows him to immediately heal 1 damage from investigator or Ally card in his location.
* CripplingOverspecialisation: He can't access high-level cards of any class (including his own, where he is restricted to level 3), unless they contain words "[[ExactWords heals damage]]", though he can access some cards of Guardian and Survivor classes (up to level 1).
* ExactWords: As clarified in the FAQ, he can include cards in his deck as long as they contain words "heals damage", even if it means they heal it on themselves.
* GeniusBruiser: Besides access to both Seeker and Guardian cards, Vincent has Guardian-grade 9 Health, decent 3 Combat (one of the best in his class), and retains great 4 Intellect. However, he faces the typical problem the Guardians tend to have (high Health, low Sanity), making him highly vulnerable to horror-based attacks which can quickly chew through his 6 Sanity, and he can't even hit hard enough to qualify as GlassCannon.
* HarmfulHealing: Once per game, he can use his "Bonesaw" to heal up to 5 damage at once from any investigator, but must then pass hard Intellect test, or cause that investigator a physical trauma (which causes ''permanent'' damage and can kill the investigator if too many traumas gets accumulated).
* HeroicBSOD: Vincent's personal weakness, "Innocent Bystander", acts like a (slotless) Ally card which enters play with most of its health missing, and receives further damage whenever Vincent suffers some (excluding direct damage). It can be cured, and leaves play if Vincent does so, but if it actually runs out of health, Vincent suffers a mental trauma, for letting his patient die.
* MightyGlacier: Vincent is one of the toughest Seekers in the game, having highest Health and second-highest Combat in his class. He's also one of the slowest, having only 1 Agility.
* SupportPartyMember: Whenever he heals damage from any investigator, he also provides them with a copy of "On the Mend" skill, which acts as a free stats boost. The amount of such cards is equal to the number of players.
* WeakButSkilled: In a similiar way to Carolyn: Vincent is overall more resilient than the average investigator, as his Health and Sanity sum is 15 instead of the usual 14, but his total amount of stat points is slightly below average, having 11 instead of 12. He also has limited access to cards of his own class, as he can take only Seeker cards up to level 3, severely limiting his ability to gather clues fast and locking him out of many "researchable" Seeker cards upgrades. But he is the best character at [[TheMedic healing damage]], and when he does so, he gives an "On The Mend" to investigator just healed (himself included), which acts like a free stat-boosting skill card, aiding Investigators in their tests. His access to Guardian and Survivor cards from level 0 to 1 can also let him put his decent Combat (for a Seeker) to use and the fact he can also take any cards that [[ExactWords heals damage]] regardless of their level or class give him a surprising amount of versatility.
[[/folder]]

[[folder:Kymani Jones]]
!!Kymani Jones, the Security Consultant
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahtcg_kymani.png]]
[[caption-width-right:225:''"This doesn't belong to you."'']]
->''When the Talno artifacts went missing from the Miskatonic Museum, Kymani was hired to assess the museum's liability. Of course, Kymani already knew who the thief was -- it had been their own heist, all along. But Kymani had no interest in selling the relics. As far as Kymani was concerned, they weren't the one who ''really'' stole them. No; Kymani had sent the historical artifacts back home, where they truly belonged. The museum and the insurance company see only a villain to catch, but Kymani is faster, smarter, and better.''
Rogue-class investigator. Can access Tool cards of any class (up to level 4). Receives free exp at the deck creation.
----
* {{Backstab}}:
** Normally Kymani's Elder Sign is just the same as a +1 token, but if they draw it while there's at least one exhausted enemy in their location, it counts as an instant success.
** Kymani can immediately engage exhausted enemy as a free action, and if they then try to evade them, they add their Intellect to their Agility during the test; on success, if result is equal or higher than enemy's remaining health, the enemy gets discarded. It doesn't count as ''defeating'' the enemy, so no victory points, nor does it work on Elite foes.
* FragileSpeedster: {{Downplayed|Trope}}. While Kymani has high Health, they lack Combat to actually fight without proper preparations (basic Combat is only 2); not to mention that some enemies target Sanity instead. Instead, they have great Agility (one of the few characters to have basic 5 Agility) and have an additional ability which allows them to discard exhausted enemies when evading them again.
* GrapplingHookPistol: Fitting for a thief, Kymani uses a Grappling Hook as their signature asset, which allows (without risks of attacks of opportunity) to engage, move, evade or investigate; when performing the latter, they also uses their Agility instead of Intellect, which is much higher by default, and much easier to boost given that they're Rogue.
* IronicName: Their family name is Jones, but instead of [[Franchise/IndianaJones looking to bring artifacts to foreign museums]], they instead ''extricate'' artifacts from there.
* JustifiedCriminal: Kymani is a thief, but the reason why they steal relics isn't for profit; they return them to the original lands where they belong, seeing the ones who originally put them into museums as "thieves" instead.
* KungFuProofMook: Agent Fletcher prevents Kymani (and ''only'' Kymani) from adding their Intellect to their Agility while attempting to evade him, not just when using their main ability, but also when playing certain Rogue cards, like "Slip Away".
* MartialPacifist: {{Implied|Trope}}. Enemies taken care of with Kymani's main ability are not considered to be defeated, just "discarded", with the implication that Kymani gave them the good ol' slip or sent them on a wild goose chase after them, neutralising their foes non-violently. While that means they cannot gain Victory through evasion, that also means they can avoid negative effects that would come from defeating certain enemies (the Horror from the Goat Spawns, the Vengenance from Serpents, harming "Innocents" in Murder at the Excelsior Hotel, etc.). Kymani can still benefit from fighting and dealing damage to enemies however (or someone else doing so for them), as the less health they have left, the easier they are to be discarded when exhausted.
* MechanicallyUnusualFighter: Kymani gains a bonus (based on their Intellect) when evading exhausted enemies; if they succeed, they automatically discard those enemies (but not defeat, so no free victory points, for example). They have free action ability specifically to engage such enemies. This ability has much less chance to work on their personal weakness, Agent Fletcher, as he prevents Kymani from gaining Intellect-based bonuses during Evasion.
* TwoferTokenMinority: Jamaican and non-binary.
* WeakButSkilled: Kymani has low offensive stats, but has extra abilities to neutralise enemies through the other means. On top of that, Kymani is way less vulnerable to treacheries which usually torment Rogues, being one of the few Rogues to have 3 Willpower (instead of standard 1-2), on top of 5 Agility. However, few games can be won through evasion alone, so one of the top priorities is to look for ways to boost their 2 Combat and Intellect, as most victory points comes from defeating strong foes and clearing important locations from clues; to help with that, Kymani starts with some free experience points.
[[/folder]]

[[folder:Amina Zidane]]
!!Amina Zidane, the Operator
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/amina_zidane.png]]
[[caption-width-right:225:''"What is it trying to tell me?"'']]
->''A refugee from French-occupied Algeria, Amina arrived in Arkham with nothing more than she could carry. Six years later, Amina's sharp mind and technical skill placed her at the switchboard for the Miskatonic Valley Telephone Company. Soon after, she began to catch snippets of something strange while at work - distorted words in an unrecognizable language, out-of-place noises, calls that connected to nowhere at all and dropped almost immediately. As the phantom calls grew in frequency, Amina sought answers. She found the right extension, connected to the line, and listened in. Despite not understanding a word of the alien language on the other side, she could tell the eldritch words held real power.''
Mystic-class investigator. Can access Charm cards of any class (up to level 4).
----
* ActionSurvivor: She was a normal phone operator, until she accidentally noticed something weird and eldritch going on. She still doesn't fully understand those, and heavily relies on various "charms", not all of which are even magic. Notably, she's one of the few Mystics to have less than 4 Willpower.
* ItemCaddy: She's the only investigator, even amongst Mystics, who can put Doom on her assets directly (and not as effect of the other cards or Elder Sign draw). In addition, her Elder Sign allows her to move Doom from any card in her location (including ''location itself'') and drop on any other card in that location, where it would be easier to manage.
** Amina's signature cards are two fast events which improves asset usage at the cost of requiring Doom to be either placed or already present on them to work: "Word of Woe" and "Word of Weal". '"Word of Woe" let's Amina activate an asset without spending an action by spending 2 resources and placing 1 Doom on it, "Word of Weal'" let's her instead add her Willpower to a test using an asset with Doom on it for free. On top of that, playing either card will shuffle the other in the deck if it is in the discard pile.
* JackOfAllStats: All her stats are average (3, including Willpower). She has to rely on her Doom-manipulating mechanics to make things done. {{Justified|Trope}} as she has neither prior training nor knowledge of the arcane; she got involved with the occult essentially by accident.
* MagikarpPower: Amina becomes less awkward to play once she starts gaining high-level cards (particularly, to get the ways to actually remove excessive Doom), but that requires actually making it past first few scenarios with her weak starting kit.
* MasterOfNone: Generally, Mystics start with high Willpower (4 or 5 for most of them), which they can use to compensate for their weaker stats with Spells that lets them do basic tasks through Willpower. Amina starts with ''all'' stats at 3, Willpower included, which makes her struggle to do anything, with or without magic. She becomes better with higher level cards, but it would only let her catch up, not outshine anyone.
* PowerAtAPrice: To even greater degree than other Mystics. All her abilities are built upon accumulating Doom on her cards for various boons, like playing them "for free". Fortunately, her Elder Sign ability allows to move all Doom from any of her cards to another card at her location, even if it's not hers (like the enemies). As with any Doom, it takes away the [[TimedMission time the team has to finish their goal]], and her personal weakness, "Deafening Silence", may move some Doom from her cards straight to the current Agenda, making it permanent.
* SquishyWizard: While she lacks the Willpower of other members of her class, Amina still fits this trope to a T with her fantastic Sanity value (9) and abysmal Health (5)
* TokenMinority: She's an Algerian refugee.
* TouchedByVorlons: Her contact with the "Phantom Calls" and the eldritch powers their words carried is what is implied to have granted Amina magical abilities. Unfortunately, the complete accidental nature of how she gained said abilities means [[HowDoIShotWeb she has no training nor experience on how to use them]], unlike other Mystics, which explains why her Willpower value is passable at best.
[[/folder]]

[[folder:Darrel Simmons]]
!!Darrell Simmons, the Photographer
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahtcg_darrell.png]]
[[caption-width-right:225:''The truth is darker than any of us know.'']]
->''Even while growing up in Arkham, Darrell always knew that there something not quite right about the strange little town. After graduating from high school, he went to work for the ''Arkham Advertiser'' as a photographer, and in the years since, he's scoured every inch of the city. But on one fateful night, he saw something truly indescribable -- a horror that shook his world to the core. His editor says he was just seeing things, but he knows the truth. With his trusty camera in tow, he would not rest until he has captured photographic evidence of the horrors that dwell in the shadows of his hometown and beyond. Just one good shot is all he needs.''
Survivor-class investigator. Has access to Seeker cards (up to level 2).
----
* ActionSurvivor: He's relatively normal photographer, going for investigation which would be anything but normal, with cults, monsters, dark magic and {{Eldritch Abomination}}s at every step.
* EarlyBirdCameo: He was portrayed on several cards long before becoming playable.
* GoingForTheBigScoop: He actively risks his life to gather information. Fittingly, his main class is Survivor, with access to Seeker cards.
* IntrepidReporter: Darrel knows that something strange is going on, and believes that it's up to him to uncover the truth. Armed with his trusty camera, he goes on the quest to reveal it -- or die trying.
* LoopholeAbuse: Darrell's main ability can be triggered by spending evidences on assets he controls, [[ExactWords any assets, not just his Kodak]]. By bringing other cards that generate evidence (which are somewhat rare however), he can get far more uses from his main ability of reducing skill tests' difficulty and get a bigger safety cushion against his personal weakness.
* PowerNullifier: "Ruined Film" removes 4 evidences from assets Darrell controls, and inflicts him horror for every piece evidence he cannot discard.
* TheSmartGuy: He's the only Survivor to have 5 Intellect, and has access to some Seeker cards to put it to good use. He pays for it with only having 3 Agility, and 2 Willpower and Combat, making him rather vulnerable to both enemies ''and'' treacheries.
* SupportPartyMember: Darrell can spend the evidence he gathers with his Kodak (or other assets) to make tests he or other investigators at his location take easier, by reducing their difficulty by 2.
* WeNeedToGetProof: Presented in both his backstory and actual gameplay:
** Finding some evidences of the supernatural activities is his motivation to join the quest.
** His signature card, "Darrell's Kodak", allows to put some resources on enemies and treacheries, as "evidences", and then gather them when he finds clues in their location and puts on his assets. He can then spend them to decrease the difficulty of his tests (compensating for weak stats). He should take care to keep at least some in reserve, though: his personal weakness, "Ruined Film", forces him to remove 4 evidences from his cards, and punishes with Horror for inability to do so, taking up to half of his Sanity supply in one hit at max power: failing to bring back proof may as well spell doom on him and his career. To make his life a little bit easier, his Elder Sign effect allows him to put 1 evidence on either his camera, or other asset he controls which also uses them.
[[/folder]]

[[folder:Charlie Kane]]
!!Charlie Kane, the Politician
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/charliekane.JPG]]
[[caption-width-right:225:''"It can be arranged. It's just a matter of acceptable terms."'']]
->''Charlie Kane promised the people of Arkham a safer future. He made a lot of promises--lower taxes, better schools, less crime. It was part of the job, after all. And although he sometimes had to do things he wasn't proud of, Charlie always did work for the greater good. So when he started hearing the reports, he put the people first. Of course, he couldn't tell anyone. Widespread panic would not serve the public good. Besides, who'd believe him? Still, Charlie has always had connections in town. So he made a few calls, put a task force together, and went to work.''
Neutral-class investigator who can take level 0-5 Ally cards from any class, any Neutral cards and cards level 0-2 from any two classes chosen at deck creation.
----
* ActionPolitician: {{Downplayed|Trope}}. While he does put himself in harm's way for the sake of Arkham, he is almost helpless without his Allies. His backstory also implies that he only chooses to involve himself personally in the investigation because going public with his findings would either cause mass panic or have him thrown into the loony bin.
* BoringButPractical:
** Bonnie Walsh, his signature Ally, doesn't do anything on her own, merely giving Charlie flexible stat boost for his own ability, and allowing to ready another Ally when he uses it.
** Other than reading Allies in his location (which is good, but situational), his Elder Sign also gives him an impressive "+3" stat boost... which merely compensates for his poor basic stats.
* TheChainsOfCommanding: Referenced by his personal weakness, "Burden of Leadership"; as the leader, Charlie has to put his Allies under risk; and this weakness forces him to choose between going on with the mission (hurting and potentially killing them, as they take direct damage), or ensuring their safety at the cost of completing objective (they gets exhausted, making Charlie unable to use them).
* CripplingOverspecialisation: Charlie is entirely dependant on his Allies (and has all his abilities associated with them), and becomes extremely weak and vulnerable if he loses them. Naturally, his personal weakness, "Burden of Leadership", targets them, by forcing him either exhaust them (losing access to their benefits for a turn) or deal direct damage and horror to them.
* EarlyBirdCameo: Charlie was originally portrayed on the "Charisma" asset, introduced in ''The Dunwich Legacy'' expansion (and later copied into the second edition of the Core); as with other cards portraying investigator on their art, "Charisma" hinted at Charlie's class, being a Neutral card which adds extra "Ally" slots.
* GameplayAndStoryIntegration: As a portly elderly politician, Charlie isn't well-suited to combat the eldritch forces on his own, but he is able to call on his connections to get things done, represented by the skill boosts he gets from his Ally cards.
* GlassCannon: [[ZigZaggingTrope Zig-zagged]], Charlie has below average Health and Sanity (both 6) and his abysmal stats (He only has 1 point on each skill) makes it easy to fail most skill checks and take loads of damage and horror, but the fact he start with 4 allies slot instead of 1 allows him to absorb significantly more punishment on them than other Investigators could on their own. [[AchillesHeel Direct damage and horror will be a huge issue for him though.]]
* ItemCaddy: His playstyle is entirely built around amassing large number of Allies, gaining stat bonuses from them. For that, he's given unrestricted access to any such cards, three additional "Ally" slots, as well as a set of abilities dedicated to always keeping them ready, including his Elder Sign effect.
* JackOfAllStats: Charlie Kane has poor stats on his own (all at flat "1"), but can easily boost them by exhausting his Allies with matching skill icons. As he has highly increased limit on how many Allies he can field at once (up to 4 by default, up to 6 with both "Charisma" cards), he can easily amass the little army which would cover for his weak points. But he's unlikely to surpass the more specialised investigators, who have high stats ''and'' can use high-level cards.
* MagikarpPower: Charlie only starts shining when he gathers up his team, and puts all those Allies in play; before then, he has to somehow stay afloat with his abysmal basic stats.
* MechanicallyUnusualFighter: In addition to being a Neutral investigator who essentially gets to choose his class when creating his deck, he's a got a flat "1" in every single stat and a special ability that lets him boost his skill values during tests by exhausting Ally cards (for which he has 4 slots by default) with icons matching the skill being tested. His massive card pool and his unique approach to passing skill tests mean he needs to be built in a way that's entirely different from any other investigator.
* PowerNullifier: "Burden of Leadership" makes Charlie [[SadisticChoice choose]] between causing direct Damage and Horror to his ally cards (potentially causing them to be defeated) or exhaust them (disabling Charlie's core ability and potentially the abilities of allies that require exhausting themselves to activate them in the first place, for the round)
* ShoutOut: He's named after Charles Foster Kane from ''Film/CitizenKane'', who's also a politician.
* SleazyPolitician: {{Subverted|Trope}}. He looks like the very image of a [[FatBastard fat]], [[GoodSmokingEvilSmoking cigar-chomping]] career politician and he isn't above employing underhanded methods to get ahead, but his ultimate aim is to serve and protect Arkham's residents.
* WeakButSkilled: Lore-wise, he is not much of an investigator, fighter or spellcaster, but he is definetly a good leader. Gameplay-wise, Charlie has 1 in every stat and is pretty much unable to do anything on its own, and can only take up to level 2 cards of any class, but at deck creation he can choose which two classes he can access cards from and he can get essentially any ally in the game without any level or class restriction, which he can make very good use of given he starts with 4 allies slot, when most investigators only start with 1. On top of that he has the ability to exahust allies to increase his skills temporaly during a test by 1 for every ally exahusted that way plus every icon on them that matches the type of test: the more icons on them the better they get for Charlie. [[MagikarpPower If you can put enough allies in play fast enough]] Charlie can perform as well as any other Investigator in spite of his weak stats.
[[/folder]]

!Introduced in ''A Feast of Hemlock Vale'' expansion
[[folder:Wilson Richards]]
!!Wilson Richards, The Handyman
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_wilson.png]]
->''Wilson takes pride in always having the right tool for the job. Leaky plumbing? Pipe wrench. Fallen tree? Hand saw. Interior remodeling? Sledgehammer. But recently his jobs in and around Arkham have taken on a certain strangeness. Creaky floorboards give away to labyrinthine tunnels. A broken roof shows signs of bursting outward instead of collapsing inward. It's Wilson's job to fix problems, and when those problems involve bizarre and horrifying creatures and unexplained phenomena, well, then it's time to get creative with what he got.''
Guardian-class investigator. Has limited (up to level 4) access to his own class, but can take any Tool cards (regardless of class or level), and up to 5 level 0-1 Improvised and/or Upgrade cards of any other class.
----
* DoomItYourself: Wilson may be a handyman, but he's not failure-proof. This manifests as his personal weakness, "Hasty Repairs", which sets his basic skills when using his assets to 0, justifying it as him botching repair process. Solution? Do a proper repair, by spending two actions to discard the weakness.
* ItemCaddy: Wilson's abilities are all focused on making the most out of Tool assets.
** First Tool card he plays each round costs 1 resource less.
** He gets +1 skill boost when resolving effects of Tool cards, making them more likely to succeed at their function.
** His Elder Sign effect lets him quickly swap one Tool with another, on condition that new card costs the same, or less than old one.
** His signature, "Ad Hoc" is an Upgrade card for your Item or Weapon cards; once attached, it lets you to discard a Weapon or Tool asset from hand, only to then trigger their action ability ''for free''.
* JackOfAllStats: Wilson has 3-3-3-3 statline, being average at everything. While he lacks some offensive capabilities, compared to the other Guardians, he has better Agility and Intellect than many of his colleagues, making him more flexible.
* JackOfAllTrades: Wilson has [[JackOfAllStats no stat below 3 (or above, for that matter)]], making him not as locked in the same role as some other Guardians, while access to off-class Tools (and built-in boost to their effectiveness) makes him able to quickly switch to other tasks when situation changes. His deckbuilding options amplify his versatility: while he cannnot take level 5 cards of his class, he can include level 0 and 1 Upgrade (mostly Rogue) and Improvised (mostly Survivor) cards, on top of Tools of any other class regardless of levels (many of which belong to every other class but Mystic).
* PowerNullifier: "Hasty Repairs" makes all the assets Wilson controls virtually useless, as triggering ''any'' abilities on them (be they actions, free actions or reactions) will set his basic skill value to 0, which makes it extremely unlikely for him to pass any kind of test using them.
[[/folder]]

[[folder:Kate Winthrop]]
!!Kate Winthrop, The Scientist
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_kate.png]]
->''Kate Winthrop has spent years researching in the basement of Miskatonic University's science building, passing up funding and academic prestige in pursuit of progress. Her single-minded focus finally paid off with the invention of the Flux Stabilizer: a powerful device capable of channelling a new form of energy. However, the price of progress is steep. The first successful test of this groundbreaking invention took the life of her friend and mentor Professor Young. Since then, Kate has worked tirelessly to understand these alien currents, in hopes that she might find a way to reverse their effects.''
Seeker-class investigator. Can access Science (up to level 4) and Insight (up to level 1) cards of any class.
----
* CastFromMoney: Flux Stabilizer only works if Kate puts at least one clue on it, but it gives her access to powerful offensive events and, once active, gives her one-time boost for next test for each clue she puts on it.
* CripplingOverspecialisation: While she does get some nice cards through access to Insight events, her other deckbuilding option (and the only one which lets her access off-class high-level cards), to Science cards, gives her very few extra cards, as overwhelming majority of Science cards is of Seeker cards, and, unlike the other investigator with similar quirk (Finn Edwards), she's ''not'' restricted in her own class, meaning that she can get them anyway.
* {{Determinator}}: In backstory, she spent ''years'' in pursuit of her study in very humble conditions before they gave any results, sacrificing the prestige and money she could've obtained had she dedicated to something more mundane and traditional. Then one of experiments backfired, killing her friend and mentor, Professor Young, which not only didn't made her quit, but strengthened her resolve to master those powers.
* EarlyBirdCameo:
** She was depicted on several Seeker-class cards long before appearing as a playable investigator.
** ''Barkham Horror'' featured Kate Wintrhop-based investigator long before actual Kate was introduced.
* FragileSpeedster: Kate has an impressive 4 in Agility, but only 2 Combat, as well as rather low Health of 6. This generally means that while she can easily disable enemies by evading them, actually fighting them can be problematic. She also has an uncharacteristically low Willpower of 2 for a Seeker, but she has a good sanity of 8 to make up for it.
* HoistByHisOwnPetard: "Failed Experiment", Kate's personal weakness, forces her to pass a Willpower test, the difficulty of which starts at 3 (she has only 2 by default) and quickly scales with the number of clues on her assets (which, given her abilities, she's likely to have quite a few). Fail it, and she would be forced to drop 1 clue into her location for each point of failure... or, if she can't, take horror.
* MechanicallyUnusualFighter: She can put her clues on her assets, which gives her various benefits. Such clues still counts as hers, but can't be directly used until she returns them, for which she has some tools available, including her Elder Sign effect.
* ScienceHero: Kate aims to defeat the eldritch abominations with the power of science and her own inventions.
* WeaponizedTeleportation: "Flux Stabilizer" gives her access to to signature events, both of which, on top of their normal effects, helps her to get rid of her enemies by teleporting them elsewhere; as may be expected, neither work on Elite enemies.
** "Aetheric Current (Yuggoth)", on top of enhancing Kate's offensive capabilities, allows to also exhaust attacked enemy and teleport it into any location on Kate's choice.
** "Aetheric Current (Yoth)", on top of helping Kate to evade an enemy, allows to get rid of it altogether, by shuffling it back into encounter deck, implication being that they were put on a trip to some ''very'' remote location. It doesn't count as actually defeating them, though, so you wouldn't receive any associated rewards (or penalties, for that matter).
[[/folder]]

[[folder:Alessandra Zorzi]]
!!Alessandra Zorzi, The Countess
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_alessandra.png]]
[[caption-width-right:225:''"I love a good party."'']]
->''Alessandra's life of careless luxury enabled her to hop from a stately gala in New York City to a banquet with the Maharaja of India with ease. The Countess has sampled every dish, drink, and dame from Marrakesh to Chicago. The regal title is just an act, however: behind the scenes, Alessandra uses her cover to pilfer from art galleries banks, and the hearts and pocketbooks of the rich and frivolous. Her silver tongue has gotten her into and out of plenty of trouble. A new job with the shadowy Zamacona brought Alessandra to Arkham, Massachusetts, where the Countess learned the that more lurks beyond the suggestible rich and frivolous excess than she previously thought.''
Rogue-class investigator. Has unlimited access to the cards that allow her to parley (regardless of class).
----
* CanonForeigner: Alessandra originally appeared in tie-in novels before being introduced as a playable investigator.
* CripplingOverspecialization: Beside Rogue and Neutral cards, Zorzi can only take cards that allow her to parley (albeit of any level); however, such cards aren't very common, with some of them being Rogue or Neutral anyway.
* ExtraTurn: She has an extra action dedicated to parleying, which gives her more freedom with how to spend her other actions.
* FragileSpeedster: She has good Agility (4), but pretty low Combat (only 2), which makes dealing with enemies by evading them preferable to open fights.
* GetBackHereBoss: Want to get rid of Zamacona? Too bad, he's "Elusive", so when you catch up and attack him, he escapes to another location. Potentially with tons of Doom on him.
* HeroicSeductress: Alessandra specialises in seducing people for fun and profit, both in backstory and in her actual gameplay. Aside from arsenal of cards giving her various bonuses if she parleys with someone, her own signature, "Beguile", allows to parley with enemy and either make it move away, or make her investigate or evade at its current location.
* KungFuProofMook: Zamacona (Alessandra's personal weakness) can't be parleyed with; this also disables many cards which otherwise would've been useful to dispatch him.
* LipstickLesbian: Her backstory mentions that she "sampled every dish, drink and dame from Marrakesh to Chicago". Alessandra dresses in feminine drink outfits and uses her charm as a main tool of hers.
* PowerNullifier: {{Downplayed|Trope}} with Zamacona; if he enters play, Alessandra still ''can'' parley, but at the cost of adding extra Doom on Zamacona for the first parley action she does each round, which makes it too risky, as the Doom measures [[TimedMission your time limit for scenario]].
* TheSocialExpert: Alessandra specialises in using her charm as the key to success, hence why she has access to any cards involving parley in one way or another. Her good 4 Intellect and decent (for her class) 3 Willpower makes her use those cards more efficiently.
* TheSneakyGuy: Alessandra can use her signature, "Beguile", to trick an enemy into leaving her location. Then she can either clear out its location without even going there, or evade the enemy to keep it pacified.
* StealthExpert: Her Elder Sign allows to automatically evade any non-Elite enemy in her or (revealed) connected location.
* TokenMinority: The only Italian in the cast, and one of the two known lesbians.
* TwoferTokenMinority: Italian and lesbian, in a mostly all-American cast.
* UnskilledButStrong: Zorzi has above average stats (her total sum of skill point is 13, instead of the usual 12 other Investigators have) and has superior action economy thanks to being able [[ExtraTurn to parley once per turn without spending one of her 3 actions]], but she has extremely limited deckbuilding and access to off-class card, which severly limits her [[CripplingOverspecialization versatility]] and the player's ability to cover the weakspots in her statline. She can talk her way out of most situations, but when diplomacy isn't an option, she will struggle.
[[/folder]]

[[folder:Kohaku Narukami]]
!!Kohaku Narukami, The Folklorist
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_kohaku.png]]
[[caption-width-right:225:''"Why not greet the unknown with wonder rather than fear?"'']]
->''Everyone in the Arkham Historical Society recognizes Kohaku's booming laughter, and the haunting tales he tells of both the yokai from his childhood home outside Tokyo and the strange creatures that haunt the Arkham Woods. The eccentric folklorist tells everyone that the chronicling and publication of these phenomena's existence will be his greatest work. It is only when he is home with his partner Gabriel that he hears the cries of the same spirit who haunted his father, and fears that his "greatest work" will never allow him a night's sleep.''
Mystic-class investigator. Has restricted access to the cards of his own class (up to level 3), but unlimited access to Blessed and Cursed cards, of any class. Can also access level 0 Occult cards of any class.
----
* ExtraTurn: When he uses his ability to remove two blessed and cursed tokens from the pool, he gets an extra action.
* GeniusBruiser: {{Downplayed|Trope}}; Kohaku's is the only Mystic who combines high Intellect with decent fighting capabilities (most dump either one or another), having them at 4 and 3, respectively, though he wouldn't be particularly strong fighter unless he somehow boosts his Combat further.
* LuckManipulationMechanic: All Kohaku's abilities are related to blessed and cursed tokens in one way or another:
** When his turn starts, he can add 1 blessed or cursed token into a pool, whichever there are fewer (on a tie, he can pick what to add). Alternatively, he can remove two of each, and get an [[ExtraTurn extra action]].
** His Elder Sign effect adds 1 blessed and 1 cursed token into pool.
** When a chaos token gets revealed at his location, he can exhaust his signature asset, "Book of Living Myth", to instead find and resolve a blessed or cursed token from the pool (whichever there are more; on a tie, he can pick what to use).
* SquishyWizard: While Kohaku has decent (for Mystic) 3 Combat, he pays for it with only having 1 Agility, which not only makes his chances to escape ambushes much lower, but also leaves him vulnerable to many treacheries.
* StalkerWithoutACrush: Kohaku is pursued by a ghost, "Weeping Yurai" which acts as his personal weakness and prefers to keep in a shadow (being both "aloof" and "elusive", so it's you who have to hunt for it) and silently follow Kohaku, so it can attack whomever reveals blessed or cursed tokens at its location (given Kohaku's abilities, it's gonna happen a lot).
* TokenMinority: Japanese and gay.
[[/folder]]

[[folder:Hank Samson]]
!! Hank Samson, The Farmhand
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_hank.png]]
->''Growing up on a farm, Hank Samson did all the chores Ma and Pa told him to do, including taking care of his brothers and sisters. When Pa showed him the strange animals in the city stockyard, Hank felt uneasy, but he did as he was told. When Pa told him to wait, he waited. And when Pa didn't come back, Hank went to find him. Pa taught him that family is everything, and you don't just leave family behind.''
Survivor-class investigator. Can take up to 10 Innate and/or Spirit off-class cards (up to level 2). Has an increased decksize of 35 cards.
----
* ArmorPiercingAttack: Hank's signature event, "Stouthearted", dumps damage and/or horror on an enemy the moment he engages them, with no test required, however Elites are immune to it.
* AutoRevive: Once per scenario, if Hank would get defeated by Damage or Horror he can instead choose to become [[HeroicSecondWind resolute]], which allows him to keep playing, albeit with different stats and no longer being able to heal by normal means.
* TheBigGuy: PlayedWith.
** Hank stats with an extremely low 5 Health ''and'' Sanity, but he also transforms into one of the two versions geared towards either tanking damage or tanking horror upon defeat.
** Both his Elder Sign and signature card, "Stouthearted", allows him to move some of his damage/sanity to the other cards (in "Stouthearted" case, even to the other investigators or enemies), further prolonging his survival. This works even for "Resolute" versions, which can't be healed by conventional means.
** Hank can take damage and horror intended for the Ally cards or other investigators.
* CastFromHitpoints: {{Inverted|Trope}}; "Stouthearted" event allows him to dump some of his damage/horror onto enemies (as damage).
* CriticalStatusBuff: Unlike the other investigators, once per scenario Hank can [[AutoRevive shrug off the fatal damage/horror]] and become [[HeroicSecondWind "Resolute"]] (one of the two flavours), gaining extra stats in several fields (at expense of others) which makes him stronger overall than basic Hank was. The downside is that he no longer can be healed by normal means, with either Health or Sanity being now reduced by 1 (depending on which version you chose).
* GlassCannon: PlayedWith.
** By default, Hank has only 5 Health and Sanity ("Ashcan" Pete has the same Sanity, but 6 Health); however, if he gets defeated by damage or horror, he can [[AutoRevive get back up]] and [[HeroicSecondWind become resolute]], which gives him a second chance and readjusts his Health and Sanity to better tank either damage or horror, at expense of other stat; if counting both "lives", he becomes the most durable investigator in the game.
** Out of two "Resolute" versions, "Warden" is the most combat-oriented, gaining extra basic Combat (bringing him to 6, highest in the game) and Health, but his Sanity gets decreased even further, making horror-based attacks even more dangerous; at least, he gains some extra Will to not get eliminated by the single failed treachery.
* JackOfAllTrades:
** On top of already being a Survivor (geared towards generalist gameplay), he can access various Spirit and Innate cards (mostly events and skills, respectively), which further amplifies his effectiveness within certain fields.
** Changing to the "Assistant" form boosts Intellect (from 1 to 3) and Agility (from 3 to 4), at expense of small loss in Combat (from 5 to 4). This makes him more versatile.
* HealThyself: PlayedWith regarding "Resolute" Hank; while he no longer can be healed by conventional means, his Elder Sign gains the ability to dump some damage/horror (depending on which version is used) on his assets, which ''can'' be healed or at least replaced with new ones.
* HeroicSecondWind: If he runs out of either Health or Sanity, once per game, he can [[AutoRevive fully heal and adjust his stats to continue the struggle]], turning into one of the two "Resolute" versions; the second defeat would eliminate him, however.
* HeroicSpirit: Many aspects of Hank's design {{Invoke|dTrope}} this: he is the only Investigator who can shrug off being defeated on its own, without the aid of other cards, and he has access to Spirit cards, which are generally all about surviving the impossible odds and drawing from one's inner strenght.
* LifeDrain: "Stouthearted" lets Hank place a total amount of 2 damage and/or horror he has on an enemy he engages. Notably, because it ''transfers'' damage/horror, it can heal Hank even after he becomes [[WoundThatWillNotHeal Resolute]].
* LightningBruiser: Just like Mark, Hank's is a {{Downplayed|Trope}} version of this, having high Combat (5) and average Agility (3). His "Warden" Resolute version raises his Combat stat to 6, while his "Assistant" version [[PlayedStraight plays this more straight]] by giving him equal Combat and Agility (4)
* MechanicallyUnusualFighter: Once per game, [[AutoRevive he can "resurrect" instead of being defeated]], gaining different stats and abilities.
* SearchingForTheLostRelative: Like in other ''Arkham Files'' games, Hank's motivation is to find his lost Pa. [[GameplayAndStoryIntegration This quest manifests as his personal weakness]], "Where's Pa?", which spawns an enemy in connected location, and makes it "Elusive" (actively tries to avoid being engaged with), forcing Hank to abandon everything and go on a hunt, as each turn he fails to kill it, he takes 1 direct Horror: who knows what these monsters would do to Pa if not rescued in time?
* WoundThatWillNotHeal: After becoming [[HeroicSecondWind Resolute]], Hank can no longer be healed by conventional means. Effects which moves damage/horror elsewhere still work, however, like his Elder Sign (which gains new effect specifically to keep him alive).
[[/folder]]

!Novella investigators
[[folder:Gloria Goldberg]]
!!Gloria Goldberg, the Writer
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_gloria.jpg]]
->''Nightmares and apocalyptic visions have plagued novelist Gloria Goldberg her entire life. Although she learned to exorcise her terrors onto the page, she has never revealed the inspiration for her weird tales, not even to fellow author Jamie Galbraith. One day, she is struck by a vision of Jamie begging her to help finish what he started. Moments later, she receives word of his sudden death. As Gloria reads Jamie's unfinished book, the story takes hold of her, and the words on the page begin to bleed into reality.''
Mystic-class investigator. Can include up to 10 level 0-1 Guardian, Seeker and/or Rogue events and/or skills (she can only choose one extra class)
----
* GratuitousLatin: Her replacement weakness' title is in Latin. "Liber Omnium Finium" roughly translates to [[ApocalypseHow "A Book about the End of Everything"]].
* HoistByHerOwnPetard: Her replacement personal weakness, "Liber Omnium Finium", when drawn, forces Gloria to take a random encounter card from beneath her sheet--one of those she put there herself in attempt to disable something dangerous--adds the "Peril" keyword to it (which means no help from teammates) and forces her to deal with it immediately, unable to cancel it by any means and with a -2 skill penalty. If it's an enemy, it will also make an immediate attack.
* MechanicallyUnusualFighter: When looking into encounter deck in any way, she can look two cards instead, and either put one drawn card back on top, discard it or put it beneath her sheet, effectively removing it from the game for the time being (she can only trap up to three cards this way, however). As Gloria is also able to decide the order in which investigators would draw cards, she can arrange for nasty cards being removed, or dumped on someone who can handle them. She has no means to affect Elite enemies, however.
* {{Seers}}: Gloria's Elder Sign allows her to look top-most encounter card in the deck.
* SupportPartyMember: She'll [[SquishyWizard struggle to survive on her own]], but she's a great addition to the team anyway, due to her ability to interact with the encounter deck and discarding or even temporarily trapping cards from it. She can also choose the order in which players interact with the encounter deck during the Mythos phase, which synergizes well with her other abilities related to controlling the encounter deck.
** She also has access to few Guardian cards, and while she cannot make use of most of them given her terrible combat skill, there are few support cards that she and her team can benefit from.
** Beside providing Gloria with (admittedly [[SquishyWizard much needed]]) extra tanking, "Ruth Westmacott" replacement signature Ally asset reduces the difficulty of a fight or evade action against an enemy or the test on a treachery by 2 if Gloria is willing to discard a card beneath her matching one of the traits of said encounter card.
* TheSmartGuy: Gloria has an impressive 4 in Intellect (one of the highest in the class), and can try to put it to use by taking some Seeker-class cards.
* SquishyWizard: Not only does she have extremely low Health of 5, she has very low 2 Combat ''and'' just 1 Agility, which makes her very vulnerable. She can try to compensate for it by taking some Guardian or Rogue cards, but it would only help her to a degree.
[[/folder]]

!Standalone investigators
[[folder:In general]]
* CrutchCharacter: Beside [[LethalJokeCharacter 5U-21]], all standalone investigators have above average total health and sanity value (15 in total instead of the usual 14; 16 for Stella), and excel at the assigned role of their class, but sacrifice the [[CripplingOverspecialisation versatily]] of many other investigators sharing their class. {{Downplayed|Trope}} in that they are still considered viable later in the campaign, they just need teammates to cover their blind spots.
* FatalFlaw: Beside their personal weakness, Starter Packs Investigator come with a basic weakness that closely relates to their character and backstory.
* SkillGateCharacter: Standalone Investigators sold in their own packs are designed to be easy to understand, build a deck for and play, with simple but strong abilities and a statline optimised to do [[CripplingOverspecialisation one task]], on top of being slightly more durable than many other investigators. But they have zero access to cards outside their class beside Neutral ones, meaning they lose on many cards synergies other investigators of their same class enjoy with their off-class deckbuilding options.
[[/folder]]

[[folder:Nathaniel Cho]]
!!Nathaniel Cho, the Boxer
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_nathaniel.JPG]]
[[caption-width-right:225:''"I must fight on".'']]
->''When up-and-coming boxer Nathaniel Cho was offered lots of dough for a title fight, he thoughts he'd finally hit the big time. But his promoter turned out to be part of the notorious O'Bannion gang, and Nathaniel was pressured to fix fights by taking a dive every now and then. His refusal led to his brother Randall's "accident." Nathaniel is rightly fed up with the mobsters endangering Arkham's citizens on a nightly basis. Now he puts his fists to better use, patrolling the streets and defending others from harm. But he's about to find out there are much more dangerous things that lurk in the shadows of Arkham than simple gangsters...''
Guardian-class investigator. Has no access to cards of other classes.
----
* BoxingBattler: Before joining the team, he was a professional boxer. The card-pack he comes with also includes actual boxing gloves to further improve his combat skills.
* CripplingOverspecialisation:
** Can't use non-Neutral cards outside of his class.
** Stats-wise he's a very good fighter (5 Combat)--and that's it. He has poor Intellect and Agility (both at 2) and average Willpower, making him unfit for anything other than combat, where he actually excels, even by Guardian standards.
** Using his boxing gloves (which synergise extremely well with his investigator ability) will fill both his hand slots, preventing him equipping any conventional weapons or investigation tools (e.g. a torch).
* HeroesFightBarehanded: Nathaniel is a heroic vigilante that left his career as boxer behind to clean the streets of Arkham from the gangsters, mobster and other assorted scumbags plaguing them, and while he can use weapons as well as any other Guardians, he specialises in dealing additional damage with events, many of which showcase him or other people engaging in GoodOldFisticuffs.
* ImplacableMan: His personal weakness, Tommy Malloy, is [[TheBrute a big and intimidating O'Bannion thug]] who keeps pursuing him and his brother Randall. He has no flashy special abilities, he is just very hard to put down, due to [[DamageReduction decreasing any damage he receives to 1]], and always returning some time later. On the bright side, Tommy isn't immune to damage from other investigators, has a surprisingly low fight of 2 and is particularly vulnerable to cards that hit multiple times in one action, like "One-Two Punch" or "Butterfly Swords".
* ItemCaddy: Most fighters equip weapons to boost their damage. Nathaniel in contrast is designed around using damage-dealing event cards, such as combination attacks and counters, whose damage he can boost once per turn with his investigator ability. By equipping boxing gloves he can search out one of these cards every time he knocks out an enemy allowing him to continue his assault, but [[NecessaryDrawback the gloves take up both hand slots preventing him equipping other weapons]]. His Elder Sign further amplifies this playstyle, as it allows him to regain events from discard pile.
* TheMedic: Not Nathaniel himself (though he can be a CombatMedic as much as any other Guardian if the player builds him to be so), but his brother Randall, who acts as his signature "Ally"; when he enters play, he can heal up to 3 damage from Nathaniel, or allow him to quickly find and grab a "Weapon" asset.
* NecessaryDrawback: Even if he equips a weapon (by eschewing his boxing gloves or gaining more hand slots to use both) his combat events typically use his base stats and not any bonus accuracy or damage granted by the weapon.
* OneManArmy: Besides having one of the best Combat stats in the game, his abilities also allow him to quickly deal with most monsters by chewing through their health.
* RevengeByProxy: His brother Randall's disability is the "punishment" for Nathaniel refusing to throw the fight.
* ThrowingTheFight: His backstory mentions that his promoter tried to convince him to throw some fights when everyone bet against Nathaniel. When he refused, the "promoter" (actually an O'Bannion gangster) didn't take it well, [[RevengeByProxy leading to his brother Randall suffering an "accident" that left him wheelchair-bound]]. After this, he cut all ties with them and became a vigilante.
* VigilanteMan: After the O'Bannion gang ruined his brother's life, he became a vigilante in order to protect those who can't protect themselves.
[[/folder]]

[[folder:Harvey Walters]]
!!Harvey Walters, the Professor
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_harvey.JPG]]
[[caption-width-right:225:''"I have experience dealing with these sorts of horrors".'']]
->''Professor Walters began as a devotee of the archaic and obscure, but over the years he has discovered that his knowledge of ancient languages, profane relics, and strange rituals is vital to addressing dangers in the modern day. He is both an avid collector of prehistoric ephemera and a fount of knowledge regarding the bizarre primordial religions that worshipped nightmarish gods eons ago. There is perhaps no sane person alive who knows more about the occult than Harvey. When a supernatural event occurs, Professor Walters brings his considerable resources and experience to bear''.
Seeker-class investigator. Has no access to cards of other classes.
----
* CapRaiser: His signature card, "Vault of Knowledge", boosts his hand size by 2 for as long as he keeps it in play.
* CripplingOverspecialisation:
** Can't use non-Neutral cards outside of his class.
** Besides Harvey's 5 Intellect, his only other decent stat is his 4 Willpower, which, without Mystic cards, generally only helps with treacheries. Otherwise, he has neither combat capabilities (1 Combat) nor speed to escape the monsters once they start hunting for him (2 Agility). While this is [[NonActionGuy not uncommon for Seekers]], his colleagues normally have access to some off-class cards to offset this.
* CuriosityKilledTheCast: His personal weakness, "Thrice-Damned Curiosity" (which fittingly has the "Flaw" trait), punishes him for delving too deep into the world of occult, by dealing him 1 damage for every three cards in his hand. Considering all the ways he may increase his hand's size, this can potentially accumulate into a OneHitKill.
* ItemCaddy: He's all about stockpiling tons of cards in hand, to even greater degree than other Seekers:
** His signature card, "Vault of Knowledge", has a passive effect that [[CapRaiser increases his maximum hand size by two]]. When combined with the other cards with similar effects (which are helpfully provided in his card-pack), he can raise his hand size up to 14 (or even up to 16, with certain cards).
** His Elder Sign allows him to draw 1 card.
* OccultDetective: He specialised in researching occultism and the activities of {{Eldritch Abomination}}s even before he joined the team. Now, he can actually put all those skills and knowledge to stop the world's ruin.
* TheProfessor: Professor at the Miskatonic University, and one of the team's greatest occult experts.
* SupportPartyMember: His abilities allows him or his teammates to draw additional cards during the Investigators phase, quickly resupplying themselves with fresh cards.
[[/folder]]

[[folder:Winifred Habbamock]]
!!Winifred Habbamock, the Aviatrix
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_winifred.JPG]]
[[caption-width-right:225:''"I can top that".'']]
->''Winifred - Weethao as her parents know her, Wini to her friends - was one of the smartest kids in her reservation school. However, her reckless attitude and lack of respect for authority meant she often got herself into trouble. The course of her life changed forever when she found an old biplane in a farmer's garage and decided to "take it out for a spin." The owner, a former pilot in the Great War, was awestruck by her natural talent and offered to teach her what he knew. Now Wini is know as the "woman without fear," showing off her skills in barnstormers all across the country. That nickname would be tested when, during one of her shows, she spotted a creature she could scarcely describe: a thing with leathery wings and a single, mutated, pus-filled eye''.
Rogue-class investigator. Has no access to cards of other classes.
----
* TheAce:
** She's the best at anything she does, and she knows it. [[PrideBeforeAFall Sometimes this self-confidence bites her in the ass]].
** Her being not just great, but ''the'' best manifests in her gameplay; she represents the "overachiever" archetype of Rogues, who goes above established goal to get extra benefits.
*** Her signature card, "Anything You Can Do, Better", provides a whopping ''six'' "Wild" icons, which in most cases all but ensures any skill check's success, and only truly needed for either really hard checks... or to go above the goal and reap extra rewards.
*** She has easier time to recover from committing multiple cards to the skill tests, as she can draw extra card once per test if she commits at least 2 different non-weakness cards to same test, and her Elder Sign allows her to return committed cards back to hand if she surpasses the goal enough (1 card per 2 successes).
* AcePilot: Natural-born pilot, who showed great skills even before being properly trained.
* CripplingOverspecialisation:
** Can't use non-Neutral cards outside of her class.
** She's one of the few investigators to have 5 Agility, even amongst Rogues, which makes her great at neutralising enemies by evading them, but having only 3 Intellect and Combat, she would often need to rely on committing cards to either search or fight, while pathetic 1 Willpower would leave her at the mercy of treacheries unless she stockpiles cards to boost it somehow.
* EarlyBirdCameo: ''The Dream Eaters'' Cycle introduced the "Daredevil" skill card, which portrayed Winifred's plane, and called her by name in its flavour text. Soon after, several starter packs were released, including Winifred's.
* FatalFlaw: {{Pride}}; she's great and knows it, which sometimes may lead to her overestimating her chances. Her personal weakness, "Arrogance", plays into that, being a skill card that reduces her stats by 1 at every skill test she perform, and she is forced to commit it to EVERY test she takes, on top of the card returning to her hand if she passes the tests anyway. The only way to discard it [[HumblePie is by failing once, making her realise she is not invincible and to be more careful]].
* InHarmsWay: She is an Aviatrix that enjoys taking dangerous flights, two of the cards included in her pack are the skills "Daredevil" and "Reckless".
* PrideBeforeAFall: She's very skilled, but also arrogant, which can spell her doom. [[GameplayAndStoryIntegration It manifests as her personal weakness]], "Arrogance", which works as a "skill" card which ''deduces'' one point from any skill she checks; she ''must'' appoint it to every eligible skill check as long as she has it in her hand, and only gets rid of it for the time being when it actually causes her to fail something.
* RedBaron: Known amongst other pilots as the "woman without fear".
* TokenMinority: The only Native American amongst the cast, specifically a Wampanoag.
[[/folder]]

[[folder:Jacqueline Fine]]
!!Jacqueline Fine, the Psychic
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_jacqueline.JPG]]
[[caption-width-right:225:''"The future can be rewritten".'']]
->''Blood. Fire. Destruction. Every night, Jacqueline's dreams are filled with things that have not yet come to pass. At first, she thought of these dreams as a terrible curse. However, as she began to control her visions and observe the events within in greater detail, she now understands they are no curse, but a calling. The world is about to be plunged into a thousand years of indescribable chaos, and only she knows the warning signs. Her dreams have never been wrong, but she cannot let the nightmares that haunt them become a reality''.
Mystic-class investigator. Has no access to cards of other classes.
----
* AttackBackfire: Her prediction ability triples the odds of pulling the autofail token and if this happens she'll have to either let it resolve or cancel it and let the two other (statistically likely to be negative) tokens resolve instead, which may leave the player worse off than if they'd just drawn a single token normally.
* TheAntiNihilist: In spite of being aware of the [[TheEndOfTheWorldAsWeKnowIt terrible things that will come to pass]], Jacqueline still resolves to fight for a better future [[ScrewDestiny than the ones her visions show.]]
* BoringButPractical: Her signature card, "Arbiter of Fates", has only one effect: it allows her to use her special ability twice per round. Considering that this kind of effect can easily save her and her fellows, it's really all she needs.
* CripplingOverspecialisation:
** Can't use non-Neutral cards outside of her class.
** Has impressive 5 Willpower , which is good for many Mystic cards' effects (and often used to bypass treacheries)... and that's it; she has only 3 Intellect, and 2 Combat and Agility, making her struggle to do anything without her magic to boost her stats or manipulate tokens to get better outcome.
* DreamingOfThingsToCome: In her dreams, she can see visions of future yet to come...and they aren't pretty. Her main motivation for joining the team was to prevent these visions from becoming reality.
* LuckManipulationMechanic: Once per turn, she can make any investigator to draw 3 chaos token instead of 1, and choose which one to play; in some cases, it may even be beneficial to cancel otherwise-benevolent tokens, including her Elder Sign (which allows her to draw 1 card if she doesn't let it trigger). Her suggested starter deck is built around this mechanic, with cards which either makes it easier to use (e.g. "Scrying Mirror", which "predicts" next token draw), benefits from "bad" tokens (e.g. "Voice of Ra" goes stronger if you draw symbol tokens instead of numerical ones) or have drawbacks on "good" tokens (e.g. "Azure Flame" and "Clairvoyance" deals damage/horror when revealing an Elder Sign or otherwise positive token like +1 or 0).
* NoSell: Once per round she (or another investigator at her location) can draw three tokens for a test and ignore two of them or one auto-failure. Her signature card, "Arbiter of Fates", allows her to do this ''twice'' per round.
* ScrewDestiny: She knows that her visions always become reality, but she can't just sit and wait until world burns; if there's even smallest chance to prevent it, she ''must'' try.
* StrawNihilist: Her investigator pack came with the "Nihilism" basic weakness, which causes investigators damage and horror every time they draw an [[CriticalFailure Auto-Fail]] token. Given how she has been plagued for who knows how long by visions of the world falling into chaos and destruction, it's no wonder she might be worn down so much to believe nothing she and her companions do will matter or [[YouCantFightFate change the future]]
* SupportPartyMember: Her signature ability is great for protecting her teammates, but by herself, Jacqueline has no good stats other than high Willpower, which at least lets her fight with spells.
* WindsOfDestinyChange: In story terms, her abilities are essentially attempt to manipulate the future she predicted... and sometimes succeeding.
* YouCantFightFate: Her personal weakness, "Dark Future", disables her ability (and any other similar effect she may have), denying her her greatest ability to help her teammates (or herself). At the end of her turn she must reveal 5 chaos tokens; [[LuckBasedMission if one of them was the Elder Sign, she may discard "Dark Future"]], otherwise it remains in effect.
[[/folder]]

[[folder:Stella Clark]]
!!Stella Clark, the Letter Carrier
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_stella.JPG]]
[[caption-width-right:225:''"I can hear it. Can it hear me?"'']]
->''"Before Stella began working for the postal service in Arkham, she knew two things with certainty. First, her parents made a mistake when they called her their son and gave her a boy's name. Second, the house on the cliff in Kingsport whispered her true name - the name she chose for herself - late at night: "Stella." Delivering the mail six days a week in all kinds of weather wasn't an easy job, but Stella loved knowing that she was helping people connect with one another. Then she started finding the letters. At the end of her route, there was always one extra envelope in her bag. It was always addressed to her. It was always postmarked from Kingsport. And it always contained a letter with one typed word: Stella"''.
Survivor-class investigator. Has no access to cards of other classes.
----
* BigGuy: She is ''the'' most durable investigator, simultaneously having 8 Health and 8 Sanity. However, [[StoneWall she's not as good on offense as she's in defence]].
* BoringButPractical: Her signature card, when applied to a skill check, provides three "Wild" (suitable for any check) icons to the test, and protects her from consequences of failing tests for particularly nasty treacheries (and she has 3 copies of it); nothing flashy, but depending on the situation it may be life-saving.
* CripplingOverspecialisation:
** Can't use non-Neutral cards outside of her class.
** She represents the "prevail against all odds" archetype of Survivors; as result, all her abilities provide their benefits ''only'' when she fails skill checks. While good for making a comeback, they provide no help when she can't afford losing the skill test even once.
* {{Determinator}}: To an even bigger extent than other survivors: Stella's abilities and cards included in her pack either give her benefits when failing a skill test or diminish or nullify the negative consequences of doing so. She '''will''' complete her mission, no matter the setbacks.
* FailureGambit: Her "Elder Sign" effect allows her to ''intentionally'' fail any skill-check, which also heals a little damage and horror from her. She also gets an action refunded once per turn when she fails a skill test.
* FogOfDoom: "Called by the Mists", Stella's personal weakness, causes her 1 damage every time she takes a skill test with a difficulty of 4 or higher, until she discards it.
* ExtraTurn: Stella gets an additional action when she fail a skill test, but only once per round. Not only does this ability allows her to bounce back easily from wasting an action, but she can also abuse this to lengthen her turn by taking tests that do not take actions to do [[FailureGambit and intentionally fail them]].
* JackOfAllStats: She's fairly balanced compared to the other standalone investigators (who tend to boost one stat to the sky and dump the rest to oblivion), fitting into Survivors as a class being meant as JackOfAllTrades. The only truly poor stat she has is her 2 Intellect, but it's not as much of an issue given her abilities and her class' tendency to just bruteforce through troubles.
* LightningBruiser: {{Downplayed|Trope}}; she's not very strong offensively, having only 3 Combat, but has good 4 Agility on top of massive 8/8 Health/Sanity, meaning that she's less of a killer, and more of a safety shield which stuns the foes, so the rest can finish them off.
* NoSell: Her signature card, the "Neither Rain Nor Snow" skill, allows her to cancel all effects caused by a skill check's failure (both positive and negative) as long as it was appointed to this check. In some cases it may be life-saving.
* ThePerfectionist: In spite of most of Stella's unique abilities focus on turning [[FailureGambit failure into benefits]], her pack came with the "Atychiphobia" basic weakness, which causes investigators horror every time they fail a skill check, implying she doesn't like to fail or make mistakes. This could be attributed to her role as an [[UnstoppableMailman Unstoppable Mailwoman]]: Stella ''cannot'' accept the fact that she failed at her job or task.
* StoneWall: {{Downplayed|Trope}}. She's the only investigator to have both 8 Health ''and'' 8 Sanity, making her very durable. But she has only average Combat, and, being Survivor with no off-class options, has limited fighting capabilities. She has good 4 Agility, but it only helps to stall the monsters, not defeat them; at 3 Combat, actually killing foes after neutralising them may take some time.
* TwoferTokenMinority: Black and a trans woman. Definitely not someone Lovecraft would have come up with for a protagonist.
* UnstoppableMailman: She works as a mailwoman, and she is the biggest {{Determinator}} among Survivor investigators, barring maybe Calvin.
[[/folder]]

[[folder:"Suzi"]]
!!Subject 5U-21, the Anomaly
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_suzi.png]]
Bonus investigator introduced for upcoming enhanced version of ''The Blob That Ate Everything'' scenario. She's a Neutral investigator who normally can't access non-Neutral cards above level 0, but gains access to specific classes' high-level cards via her unique mechanic. She has a massive decksize of 50 cards.
----
* ArbitraryEquipmentRestriction: She's forbidden from taking any "Permanent" cards, excluding story assets and her own signatures.
* ExtremeOmnivore: As may be expected from Blob-themed investigator, all her mechanics are built around her "devouring" cards, regardless of what they represent. She can't devour story cards, but almost anything else is a free game (albeit most frequently, she targets player cards), with her personal weakness, "Reality Acid", specifically existing to make her actively devour her and teammates' cards, with a table of possible results. There's a very small chance that she would devour some enemies instead, but enemies killed that way don't award victory points.
* GameplayAndStoryIntegration: Investigator based on the Blob, as may be expected, has all her mechanics built around hunger and her being ExtremeOmnivore.
* GatheringSteam: She starts with all stats at 1, but whenever she "devours" cards, they gets put beneath her signature card, "Ravenous: Controlled Hunger", which gives her +1 to all stats per card "devoured". However, actually reaching the maximum can be risky, as it turns her signature into "Ravenous: Uncontrolled Hunger", which starts actively devouring either cards under control of investigators, or those beneath it, now putting them aside.
* GlassCannon: Suzi has below average Health and Sanity (both at 6) and unlike other investigators with similar endurance like Lola and Calvin, she can't just make up for it by buying Charisma to get more Allies in play to use as a [[WeHaveReserves meat shield]], as she is forbidden from buying any non-story permanents. Her fragility will always be a problem no matter what.
* InSeriesNickname: "Subject 5U-21" is also known as Suzi.
* JackOfAllStats: She starts with abysmal stats, but quickly rises them to average or above, making her rather universal. It's ''keeping'' her at adequate stats which is the challenge.
* JackOfAllTrades: She can access every class, and can potentially gain high-level cards from multiple classes, allowing her to be quite universal and adapt to any role... as long as she manages to avoid being screwed by her own eternal hunger.
* LethalJokeCharacter: Suzi has absurd design, very low stats, and strange and confusing deckbuilding rules which makes her build extremely huge deck of low-level cards without easy ways to upgrade them to anything. But her concept isn't just for making another Blob-related joke (even if it ''is'' a Blob-related joke); in truth, [[MagikarpPower she's meant to grow stronger as she keeps "eating" cards]]: during scenario, she can accumulate extremely high stats, even if it's hard to maintain them for long; and across campaign, devouring cards also unlocks ability to actually upgrading or replacing them, ''with no regards for level'', which ultimately makes her only investigator who can access ''any'' cards period, only passing on non-story "Permanent" ones.
* MagikarpPower: She's normally restricted to level 0 cards (excluding Neutral ones). However, as she keeps playing and "devouring" cards, she gains ability to purchase cards of higher levels, albeit from just one class at a time (depending on what class had higher count of devoured cards in a last scenario). This allows her to potentially stockpile end-game gear from multiple classes and become quite universal.
* MechanicallyUnusualFighter:
** Suzi's deck's size is 50 cards, instead of standard 30; as she has to include at least 7 cards from every non-Neutral class (to make her mechanic work), it leaves her 15 cards she can take from any class she wants, including Neutral. She also includes 2 basic weaknesses, instead of standard 1. Having a deck so big significantly alters her gameplay, sometimes to her boon, sometimes to her bane.
** Each turn, she "devours" one card from her hand, and her free action ability allows her to devour one card under her or other investigator's control, which then gets put beneath her signature card. Reaching the maximum of 5+ cards makes it putting devoured cards aside, and devouring one card either beneath or under players' control until it empties, at which point it reverts. Fortunately, her signature event "Regurgitation" allows to forcibly revert it (and return up to 3 "devoured" cards), while her Elder Sign returns any 1 "devoured" card of her choice to its owner's hand.
** By default, she can only access level 0 non-Neutral cards, but when the game ends, she gains access to upgrading or purchasing cards from the class which has the largest amount of devoured cards (eg, if she devoured mostly Guardian cards, she can upgrade Guardian cards), of any level.
* ProtagonistWithoutAPast: Her character sheet lacks backstory, as all the place there was consumed by instructions to how actually play her.
* TokenNonHuman: All the other investigators are humans. Suzi is a sapient human-shaped [[GreyGoo blob]].
[[/folder]]

!''Barkham Horror'' investigators
[[folder:Bark Harrigan]]
!!Bark Harrigan
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_barkham_mark.jpg]]
->''Bark Harrigan is the best of the best, trained in paw-to-paw combat and barkmanship, he takes pride in being the protector of humanity. A shield agaisnst the feline forces that threaten to invade the world But will his weapons and skills be enough? Or is he all bark and no bite?''
Guardian-class investigator. Has access to any level 0 "Weapon" cards.
----
* BoisterousWeakling: His backstory implies that in spite of all his training, his bark is worse than his bite. This is referenced by his weakness "More Bark Than Bite", that gives Harrigan a '''massive''' reduction to his Combat skill (-3 in total, bringing his base Fight to a measly 2). The only way he can get rid of it is by succesfully landing an attack to regain his courage, proving he can "bite back".
* {{BFG}}: His signature card isn't just another kind of revolver, or even a riffle. It's freaking ''gatling gun''!
* CripplingOverspecialisation: He is ridiculously overpowered in open combat, but his Intellect and Agility have a lot to desire for. He also traded his prototype's access to "Tactic" cards for off-class "Weapons", leaving him out of many cards which were useful to amplify his prototype's weak points.
* GatlingGood: His signature card is a huge "[[PunnyName Catling Gun]]". It's very strong and has tons of ammo, but has one major downside -- it requires two actions to use (and investigators normally have three per turn).
* MightyGlacier: Has the exact same stats, health and sanity as his prototype with the exception of lower agility, putting him more in line with the usual archetype of a Guardian.
* MoreDakka: His "Catling Gun" starts with 12 ammo, and can spend up to three per shot, increasing in damage output with each ammo spent this way. With just one "shot".
* OneManArmy: Just like his prototype, Mark Harrigan, Bark has huge Health and Fight stats. While he can't amplify his strength by taking damage, he trades it for ridiculous access to "Weapon" cards. His Elder Sign further encourages him into focusing on Weapon-based builds, as it reduces the cost of the next weapon he plays.
* PunnyName:
** His name is an obvious dog-related pun on his prototype's name, Mark Harrigan.
** His gun is called [[GatlingGood "Catling Gun"]].
* WalkingArmory: He has two additional "Hand" slots specifically for "Weapon" cards, and can include level 0 "Weapons" of other classes in his deck. This may be increased to whopping ''six'' "Weapons" equipped at once through "Bandolier" asset. Armed to the teeth, indeed.
[[/folder]]

[[folder:Kate Winthpup]]
!!Kate Winthpup
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_barkham_kate.jpg]]
->''One of the brightest in Muttskatonic University Obedience School, Kate is an expert in theoretical physics, chemistry and zoology. Thanks to her keen mind and attention to detail, she has concocted a way to defend herself and the others from the machination of cats everywhere. Using her newly constructed Feline Discombulator- and her keen sense of smell- Kate will sniff out evil and defend Barkham from the forces that dwell in the shadows''
Seeker-class investigator. She can access up to five level 0 cards of other classes which she thinks "would smell weird".
----
* BrownNote: Her personal weakness, "Foul Odor", is the smell so awful, the mere memory of it causes her to take horror if she tries to sniff anything while it's in play; fittingly, it has "Madness" trait.
* EarlyBirdCameo: She's based on Kate Winthrop, recurring ''Arkham Files'' investigator, who was only formally introduced to the game several Cycles later after release of ''Barkham Horror''.
* ExactlyWhatItSaysOnTheTin: Her "Feline Discombobulator" states in its subtitle that it discombobulates felines.
* FragileSpeedster: Shares the same statline as Ursula (Good Agility and Intellect but awful Combat) but has far worse Health compared to her (5 instead of 7) in favour of more Sanity (9 instead of 7). Kate can get clues easily, and do so quickly, but the second an enemy shows up she needs to get away (which is fairly easy to do with her signature card and ability to [[TheNoseKnows "sniff"]]).
* TheNoseKnows: All her abilities are related to her super sense of smell.
** She can "sniff" her current location, which would reduce the difficulty of any further skill tests she would take there, by taking an action to do so without provoking attacks of opportunity: after all, sniffing things is fast and easy. Her Elder Sign does the same (or even target a connecting location instead), only without costing an action.
** Her personal weakness, "Foul Odor", deals her horror whenever she tries to smell things. The only way to get rid of it is by taking an action to "unsmell" all locations, [[SadisticChoice which will undo all actions you spent smelling around to make skill tests easier.]]
** Her Deckbuilding Options include five level 0 cards that would "smell weird". What that means is up to the player's discretion, but for simplicity's sake it can be treated as working in the same way as the card access for Investigators introduced in Dunwich Legacy (five level 0 cards of any other class).
* PunnyName: Obvious dog-related pun on her prototype's name, Kate Winthrop.
* TrapMaster: Her signature "Feline Discombobulator" ([[ExactlyWhatItSaysOnTheTin It Discombobulates Felines]]), allows her to automatically evade any enemy "that is a cat, looks like a cat or is a weird cat-person hybrid" spawning in her location. Given the name and that her signature is portrayed as an electrified mouse toy, [[DeliciousDistraction it's not hard to imagine]] how [[StaticStunGun it works...]]
[[/folder]]

[[folder:"Skids" O'Drool]]
!!"Skids" O'Drool
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_barkham_skids.jpg]]
->''"Skids" O'Drool always wanted to be a good boy. But his nose for trouble kept landing him in the pound, where the "bad dogs" go. Usually this was because of his favourite pastime: begging to go for a car ride, then fervently wrenching the wheel away from the hapless human. How this obsession with cars began, we may never know. All we know is that other drivers should be careful when "Skids" is on the loose.''
Rogue-class investigator. Can access up to five level 0 cards of other classes which may move him in one way or another.
----
* AdaptationalVillainy: PlayedForLaughs, the original O'Tool only robbed banks to aid his ailing mother and when she died he became TheAtoner. O'Drool is a crazed hijacker that likes to board cars and wrestle control from the driver [[ThrillSeeker for its own sake.]]
* BackStab: His Elder Sign allows him to ambush the next enemy into whose location he would enter, dealing 1 damage before the fight even starts.
* BitchInSheepsClothing: According to his backstory, he begs humans for a car ride, only to steal the wheel. This is even his printed ability on his investigator card!
* CarFu: His signature card, "Take the Wheel", allows him to damage enemies whenever he enters locations.
-->''[[PunctuatedForEmphasis What? No. Stop. That's bad. Bad dog]]''.
* CripplingOverspecialisation: His deck-building options provide him with best mobility in the game... and little else, outside of standard Rogue card pool.
* DiabolicalDogCatcher: "Skids" O'Drool's [[ArchEnemy nemesis]] (and personal weakness) are a pair of dogcathers trying to bring him back to the [[PoundsAreAnimalPrisons pound]].
* DrivesLikeCrazy: The reason he landed in the [[PoundsAreAnimalPrisons pound]] in the first place is because of his past time of hijacking cars. This even referenced by his signature event "Take the Wheel"
* HeroicComedicSociopath: Unlike his prototype, his backstory as a criminal is completely PlayedForLaughs
* LightningBruiser: {{Downplayed|Trope}}. He has ridiculous mobility, having access to off-class movement-related cards and having an ability to, once per round, move up to 3 times at the cost of 1 action 1 resource (while ignoring enemies). He's also just as tough as his prototype, O'Tool. But unlike O'Tool, he lacks access to Guardian cards, and his own offensive capabilities aren't that great, with him only having 3 Combat like the original.
* PunnyName: Obvious dog-related pun on his prototype's name, "Skids" O'Tool.
* StealthExpert: His ability allows him to quickly sneak past the enemies without them noticing him.
* TokenHuman: His weakness are the only human enemies fought in the scenario.
* YouWillNotEvadeMe: Once the Dogcatchers enter O'Drool's location (or he enter theirs) he cannot move for the rest of the round, shutting down his high mobility. {{Downplayed|Trope}} in that "Skids" ''can'' evade them, he just can't leave their location until next round (and they are "hunters" [[SternChase so they will keep chasing him regardless]]).
[[/folder]]

[[folder:Jacqueline Canine]]
!!Jacqueline Canine
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_barkham_jacqueline.jpg]]
->''As a psychic, Jacqueline Canine can always foretell what is buried beneath the earth in any given spot. She knows where to go to find the bones, where to rummage to find the tastiest scraps of food, and where to beg for the best treats. But what will Jacqueline do when these premonitions lead her to real danger?''
Mystic-class investigator. Can access any even remotely cat-related cards (blasphemy!).
----
* BadPowersGoodPeople: In this verse, cats are AlwaysChaoticEvil... yet Jacqueline specialises in using them to fight the forces of evil. This mirrors how "normal" Mystics deal with forbidden magic to fight back {{Eldritch Abomination}}s.
* CripplingOverspecialisation: There are not that many cats in the game, so she can't access all that many non-Mystic cards anyway.
* ForgetfulJones: She's so prone to forget where she buried her stuff, even her personal weakness, "No Sense of Space and Time", is built around it, making her either discard buried cards, or take some mental damage in attempt to remember (taking 1 horror for each card she keeps).
* MechanicallyUnusualFighter: She can put cards from her hand beneath her sheet,"burrying" them, and take an action to draw 1 or 2 cards that were "burried". This solves the common issue with cards being drawn faster than the player can use them, resulting in some cards being discarded during upkeep phase. Her signature asset: "Chew Toy of Nightmares", is a relic that takes a handslot but allows her to commit cards beneath her without needing to draw them first, while her Elder Sign allows her to instantly unbury a card and add it to her hand too.
* PunnyName: Obvious dog-related pun on her prototype, Jacqueline Fine.
[[/folder]]

[[folder:Duke]]
!!Duke
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_duke.jpg]]
->''Arf. Arf arf arf. BARK! Grrrrrrrr. Woof. Arf arf arf arf arf arf arf. Bark bark. Mrr?... Bark. Bark bark. Arf arf arf arf arf. Borf borf. Woof woof woof! AROOOOOOO--''
Survivor-class investigator. Can access up to five level 0 off-class "Allies", assuming they are either dogs or humans. Only investigator to being specifically forbidden to include anything cat-related.
----
* CatDogDichotomy: Taken a step further than with other investigators. While for others, taking cats into your deck isn't forbidden, just frowned upon from narrative standpoint, Duke is the only one for whom it's explicitly forbidden.
-->''[[BoldInflation ABSOLUTELY NO CATS UNDER ANY CIRCUMSTANCES]]!''
* CripplingOverspecialisation: The only off-class cards he can take are level 0 Allies. The problem is that any investigator has only 1 Ally slot by default, and the card which gives more, "Charisma", requires spending experience to obtain.
* GeniusBruiser: Shares the same statline as Joe Diamond, of all people, having 4 Intellect and Combat but 2 Willpower and Agility, with all the strenghts and [[GlassCannon weaknesses]] that come with it.
* GlassCannon: Much like his owner, Duke is pretty fragile even as an investigator, having below average Health and Sanity. This is less pronounced than when Pete is in the lead though, thanks to his role as TheMedic here (though Pete himself can still hardly take any punishment even as an ally). His low Agility and Willpower leaves him more vulnerable to treacheries too.
* TheMedic: Pretty much Pete's role as Duke's ally; instead of just amplifying his stats, this time he acts as the easy way to heal damage and horror, and to gain free resources and cards.
* MythologyGag: In all games where he ever appeared, Ashcan Pete was accompanied by his faithful dog, Duke, and in ''Arkham TCG'' Duke was the core part of his gameplay, allowing him to amplify his most weak stats (Fight and Intellect). Since this time around, it's Duke who is playable, his ally is the "friendly human", Ashcan Pete. They also have their stats reversed, with Duke now having good Intellect and Fight, but low Willpower and Agility; and Duke's ability and Elder Sign effects are both related to keeping "friendly human" ready for action by supplying him with resources. The original Pete has 6 Health and 5 Sanity, while Duke as an ally has 2 Health and 3 Sanity. As an Investigator of Barkham Horror Duke has 5 Health and 6 Sanity, while Pete as an ally has 3 Health and 2 Sanity.
* SupportPartyMember: While Duke was vital to Pete because it covered the weakspot in his statline, here Pete is vital to Duke for offering him healing, resource generation and card draw every time he succeeds at a skill check by feeding him dog treats. However he only starts with 5 and the only way for Duke to add more on Pete is by either taking 2 actions to put 3 of them on him or revealing his Elder Sign to add 1 (which also readies Pete). Stockpiling on them is unadvised though, because drawing Duke's personal weakness, "Out of Doggie Treats", will immediately remove all dog treats from Pete.
* TokenHuman: While other human allies can be added to any investigator's deck, Duke's "Friendly Human" is specifically the only human ally introduced in Barkham Horror.
[[/folder]]
----

to:

[[foldercontrol]]

!Introduced in ''Night of the Zealot'' (core game)
[[folder:Roland Banks]]
!!Roland Banks, the Fed
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_roland.png]]
[[caption-width-right:225:''Everything by the book: every "i" dotted, every "t" crossed. It has worked, until now.'']]
-> ''Roland had always taken comfort in procedure and rules. As an agent in the Bureau, he was relieved to have guidelines to follow in any given situation. But lately, his Federal Agent's Handbook had been entirely unhelpful given the cases he'd been assigned. Try as he might, Roland could find no mention of what to do when confronted with strange creatures, gates through time and space, or magic spells. If he hadn't seen it with his own eyes, he would never have believed it... and there's no way his superiors would understand. Roland knew he would have to handle this one himself.''
!!!Both versions
Guardian-class investigator.
----
[[index]]
* AgentScully: As his backstory explains, Roland didn't believe in the paranormal, and so was completely caught off-guard on how to deal with the otherworldly dangers he found in his investigation.
[[Characters/ArkhamHorrorTheCardGameInvestigators Investigators]]
* BoringButPractical: "Mysteries Remain" replacement signature Event has 2 very simple functions you can choose from: either you discover one clue from your location (acting like a cheaper "Working a Hunch" at no resource cost) or ''generate'' an extra clue to discover in your location, reducing the amount of exploration and backtracking needed to reach other locations with clues necessary to advance the Act Deck. It is also fast, so it can be played without spending an action or triggering attacks of opportunity, but it removes itself from the game afterwards. Not the most interesting signature, but useful in almost every situation.
* CycleOfHurting: His low starting sanity makes him very likely to run out and take mental trauma (something his weakness also dispenses), which in turn makes him more likely to run out next mission until he's rendered permanently insane.
* FBIAgent: Well, BI Agent; they weren't the ''Federal'' Bureau until 9 years after ''Arkham Horror''[='=]s timeframe.
* GivingUpOnLogic: Roland's replacement weakness, "Dirge of Reason" (originally provided as the bonus for namesake book), symbolises Roland's AgentScully mindset cracking, as he no longer can explain what's going even remotely rationally. In gameplay terms, it manifests as him dropping his clues into his location (symbolising his confusion), or taking horror if he can't.
* RevolversAreJustBetter: His signature card is his .38 revolver. Its main gimmick is providing an additional bonus to Combat when used in a location with at least one clue, which further amplifies the hybrid fighter/searcher playstyle of his default kit.
* SecretWar: Roland is obsessed with keeping his activities hidden from unrelated people; his signature weakness, "Cover Up", is him realising that he left an evidence behind and trying to get rid of it. Failure to do so before either the scenario's end or Roland's resignment/elimination will result in mental trauma.

!!!Basic version
Has access to Seeker cards (up to level 2).
----
* ByTheBookCop: According to his backstory, he used to always follow the rules to the letter--until he got involved in the story. He dropped this mentality when he realised that this would not help him with {{Eldritch Abomination}}s.
* GeniusBruiser: {{Downplayed|Trope}}. Roland has slightly more Intellect than other Guardians, and he has access to Seeker cards, making him a versatile investigator able to both fight and search for clues. Also, all his abilities are related to finding clues, including through defeating enemies, and his Elder Sign only gives him bonuses in locations with clues.
* GlassCannon: He's an effective fighter and not bad at getting clues, but his base 5 Sanity is abysmal (a single Rotting Remains encounter can remove up to 3), meaning he desperately needs means of soaking and healing horror to avoid being defeated early in the scenario.
* JackOfAllStats: {{Downplayed|Trope}}, like most Guardians, he has good 4 Combat and below-average 2 Agility, but he also has adequate 3 Willpower and Intellect, so it's easy to make him into an all-rounder, capable of both clue gathering and resisting treacheries if he manages to improve his weaker stats. His access to the Seeker cards gives him the utility unavailable to most other Guardians.
* LootMakingAttack: Roland's main ability allows him to discover a clue in his location whenever he defeats an enemy.

!!!Parallel version
Has access to off-class "Tactics" and "Insight" cards (up to level 3), but can't take the Guardian-class cards above level 3. Receives free exp at the deck creation.
----
* ByTheBookCop: The "Parallel" version of Roland [[WhatIf assumes]] that he still acts as a proper, rules-abiding detective, [[GameplayAndStoryIntegration making him restricted by countless regulations]]. The end of his challenge scenario directly questions what would happen when those directives [[ToBeLawfulOrGood came into conflict with his morality]], as a nod to his canon self.
* GlassCannon: "Consult Experts" provides Roland with an additional Ally slot from the onset, but prevents him from voluntarily assigning incoming damage and horror to Allies, which leaves Roland vulnerable as it drastically reduces the number of assets that can absorb harm in his stead.
* JackOfAllTrades: "Parallel" Roland lacks access to high-level Guardian cards, being limited only to level 3, but can take any Tactic or Insight cards up to level 3, making him rather versatile, especially if the right Directives are chosen.
* MechanicallyUnusualFighter: "Parallel" Roland has special cards, unique to him -- the "Directives", which provide him both restrictions (like inability to attack more than twice per round) and additional abilities; he has five available, but only three may be chosen, with the other two becoming permanently inaccessible.
* MightyGlacier: "Leave No Doubts" Directive boosts Roland's Sanity to 8 (in addition to him already having 9 Health), but limits how many move actions he can take each round. It doesn't make him any more resistant from being [[{{Permadeath}} driven insane]] however, as bonus Max Sanity is ignored by Trauma.
* NecessaryDrawback: Every Directive provides a powerful ability, but adds some restriction which you have to play around (fortunately, his Elder Sign allows to temporarily disable one of them on his choice):
** "Due Diligence" Directive, once per turn, makes Roland better at evading, parleying or investigating per every enemy at your location, but makes you unable to fight more than twice per round.
** "Red Tape" Directive makes ''all'' "Insight" and "Tactic" cards (core cards of parallel Roland's gameplay) "fast" (can play them anytime, do not take actions to play and don't trigger attacks of opportunity), but makes him unable to play more than two cards per turn.
** "Consult Experts" Directive gives Roland an extra Ally slot, but also makes him unable to use his Allies as damage soak (he can't voluntarily assign damage or horror to them, but effects that would cause them to self-inflict damage and horror still work as intended).
** "Seek the Truth" Directive allows Roland to draw a card if he discovers a clue at any enemy's location, but also makes him unable to commit cards to skill tests while at location with at least 1 clue unless he already discovered a clue this round.
** "Leave No Doubt" gives Roland massive +3 Sanity (which he really needs, starting at just 5), but prohibits him from moving more than twice per round -- in the game where you're always [[TimedMission on a strict time limit]].
* ScrewTheRulesImDoingWhatsRight: "Parallel" Roland is forced to obey his directives most of the time... but when he draws Elder Sign, he can disregard one directive of his choice 'till the end of the round, to finally get the job done. He can also, once per scenario, flip a directive facedown, losing its benefit but also not having to abide to its restriction for the rest of the scenario. That's probably how he came to his canon self's CowboyCop mentality.
* WhatIf: The "Parallel" Roland is an alternative version of himself, where he chose not to abandon his directives and [[ByTheBookCop still follows the rules]].
* WeakButSkilled: When compared to his original counterpart and most Guardians, "Parallel" Roland is hampered by the fact he has no access to any card above level 3, period, and his various directives put many limitations to what he can do... But they also provide him with many useful abilities in return, his deckbuilding cover fairly common keywords that gives him access to a varied amount of events, and is one of the few Investigators to start with some experience to spend as well.
[[/folder]]

[[folder:Daisy Walker]]
!!Daisy Walker, the Librarian
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcgdaisy.png]]
[[caption-width-right:225:''"I know of books so powerful, they can rewrite reality."'']]
->''As a respected librarian at Miskatonic University, Daisy had always felt that books were the most important thing in her life. She explored in fiction what she abhorred in life: horror, violence, fear. Then, she stumbled across the John Dee translation of the Necronomicon. It was blasphemous, unholy, and too awful to be read. But given her studies in obscure and occult subjects, Daisy knew there was more truth than fiction within the book's pages. She began to wonder what other secrets the restricted collection of the Orne Library held...''
!!!Both versions
Seeker-class investigator.
----
* BoringButPractical: Her signature card, "Daisy's Tote Bag", gives her two additional Hand slots (without taking any by itself), which can only be used for the Tome cards (something she relies upon a great deal); simple, but reliable. She can also dump her weakness, [[TomeOfEldritchLore "Necronomicon"]], into a bag until she can deal with it.
* GoMadFromTheRevelation: Once the "Necronomicon" enters play, the only way to get rid of it is to study it, which drains her Sanity.
* ItemCaddy: Both versions of Daisy are built around actively using tomes, providing a bag to hold more of them, and having extra abilities to improve their effectiveness.
* NightmareFetishist: She likes reading the stories exploring the topics of horror, violence and fear (while still abhorring them in real life). But the "[[TomeOfEldritchLore Necronomicon]]" is too much even for her.
* SquishyWizard: She's a skilled occult expert and/or sorceress, but her 5 Health is very low even for a Seeker.
* TomeOfEldritchLore: Her involvement in the plot was kickstarted by her study of the [[TropeCodifier Necronomicon]]. That same book is also her personal weakness (specifically, the John Dee Translation of it), preventing her from using elder sign tokens while it is in play. It becomes even worse if she fails her LoyaltyMission, ''Read or Die'', becoming a potentially game-ending threat.

!!!Basic version
Has access to Mystic cards (up to level 2).
----
* BoringButPractical: She has extra action each turn, which she can only spend to interact with Tome assets. Given that those often form the core of her gameplay, it saves her ''a lot'' of time, but it's rather simple and generic ability compared to some more flashy ones the other investigators have.
* ExtraTurn: She gets extra action each turn which can be spent on playing her Tomes' abilities (which form the core of her gameplay); this makes her able to use them more freely while still having enough actions left to perform other tasks.
* MagicLibrarian: Intentionally designed as one, being a sorceress librarian whose power takes its source in her books:
** She has access to Mystic cards, most of which are either spells or magic artifacts.
** All her mechanics are related to the Tomes in one way or another. She has an extra action to spend on using Tome assets, her signature card allows her to carry more Tomes around, and even her Elder Sign, while giving no stat boosts, allows her to draw extra cards, scaling the effect with number of Tomes she has.

!!!Parallel version
Has access to off-class "Tome" cards (of any level), and up to five other level 0 Guardian and/or Mystic cards, but can't take the non-Tome Seeker-class cards above level 3.
----
* CripplingOverspecialisation: "Parallel" Daisy, instead of her usual deckbuilding rules, can access any Tome cards (regardless of level or class)... but only up to level 3 other Seeker cards, and loses her access to Mystic cards. Unfortunately, most Tomes are Seeker-class anyway, so she loses more than she gains. This is slightly compensated by her being allowed to take up to five level 0 Guardian and/or Mystic cards.
* MagicLibrarian: All her abilities are designed around doing magic through interactions with her books:
** "Parallel" Daisy amplifies her Willpower by putting "Tome" assets into play. When used in combination with her old deckbuilding rules for access to Mystic cards (rules allows to mix front and back sides as the player sees fit), this may greatly increase her effectiveness as a team's sorceress.
** Once per game, she can activate action abilities on ''all'' of her Tomes, without actually spending actions, with all the mayhem it can cause.
** Her Elder Sign allows her to regain a Tome from discard pile.
* MagikarpPower: "Parallel" Daisy starts with only 1 Willpower and 7 Sanity (her default version starts with 3 and 9, respectively), but amplifies both by one point for each Tome asset she puts into play, potentially exceeding default maximum value.
* MechanicallyUnusualFighter: "Parallel" Daisy receives +1 Sanity per Tome she controls. Considering that she starts with 7 Sanity, and can have up to 4 Tomes in play thanks to her "Tote Bag", she can end up with 11 Sanity--while the other investigators normally have 9 at most (13 when playing the ''[[LoyaltyMission Read or Die]]'' scenario, thanks to Professor Armitage, as he provides two additional slots).
[[/folder]]

[[folder:"Skids" O'Toole]]
!!"Skids" O'Toole, the Ex-Con
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_skids.png]]
[[caption-width-right:225:''"I didn't get out of the joint just to watch the world end"''.]]
->''Skids hadn't planned on a life of crime. But sometimes doing the right thing means getting your hands dirty. The cops didn't care that Skids needed the money for his mother's operation. His mother died of her illness during the second year of his sentence. His cellmate, Brad Hollins, told him there were worse fates than death. He ranted and raved in a quiet voice every evening about the "Old Ones" and told Skids about bizarre adventures he'd had while dreaming. Skids didn't give it much thought until the night he woke to the sight of his cellmate bursting into flames. When Skids was finally released, he returned to Arkham, looking for answers''.
!!!Both versions
Rogue-class investigator.
----
* TheAtoner: Skids' subtitle is the "Ex-Convict" and his desire to discover what happened to his cellmate Brad and avenge him is partially fuelled by his wish to make his late mother proud of him once more.
* TheCorpseStopsHere: When his cellmate [[SpontaneousHumanCombustion burst into flames one night]], the cops accused him of causing it, but couldn't get the charge to stick.
* FaceOfAThug: He may look like bandit, but he is a good guy--and what banditry he ''did'' commit was solely to aid his mother with getting through her illness. His basic version further nails it by giving him access to Guardian-class cards.
* HealthcareMotivation: He really was only robbing banks to try to save his mother from her illness; unfortunately, [[AllForNothing she died while he was in prison]] -- and now, he still has to pay up the bills, which [[GameplayAndStoryIntegration works as his personal weakness]], "Hospital Debts"; once they shows up, he has to pay them up until the end of scenario (or his elimination), or suffer penalty to experience earned.
* JackOfAllStats: {{Downplayed|Trope}}, but beside having good Agility (4) and below-average Willpower (2), Skids Fight and intellect are average, making him equally capable of fighting and investigating, with the Rogue cardpool allowing him to do either or both. His base version has access to Guardian cards, which gives him more fighting prowess, options to heal and ways to cover his main weakness and increase his Willpower, while his Parallel version has access to "Gambit" and "Fortune" cards regardless of class, which are universally useful for any playstyle.
* ManaBurn: Skids' personal weakness "Hospital Debts", requires him (and potentially other Investigators if they are willing to help him) to spend 6 resources to deal with it. He can choose to ignore it, but if by the end of the scenario the debt isn't paid, he will earn 2 less experience. What makes it tricky to deal with is that each Investigator can only pay up to 2 resources per round, which means you can't just dump all your resource at once even if you have enough in hand.
* NeverGoingBackToPrison: He served ten years in prison once, and won't allow it to happen again--certainly not when the stakes are now much higher than just his life. Fittingly, his signature card, "On the Lam", [[StealthExpert makes any non-Elite enemies unable to attack him]].
-->''"I ain't going to the pen a second time"''.
* ReformedCriminal: [[DownplayedTrope His main class is Rogue and he has access to illicit assets and criminal allies]], but Skids' motivations to join the invesigation are selfless, wanting to find out why his friend Brad [[SpontaneousHumanCombustion died]], make his mother proud beyond the grave and prevent the end of the world; which contrast heavily with many of the later, far more opportunistic and self-serving rogues introduced in later cycles.
* SpontaneousHumanCombustion: His motivation to come to Arkham was when his cellmate, Brad, spontaneously combusted one night.
* StealthExpert: His signature card, "On the Lam", makes non-Elite enemies unable to attack him.

!!!Basic version
Has access to Guardian cards (up to level 2).
----
* BigGuy: {{Downplayed|Trope}}; his Combat stat is average, but he has access to Guardian-class cards to amplify it. Also, being a Rogue, he can obtain enough resources to fuel his more expensive cards, or use them to buy more actions through his signature ability. All of this makes him a fitting candidate for the role of dedicated fighter.
* BoringButPractical: His Elder Sign just gives him flat stat boost, and few free resources. Given that he has to spend tons of resources to benefit from his ability, as well as to counter his weakness, it's very welcomed bonus, even if it's relatively simple.
* ExtraTurn: Once per round, he can spend some resources to get an extra action.

!!!Parallel version.
Has access off-class "Fortune" and "Gambit" cards (up to level 3). He has a reduced decksize of 25 cards.
----
* AscendedMeme: Prior to release of his "parallel" version, there was a popular fan-made version of Skids, which remade him into a Rogue/Survivor gambler. Comes the "parallel" version, and now Skids has gambling-themed abilities, gambling-themed deckbuilding options (many of which just so happen to be Survivor-class), and the challenge scenario set in a casino.
* BornLucky: His "parallel" version trades access to a Guardian class for access to any "Fortune" or "Gambit" cards up to level 3. He also may keep multiple versions of the same card (low- and high-level versions), which is [[MechanicallyUnusualFighter normally forbidden]].
* GameplayAndStoryIntegration: "Parallel" Skids is essentially a gambler. As result, his new abilities and deckbuilding options were remade to fit the theme:
** Gamblers always rely on risks and various tricks. As result, he has access to "Fortune" and "Gambit" cards (up to level 3).
** "Parallel" Skids trades his usual ability to spend resources to gain more actions for ability to actually gamble on his resources and on success earning much more.
* ItemCaddy: Parallel Skids can, while upgrading Fortune and Gambit cards, keep both the old and new versions of the cards in his deck, allowing him to sidestep the usual rule of "no more than 2 copies of same-title card in the deck", and thus improving the utility he can get from the cards with those traits.
* LowLevelAdvantage: His Elder Sign allows him to regain a card of his choice from discard pile and return to hand... but only if it's below level 3, probably to encourage the player [[MechanicallyUnusualFighter to keep the lower level version of upgraded cards]].
* MechanicallyUnusualFighter: The "parallel" version of Skids, while upgrading "Fortune" or "Gambit" cards, may, instead of just replacing them with the higher level versions, buy them at the full cost... and keep ''both'' the old and new versions, even if it would put him at more than two copies of the same card in his deck, by title, which is normally forbidden. Any old cards he keeps in the deck this way also don't count towards the deck's size.
[[/folder]]

[[folder:Agnes Baker]]
!!Agnes Baker, the Waitress
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_agnes.png]]
[[caption-width-right:225:''"I remember another life, one of sorcery and conquest."'']]
->''Agnes Baker may be just an unassuming waitress in this life, but in a previous life, in a time and age undreamed of in the modern world, she had been a powerful witch. It began when she found a strange artifact -- a key of some kind -- in a dusty collection of family belongings in her attic. When she touched it, the memories came flooding back, along with one word: "Hyperborea." The more she delved into the visions and memories of her former life, the stronger her powers grew... and the more frightened she became''.
!!!Both versions
Mystic-class investigator.
----
* ActionSurvivor: PlayedWith. She has strong natural magic power, but otherwise lacks any special training, being a mere waitress in this particular incarnation who only recently started awakening her old personality's memories. Her basic version further nails it, by giving her access to Surivor-class cards.
* CoolKey: The Heirloom of Hyperborea, a family artifact Agnes found in her attic, which is the [[{{Pun}} key]] to unlock the latent powers inside her, and a link to her [[{{Reincarnation}} past self]]. In-Game, it is Agnes' signature Accessory asset, which allows her to draw cards every time she plays a spell of any kind.
* {{Reincarnation}}: She was a Hyperborean witch in the past life. All her problems are caused by the past catching up with her.
* VisionsOfAnotherSelf:
** She has dreams of her past incarnation; this is how she learned magic.
** Her personal weakness, "Dark Memory", [[YourWorstMemory forces her to relive the worst moments of her Hyperborean past self]], either damaging her sanity or increasing the current Doom.
* YourWorstMemory: Her personal weakness, "Dark Memory", forces her to relive the worst moments of her [[VisionsOfAnotherSelf past life]], where she was a Hyperborean witch, dealing her constant horror every round, unless she plays the card, [[SadisticChoice which will add Doom to the agenda instead]].

!!!Basic version
Has access to Survivor cards (up to level 2).
----
* GlassCannon: {{Invoked|Trope}}, Agnes main ability is to deal damage when she takes horror, meaning that to make the most of it, she must take ''lots'' of horror regularly, leaving her vulnerable to be overwhelmed by it and defeated. This is only made worse by the Spells being [[MagicMisfire highly unreliable]], potentially damaging her Sanity even further.
* PainAndGain:
** When Agnets takes horror, she can cause 1 damage to an enemy at her location.
** Her Elder Sign effect gives her +1 to the tested skill for each horror she has.

!!!Parallel version
Has access off-class "Spell" and "Occult" cards (up to level 3). She has a reduced decksize of 25 cards.
----
* BloodMagic: The "parallel" version of Agnes [[CastFromHitPoints can damage herself in order to fuel her magic]]. It's implied that she achieves this because her blood has magic capabilities.
* CastFromHitPoints: "Parallel" version of Agnes, instead of her [[PainAndGain default ability]], gains the ability to sacrifice her own Health to decrease the cost of Spell events she plays (and to keep them in hand instead of discarding them).
* HealThyself: Her Elder Sign allows her to heal 1 damage on herself. This gives her more liberty in using [[CastFromHitPoints own signature mechanic]].
* ItemCaddy: Parallel version of Agnes is built around heavy usage of Spells, particularly events:
** She can, while upgrading Spells and Occult cards, keep both the old and new versions of the cards in her deck, allowing her to sidestep the usual rule of "no more than 2 copies of same-title card in the deck", and thus improving the utility she can get from the cards with those traits.
** Agnes can play Spell events cheaper and shufflling them in the deck insted of discarding, at the cost of [[CastFromHitPoints sacrificing own Health]].
* MechanicallyUnusualFighter: The "parallel" version of Agnes has a reduced deck size (25 instead of normal 30), but she can, while upgrading Spell cards, instead of just replacing them with higher level versions, buy them at the full cost, and keep ''both'' old and new versions, even if it would put her at more than two copies of the same card in her deck, by title, which is normally forbidden. Any old cards she keeps in the deck this way also don't count towards the deck's size.
* MythologyGag: The "parallel" version of Agnes basically reuses her abilities from ''TabletopGame/ArkhamHorror'', adapted to work with the new mechanics. Her challenge scenario also heavily resembles her [[LoyaltyMission personal story]] from the same game, which involved her confrontation with the enemy from her past life.
* SquishyWizard: PlayedWith; "parallel" Agnes gains impressive 8 Health (this is Guardian-level toughness) and the ability to heal herself whenever she draws the Elder Sign, but pays for it with having only 6 Sanity, which is the worst in her class. Whether she would be extremely durable or extremely fragile depends on damage/horror ratio of the specific scenario.
[[/folder]]

[[folder:Wendy Adams]]
!!Wendy Adams, the Urchin
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_wendy.png]]
->''Mama used to let Wendy play with her necklace when she was small. Mama would tell her stories, and Wendy would spin the necklace and watch as it glittered. Then, word came that her father had been lost at sea, and Mama started acting strange, drawing unusual symbols in chalk all over the house. They took Mama to the asylum, and Wendy went to the orphanage. Before they took her away, Mama gave her the necklace, to "protect her." Wendy stayed in the orphanage for several years before running away, deciding that she could take better care of herself on her own''.
!!!Both versions
Survivor-class investigator.
----
* ActionSurvivor: Wendy isn't a war veteran, or trained occultist, or experienced wizard, or grizzled criminal. She's a child who got involved in the horrible adventure which would break most adults... and she still keeps going.
* DespairEventHorizon: Her personal weakness, "Abandoned and Alone", removes all cards from her discard pile from the game, symbolising her losing the will to keep fighting. And the tinnier the deck becomes, the easier it's to draw this card again, not to mention taking some horror each time the deck resets.
* FragileSpeedster: Wendy has good Agility and Willpower (both at 4), which help her greatly when dealing with treacheries, but abysmal 1 Combat and moderate Health and Sanity. She's ''not'' a fighter and would be quickly overwhelmed if cornered. How exactly she solves this issue ranges from which backside (and thus deckbuilding options) you pick.
* KidHero: Wendy still being a child doesn't protect her from all the dangers and eldritch horrors, putting her at the same risks of death and insanity (or worse) as her adult colleagues, but she's no less capable to survive against all odds than everyone else.
* ObviousRulePatch: Errata for Wendy's Amulet was released, tweaking the rules specifically to counter its weird interaction with certain Events with non-standard mechanics (like, for example, events that attach themselves to other cards, instead of getting immediately discarded once played), which was easily abusable; prior to this, she was able to reuse them indefinitely.
* OrphansPlotTrinket: Her signature card, "Wendy's Amulet", is an Elder Sign trinket given to her by her parents. It allows her to play events from her discard pile, as long as she keeps it in play.
* ParentalAbandonment: Her father is LostAtSea, while her mother went insane and was put into the [[BedlamHouse asylum]].
* WiseBeyondTheirYears: In spite of being just a child, Wendy is as capable of contributing to the investigation as every other adult in the team. She notably has 3 Intellect, which while it is merely average skill value overall, it is above-average for Survivors specifically, making her among the best at finding clues in her class.

!!!Basic version.
Has access to Rogue cards (up to level 2).
----
* NoSell: She can discard one card from hand to ignore the effects of one chaos token, but she must draw another one instead.
* SituationalSword: Wendy's Elder Sign has normally a value of zero and no additional effects, but makes her succeed at any test automatically if she has her amulet in play.
* TheSneakyGuy: She can access Rogue-class cards to boost her chances to safely avoid monsters.
* StreetUrchin: She was put in an orphanage after her mother went insane, but she escaped and has lived on the streets ever since.

!!!Parallel version
Can pick either Blessed and/or Cursed cards, and access any cards with chosen trait(s), regardless of class and level. Picking both increases deck size to 35 cards.
----
* CripplingOverspecialisation: She suffers from the same problem as Father Matteo (another investigator specialising in "Blessed" cards) before her: both Blessed and Cursed cards being very rare (outside of ''The Innsmouth Conspiracy'' expansion; though she's unplayable without it anyway). She has no other off-class options.
* LuckManipulationMechanic: All her abilities are based around chaos pool manipulation.
** Her deckbuilding rules are built around Blessed and Cursed cards, particularly the cards related to Blessed/Cursed tokens introduced in ''The Innsmouth Conspiracy'' (in fact, she can't be played without the expansion anyway, due to using those tokens in her core mechanic).
** Her Elder Sign ability allows to get rid of unwanted Blessed/Cursed tokens in the chaos pool, or use with her special ability.
** "Tidal Memento" asset allows Wendy to use the tokens previously sealed on the enemies instead of drawing from the chaos pool, with all the benefits coming with them.
* PowerNullifier: "Parallel" Wendy can put blessed/cursed tokens on the enemies while evading them (either those drawn during the test, or from the pool), which, thanks to her special signature asset, "Tidal Memento", allows her to lock them from readying (thus locking them from the battle) or accumulating Doom tokens for as long as they have those tokens on them. As with all such effects, [[ContractualBossImmunity it doesn't work on Elite enemies]].
[[/folder]]

!Introduced in ''The Dunwich Legacy'' expansion
[[folder:In general]]
----

* CripplingOverspecialization: The base version of all ''Dunwich Legacy" investigators have very limited access to cards of other classes besides their own: the price of getting five level 0 cards from all the other four other classes.
* JackOfAllTrades: {{Downplayed|Trope}} in that their usefulness in certain roles is still dictated by their stats, but the base version of the "Dunwich Investigators" have access to the level-0 cards from all other classes, which makes them capable of covering multiple roles in a pinch. They also have above average endurance, with a total count of 15 total Health and Sanity combined instead of the usual 14 (with the exception of Pete, who has 11).
[[/folder]]

[[folder:Zoey Samaras]]
!!Zoey Samaras, the Chef
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_zoey.png]]
[[caption-width-right:225:''"God has spoken. I will do His work without hesitation."'']]
->''Zoey had known that she was special ever since God spoke to her one night when she was six years old... the night that terrible fire took away her parents. He told her that He had chosen her from among all the people of the world to be His agent. She would protect the innocent and punish the wicked. Since then, He comes to her in times of trouble, offering guidance and comfort. Zoey now travels from city to city, taking work as a chef to support herself. When she isn't working, she stalks the night, guided by the Lord's voice. Wherever she finds wickedness, she strikes it down without remorse or hesitation''.
!!!Both versions
Guardian-class investigator.
----
* BigGuy: All her abilities are related to fighting monsters, encouraging her to take the role of team's main fighter. Also, she has impressive 4 Willpower (above average for most classes, not just Guardians), which also makes her more resistant to Willpower-testing treacheries (and thus better at using the cards which makes her deal with treacheries intended for the other players).
* ChefOfIron: Cooks during the day, kicks asses during the night.
* HolyBurnsEvil: Her signature card, "Zoey's Cross", can damage her enemies when they engage with her.
* HunterOfMonsters: She poses as an ordinary chef at a diner, but she's a zealot who believes she hears the voice of God telling her to kill His enemies; ordinarily a prime recipe for a serial killer, if not for the fact that "His enemies" in this case happen to be the cultists and eldritch monsters trying to awaken an ancient horror.
* MaybeMagicMaybeMundane: The setting is deliberately vague as to whether or not benevolent entities like "God" exist within its setting, and with the Lovecraftian tendencies for insanity taken into account, it's never clear whether Zoey actually ''is'' hearing orders from God telling her to kill, or if she's simply mentally ill; either way, it works out, since the ones she's being told to kill in this case happen to be horrible monsters and insane cultists.
* MissionFromGod:
** Her motivation to join the team--because voices in her head (whether they actually belongs to God or not) tell her that she must fight forces of evil.
** Her personal weakness, "Smite the Wicked", spawns an additional monster, to which this card gets attached; if the monster to which this card attached survives until the end of scenario or Zoey's defeat/retreat, she will suffer mental trauma, due to "failing" her "mission". Fortunately, it's not mandatory for her to finish off this monster personally, any investigator may help.
* ReligiousBruiser: One of the team's main heavy-hitters is a devout Christian who believes that she's fulfilling a MissionFromGod.

!!!Basic version
Can include up to five level 0 cards of other classes.
----
* BoringButPractical: She gets +1 resource each time she engages an enemy. It's not much, but it still helps to boost Guardians' starving economy, and it doesn't require any extra steps from her, as she's gonna engage her enemies all the time anyway. It also helps to fuel "[[HolyBurnsEvil Zoey's Cross]]" signature, which costs exactly 1 resource to use.
* CripplingOverspecialization: All her abilities are related to fighting monsters, and thus have limited use when her current task ''doesn't'' involve active combat. Like most Guardians, she [[MightyGlacier has only 2 Agility]], as well as only 2 Intellect, which makes her poor at searching for clues unless she heavily invests into cards which would amplify her ability to.
* CriticalHit: Her Elder Sign effect makes her do more damage if it's drawn as part of a Fight action.

!!!Parallel version
Has limited (up to level 3) access to her own class, but can take Blessed and Charm cards (up to level 4) from any class, and up to 5 other level 0 Mystic cards.
----
* HolyHandGrenade: Parallel version of Zoey goes a step further with her whole ReligiousBruiser with MissionFromGod schtick, giving her actual holy powers to amplify her offensive capabilities.
** Once per phase, when dealing damage to an enemy, Zoey adds a blessed token into chaos pool. This makes her more likely to succeed at whatever tasks she does next, given that such tokens provides great stat boost.
** Once per round, she can remove 3 blessed tokens before her attack and deal +1 damage, essentially receiving help from [[MaybeMagicMaybeMundane whatever force aiding her]] to fulfil her task.
* SituationalSword: Her Elder Sign gives her +1 per blessed token in the pool. The pool is empty? That's unimpressive +0. It's filled to the brim? It's a whopping +10.
* {{Irony}}: Her entire schtick is built around making Zoey into "holy warrior" on monster-slaying crusade. Yet she can't take a Holy Spear, as it's a level-5 card -- something her basic kit ''can'' take.
* WeakButSkilled: {{Downplayed|Trope}}, compared to the other Guardians, Zoey is barred from taking high-level cards of her class (including strongest Weapons), and has 1 less Health than her basic version (8 instead of 9), but compensates for it with all the tools she has at her disposal to quickly generate blessed tokens, and being able to benefit from them in ways unavailable to other investigators. The constant stream of blessed tokens she generates passively by fighting may also help her mitigate issues with below-average Intellect and Agility, something her basic kit struggles with a lot.
[[/folder]]

[[folder:Rex Murphy]]
!!Rex Murphy, the Reporter
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_rex.png]]
[[caption-width-right:225:''"This time, nothing will stop me from getting at the truth!"'']]
->''When disaster strikes, Rex Murphy is usually on hand, suffering the consequences. After spending a day with Rex, even the most hardened skeptic will concede that the man is cursed. Anytime he had a lead on a good story, something would go wrong. That business in Innsmouth with the photographs that had blown out to sea. The tracks in Dunwich that had washed away in the rain just before he'd brought the sheriff. His terrible fortune has more than once exposed him to gruesome beasts and occult conspiracies. To survive, Rex has developed an inquisitive mind, keeping one step ahead of the next disaster''.
Seeker-class investigator. Can include up to five level 0 cards of other classes. He can't use any "Fortune" cards.
----
* AwesomenessByAnalysis: His signature card, "Search for the Truth", allows him to draw as many cards as he has clues, up to five: he not only gathers the info, but comes up with a plan based on it.
* BoringButPractical:
** His signature doesn't do anything flashy, merely allowing him to draw extra cards (with stackable bonus depending on how many clues he has). It ensures Rex that he would always have some cards to spend, to actually fuel his clue-gathering machine.
** Rex's main ability is to discover a clue in his location whenever he succeeds as an Investigation test by 2 (even if he is not using Intellect for said test). Gaining an extra clue passively with each Investigation as long as he performed well enough make him one the best Seekers in the game (which is also why he is one of the two Seekers that has been {{nerf}}ed by a taboo, limiting his ability once per round like Roland's), even if the ability itself isn't particularly interesting compared to others Investigators' more peculiar skills and gameplay.
* BornUnlucky: Not only does he suffers from a HereditaryCurse, he also [[GameplayAndStoryIntegration can't include any "Fortune" cards in his deck]] ([[CripplingOverspecialisation not that there are many such cards available for him anyway]]).
* ChewToy: The poor guy just can't catch a break. Something ''always'' goes wrong for him, especially when he seems to find a good story to write about.
* CripplingOverspecialization: The only good stat he has is his 4 Intellect. Only having 3 Willpower and Agility, he suffers from the treacheries (and can sometimes struggle to escape ambushes), while unimpressive 2 Combat leaves him very little chance at open combat. He's great clue-searcher, but that's about it.
* {{Determinator}}: It takes a special kind of thickheaded to keep going despite all of his setbacks.
* FailureGambit: His Elder Sign gives a generic "+2" boost, but also allows him to instead automatically fail a skill test and draw 3 cards.
* GameplayAndStoryIntegration: Being a reporter requires knowing how to dig up the truth no matter how deep it's buried. As such, whenever he finds a clue while investigating, he finds an extra one for free if he performed the investigation well enough.
* HereditaryCurse: His personal weakness, "Rex's Curse". Every time he succeeds on a skill check, he must return the chaos token he previously drew (ignoring its modifier), and draw an additional token; if this causes the skill check to fail, he shuffles the weakness back into his deck, meaning that you can never quite get rid of it.
* IntrepidReporter: He seeks to get all of the information he can. Of course, his curse just makes it difficult.
* ObviousRulePatch: He was the first investigator to receive his own entry at "Taboo rules" list; it limited his signature ability (when he succeed at an investigation test by 2, he discovers a clue in his location, if present) to working once per round. Prior to it, he was considered to be ridiculously overpowered, being able to quickly strip any location of clues.
[[/folder]]

[[folder:Jenny Barnes]]
!!Jenny Barnes, the Dilettante
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_jenny.png]]
[[caption-width-right:225:''"No more 'Miss Barnes' from you. My friends call me Jenny".'']]
->''Jenny Barnes has spent the majority of her young life in pursuit of creature comforts, fine dining, and the latest fashions. That all changed when she received a letter from her sister, Isabelle. In this letter, Isabelle confessed that mysterious forces were aligning against her and that she feared she may fall victim to some paranormal threat. It was the last letter Jenny received from her beloved sister. Jenny has since returned to the States to track down and investigate all occult occurrences she can find. Hardly a wilting flower, she has proven herself a crack shot as well as a fearless and clever investigator of the unknown. Until Isabelle's disappearance is explained, Jenny will never relent in her search''.
Rogue-class investigator. Can include up to five level 0 cards of other classes.
----
* ActionSurvivor: While she clearly knows how to use her guns, she's not a professional adventurer or fighter, up until recently spending most of her times making fun.
* BoringButPractical: Jenny's only special ability is to gain 2 resources during the upkeep phase instead of 1 as everyone else, otherwise she just plays like any other member of her class, but given how expensive Rogues' cards tend to be, that is unquestionably always useful.
* CrimefightingWithCash: Her being rich heiress manifests in her gameplay:
** She receives an additional resource each round. More resources means more tools at her disposal to deal with cultists and monsters.
** Her "Elder Sign" effect scales its effectiveness with amount of resources she has, with no upper threshold.
* DiscountCard: Jenny's replacement signature asset, the "Green Man Medallion", let's her place up to 3 resources on it once per round, then at the end of the scenario, it reduces the experience cost of the next card she buys by 1 for every 6 resources on it. While it's obviously no longer useful on the final mission of the campaign, you can still just commit it to skill tests for its two "wild" icons.
* GameplayAndStoryIntegration: She is a rich heiress, so of course she has better access to resources than other investigators.
* GunsAkimbo: Her signature card is a pair of ''.45s'' pistols. Their main gimmick is [[MoreDakka not having an upper limit]] how much ammo she can put in them when played.
* IWillFindYou: She is looking for her sister, Isabelle "Izzie" Barnes, who went missing.
* JackOfAllStats: She has 3-3-3-3 statline, which makes her decent at any task (and, accidentally, gives her above-average Willpower for her own class), and makes her able to [[CrimefightingWithCash put her resources supply to good use]]. But this also makes her a bit slower than the other Rogues, which she would always need to keep in mind.
* KickingAssInAllHerFinery: As always, she is depicted wearing a fabulous dress and jewelry.
* MoreDakka: Her signature [[GunsAkimbo .45s pistols]] have no upper limit of ammo, as long as she has enough resources to pay for them; and due to [[CrimefightingWithCash receiving free resource each round]], she usually has them.
* PowerNullifier: "Sacrificial Beast" replacement enemy weakness prevents Jenny from gaining resources from cards effects, her ability to double the payout of her upkeep included. Given how expensive Rogue cards tend to be, it is of vital importance for Jenny or someone else to take it out before she ends up bankrupt, which is not easy because not only it spawns the furthest location away from Jenny, but it also has decently high Fight and Health values on top of that.
* SearchingForTheLostRelative: Jenny looking for the traces of her missing sister Isabelle [[GameplayAndStoryIntegration is incorporated into her actual mechanics]]; her personal weakness, "Searching for Izzie", distracts Jenny to try and find the traces of her sister Izzie, who was previously abducted. Dealing with it costs actions, but ignoring it may cause Jenny to suffer mental trauma later due to possibly failing to save her.
* {{Socialite}}: She has no job other than being an heiress and moving about in high society.
[[/folder]]

[[folder:Jim Culver]]
!!Jim Culver, the Musician
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_jim.png]]
[[caption-width-right:225:''"No, not quiet at all. Dead folks get downright rambunctious when I play my horn".'']]
->''Jazz has been nothing but trouble for Jim since the day he picked up his daddy's trumpet. There was something weird and otherworldly about the writing on the inside of the bell, but the tones from it were smooth and dark, like good coffee. That trumpet landed Jim a lot of gigs until the time it made Widow Jenkins get up and dance, the day he played at her funeral. After that, it was kind of hard to find work. Since then, Jim has learned a lot about jazz — and the things the graveyard ghouls talk about on cold autumn nights. Lately, they've been talking about The End, as in the end of everything that is and could be. The Final Rhapsody. The fact is, Jim isn't too keen on that idea''.
Mystic-class investigator.
!!!Both versions
* BrownNote: His connection to the dead sometimes results in them answering back; this manifests as his personal weakness, "Final Rhapsody", which makes him draw 5 random tokens and take 1 damage and horror for each Skull and Autofailure drawn. Upgraded version is even worse, as it counts any tokens other than Elder Sign and blessed ones as "bad" ones.
--> ''When the dead start talking about what scares them, that's when it's time to listen''.
* CombatMedic: Can heal horror from himself or from one of his teammates with his trumpet, if he draws a Skull chaos token. Upgraded version also works with cursed tokens.
* TheFunInFuneral: He once caused a dead widow to get up and dance...at her own funeral. After that incident, he has had trouble finding work.
* JackOfAllStats: {{Downplayed|Trope}}; outside of his 4 Willpower, Jim has decent 3 Intellect and Combat, but only 2 Agility, albeit it's not that bad thanks to his abilities and deckbuilding options.
* MagicMusic: He is a {{Jazz}} musician who can actually achieve magic through his music. Fittingly, he has the Mystic class.
* MustHaveCaffeine: Loves his coffee.
* OrphansPlotTrinket: The Golden Trumpet once belonged to his father.
* SquishyWizard: {{Downplayed|Trope}}, compared to the other Mystics; Jim is slightly more resilient at 7 Health, and a bit stronger at 3 Combat, but without right cards, it wouldn't help him that much: he's more of an [[JackOfAllTrades all-rounder]] than a dedicated fighter. He also suffers from only having 2 Agility, which not only hurts him when dealing with enemies, but also makes him more vulnerable to certain treacheries.
* StreetMusician: He wasn't always one, but ever since he played at Widow Jenkins's funeral, he hasn't been able to get work. Probably because his magic trumpet [[TheFunInFuneral made the widow get out of the coffin and join in the festivities]].

!!!Basic version
Can include up to five level 0 cards of other classes.
----
* JackOfAllTrades: Compared to his parallel version, Jim's basic kit lacks access to high level off-class Spell and Cursed cards, but he's also not limited in building his own class, and can pick up to 5 level-0 cards from any non-Mystic classes, which makes him more flexible.
* LuckManipulationMechanic:
** Jim passively treats Skull Tokens' skill modifier as a 0 (any effects tied to revealing Skull token still triggers, however), which overall tips the odds of skill tets in his favour, especially on harder difficulties, where Skulls can have a very high negative modifier. Many Jim's decks leverage on his ability by including cards that will increase the likelihood of pulling a Skull token, or replacing a much harsher chaos token with it.
** Jim's Elder Sign effect is a generic +1, but he can choose to treat it as Skull token instead if he so desires to trigger effects on certain cards (like his trumpet).

!!!Parallel version
Has limited (up to level 3) access to his own class, but can take Spell and Cursed cards (up to level 4) from any class, and up to 5 other level 0 Survivor cards. Additionally, he can have a Spirit deck which must consist of 9 different Allies from any class (level 0-2), as well as a unique weakness exclusive to it.
----
* FriendlyGhost: The Allies from his spirit deck are no less helpful than their "alive" version.
* ItemCaddy: Parallel Jim can put charges on his assets whenever he draws Skull or Cursed tokens. Much like his base version, he can choose to treat the Elder Sign as a Skull (or Cursed, for this specific version of him) token as well to benefit from this ability, or just enjoy a [[BoringButPractical generic but useful]] +2 boost during a skill test.
* GhastlyGhost: Parallel Jim is pursued by the Vengeful Shade, which acts as an additional personal weakness. It's not very strong, but its main gimmick is that it's a part of a small side deck which can occasionally show up instead of helpful ghosts, take up the limited place he has for spiritual Allies, and immediately attack Jim for 2 horror. He can attack or evade it as if it's engaged with him, which allows to temporarily get rid of it, but failing just makes it go into material world.
* MechanicallyUnusualFighter: Parallel Jim has a separate "spirit deck", which is entirely filled with Ally cards, which is used entirely to charge his new signature card. Lore-wise, those are the ghosts who came to his aid.
* NecessaryDrawback: Because YouCantKillWhatsAlreadyDead, Jim's ghost allies have NighInvulnerability, but they cannot absorb hits any longer for him unlike their alive counterparts, and if damage and/or horror would be assigned to them, Jim would instead be the one suffering it. Additionally, when he gathers too many of them, he risks temporarily losing some of them and/or suffer damage/horror.
* YouCantKillWhatsAlreadyDead: When Allies gets summoned through spiritual deck, they retain their functions (only losing their traits, which gets replaced by "Geist"), but can no longer be damaged (so Jim would suffer in their stead).
[[/folder]]

[[folder:"Ashcan" Pete]]
!!"Ashcan" Pete, the Drifter
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_pete.png]]
[[caption-width-right:225:''"C'mere, boy. We got work to do".'']]
->''At night, "Ashcan" Pete sleeps wherever his travels take him: in a field, on a train, or maybe, if he's lucky, in a barn. He bunks with his loyal hound dog, Duke, on one side and his beat-up guitar on the other. And sometimes when Pete sleeps, he dreams. He dreams of haunted, tortured places and of horrible creatures. When he wakes up, he knows that someone needs his help, because his dreams are true. He could not say how long he has been on the road, living by his wits, but he can say for certain no place is too far to go to help someone in need. And as long as Pete can help people, he is not likely to stop wandering any time soon''.
!!!Both versions
Survivor-class investigator.
----
* ActionSurvivor: Pete is just a homeless guy accompanied by his dog. He has to survive in the eldritch nightmare through his luck, savviness and sneakiness.
* HomelessHero: His backstory shows us he lives on the streets, and has done so for a long time. Fittingly, he is a Survivor Investigator, being an underprepared vagrant who got caught in the investigation by chance.

!!!Basic version
Can include up to five level 0 cards of other classes.
----
* CanineCompanion: Duke, his faithful dog. Unfortunately, most of Pete's strength is related to Duke, forcing him to keep Duke active at all costs; even his Elder Sign's only effect, besides stat boost, is reading Duke. While it's normally not that bad, in the ''Dunwich Legacy'' campaign [[spoiler: Duke can be [[PermaDeath sacrificed to Yog-Sothoth]]...[[GameplayAndStorySegregation until the end of campaign]]]].
* CripplingOverspecialization: Pete can be a very reliable and [[JackOfAllTrades versatile]] fighter and clue gatherer thanks to [[CanineCompanion Duke]], but the second he gets discarded, he will struggle to do much without the proper tools to replace him.
* GlassCannon: [[CanineCompanion Duke]] provides his master with good Combat capabilities, but isn't particularly durable. Pete himself is only slightly less fragile, having only 6 Health and 5 Sanity (11 total, one of the worst in the game).
* ItemCaddy: Pete can discard his own cards to ready assets he controls, allowing him to use cards that would otherwise only be usable once per round. This ability itself only works once per round, but it gives him the possibility to activate [[CanineCompanion Duke]] twice per round (or even more than that if he pulls out his Elder Sign) at least as long as he has cards to throw away.
* MechanicallyUnusualFighter: Unlike the other investigators, who treat their "Allies" as more or less expandable, Pete needs to take everything in his power to keep Duke alive, because Duke covers for his weak points; he has some abilities specifically to assist with that. Duke is also the only "Ally" in the game who doesn't take a slot.
* RecurringDreams: He suffers from regular nightmares, and he just knows, from the past experience, that they signify something bad happening, somewhere. These dreams also act as his personal weakness, denying him the ability to ready his assets--including Duke, which makes him quite vulnerable.
* RoaringRampageOfRevenge: The ''Return to the Dunwich Legacy'' expansion has a special achievement for Ashcan Pete's player: [[spoiler: after [[PermaDeath Duke gets sacrificed to Yog-Sototh]], if Pete still manages to survive until the end of campaign and win, he avenges Duke. Made more awesome by the fact that without Duke, Pete is not particularly strong]].
* WeakButSkilled: Pete has impressive 4 Willpower and decent 3 Agility, but suffers from low Combat and Intellect (both at 2), which puts him below standard sum of skills (11 instead of normal 12). He has several means of fixing that issue without ever rising the stats themselves: either get a help from [[CanineCompanion Duke]] to get much-needed boost and fight/investigate with higher base value, or reuse exhausted assets by sacrificing cards from hand.

!!!Parallel version
Limited to level 3 of his own class, but can access "Improvised" and "Tactic" cards (both up to level 4), and up to 5 other level 0 Guardian cards.
----
* ActionSurvivor: Compared to his basic version, "parallel" Pete is slightly better as a fighter, having higher Health, Sanity and Combat, as well as some Tactic cards to increase his combat capabilities (which can become even better if he takes [[CanineCompanion Duke]] along). But he's still just a drifter, with no special training, skills or gear, and is unlikely to last for long without support.
* ItemCaddy: "Parallel" Pete can return the cards he attached to scenario cards (locations, enemies, etc) to his hand instead of discarding, albeit only once per round. This encourages him to actively using events which works by being attached to locations; it's further helped by him having access to off-class Tactic cards, which makes him rather flexible. Additionally, he can return such cards to hand immediately with his Elder Sign effect.
* MagicMusic: Whenever Pete uses his guitar to lure an enemy, he either heals 1 Sanity, or gains 1 resource.
* MindControlMusic: "Parallel" Pete can use his guitar (available as "replacement" signature) to force a non-Elite enemy in his or connected location to move once in any direction, either luring it away or luring it into a trap.
* PerpetualPoverty: While being a HomelessHero has always been part of Pete's character, Pete's replacement weakness "Hard Times" explores the negative sides of it, by forcing Pete to discard an equal amount of cards after he draws any, representing how little he owns or can keep in his travels. Notably, it has an unique trait that isn't on any other encounter or weakness card: "Hardship".
* TookALevelInBadass: Alternative Pete has a normal statline of 12 skill points and 14 durability sum of Health and Sanity in total, unlike the original, bringing his Combat and Health/Sanity stats to healthy average values (3 and 7/7 respectively). He is far more capable of achieving his goals on his own and far less reliant on [[CanineCompanion Duke]], albeit he still can take him along if he wishes so.
[[/folder]]

!Introduced in ''The Path to Carcosa'' expansion
[[folder:Mark Harrigan]]
!!Mark Harrigan, the Soldier
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_mark.png]]
[[caption-width-right:225:''He'd burn the entire town down if necessary, but he wouldn't let those monsters take anyone else.'']]
->''There were plenty who returned from the war broken in body or spirit. But Mark Harrigan had witnessed horrors he could not explain. His beloved Sophie believed him when he wrote her about the things he saw - not the men killing other men, but the other things. The creatures. When he came home and went to visit her, he found the reasons she believed him: she had one of the creatures inside her, eating her from the inside out. As he watched in helpless horror, she faded away into the air, screaming as thing finished its meal. Now everyone thinks Mark Harrigan is crazy. Maybe he's finally lost it, after all. But he knows the monsters are real, and he will not rest until every last one is dead''.
Guardian-class investigator. Can include any level 0 "Tactic" cards, regardless of class.
----
* BigGuy: Most Guardians have around 8 Health and 4 Combat, which makes them good pick for designated fighter. Mark has 9 Health and 5 Combat, as well as extra defensive and offensive abilities. Like other Guardians, he pays for his high Health and Fight by having 5 Sanity and average Willpower, but [[TheLostLenore the photo of his late wife Sophie]] lets Mark [[CastFromHitPoints suffer direct damage to increase his odds at succeding a skill test]], making him less likely to suffer horror from a treachery's test.
* BoringButPractical: Mark's main ability is to draw a card whenever he suffers damage once per phase. While this trait would be more or less worthless for most other classes that would rather avoid harm in any way possible, because [[BigGuy Guardians]] are meant to be fighting in the frontline and taking hits for the team, he can get a ton of mileage out of it.
* CastFromHitPoints:
** Mark can deliberately damage himself to increase his stats during skill checks. However, if he suffers too much damage, this ability gets disabled, [[DeathSeeker causing his stats to]] ''[[DeathSeeker decrease]]'' [[DeathSeeker instead]].
** {{Inverted|Trope}} with his signature card, "The Home Front", which allows him to move one of his damage tokens to the attacked enemy.
* CripplingOverspecialization: His only off-class options are level-0 Tactic events, which primely belongs to Guardian class anyway. Situation did improve over time, as more non-Guardian Tactic cards were introduced, but at the release, he had access to only few cards.
* DeathSeeker: If he suffers too much damage, his personal weakness, "It Was All My Fault", enters play and reduces all his stats by 1, making it easier to be wounded even further. The only way to snap him out of this is to start treating his wounds.
* LifeDrain: "The Home Front" works similarly to the level 0 version of Vicious Blow (with a very high modifier of +4 Combat instead of +1), only that instead of just dealing an extra point of damage, it ''moves'' one damage from Mark onto the enemy; it has however the drawback that if Mark is unhurt, then the skill won't obviously cause any extra damage. Amusingly, if Mark commits this card to the attack of another investigator, he is still the one getting healed.
* LightningBruiser: {{Downplayed|Trope}}; on top of having a ton of health and being as combat capable as most members of his class, he's also slightly faster than most Guardians, having 3 Agility instead of the usual for his class 2, which makes him not as vulnerable to Agility-testing treacheries, and increases his chances to evade enemies instead of fighting them directly.
* TheLostLenore: His wife, Sophie, was [[EatenAlive eaten from the inside out by some unknown monster]]. This motivated him to join the team, so he may avenge her.
* MyGirlBackHome: Sophie, who believed him about the monsters he saw in the war. She believed him because [[EatenAlive one of them was eating her from the inside out]].
* PainAndGain:
** Whenever a card under his control takes damage (himself included), he draws extra cards.
** His Elder Sign effect gives him +1 to the tested skill for each point of damage he has.
* ReturningWarVet: A UsefulNotes/WorldWarI veteran who was unlucky enough to find [[MyGirlBackHome his girl back home, Sophie]], killed by some monsters, in [[EatenAlive a rather gruesome way]]. Now, he would put his military experience to use against whatever EldritchAbomination stands behind it all.
* RoaringRampageOfRevenge: His motivation to join the team is to avenge the death of his wife, [[TheLostLenore Sophie]], killed by whatever monsters now threaten the world.
* ShellShockedVeteran:
** Most people think that Mark didn't take the war very well. Ironically, his story makes it clear that it wasn't the war that got to him, thanks to [[MyGirlBackHome Sophie]] believing everything he wrote back to her about the monsters he encountered fighting in the trenches. It was only '''after''' he came home, and found Sophie being EatenAlive by an EldritchAbomination that he went over the edge...
** His (other) personal weakness, "Shell Shock", which, once triggered, causes him to suffer horror if he has suffered too much damage, basically making him sink into flashbacks to traumatic events during the war.
* TragicKeepsake: His signature card, "Sophie", is the last photo of his [[TheLostLenore late wife]], killed by monsters he now fights. It allows him to receive additional resolve ([[CastFromHitPoints at the cost of his health]]), but he may become [[DeathSeeker near-suicidal]] if he uses this effect too much, resulting in the opposite effect.
* UnskilledButStrong: Mark has quite high stats (his stats adds up to 13, instead of usual 12), as well as the ability to [[CastFromHitPoints bruteforce his way through skill tests at the cost of Health]], but pays for it by having extremely limited deckbuilding options, with barely any access to off-class cards, thus making it hard to build him as anything other than a fighter.
[[/folder]]

[[folder:Mihn Thi Phan]]
!!Minh Thi Phan, the Secretary
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_mihn.png]]
[[caption-width-right:225:''"You can depend on me to guide you through the unknown".'']]
->''Minh never quite felt like she belonged in America. Things were even harder for her family before they moved, being Vietnamese in Korea under Japanese rule. She worked hard to get her college degree, reminding herself that her parents had sacrificed much to come to the States. Finally, her father became acquainted with a man from Arkham, Mr. Thomas, who offered Minh a job at his office. he was kind to her, at first - but then he started reading The King in Yellow, and his demeanor changed completely. He'd lent it to Minh, but she dared not read past the first act. Three weeks later, Mr. Thomas was found dead, having taken his own life… And The King in Yellow is the key to the truth''.
Seeker-class investigator. Has access to Survivor cards (up to level 2).
----
* ActionSurvivor: She is neither an occult expert nor a part-time wizard, rather she is a secretary who just happens to be involved in this madness. Fittingly, she has access to Survivor-class cards. Gameplay-wise, Mihn has great mental stats (both her Intellect her Willpower are a decent 4), but her physical stats are low (her Combat and Agility are a measly 2), but she can make up for them with her access to Survivor cards to help her fight and evade if she ever will need to.
* AwesomenessByAnalysis: Her signature card, "Analytical Mind", allows her to commit her cards to other investigators' skill checks even when they're not in same location. For Minh herself, it allows her to draw an additional card when she assigns exactly one card to any skill check.
* BoringButPractical:
** Minh main ability is to make cards commited to a test in her location give an additional +1 skill value: it's not a big increase, but overall it raises the odds of passing important tests significantly.
** Her signature asset "Analytical Mind" lets Minh commit a card to tests performed by an investigator at any location: while it has the drawback of not triggering Minh main ability, the increase in range at which she can support the team is very valuable. It also had the additional ability of, once per round, let her draw a card when she commits exactly 1 card, letting her replace commited cards quickly.
* BrownNote: Her boss was DrivenToSuicide by reading ''Literature/TheKingInYellow'', which motivated her to join the team in order to learn more. Now, this book is her personal weakness, which disrupts her ability to use her cards during skill checks.
* ItemCaddy: While all Investigators can commit their cards to their teammates' tests, Mihn does that more efficiently: increasing their skill bonus, being able to do that from another location, drawing a card if she commits exactly one card to the test and so on.
* ItsPersonal: One of the reasons for her involvement in the plot was finding out just ''what'' caused her [[BenevolentBoss boss']] insanity and death.
* SupportPartyMember:
** Minh makes the cards she and other Investigators commit at her location passively better, adding one wild icon to them for the test.
** Her signature card, "Analytical Mind", allows her to commit cards to another investigator's checks even if they are in another location, albeit only one card per test.
** Her Elder Sign allows her to return the card of her choice that was committed to a test back to owner's hand once the test ends. This allows her to commit cards to other people's tests more liberally, as well as allow ''them'' to do the same.
[[/folder]]

[[folder:Sefina Rouseeau]]
!! Sefina Rousseau, the Painter
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_sefina.png]]
->''Even when she was young, Sefina's alluring paintings drew the eyes of many. When an art collector from Paris visited Tahiti and discovered Sefina, he offered to support her work in exchange for her services creating imitations. Her keen eye and steady hand were perfect for the task, and Sefina found the art of forgery to be more engaging and captivating than she'd imagined. Her most recent work came from an anonymous stranger with deep pockets, who'd tasked her with recreating a panorama of a strange, alien city. When she completed the final stroke, she was sent hurtling into the world of the painting. She only barely survived the ordeal, passing out from exhaustion. When she awoke in her gallery, she knew it had been real''.
Rogue-class investigator. Has access to Mystic cards (up to level 2). Has an increased decksize of 33 cards.
----
* AnomalousArt: Both her backstory and her abilities are related to her own art, which clearly has some magic in it.
** Her last work turns up to be significantly different from anything she had done before, sucking her into its world, experience she barely survived. Not surprisingly, since it was a painting of [[EldritchLocation Carcosa]].
** Her signature card, "Painted World", can be used as an extra copy of any non-Exceptional event under her sheet (she reserves up to five of them at the beginning of scenario). She starts with three copies of it; each copy may be used only once per scenario, before being removed from the game for the scenario's duration.
* BoringButPractical:
** "Painted World" does nothing on its own but copy the effect of another event card. Given how many good events there are in the Mystic and Rogue card pool, being able to "go over" the limit of two copies of a card per deck is a very strong ability to have.
** Sefina's only other ability on her character sheet (beside spending an action to draw a card beneath her sheet), is to start each scenario at the maximum base hand size of 8 cards instead of 5 like all other Investigators, at the cost of being unable to mulligan. It might not sound like much, but starting a game with 3 extra cards in hand is a big boon as it gives Sefina lots of options in the early stage of the scenario and allows her to set up more quickly in a game where [[TimedMission you have a limited amount of turns to win]]. And unlike Seekers, who can achieve similar effect through their cards, she doesn't have to pay experience for that.
** Besides its main effect (which would eventually be disabled when her event stash runs out), her Elder Sign gives her impressive "+3" stat boost (one of the highest stats boosts from Elder Sign in entire game).
* FragileSpeedster: Like most Rogues, she has 4 Agility, but with only 5 Health (lowest in her class) and 2 Combat, she can't survive a prolonged fight. Her high Agility and Willpower make her relatively resistant to treacheries, but one failed test can destroy her.
* GameplayAndStoryIntegration: She is a forger and and she can forge "illegal" copies of certain cards using her signature events, "Painted World".
* ItemCaddy: {{Downplayed|Trope}}; her abilities allow her to make a "stash" of events at the beginning of the game, and either quickly draw them, or copy via her signatures, but she has only 3 copies of "Painted World" (each working once per game) and has no means to put extra cards beneath her sheet, so this advantage would run out eventually, making her no different than other investigators in how she plays the cards.
* ItOnlyWorksOnce: {{Downplayed|Trope}}, she has three copies of "The Painted World" event that lets her mimic other events, but each copy is only usable once per scenario.
* MasterForger: She specialises at creating copies of others' works. Her last work turns out to be...[[AnomalousArt different]].
* MechanicallyUnusualFighter: When drawing opening hand, she picks 13 cards, puts 5 events of her choice beneath her sheet, and uses other 8 cards as starting hand; she's explicitly forbidden to do mulligan. During the course of the game, she can draw those cards by spending actions or by drawing her Elder Sign, and her signature event allows her to mimic those events up to 3 times per game.
* NamedAfterSomebodyFamous: She is named after Henri Rousseau, a post-impressionist French painter.
* PowerCopying: "The Painted World" event lacks its own effect, and instead copies one of events beneath Sefina's sheet. She has three copies of it, each can be only used once.
* PowerNullifier: "Stars of Hyades" forces Sefina to remove a card beneath her from the game, quickly dimishing the options of cards "Painted World" can imitate. Don't think you can be clever by pulling all cards from beneath Sefina to prevent her personal weakness from targetting them however, because it will start to sap her Health and Sanity instead!
* SquishyWizard: Sefina pays for massive Willpower (4, way above what most Rogues have) and access to tons of Mystic cards with lowest Health in her entire class, and one of the lowest Combat stats in her class. In order to survive, she has to rely on her tricks and on her magic; if neither works, she would perish very quickly.
* StarPower: {{Inverted|Trope}}, stars are her ''bane''. Her personal weakness, "Stars of Hyades" (a constellation strongly associated with [[Literature/TheKingInYellow Hastur]]), forces her to remove one card under her character sheet from the game; if she can't, she suffers 1 damage and 1 horror instead. After that, this card gets shuffled back into deck instead of being discarded.
* TouchedByVorlons: It's implied Sefina's visit to [[EldritchLocation Carcosa]] granted her magic powers, hence her access to Mystic cards; and if her personal weakness is anything to go by, what [[EldritchAbomination Hastur]] gave her, he can also take away.
[[/folder]]

[[folder:Akachi Onyele]]
!!Akachi Onyele, the Shaman
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_akachi.png]]
[[caption-width-right:225:''"I will journey to the lands beyond. I do not fear them".'']]
->''As a young girl in Nigeria, Akachi became used to being set apart. Her habits of chattering away at thin air and secluding herself from other children led her village to believe she was mad. Her village Dibia was the first to see her true potential. He believed Akachi was marked by the spirits for greatness, and he taught her how to commune with them to her advantage. Under his tutelage, Akachi grew into a wise young leader, respected not just in her village, but in every community she aided. Now she meets her destiny head on, seeking out unnatural troubles that only her knowledge can stop''.
Mystic-class investigator. Has access to any card which uses "charges" (read: most spells) up to level 4, and any level 0 "Occult" cards, both regardless of class.
----
* BlackMage: Puns aside, she is one of the better choices for combat-oriented builds amongst Mystics, due to being able to consistently keep her combat magic ready for use, as her signature card, "Spirit-Speaker", allows to return discharged Spells (and other cards with charges) to her hand, from where she can put them into play again, fully charged.
* BoringButPractical: Akachi's main ability is to passively improve all asset that use "charges" by making them enter play with an additional one. That alone allows her to use powerful spells for longer without needing to replace or recharge them, get more value out of every resource she spends to play these assets and get a leg up with cards that slowly accumulate "charges" to work compared to other Investigators that can use them.
* EnergyAbsorption:
** She can absorb charges from her assets as resources.
** Her personal weakness, "Angered Spirits", requires her to absorb some charges from her assets, and transfer them to this weakness; if she fails to accumulate 4 charges before the scenario ends or she gets defeated/resigns with it in play, she suffers physical trauma.
* EthnicMagician: An explicit version of one, since her dibia powers are the reason for her gifts.
* ItemCaddy: She's more efficient with assets which relies on charges, compared ot the other investigators:
** All such assets enter play with 1 extra charge.
** Her Elder Sign allows her to add 1 charge to asset she controls.
** When needed, she can either return one of such assets back into hand (to later put it in use fully charged), or discharge it and gain the charges as resources, then discard the asset.
* MagicKnight: One of the more combat-capable Mystics (having 3 Combat), and decently fast with 3 Agility. Also, thanks to being able to use almost any assets with "charges", she can use "Enchanted Blade" (from ''The Circle Undone''), both in its Mystic and Guardian versions (and can keep it charged thanks to her abilities).
* ManaBurn: "Angered Spirits", Akachi's personal weakness, requires her to exhaust her spells assets (potentially rendering them unusable for the current turn) and spend 1 charge on them to appease the spirits. It is technically not required for her fulfill this task, but if there aren't 4 charges on her weakness by the end of the scenario, she suffers a physical trauma (and as expected from a [[SquishyWizard Mystic]] she only has 6 health, so every wound you suffer will weight quite heavily).
* ReligionIsMagic: Her shamanistic magic is based on her Igbo religion, Ọ̀dị̀nàlà (she's a dibia in her own right).
* StrongAndSkilled: Akachi combines above-average stats (adds up to 13 instead of normal 12), flexible selection of the cards for her slots and strong ability which significantly reduces the pain of working with her assets. Her deckbuilding is somewhat limited due to the lack of off-class access to the cards outside of "cards with charges" archetype (as you have finite amount of slots to use them), but it's nowhere as debilitating as with some other investigators.
[[/folder]]

[[folder:William Yorick]]
!!William Yorick, the Gravedigger
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_william.png]]
[[caption-width-right:225:''"I am but a simple player in this drama, but if I am lucky, I'll live to see the curtains fall".'']]
->''William Yorick never wanted to be a gravedigger. He had trained to be an actor and had worked for years in Boston, taking whatever parts were available. Shakespeare was the best stuff, of course, but after many years and hardly any roles, he was forced to admit that the stage was not his destiny. Digging graves was tedious work, but the dead made for an excellent audience, and William always did love a soliloquy. The job took a dark turn when he found degenerate creatures eating the dead in their graves. Ever since that night, Yorick has kept the creatures at bay, using whatever means he can to protect the dead''.
Survivor-class investigator. Has access to Guardian cards (up to level 2).
----
* BewareTheSillyOnes: Yorick loves to talk like a Shakespearean actor and act dramatic, but when push comes to shove, he'll put any horror in the dirt.
* BigGuy:
** William has access to Guardian-class cards, and has Guardian-grade Combat and Health (4 and 8, respectively).
** His ability only works when he defeats enemies, encouraging him to take an active role in combat.
* CreepyMortician: {{Subverted|Trope}}. Yorick himself looks fairly average (although plenty scraggly), and is a hero who puts {{Eldritch Abomination}}s in ''their'' graves.
* DeaderThanDead: Once per scenario he can use his signature card, "Bury Them Deep", to add any defeated non-Elite enemy to the victory display, not only removing it from play for the rest of the scenario, but also earning 1 bonus experience point for the whole team.
* DueToTheDead: Yorick was ''furious'' when he found the ghouls desecrating the graves and eating the dead, and decided to dedicated his time to stopping them. His personal weakness, "Graveyard Ghouls", represents a pack of ghoul graverobbers and carrions, which disables his ability to retrieve cards from discard pile until he kills them... which would be only a temporary solution, unless he wastes his signature on them.
* ExperienceBooster: "Bury Them Deep" [[DeaderThanDead adds a defeated non-elite enemy to the victory display instead of discarding it]] and gives every investigator 1 Victory.
* HunterOfMonsters: His backstory mentions that he was fighting ghouls even before the story started.
* ItemCaddy: Yorick can play asset cards from his discard pile whenever he defeats an enemy (paying their cost). His Elder Sign effect also allows him to return a card from his discard pile to his hand, and unlike his main ability, it can even return skills and events, not just assets.
* LightningBruiser: {{Downplayed|Trope}}, on top of a part of their card pool, Yorick inherits from Guardians their strong Combat value (4) and high Health (8), making him one of the best fighters among Survivors, and he is not hindered by bad agility unlike most Guardians, as he has 3. Instead the weakness he has in common with members of his secondary class is low sanity (6) and middling Willpower (3).
* MeaningfulName: He's a [[Theatre/{{Hamlet}} grave digger]]...
* ShoutOut: His entire character is one to Theatre/{{Hamlet}} (and [[Creator/WilliamShakespeare its author]]), both in name and profession.
* StarvingArtist: He wanted to be a Shakespearean Actor, but as his backstory attests, "dramatic monologues didn't put bread on the table".
* TooAwesomeToUse: His signature allows to permanently kill one enemy for duration of scenario, but as you have just one shot, it's all too easy to wait for "perfect moment" and end up not using it at all, especially if it ends up discarded by some treachery.
[[/folder]]

[[folder:Lola Hayes]]
!!Lola Hayes, the Actress
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_lola.png]]
[[caption-width-right:225:''Perhaps this would be her big comeback'']]
->''Lola has performed to sold-out houses worldwide, but no play has been as haunting or as odd as The King in Yellow. Even during rehearsals, everything about it brought calamity and dread. When her co-star, Miriam, was found floating dead in the Seine, she decided she'd had enough, and penned a letter to the director explaining that her next performance would be her last. Now she heads home to Arkham for one final show, hoping she can finally be rid of this dreadful play''.
Neutral-class investigator. Has access to cards of any class (up to level 3). Has an increased deck size of 35 cards.
----
* ActionSurvivor: Her adaptiveness is a clear case of GameplayAndStorySegregation, as Lola herself is just an actress with no special training or magic abilities, who has to adapt to the eldritch horrors, or perish.
* GlassCannon: She has below-average Health and Sanity (6), making her rather fragile.
* JackOfAllStats: She has all stats set to 3 out of 5, probably done so that she can [[JackOfAllTrades make reasonable use of every card she has access to.]]
* JackOfAllTrades: Can access cards of any class (up to 3 level), making her one of the most versatile investigators in the game. However, it's not recommended to invest in more than 3 classes at once, due to the way her "Roles" system works.
* LossOfIdentity: Her personal weakness, "Identity Crisis", forces her to discard all cards of her current "role" which she currently has in play, and then discard first card of her deck, switching her to its class's "role" (if weakness was discarded, she switches to "neutral" instead, meaning she can't use non-neutral cards).
-->''"I've played so many roles. Madness is to be expected"''.
* MechanicallyUnusualFighter: She's one of the few Neutral investigators, and has access to every class (although only up to level 3). But she needs to change her "role" during the game to actually use them (though assets already put in play will continue working), and each "role" has access to only one class (besides Neutral). To compensate for this, she has a slightly bigger deck size than usual, allowing her more liberty with deck-building. To prevent CripplingOverspecialisation (and actually put her abilities to use), she is forced to use at least three non-Neutral classes.
* ThePowerOfActing: She can change her character class (or, as her ability calls it, "role") in the middle of the game (either through her signature ability, or via her signature card, "Improvisation", which also decreases the cost of the first card of the new "role" by 3), and with it, available cards.
* SoleSurvivor: If present during the first scenario of ''The Path to Carcosa'', she gains a unique prologue, which shows her as the only person involved in the play who survived it, at least with her sanity intact.
* StanceSystem: She can switch between "roles" (changing her class), with only cards matching her current "role" being playable; Neutral cards are always available, and she can keep the assets she's already put in play. She can change her current "role" either manually (once per round), or by drawing Elder Sign. Her signature event card, "Improvisation", allows her to change the role immediately and then puts something from that role into play with massive discount (as well as draw an extra card, so she would have something to pick from).
[[/folder]]

!Introduced in ''The Forgotten Age'' expansion
[[folder:Leo Anderson]]
!!Leo Anderson, the Expedition Leader
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_leo2.png]]
[[caption-width-right:225:''"Keep moving. You can die on your own time".'']]
->''Leo Anderson has spent his whole life getting into the deadliest and most obscure corners of the globe. Along the way, he's lost good people. He often questions whether such academic pursuits have been worth the lives lost. His most recent expedition, an ill-fated voyage to Nan Madol to recover Olosopha's Almanac, ended in complete disaster. Mitch was the only one of his people to survive, or at the very least, to remain human. Leo is sick of burying people who trusted him. But now he knows these expeditions aren't purely academic in nature - and he won't quit until the job is done''.
Guardian-class investigator. Has access to Rogue cards (up to level 2).
----
* GameplayAndStorySegregation: Story-wise, Leo suffers from SurvivorGuilt and wishes to avoid any more casualties under his watch. Gameplay-wise, he's encouraged to rely on his Allies as [[WeHaveReserves meat shield]] and, and his stock starting deck even encourages him to take Decorated Skull, which accumulates charges when anyone dies near it, friend or foe (though his personal weakness ''does'' make him discard his Allies to put them out of danger).
* GeniusBruiser: {{Downplayed|Trope}}; while Leo obviously can't replace actual dedicated Seeker, he doesn't struggle as much as many other Guardians when looking for clues, thanks to having 3 Intellect (above average for his class) and access to some off-class cards which can help him find more clues. Leo's native class and good 8 Health and 4 Combat would protect him while he's busy with his research.
* ItemCaddy: His playstyle is built around using a large amount of Allies; compared to the other investigators, he can access them more cheaply and, with the help of his signature Ally, Mitch Brown, he can have several Allies in play simultaneously. His Elder Sign effect adds to this playstyle as well, allowing him to look at the top 3 cards of his deck for an Ally card and draw it.
* TheLeader:
** He was the leader of an ill-fated Yucatan expedition in his backstory.
** If he is a part of the team during ''The Forgotten Age'' campaign, the campaign guide enforces him into position of the lead investigator (if they're present, he can be replaced by Ursula Downs or Monterey Jack instead).
** All his abilities are related to Ally cards, motivating you to include many of them in his deck. He can even put in play several non-unique Allies at once, thanks to his signature Ally, Mitch Brown.
* TheMenFirst: He won't allow any of his friends to die because of him. His personal weakness, "[[SurvivorGuilt Bought in Blood]]", forces him to discard one Ally card from play or all Allies from hand, leaving him vulnerable.
* MightyGlacier: He's slow even by Guardian standards; he has only 1 Agility, worst in his class and one of the worst in general. This not only makes him unable to escape ambushes without cards which can boost his Agility, but also makes him extremely vulnerable to Agility-testing treacheries.
* MyGreatestFailure: He led seven men into Nan Madol. [[DwindlingParty Only he and Mitch made it back alive]]. He ''will'' protect his new team, no matter the cost.
* SparedByTheAdaptation: Unlike Leo's original appearance in ''TabletopGame/ArkhamHorror'', Mitch survived the ill-fated expedition with his sanity intact and is still following Leo.
* SurvivorGuilt: He suffers from survivor complex ever since the [[MyGreatestFailure ill-fated Nan Madol expedition]], still feeling that he failed his men and let them die, while surviving himself. As result, he developed his [[TheMenFirst "no one gets left behind" mindset]], which may doom ''him'' instead.
* UnscrupulousHero: Has access to Rogue class cards; as long as he can get the job done and protect his friends, he is willing to [[CombatPragmatist fight dirty]] or deal with shady people.
* WeHaveReserves: Leo's emphasis on making the most of Allies means he also has plenty of people absorbing damage and horror in his place, making him among one of the most resilient Guardians (on top of already having 8 Health). Mitch Brown amplifies this further, giving him 2 extra Ally slots for non-unique ones, providing him with even more tanking.
[[/folder]]

[[folder:Ursula Downs]]
!!Ursula Downs, the Explorer
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_ursula2.png]]
[[caption-width-right:225:''"Discovery is easy. Understanding is the hard part".'']]
->''Not many people can say that they've climbed a mountain on every continent. Fewer still can say they've stolen a golden idol from a tribe of cannibals. Among women in a male-dominated society, Ursula is unique in being able to make these sorts of claims. Ever since she was a small girl, Ursula has broken the rules set down for her, climbing trees, playing in the mud, exploring the woods, and doing plenty of other things that a "proper young lady shouldn't be doing." Since getting a degree in archaeology in Boston, she has been traveling the world searching for forgotten civilizations''.
Seeker-class investigator. Has access to "Relic" cards of any class (up to level 4).
----
* ActionGirl: It's mentioned in her backstory that she was always the active, exploring type. She also has average Health and Sanity (meaning she is not as vulnerable physically as other Seekers) and 4 Agility (great in general, and certainly best amongst Seekers), making her more able to survive on her own than most of other investigators of her class, as long as she [[FragileSpeedster manages to avoid actually engaging monsters head-on]].
* AdventurerArchaeologist: She has a passion for adventure and archaeology. Perhaps a little too much, because it caused her problems on more than one occasion, and potentially can cause them again, through her personal weakness.
* BlueBlood: She's got a hefty inheritance, but she used it to set up her work.
* BoringButPractical: Mitch Brown lets Ursula draw 1 card when she reveals a new location or puts location into play; this ability isn't particularly impressive, but it costs her nothing and can come up rather often in some scenarios.
* CuriosityKilledTheCast: Her personal weakness, "Call of the Unknown", forces her to explore another location until the end of her turn, even if it is detrimental to the current mission; otherwise she suffers horror.
* {{Expy}}: Female AdventurerArchaeologist from rich [[BlueBlood aristocratic family]], who spends her time and money on expeditions in dangerous corners of Earth, in search for long-lost artifacts. [[Franchise/TombRaider Sound familiar]]?
* ExtraTurn: Once per round, after moving, she gets a chance to immediately investigate her new location without spending any extra actions. This is a part of her representing mobility-based Seeker archetype.
* FragileSpeedster: She's one of the few Seekers to have 4 Agility, which allows her to easily run away from many monsters, as well as deal with many otherwise-dangerous treacheries. She also has the Elder Sign ability which allows her to move to connected location without spending actions. But if she actually tries to engage the enemy head-on, it likely wouldn't end well, as she has only 1 Combat.
* TheSneakyGuy: She's meant to always being on the move, [[FragileSpeedster avoiding direct engagements like fire]], which is definitely made easier thanks to her 4 Agility. Her signature Ally, Mitch Brown, lets her first move or investigate actions each turn to not provoke attacks of opportunity, meaning that she can gather clues or run away right under enemy's nose.
* TheLeader: If she is a part of the team during the ''Forgotten Age'' campaign, the campaign guide forces her into the position of lead investigator (if present, she can be replaced by Leo Anderson or Monterey Jack).
* TreasureHunter: While her subtitle is "The Explorer", Ursula main card options outside Seeker and Neutral cards are "Relic" cards (which are mostly powerful asset cards taking up an accessory or hand slot). Given the main way to obtain certain cards is to gather experience on the field to purchase them, [[GameplayAndStoryIntegration it is not unlikely for Ursula to have found them during her investigation]].
[[/folder]]

[[folder:Finn Edwards]]
!!Finn Edwards, the Bootlegger
[[quoteright:225: https://static.tvtropes.org/pmwiki/pub/images/ahlcg_finn2.png]]
[[caption-width-right:225:''"Never lose track of the exit. Or the merchandise".'']]
->''Prohibition was the best thing that ever happened to Finn Edwards. Until they banned alcohol, he was just drifting through life, doing odd jobs here and there. But afterward, the demand for alcohol rose to such a fever pitch that he was able to make a living evading the law and giving people what they wanted. His new lifestyle particularly suited his personality, providing him with a taste of danger and plenty of cash. He never got caught and never lost a delivery. Now he's wrapped up in some kind of supernatural conspiracy, but in the end, he adheres to the same principles: Deliver the goods. Don't get caught''.
Rogue-class investigator. Has limited (only up to level 3) access to his own class, but unlimited access to any "Illicit" cards, regardless of class, and up to 5 Seeker/Survivor level 0 cards.
----
* ActionSurvivor: {{Downplayed|Trope}}; while Bootleggers are hardly defenceless, they do not see as much action as gangsters and other criminals. Fittingly, he has (limited) access to Survivor cards.
* {{Backstab}}:
** His .38 "Trusty" deals bonus damage when used against enemies not engaged with you -- particularly, when he attacks the enemies who attacks someone other than him.
** His Elder Sign effect has the bonus scaling with the number of exhausted enemies. Though it's useful in any task, not just combat.
* CripplingOverspecialisation: He can't take high-level cards unless they have the "Illicit" trait, which not only gives him very few off-class cards, but also restricts him from many good cards of his own class.
* DamnItFeelsGoodToBeAGangster: He considers his life as a bootlegger to be best thing that ever happened to him.
* ExtraTurn: Finn has an extra action each turn to evade, which allows him to exhaust an enemy and still have enough actions left to capitalise on that.
* GeniusBruiser: {{Downplayed|Trope}}, he has very good Intellect (4), but also decent fight (3), so he can defend himself if his deck is built for combat and/or he needs to stand his ground, but his ability and signature cards encourage him to evade rather than confront enemies head on.
* ItemCaddy: Finn has unrestricted access to Illicit cards, and has special signature card, "Smuggled Goods", which allows him to quickly find such cards in either his deck or discard pile; as an added bonus, drawing from the deck makes him shuffle "Smuggled Goods" into deck instead of discarding it, making it relatively easily reusable.
* LightningBruiser: {{Downplayed|Trope}}. Finn's 3 Combat makes him stronger than most Rogues, but it is still only average in the game overall; instead it would be better for him to avoid unwanted confrontations through his 4 Agility. His Health and Sanity are merely average, but that also means unlike most investigators, he is not more particularly vulnerable to either damage or horror specifically.
* TheSmartGuy: He has access to some Seeker cards, and has an impressive 4 Intellect to work with.
* TheSneakyGuy:
** He is an (in)famous smuggler who never gets caught.
** He is great for stealthy accumulation of clues, due to having good Agility (and a bonus action specifically for Evasion), good Intellect, and access to some Seeker cards. Additionally, his Elder Sign effect allows him, if he succeeds with good enough result, find extra clue.
* SoMuchForStealth: His personal weakness, "Caught Red-Handed", causes all enemies in his location to get ready, and all "Hunter" monsters to move one step closer to him, which, if it happens at the worst moment, can lead to him being hopelessly overwhelmed. [[TotalPartyKill Or not only him]].
* StealthExpert: He has one bonus action each round specifically to Evade.
* TokenEvilTeammate: He is trying to save the world (and will do so if he succeeds), but he is still an unrepentant criminal.
* VenturousSmuggler:
** His main "job" is to smuggle goods to whoever is willing to pay for them; he's ''very'' good at it.
** Him being a smuggler [[GameplayAndStoryIntegration manifests as part of his mechanics]]. His signature card, "Smuggled Goods", allows him to quickly find "Illicit" cards in either his deck or discard pile, and draw them.
[[/folder]]

[[folder:Father Mateo]]
!! Father Mateo Castile, the Priest
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_03_father_mateo.jpg]]
->''Mateo Castile's life has not been easy since he became a priest. Recent decades in Mexico have been wracked with instability and conflict. Father Mateo struggled to balance his faith with the pragmatic concerns of preaching when the law told him he must not. But this is not what has assaulted Mateo's faith at its core. The nearby murders and kidnappings were not politically motivated, as he had suspected. A gruesome and horrid cult thrives at the heart of the brewing war. How, Mateo wonders, could a kind and loving God allow what he saw that night to exist?''
Mystic-class investigator. Has access to ''Blessed'' cards of any class (up to level 3). Receives free exp at the deck creation.
----
* BadassPreacher: He decided to take a more proactive role in fighting the forces of evil, and joined the team in their quest to save humanity.
* CripplingOverspecialisation: When he was originally released, he had very few off-class options, due to the "Blessed" trait not being very common. He got a large infusion of new off-class cards with the release of the ''The Innsmouth Conspiracy'' Cycle, but this obviously requires buying another expansion besides his own.
* CrisisOfFaith: Mentioned in the backstory, he wonders how a kind God can allow such a horrible cult as Yig's to do horrific things to people.
* CriticalHit: His Elder Sign makes him pass whatever skill test he's doing automatically, and gives one other bonus of his choice.
* ExtraTurn: His Elder Sign gives him the choice between two options, one of them taking an extra action (but only if it's his turn).
* ItOnlyWorksOnce: He has a built-in ability to ignore Auto-failure token (or let the other player to ignore), counting it as Elder Sign instead, but only once per scenario.
* NoSell: Once per scenario he can ignore (or allow other investigators to ignore) the Auto-failure chaos token, and instead treat it as an Elder Sign (which for himself means auto-success).
* ReligionIsMagic: It [[ImpliedTrope never gets explicitly confirmed]] whether there's any connection, but Mateo, a Catholic priest, not only belongs to the Mystic class (''the'' magic class in the game), but also has access to Blessed cards, many of which are dedicated to turning the tides of fate in investigators' favour and/or have religious themes themselves. His backstory also omits where he even learned magic, leaving his faith and devotion as the possible explanation.
* SnakePeople: His personal weakness is "Serpents of Yig", a group of Yig-serving serpent people. They work by "sealing" the Elder Sign token, making it unavailable for ''anyone'' until you kill them.
* TokenMinority: He's native to Mexico, and only his personal mission brought him to Arkham.
* TooAwesomeToUse: Mateo is one of the few Investigators with an once per game ability, but he allows him to instantly treat an [[CriticalFailure Auto-Fail]] Token as an [[CriticalHit Elder Sign]] Token. Needless to say, most players wait on using it until they ''really'' cannot afford to fail a test. Similarly, his "Codex of Ages" allow him to seal the Elder Sign on it (Boosting his Willpower as long as he holds it), and give him the option to discard it to reveal it in place of a random Chaos Token; this is however more abusable if Mateo has ways to recur the Codex from his discard pile.
* WhiteMage: While he doesn't specialise specifically in healing, Mateo's playstyle favours him taking the supporting role, putting his magic to assist other investigators.
** Mateo has access to Blessed cards of any class (up to level 3); most of them are either support-related, or dedicated to changing the stakes in investigators' favour.
** His signature card, "Codex of Ages", allows him to "seal" the Elder Sign token, in order to reveal it at the most crucial moment (discarding "Codex of Ages" in process) instead of revealing a random chaos token.
[[/folder]]

[[folder:Calvin Wright]]
!! Calvin Wright, the Damned
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_03_calwin_wright.jpg]]
[[caption-width-right:225:''"If you hurt him, I'll kill you".'']]
->''Sometimes, life gives you a choice: accept the lot that is given to you or stand up for who you are and what you believe. Calvin chose the latter. On the edge of death, bleeding out on the side of a dirt road, he received a vision - a terrifying vision of the Earth, sundered, and João, the love of his life, turning to ash in the vortex of a blazing inferno. Then, Calvin made another choice. He reached out to the darkness and pulled it within him. He would not die, not today. The world needed him. João needed him''.
Survivor-class investigator. Has access to level "Spirit" (up to level 3) cards of any class.
----
* BoringButPractical: His signature card, "Until the End of Time", has only one function: Calvin may assign damage or horror he receives to it (even direct damage and direct horror, which normally can't be assigned to assets at all). Can be very handy when you have little health or sanity left to spare.
* CripplingOverspecialisation: On original release of ''The Forgotten Age'' expansion, he had very few off-class options, due to "Spirit" not being very common trait. The amount of Spirit cards has increased since then, with the largest infusion coming with Nathaniel Cho's starter pack.
* GatheringSteam: He starts with every skill set to zero. He [[PainAndGain can increase them by suffering damage and horror]] (potentially putting himself above other Survivors stat-wise), but his Health and Sanity are amongst the weakest in the game, too, meaning he can't spare much. It's crucial to supply him with the right set of cards if he plans to survive until the end of campaign. This playstyle also often makes him benefit from traumas, as starting already damaged gives him early game stat boost.
* GlassCannon: {{Enforced|Trope}}, not only does Calvin has below average Health and Sanity (both at 6), but he is ''encouraged'' to take damage and horror, as [[PainAndGain his Combat and Agility raise by 1 for each damage he has and his Willpower and Intellect are also increased by 1 point for each horror on him]]. With only 1 Health and Sanity remaining, Calvin has an impressive [[MasterOfAll 5 in every stat]], but one enemy attack or failed treachery will spell his doom if he cannot nullify it or tank the damage and/or horror on other assets of his. Because of this mechanic, anything that raises Calvin's max Health and Sanity is especially valuable, as that means he can also increase his stats further.
* HealThyself: His Elder Sign allows him to heal (or take, [[PainAndGain for associated buffs]]) some damage or horror.
* HeroicWillpower: It takes a great amount of willpower to keep all the darkness Calvin has contained within you. Unfortunately, with most of his strength dedicated to keeping the evil forces inside, Calvin [[GameplayAndStoryIntegration has little left for anything else, thus his abysmal stats]].
* HeroicSpirit: Beside Survivor and Neutral cards, Calvin has access to Spirit cards, representing his resolve and determination to go on in spite of [[YourDaysAreNumbered not having much time left]].
* MasterOfAll: With [[PainAndGain enough damage and horror on him]], Calvin can have a 5 in every skill, matching every investigator best in a certain field, the problem is that [[GatheringSteam it takes him time to get there]].
* MasterOfNone: PlayedWith. He is the only investigator to have 0 at ''any'' stat, let alone all of them, yet he is also the only investigator who [[PainAndGain may bring all his stats to 5 even before applying any cards]]; [[GatheringSteam fully-powered Calvin]] is actually above average.
* MechanicallyUnusualFighter: All his skills are set to zero, [[PainAndGain but every damage or horror he suffers increases them]], maxing out when he stays at 1 Stamina and Sanity.
* MysteriousPast: His backstory explains very little about him.
* PainAndGain: His stats increase for each damage/horror he has.
* SealedInsideAPersonShapedCan: Calvin deliberately gets possessed by evil, to imprison it within himself with pure willpower. That same evil also acts as his personal weakness, "Voice of the Messenger", gradually destroying him by giving him physical and mental traumas.
* TwoferTokenMinority: Black and gay. Especially notable by the lights of 1920s culture.
* YourDaysAreNumbered: His personal weakness, "Voice of the Messenger", causes him either Physical or Mental trauma (and instantly deals 1 direct damage/horror) whenever it's drawn. Sooner or later, it ''will'' kill him, meaning he must fight on while he still has strength left.
[[/folder]]

!Introduced in ''The Circle Undone'' expansion
[[folder:Carolyn Fern]]
!!Carolyn Fern, the Psychologist
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_carolyne.png]]
[[caption-width-right:225:''"The mind is fragile, but through understanding, we can protect it".'']]
->''Visiting psychologist Carolyn Fern's newest patient is Josephine Ruggles, an heiress whose nightmares leave glyph-shaped wounds across her back. Miss Ruggles's case is unusual, even for an institution like Arkham Sanatorium. Her case takes an even stranger turn after she claims to have met Malachi - Carolyn's former patient whose treatment was cut short when he was brutally murdered - in her dreams. When Carolyn uses hypnotherapy to address Josephine's trauma, they find themselves both journeying to a strange place Josephine calls "the Dreamlands"''.
Guardian-class investigator. Has limited (only up to level 3) access to her own class, and can't use "Weapon" cards higher than level 0, but has unlimited access to any Sanity-healing cards, regardless of class (though restriction about weapons still applies). She also may include up to 15 other Seeker and Mystic cards (up to level 1).
----
* ActionSurvivor: She has pretty normal profession of a psychologist, and lacks prior experience fighting eldritch horrors (in fact, she doesn't even believe in their magic nature, if her personal weakness "Rational Thought" is any indicator).
* CatsAreMagic: Her replacement signature card, DreamLand-born cat Foolishness, provides her with a flat boost to all stats...as long as she keeps it at full Sanity (and it enters play with only 1 Sanity remaining, out of 4); fortunately, any effect which can heal horror on Carolyn herself, can affect Foolishness as well.
* CripplingOverspecialisation:
** She can't access high-level cards of any class (including her own, where she is restricted to level 3), unless they contain words "[[ExactWords heals horror]]", though she can access some cards of Seeker and Mystic classes (up to level 1). She also can't use Weapon cards above level 0, which restricts her card pool further.
** She is good for horror-healing...and little else. She has good Intellect, but to put it to good use she must include several Seeker cards in her deck.
* EarlyBirdCameo: She was originally introduced as a bonus investigator (with a set of replacement signature cards and weaknesses) for anyone who bought the novella about her, before being re-introduced in ''The Circle Undone'' Cycle.
* ExactWords: As clarified in the FAQ, she can include cards in her deck as long as they contain words "heals horror", even if it means they heal it on themselves (like Peter Sylvestre, a Survivor-class "Ally"), or in very specific circumstances (like "Cheat Death", a Rogue-class card which triggers on defeat via damage or horror, restoring a portion of health and sanity).
* FlatEarthAtheist: Her personal weakness, "Rational Thought" (which even has the "Flaw" trait) disallows her to heal horror from anything else but this card (it enters play with 4 horror, which may be healed as if it belongs to Carolyn herself); you can't help people whose sanity was damaged by eldritch horrors if you can't truly accept them as something beyond the scope of traditional/current science.
* TheMedic: Her main role in the team is horror healing.
** She may include ''any'' horror-healing card in her deck (regardless of class), though the restriction about high-level "Weapons" still applies.
** Her signature card, "Hypnotic Therapy", is a stable and effective way to heal horror on herself or her teammates: it can either heal some horror on its own (albeit with a risk of failure), or boost effect of other horror-healing card instead.
** Her Elder Sign effect allows her to heal 1 horror from investigator or "Ally" card in her location.
* ProductionForeshadowing: Her backstory features the Dreamlands, and her replacement cards provided along with her novella (which was released before her proper introduction in ''The Circle Undone'' expansion) references it as well. The very next expansion after ''The Circle Undone'' takes place in the Dreamlands.
* TheShrink: Her job. Now, she uses her skills as a psychologist to help her friends survive eldritch horrors.
* TheSmartGuy: What she lacks in Combat, she makes up for in Intellect (having 4 basic Intellect, highest in her class), so when there's nobody to heal, she can investigate for clues. She can also use some Seeker cards (up to level 1) to better utilise these wits.
* SquishyWizard: While she can't access high-level Weapons (or any non-neutral cards except for those related to horror healing, even from her own class, for that matter), she can partially compensate for this with access to Mystic cards. Unfortunately, none of her stats except for Intellect are particularly good, with Combat and Agility being the worst (both at 2). She also inverts Guardians' typical balance of Health and Sanity, having 6 Health and 9 Sanity (making her weaker physically, but stronger mentally).
* SupportPartyMember: She is great at healing horror and, being a Guardian, has access to many teamwork-related tools (even if she can't access the high-level ones).
* ThisLooksLikeAJobForAquaman: Her replacement personal weakness, "To Fight the Black Wind", due to the way it works (it increases Doom on current agenda as long as ''any'' investigator suffers horror and isn't healed until the end of the round), can potentially make her normally purely-supportive abilities crucial for team's survival. Of course, it was ''her'' weakness which caused this in the first place, but still.
* UtilityPartyMember: Despite being a Guardian, she lacks access to either high-level cards of her class, or any Weapons above level 0, as well as has poor Combat and Health; she has access to some Mystic cards, but it's too limited to make her a good combat mage. Instead, she acts as [[SupportPartyMember dedicated healer]], with unrestricted access to Sanity-healing cards (excluding high-tier Weapons).
* WeakButSkilled: While Carolyn's endurance is above-average (she has a sum of 15 Health/Sanity total, instead of 14), she has below-average stats (11 stat points total, instead of normal 12), and extremely limited access to her own class' card pool (lacking access to high-level cards, and any Weapons above level 0). But she's the best [[TheMedic horror healer]], with added benefit of giving her target free resources. Her off-class access to Seeker and Mystic makes her a versatile support investigator, on top of being able to take ''any'' card that [[ExactWords heals horror]], giving her a surprisingly varied deckbuilding option of cards among all classes.
[[/folder]]

[[folder:Joe Diamond]]
!!Joe Diamond, the Private Eye
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_joe.png]]
->''Joe Diamond is a private eye with a reputation for handling cases that everyone else regards as supernatural nonsense. He is thorough in his investigations and not one to be trifled with. His services have been employed by the wealthy as well as those down on their luck. No case is too large, too small, too strange, or too dangerous. In Joe's experience, things start getting nasty right when you start reaching the truth, and that is exactly where he likes to be''.
Seeker-class investigator. Has access to Guardian cards (up to level 2). Has an increased deck size of 40 cards.
----
* AntiFrustrationFeatures:
** Because he's required to always have at least 11 Insight events in his deck, his decksize is bigger at 40 cards (instead of standard 30), so he would still be able to build his deck the way he wants.
** After Joe was released, [[ObviousRulePatch additional rulings]] specified that an asset is played before cards that would occupy the same slot as that asset are discarded. While for the most part this doesn't impact other investigators, it is a big relief for Joe as that means if he played tools taking hand slots and then his Detective's Colt 1911s (which take 2 hand slots, but also give 2 additional ones exclusively for Tool assets), he won't have to discard the Tools to "make space" for his weapon.
* BigGuy: Unusually for a Seeker, he can be the team's designated fighter, having good Guardian-grade 8 Health and 4 Combat, and being able to use Guardian-class cards. He pays for it with low 6 Sanity and 2 Willpower, which are below average for Seekers.
* {{Expy}}: Specifically based on [[HardboiledDetective Sam Spade]] from [[{{Film/TheMalteseFalcon1941}} "Maltese Falcon"]], including his name.
* GeniusBruiser: Unlike most Seekers, he can not only investigate for clues, but also kick asses. This is good, since the actual Guardian in this expansion is [[UtilityPartyMember not exactly fit for combat]].
* GlassCannon: As noted by the "Starter Decklist" manual, Joe below-average Willpower and Agility (both are an embarrassing 2) makes him very vulnerable to treacheries that deal damage '''and''' horror; the latter is especially concerning given his low Sanity, but even his high Health can get chew through quickly if he is not careful. He can mitigate it with Willpower and Agility boosting and/or healing cards present both in the Guardian and Seeker card pool, but his best bet is to leverage his good Combat and Intellect (both are at 4) to defeat any threat and gather clues quickly and finish scenarios before he gets overwhelmed.
* GunsAkimbo: His signature card is [[RevolversAreJustBetter a pair of "Colts"]].
* GutFeeling: He has a second deck specifically for Insight events.
* HardboiledDetective: Joe is tough as nails, and given to taking most risky jobs available. Depending on the team's composition, he can actually take the role of the main fighter.
* ItemCaddy: Joe has extra deck for Insight events, which he can play at reduced price. He's actually mandated to have at least 11 such cards in his deck.
* MechanicallyUnusualFighter: He has a second deck specifically for Insight events, which he can play at reduced cost. To make it easier to keep it filled, his Elder Sign can move events from discard pile into "hunch deck".
* MightyGlacier: While Joe is tougher than most Seekers, he's also one of the slower ones, having only 2 Agility.
* PathOfMostResistance: Has this approach to his job, thinking that if the danger increases, it means he is on the right track:
-->''"In Joe's experience, things start getting nasty right when you start reaching the truth, and that is exactly where he likes to be"''.
* PrivateDetective: He's working as private detective; his latest case is what got him involved in this mess.
* RevolversAreJustBetter: Uses two Colt revolvers as his signature "Weapon" card. As additional gimmicks, they allow him to use up to 2 "Tool" assets without taking any "Hand" slots, and, if he uses them to defeat a monster, allow him to move one Insight event from discard pile into "Hunch deck".
* ThatOneCase: His personal weakness, "Unsolved Case". It is placed in his "Hunch deck" at the start of the game, and once revealed, must be "played" before the end of current round (which would eliminate it from the game), or he will receive two fewer experience points at the end of scenario (symbolising him failing his task and not getting paid).
[[/folder]]

[[folder:Preston Fairmont]]
!! Preston Fairmont, the Millionaire
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_preston.png]]
[[caption-width-right:225:''"My money, my legacy, my problem. Let me handle it in my own way".'']]
->''Preston Fairmont never thought much about where his family's money came from. All he knew was that he had plenty, and he took great advantage of it whenever possible. His father seemed troubled at times, and tried to explain about his grandfather's business and the demands of something called the Hermetic Order of the Silver Twilight, but Preston never paid any mind. Then his father died in a mysterious car accident, and Preston's family fortune has since become his responsibility. Now Carl Sanford, president of the Silver Twilight Lodge, wants to meet with Preston personally. Perhaps for the first time, Preston has begun to really think about where his family's money came from...''
Rogue-class investigator. Has access to Survivor cards (up to level 2). He can't use any "Illicit" cards.
----
* ActionSurvivor: He is not a trained fighter or expert occultist, he's just very, very rich. Fittingly, he has access to Survivor cards.
* ArbitrarilyLargeBankAccount: There's no limit how much money he can acquire through his inheritance.
* CoattailRidingRelative: He's a rich boy who lived off of daddy's money, never bothering to care about little things like the Silver Twilight Lodge.
* CrimefightingWithCash:
** He uses his inheritance to fund his operations--[[GameplayAndStoryIntegration and thus has a constant stream of free resources]]. "Coincidentally", the same expansion introduced several new cards which either directly turns resources into success, or allows him to boost stats.
** His Elder Sign ability allows him to spend some resources to automatically succeed on any skill test.
* DarkSecret: Only after his dad's death does he learn ''how'' his family became so rich. Now the Lodge wants him to pay his family's "debts". [[GameplayAndStoryIntegration His "debts" are not just part of his backstory]]; if "Lodge 'Debts'" enters his hand and he doesn't pay them off before the end of the scenario, he suffers mental trauma.
* GameplayAndStoryIntegration:
** Since he is ridiculously rich, he has the best access to resources amongst all investigators.
** His family's "debts" to the Silver Twilight Lodge are not just part of his backstory, and serve as his personal weakness; if they ever enter his hand, he must pay them off (paying 10 resources at once) before scenario ends, or he will suffer mental trauma.
* JackOfAllStats: What he is meant to be. He [[MagikarpPower starts with abysmal stats]], but, if supplied with the right set of cards, can adapt to any role thanks to [[CrimefightingWithCash being able to afford even the most expensive cards]].
* LethalJokeCharacter: He is a trust fund kid [[MasterOfNone with an awful statline]]: how effective can he be? Turns out, very much, because he can afford expensive cards that would leave investigators bankrupt ''every turn''.
* MechanicallyUnusualFighter: Instead of gaining resources the normal way, he puts them on his bank account (which acts as a "Permanent" asset), where he can either use them right away, or transfer to his personal supply. Resources in the bank account refreshes each turn.
* MagikarpPower: Preston has only 1 at each skill, making it crucial to level him up and get the right set of cards to actually put to good use his [[CrimefightingWithCash never-ending stream of resources]].
* MasterOfNone: PlayedWith. He has abysmal 1-1-1-1 statline, leaving him no chance to pass any skill tests on his own. But his [[CrimefightingWithCash extremely strong]] economy makes him able to regularly use expensive cards to either get much-needed stats boosts or directly spend resources for the desired results, which makes his low basic stats into non-issue. Additionally, his secondary class is Survivor, which has tons of cards built for comeback from botched skill tests or to face the impossible odds.
* NonActionGuy: Being forbidden to take Illicit cards, Preston can't access any Rogue-class Weapons (and there are not that many Survivor-class ones), and also many of the combat-oriented events. Besides these gaps, he has abysmal basic Combat ''and'' Agility.
* NonIdleRich: He might be wealthy, but he goes around investigating. He wasn't always like this, though.
* UnscrupulousHero: PlayedWith. He can't use "Illicit" cards (despite being a Rogue), but can access the rest of his class' pool, including their [[CombatPragmatist dirty tactics]] and "Allies" with criminal backgrounds.
* UpperClassTwit: At first. He didn't care about the occult, he just liked the money.
* WaistcoatOfStyle: Matches the time period, after all.
* UnskilledButStrong: Preston has abysmal stats, but has the strong enough economy to just bruteforce his way through the game by spending cash on stronger cards on regular basis. It helps that many Rogue cards, particularly those introduced in same expansion as him, benefit from investigator's resources supply rather than stats, or give strong stat boosts but require regular resources infusions which others can't afford.
[[/folder]]

[[folder:Diana Stanley]]
!!Diana Stanley, the Redeemed Cultist
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_diana.png]]
->''As a new business owner in Arkham, Diana Stanley was proud to be inducted into the prestigious Silver Twilight Lodge. Her joy has since turned to dread. Her admittance into the organization was fantastic for business, but the weekly meetings have grown more and more disturbing. After witnessing strange rituals and terrible secrets, Diana has become suspicious of the Lodge's true nature. Now she is convinced that there are terrible forces converging on Arkham, and that the Lodge is somehow involved. Diana has resolved to take it down from the inside, regardless of the cost''.
Mystic-class investigator. Has access to Guardian cards (up to level 2). Has an increased deck size of 35 cards.
----
* AntiFrustrationFeatures: She's meant to put her cards beneath her sheet to get more Willpower. So she has extra decksize to still have enough of her deck left once she dumps the cards she can spare.
* TheAtoner: She feels so much remorse over what the Silver Twilight Lodge has done that she ''will'' undo everything related to them.
* CultDefector: After seeing just '''how''' horrifying some rituals of the Silver Twilight Inner Sanctum were, Diana desperately wants to atone for supporting them.
* DeviousDaggers: As the former cultist, she still carries her old dagger, "Twilight Blade", granted by the Silver Twilight Lodge for her loyalty, as her signature card. It's imbued with magic, and allows to use Willpower instead of Strength when attacking (though she has to find some ways to improve her Willpower first to make it useful), as well as draw the cards from under her sheet as if they're in her hand.
* GatheringSteam: Average at every stat... except Willpower (crucial stat for any self-respecting Mystic), which is set to 1. She can increase it with her special abilities, as long as she has cards to sacrifice (she can return them with her Elder Sign, or play them directly from there via her signature card, "Twilight Blade"), with maximum allowed number of cards giving her 6 basic Willpower, which is above normal maximum.
* HeroicBSOD: Her knowledge of the Lodge's dark secrets took a big toll on her sanity and willpower, hence her... not exactly stellar basic stats. What's worse is her personal weakness, appropriately named "Dark Secret", which forces her to either discard the cards under her sheet or suffer horror for each one she chooses to keep.
* JackOfAllStats: Beside her unimpressive 1 Willpower (worst in the class), all her other stats are average, which allows her to still be useful in other non-spellcasting tasks. By leveraging her Guardian card-pool she can make use of her Intellect, Combat and Agility to find clues, fighting and evading enemies while she [[GatheringSteam builds her Willpower]] to be able to cast spells effectively.
* MagicKnight: Diana has decent 3 Combat, and can access some Guardian cards to put it to good use, allowing her to stand her ground in non-magic combat as well, particularly while she's still [[GatheringSteam accumulating Willpower to cast magic]]. The expansion where she appears in also introduced dual-class items, including a Guardian/Mystic magic sword, "Enchanted Blade" (though she can't use the Guardian-only upgrade to it, due to level restrictions).
* MechanicallyUnusualFighter: Unlike the other Mystics, she starts with only 1 Willpower, and has to increase it to more decent level by putting the cards under her investigator sheet. If she needs them, she may later retrieve them via her Elder Sign.
* NoSell: Her other signature card, the "Dark Insight" event, allows Diana to cancel effects on one treachery or even weakness card drawn in her location by any investigator (including herself) and shuffle them back into deck.
* TheMole: She works to destroy the Silver Twilight Lodge from within. During ''The Circle Undone'' campaign, [[spoiler: she may potentially succeed at this, either getting Carl Sanford arrested or replacing him]].
* SquishyWizard: Notably one of the few Mystics to {{avert|edTrope}} this trope: she has well-balanced stats overall, instead of having glaring weakness in either Health, Combat and/or Agility, which makes her less vulnerable, even in comparison to investigators from the other classes. Access to Guardian-class cards also gives her some tools to further increase her survivability.
* UnblockableAttack: "Terrible Secret" cannot be cancelled, perhaps to account for Diana's propensity on packing cards with treachery-blocking effects.
[[/folder]]

[[folder:Marie Lambeau]]
!!Marie Lambeau, the Entertainer
[[quoteright:224:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_marie.png]]
->''Marie Lambeau always had a voice to die for. People called her "the Smoky Velvet." They said she was born to sing jazz, that she had the magic touch — and maybe they were right. After all, the songs she heard in her dreams ever since her Grand-Mère passed away were like nothing she'd ever heard before. The vocals sounded like no language spoken on Earth, the notes twisted and warped. Why her Grand-Mère had moved from New Orleans to Arkham, Marie would never know. People used to call her Grand-Mère a witch. Maybe there's more than just jazz in Marie's blood, after all...''
Mystic-class investigator. Has limited (only up to level 3) access to her own class, but unlimited access to any "Spell" cards, regardless of class. She also can include level 0 "Occult" cards (any class) and up to 5 Seeker/Survivor level 0 cards.
----
* ActionSurvivor: She is just a singer thrust into a dangerous world by [[InTheBlood her witch heritage]], but she lacks any proper training. Fittingly, she can use a few Survivor cards, while she notably can't access most high-level Mystic cards (excluding Spells).
* TheChanteuse: Known as "Smoky Velvet", and has the outfit and personality to match.
* CripplingOverspecialization: She can access any Spells in the game, but otherwise is restricted from high-level cards, even of the Mystic class, though she can use some low-level Seeker or Survivor cards.
* DamageIncreasingDebuff: The main threat [[UsefulNotes/{{Voudoun}} Baron Samedi]] poses to the Investigators. Every time ''anyone'' takes damage in his current location, he causes them an additional damage.
* DifficultButAwesome:
** [[UsefulNotes/{{Voudoun}} Baron Samedi]] is unique among personal weaknesses, which are usually a PowerNullifier, in that it can ''enable'' Marie's Doom-related abilities if she gets unlucky and has no asset that can produce Doom in play. Marie still doesn't want him to be in play for too long as it will make the wounds she and other investigators in her location would suffer worse, but it fits for him [[GameplayAndStoryIntegration compelling Marie into tapping in her witch heritage to survive]].
** Her Doom-related playstyle is this in general: done right, she can reap enormous benefits beside the [[ExtraTurn extra action]] she gets; done wrong, it will lead her and her fellow Investigators to meet [[RocksFallEveryoneDies an unfortunate end]].
* EarlyBirdCameo: She was first introduced as a promo card all the way back into the core game's release, until being re-introduced properly in ''The Circle Undone'' expansion.
* ExtraTurn: Marie gets an extra action each turn to cast Spells (playing Spell events, putting Spell assets in play, or activating abilities on Spells assets already in-play), but [[PowerAtAPrice with a catch]]: at least one of her assets must have Doom on it for her to use this ability.
* HollywoodVoodoo: [[UsefulNotes/{{Voudoun}} Baron Samedi]] just [[GiantSpaceFleaFromNowhere keeps pursuing her for an unknown reason]]; nothing in her backstory explains just ''why'', besides maybe Marie's heritage. While he's active, he takes up the "Ally" slot and [[DamageIncreasingDebuff increases any health damage anyone suffers near him]]; the only way to get rid of him is to put at least 3 Doom tokens on him, one by one, [[SadisticChoice which can put the entire mission at risk]].
* InTheBlood: Her magic is in her blood; her Grand-Mère was also an accomplished witch.
* ItemCaddy: As long as she has at least 1 Doom on any card, she gains extra action to spend on her Spells, either to play them or to use the ones already in play. Her Elder Sign allows to add or remove 1 Doom from any card under her control.
* ItOnlyWorksOnce: Her signature, "Mystifying Song", temporarily prevents agenda from advancing due to matching or exceeding its Doom threshold -- but only once per scenario.
* KillAndReplace: If Marie draws [[UsefulNotes/{{Voudoun}} Baron Samedi]] and she doesn't have any ally slot available to put him into play, he will forcibly discard an ally of hers to "make space" for himself; ironically [[NiceJobFixingItVillain that can help her if she had a lot of Doom on an ally and couldn't get rid of them before they advanced the agenda ahead of time]].
* MusicSoothesTheSavageBeast: Her signature card, "Mystifying Song", allows her to stop the agenda from advancing for one turn, for any reason, but only once per scenario. Sometimes, this can mean the difference between life and death.
* SadisticChoice: Her personal weakness, [[UsefulNotes/{{Voudoun}} Baron Samedi]], takes up the "Ally" slot and increases health damage anyone around him suffers. The only way to get rid of him? Put three Doom tokens on him (1 token per round), which can potentially finalize the current agenda, the worst-case scenario being failing the scenario, or even [[RockFallsEverybodyDies the entire campaign]].
* TheSmartGuy: She's one of the few Mystics to have 4 Intellect, as well as has access to some Seeker cards to utilise it.
[[/folder]]

[[folder:Rita Young]]
!!Rita Young, the Athlete
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_rita.png]]
[[caption-width-right:225:''"You got a bone to pick? Fine by me. I don't need your permission to leave you in the dust".'']]
->''Clocks do not lie. In the past, people have said hurtful things to Rita. They have threatened her, deemed her inferior. But ever since she started running competitively, Rita has only cared about the clock. The clock says that Rita is faster then the rest. It says she is stronger and has trained harder. Now, she may have to fight for her life. Someone is after her. That much she's sure of. She has no idea who it is or why they want her, but there have been several strange men hanging around her dorm. They plan to make an example of her. But they will have to catch her, and the clock says they cannot''.
Survivor-class investigator. Has access to "Trick" cards (up to level 3) of any class.
----
* ActionSurvivor: She's a normal athlete who got involved in this mess because the "racists" she has tried to dealt with turned out to be the cultists looking for another prey. Well, bigots or cultists, they picked the wrong victim...
* AffirmativeActionGirl: She's faced racism all her life.
* BigGuy: One of the few investigators to have 9 Health. While her Combat is average, she can use her great Agility to temporarily neutralise them instead -- or even to actually fight them.
* GuileHero: Rita combines the best aspects of Survivors' ability to improvise and Rogues' CombatPragmatist tendencies: she has access to Trick cards specifically to run circles around foes.
* TheHunterBecomesTheHunted: She's fed up with cultists harassing her; now, it's time for her to fight back.
* TheKlan: Her personal weakness, the "Hoods" enemy, look suspiciously like group of KKK members in signature hoods. But in truth they are something even worse than just a bunch of cruel racists...
* KungFuProofMook: {{Downplayed|Trope}} by her personal weakness; Rita ''can'' evade the "Hoods", but they will immediately attack her if she does before becoming exhausted, encouraging her to face them head on and defeat them instead to avoid letting them take cheap shots at her while she is on the run.
* LightningBruiser:
** She's rather versatile combatant, having 9 Health, 5 Agility and 3 Combat, which allows her to change her tactics depending on the situation.
** Once per round, she can use her high Agility offensively, by damaging the enemies after successfully evading them; this effect becomes even stronger if she draws the Elder Sign, as it allows to utilise this ability multiple times per round instead of just once.
* TiredOfRunning: Her signature card is named "I'm done runnin'"; it keeps her from actually running away from enemies for one round, instead allowing her to deal additional damage whenever she evades them.
* UnskilledButStrong: {{Downplayed|Trope}}, as expected from a Survivor, Rita has no experience dealing with the supernatural, but she is still a capable athlete that can outrun most threats. In gameplay terms, she has above average stats, with a total count of 13 stat points instead of 12, with her 5 Agility and abilities that reward her for evading enemies enabling HitAndRunTactics well. But she has limited card selection to choose from: beside Survivor cards, she can only take cards with the Trick trait, which are mostly Rogue events, and few asset cards.
* WrongGenreSavvy: She thinks that the hooded thugs harassing her and her friends are part of TheKlan. Unfortunately, [[ApocalypseCult these guys are way worse]] than your usual PoliticallyIncorrectVillain...
[[/folder]]

!Introduced in ''The Dream Eaters'' expansion
[[folder:Tommy Maldoon]]
!!Tommy Muldoon, the Rookie Cop
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_tommy2.png]]
[[caption-width-right:225:''"Eyes up, Tommy".'']]
->''Most members of the Muldoon family are part of the Boston police force in some way or another. Not long ago, the youngest Muldoon brother, Tommy, got his badge. Armed with an eye for detail, fierce courage, and his trusty rifle, Becky, Tommy is dedicated to law enforcement... but when he was loaned out to the Sheriff's Department in Arkham, he found that he was not prepared for the bizarre crimes cropping up in this strange town. Even so, whether the crime scene is a smoky speakeasy or a bloodstained altar, Tommy will not rest until he can bring the culprit to justice''.
Guardian-class investigator. Has access to Survivor cards (up to level 2).
----
* ActionSurvivor: {{Downplayed|Trope}}. He has combat training, being the cop, but he's a rookie with less actual experience than some civilian investigators. Fittingly, he has access to Survivor-class cards.
* EarlyBirdCameo: His dog version was amongst investigators in the ''Dogwich Legacy'' fake announcement. All other investigators were just "dogified" versions of pre-existing ''Arkham TCG'' investigators, but Tommy had perfectly new (and functional, even if described in the silly way) abilities and stats. Soon enough, he was amongst the first investigators announced for ''The Dream Eaters'' Cycle, with all the stats and mechanics being intact.
* FamilyHonor: Many members of Muldoon family serve in the police, and Tommy is not an exception.
* GeniusBruiser: {{Downplayed|Trope}}; he has decent 3 Intellect, and can boost his effectiveness in looking for clues with the Survivor-class cards he has access to, while having good survivability thanks to his native Guardian class and strong defensive abilities.
* ICallItVera: Calls his rifle "Becky".
* ItemCaddy: While all Guardians rely on using assets to soak up damage, Tommy has some extra abilities specifically to make it easier and more efficient:
** Tommy gains extra resources when his Allies gets defeated, which makes it less punishing to put them under fire; additionally, they don't get discarded, just shuffled back into his deck.
** His Elder Sign effect allows to either dump some damager/horror on his asset, or, when he actually needs some key asset alive and well, reassign damage/horror from asset to Tommy himself.
* JackOfAllStats: Tommy has good overall stats, with only Agility being below average. His access to Survivor cards makes him even more versatile, as well as makes it easier to come back if he fails a test or two.
* OfficerOHara: Like the majority of other Boston cops at the time, he is of Irish descent.
* WeHaveReserves: Unlike the other investigators, he can afford to use his Allies to soak up damage; if they get defeated, he receives additional resources, which he can spend either on even more Allies, or [[MoreDakka to reload "Becky"]]; and instead of being discarded, they are shuffled back into his deck (they don't "die", they just retreat). But he must be careful, since his personal weakness, "Rookie Mistake", if drawn, forces him to discard '''all''' assets with damage on them.
[[/folder]]

[[folder:Mandy Thompson]]
!!Mandy Thompson, the Researcher
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_mandy2.png]]
->''Ever since she was a child, Mandy would read whenever she could not sleep. Such has been the case on many nights. Her remarkable memory and ability to correlate facts have landed her a highly valued job as a researcher for Miskatonic University. She has spent hours poring over the profane pages of ancient, forbidden texts. In doing so, she has discovered a pattern indicating an impending cataclysm. Has paranoia finally caught up to her? Or is a disaster of truly epic proportions on the horizon?''
Seeker-class investigator. Can include up to 10 level 0-1 Rogue, Mystic or Survivor events/skills (she can only choose one extra class) and can choose between having a decksize of 30, 40 or 50 cards.
----
* GoMadFromTheRevelation: Her personal weakness, "Shocking Discovery". If she finds this card during a search action, not only this action (and all related effects) is cancelled, she is also forced to draw an encounter card.
* ItemCaddy: Her key ability allows her to quickly search the deck to find some cards she needs, or help her friends to do the same; her Elder Sign does the same, and allows her to either draw the card she finds, or commit to the test.
* JackOfAllStats: Mandy has 3 Agility (instead of 2 like most Seekers), which makes her stats relatively balanced, only truly lacking in Combat. Her deckbuilding options allows her to take one of the three paths: take Rogue cards and get more agile, take Mystic cards and get stronger mind, or take Survivor cards and get balanced kit, as well as getting a safety pillow for botched Combat tests.
* MechanicallyUnusualFighter: Before the start of campaign, she may choose her deck size. Apart from the usual 30-card deck, she can also construct 40- or 50-card decks; when playing with increased decks, she receives additional copies of her signature card, "Occult Evidence", which allows her to find clues for free as long as she grabs it during "Search" effects.
* {{Nerf}}: Unlike Trish and Rex, who got a Taboo to nerf their frontside ability, Mandy's Taboo affected her backside's deckbuilding: she is locked at her maximum decksize of 50 instead of being able to choose her deck's size, which makes her searching abilities less overpowered, as she cannot look through her entire deck for specific cards as easily now, and more of a necessity to get key cards down quickly.
* SquishyWizard: Even by Seekers standards; she has only 5 Health and 1 Combat, making her chances at prolonged combat... slim at best. Fortunately, she also has 3 Agility (most other Seekers have 2), which gives her the chance to escape ambushes, and makes her less vulnerable to treacheries.
* SupportPartyMember: Her ability helps other investigators with searching their decks for specific cards.
[[/folder]]

[[folder:Tony Morgan]]
!!Tony Morgan, the Bounty Hunter
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_tony.png]]
[[caption-width-right:225:''"When I find that beast, I'll put it down for good".'']]
->''Tony's tracked down low-life scum in every lousy corner of the world, but nothing could have prepared him for the thing he killed in Innsmouth. It had the form of a man, more or less, but it was covered in loathsome scales and slime, like some horrid creature of the deep. It stank of salt water, rotten fish, and blood. He should've let it go when it dove into the river, but he'd never let a bounty escape before, and he wasn't about to start then. Ever since, he's found a new kind of dirtbag to hunt. Ordinary mobster or otherworldly monster, Tony will take it down... if someone is willing to pay him for it''.
Rogue-class investigator. Can include up to 10 level 0-1 Guardian, Seeker or Survivor events/skills (he can only choose one extra class).
----
* ArchEnemy: His personal weakness is one particularly sneaky [[Literature/TheShadowOverInnsmouth Deep One]], which he keeps pursuing, but never manages to kill for good. Main problem with it is that it enters play with 1 Doom on it.
* BigGuy: Has 9 Health, and he is one of the few investigators with 5 Combat. He also can use some of the Guardian-class cards to boost his offensive capabilities, while his native class' kit allows him to fuel Rogues' own combat arsenal to go on monster-killing rampage.
* BountyHunter: The game explicitly calls him bounty hunter. [[GameplayAndStoryIntegration This also works as his signature mechanic]], allowing him to [[LootMakingAttack receive resources as reward for hunting monsters]]; Tony has to mark the targets upfront, by putting the bounties on freshly-spawning enemies. The harder the target, the bigger the reward is. Number of bounties available is limited (6 by default), may only be restored either through use of his signature "Weapon" or through his Elder Sign, and he only completes them if he deals the killing blow [[KillSteal personally]].
* ExtraTurn: Each turn, Tony gets an extra action which can only be spent on fighting or engaging an enemy; the drawback is that Tony can only spend that extra action on enemies with a bounty on their head (which have to be set when the enemy spawns), but at least he can choose on whom to put those bounties.
* GeniusBruiser: {{Downplayed|Trope}}; he has decent 3 in Intellect and can take some Seeker cards, which makes it possible to build him as a "smash in, check out" investigator.
* GlassCannon: Tony has Guardian-like 9 Health and 5 Sanity, making him very vulnerable to horror-based threats, which is only made worse by him being nearly defenceless against treacheries with his 2 Willpower and Agility. He can absolutely slaughter any enemy in his path, but one bad encounter can spell his doom. He also lacks access to as many damage soak options as Guardian-class fighters would, meaning that his best bet is to dispatch the enemy before they dispatch him. He can however take some Survivor cards to tip the odds in his favour or Guardian cards to heal and negate some damage.
* GunsAkimbo: Tony is armed with two "Colt" revolvers. Whenever he uses one of them, he can use second copy from his "hand" with no additional cost.
* LootMakingAttack; Whenever Tony defeats an enemy with a bounty, he gains all bounties on it as resources. However, he must deal the killing blow personally, or [[KillSteal he would get nothing]].
* KillSteal: Tony only gets reward if he kills the bounty target personally; this may come up as a problem if he's no the only fighter in the team: if somebody tries to "[[UnwantedAssistance help]]", it would waste (limited) [[LootMakingAttack bounties]].
* MightyGlacier: He has one of the best Health and Combat stats in the game, let alone amongst Rogues, but compensates for it with unimpressive 2 Agilty, second-worst in the class. This changes his playstyle rather significantly, as many Rogue cards rely on Agility to work efficiently.
* NominalHero: His main motivation is to [[OnlyInItForTheMoney get paid]], and, maybe, hunt down [[ArchEnemy that Deep One which just keeps running away]]. The job also involving saving the world is a coincidence.
* PunchClockHero: He is OnlyInItForTheMoney. And maybe revenge on [[ArchEnemy that elusive Deep One he tries to catch]]. Otherwise, he couldn't care less about common goals or his teammates.
* RevolversAreJustBetter: He is armed with dual "Colt" revolvers; unlike other dual weapons in the game, they are presented as separate cards (meaning they can be used either separately or [[GunsAkimbo together]]. Besides this, they're also integral to his signature ability: using them to kill enemies is the only way to receive additional bounties, besides his Elder Sign effect.
* TokenEvilTeammate: One of the few outright criminals amongst (mostly heroic) investigators, even if he's usually bringing in [[PayEvilUntoEvil more dangerous criminals]].
[[/folder]]

[[folder:Luke Robinson]]
!!Luke Robinson, the Dreamer
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_luke2.png]]
[[caption-width-right:225:''"The key to the Dreamlands lies within us all".'']]
->''It was many years ago when Luke discovered the entrance to the Dreamlands. Through the gift of an unusual box his uncle had left him, he learned of a way to travel to and from the Gates of Sleep. He has since spent his the majority of his days wandering the land of dreams in search of adventure. From the streets of Celephaïs to the Enchanted Wood with its endless mysteries he wanders, unraveling the secrets of the land and of the myriad dreamers who reside there. Now an ancient chaos threatens to annihilate not only the waking world but the world of his dreams as well. This is something Luke cannot allow''.
Mystic-class investigator. Has access to Seeker cards (up to level 2).
----
* {{Dreamland}}:
** Being an experienced Dreamer, if Luke is presented during ''The Dream Quest'' campaign, intros for several scenarios will change, to reflect that this isn't his first time in the Dreamlands.
** His signature card, "Gate Box", allows him to escape into [[PocketDimension a secluded part of the Dreamlands]], for various purposes. His personal weakness, however, traps him there.
* MechanicallyUnusualFighter: He can use one event per turn as if he's in a connecting location and engaged with each enemy in it. When combined with the "Gate Box", it means he can interact with ''any'' location.
* PocketDimension: His signature card, the "Gate Box", forms a portal (called "Dream-Gate") Luke may use to gain shelter from monsters until the end of round, while also being able to interact with the other locations, or even moving there; however, if his weakness, "Detached from Reality", kicks in, the portal becomes malevolent, trapping Luke there and forcing him to quickly investigate a high-shroud location or suffer horror. The box has limited charges, but it can be recharged just like any other charges-based asset, and his Elder Sign allows to put 1 charge immediately.
* TheSmartGuy: {{Downplayed|Trope}}; while he has average Intellect, he has access to Seeker cards, and can use some of the Mystic cards to replace Intellect with Willpower during Investigate actions; this makes him a potent choice for the team's clue-searcher -- fitting, as the expansion he's introduced in takes place in the Dreamlands, which he knows better than anyone else.
* SquishyWizard: One of the squishiest in the game; he only has 5 Health and an unimpressive 2 Combat, meaning that his first close combat may very well become his last. His best bet for survival when engaged with an enemy is using the [[PocketDimension Gate Box]] to retreat in the [[{{DreamLand}} Dream-Gate]], or, if that is unavailable, attempt to run away by relying on his 3 Agility.
[[/folder]]

[[folder:Patrice Hathaway]]
!!Patrice Hathaway, the Violinist
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_patrice2.png]]
->''All her life, Patrice has lived for music. The soaring sonatas, the graceful arias, and the booming marches have always been her closest companions. But sometimes when she plays, she can sense some alien intelligence at the edge of her awareness. Something that watches her and waits. Something that hungers. The presence has been growing over the last month and her increasing nervousness is starting to spoil her ability to play the violin. That's not something she can tolerate. After her last concert at the Ward Theatre in Arkham, she finally decided to take action''.
Survivor-class investigator. Has access to Mystic cards (up to level 2). Has an increased decksize of 42 cards.
----
* ActionSurvivor: She's not a trained mage, all her powers are related to her magic violin, and without it, she's just a normal musician. Fittingly, she's classified as a Survivor rather than a Mystic, and her card pool reflects it.
* CursedWithAwesome: Her violin is connected to a certain hostile EldritchAbomination, which can (and will) attack her if given a chance, but its magic also allows her to help her teammates in their world-saving quest.
* DifficultButAwesome: Her unique gimmick means that she can't form a stable hand and plan around it, but also that she can rotate her deck very quickly (even more quickly if she puts assets in play, since they're now removed from the card rotation), accessing certain cards much more often than she would have otherwise. However, fast rotation also means more issues with managing horror (as each time the deck resets, investigator takes 1 horror).
* EldritchAbomination: Her backstory references... ''Something'' that has been [[StalkerWithoutACrush observing]] Patrice her whole life, especially whenever she plays music. Said entity is her personal weakness, the "Watcher from Another Dimension", whose unique nature is also underlined by unusual mechanics compared to other enemy weaknesses: instead of immediately spawning engaged with Patrice, it would stay in her hand, taking one of the precious limited slot she has for her handsize, and if it remains in her hand when her deck reshuffles, it would immediately attack her (and it deals '''3 damage''' per attack). Patrice can immediately discard it by succesfully attacking or evading it, but if she fails to do so, it would spawn engaged with her instead, acting like a "normal" enemy (on the bright side, in this state other Investigators will be able to attack and deal damage to it, as it is impervious from all attacks and evasions attempts from anyone else but Patrice as long as it stays in her hand),
* GlassCannon: Patrice's personal weakness "Watcher from Another Dimension", hits extremely hard and has high Fight and Evade value of 5, but only 2 health, meaning the second anyone can get a good hit on it, it's toast. In fact, if Patrice managed to attack or evade it while still in her hand, it would get [[OneHitKill automatically discarded]], regardless how much damage it would take, if any.
* MagicMusic: Patrice's music and/or the violin she plays are the source of all magic surrounding her, both good and bad:
** This music is how Patrice's magic manifests. Because of that, she has access to Mystic-class cards, and the violin itself serves as her signature asset, "Patrice's Violin", that gives her ability to discard cards from hand to let herself or other player draw 1 card or get 1 resource.
** The music seems to attract otherworldly attention, as it's all but explicitly stated that it's due to it, the "Watcher from Another Dimension" put an eye on her.
* MasterOfNone: {{Downplayed|Trope}}. She has 4 Willpower, but only 2 in every other stat (which is below average); since most Willpower-based cards belong to the Mystic class, from which she can't use high-level ones, the usefulness of having high Willpower stat gets somewhat limited.
* MechanicallyUnusualFighter: She has a lower maximum hand size (5 instead of the normal 8), and during the Upkeep phase, she discards all non-weakness cards from her hand, drawing a new set of 5. Given that she's likely to discard most of her deck in just few turns, her Elder Sign allows her to shuffle almost entire discard pile (minus 1 card) back into the deck. To make this gimmick easier to manage, she has boosted deck size of 42 cards, instead of normal 30.
* SquishyWizard: Has access to Mystic cards and has a high Willpower stat, but she is neither durable (having average Health and Sanity) nor powerful nor fast, meaning that it's not in her best interest to fight monsters directly.
* SupportPartyMember: She can allow any investigator to draw additional cards or resources by discarding her own cards.
* TouchedByVorlons: Patrice's musical abilities are what attracted the attention of beings from beyond, and awakened her magical powers.
* WeakButSkilled: Patrice has below-average stats (her total sum adds to 10, which his lower than the 12 of most Investigators), and suffers from her gimmick which makes her hand getting wiped out and reset every turn (so no way to "preserve" good cards for later occasion), but she never stays with empty hand for long, so she can freely commit her cards to skill tests to compensate for her low base stats. On top of that, her Violin allows to get rid of useless cards in her hand and then either draw a new one or get a resource, or let her teammate do that.
[[/folder]]

!Introduced in ''The Innsmouth Conspiracy'' expansion
[[folder:Sister Mary]]
!!Sister Mary, The Nun
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_mary.jpg]]
[[caption-width-right:225:''"The Lord watches over my path. I am armored in faith".'']]
->''The more Sister Mary learns of the strange and arcane forces that sometimes manifest in this world, the more certain she is that she has been set upon a path to ward off these forces and protect the innocent wherever possible. Armed only with the trappings of her church and an unshakable faith, Sister Mary seeks out every supernatural threat she hears of through her fellow priests and nuns. Other members of her church may dismiss such things as medieval nonsense, but Sister Mary knows the real evils that exist in the shadows - and she knows that if such evils are left unchecked, they will bring ruin and horror to all of creation.''
Guardian-class investigators. Has access to Mystic cards (up to level 2).
----
* CrisisOfFaith: At times, her faith takes heavy blows; when her personal weakness, "Crisis of Faith", enters play, she must either replace all Blessed tokens with Cursed ones (putting her whole team's work at risk), or suffer (potentially fatal) horror.
* FragileSpeedster: {{Downplayed|Trope}}; compared to the other Guardians, Sister Mary has lower Combat, but also higher Agility (both at 3, instead of usual 4 and 2, respectively), making her more vulnerable in open combat, but also more likely to just escape ambush.
* GlassCannon: PlayedWith. She has ''very'' low Health (only 5). While, being a Guardian, she has some good options to soak up damage, putting those in play requires time and resources. But on the bright side, she massive 9 Sanity, so against the enemies prioritising horror over damage, she would be ''more'' resilient than the average Guardians. While she has worse Combat than most of her colleagues, her class has many ways to minimise this problem, or she can just utilise the Mystic-class Spells.
* HoistByHisOwnPetard: She can add additional Blessed tokens into chaos pool each round (and adds 2 token on setup). If she then draws her personal weakness, all these tokens will revert to Cursed ones, potentially making the situation worse than if she never bothered.
* LuckManipulationMechanic: She can directly add Blessed tokens without the use of other cards; she adds 2 tokens at the start of the game, and can add 1 more each round, as well as 1 extra whenever she draws an Elder Sign. Her signature asset, "Guardian Angel", generates extra blessed tokens whenever it gets damaged.
* MagicKnight: She is a Guardian who can use Mystic cards (read: magic), and combines great Willpower with decent Combat (both of which can be improved further with the cards she has access to).
* PainAndGain: Mary's signature, "Guardian Angel", can be used to soak damage on not just her, but any other investigator in same location. And when it receives any damage, it adds equal number of blessed tokens into pool, helping the entire team.
* ReligionIsMagic: [[ImpliedTrope Implied]], same deal as Father Mateo: it's [[MaybeMundaneMaybeMagic unknown]] if benevolent entities like the God that Sister Mary worships exist in the Arkham Files universe, but despite being just an humble nun, Mary is able to generate bless tokens passively, her signature "Guardian Angel" protects her from some (physical) harm while generating even more blessings and she has access to Mystic-class cards (read: magic). No explanation is given why is the case, beside her being a nun.
* SadisticChoice: Her personal weakness, "Crisis of Faith", forces her to either revert Blessed tokens in the pool to Cursed ones (endangering her and her friends), or suffer massive, potentially fatal, horror to preserve them. The more such tokens in the pool, the worse this effect becomes.
* SquishyWizard: Stats-wise, she's closer to a Mystic than a Guardian, having only 5 Health and 3 Combat and Agility. But she comes with impressive 4 Willpower and access to Mystic-class cards, allowing her to compensate for weak points with magic.
* SupportPartyMember: Her abilities are related to supplying team with a constant stream of Blessed tokens to increase their chances at success.
* WhiteMage: Besides her [[LuckManipulationMechanic chaos pool-manipulating abilities]], she has access to Mystic cards. Due to already having adequate combat capabilities thanks to Guardian cards, she may instead concentrate on support-oriented magic.
[[/folder]]

[[folder:Amanda Sharpe]]
!!Amanda Sharpe, The Student
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_amanda.jpg]]
->''Amanda Sharpe was on track to become one of Miskatonic University's most accomplished graduates. However, ever since she saw a strange painting of an enormous creature's emergence from the depths of the ocean, her classwork has suffered. Her dreams are overwhelmed by images of a vast submerged city and whispers in a language she does not understand. She remains dedicated to her studies, but her goal is no longer to graduate at the top of her class; rather, she seeks to discover the meaning behind the occult secrets concealed between the lines of reality.''
Seeker-class investigator. Has access to "Practiced" skills of any class (up to level 3).
----
* CriticalHit: Her Elder Sign doubles skill icons on the card beneath her sheet, and thus, the power of her ability (which only triggers during skill tests).
* EarlyBirdCameo: She was originally portrayed on the "Encyclopedia" card from core game, long before her introduction in ''The Innsmouth Conspiracy''.
* ItemCaddy: Amanda is built around heavy use of Skill cards, not only having wider selection of them from across multiple classes, but also having extra functionality to make them more useful. Amanda always keeps a skill beneath her sheet, that can be committed to tests like anything in her hand, and, most importantly, doesn't get discarded afterwards (though she discards and replaces those cards at the beginning for each round, whether used or not). Her signature event, "Obscure Studies", can be played to be put under her and give a massive skill boost for the round, on top of returning the card currently under her sheet back to her hand to be reused later.
* JackOfAllStats: When supplied with the right set of skills, she can become an all-rounder, who can adapt to any role.
* MasterOfNone: PlayedWith. Stats-wise, she is one of the worst investigators (only 2 at every stat, which is below average), and certainly has the worst Intellect amongst Seekers (all of whom have 4-5). However, her abilities allows her to quickly rotate through all her available cards, nearly always having something useful at her disposal. Also, any cards she has under her sheet can be committed to tests multiple times.
* MechanicallyUnusualFighter: Each round, she picks and puts a card beneath her investigator sheet. Cards under her sheet can be committed to skill tests as usual, but ''won't'' be discarded until the time comes to draw the next card. This works particularly well with skill cards (which must be applied to a skill test in order to work anyway), though she can do this only once per test. Her personal weakness is also built around this mechanic: "Whispers from the Deep" is a skill card with ''negative'' stats modifiers, which she has no choice but to commit to tests.
* RecurringDreams: She keeps seeing weird dreams about some submerged city (i.e. [[Literature/TheShadowOverInnsmouth Y'ha-nthlei]]). They actually bother her so much, she can't concentrate on her studies any more. Besides being her main motivation to join the team (she wants to learn more about that city and why she keeps seeing it), these dreams also act as her personal weakness, "Whispers from the Deep".
* WeakButSkilled: Amanda has 2 in every stat, bringing her to a total of 8 skill points (most investigators have 12), but her free extra draw she gets at the start of her turn and ability to commit one card to '''every''' skill test (including skill cards with powerful secondary effect beside the stat boost) until her next turn greatly compensate for her weak statline.
[[/folder]]

[[folder:Trish Scarborough]]
!!Trish Scarborough, The Spy
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_trish.jpg]]
->''Trish had always excelled in both body and mind, her unwavering focus on excellence and her fearless disposition a winning combination. Given her stellar academic and athletic records, everyone expected to see her become something great. Instead, Trish took a job at a commercial code company. The initial shock of her humble work eventually wore off, and the exceptional Trish Scarborough faded into obscurity. This suited Trish just fine, as it made it harder for anyone to realize the truth: her job was a cover for her true work as a spy with the Black Chamber, the Bureau's code-breaking agency.''
Rogue-class investigator. Has access to Seeker cards (up to level 2).
----
* EarlyBirdCameo: She was originally portrayed on the "Manual Dexterity" skill card from core game, but wasn't actually introduced until ''The Innsmouth Conspiracy''.
* FragileSpeedster: {{Downplayed|Trope}}. While she has 8 Health, with only 2 Combat, she'll have a hard time actually fighting anyone. Instead, she prefers to rely on her 4 Agility to just evade her enemies, and discover clues right under their noses. Her main concern is her low 6 Sanity, coupled with typical for Rogues 2 Willpower (making her vulnerable to treacheries), but unlike most of them, she has access to many Seeker cards that can compensate for said vulnerability.
* TheMenInBlack: Her personal weakness, "Shadow Agents", is represented by the group of shadowy guys (working for the dark cult related to the current BigBad) who keep pursuing her and prevent her from discovering clues by any means except by investigating. Fortunately, they can be dealt with by successfully evading them...which won't be easy, considering their high Evade rating.
* {{Nerf}}: With the Taboo rules, Trish's ability to automatically evade an enemy when she discovers a clue in location with said enemy can no longer affect Elite enemies, to avoid letting her get around ContractualBossImmunity. The alternative effect of same ability, to find an extra clue, wasn't affected.
* TheSmartGuy: She has impressive 4 Intellect, and can access Seeker cards, making her a good clue-gatherer. This is fortunate, since the actual Seeker from same expansion is more of an [[JackOfAllStats all-rounder]]. To further motivate her into acting like team's searcher, her Elder Sign allows her to investigate remote locations without physically going there.
* TheSneakyGuy: She combines the best traits of both Rogues and Seekers, resulting in an agile, hard-to-catch clue gatherer who can steal clues right under her enemies' noses. As additional bonus, once per round, when she finds a clue in a location occupied by an enemy, she can discover an additional one for free.
* StealthExpert:
** After discovering a clue in a location occupied by enemies, she can automatically evade one of those enemies.
** Her signature event, "In the Shadows", allows her to sneakily disengage from all enemies and avoid engaging with anyone until the end of round. As a downside, she can't deal damage to them, either.
[[/folder]]

[[folder:Dexter Drake]]
!!Dexter Drake, The Magician
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_dexter.jpg]]
[[caption-width-right:225:''"Do you want to see true magic?"'']]
->''For Dexter Drake, the magic of fairy tales and myths has been a lifelong fascination. The chance discovery of an old book page during the Great War opened Drake's eyes to the possibility that magic might truly exist. Years later, the promise of arcane tomes locked away in Miskatonic University's special collection draws the successful stage magician to the quiet town of Arkham. Lured to an auction of occult items, "Drake the Great" and his assistant, Molly Maxwell, find themselves targeted by the depraved servants of an otherworldly force of disease and corruption. To save Molly, Arkham and perhaps the world from a horrific transformation, Drake needs more than his wits and quick hands. He must turn to real magic, even if it risks his mind, body and spirit''.
Mystic-class investigator. Has access to Rogue cards (up to level 2).
----
* EarlyBirdCameo:
** He was first introduced as a bonus investigator (with a set of replacement signature cards and weaknesses) for anyone who bought the novella about him, before being re-introduced in the ''The Innsmouth Conspiracy''.
** Dexter was pictured on the "Haste" Asset from ''The Dream Eaters'' expansion, which directly preceded ''The Innsmouth Conspiracy''. It also foreshadowed him having access to Rogue cards.
* {{Expy}}: Dexter is based on ComicStrip/MandrakeTheMagician, down to the name.
* FatalFlaw: His obsession with learning "real" magic is quite possibly the main reason behind all his problems.
* GameplayAndStoryIntegration:
** His magician background is reflected by his signature ability: he can quickly exchange assets in play with different ones, just like magicians would do during their performances. And his signature asset is outright named "Showmanship"; it gives bonuses to whatever cards he recently put into play.
** His obsession with learning "real magic" manifests as his personal weakness, "Occult Scraps", which is whatever fragments of occult books he managed to get his hands on; it drains his Willpower until he manages to get rid of it, which, ironically, reduces his effectiveness as an ''actual'' mage.
** He's only starting to learn the world of magic, with no-nonsence "do-it-right" attitude; he has only 2 Intellect and can't search for signs of occult and eldritch as efficiently as his more experienced (or savvy) colleagues.
* ItemCaddy: He's all about quickly shuffling his assets, replacing ones he no longer needs with the others. His Elder Sign further helps with it.
* LovelyAssistant: His promo-card provides his assistant, Molly Maxwell, as an alternative signature card. Her main role is providing an opportunity to quickly find and draw assets with a specific trait. To discourage abusing her ability, she takes horror each time she uses it, and has only 4 Sanity.
* MageMarksman: He is a [[MagiciansAreWizards a magician that can cast actual magic]] and his main choices in weaponry come from his Rogue card pool, most of which are firearms. His backstory also states that, like Mark, he is a war veteran.
* MagiciansAreWizards:
** Used to be normal StageMagician until he learned ''real'' magic.
** He is a Mystic-class investigator, who uses his magician skills to actually amplify his performance as a wizard.
* MagicKnight: {{Downplayed|Trope}}. While Dexter only has 3 Combat (compared to his 5 Willpower), he has access to some guns from Rogue-class arsenal, making it less of an issue, while his abilities makes it easier to quickly replace discharged guns with fresh ones.
* PickACard: [[LovelyAssistant Molly Maxwell, his assistant]] (and alternative signature card) allows him to pick one trait and then search his deck for cards with this trait, until he finds the first one with it; all other cards must be shuffled back; the fewer cards with the chosen trait his deck has, the better chance of finding a specific card (if you know what to search for).
* PowerNullifier: Dexter's replacement personal weakness, "Yaztaroth", prevents him from putting assets into play, be it through his abilities or by just playing them. This is especially nasty if he is using both of his signature cards, as Yaztaroth will prevent Dexter from getting rid of Occult Scraps until he discards the former weakness.
* SquishyWizard: PlayedWith. Dexter has adequate Combat (and some guns to put it to use), but he still has relatively low 6 Health and unimpressive 2 Agility, making going onto offensive risky as he wouldn't be able to easily escape, as well as making him vulnerable to Agility-testing treacheries (which are likely to target his Health).
* StageMagician: He was a stage magician before he learned ''real'' magic. He still dresses like one.
[[/folder]]

[[folder:Silas Marsh]]
!!Silas Marsh, the Sailor
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_silas.jpg]]
[[caption-width-right:225:''"Leave your fears on the docks, lads".'']]
->''Silas Marsh has always felt called to the sea. As a young lad, he left his family in fear-shadowed Innsmouth and made a name for himself sailing the seven seas. But after the death of his parents, the sea's call has only grown stronger. Silas has dreams - nightmares - of pointed teeth grinning, webbed hands reaching, and eyes glowing in the darkness of the ocean deeps. No one in his family is able to offer an explanation for his dreams, or at least, no one is willing. So when desperate librarian Abigail Foreman comes to Silas with questions of her own, he cannot turn her away. Her ancient and mysterious tome, the Profesiae Profana, points to a stellar event foretelling the end of the world, and painted in its margins are the very same creatures that haunt Silas's nightmares...''
Survivor-class investigator. Has access to "Innate" skills of any class (up to level 2).
----
* BigGuy: Silas has 9 Health and 4 Combat. These stats are impressive on their own, but this also makes him the most durable investigator in ''The Innsmouth Conspiracy'' expansion, allowing him to act as potent backup fighter. Predictable downside is only having 5 Sanity.
* BoringButPractical: His replacement signature card, "Nautical Prowess" skill, does nothing flashy, but instead just provides rather stable, albeit minor, bonuses: when applied to a skill test with a negative chaos token modifier, it provides two "wild" (fit for any type) skill icons, which somewhat offsets the negative effect of the chaos token. Alternatively, it has the rather standard effect of allowing him to draw a card.
* CripplingOverspecialization: Granted that he specializes in having more cards to pass tests with than normal, but skills cards are typically ''only'' usable for skill tests. Assets and events are still restricted to the Survivor pool for him.
* EarlyBirdCameo:
** He firstly appeared on the "Overpower" skill from the core game, long before actually becoming playable.
** He was originally introduced as a bonus investigator (with a set of replacement signature cards and weaknesses) for anyone who bought the novella about him, before being re-introduced in the ''The Innsmouth Conspiracy''.
* GlassCannon: Silas has tons of Health, as well as high Combat ''and'' Agility, but pays for it with only having 5 Sanity and 2 Willpower, making him vulnerable to certain treacheries and horror-dealing enemies if he fails to take care of them in time. It's in his interests to quickly find a way to soak up horror and boost his Willpower, or he will be quickly driven to insanity.
* HalfHumanHybrid: Like all members of the Marsh family, he has the Innsmouth Look, marking him as half-human, half-Deep One. This doesn't make him any less heroic though, but it does leave him vulnerable to the "call of the sea". His main weakness, "Siren Call", [[GameplayAndStoryIntegration represents this]] and forces him to pay resources when he commits card for each icon matching the skill tested, quickly leaving him without resources and [[PowerNullifier unable to commit cards anymore if he cannot pay]] unless he can discard it.
* InTheBlood: As a member of the Marsh family, he has [[HalfHumanHybrid the Innsmouth Look]].
* {{Irony}}: He's one of the few investigators who has a card portraying him (upgraded "Overpower", Guardian-class skill), which he can't take as it's off-class for him.
* ItemCaddy: His playstyle relies on using skills (he can access a large amount of the off-class ones), and him easily regaining the skills spent on skill tests (or adding new ones).
** Both "Sea Change Harpoon" and "Silas' Net" gains stronger effects if he commits skills to the tests where he uses them, and both can be returned to hand to get the committed skills back.
** His Elder Sign allows to commit to the test a skill card from discard pile, which he then returns to hand instead of discarding.
* LightningBruiser: He's the only investigators to simultaneously having 4 Combat and 4 Agility, on top of being very tough, which makes him very flexible combatant.
* ManaBurn: "Siren Call" makes Silas pay 1 resource for each matching skill icon on a card he commits to a skill test: if he cannot pay the full price, he cannot commit them.
* PowerNullifier: "Siren Call" forces Silas to pay resources to commit cards, and if he cannot, prevents him from committing cards at all. "Dream Of The Deep" subtract 2 points from his skill value to a test Silas commits this weakness to (making most skill cards near useless) until he passes a test with this penalty to discard it, and forces Silas to commit this card to every test under the threat of sapping his health every turn if he can't get rid of it.
* RecurringDreams:
** He keeps seeing dreams about the depths of the ocean; this is a bad sign, indicating that his [[HalfHumanHybrid Innsmouth heritage]] is beginning to force him into becoming a full Deep One.
** His (replacement) personal weakness, "Dreams of the Deep", acts as a skill card which ''subtracts'' from his total skill value, and returns to his hand if the skill check is failed, instead of being discarded. If he ends the turn with it still in his hand, he suffers 2 damage.
* WhiteSheep: Unlike most members of the [[HalfHumanHybrid Marsh family]], he is a good guy.
[[/folder]]

!Introduced in ''Edge of the Earth'' expansion
[[folder:In general]]
----
* MagikarpPower: Since ''Edge of the Earth'' investigators start out with very limited access to cards of their "de facto" class, they get badly outperformed in their intended roles by full members of those classes. But once they get the experience to buy upgraded cards, their powerful built-in abilities start to shine.
* MechanicallyUnusualFighter: All ''Edge of the Earth'' investigators only have access to level 0 cards of their own class, but can also use any level 1-5 cards and up to 5 level 0 cards of another class. This causes them to effectively change class over the course of a campaign as they replace their level 0 cards with upgraded cards of their secondary class.
[[/folder]]

[[folder:Daniella Rayes]]
!!Daniela Reyes, the Mechanic
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/daniela.JPG]]
[[caption-width-right:225:''"Relax, tough guy. I'll handle this. You stand over there and look pretty".'']]
->''Daniela always figured she had a good life. She had a loving, boisterous family. She had a steady job that used her brains and her hands. She had enough money to spend on fast cars, pretty girls, and her motorcycle, Gabriel. Then her brother, Ramon, got caught up in some trouble. Her mother warned her to be careful, that darkness lay ahead. Daniela set a glass of water behind the door for her mother's sake, to catch evil spirits - just as she's been taught as a child. When Daniela awoke to find it shattered, she was determined to figure out what happened and fix it. Just like she always did.''
Guardian-class investigator, who can only access level 0 cards of her own class, but can include unlimited number of level 1-5 and up to 5 level 0 Survivor cards.
----
* ActionSurvivor: Tough as nails she might be, Daniela is just a mechanic that found herself tangled with the supernatural by chance, and the horrors she faces are way out of the league of what she is accustomed dealing with. This is probably why she "starts" as a Guardian only to "turn" into a Survivor later.
* ArmourPiercingAttack:
** Daniela's ability allows her to deal damage to an attacking enemy without bothering with any skill tests, which can help a lot against enemies with high Combat rating.
** Daniella's personal weakness, "Mob Goons", is a couple of, well, [[ExactlyWhatItSaysOnTheTin mob goons]], whose attacks can't be cancelled by any means, and whose damage and horror are always treated as direct (so they can't be assigned to assets).
* BigGuy:
** Like all Guardians, she's very tough and strong, and remains so even after dual-classing to Survivor. She's also encouraged to stay on the frontline, as all her abilities trigger only when she gets attacked (regardless of whether she actually gets hit or not). This does not work on attacks of opportunity, however.
** She's the only investigator to actually ''benefit'' from being attacked, which encourages her to go into offensive rather than hide behind:
*** She can either immediately retaliate and deal 1 damage to attacking enemy, or automatically evade them (which either exhausts them, or triggers other effects).
*** Her signature card, "Mechanic's Wrench", can force the enemies into attacking her when she needs it for specific effect.
*** Her Elder Sign gives her automatic success if she was attacked this round... or a simple "+1" otherwise.
** She has only 6 Sanity, but compensates for it with impressive 4 Willpower (above average for Guardians, and good stat in general), making her less likely to get hit by treacheries. This also makes her better with actually using certain Guardian cards to tank treacheries intended for the other investigators.
* BookDumb: Representing her unawareness of the eldritch horrors she's facing, she has one of the lowest Intellect stat in the game, only having 1 point in it, making her completely reliant on Survivor cards for finding clues (all of which involve some unorthodox search methods, or even dumb luck). However, where she really shines is thinking on her feet and finding non-standard solutions to seemingly impossible problems... Just like a true Survivor.
* ButchLesbian: Her backstory mentions that she loves to spend her money on "fast cars, pretty girls, and her motorcycle, Gabriel". Daniella herself is a tough-looking mechanic with "let's go into fight, would figure the rest out on the go" approach to problems.
* CounterAttack: All of Daniela's abilities are focused around punishing the enemy for attacking her, whether by reflecting back some damage, automatically evading them (stunning them for a turn and leaving them helpless) or powering up her [[WrenchWhack wrench]] to hit harder for a round.
* EarlyBirdCameo: Daniela was portrayed on several cards released prior to her announcement.
* MightyGlacier: Even after she "becomes" a Survivor, Daniela remains a force to reckon with in battle, with an impressive Combat stat of 5 and 8 Health. She's unlikely to escape any ambushes, however, only having 2 Agility, though she can try to tank damage and then use her ability to just evade an enemy automatically.
* RevengeByProxy: Daniella's personal weakness, "Mob Goons", is literally a couple of bandits sent after her by some loan sharks after her brother got into troubles. The card's flavour text even states that "debt is a family affair".
* TwoferTokenMinority: Being both Hispanic and lesbian makes her stand out in the 1920s setting.
* WrenchWench: A strong, sturdy woman who's very good with a wrench, both for fixing cars and clobbering monsters.
* WrenchWhack: Her signature card, "Mechanic's Wrench", is not only a useful tool which reinforces her mechanics, but can also be used as a weapon against enemies who previously hit Daniela.
[[/folder]]

[[folder:Norman Withers]]
!!Norman Withers, the Astronomer
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/norman.JPG]]
->''Nobody believes him, and why should they? How could six stars vanish from sight all at once, never to reappear? Astronomer and Miskatonic University professor Norman Withers had all but given up on regaining his colleagues' esteem when a protege of the renowned Albert Einstein comes to speak on campus. The visiting physicist, with unsettling theories about the curvature of space-time, may hold the key to helping Norman explain the phenomenon of the vanishing stars...''
Seeker-class investigator, who can only access level 0 cards of his own class. Instead, he can include unlimited number of level 1-5 and up to 5 level 0 Mystic cards.
----
* BadassBookworm: Despite being an astronomer ([[SquishyWizard and not a physically strong one at that]]), Norman is willing to stand up against the {{Eldritch Abomination}}s as much as the other heroes.
* TheCassandra: No one believed him when he claimed that six stars suddenly disappeared from the sky, all at once.
* ClockRoaches: Whatever he did, he attracted the attention of [[Literature/TheHoundsOfTindalos Hounds of Tindalos]], who now hunt for him for meddling with the space-time continuum. His (replacement) personal weakness, "The Vengeful Hound", hunts for him (and him specifically), and as long as it's engaged with him, he can't use any player cards to reveal or draw cards, effectively disabling his signature asset, "Split the Angle".
* EarlyBirdCameo: Like several investigators before him, he was originally released as a promotional character alongside a novella before becoming part of a full expansion. He later served as template for other investigators with similar deckbuilding rules.
* MechanicallyUnusualFighter: The top card of his deck is always revealed, and he can play cards from there, at reduced cost. However, if it's a weakness, he must immediately draw it. Both his signature card, "Livre d'Eibon", and his personal weakness, "The Harbinger", also interact with this ability, providing him with more benefits, or disabling any interactions with the deck, respectively.
* ObviousRulePatch: Errata was released for Norman's promo card, which slightly tweaked the rulings for his deckbuilding to match his campaign version, specifically to address an issue with him interacting with low-level multiclass cards, which otherwise would consume limited slots for level 0 Mystic cards in his deck.
* OmniscientHero:
** Norman always plays with top card of his deck revealed (allowing him to know what he may expect). His Elder Sign effect synergises with this ability, as its effect scales with the cost of top-most card of the deck, with him being allowed to swap it with one of the cards in his hand, either to get stronger effect or to get better cards earlier.
** Livre d'Eibon let Norman swap a card in his hand for a card on top of his deck, on top of allowing him to commit the top card of his deck to skill test (which is especially useful when the card on top of his deck is a skill card, which Norman ''can't'' play even when revealed).
** His replacement signature card, "Split the Angle", allows him to spend an action to reveal the top card of the encounter deck. He then may exhaust ''Split the Angle'' (and sacrifice the top card of his deck) to discard the top card of the encounter deck, potentially avoiding something nasty, like "Ancient Evils".
* PowerNullifier: "The Harbinger" prevents Norman from interacting with his deck (be through his [[OmniscientHero main ability]] or just drawing, searching or even his ''upkeep'') until he takes 2 actions to discard it. "Vengeful Hound" replacement enemy weakness has a weaker effect of merely preventing Norman from drawing or revealing cards until it is defeated.
* SpaceIsMagic: Norman is an astronomer who through his studies, learns about the eldritch nature of space and how to exploit it to cast magic. In-game, he starts as a Seeker, but later "becomes" a Mystic.
* SquishyWizard: Norman combines Seeker-grade 5 Intellect with Mystic-grade 4 Willpower, on top of 8 Sanity, and eventually learns how to use powerful magic spells, but he's physically frail, so he has only 6 Health, 2 Combat and 1 Agility, making him one of the most fragile investigators in the game.
* TheStarsAreGoingOut: Being an astronomer, he was first to notice that stars were starting to disappear en masse; none of his colleagues believed him, leading Norman to try and find help elsewhere, resulting in him joining the team.
[[/folder]]

[[folder:Monterey Jack]]
!!Monterey Jack, the Archaeologist
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/jack_3.JPG]]
->''Young Jack traveled the world with his father's archaeological expeditions. Now a globe-trotting treasure hunter and an accomplished archaeologist in his own right, "Monterey" follows in his father's footsteps, securing the treasures of ancient civilizations and lost cultures. But after discovering a silver pendant with a familiar symbol on it, Monterey must explore his own past. Years ago, his father was found murdered with the very same sigil carved in his forehead. The image has haunted Monterey's dreams ever since. But he's getting close. He won't stop until he solves the mystery of his father's murder... no matter what it takes. ''
Rogue-class investigator.
!!!Both versions
* AdventurerArchaeologist: Monterey was never one of those archaeologists who work from the office; he's the man of action, who goes on the dangerous expeditions personally, ready to face--and survive--any dangers life can throw at him. His basic version makes him remember that he's a scholar first and foremost, making him "evolve" into a Seeker, while parallel version puts emphasis on the "adventurer" part.
* EarlyBirdCameo: In a bit of futureproofing, he was mentioned several cycles back in the campaign guide for ''The Forgotten Age'' as one of the investigators who must take the role of the lead investigator if present at the start of the campaign.
* {{Expy}}: He's based on Franchise/IndianaJones, complete with a hat and a bullwhip.
* FragileSpeedster: Monterey has very high Agility of 5 in both versions, but suffers from pitiful 6 Sanity and 1 Willpower, combined with only 2 Combat. His unique card, "Trusty Bullwhip", somewhat compensates for it, allowing to fight using his Agility instead, and even evade the enemy after successful attack. However, his weakness, "Buried Secrets", exacerbate the issue by making him unable to move (outside of scenario cards' effects) until he investigates his location (if he can investigate it, otherwise he is free to move), leaving him as a sitting duck for "Hunter" enemies chasing after him.
* TheLeader: If he is the part of the team during the ''Forgotten Age'' campaign, the campaign guide forces him into the position of lead investigator (if present, the other possible candidates are Leo Anderson or Ursula Downs).
* PowerNullifier: "Buried Secrets" weakness makes Monterey unable to move unless instructed by scenario cards, which not only pins him to the ground, but also shuts down his abilities, as they rely on him being always on the move. He may try to investigate his location to either discard it (if he succeeds) or shuffle into deck at the cost of 2 horror (if he fails).

!!!Basic version
Can only access level 0 cards of his own class, but can include unlimited number of level 1-5 and up to 5 level 0 Seeker cards.
----
* FragileSpeedster: The combination of his high Agility and Intellect, and access to both Rogue and Seeker-class cards (primely the latter), as well as an ability that rewards him staying on the move, he's got the means and incentive to zip around the map collecting clues and evading enemies. But he's not well-fit for combat or dealing with treacheries, lacking Rogue-class arsenal of offensive and defensive cards to compensate for his 2 Combat, yet still having typical for them low Willpower, that would make him struggle against treacheries.
* GeniusBruiser: {{Downplayed|Trope}}; he's more on the "genius" side, due to having access to primely Seeker-class cards, as well as suffer from only having 2 Combat, but he still stands out amongst actual Seekers, who tend to have even fewer combat options than him on average.
* MoneyMultiplier: Monterey can gain extra resources at the end of his turn (or, alternatively, draw extra cards), but only if he ends the turn in different location than where he started in. His Elder Sign has similar effect.

!!!Parallel version.
Has limited (up to level 3) access to his own class, but can access Charm and Relic cards (both up to level 4) of any class, and up to 5 other level 0 Seeker cards.
----
* CripplingOverspecialisation: While he can access cards above level 0 of his class unlike his base version, parallel Monterey cannot get level 4 or 5 rogue cards, but makes up for it by having access to both Relic and Charm cards below level 5.
* DiscountCard: Parallel Monterey gets a discount playing Relic assets from his main ability equal to the shroud value of the location where he discovered the last clue.
* ItemCaddy: He can access off-class Relics and Charm class (save for level 5 ones), and can "unbury" them by performing research at various locations, quickly finding them in his deck and playing them at reduced price; the higher location's shroud, the stronger the effect is.
* MoneyMultiplier: His Elder Sign gives him 1 resource per each Relic and Charm asset he controls.
* MythologyGag: His parallel version strongly resembles Monterey from ''TabletopGame/ArkhamHorror'', being less about researching and more about quickly accumulating lots of relics with all sorts of weird effects, as well as makes him more combat-oriented than his basic version (though still not as much as his version from original ''Arkham Horror'', where he was more of a bruiser than speedster), by softening the restriction on Rogue cards he can take.
* TreasureHunter: His parallel version revisits his routes, by turning him into relics specialist. His challenge scenario is also all about treasure hunting, and reuses locations and encounter cards from ''The Forgotten Age'' campaign.
** Parallel Monterey's main ability is to "discover" a relic when he finds the last clue in a location. What means in gameplay terms is that he searches a number of cards for a Relic asset and gets a cost reduction to play it both equal to the shroud value of the location.
[[/folder]]

[[folder:Lily Chen]]
!!Lily Chen, the Martial Artist
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/lily_8.JPG]]
[[caption-width-right:225:''"I have been preparing to confront this evil for my entire life. My focus must be absolute".'']]
->''Chen Li speaks rarely. When she does, her words are measured and wise. After a lifetime of disciplined training, every gesture is graceful, uncluttered by hesitation. The monks who raised her said that she was born for a special purpose, to face a great evil. Now, they believe that evil is at hand, and she is the only one who can stop it.''
Mystic-class investigator, who can only access level 0 cards of her own class, but can include unlimited number of level 1-5 and up to 5 level 0 Guardian cards. She can't access any "Firearms" cards.
----
* AllAsiansKnowMartialArts: Not only is she one of the few investigators of an Asian ethnicity, she was also raised by kung-fu monks. Given that the Mythos is derived from 1920s pulps, this isn't much of a surprise.
* BigGuy: She has better Health than most Mystics, and has access to Guardian-class cards (gradually shifting over completely) to increase her survivability and combat effectiveness even further.
* ChargedAttack: The "Prescience of Fate" Discipline raises Lily's Combat value by 1, but also lets her take one action to flip the card to the "broken" side and get a massive +5 skill value bonus to the next test she performs. Taking said action does not provoke attacks of opportunity, meaning it can also be useful in combat to overcome a foe with high Fight or Evade value. It can be restored to the "unbroken" side by not taking a test for a whole round, [[LuckBasedMission so hope the next encounter card you draw won't require a test.]]
* TheChosenOne: As per her backstory, she was raised by monks who thought her destiny was to fight against whatever horror the investigators oppose in a given campaign.
* DeathOfAThousandCuts: Lily's personal weakness "Burden of Destiny" is unique in that the effect is fairly weak on its own (either flip a discipline to its broken side, which can be restored next round, or take 1 damage and horror), but has the property of adding another copy of itself to the deck every time she obtains a new discipline, up to a maximum of 4. Needless to say, drawing 1 isn't much of an issue, but drawing 2 or 3 in succession can overwhelm her.
* DesperationAttack: Her "Quiescence of Thought" Discipline improves Lily's Intellect by 1, but can also be flipped when Lily has less than 5 cards in hand by taking an action to draw cards until she has 5. Given being this low on cards isn't an ideal position to be in the first place, it shouldn't be used so willy-nilly. Doesn't help that (beside revealing her Elder Sign) it can only be restored by having 2 cards or less at the end of the round, putting you back in the situation that made you use the discipline in the first place.
* DoesNotLikeGuns: Even as she dual-classes into Guardian, she can't use "Firearm" cards, possibly due to her training as a martial artist. Bows and grenades are still valid, however, as they have "Ranged" trait instead.
* ExtraTurn: Her "Balance of Body" Discipline allows her to do up to 3 different fight and/or evade actions at the cost of one; doing so, however, breaks the Discipline, disabling its effects until she manages to spend a turn with no enemies nearby at any point.
* ItSucksToBeTheChosenOne: Her unique weakness, which forces her to either take damage and horror or flip her Discipline assets to their "broken" side, is titled "Burden of Destiny". The number of copies of this card increases as she learns more Disciplines, thus making it harder to keep them active. The Disciplines ''can'' be restored back, but it requires ending the turn with specific conditions fulfilled, or draw an Elder Sign.
* LightningBruiser: If Lily manages to obtain all of her disciplines, she will enjoy an above average statline compared to other Investigators, which includes a fantastic Combat skill of 5 and very good Agility of 4.
* KungFuWizard: Literally; she was raised by monks, and is adept in both martial arts and magic, though she's better at the former rather than the latter: Lily has below average Willpower for a Mystic base (3, though she can raise to 4 with a discipline), but has the best Combat stat among them (4, which can go to 5 with a discipline). She has also lower Sanity than other Mystics (7, while most have 8-9), but better Health (7 as well, while most have 5-6), meaning that she is not [[SquishyWizard squishy]] either.
* MagicKnight: She can access both Mystic and Guardian cards, and has good enough stats to succeed in both roles, though eventually she's likely to drop a large chunk of her magic completely, due to all her high-level cards belonging to the Guardian class. Neither class helps much to mitigate her 2 Intellect, however.
* MagikarpPower: {{Downplayed|Trope}}; if she manages to get all four disciplines, she gets 4-3-5-4 statline, which while isn't broken, puts her significantly above average (it's 16 skill points total, versus standard 12) and leaves out all glaring weaknesses... assuming that [[DifficultButAwesome she manages to keep those disciplines intact]], which gets more difficult as she gets higher number of them.
* MechanicallyUnusualFighter: When creating her deck, she gets to choose from four different unique Discipline assets which boost one of her stats and provide her with a powerful ability, which has the cost of forcing her to flip the card over to its "broken" side, disabling it until specific conditions are met to turn it back (or she draws an Elder Sign). She can pick only one Discipline right away, but will gain another for every 15 experience points earned in total across the campaign.
* MythologyGag: Lily's "Aligment on Spirit" discipline, on top of providing her with 1 additional point in willpower, allows her to flip it and take 1 direct damage to heal 3 horror or 1 direct horror to heal 3 damage, which is very similiar to her ability in various Arkham Files games to trade health to heal sanity and vice versa. It can be restored by not taking damage or horror in one round.
* PowerNullifier: "Burden of Destiny" gives a choice to Lily: either it breaks one discipline she has and prevent her from restoring it this round, or saps her Health and Sanity.
* SpamAttack: Her "Balance of Body" Discipline improves her agility by 1 and allows her to take an action to flip it to perform 3 more Fight or Evade actions. The catch is that they must all be "different", so you cannot attack 3 times with the same weapon in a row, but you are free to use more than one asset or play events. To restore it, Lily must have not been in a location with an enemy for a whole round, which hopefully won't be a hard condition to fulfill after taking care of every foe using this discipline.
[[/folder]]

[[folder:Bob Jenkins]]
!!Bob Jenkins, the Salesman
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/bob_0.JPG]]
->''According to Bob, the secret to success as a salesman is persistence. People just need to be told what it is that they want. Repeatedly. Recently, Bob came into possession of a handful of "cursed" golden coins, and he hopes the same persistence he so famously advocates will help him to uncover their origin and purpose. If he plays his cards right, maybe this will be his big score. Maybe he'll finally be able to retire and buy that boat he's had his eye on and spend the rest of his days fishing in a tropical paradise. Or maybe Bob will finally come to see all that glitters is not gold.''
Survivor-class investigator, who can only access level 0 cards of his own class, but can include unlimited number of level 1-5 and up to 5 level 0 Rogue cards.
----
* ActionSurvivor: {{Subverted|Trope}}; Bob ''appears'' to be one, as he is a saleman finding himself to deal with much, much more than just selling goods, but as his backstory describes, he has chosen to dwell into the unknown for his [[OnlyInItForTheMoney own personal gain]]. Notably, while he starts out having access to mostly level 0 Survivor cards, all of his level 1 and above cards are from the Rogue faction, meaning that Bob at some point is no longer attempting to survive, but exploiting the situation to become rich.
* DiscountCard: "Shrewd Dealings" reduces the cost of item cards Bob's plays (whether in his hand or the hand of another investigator) by one resource.
* ExtraTurn: Bob gets an extra action each turn to play an "Item" asset of his or of another Investigator; if it belogns to another investigator, then both of them can pay the resources for it together.
* GameplayAndStoryIntegration: He's a salesman; all his abilities are related to his career in one way or another:
** Bob has a bonus action specifically to play "Item" assets.
** Bob can ask another investigator in his location to reveal an "Item" asset in their hand, and pay the price for them, fully or partially. His signature asset, "Shrewd Dealings", further reinforces this mechanic, by allowing him to play "Items" [[DiscountCard more cheaply]], and playing his own assets under control of the other investigators.
* {{Greed}}: His appropriate-named unique weakness, "Greed", cause Bob variable amount of horror depending on how many resources he is holding when he draws it, with the effect worsening the less he has. At best it will cause him 1 horror, at worst, if he has zero resources, '''4''', half his max sanity!
* ItemCaddy: He's all about quickly and easily putting tons of Items in play, thanks to having extra action just to play Items, and having means to reduce their cost. His Elder Sign further motivates it, giving him the bonus which scales with the number of Items he controls.
* OnlyInItForTheMoney: Most Investigators might be putting their lives and sanity on the line to save humanity, but for Bob it's all about making profit. This may also be why he has only 2 Willpower; he lacks resolve his more heroic companions have.
-->''You say the 'end of the world.' I hear 'business opportunity.' ''
* TheSneakyGuy: Bob has impressive 4 Intellect, which, if he puts his Rogue-class cards to good use to boost his 3 Agility, makes him good pick for covert clue gathering in the danger zones.
* SupportPartyMember: His abilities let him pay for his teammates' Item cards or even gift other investigators cards from his own deck. Guardians who rely on expensive Item assets to do their job are particularly happy to have him around.
[[/folder]]

!Introduced in ''The Scarlet Keys'' expansion
[[folder:Carson Sinclair]]
!!Carson Sinclair, the Butler
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/carson_sinclair.png]]
->''Carson Sinclair has served three generations of the Webb family in Arkham. Always proper, Carson watched with disapproval as his most recent employer, Hercule Webb, began bringing bizarre artifacts and profane tomes into the house, aided in these endeavors by Webb's business manager, Dupuis. When Mr. Webb was swallowed by a dimensional rift, no one believed Carson's description of the harrowing event. Carson has devoted himself to proving Dupuis's guilt, and to restoring the children as the rightful heirs to the Webb fortune.''
Guardian-class investigator. Can include up to 10 level 0-1 Seeker, Mystic or Survivor events/skills (he can only choose one extra class).
----
* ActionSurvivor: In spite of being a Guardian, Carson isn't a police officer, a soldier, mercenary or anyone that had previous ties with the supernatural, which partially explains his not so great skills.
* BattleButler: {{Downplayed|Trope}}. While he's not very strong on his own, due to low stats, he can compensate for it with the tools the Guardians have access to, being able to stand his ground and protect his friends.
* ExtraTurn: His special ability allows him to trade his actions to the other players. He has an extra action specifically dedicated to this ability, allowing him to freely use it every turn at least once.
* MasterOfNone: He has no stat above 2, so he has to either rely on the other players, or stockpile cards which can boost his stats, and he's unlikely to be very strong in any particular field. He can take some off-class cards, but they wouldn't let him catch up with stronger teammates; of those, Survivor-class cards provide least amount of help to his teammates, but also makes him less of a deadweight thanks to many of them giving beneficial effects on a failure.
* MultiplayerOnlyItem: None of his abilities can be used on Carson himself (including his signature card), rendering them useless when playing in singleplayer.
* ThePowerOfFriendship: Friendship and loyalty are the core of his design, including his gameplay:
** He has powerful supportive abilities, but nothing of this works for Carson himself.
** His Elder Sign allows him to draw 1 card... and this ability triggers each time ''any'' investigator draws their Elder Sign, not just Carson himself.
* SupportPartyMember: All his abilities are related to supporting his team, while Carson himself isn't very strong, having no stats above 2.
** He [[ExtraTurn can spend actions to give extra actions to the other investigators]]; he has an extra action himself each turn specifically for that purpose.
** His signature card, "As you wish" skill, can ''only'' be assigned to the tests performed by the other investigators, giving them huge stat boost, and allowing to draw 1 card on success (on a failure, Carson draws it instead).
** His personal weakness, "Selfless to a Fault", actually ''punishes'' him for not committing cards to other players' tests, causing him horror if he ends the turn without helping anyone.
** Carson can take some cards from either Seeker, Mystic or Survivor class; given his stats, the best Seeker or Mystic-class cards he can pick are those which don't make him pass skill tests -- meaning mostly utilitarian or protective cards.
* UndyingLoyalty: His motivation to join the adventure is to help the children of his master, and prove his murderer's fault. ''Nothing'' would stop him at that.
* WeakButSkilled: {{Downplayed|Trope}}, Carson has a below average total statline of 8 (4 less points than the average 12) and is also frail with 6 health and sanity, and while none of his abilities compensate for his weakness, nor make him self-sufficent, he still can be very useful as a SupportPartyMember team player, enabling stronger Investigators than him do their job even better.
[[/folder]]

[[folder:Vincent Lee]]
!!Vincent Lee, the Doctor
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahtcg_vincent.png]]
[[caption-width-right:225:''"I will find the answers, even if it kills me."'']]
->''After the third or fourth mutilated body showed up during his time at St. Mary's Hospital in Arkham, Vincent Lee begun to suspect that these were not mere wild animal attacks. When a young man died screaming in his sleep from a burst heart, Vincent knew for a fact that dark times were ahead. Taking a leave of absence from his position at the hospital, he has set out to ease the suffering of those afflicted by the spreading chaos, hoping that the trail of bodies will lead him to the answers he craves.''
Seeker-class investigator. Has limited (only up to level 3) access to his own class, but has unlimited access to any Health-healing cards, regardless of class. He also may include up to 15 other Guardian and Survivor cards (up to level 1).
----
* CastFromHitpoints: When Vincent uses "Bonesaw" as a weapon, he can deal extra damage at the cost of hurting himself.
* ChronicHeroSyndrome: Vincent just can't stand aside when innocent is in danger; as such, he occasionally gets distracted to help a bleeding bystander (as part of his personal weakness effect), at the cost of actually performing his mission (and risking the world to end); he ''can'' ignore the bystander and let them die, but every time it costs Vincent a mental trauma.
* CombatMedic: He's the team's designated medic, who also can stand his ground in a fight (and has some Guardian-class tools to do so), though he wouldn't replace actual Guardians. He can even use his "Bonesaw" as a Weapon, gaining much-needed bonus to Combat ([[CastFromHitpoints and can sacrifice a point of health for extra damage]]). Additionally, his Elder Sign effect allows him to immediately heal 1 damage from investigator or Ally card in his location.
* CripplingOverspecialisation: He can't access high-level cards of any class (including his own, where he is restricted to level 3), unless they contain words "[[ExactWords heals damage]]", though he can access some cards of Guardian and Survivor classes (up to level 1).
* ExactWords: As clarified in the FAQ, he can include cards in his deck as long as they contain words "heals damage", even if it means they heal it on themselves.
* GeniusBruiser: Besides access to both Seeker and Guardian cards, Vincent has Guardian-grade 9 Health, decent 3 Combat (one of the best in his class), and retains great 4 Intellect. However, he faces the typical problem the Guardians tend to have (high Health, low Sanity), making him highly vulnerable to horror-based attacks which can quickly chew through his 6 Sanity, and he can't even hit hard enough to qualify as GlassCannon.
* HarmfulHealing: Once per game, he can use his "Bonesaw" to heal up to 5 damage at once from any investigator, but must then pass hard Intellect test, or cause that investigator a physical trauma (which causes ''permanent'' damage and can kill the investigator if too many traumas gets accumulated).
* HeroicBSOD: Vincent's personal weakness, "Innocent Bystander", acts like a (slotless) Ally card which enters play with most of its health missing, and receives further damage whenever Vincent suffers some (excluding direct damage). It can be cured, and leaves play if Vincent does so, but if it actually runs out of health, Vincent suffers a mental trauma, for letting his patient die.
* MightyGlacier: Vincent is one of the toughest Seekers in the game, having highest Health and second-highest Combat in his class. He's also one of the slowest, having only 1 Agility.
* SupportPartyMember: Whenever he heals damage from any investigator, he also provides them with a copy of "On the Mend" skill, which acts as a free stats boost. The amount of such cards is equal to the number of players.
* WeakButSkilled: In a similiar way to Carolyn: Vincent is overall more resilient than the average investigator, as his Health and Sanity sum is 15 instead of the usual 14, but his total amount of stat points is slightly below average, having 11 instead of 12. He also has limited access to cards of his own class, as he can take only Seeker cards up to level 3, severely limiting his ability to gather clues fast and locking him out of many "researchable" Seeker cards upgrades. But he is the best character at [[TheMedic healing damage]], and when he does so, he gives an "On The Mend" to investigator just healed (himself included), which acts like a free stat-boosting skill card, aiding Investigators in their tests. His access to Guardian and Survivor cards from level 0 to 1 can also let him put his decent Combat (for a Seeker) to use and the fact he can also take any cards that [[ExactWords heals damage]] regardless of their level or class give him a surprising amount of versatility.
[[/folder]]

[[folder:Kymani Jones]]
!!Kymani Jones, the Security Consultant
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahtcg_kymani.png]]
[[caption-width-right:225:''"This doesn't belong to you."'']]
->''When the Talno artifacts went missing from the Miskatonic Museum, Kymani was hired to assess the museum's liability. Of course, Kymani already knew who the thief was -- it had been their own heist, all along. But Kymani had no interest in selling the relics. As far as Kymani was concerned, they weren't the one who ''really'' stole them. No; Kymani had sent the historical artifacts back home, where they truly belonged. The museum and the insurance company see only a villain to catch, but Kymani is faster, smarter, and better.''
Rogue-class investigator. Can access Tool cards of any class (up to level 4). Receives free exp at the deck creation.
----
* {{Backstab}}:
** Normally Kymani's Elder Sign is just the same as a +1 token, but if they draw it while there's at least one exhausted enemy in their location, it counts as an instant success.
** Kymani can immediately engage exhausted enemy as a free action, and if they then try to evade them, they add their Intellect to their Agility during the test; on success, if result is equal or higher than enemy's remaining health, the enemy gets discarded. It doesn't count as ''defeating'' the enemy, so no victory points, nor does it work on Elite foes.
* FragileSpeedster: {{Downplayed|Trope}}. While Kymani has high Health, they lack Combat to actually fight without proper preparations (basic Combat is only 2); not to mention that some enemies target Sanity instead. Instead, they have great Agility (one of the few characters to have basic 5 Agility) and have an additional ability which allows them to discard exhausted enemies when evading them again.
* GrapplingHookPistol: Fitting for a thief, Kymani uses a Grappling Hook as their signature asset, which allows (without risks of attacks of opportunity) to engage, move, evade or investigate; when performing the latter, they also uses their Agility instead of Intellect, which is much higher by default, and much easier to boost given that they're Rogue.
* IronicName: Their family name is Jones, but instead of [[Franchise/IndianaJones looking to bring artifacts to foreign museums]], they instead ''extricate'' artifacts from there.
* JustifiedCriminal: Kymani is a thief, but the reason why they steal relics isn't for profit; they return them to the original lands where they belong, seeing the ones who originally put them into museums as "thieves" instead.
* KungFuProofMook: Agent Fletcher prevents Kymani (and ''only'' Kymani) from adding their Intellect to their Agility while attempting to evade him, not just when using their main ability, but also when playing certain Rogue cards, like "Slip Away".
* MartialPacifist: {{Implied|Trope}}. Enemies taken care of with Kymani's main ability are not considered to be defeated, just "discarded", with the implication that Kymani gave them the good ol' slip or sent them on a wild goose chase after them, neutralising their foes non-violently. While that means they cannot gain Victory through evasion, that also means they can avoid negative effects that would come from defeating certain enemies (the Horror from the Goat Spawns, the Vengenance from Serpents, harming "Innocents" in Murder at the Excelsior Hotel, etc.). Kymani can still benefit from fighting and dealing damage to enemies however (or someone else doing so for them), as the less health they have left, the easier they are to be discarded when exhausted.
* MechanicallyUnusualFighter: Kymani gains a bonus (based on their Intellect) when evading exhausted enemies; if they succeed, they automatically discard those enemies (but not defeat, so no free victory points, for example). They have free action ability specifically to engage such enemies. This ability has much less chance to work on their personal weakness, Agent Fletcher, as he prevents Kymani from gaining Intellect-based bonuses during Evasion.
* TwoferTokenMinority: Jamaican and non-binary.
* WeakButSkilled: Kymani has low offensive stats, but has extra abilities to neutralise enemies through the other means. On top of that, Kymani is way less vulnerable to treacheries which usually torment Rogues, being one of the few Rogues to have 3 Willpower (instead of standard 1-2), on top of 5 Agility. However, few games can be won through evasion alone, so one of the top priorities is to look for ways to boost their 2 Combat and Intellect, as most victory points comes from defeating strong foes and clearing important locations from clues; to help with that, Kymani starts with some free experience points.
[[/folder]]

[[folder:Amina Zidane]]
!!Amina Zidane, the Operator
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/amina_zidane.png]]
[[caption-width-right:225:''"What is it trying to tell me?"'']]
->''A refugee from French-occupied Algeria, Amina arrived in Arkham with nothing more than she could carry. Six years later, Amina's sharp mind and technical skill placed her at the switchboard for the Miskatonic Valley Telephone Company. Soon after, she began to catch snippets of something strange while at work - distorted words in an unrecognizable language, out-of-place noises, calls that connected to nowhere at all and dropped almost immediately. As the phantom calls grew in frequency, Amina sought answers. She found the right extension, connected to the line, and listened in. Despite not understanding a word of the alien language on the other side, she could tell the eldritch words held real power.''
Mystic-class investigator. Can access Charm cards of any class (up to level 4).
----
* ActionSurvivor: She was a normal phone operator, until she accidentally noticed something weird and eldritch going on. She still doesn't fully understand those, and heavily relies on various "charms", not all of which are even magic. Notably, she's one of the few Mystics to have less than 4 Willpower.
* ItemCaddy: She's the only investigator, even amongst Mystics, who can put Doom on her assets directly (and not as effect of the other cards or Elder Sign draw). In addition, her Elder Sign allows her to move Doom from any card in her location (including ''location itself'') and drop on any other card in that location, where it would be easier to manage.
** Amina's signature cards are two fast events which improves asset usage at the cost of requiring Doom to be either placed or already present on them to work: "Word of Woe" and "Word of Weal". '"Word of Woe" let's Amina activate an asset without spending an action by spending 2 resources and placing 1 Doom on it, "Word of Weal'" let's her instead add her Willpower to a test using an asset with Doom on it for free. On top of that, playing either card will shuffle the other in the deck if it is in the discard pile.
* JackOfAllStats: All her stats are average (3, including Willpower). She has to rely on her Doom-manipulating mechanics to make things done. {{Justified|Trope}} as she has neither prior training nor knowledge of the arcane; she got involved with the occult essentially by accident.
* MagikarpPower: Amina becomes less awkward to play once she starts gaining high-level cards (particularly, to get the ways to actually remove excessive Doom), but that requires actually making it past first few scenarios with her weak starting kit.
* MasterOfNone: Generally, Mystics start with high Willpower (4 or 5 for most of them), which they can use to compensate for their weaker stats with Spells that lets them do basic tasks through Willpower. Amina starts with ''all'' stats at 3, Willpower included, which makes her struggle to do anything, with or without magic. She becomes better with higher level cards, but it would only let her catch up, not outshine anyone.
* PowerAtAPrice: To even greater degree than other Mystics. All her abilities are built upon accumulating Doom on her cards for various boons, like playing them "for free". Fortunately, her Elder Sign ability allows to move all Doom from any of her cards to another card at her location, even if it's not hers (like the enemies). As with any Doom, it takes away the [[TimedMission time the team has to finish their goal]], and her personal weakness, "Deafening Silence", may move some Doom from her cards straight to the current Agenda, making it permanent.
* SquishyWizard: While she lacks the Willpower of other members of her class, Amina still fits this trope to a T with her fantastic Sanity value (9) and abysmal Health (5)
* TokenMinority: She's an Algerian refugee.
* TouchedByVorlons: Her contact with the "Phantom Calls" and the eldritch powers their words carried is what is implied to have granted Amina magical abilities. Unfortunately, the complete accidental nature of how she gained said abilities means [[HowDoIShotWeb she has no training nor experience on how to use them]], unlike other Mystics, which explains why her Willpower value is passable at best.
[[/folder]]

[[folder:Darrel Simmons]]
!!Darrell Simmons, the Photographer
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahtcg_darrell.png]]
[[caption-width-right:225:''The truth is darker than any of us know.'']]
->''Even while growing up in Arkham, Darrell always knew that there something not quite right about the strange little town. After graduating from high school, he went to work for the ''Arkham Advertiser'' as a photographer, and in the years since, he's scoured every inch of the city. But on one fateful night, he saw something truly indescribable -- a horror that shook his world to the core. His editor says he was just seeing things, but he knows the truth. With his trusty camera in tow, he would not rest until he has captured photographic evidence of the horrors that dwell in the shadows of his hometown and beyond. Just one good shot is all he needs.''
Survivor-class investigator. Has access to Seeker cards (up to level 2).
----
* ActionSurvivor: He's relatively normal photographer, going for investigation which would be anything but normal, with cults, monsters, dark magic and {{Eldritch Abomination}}s at every step.
* EarlyBirdCameo: He was portrayed on several cards long before becoming playable.
* GoingForTheBigScoop: He actively risks his life to gather information. Fittingly, his main class is Survivor, with access to Seeker cards.
* IntrepidReporter: Darrel knows that something strange is going on, and believes that it's up to him to uncover the truth. Armed with his trusty camera, he goes on the quest to reveal it -- or die trying.
* LoopholeAbuse: Darrell's main ability can be triggered by spending evidences on assets he controls, [[ExactWords any assets, not just his Kodak]]. By bringing other cards that generate evidence (which are somewhat rare however), he can get far more uses from his main ability of reducing skill tests' difficulty and get a bigger safety cushion against his personal weakness.
* PowerNullifier: "Ruined Film" removes 4 evidences from assets Darrell controls, and inflicts him horror for every piece evidence he cannot discard.
* TheSmartGuy: He's the only Survivor to have 5 Intellect, and has access to some Seeker cards to put it to good use. He pays for it with only having 3 Agility, and 2 Willpower and Combat, making him rather vulnerable to both enemies ''and'' treacheries.
* SupportPartyMember: Darrell can spend the evidence he gathers with his Kodak (or other assets) to make tests he or other investigators at his location take easier, by reducing their difficulty by 2.
* WeNeedToGetProof: Presented in both his backstory and actual gameplay:
** Finding some evidences of the supernatural activities is his motivation to join the quest.
** His signature card, "Darrell's Kodak", allows to put some resources on enemies and treacheries, as "evidences", and then gather them when he finds clues in their location and puts on his assets. He can then spend them to decrease the difficulty of his tests (compensating for weak stats). He should take care to keep at least some in reserve, though: his personal weakness, "Ruined Film", forces him to remove 4 evidences from his cards, and punishes with Horror for inability to do so, taking up to half of his Sanity supply in one hit at max power: failing to bring back proof may as well spell doom on him and his career. To make his life a little bit easier, his Elder Sign effect allows him to put 1 evidence on either his camera, or other asset he controls which also uses them.
[[/folder]]

[[folder:Charlie Kane]]
!!Charlie Kane, the Politician
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/charliekane.JPG]]
[[caption-width-right:225:''"It can be arranged. It's just a matter of acceptable terms."'']]
->''Charlie Kane promised the people of Arkham a safer future. He made a lot of promises--lower taxes, better schools, less crime. It was part of the job, after all. And although he sometimes had to do things he wasn't proud of, Charlie always did work for the greater good. So when he started hearing the reports, he put the people first. Of course, he couldn't tell anyone. Widespread panic would not serve the public good. Besides, who'd believe him? Still, Charlie has always had connections in town. So he made a few calls, put a task force together, and went to work.''
Neutral-class investigator who can take level 0-5 Ally cards from any class, any Neutral cards and cards level 0-2 from any two classes chosen at deck creation.
----
* ActionPolitician: {{Downplayed|Trope}}. While he does put himself in harm's way for the sake of Arkham, he is almost helpless without his Allies. His backstory also implies that he only chooses to involve himself personally in the investigation because going public with his findings would either cause mass panic or have him thrown into the loony bin.
* BoringButPractical:
** Bonnie Walsh, his signature Ally, doesn't do anything on her own, merely giving Charlie flexible stat boost for his own ability, and allowing to ready another Ally when he uses it.
** Other than reading Allies in his location (which is good, but situational), his Elder Sign also gives him an impressive "+3" stat boost... which merely compensates for his poor basic stats.
* TheChainsOfCommanding: Referenced by his personal weakness, "Burden of Leadership"; as the leader, Charlie has to put his Allies under risk; and this weakness forces him to choose between going on with the mission (hurting and potentially killing them, as they take direct damage), or ensuring their safety at the cost of completing objective (they gets exhausted, making Charlie unable to use them).
* CripplingOverspecialisation: Charlie is entirely dependant on his Allies (and has all his abilities associated with them), and becomes extremely weak and vulnerable if he loses them. Naturally, his personal weakness, "Burden of Leadership", targets them, by forcing him either exhaust them (losing access to their benefits for a turn) or deal direct damage and horror to them.
* EarlyBirdCameo: Charlie was originally portrayed on the "Charisma" asset, introduced in ''The Dunwich Legacy'' expansion (and later copied into the second edition of the Core); as with other cards portraying investigator on their art, "Charisma" hinted at Charlie's class, being a Neutral card which adds extra "Ally" slots.
* GameplayAndStoryIntegration: As a portly elderly politician, Charlie isn't well-suited to combat the eldritch forces on his own, but he is able to call on his connections to get things done, represented by the skill boosts he gets from his Ally cards.
* GlassCannon: [[ZigZaggingTrope Zig-zagged]], Charlie has below average Health and Sanity (both 6) and his abysmal stats (He only has 1 point on each skill) makes it easy to fail most skill checks and take loads of damage and horror, but the fact he start with 4 allies slot instead of 1 allows him to absorb significantly more punishment on them than other Investigators could on their own. [[AchillesHeel Direct damage and horror will be a huge issue for him though.]]
* ItemCaddy: His playstyle is entirely built around amassing large number of Allies, gaining stat bonuses from them. For that, he's given unrestricted access to any such cards, three additional "Ally" slots, as well as a set of abilities dedicated to always keeping them ready, including his Elder Sign effect.
* JackOfAllStats: Charlie Kane has poor stats on his own (all at flat "1"), but can easily boost them by exhausting his Allies with matching skill icons. As he has highly increased limit on how many Allies he can field at once (up to 4 by default, up to 6 with both "Charisma" cards), he can easily amass the little army which would cover for his weak points. But he's unlikely to surpass the more specialised investigators, who have high stats ''and'' can use high-level cards.
* MagikarpPower: Charlie only starts shining when he gathers up his team, and puts all those Allies in play; before then, he has to somehow stay afloat with his abysmal basic stats.
* MechanicallyUnusualFighter: In addition to being a Neutral investigator who essentially gets to choose his class when creating his deck, he's a got a flat "1" in every single stat and a special ability that lets him boost his skill values during tests by exhausting Ally cards (for which he has 4 slots by default) with icons matching the skill being tested. His massive card pool and his unique approach to passing skill tests mean he needs to be built in a way that's entirely different from any other investigator.
* PowerNullifier: "Burden of Leadership" makes Charlie [[SadisticChoice choose]] between causing direct Damage and Horror to his ally cards (potentially causing them to be defeated) or exhaust them (disabling Charlie's core ability and potentially the abilities of allies that require exhausting themselves to activate them in the first place, for the round)
* ShoutOut: He's named after Charles Foster Kane from ''Film/CitizenKane'', who's also a politician.
* SleazyPolitician: {{Subverted|Trope}}. He looks like the very image of a [[FatBastard fat]], [[GoodSmokingEvilSmoking cigar-chomping]] career politician and he isn't above employing underhanded methods to get ahead, but his ultimate aim is to serve and protect Arkham's residents.
* WeakButSkilled: Lore-wise, he is not much of an investigator, fighter or spellcaster, but he is definetly a good leader. Gameplay-wise, Charlie has 1 in every stat and is pretty much unable to do anything on its own, and can only take up to level 2 cards of any class, but at deck creation he can choose which two classes he can access cards from and he can get essentially any ally in the game without any level or class restriction, which he can make very good use of given he starts with 4 allies slot, when most investigators only start with 1. On top of that he has the ability to exahust allies to increase his skills temporaly during a test by 1 for every ally exahusted that way plus every icon on them that matches the type of test: the more icons on them the better they get for Charlie. [[MagikarpPower If you can put enough allies in play fast enough]] Charlie can perform as well as any other Investigator in spite of his weak stats.
[[/folder]]

!Introduced in ''A Feast of Hemlock Vale'' expansion
[[folder:Wilson Richards]]
!!Wilson Richards, The Handyman
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_wilson.png]]
->''Wilson takes pride in always having the right tool for the job. Leaky plumbing? Pipe wrench. Fallen tree? Hand saw. Interior remodeling? Sledgehammer. But recently his jobs in and around Arkham have taken on a certain strangeness. Creaky floorboards give away to labyrinthine tunnels. A broken roof shows signs of bursting outward instead of collapsing inward. It's Wilson's job to fix problems, and when those problems involve bizarre and horrifying creatures and unexplained phenomena, well, then it's time to get creative with what he got.''
Guardian-class investigator. Has limited (up to level 4) access to his own class, but can take any Tool cards (regardless of class or level), and up to 5 level 0-1 Improvised and/or Upgrade cards of any other class.
----
* DoomItYourself: Wilson may be a handyman, but he's not failure-proof. This manifests as his personal weakness, "Hasty Repairs", which sets his basic skills when using his assets to 0, justifying it as him botching repair process. Solution? Do a proper repair, by spending two actions to discard the weakness.
* ItemCaddy: Wilson's abilities are all focused on making the most out of Tool assets.
** First Tool card he plays each round costs 1 resource less.
** He gets +1 skill boost when resolving effects of Tool cards, making them more likely to succeed at their function.
** His Elder Sign effect lets him quickly swap one Tool with another, on condition that new card costs the same, or less than old one.
** His signature, "Ad Hoc" is an Upgrade card for your Item or Weapon cards; once attached, it lets you to discard a Weapon or Tool asset from hand, only to then trigger their action ability ''for free''.
* JackOfAllStats: Wilson has 3-3-3-3 statline, being average at everything. While he lacks some offensive capabilities, compared to the other Guardians, he has better Agility and Intellect than many of his colleagues, making him more flexible.
* JackOfAllTrades: Wilson has [[JackOfAllStats no stat below 3 (or above, for that matter)]], making him not as locked in the same role as some other Guardians, while access to off-class Tools (and built-in boost to their effectiveness) makes him able to quickly switch to other tasks when situation changes. His deckbuilding options amplify his versatility: while he cannnot take level 5 cards of his class, he can include level 0 and 1 Upgrade (mostly Rogue) and Improvised (mostly Survivor) cards, on top of Tools of any other class regardless of levels (many of which belong to every other class but Mystic).
* PowerNullifier: "Hasty Repairs" makes all the assets Wilson controls virtually useless, as triggering ''any'' abilities on them (be they actions, free actions or reactions) will set his basic skill value to 0, which makes it extremely unlikely for him to pass any kind of test using them.
[[/folder]]

[[folder:Kate Winthrop]]
!!Kate Winthrop, The Scientist
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_kate.png]]
->''Kate Winthrop has spent years researching in the basement of Miskatonic University's science building, passing up funding and academic prestige in pursuit of progress. Her single-minded focus finally paid off with the invention of the Flux Stabilizer: a powerful device capable of channelling a new form of energy. However, the price of progress is steep. The first successful test of this groundbreaking invention took the life of her friend and mentor Professor Young. Since then, Kate has worked tirelessly to understand these alien currents, in hopes that she might find a way to reverse their effects.''
Seeker-class investigator. Can access Science (up to level 4) and Insight (up to level 1) cards of any class.
----
* CastFromMoney: Flux Stabilizer only works if Kate puts at least one clue on it, but it gives her access to powerful offensive events and, once active, gives her one-time boost for next test for each clue she puts on it.
* CripplingOverspecialisation: While she does get some nice cards through access to Insight events, her other deckbuilding option (and the only one which lets her access off-class high-level cards), to Science cards, gives her very few extra cards, as overwhelming majority of Science cards is of Seeker cards, and, unlike the other investigator with similar quirk (Finn Edwards), she's ''not'' restricted in her own class, meaning that she can get them anyway.
* {{Determinator}}: In backstory, she spent ''years'' in pursuit of her study in very humble conditions before they gave any results, sacrificing the prestige and money she could've obtained had she dedicated to something more mundane and traditional. Then one of experiments backfired, killing her friend and mentor, Professor Young, which not only didn't made her quit, but strengthened her resolve to master those powers.
* EarlyBirdCameo:
** She was depicted on several Seeker-class cards long before appearing as a playable investigator.
** ''Barkham Horror'' featured Kate Wintrhop-based investigator long before actual Kate was introduced.
* FragileSpeedster: Kate has an impressive 4 in Agility, but only 2 Combat, as well as rather low Health of 6. This generally means that while she can easily disable enemies by evading them, actually fighting them can be problematic. She also has an uncharacteristically low Willpower of 2 for a Seeker, but she has a good sanity of 8 to make up for it.
* HoistByHisOwnPetard: "Failed Experiment", Kate's personal weakness, forces her to pass a Willpower test, the difficulty of which starts at 3 (she has only 2 by default) and quickly scales with the number of clues on her assets (which, given her abilities, she's likely to have quite a few). Fail it, and she would be forced to drop 1 clue into her location for each point of failure... or, if she can't, take horror.
* MechanicallyUnusualFighter: She can put her clues on her assets, which gives her various benefits. Such clues still counts as hers, but can't be directly used until she returns them, for which she has some tools available, including her Elder Sign effect.
* ScienceHero: Kate aims to defeat the eldritch abominations with the power of science and her own inventions.
* WeaponizedTeleportation: "Flux Stabilizer" gives her access to to signature events, both of which, on top of their normal effects, helps her to get rid of her enemies by teleporting them elsewhere; as may be expected, neither work on Elite enemies.
** "Aetheric Current (Yuggoth)", on top of enhancing Kate's offensive capabilities, allows to also exhaust attacked enemy and teleport it into any location on Kate's choice.
** "Aetheric Current (Yoth)", on top of helping Kate to evade an enemy, allows to get rid of it altogether, by shuffling it back into encounter deck, implication being that they were put on a trip to some ''very'' remote location. It doesn't count as actually defeating them, though, so you wouldn't receive any associated rewards (or penalties, for that matter).
[[/folder]]

[[folder:Alessandra Zorzi]]
!!Alessandra Zorzi, The Countess
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_alessandra.png]]
[[caption-width-right:225:''"I love a good party."'']]
->''Alessandra's life of careless luxury enabled her to hop from a stately gala in New York City to a banquet with the Maharaja of India with ease. The Countess has sampled every dish, drink, and dame from Marrakesh to Chicago. The regal title is just an act, however: behind the scenes, Alessandra uses her cover to pilfer from art galleries banks, and the hearts and pocketbooks of the rich and frivolous. Her silver tongue has gotten her into and out of plenty of trouble. A new job with the shadowy Zamacona brought Alessandra to Arkham, Massachusetts, where the Countess learned the that more lurks beyond the suggestible rich and frivolous excess than she previously thought.''
Rogue-class investigator. Has unlimited access to the cards that allow her to parley (regardless of class).
----
* CanonForeigner: Alessandra originally appeared in tie-in novels before being introduced as a playable investigator.
* CripplingOverspecialization: Beside Rogue and Neutral cards, Zorzi can only take cards that allow her to parley (albeit of any level); however, such cards aren't very common, with some of them being Rogue or Neutral anyway.
* ExtraTurn: She has an extra action dedicated to parleying, which gives her more freedom with how to spend her other actions.
* FragileSpeedster: She has good Agility (4), but pretty low Combat (only 2), which makes dealing with enemies by evading them preferable to open fights.
* GetBackHereBoss: Want to get rid of Zamacona? Too bad, he's "Elusive", so when you catch up and attack him, he escapes to another location. Potentially with tons of Doom on him.
* HeroicSeductress: Alessandra specialises in seducing people for fun and profit, both in backstory and in her actual gameplay. Aside from arsenal of cards giving her various bonuses if she parleys with someone, her own signature, "Beguile", allows to parley with enemy and either make it move away, or make her investigate or evade at its current location.
* KungFuProofMook: Zamacona (Alessandra's personal weakness) can't be parleyed with; this also disables many cards which otherwise would've been useful to dispatch him.
* LipstickLesbian: Her backstory mentions that she "sampled every dish, drink and dame from Marrakesh to Chicago". Alessandra dresses in feminine drink outfits and uses her charm as a main tool of hers.
* PowerNullifier: {{Downplayed|Trope}} with Zamacona; if he enters play, Alessandra still ''can'' parley, but at the cost of adding extra Doom on Zamacona for the first parley action she does each round, which makes it too risky, as the Doom measures [[TimedMission your time limit for scenario]].
* TheSocialExpert: Alessandra specialises in using her charm as the key to success, hence why she has access to any cards involving parley in one way or another. Her good 4 Intellect and decent (for her class) 3 Willpower makes her use those cards more efficiently.
* TheSneakyGuy: Alessandra can use her signature, "Beguile", to trick an enemy into leaving her location. Then she can either clear out its location without even going there, or evade the enemy to keep it pacified.
* StealthExpert: Her Elder Sign allows to automatically evade any non-Elite enemy in her or (revealed) connected location.
* TokenMinority: The only Italian in the cast, and one of the two known lesbians.
* TwoferTokenMinority: Italian and lesbian, in a mostly all-American cast.
* UnskilledButStrong: Zorzi has above average stats (her total sum of skill point is 13, instead of the usual 12 other Investigators have) and has superior action economy thanks to being able [[ExtraTurn to parley once per turn without spending one of her 3 actions]], but she has extremely limited deckbuilding and access to off-class card, which severly limits her [[CripplingOverspecialization versatility]] and the player's ability to cover the weakspots in her statline. She can talk her way out of most situations, but when diplomacy isn't an option, she will struggle.
[[/folder]]

[[folder:Kohaku Narukami]]
!!Kohaku Narukami, The Folklorist
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_kohaku.png]]
[[caption-width-right:225:''"Why not greet the unknown with wonder rather than fear?"'']]
->''Everyone in the Arkham Historical Society recognizes Kohaku's booming laughter, and the haunting tales he tells of both the yokai from his childhood home outside Tokyo and the strange creatures that haunt the Arkham Woods. The eccentric folklorist tells everyone that the chronicling and publication of these phenomena's existence will be his greatest work. It is only when he is home with his partner Gabriel that he hears the cries of the same spirit who haunted his father, and fears that his "greatest work" will never allow him a night's sleep.''
Mystic-class investigator. Has restricted access to the cards of his own class (up to level 3), but unlimited access to Blessed and Cursed cards, of any class. Can also access level 0 Occult cards of any class.
----
* ExtraTurn: When he uses his ability to remove two blessed and cursed tokens from the pool, he gets an extra action.
* GeniusBruiser: {{Downplayed|Trope}}; Kohaku's is the only Mystic who combines high Intellect with decent fighting capabilities (most dump either one or another), having them at 4 and 3, respectively, though he wouldn't be particularly strong fighter unless he somehow boosts his Combat further.
* LuckManipulationMechanic: All Kohaku's abilities are related to blessed and cursed tokens in one way or another:
** When his turn starts, he can add 1 blessed or cursed token into a pool, whichever there are fewer (on a tie, he can pick what to add). Alternatively, he can remove two of each, and get an [[ExtraTurn extra action]].
** His Elder Sign effect adds 1 blessed and 1 cursed token into pool.
** When a chaos token gets revealed at his location, he can exhaust his signature asset, "Book of Living Myth", to instead find and resolve a blessed or cursed token from the pool (whichever there are more; on a tie, he can pick what to use).
* SquishyWizard: While Kohaku has decent (for Mystic) 3 Combat, he pays for it with only having 1 Agility, which not only makes his chances to escape ambushes much lower, but also leaves him vulnerable to many treacheries.
* StalkerWithoutACrush: Kohaku is pursued by a ghost, "Weeping Yurai" which acts as his personal weakness and prefers to keep in a shadow (being both "aloof" and "elusive", so it's you who have to hunt for it) and silently follow Kohaku, so it can attack whomever reveals blessed or cursed tokens at its location (given Kohaku's abilities, it's gonna happen a lot).
* TokenMinority: Japanese and gay.
[[/folder]]

[[folder:Hank Samson]]
!! Hank Samson, The Farmhand
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_hank.png]]
->''Growing up on a farm, Hank Samson did all the chores Ma and Pa told him to do, including taking care of his brothers and sisters. When Pa showed him the strange animals in the city stockyard, Hank felt uneasy, but he did as he was told. When Pa told him to wait, he waited. And when Pa didn't come back, Hank went to find him. Pa taught him that family is everything, and you don't just leave family behind.''
Survivor-class investigator. Can take up to 10 Innate and/or Spirit off-class cards (up to level 2). Has an increased decksize of 35 cards.
----
* ArmorPiercingAttack: Hank's signature event, "Stouthearted", dumps damage and/or horror on an enemy the moment he engages them, with no test required, however Elites are immune to it.
* AutoRevive: Once per scenario, if Hank would get defeated by Damage or Horror he can instead choose to become [[HeroicSecondWind resolute]], which allows him to keep playing, albeit with different stats and no longer being able to heal by normal means.
* TheBigGuy: PlayedWith.
** Hank stats with an extremely low 5 Health ''and'' Sanity, but he also transforms into one of the two versions geared towards either tanking damage or tanking horror upon defeat.
** Both his Elder Sign and signature card, "Stouthearted", allows him to move some of his damage/sanity to the other cards (in "Stouthearted" case, even to the other investigators or enemies), further prolonging his survival. This works even for "Resolute" versions, which can't be healed by conventional means.
** Hank can take damage and horror intended for the Ally cards or other investigators.
* CastFromHitpoints: {{Inverted|Trope}}; "Stouthearted" event allows him to dump some of his damage/horror onto enemies (as damage).
* CriticalStatusBuff: Unlike the other investigators, once per scenario Hank can [[AutoRevive shrug off the fatal damage/horror]] and become [[HeroicSecondWind "Resolute"]] (one of the two flavours), gaining extra stats in several fields (at expense of others) which makes him stronger overall than basic Hank was. The downside is that he no longer can be healed by normal means, with either Health or Sanity being now reduced by 1 (depending on which version you chose).
* GlassCannon: PlayedWith.
** By default, Hank has only 5 Health and Sanity ("Ashcan" Pete has the same Sanity, but 6 Health); however, if he gets defeated by damage or horror, he can [[AutoRevive get back up]] and [[HeroicSecondWind become resolute]], which gives him a second chance and readjusts his Health and Sanity to better tank either damage or horror, at expense of other stat; if counting both "lives", he becomes the most durable investigator in the game.
** Out of two "Resolute" versions, "Warden" is the most combat-oriented, gaining extra basic Combat (bringing him to 6, highest in the game) and Health, but his Sanity gets decreased even further, making horror-based attacks even more dangerous; at least, he gains some extra Will to not get eliminated by the single failed treachery.
* JackOfAllTrades:
** On top of already being a Survivor (geared towards generalist gameplay), he can access various Spirit and Innate cards (mostly events and skills, respectively), which further amplifies his effectiveness within certain fields.
** Changing to the "Assistant" form boosts Intellect (from 1 to 3) and Agility (from 3 to 4), at expense of small loss in Combat (from 5 to 4). This makes him more versatile.
* HealThyself: PlayedWith regarding "Resolute" Hank; while he no longer can be healed by conventional means, his Elder Sign gains the ability to dump some damage/horror (depending on which version is used) on his assets, which ''can'' be healed or at least replaced with new ones.
* HeroicSecondWind: If he runs out of either Health or Sanity, once per game, he can [[AutoRevive fully heal and adjust his stats to continue the struggle]], turning into one of the two "Resolute" versions; the second defeat would eliminate him, however.
* HeroicSpirit: Many aspects of Hank's design {{Invoke|dTrope}} this: he is the only Investigator who can shrug off being defeated on its own, without the aid of other cards, and he has access to Spirit cards, which are generally all about surviving the impossible odds and drawing from one's inner strenght.
* LifeDrain: "Stouthearted" lets Hank place a total amount of 2 damage and/or horror he has on an enemy he engages. Notably, because it ''transfers'' damage/horror, it can heal Hank even after he becomes [[WoundThatWillNotHeal Resolute]].
* LightningBruiser: Just like Mark, Hank's is a {{Downplayed|Trope}} version of this, having high Combat (5) and average Agility (3). His "Warden" Resolute version raises his Combat stat to 6, while his "Assistant" version [[PlayedStraight plays this more straight]] by giving him equal Combat and Agility (4)
* MechanicallyUnusualFighter: Once per game, [[AutoRevive he can "resurrect" instead of being defeated]], gaining different stats and abilities.
* SearchingForTheLostRelative: Like in other ''Arkham Files'' games, Hank's motivation is to find his lost Pa. [[GameplayAndStoryIntegration This quest manifests as his personal weakness]], "Where's Pa?", which spawns an enemy in connected location, and makes it "Elusive" (actively tries to avoid being engaged with), forcing Hank to abandon everything and go on a hunt, as each turn he fails to kill it, he takes 1 direct Horror: who knows what these monsters would do to Pa if not rescued in time?
* WoundThatWillNotHeal: After becoming [[HeroicSecondWind Resolute]], Hank can no longer be healed by conventional means. Effects which moves damage/horror elsewhere still work, however, like his Elder Sign (which gains new effect specifically to keep him alive).
[[/folder]]

!Novella investigators
[[folder:Gloria Goldberg]]
!!Gloria Goldberg, the Writer
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_gloria.jpg]]
->''Nightmares and apocalyptic visions have plagued novelist Gloria Goldberg her entire life. Although she learned to exorcise her terrors onto the page, she has never revealed the inspiration for her weird tales, not even to fellow author Jamie Galbraith. One day, she is struck by a vision of Jamie begging her to help finish what he started. Moments later, she receives word of his sudden death. As Gloria reads Jamie's unfinished book, the story takes hold of her, and the words on the page begin to bleed into reality.''
Mystic-class investigator. Can include up to 10 level 0-1 Guardian, Seeker and/or Rogue events and/or skills (she can only choose one extra class)
----
* GratuitousLatin: Her replacement weakness' title is in Latin. "Liber Omnium Finium" roughly translates to [[ApocalypseHow "A Book about the End of Everything"]].
* HoistByHerOwnPetard: Her replacement personal weakness, "Liber Omnium Finium", when drawn, forces Gloria to take a random encounter card from beneath her sheet--one of those she put there herself in attempt to disable something dangerous--adds the "Peril" keyword to it (which means no help from teammates) and forces her to deal with it immediately, unable to cancel it by any means and with a -2 skill penalty. If it's an enemy, it will also make an immediate attack.
* MechanicallyUnusualFighter: When looking into encounter deck in any way, she can look two cards instead, and either put one drawn card back on top, discard it or put it beneath her sheet, effectively removing it from the game for the time being (she can only trap up to three cards this way, however). As Gloria is also able to decide the order in which investigators would draw cards, she can arrange for nasty cards being removed, or dumped on someone who can handle them. She has no means to affect Elite enemies, however.
* {{Seers}}: Gloria's Elder Sign allows her to look top-most encounter card in the deck.
* SupportPartyMember: She'll [[SquishyWizard struggle to survive on her own]], but she's a great addition to the team anyway, due to her ability to interact with the encounter deck and discarding or even temporarily trapping cards from it. She can also choose the order in which players interact with the encounter deck during the Mythos phase, which synergizes well with her other abilities related to controlling the encounter deck.
** She also has access to few Guardian cards, and while she cannot make use of most of them given her terrible combat skill, there are few support cards that she and her team can benefit from.
** Beside providing Gloria with (admittedly [[SquishyWizard much needed]]) extra tanking, "Ruth Westmacott" replacement signature Ally asset reduces the difficulty of a fight or evade action against an enemy or the test on a treachery by 2 if Gloria is willing to discard a card beneath her matching one of the traits of said encounter card.
* TheSmartGuy: Gloria has an impressive 4 in Intellect (one of the highest in the class), and can try to put it to use by taking some Seeker-class cards.
* SquishyWizard: Not only does she have extremely low Health of 5, she has very low 2 Combat ''and'' just 1 Agility, which makes her very vulnerable. She can try to compensate for it by taking some Guardian or Rogue cards, but it would only help her to a degree.
[[/folder]]

!Standalone investigators
[[folder:In general]]
* CrutchCharacter: Beside [[LethalJokeCharacter 5U-21]], all standalone investigators have above average total health and sanity value (15 in total instead of the usual 14; 16 for Stella), and excel at the assigned role of their class, but sacrifice the [[CripplingOverspecialisation versatily]] of many other investigators sharing their class. {{Downplayed|Trope}} in that they are still considered viable later in the campaign, they just need teammates to cover their blind spots.
* FatalFlaw: Beside their personal weakness, Starter Packs Investigator come with a basic weakness that closely relates to their character and backstory.
* SkillGateCharacter: Standalone Investigators sold in their own packs are designed to be easy to understand, build a deck for and play, with simple but strong abilities and a statline optimised to do [[CripplingOverspecialisation one task]], on top of being slightly more durable than many other investigators. But they have zero access to cards outside their class beside Neutral ones, meaning they lose on many cards synergies other investigators of their same class enjoy with their off-class deckbuilding options.
[[/folder]]

[[folder:Nathaniel Cho]]
!!Nathaniel Cho, the Boxer
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_nathaniel.JPG]]
[[caption-width-right:225:''"I must fight on".'']]
->''When up-and-coming boxer Nathaniel Cho was offered lots of dough for a title fight, he thoughts he'd finally hit the big time. But his promoter turned out to be part of the notorious O'Bannion gang, and Nathaniel was pressured to fix fights by taking a dive every now and then. His refusal led to his brother Randall's "accident." Nathaniel is rightly fed up with the mobsters endangering Arkham's citizens on a nightly basis. Now he puts his fists to better use, patrolling the streets and defending others from harm. But he's about to find out there are much more dangerous things that lurk in the shadows of Arkham than simple gangsters...''
Guardian-class investigator. Has no access to cards of other classes.
----
* BoxingBattler: Before joining the team, he was a professional boxer. The card-pack he comes with also includes actual boxing gloves to further improve his combat skills.
* CripplingOverspecialisation:
** Can't use non-Neutral cards outside of his class.
** Stats-wise he's a very good fighter (5 Combat)--and that's it. He has poor Intellect and Agility (both at 2) and average Willpower, making him unfit for anything other than combat, where he actually excels, even by Guardian standards.
** Using his boxing gloves (which synergise extremely well with his investigator ability) will fill both his hand slots, preventing him equipping any conventional weapons or investigation tools (e.g. a torch).
* HeroesFightBarehanded: Nathaniel is a heroic vigilante that left his career as boxer behind to clean the streets of Arkham from the gangsters, mobster and other assorted scumbags plaguing them, and while he can use weapons as well as any other Guardians, he specialises in dealing additional damage with events, many of which showcase him or other people engaging in GoodOldFisticuffs.
* ImplacableMan: His personal weakness, Tommy Malloy, is [[TheBrute a big and intimidating O'Bannion thug]] who keeps pursuing him and his brother Randall. He has no flashy special abilities, he is just very hard to put down, due to [[DamageReduction decreasing any damage he receives to 1]], and always returning some time later. On the bright side, Tommy isn't immune to damage from other investigators, has a surprisingly low fight of 2 and is particularly vulnerable to cards that hit multiple times in one action, like "One-Two Punch" or "Butterfly Swords".
* ItemCaddy: Most fighters equip weapons to boost their damage. Nathaniel in contrast is designed around using damage-dealing event cards, such as combination attacks and counters, whose damage he can boost once per turn with his investigator ability. By equipping boxing gloves he can search out one of these cards every time he knocks out an enemy allowing him to continue his assault, but [[NecessaryDrawback the gloves take up both hand slots preventing him equipping other weapons]]. His Elder Sign further amplifies this playstyle, as it allows him to regain events from discard pile.
* TheMedic: Not Nathaniel himself (though he can be a CombatMedic as much as any other Guardian if the player builds him to be so), but his brother Randall, who acts as his signature "Ally"; when he enters play, he can heal up to 3 damage from Nathaniel, or allow him to quickly find and grab a "Weapon" asset.
* NecessaryDrawback: Even if he equips a weapon (by eschewing his boxing gloves or gaining more hand slots to use both) his combat events typically use his base stats and not any bonus accuracy or damage granted by the weapon.
* OneManArmy: Besides having one of the best Combat stats in the game, his abilities also allow him to quickly deal with most monsters by chewing through their health.
* RevengeByProxy: His brother Randall's disability is the "punishment" for Nathaniel refusing to throw the fight.
* ThrowingTheFight: His backstory mentions that his promoter tried to convince him to throw some fights when everyone bet against Nathaniel. When he refused, the "promoter" (actually an O'Bannion gangster) didn't take it well, [[RevengeByProxy leading to his brother Randall suffering an "accident" that left him wheelchair-bound]]. After this, he cut all ties with them and became a vigilante.
* VigilanteMan: After the O'Bannion gang ruined his brother's life, he became a vigilante in order to protect those who can't protect themselves.
[[/folder]]

[[folder:Harvey Walters]]
!!Harvey Walters, the Professor
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_harvey.JPG]]
[[caption-width-right:225:''"I have experience dealing with these sorts of horrors".'']]
->''Professor Walters began as a devotee of the archaic and obscure, but over the years he has discovered that his knowledge of ancient languages, profane relics, and strange rituals is vital to addressing dangers in the modern day. He is both an avid collector of prehistoric ephemera and a fount of knowledge regarding the bizarre primordial religions that worshipped nightmarish gods eons ago. There is perhaps no sane person alive who knows more about the occult than Harvey. When a supernatural event occurs, Professor Walters brings his considerable resources and experience to bear''.
Seeker-class investigator. Has no access to cards of other classes.
----
* CapRaiser: His signature card, "Vault of Knowledge", boosts his hand size by 2 for as long as he keeps it in play.
* CripplingOverspecialisation:
** Can't use non-Neutral cards outside of his class.
** Besides Harvey's 5 Intellect, his only other decent stat is his 4 Willpower, which, without Mystic cards, generally only helps with treacheries. Otherwise, he has neither combat capabilities (1 Combat) nor speed to escape the monsters once they start hunting for him (2 Agility). While this is [[NonActionGuy not uncommon for Seekers]], his colleagues normally have access to some off-class cards to offset this.
* CuriosityKilledTheCast: His personal weakness, "Thrice-Damned Curiosity" (which fittingly has the "Flaw" trait), punishes him for delving too deep into the world of occult, by dealing him 1 damage for every three cards in his hand. Considering all the ways he may increase his hand's size, this can potentially accumulate into a OneHitKill.
* ItemCaddy: He's all about stockpiling tons of cards in hand, to even greater degree than other Seekers:
** His signature card, "Vault of Knowledge", has a passive effect that [[CapRaiser increases his maximum hand size by two]]. When combined with the other cards with similar effects (which are helpfully provided in his card-pack), he can raise his hand size up to 14 (or even up to 16, with certain cards).
** His Elder Sign allows him to draw 1 card.
* OccultDetective: He specialised in researching occultism and the activities of {{Eldritch Abomination}}s even before he joined the team. Now, he can actually put all those skills and knowledge to stop the world's ruin.
* TheProfessor: Professor at the Miskatonic University, and one of the team's greatest occult experts.
* SupportPartyMember: His abilities allows him or his teammates to draw additional cards during the Investigators phase, quickly resupplying themselves with fresh cards.
[[/folder]]

[[folder:Winifred Habbamock]]
!!Winifred Habbamock, the Aviatrix
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_winifred.JPG]]
[[caption-width-right:225:''"I can top that".'']]
->''Winifred - Weethao as her parents know her, Wini to her friends - was one of the smartest kids in her reservation school. However, her reckless attitude and lack of respect for authority meant she often got herself into trouble. The course of her life changed forever when she found an old biplane in a farmer's garage and decided to "take it out for a spin." The owner, a former pilot in the Great War, was awestruck by her natural talent and offered to teach her what he knew. Now Wini is know as the "woman without fear," showing off her skills in barnstormers all across the country. That nickname would be tested when, during one of her shows, she spotted a creature she could scarcely describe: a thing with leathery wings and a single, mutated, pus-filled eye''.
Rogue-class investigator. Has no access to cards of other classes.
----
* TheAce:
** She's the best at anything she does, and she knows it. [[PrideBeforeAFall Sometimes this self-confidence bites her in the ass]].
** Her being not just great, but ''the'' best manifests in her gameplay; she represents the "overachiever" archetype of Rogues, who goes above established goal to get extra benefits.
*** Her signature card, "Anything You Can Do, Better", provides a whopping ''six'' "Wild" icons, which in most cases all but ensures any skill check's success, and only truly needed for either really hard checks... or to go above the goal and reap extra rewards.
*** She has easier time to recover from committing multiple cards to the skill tests, as she can draw extra card once per test if she commits at least 2 different non-weakness cards to same test, and her Elder Sign allows her to return committed cards back to hand if she surpasses the goal enough (1 card per 2 successes).
* AcePilot: Natural-born pilot, who showed great skills even before being properly trained.
* CripplingOverspecialisation:
** Can't use non-Neutral cards outside of her class.
** She's one of the few investigators to have 5 Agility, even amongst Rogues, which makes her great at neutralising enemies by evading them, but having only 3 Intellect and Combat, she would often need to rely on committing cards to either search or fight, while pathetic 1 Willpower would leave her at the mercy of treacheries unless she stockpiles cards to boost it somehow.
* EarlyBirdCameo: ''The Dream Eaters'' Cycle introduced the "Daredevil" skill card, which portrayed Winifred's plane, and called her by name in its flavour text. Soon after, several starter packs were released, including Winifred's.
* FatalFlaw: {{Pride}}; she's great and knows it, which sometimes may lead to her overestimating her chances. Her personal weakness, "Arrogance", plays into that, being a skill card that reduces her stats by 1 at every skill test she perform, and she is forced to commit it to EVERY test she takes, on top of the card returning to her hand if she passes the tests anyway. The only way to discard it [[HumblePie is by failing once, making her realise she is not invincible and to be more careful]].
* InHarmsWay: She is an Aviatrix that enjoys taking dangerous flights, two of the cards included in her pack are the skills "Daredevil" and "Reckless".
* PrideBeforeAFall: She's very skilled, but also arrogant, which can spell her doom. [[GameplayAndStoryIntegration It manifests as her personal weakness]], "Arrogance", which works as a "skill" card which ''deduces'' one point from any skill she checks; she ''must'' appoint it to every eligible skill check as long as she has it in her hand, and only gets rid of it for the time being when it actually causes her to fail something.
* RedBaron: Known amongst other pilots as the "woman without fear".
* TokenMinority: The only Native American amongst the cast, specifically a Wampanoag.
[[/folder]]

[[folder:Jacqueline Fine]]
!!Jacqueline Fine, the Psychic
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_jacqueline.JPG]]
[[caption-width-right:225:''"The future can be rewritten".'']]
->''Blood. Fire. Destruction. Every night, Jacqueline's dreams are filled with things that have not yet come to pass. At first, she thought of these dreams as a terrible curse. However, as she began to control her visions and observe the events within in greater detail, she now understands they are no curse, but a calling. The world is about to be plunged into a thousand years of indescribable chaos, and only she knows the warning signs. Her dreams have never been wrong, but she cannot let the nightmares that haunt them become a reality''.
Mystic-class investigator. Has no access to cards of other classes.
----
* AttackBackfire: Her prediction ability triples the odds of pulling the autofail token and if this happens she'll have to either let it resolve or cancel it and let the two other (statistically likely to be negative) tokens resolve instead, which may leave the player worse off than if they'd just drawn a single token normally.
* TheAntiNihilist: In spite of being aware of the [[TheEndOfTheWorldAsWeKnowIt terrible things that will come to pass]], Jacqueline still resolves to fight for a better future [[ScrewDestiny than the ones her visions show.]]
* BoringButPractical: Her signature card, "Arbiter of Fates", has only one effect: it allows her to use her special ability twice per round. Considering that this kind of effect can easily save her and her fellows, it's really all she needs.
* CripplingOverspecialisation:
** Can't use non-Neutral cards outside of her class.
** Has impressive 5 Willpower , which is good for many Mystic cards' effects (and often used to bypass treacheries)... and that's it; she has only 3 Intellect, and 2 Combat and Agility, making her struggle to do anything without her magic to boost her stats or manipulate tokens to get better outcome.
* DreamingOfThingsToCome: In her dreams, she can see visions of future yet to come...and they aren't pretty. Her main motivation for joining the team was to prevent these visions from becoming reality.
* LuckManipulationMechanic: Once per turn, she can make any investigator to draw 3 chaos token instead of 1, and choose which one to play; in some cases, it may even be beneficial to cancel otherwise-benevolent tokens, including her Elder Sign (which allows her to draw 1 card if she doesn't let it trigger). Her suggested starter deck is built around this mechanic, with cards which either makes it easier to use (e.g. "Scrying Mirror", which "predicts" next token draw), benefits from "bad" tokens (e.g. "Voice of Ra" goes stronger if you draw symbol tokens instead of numerical ones) or have drawbacks on "good" tokens (e.g. "Azure Flame" and "Clairvoyance" deals damage/horror when revealing an Elder Sign or otherwise positive token like +1 or 0).
* NoSell: Once per round she (or another investigator at her location) can draw three tokens for a test and ignore two of them or one auto-failure. Her signature card, "Arbiter of Fates", allows her to do this ''twice'' per round.
* ScrewDestiny: She knows that her visions always become reality, but she can't just sit and wait until world burns; if there's even smallest chance to prevent it, she ''must'' try.
* StrawNihilist: Her investigator pack came with the "Nihilism" basic weakness, which causes investigators damage and horror every time they draw an [[CriticalFailure Auto-Fail]] token. Given how she has been plagued for who knows how long by visions of the world falling into chaos and destruction, it's no wonder she might be worn down so much to believe nothing she and her companions do will matter or [[YouCantFightFate change the future]]
* SupportPartyMember: Her signature ability is great for protecting her teammates, but by herself, Jacqueline has no good stats other than high Willpower, which at least lets her fight with spells.
* WindsOfDestinyChange: In story terms, her abilities are essentially attempt to manipulate the future she predicted... and sometimes succeeding.
* YouCantFightFate: Her personal weakness, "Dark Future", disables her ability (and any other similar effect she may have), denying her her greatest ability to help her teammates (or herself). At the end of her turn she must reveal 5 chaos tokens; [[LuckBasedMission if one of them was the Elder Sign, she may discard "Dark Future"]], otherwise it remains in effect.
[[/folder]]

[[folder:Stella Clark]]
!!Stella Clark, the Letter Carrier
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_stella.JPG]]
[[caption-width-right:225:''"I can hear it. Can it hear me?"'']]
->''"Before Stella began working for the postal service in Arkham, she knew two things with certainty. First, her parents made a mistake when they called her their son and gave her a boy's name. Second, the house on the cliff in Kingsport whispered her true name - the name she chose for herself - late at night: "Stella." Delivering the mail six days a week in all kinds of weather wasn't an easy job, but Stella loved knowing that she was helping people connect with one another. Then she started finding the letters. At the end of her route, there was always one extra envelope in her bag. It was always addressed to her. It was always postmarked from Kingsport. And it always contained a letter with one typed word: Stella"''.
Survivor-class investigator. Has no access to cards of other classes.
----
* BigGuy: She is ''the'' most durable investigator, simultaneously having 8 Health and 8 Sanity. However, [[StoneWall she's not as good on offense as she's in defence]].
* BoringButPractical: Her signature card, when applied to a skill check, provides three "Wild" (suitable for any check) icons to the test, and protects her from consequences of failing tests for particularly nasty treacheries (and she has 3 copies of it); nothing flashy, but depending on the situation it may be life-saving.
* CripplingOverspecialisation:
** Can't use non-Neutral cards outside of her class.
** She represents the "prevail against all odds" archetype of Survivors; as result, all her abilities provide their benefits ''only'' when she fails skill checks. While good for making a comeback, they provide no help when she can't afford losing the skill test even once.
* {{Determinator}}: To an even bigger extent than other survivors: Stella's abilities and cards included in her pack either give her benefits when failing a skill test or diminish or nullify the negative consequences of doing so. She '''will''' complete her mission, no matter the setbacks.
* FailureGambit: Her "Elder Sign" effect allows her to ''intentionally'' fail any skill-check, which also heals a little damage and horror from her. She also gets an action refunded once per turn when she fails a skill test.
* FogOfDoom: "Called by the Mists", Stella's personal weakness, causes her 1 damage every time she takes a skill test with a difficulty of 4 or higher, until she discards it.
* ExtraTurn: Stella gets an additional action when she fail a skill test, but only once per round. Not only does this ability allows her to bounce back easily from wasting an action, but she can also abuse this to lengthen her turn by taking tests that do not take actions to do [[FailureGambit and intentionally fail them]].
* JackOfAllStats: She's fairly balanced compared to the other standalone investigators (who tend to boost one stat to the sky and dump the rest to oblivion), fitting into Survivors as a class being meant as JackOfAllTrades. The only truly poor stat she has is her 2 Intellect, but it's not as much of an issue given her abilities and her class' tendency to just bruteforce through troubles.
* LightningBruiser: {{Downplayed|Trope}}; she's not very strong offensively, having only 3 Combat, but has good 4 Agility on top of massive 8/8 Health/Sanity, meaning that she's less of a killer, and more of a safety shield which stuns the foes, so the rest can finish them off.
* NoSell: Her signature card, the "Neither Rain Nor Snow" skill, allows her to cancel all effects caused by a skill check's failure (both positive and negative) as long as it was appointed to this check. In some cases it may be life-saving.
* ThePerfectionist: In spite of most of Stella's unique abilities focus on turning [[FailureGambit failure into benefits]], her pack came with the "Atychiphobia" basic weakness, which causes investigators horror every time they fail a skill check, implying she doesn't like to fail or make mistakes. This could be attributed to her role as an [[UnstoppableMailman Unstoppable Mailwoman]]: Stella ''cannot'' accept the fact that she failed at her job or task.
* StoneWall: {{Downplayed|Trope}}. She's the only investigator to have both 8 Health ''and'' 8 Sanity, making her very durable. But she has only average Combat, and, being Survivor with no off-class options, has limited fighting capabilities. She has good 4 Agility, but it only helps to stall the monsters, not defeat them; at 3 Combat, actually killing foes after neutralising them may take some time.
* TwoferTokenMinority: Black and a trans woman. Definitely not someone Lovecraft would have come up with for a protagonist.
* UnstoppableMailman: She works as a mailwoman, and she is the biggest {{Determinator}} among Survivor investigators, barring maybe Calvin.
[[/folder]]

[[folder:"Suzi"]]
!!Subject 5U-21, the Anomaly
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_suzi.png]]
Bonus investigator introduced for upcoming enhanced version of ''The Blob That Ate Everything'' scenario. She's a Neutral investigator who normally can't access non-Neutral cards above level 0, but gains access to specific classes' high-level cards via her unique mechanic. She has a massive decksize of 50 cards.
----
* ArbitraryEquipmentRestriction: She's forbidden from taking any "Permanent" cards, excluding story assets and her own signatures.
* ExtremeOmnivore: As may be expected from Blob-themed investigator, all her mechanics are built around her "devouring" cards, regardless of what they represent. She can't devour story cards, but almost anything else is a free game (albeit most frequently, she targets player cards), with her personal weakness, "Reality Acid", specifically existing to make her actively devour her and teammates' cards, with a table of possible results. There's a very small chance that she would devour some enemies instead, but enemies killed that way don't award victory points.
* GameplayAndStoryIntegration: Investigator based on the Blob, as may be expected, has all her mechanics built around hunger and her being ExtremeOmnivore.
* GatheringSteam: She starts with all stats at 1, but whenever she "devours" cards, they gets put beneath her signature card, "Ravenous: Controlled Hunger", which gives her +1 to all stats per card "devoured". However, actually reaching the maximum can be risky, as it turns her signature into "Ravenous: Uncontrolled Hunger", which starts actively devouring either cards under control of investigators, or those beneath it, now putting them aside.
* GlassCannon: Suzi has below average Health and Sanity (both at 6) and unlike other investigators with similar endurance like Lola and Calvin, she can't just make up for it by buying Charisma to get more Allies in play to use as a [[WeHaveReserves meat shield]], as she is forbidden from buying any non-story permanents. Her fragility will always be a problem no matter what.
* InSeriesNickname: "Subject 5U-21" is also known as Suzi.
* JackOfAllStats: She starts with abysmal stats, but quickly rises them to average or above, making her rather universal. It's ''keeping'' her at adequate stats which is the challenge.
* JackOfAllTrades: She can access every class, and can potentially gain high-level cards from multiple classes, allowing her to be quite universal and adapt to any role... as long as she manages to avoid being screwed by her own eternal hunger.
* LethalJokeCharacter: Suzi has absurd design, very low stats, and strange and confusing deckbuilding rules which makes her build extremely huge deck of low-level cards without easy ways to upgrade them to anything. But her concept isn't just for making another Blob-related joke (even if it ''is'' a Blob-related joke); in truth, [[MagikarpPower she's meant to grow stronger as she keeps "eating" cards]]: during scenario, she can accumulate extremely high stats, even if it's hard to maintain them for long; and across campaign, devouring cards also unlocks ability to actually upgrading or replacing them, ''with no regards for level'', which ultimately makes her only investigator who can access ''any'' cards period, only passing on non-story "Permanent" ones.
* MagikarpPower: She's normally restricted to level 0 cards (excluding Neutral ones). However, as she keeps playing and "devouring" cards, she gains ability to purchase cards of higher levels, albeit from just one class at a time (depending on what class had higher count of devoured cards in a last scenario). This allows her to potentially stockpile end-game gear from multiple classes and become quite universal.
* MechanicallyUnusualFighter:
** Suzi's deck's size is 50 cards, instead of standard 30; as she has to include at least 7 cards from every non-Neutral class (to make her mechanic work), it leaves her 15 cards she can take from any class she wants, including Neutral. She also includes 2 basic weaknesses, instead of standard 1. Having a deck so big significantly alters her gameplay, sometimes to her boon, sometimes to her bane.
** Each turn, she "devours" one card from her hand, and her free action ability allows her to devour one card under her or other investigator's control, which then gets put beneath her signature card. Reaching the maximum of 5+ cards makes it putting devoured cards aside, and devouring one card either beneath or under players' control until it empties, at which point it reverts. Fortunately, her signature event "Regurgitation" allows to forcibly revert it (and return up to 3 "devoured" cards), while her Elder Sign returns any 1 "devoured" card of her choice to its owner's hand.
** By default, she can only access level 0 non-Neutral cards, but when the game ends, she gains access to upgrading or purchasing cards from the class which has the largest amount of devoured cards (eg, if she devoured mostly Guardian cards, she can upgrade Guardian cards), of any level.
* ProtagonistWithoutAPast: Her character sheet lacks backstory, as all the place there was consumed by instructions to how actually play her.
* TokenNonHuman: All the other investigators are humans. Suzi is a sapient human-shaped [[GreyGoo blob]].
[[/folder]]

!''Barkham Horror'' investigators
[[folder:Bark Harrigan]]
!!Bark Harrigan
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_barkham_mark.jpg]]
->''Bark Harrigan is the best of the best, trained in paw-to-paw combat and barkmanship, he takes pride in being the protector of humanity. A shield agaisnst the feline forces that threaten to invade the world But will his weapons and skills be enough? Or is he all bark and no bite?''
Guardian-class investigator. Has access to any level 0 "Weapon" cards.
----
* BoisterousWeakling: His backstory implies that in spite of all his training, his bark is worse than his bite. This is referenced by his weakness "More Bark Than Bite", that gives Harrigan a '''massive''' reduction to his Combat skill (-3 in total, bringing his base Fight to a measly 2). The only way he can get rid of it is by succesfully landing an attack to regain his courage, proving he can "bite back".
* {{BFG}}: His signature card isn't just another kind of revolver, or even a riffle. It's freaking ''gatling gun''!
* CripplingOverspecialisation: He is ridiculously overpowered in open combat, but his Intellect and Agility have a lot to desire for. He also traded his prototype's access to "Tactic" cards for off-class "Weapons", leaving him out of many cards which were useful to amplify his prototype's weak points.
* GatlingGood: His signature card is a huge "[[PunnyName Catling Gun]]". It's very strong and has tons of ammo, but has one major downside -- it requires two actions to use (and investigators normally have three per turn).
* MightyGlacier: Has the exact same stats, health and sanity as his prototype with the exception of lower agility, putting him more in line with the usual archetype of a Guardian.
* MoreDakka: His "Catling Gun" starts with 12 ammo, and can spend up to three per shot, increasing in damage output with each ammo spent this way. With just one "shot".
* OneManArmy: Just like his prototype, Mark Harrigan, Bark has huge Health and Fight stats. While he can't amplify his strength by taking damage, he trades it for ridiculous access to "Weapon" cards. His Elder Sign further encourages him into focusing on Weapon-based builds, as it reduces the cost of the next weapon he plays.
* PunnyName:
** His name is an obvious dog-related pun on his prototype's name, Mark Harrigan.
** His gun is called [[GatlingGood "Catling Gun"]].
* WalkingArmory: He has two additional "Hand" slots specifically for "Weapon" cards, and can include level 0 "Weapons" of other classes in his deck. This may be increased to whopping ''six'' "Weapons" equipped at once through "Bandolier" asset. Armed to the teeth, indeed.
[[/folder]]

[[folder:Kate Winthpup]]
!!Kate Winthpup
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_barkham_kate.jpg]]
->''One of the brightest in Muttskatonic University Obedience School, Kate is an expert in theoretical physics, chemistry and zoology. Thanks to her keen mind and attention to detail, she has concocted a way to defend herself and the others from the machination of cats everywhere. Using her newly constructed Feline Discombulator- and her keen sense of smell- Kate will sniff out evil and defend Barkham from the forces that dwell in the shadows''
Seeker-class investigator. She can access up to five level 0 cards of other classes which she thinks "would smell weird".
----
* BrownNote: Her personal weakness, "Foul Odor", is the smell so awful, the mere memory of it causes her to take horror if she tries to sniff anything while it's in play; fittingly, it has "Madness" trait.
* EarlyBirdCameo: She's based on Kate Winthrop, recurring ''Arkham Files'' investigator, who was only formally introduced to the game several Cycles later after release of ''Barkham Horror''.
* ExactlyWhatItSaysOnTheTin: Her "Feline Discombobulator" states in its subtitle that it discombobulates felines.
* FragileSpeedster: Shares the same statline as Ursula (Good Agility and Intellect but awful Combat) but has far worse Health compared to her (5 instead of 7) in favour of more Sanity (9 instead of 7). Kate can get clues easily, and do so quickly, but the second an enemy shows up she needs to get away (which is fairly easy to do with her signature card and ability to [[TheNoseKnows "sniff"]]).
* TheNoseKnows: All her abilities are related to her super sense of smell.
** She can "sniff" her current location, which would reduce the difficulty of any further skill tests she would take there, by taking an action to do so without provoking attacks of opportunity: after all, sniffing things is fast and easy. Her Elder Sign does the same (or even target a connecting location instead), only without costing an action.
** Her personal weakness, "Foul Odor", deals her horror whenever she tries to smell things. The only way to get rid of it is by taking an action to "unsmell" all locations, [[SadisticChoice which will undo all actions you spent smelling around to make skill tests easier.]]
** Her Deckbuilding Options include five level 0 cards that would "smell weird". What that means is up to the player's discretion, but for simplicity's sake it can be treated as working in the same way as the card access for Investigators introduced in Dunwich Legacy (five level 0 cards of any other class).
* PunnyName: Obvious dog-related pun on her prototype's name, Kate Winthrop.
* TrapMaster: Her signature "Feline Discombobulator" ([[ExactlyWhatItSaysOnTheTin It Discombobulates Felines]]), allows her to automatically evade any enemy "that is a cat, looks like a cat or is a weird cat-person hybrid" spawning in her location. Given the name and that her signature is portrayed as an electrified mouse toy, [[DeliciousDistraction it's not hard to imagine]] how [[StaticStunGun it works...]]
[[/folder]]

[[folder:"Skids" O'Drool]]
!!"Skids" O'Drool
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_barkham_skids.jpg]]
->''"Skids" O'Drool always wanted to be a good boy. But his nose for trouble kept landing him in the pound, where the "bad dogs" go. Usually this was because of his favourite pastime: begging to go for a car ride, then fervently wrenching the wheel away from the hapless human. How this obsession with cars began, we may never know. All we know is that other drivers should be careful when "Skids" is on the loose.''
Rogue-class investigator. Can access up to five level 0 cards of other classes which may move him in one way or another.
----
* AdaptationalVillainy: PlayedForLaughs, the original O'Tool only robbed banks to aid his ailing mother and when she died he became TheAtoner. O'Drool is a crazed hijacker that likes to board cars and wrestle control from the driver [[ThrillSeeker for its own sake.]]
* BackStab: His Elder Sign allows him to ambush the next enemy into whose location he would enter, dealing 1 damage before the fight even starts.
* BitchInSheepsClothing: According to his backstory, he begs humans for a car ride, only to steal the wheel. This is even his printed ability on his investigator card!
* CarFu: His signature card, "Take the Wheel", allows him to damage enemies whenever he enters locations.
-->''[[PunctuatedForEmphasis What? No. Stop. That's bad. Bad dog]]''.
* CripplingOverspecialisation: His deck-building options provide him with best mobility in the game... and little else, outside of standard Rogue card pool.
* DiabolicalDogCatcher: "Skids" O'Drool's [[ArchEnemy nemesis]] (and personal weakness) are a pair of dogcathers trying to bring him back to the [[PoundsAreAnimalPrisons pound]].
* DrivesLikeCrazy: The reason he landed in the [[PoundsAreAnimalPrisons pound]] in the first place is because of his past time of hijacking cars. This even referenced by his signature event "Take the Wheel"
* HeroicComedicSociopath: Unlike his prototype, his backstory as a criminal is completely PlayedForLaughs
* LightningBruiser: {{Downplayed|Trope}}. He has ridiculous mobility, having access to off-class movement-related cards and having an ability to, once per round, move up to 3 times at the cost of 1 action 1 resource (while ignoring enemies). He's also just as tough as his prototype, O'Tool. But unlike O'Tool, he lacks access to Guardian cards, and his own offensive capabilities aren't that great, with him only having 3 Combat like the original.
* PunnyName: Obvious dog-related pun on his prototype's name, "Skids" O'Tool.
* StealthExpert: His ability allows him to quickly sneak past the enemies without them noticing him.
* TokenHuman: His weakness are the only human enemies fought in the scenario.
* YouWillNotEvadeMe: Once the Dogcatchers enter O'Drool's location (or he enter theirs) he cannot move for the rest of the round, shutting down his high mobility. {{Downplayed|Trope}} in that "Skids" ''can'' evade them, he just can't leave their location until next round (and they are "hunters" [[SternChase so they will keep chasing him regardless]]).
[[/folder]]

[[folder:Jacqueline Canine]]
!!Jacqueline Canine
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_barkham_jacqueline.jpg]]
->''As a psychic, Jacqueline Canine can always foretell what is buried beneath the earth in any given spot. She knows where to go to find the bones, where to rummage to find the tastiest scraps of food, and where to beg for the best treats. But what will Jacqueline do when these premonitions lead her to real danger?''
Mystic-class investigator. Can access any even remotely cat-related cards (blasphemy!).
----
* BadPowersGoodPeople: In this verse, cats are AlwaysChaoticEvil... yet Jacqueline specialises in using them to fight the forces of evil. This mirrors how "normal" Mystics deal with forbidden magic to fight back {{Eldritch Abomination}}s.
* CripplingOverspecialisation: There are not that many cats in the game, so she can't access all that many non-Mystic cards anyway.
* ForgetfulJones: She's so prone to forget where she buried her stuff, even her personal weakness, "No Sense of Space and Time", is built around it, making her either discard buried cards, or take some mental damage in attempt to remember (taking 1 horror for each card she keeps).
* MechanicallyUnusualFighter: She can put cards from her hand beneath her sheet,"burrying" them, and take an action to draw 1 or 2 cards that were "burried". This solves the common issue with cards being drawn faster than the player can use them, resulting in some cards being discarded during upkeep phase. Her signature asset: "Chew Toy of Nightmares", is a relic that takes a handslot but allows her to commit cards beneath her without needing to draw them first, while her Elder Sign allows her to instantly unbury a card and add it to her hand too.
* PunnyName: Obvious dog-related pun on her prototype, Jacqueline Fine.
[[/folder]]

[[folder:Duke]]
!!Duke
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_duke.jpg]]
->''Arf. Arf arf arf. BARK! Grrrrrrrr. Woof. Arf arf arf arf arf arf arf. Bark bark. Mrr?... Bark. Bark bark. Arf arf arf arf arf. Borf borf. Woof woof woof! AROOOOOOO--''
Survivor-class investigator. Can access up to five level 0 off-class "Allies", assuming they are either dogs or humans. Only investigator to being specifically forbidden to include anything cat-related.
----
* CatDogDichotomy: Taken a step further than with other investigators. While for others, taking cats into your deck isn't forbidden, just frowned upon from narrative standpoint, Duke is the only one for whom it's explicitly forbidden.
-->''[[BoldInflation ABSOLUTELY NO CATS UNDER ANY CIRCUMSTANCES]]!''
* CripplingOverspecialisation: The only off-class cards he can take are level 0 Allies. The problem is that any investigator has only 1 Ally slot by default, and the card which gives more, "Charisma", requires spending experience to obtain.
* GeniusBruiser: Shares the same statline as Joe Diamond, of all people, having 4 Intellect and Combat but 2 Willpower and Agility, with all the strenghts and [[GlassCannon weaknesses]] that come with it.
* GlassCannon: Much like his owner, Duke is pretty fragile even as an investigator, having below average Health and Sanity. This is less pronounced than when Pete is in the lead though, thanks to his role as TheMedic here (though Pete himself can still hardly take any punishment even as an ally). His low Agility and Willpower leaves him more vulnerable to treacheries too.
* TheMedic: Pretty much Pete's role as Duke's ally; instead of just amplifying his stats, this time he acts as the easy way to heal damage and horror, and to gain free resources and cards.
* MythologyGag: In all games where he ever appeared, Ashcan Pete was accompanied by his faithful dog, Duke, and in ''Arkham TCG'' Duke was the core part of his gameplay, allowing him to amplify his most weak stats (Fight and Intellect). Since this time around, it's Duke who is playable, his ally is the "friendly human", Ashcan Pete. They also have their stats reversed, with Duke now having good Intellect and Fight, but low Willpower and Agility; and Duke's ability and Elder Sign effects are both related to keeping "friendly human" ready for action by supplying him with resources. The original Pete has 6 Health and 5 Sanity, while Duke as an ally has 2 Health and 3 Sanity. As an Investigator of Barkham Horror Duke has 5 Health and 6 Sanity, while Pete as an ally has 3 Health and 2 Sanity.
* SupportPartyMember: While Duke was vital to Pete because it covered the weakspot in his statline, here Pete is vital to Duke for offering him healing, resource generation and card draw every time he succeeds at a skill check by feeding him dog treats. However he only starts with 5 and the only way for Duke to add more on Pete is by either taking 2 actions to put 3 of them on him or revealing his Elder Sign to add 1 (which also readies Pete). Stockpiling on them is unadvised though, because drawing Duke's personal weakness, "Out of Doggie Treats", will immediately remove all dog treats from Pete.
* TokenHuman: While other human allies can be added to any investigator's deck, Duke's "Friendly Human" is specifically the only human ally introduced in Barkham Horror.
[[/folder]]
----
[[Characters/ArkhamHorrorTheCardGameCampaignCharacters CampaignCharacters]]
[[/index]]

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This is a list of characters in Arkham Horror: TCG and its expansions. Investigators currently available only as promo cards are put separately, as well as any campaign-specific ones.

to:

This is a list of characters in Arkham Horror: TCG and its expansions. Investigators currently available only as promo cards are put separately, as well as any campaign-specific ones.
separately.



!Investigators classes
Tropes commonly associated with most or all investigators of specific classes. Also contains tropes related to the player cards exclusive to these classes.
[[folder:Guardians]]
Guardians dedicates themselves to protecting their less combat-capable teammates and fighting monsters head-on. Many their cards are related to either combat or teamwork.

to:

!Investigators classes
Tropes commonly associated
!Introduced in ''Night of the Zealot'' (core game)
[[folder:Roland Banks]]
!!Roland Banks, the Fed
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_roland.png]]
[[caption-width-right:225:''Everything by the book: every "i" dotted, every "t" crossed. It has worked, until now.'']]
-> ''Roland had always taken comfort in procedure and rules. As an agent in the Bureau, he was relieved to have guidelines to follow in any given situation. But lately, his Federal Agent's Handbook had been entirely unhelpful given the cases he'd been assigned. Try as he might, Roland could find no mention of what to do when confronted
with most or all investigators of specific classes. Also contains tropes related to the player cards exclusive to these classes.
[[folder:Guardians]]
Guardians dedicates themselves to protecting their less combat-capable teammates
strange creatures, gates through time and fighting monsters head-on. Many their cards are related space, or magic spells. If he hadn't seen it with his own eyes, he would never have believed it... and there's no way his superiors would understand. Roland knew he would have to either combat or teamwork.handle this one himself.''
!!!Both versions
Guardian-class investigator.



* ActionHero: The average Guardian represent a gun-toting badass that can mow down droves of [[EldritchAbomination eldritch abominations]] with enough bullets or weaponry. This is not universal however, as some Guardians do [[PlayingWithATrope break the mold]] being instead [[SupportPartyMember support party members]] that "defend" their fellow investigators in other ways ''beside'' fighting (like Carolyn and Carson).
* AlphaStrike: "Vicious Blow" is a skill that when commited gives +1 to-hit and +1 damage to any attack performed: useful to kill enemies that would require an additional action to finish off. Its level 2 upgraded raises the bonus accuracy to +2 and allows you to deal +2 damage instead if you succeed the skill test to attack an enemy by 2 or more, synergising very well with weapons with a high fighting modifier and allowing you to deal massive burst damage in one attack.
* BattleBolas: "Bolas" event can be used to essentially cripple "hunter" enemies; once the bolas gets thrown at them and ties them up, it not only penalises their evade stat, but also makes them exhaust each time they move, which makes them easy target.
* BigGuy: [[ZigZaggingTrope Zig-zagged]]: Guardians tend to have best Health (around 8-9) and Combat (around 4-5) stats, making them great at fighting monsters directly and tanking damage for their more fragile teammates. But they tend to have low Sanity (around 5-6), which makes them vulnerable to horror-based attacks, potentially dropping them straight into GlassCannon territory in horror-heavy scenarios.
** Guardians have the largest pool of combat-oriented cards, be they weapons, upgrades for weapons, tools to kill enemies in non-standard ways, and so on. They also have cards specifically dedicated to quickly engage the enemies (such as "Riot Whistle" asset), saving actions which may be used to actually attack those enemies.
** Guardians have many assets specifically dedicated to absorbing damage and/or horror, sometimes even those intended for the other investigators. Such cards are also often more resilient than analogues.
** Guardians have many cards which are specifically dedicated to taking hits in place of their more fragile comrades:
*** "Self-Sacrifice" event allows you to take all consequences of failing a skill check in place of another, more vulnerable investigator.
*** "Solemn Vow" asset allows you to link with other investigator, and, when they are at the same location, healing that investigator's assets at the cost of damaging your own. It's specifically designed to protect key players while they're working on the main goal.
*** "Heroic Rescue" event allows them to [[DrawAggro distract the enemy from your more vulnerable teammates]], taking the hit directed at other player, as well as automatically engaging with attacking enemy, to continue the fight.
** "Safeguard" asset exists mainly to follow the vulnerable teammate who's performing important task which requires them moving around, so the Guardian is always ready to protect them from whatever danger arise. The level 0 version only allows you to follow an investigator for one location, but the upgraded version lets you follow them EVERY time they move, potentially saving you a massive amount of actions you would have spent just to move around
* BurnBabyBurn: The Guardians can use the "Kerosene" asset to burn recently defeated enemies to regain sanity, either for themselves, or their teammates and Allies.
* CanineCompanion: Guardians can actually take the Guard Dogs into battle; those not only absorbs the damage, but can also cause damage to the enemy when hit.
* CastFromHitpoints: "Blood Eclipse" event allows to attack using Willpower instead of Combat (which some investigators like more than others); it can be further reinforced by sacrificing some health, to give a boost to both stats and damage. The upgraded level 3 version allows you to decided how much health you want to spend for the attack, giving a stronger boost in accuracy and damage with each damage taken, while the level 1 version requires a flat cost of taking 2 damage.
* CombatMedic: Besides having a big arsenal of combat-oriented cards, Guardians also have various options to protect or heal their teammates, both from damage and from horror.
* DamageOverTime: "Grievous Wound" event causes attacked enemy to suffer 1 point of damage every turn until they finally die. [[ContractualBossImmunity Doesn't work on elites unfortunately.]]
* {{Determinator}}: The Guardians' resilience is reflected in their card pool. Guardians have access to cards that will allow them to shrug off damage and/or horror for the sake of protecting their allies.
* DifficultButAwesome: "Enchanted Armor" asset, theoretically, has no upper limit of how much damage and horror you can put on it, but each time it receives any, you must pass a Willpower test which scales with amount of tokens -- and if you fail, ''all'' that damage and horror would be dumped straight on you, while the card would get discarded.
* DrawAggro: Various Guardian-class cards allows to protect the other investigators from dangers, and facing them yourself instead:
** "First Watch" event allows you to take encounter cards from other players, and play them yourself, with all the risks it involves. "Martyr's Vambrace" asset has the same ability, but can be used repeatedly, and actually gives you boost while you're dealing with encounter cards.
** "Taunt" event forces the enemies from your location to immediately engage you, all at once. Higher-level versions also allows to draw cards (to make it easier to actually ''kill'' those enemies) and even deal instant damage to them.
** "Heroic Rescue" event allows to redirect attack intended for another investigator on yourself. It also forces that enemy to engage you (and deals damage to it), ensuring that the enemy wouldn't just re-target them again.
** "Get behind me!" event allows to draw ''all'' attacks intended for the other investigators in your location to yourself (as well as making the enemies engage you afterwards), while also cancelling small amount of horror those attacks would otherwise deal.
* ExtraTurn: If needed, the "Police Badge" asset can be discarded to give an investigator several extra actions.
* FriendlyFireproof:
** "Blackjack" asset has only one gimmick: it can be used to attack the enemies engaged with the other players without the risk of hurting your teammates if you miss. However, it's not particularly strong. Its level 2 upgrade increase its resource cost from 1 to 2 but on top of the benefits of the level 0 version it is also more accurate and deal an additional damage if the enemy is engaged with another investigator! Great to defend less combat-capable teammates, [[CripplingOverspecialisation not so great for actual self-defense when YOU are engaged with an enemy.]]
** One of the possible upgrades for "Custom Modifications" event allows it to make whatever asset it's attached to unable to harm teammates when you try to attack the enemy targeting them, but miss.
* FriendOnTheForce: Most Guardian-class Allies are related to either police or Agency, and prove themselves surprisingly effective in fights against {{Eldritch Abomination}}s.
* GoodOldFisticuffs: Many Guardian event cards have the investigators engaging in fistfights with cultists, gangsters, monsters and various other terrors from beyond. Depending on the target of their attack, this can lead to a '''literal''' case of DidYouJustPunchOutCthulhu
** "Get over here!" forces a non-elite enemy to move from a connecting location to the location of the investigator who played that card, only to get engaged and punched in the face. The upgrade not only allows you to target enemies two location away but it is also fast (a rarity among cards that allow you to perform a fight action), meaning that it won't take any of your base three actions if you play it and can be used even ''outside'' your turn. Very useful to deal with [[GoddamnedBats Acolytes.]]
** "Clean Them Out" makes you perform an attack action and gain 2 resources by doing so (the card itself costs 0). Not terribly useful on its own given you are attacking just for one damage, but helps fuel the economy of other assets and events and allows you to take out enemies [[CherryTapping with one HP left]] without wasting bullets or using more damaging events.
** "Counterpunch" allows you to [[CounterAttack counterattack]] after an enemy attacks you, even if it was cancelled. It deals less damage than the reaction on the Survival Knife, but it doesn't require you to get damaged unlike the level 0 version of the knife and also works on attacks of opportunity. The upgraded version gets a boost both in damage and accuracy and allows the investigator to resolve their attack [[ActionInitiative before the enemy]], similiar to the upgraded version of Survival Knife.
** "One-Two Punch" allows an investigator to attack the same enemy twice in one action, first dealing one damage and then two, it's tricky to use however because the first attack is less accurate than the second and you need to land it in order to attack again. The upgrade version solves that problem however by making the first attack [[AlwaysAccurateAttack always land]], on top of improving the accuracy of the second attack, make both deal an additional damage AND allow you to target another enemy in your location with the second attack instead of the first target.
** "Toe-to-Toe" is an [[AlwaysAccurateAttack automatically succesful attack]] that costs zero resources and deals 2 damage base (which can be still increased by commiting cards like [[AlphaStrike Vicious Blow]] or [[DamageIncreasingDebuff Hatchet Man]]), but makes the enemy you target immediately attack you. It's risky to use in most cases, but it's worth the deck space to counter enemies that have [[StoneWall high fight but low damage capabilities]], like the [[DemonicSpider Wizard of the Order.]]
** "Mano a Mano" [[AlwaysAccurateAttack instantly deals 1 damage against an enemy of your choice engaged with you when played]], it costs zero resources, but has the drawback of only being usable as your first action of the round and unlike all the other cards listed under GoodOldFisticuffs, it doesn't have a level 0 version; it's level 1, so you cannot immediately include it at deck creation unless you have exp to spare. There is also a level 2 version which is exactly the same, but deals 2 damage.
** "Sweeping Kick" is a level 1 event that deals 2 damage and adds the investigator's agility as a bonus to-hit (which granted for most [[MightyGlacier Guardians]] it's unlikely to be a big accuracy bonus). The main appeal is that if the attack is succesful, the enemy gets exhausted, giving a way for Guardians to evade an enemy if they are caught unprepared to deal with it.
* HerdHittingAttack: Guardians have the biggest selection of cards that can be used to damage or dispatch multiple enemies at once compared to other classes:
** "Dynamite Blast" event can be used to deal huge damage to all enemies within one location; but it can cause friendly fire if used without caution.
** "Flamethrower" asset allows to attack all enemies engaged with you, with the total damage done dividing between them on the player's discretion.
** "Mk 1 Grenades" asset makes investigator's attack deal (fixed) damage to every enemy (and investigator, other than the user themselves) in the same location as their target.
* HeroicSacrifice: A recurring theme of the Guardian class cards:
** Many of their Ally cards have special abilities, which only triggers on damage/defeat, or requires damage/discard as a cost.
** The [[SeeYouInHell "I'll see you in hell!"]] event [[TakingYouWithMe instantly defeats you and all non-Elite enemies at your threat area at the cost of lasting physical damage if not outright death.]]
** As mentioned under DrawAggro, many Guardian cards that can take the heat off other investigators put the investigator playing said cards in harm's way instead, with "Heroic Rescue" and ""Get behind me!" best fitting here given they lead to the investigator attracting attention to get attacked.
** "Self-Sacrifice" is a skill card that can only be commited to a skill test performed by another investigator. It provides no skill icons but allows the investigator commiting the card to suffer the consequences of a failed skill check in place of the performing investigator. Then either the investigator that commited the card or got the card commited to them can draw 2 cards.
* JackBauerInterrogationTechnique: "Interrogate" event allows to pass Combat check on an enemy to discover clues, with obvious implications that the information just gets beaten out of them.
* KillItWithFire: Guardians have access to the actual "Flamethrower" as their Weapon option. It allows to attack ''all'' enemies enganged with you, but is limited by its cost, taking up multiple slots at once and not being able to hurt enemies "not" engaged with you.
* TheLeader: Guardians have many cards specifically dedicated to coordinating the efforts of their entire team, instead of just supporting someone particular.
* LightningGun: "Lightning Gun" asset is extremely powerful, providing massive bonus to Strength and damage on each attack, allowing to zap nearly any enemy to bits, be they cultists or {{Eldritch Abomination}}s. On the downside, [[AwesomeButImpractical it costs whopping 6 resources to put in use, takes both hands and only has 3 charges]], not to mention that it's level 5 card, with experience not being that easy to get either.
* LuckManipulationMechanic:
** "Eat lead!" event allows, when using Firearms assets, to spend extra ammo to draw that same amount of chaos tokens, and pick the one you like more. While highly specialised, it's one of the few options the Guardians have to avoid dealing with unwanted chaos tokens.
** Fully-charged "Empty Vessel" asset turns into "Wish-Eater", which can cancel symbol chaos tokens (excluding auto-failure) and even heal investigators. It regress into basic form after three uses.
** ''The Innsmouth Conspiracy'' expansion introduced several cards dedicated to either adding or preserving blessed tokens, which boosts the skill value when drawn:
*** "Blessing of Isis" asset turns the second revealed "blessed" token into Elder Sign, which often activates special abilities or even allows for automatic success.
*** "Sacred Covenant" asset allows to preserve blessed tokens which would otherwise be wasted on a skill test the outcome of which they can't change, thus, ensuring that the team would still benefit from them (as it may be hard to actually put those in the bag).
* MacheteMayhem: "Machete" asset is amongst the most popular Weapon choice for starting decks, due to how easy and reliable it is, despite its [[BoringButPractical only gimmick]] being dealing additional damage to enemies engaged with the investigator (and only if there's exactly one enemy). The situation was bad enough for the card to be {{nerf}}ed by the first wave of "Taboo" rules, specifically so it would stop showing up in starting decks (though this decision was eventually overturned with the introduction of many other assets challenging the Machete's position as the main Level 0 weapon for Guardians).
* MightyGlacier: While they are strong, Guardians usually have below average Agility, which makes it hard to escape ambushes in dire situations.
* MoreDakka: "M1918 BAR" asset allows to spend up to 5 ammo ''in one attack'', dealing damage equal to ammo spent; by default, it has 8 ammo.
* NoSell:
** "I've had worse" event allows investigator to shrug off huge amount of damage and/or horror received, and gain resources instead. The Level 2 version of the card cancels up to 2 damage and/or horror, the level 4 version up to 5.
** "Dodge" event allows to outright cancel enemy's attack directed at an investigator in your location. The upgrade reduces the resource cost of the card from one to zero and also allows you to [[CounterAttack do an agility test to deal 1 damage to the attacking enemy.]]
** "Delay the Inevitable" event allows to cancel ''all'' damage and horror directed at chosen investigator. The downside is that it has to be prepared in advance, and costs resources to maintain.
** "Fool me once..." event allows, after discarding a treachery, cancel the ''next'' copy of it; considering that some truly nasty ones comes in pairs or even trios, sometimes it may save lives.
** "Shield of Faith" asset allows to cancel up to 5 attacks, but requires sealing some blessed tokens on it first (which acts as its "charges").
* NotSoInvincibleAfterAll: "If it bleeds..." event allows you and all investigators in your location to restore some sanity after defeating a Monster enemy, as seeing the nightmarish abomination falling restores their faith in possible victory.
* OneBulletLeft: "One in the Chamber" event only works when there's one ammo left in your Firearms asset... but it gives massive boost to the skill check when you use it, highly increasing your chance to make the best out of that ammo.
* OneHitKill: The level 5 version of "Monster Slayer" is an event that allows you to defeat a non-Elite enemy with one hit, assuming the attack itself lands (which can be tricky to, as the card itself doesn't boost the accuracy of the attack). [[AvertedTrope Averted]] with the level 0 version: it is just an attack that deals 2 damage.
* PowerNullifier: "Handcuffs" asset not only allows to "evade" by using Combat instead of Agility, but also prevents non-Elite enemies from readying or accumulating Doom. The downside is that it only works on Humanoid enemies (who're not always presented), and can't be retrieved until that enemy dies or gets discarded.
* ShotgunsAreJustBetter: Guardians use shotguns as strong, though not always reliable, firearms.
** The ".35 'Winchester'" is the weakest amongst shotgun variants, but is also the only one which comes with more than 2 shots, which may be crucial at times.
** "Shotgun" provides a great Combat boost and scales its damage depending on the amount you succeed by. A major downside is that if you miss, the damage to your teammates would scale up, too.
* TakingYouWithMe: [[SeeYouInHell "I'll see you in hell!"]] instantly defeats all enemies engaged with the investigator playing the card regardless of their current health ([[ContractualBossImmunity as long as they are not elites]]), but then causes said investigator to get defeated and suffer one physical trauma, which can potentially [[PermaDeath kill them]] if too much is accumulated.
* WalkingArmory: "Bandolier" asset has exactly one function -- providing additional hand slots specifically for Weapon assets (at the cost of taking body slot), allowing investigator to keep way more Weapons ready for battle and switch between them on the go.
[[/folder]]

[[folder:Seekers]]
Seekers dedicates themselves to supporting their teammates with their great knowledge of the occult. What they lack in combat skills, they make up for with special training and skills, making them great clue gatherers.

to:

* ActionHero: The average Guardian represent a gun-toting badass that can mow down droves of [[EldritchAbomination eldritch abominations]] with enough bullets or weaponry. This is not universal however, as some Guardians do [[PlayingWithATrope break AgentScully: As his backstory explains, Roland didn't believe in the mold]] being instead [[SupportPartyMember support party members]] that "defend" their fellow investigators in other ways ''beside'' fighting (like Carolyn paranormal, and Carson).
* AlphaStrike: "Vicious Blow" is a skill that when commited gives +1 to-hit and +1 damage to any attack performed: useful to kill enemies that would require an additional action to finish off. Its level 2 upgraded raises the bonus accuracy to +2 and allows you
so was completely caught off-guard on how to deal +2 damage instead if you succeed with the skill test to attack an enemy by otherworldly dangers he found in his investigation.
* BoringButPractical: "Mysteries Remain" replacement signature Event has
2 or more, synergising very well with weapons with a high fighting modifier and allowing you to deal massive burst damage in one attack.
* BattleBolas: "Bolas" event can be used to essentially cripple "hunter" enemies; once the bolas gets thrown at them and ties them up, it not only penalises their evade stat, but also makes them exhaust each time they move, which makes them easy target.
* BigGuy: [[ZigZaggingTrope Zig-zagged]]: Guardians tend to have best Health (around 8-9) and Combat (around 4-5) stats, making them great at fighting monsters directly and tanking damage for their more fragile teammates. But they tend to have low Sanity (around 5-6), which makes them vulnerable to horror-based attacks, potentially dropping them straight into GlassCannon territory in horror-heavy scenarios.
** Guardians have the largest pool of combat-oriented cards, be they weapons, upgrades for weapons, tools to kill enemies in non-standard ways, and so on. They also have cards specifically dedicated to quickly engage the enemies (such as "Riot Whistle" asset), saving actions which may be used to actually attack those enemies.
** Guardians have many assets specifically dedicated to absorbing damage and/or horror, sometimes even those intended for the other investigators. Such cards are also often more resilient than analogues.
** Guardians have many cards which are specifically dedicated to taking hits in place of their more fragile comrades:
*** "Self-Sacrifice" event allows you to take all consequences of failing a skill check in place of another, more vulnerable investigator.
*** "Solemn Vow" asset allows you to link with other investigator, and, when they are at the same location, healing that investigator's assets at the cost of damaging your own. It's specifically designed to protect key players while they're working on the main goal.
*** "Heroic Rescue" event allows them to [[DrawAggro distract the enemy from your more vulnerable teammates]], taking the hit directed at other player, as well as automatically engaging with attacking enemy, to continue the fight.
** "Safeguard" asset exists mainly to follow the vulnerable teammate who's performing important task which requires them moving around, so the Guardian is always ready to protect them from whatever danger arise. The level 0 version only allows you to follow an investigator for one location, but the upgraded version lets you follow them EVERY time they move, potentially saving you a massive amount of actions you would have spent just to move around
* BurnBabyBurn: The Guardians can use the "Kerosene" asset to burn recently defeated enemies to regain sanity, either for themselves, or their teammates and Allies.
* CanineCompanion: Guardians can actually take the Guard Dogs into battle; those not only absorbs the damage, but can also cause damage to the enemy when hit.
* CastFromHitpoints: "Blood Eclipse" event allows to attack using Willpower instead of Combat (which some investigators like more than others); it can be further reinforced by sacrificing some health, to give a boost to both stats and damage. The upgraded level 3 version allows you to decided how much health you want to spend for the attack, giving a stronger boost in accuracy and damage with each damage taken, while the level 1 version requires a flat cost of taking 2 damage.
* CombatMedic: Besides having a big arsenal of combat-oriented cards, Guardians also have various options to protect or heal their teammates, both from damage and from horror.
* DamageOverTime: "Grievous Wound" event causes attacked enemy to suffer 1 point of damage every turn until they finally die. [[ContractualBossImmunity Doesn't work on elites unfortunately.]]
* {{Determinator}}: The Guardians' resilience is reflected in their card pool. Guardians have access to cards that will allow them to shrug off damage and/or horror for the sake of protecting their allies.
* DifficultButAwesome: "Enchanted Armor" asset, theoretically, has no upper limit of how much damage and horror
simple functions you can put on it, but each time it receives any, choose from: either you must pass a Willpower test which scales with amount of tokens -- and if you fail, ''all'' that damage and horror would be dumped straight on you, while the card would get discarded.
* DrawAggro: Various Guardian-class cards allows to protect the other investigators from dangers, and facing them yourself instead:
** "First Watch" event allows you to take encounter cards from other players, and play them yourself, with all the risks it involves. "Martyr's Vambrace" asset has the same ability, but can be used repeatedly, and actually gives you boost while you're dealing with encounter cards.
** "Taunt" event forces the enemies
discover one clue from your location (acting like a cheaper "Working a Hunch" at no resource cost) or ''generate'' an extra clue to immediately engage you, all at once. Higher-level versions also allows to draw cards (to make it easier to actually ''kill'' those enemies) and even deal instant damage to them.
** "Heroic Rescue" event allows to redirect attack intended for another investigator on yourself. It also forces that enemy to engage you (and deals damage to it), ensuring that the enemy wouldn't just re-target them again.
** "Get behind me!" event allows to draw ''all'' attacks intended for the other investigators
discover in your location to yourself (as well as making location, reducing the enemies engage you afterwards), while also cancelling small amount of horror those attacks would otherwise deal.
* ExtraTurn: If needed,
exploration and backtracking needed to reach other locations with clues necessary to advance the "Police Badge" asset can be discarded to give an investigator several extra actions.
* FriendlyFireproof:
** "Blackjack" asset has only one gimmick:
Act Deck. It is also fast, so it can be used to attack the enemies engaged with the other players played without the risk spending an action or triggering attacks of hurting your teammates if you miss. However, it's not particularly strong. Its level 2 upgrade increase its resource cost opportunity, but it removes itself from 1 to 2 the game afterwards. Not the most interesting signature, but on top of the benefits of the level 0 version it is useful in almost every situation.
* CycleOfHurting: His low starting sanity makes him very likely to run out and take mental trauma (something his weakness
also dispenses), which in turn makes him more accurate and deal likely to run out next mission until he's rendered permanently insane.
* FBIAgent: Well, BI Agent; they weren't the ''Federal'' Bureau until 9 years after ''Arkham Horror''[='=]s timeframe.
* GivingUpOnLogic: Roland's replacement weakness, "Dirge of Reason" (originally provided as the bonus for namesake book), symbolises Roland's AgentScully mindset cracking, as he no longer can explain what's going even remotely rationally. In gameplay terms, it manifests as him dropping his clues into his location (symbolising his confusion), or taking horror if he can't.
* RevolversAreJustBetter: His signature card is his .38 revolver. Its main gimmick is providing
an additional damage if the enemy is engaged with another investigator! Great bonus to defend less combat-capable teammates, [[CripplingOverspecialisation not so great for actual self-defense Combat when YOU are engaged with an enemy.]]
** One of the possible upgrades for "Custom Modifications" event allows it to make whatever asset it's attached to unable to harm teammates when you try to attack the enemy targeting them, but miss.
* FriendOnTheForce: Most Guardian-class Allies are related to either police or Agency, and prove themselves surprisingly effective in fights against {{Eldritch Abomination}}s.
* GoodOldFisticuffs: Many Guardian event cards have the investigators engaging in fistfights with cultists, gangsters, monsters and various other terrors from beyond. Depending on the target of their attack, this can lead to a '''literal''' case of DidYouJustPunchOutCthulhu
** "Get over here!" forces a non-elite enemy to move from a connecting location to the location of the investigator who played that card, only to get engaged and punched in the face. The upgrade not only allows you to target enemies two location away but it is also fast (a rarity among cards that allow you to perform a fight action), meaning that it won't take any of your base three actions if you play it and can be
used even ''outside'' your turn. Very useful to deal with [[GoddamnedBats Acolytes.]]
** "Clean Them Out" makes you perform an attack action and gain 2 resources by doing so (the card itself costs 0). Not terribly useful on its own given you are attacking just for one damage, but helps fuel the economy of other assets and events and allows you to take out enemies [[CherryTapping with one HP left]] without wasting bullets or using more damaging events.
** "Counterpunch" allows you to [[CounterAttack counterattack]] after an enemy attacks you, even if it was cancelled. It deals less damage than the reaction on the Survival Knife, but it doesn't require you to get damaged unlike the level 0 version of the knife and also works on attacks of opportunity. The upgraded version gets a boost both
in damage and accuracy and allows the investigator to resolve their attack [[ActionInitiative before the enemy]], similiar to the upgraded version of Survival Knife.
** "One-Two Punch" allows an investigator to attack the same enemy twice in one action, first dealing one damage and then two, it's tricky to use however because the first attack is less accurate than the second and you need to land it in order to attack again. The upgrade version solves that problem however by making the first attack [[AlwaysAccurateAttack always land]], on top of improving the accuracy of the second attack, make both deal an additional damage AND allow you to target another enemy in your
a location with the second attack instead of the first target.
** "Toe-to-Toe" is an [[AlwaysAccurateAttack automatically succesful attack]] that costs zero resources and deals 2 damage base (which can be still increased by commiting cards like [[AlphaStrike Vicious Blow]] or [[DamageIncreasingDebuff Hatchet Man]]), but makes the enemy you target immediately attack you. It's risky to use in most cases, but it's worth the deck space to counter enemies that have [[StoneWall high fight but low damage capabilities]], like the [[DemonicSpider Wizard of the Order.]]
** "Mano a Mano" [[AlwaysAccurateAttack instantly deals 1 damage against an enemy of your choice engaged with you when played]], it costs zero resources, but has the drawback of only being usable as your first action of the round and unlike all the other cards listed under GoodOldFisticuffs, it doesn't have a level 0 version; it's level 1, so you cannot immediately include it
at deck creation unless you have exp to spare. There is also a level 2 version least one clue, which is exactly further amplifies the same, but deals 2 damage.
** "Sweeping Kick"
hybrid fighter/searcher playstyle of his default kit.
* SecretWar: Roland
is a level 1 event obsessed with keeping his activities hidden from unrelated people; his signature weakness, "Cover Up", is him realising that deals 2 damage and adds the investigator's agility as a bonus to-hit (which granted for most [[MightyGlacier Guardians]] it's unlikely to be a big accuracy bonus). The main appeal is that if the attack is succesful, the enemy gets exhausted, giving a way for Guardians to evade he left an enemy if they are caught unprepared to deal with it.
* HerdHittingAttack: Guardians have the biggest selection of cards that can be used to damage or dispatch multiple enemies at once compared to other classes:
** "Dynamite Blast" event can be used to deal huge damage to all enemies within one location; but it can cause friendly fire if used without caution.
** "Flamethrower" asset allows to attack all enemies engaged with you, with the total damage done dividing between them on the player's discretion.
** "Mk 1 Grenades" asset makes investigator's attack deal (fixed) damage to every enemy (and investigator, other than the user themselves) in the same location as their target.
* HeroicSacrifice: A recurring theme of the Guardian class cards:
** Many of their Ally cards have special abilities, which only triggers on damage/defeat, or requires damage/discard as a cost.
** The [[SeeYouInHell "I'll see you in hell!"]] event [[TakingYouWithMe instantly defeats you and all non-Elite enemies at your threat area at the cost of lasting physical damage if not outright death.]]
** As mentioned under DrawAggro, many Guardian cards that can take the heat off other investigators put the investigator playing said cards in harm's way instead, with "Heroic Rescue" and ""Get
evidence behind me!" best fitting here given they lead to the investigator attracting attention and trying to get attacked.
** "Self-Sacrifice" is a skill card that can only be commited
rid of it. Failure to a skill test performed by another investigator. It provides no skill icons but allows the investigator commiting the card to suffer the consequences of a failed skill check in place of the performing investigator. Then do so before either the investigator that commited the card scenario's end or got the card commited to them can draw 2 cards.
* JackBauerInterrogationTechnique: "Interrogate" event allows to pass Combat check on an enemy to discover clues, with obvious implications that the information just gets beaten out of them.
* KillItWithFire: Guardians have
Roland's resignment/elimination will result in mental trauma.

!!!Basic version
Has
access to the actual "Flamethrower" as their Weapon option. It allows to attack ''all'' enemies enganged with you, but is limited by its cost, taking up multiple slots at once and not being able to hurt enemies "not" engaged with you.
* TheLeader: Guardians have many
Seeker cards specifically dedicated (up to coordinating the efforts of their entire team, instead of just supporting someone particular.
* LightningGun: "Lightning Gun" asset is extremely powerful, providing massive bonus to Strength and damage on each attack, allowing to zap nearly any enemy to bits, be they cultists or {{Eldritch Abomination}}s. On the downside, [[AwesomeButImpractical it costs whopping 6 resources to put in use, takes both hands and only has 3 charges]], not to mention that it's
level 5 card, with experience not being that easy to get either.
* LuckManipulationMechanic:
** "Eat lead!" event allows, when using Firearms assets, to spend extra ammo to draw that same amount of chaos tokens, and pick the one you like more. While highly specialised, it's one of the few options the Guardians have to avoid dealing with unwanted chaos tokens.
** Fully-charged "Empty Vessel" asset turns into "Wish-Eater", which can cancel symbol chaos tokens (excluding auto-failure) and even heal investigators. It regress into basic form after three uses.
** ''The Innsmouth Conspiracy'' expansion introduced several cards dedicated to either adding or preserving blessed tokens, which boosts the skill value when drawn:
*** "Blessing of Isis" asset turns the second revealed "blessed" token into Elder Sign, which often activates special abilities or even allows for automatic success.
*** "Sacred Covenant" asset allows to preserve blessed tokens which would otherwise be wasted on a skill test the outcome of which they can't change, thus, ensuring that the team would still benefit from them (as it may be hard to actually put those in the bag).
* MacheteMayhem: "Machete" asset is amongst the most popular Weapon choice for starting decks, due to how easy and reliable it is, despite its [[BoringButPractical only gimmick]] being dealing additional damage to enemies engaged with the investigator (and only if there's exactly one enemy). The situation was bad enough for the card to be {{nerf}}ed by the first wave of "Taboo" rules, specifically so it would stop showing up in starting decks (though this decision was eventually overturned with the introduction of many other assets challenging the Machete's position as the main Level 0 weapon for Guardians).
* MightyGlacier: While they are strong, Guardians usually have below average Agility, which makes it hard to escape ambushes in dire situations.
* MoreDakka: "M1918 BAR" asset allows to spend up to 5 ammo ''in one attack'', dealing damage equal to ammo spent; by default, it has 8 ammo.
* NoSell:
** "I've had worse" event allows investigator to shrug off huge amount of damage and/or horror received, and gain resources instead. The Level 2 version of the card cancels up to 2 damage and/or horror, the level 4 version up to 5.
** "Dodge" event allows to outright cancel enemy's attack directed at an investigator in your location. The upgrade reduces the resource cost of the card from one to zero and also allows you to [[CounterAttack do an agility test to deal 1 damage to the attacking enemy.]]
** "Delay the Inevitable" event allows to cancel ''all'' damage and horror directed at chosen investigator. The downside is that it has to be prepared in advance, and costs resources to maintain.
** "Fool me once..." event allows, after discarding a treachery, cancel the ''next'' copy of it; considering that some truly nasty ones comes in pairs or even trios, sometimes it may save lives.
** "Shield of Faith" asset allows to cancel up to 5 attacks, but requires sealing some blessed tokens on it first (which acts as its "charges").
* NotSoInvincibleAfterAll: "If it bleeds..." event allows you and all investigators in your location to restore some sanity after defeating a Monster enemy, as seeing the nightmarish abomination falling restores their faith in possible victory.
* OneBulletLeft: "One in the Chamber" event only works when there's one ammo left in your Firearms asset... but it gives massive boost to the skill check when you use it, highly increasing your chance to make the best out of that ammo.
* OneHitKill: The level 5 version of "Monster Slayer" is an event that allows you to defeat a non-Elite enemy with one hit, assuming the attack itself lands (which can be tricky to, as the card itself doesn't boost the accuracy of the attack). [[AvertedTrope Averted]] with the level 0 version: it is just an attack that deals 2 damage.
* PowerNullifier: "Handcuffs" asset not only allows to "evade" by using Combat instead of Agility, but also prevents non-Elite enemies from readying or accumulating Doom. The downside is that it only works on Humanoid enemies (who're not always presented), and can't be retrieved until that enemy dies or gets discarded.
* ShotgunsAreJustBetter: Guardians use shotguns as strong, though not always reliable, firearms.
** The ".35 'Winchester'" is the weakest amongst shotgun variants, but is also the only one which comes with more than 2 shots, which may be crucial at times.
** "Shotgun" provides a great Combat boost and scales its damage depending on the amount you succeed by. A major downside is that if you miss, the damage to your teammates would scale up, too.
* TakingYouWithMe: [[SeeYouInHell "I'll see you in hell!"]] instantly defeats all enemies engaged with the investigator playing the card regardless of their current health ([[ContractualBossImmunity as long as they are not elites]]), but then causes said investigator to get defeated and suffer one physical trauma, which can potentially [[PermaDeath kill them]] if too much is accumulated.
* WalkingArmory: "Bandolier" asset has exactly one function -- providing additional hand slots specifically for Weapon assets (at the cost of taking body slot), allowing investigator to keep way more Weapons ready for battle and switch between them on the go.
[[/folder]]

[[folder:Seekers]]
Seekers dedicates themselves to supporting their teammates with their great knowledge of the occult. What they lack in combat skills, they make up for with special training and skills, making them great clue gatherers.
2).



* AttackItsWeakPoint:
** "Expose Weakness" event allows them, through own Intellect, analyse their enemy and come up with a plan how to defeat it by striking the most vulnerable part, temporarily reducing its combat stat.
** "Anatomical Diagrams" asset allows to reduce the enemy's combat and evade values (assuming investigator has enough sanity left to study), the logic being that they discover the monster's weak points and how to exploit them.
* CastFromMoney: Some of their cards requires dropping clues in their locations (or at the very least having any in supply) before they can be used. On the one hand, Seekers have the least troubles with gaining those clues back, on another, clues are often needed for progress on your objective.
* ExtraTurn:
** "Guidance" event allows to give another investigator (who didn't act yet this round) an extra action on their turn.
** "Press Pass" asset allows to gain an extra action after spending a clue (or dropping it in location).
* FurnitureBlockade: The art for "Barricade" event (prevents non-Elite enemies from entering location) shows how the monster tries to enter the room through a door blocked by a pile of furniture, in vain.
* GlassCannon: Through the various cycles, Seekers have gotten various options to deal with enemies effectively, either dealing massive damage to them through cards like "I've got a plan!" or "Occult Incantation" or neutralising them non-violently with "Existential Riddle" or "Persuasion". Even without considering their potential combat prowess, their ability to gather clues extremely quickly can easily [[CurbStompBattle end scenarios in few turns]]. But they are still among the most vulnerable investigators in the game, usually having really low health '''and''' low-to-average agility (on top of abysmal fight), leaving them unable to run away from monsters they cannot deal with immediately and also vulnerable to damage-dealing treacheries that test agility. Their sanity and willpower tend to be decent at least (and have many other ways to boost their will on top of their intellect) meaning that horror is less of an issue to them compared to [[MightyGlacier Guardians]] and [[FragileSpeedster Rogues.]]
* GreatBigBookOfEverything: "Encyclopedia", a Tome asset, allows to choose and boost any skill until the end of the round; knowledge is power, indeed.
* HeroicSacrifice: The "Ghastly Revelation" event allows them to instantly discover up to 3 clues, and then either give them to the other investigator or place them at any other location in the game -- after which they gets defeated and suffer a mental trauma.
* ItemCaddy: Seekers have ''the'' highest number of tools to draw additional cards, stockpiling them in hand or searching for them in the deck.
* LuckManipulationMechanic:
** "Pnakotic Manuscripts" asset allows to avoid revealing chaos tokens altogether, and thus, not dealing with the negative effects they may produce. Unfortunately, it has limited supply of "secrets" to do that.
** "The Blasphemous Covenant" asset (from ''The Innsmouth Conspiracy'') allows to treat "cursed" tokens (which normally gives "-2" penalty) as "+1" tokens, albeit it also prevents them from leaving the bag when drawn. Quite often it's used to fix consequences of Seekers' own machinations, given how many of their cards actually ''adds'' those tokens.
* MagikarpPower: Several expansions includes certain setting-appropriate Seeker-class cards; (few exceptions aside) they're borderline useless by default, but, if specific tasks gets performed, can be upgraded (by spending experience) into something tailor-made for specific tasks, either by researching, deciphering, etc.
* TheMedic: Alongside Guardians and Mystics, Seekers get many cards that can heal damage and horror from themselves and other investigators. [[GameplayAndStoryIntegration Fitting for a class that usually includes scholars and students among their numbers]]
* NonActionGuy: While Seekers do have (limited) combat options, they are ''not'' combat-oriented and often have poor basic Combat (1-2), Agility (around 2), and Health (6-7) stats.
* NoSell: "Prophesiae Profana" asset allows to choose a location as "locus", and grants complete immunity to attacks of opportunity while outside of it. It was later [[Nerf nerfed]] with a taboo to only prevent the first attack of opportunity each round
* NurseWithGoodIntentions: "Medical Texts", a Tome asset, allows to heal yourself or another investigator... or damage them even further, depending on how well you deal with Intellect check.
* PowerAtAPrice: ''The Innsmouth Conspiracy'' expansion introduced several cards which gives the Seekers some boosts, but in return adds cursed tokens into the bag, which may cause harm to them or the other investigators even long after the deed. However, they also have cards which actually ''benefits'' from those tokens in some ways...
* ProtectiveCharm: "Disc of Itzamna" asset, depending on which version is used, can either allow to automatically evade a monster which spawns in your location, or discard it immediately; both versions requires also discarding the Disc itself, so it's one-time rescue (and you can't keep more than one in play, as it's Unique).
* ScienceHero: A recurring theme of Seeker-class:
** Most Seeker-class investigators worked as scientists before joining the team (often at the Miskatonic University), and are now using their skills to support their teammates. Even those who weren't in its employ are often related to Miskatonic and its sciences in some other way.
** Many Seeker-class cards are science-related: scientific gear, special skills, science books, or actual scientists as the Allies.
* TheSmartGuy:
** Seekers tend to have the best Intellect (around 4-5) stats amongst investigator, and have an arsenal of cards dedicated to clue gathering or support.
** Seekers don't have many options for combat, but of those they have, most involves them either coming up with some improvised plan how to harm the enemy through their brains rather than their brawn (or makes it more vulnerable), or uses some products of alchemy instead of conventional weapons.
* SpellBook: In the huge library of various Tomes the Seekers have access to, quite a few are occult books which contains spells and rituals for specific purposes.
* SquishyWizard: Like Mystics, Seekers have access to some magic spells, artifacts and occult books. ''Also'' like Mystics, they tend to have poor survival capabilities when caught off-guard.
* SupportPartyMember: Seekers have low combat capabilities, but are excellent as supporters for the actual fighters (usually [[BigGuy Guardians]]) of their team. Their ability to gather clues quickly and advance through the acts is key to win many scenarios, and it's not an uncommon strategy for bigger groups of players to focus on [[EscortMission protecting]] their [[SquishyWizard Seeker]] while they work on gathering clues. That said, a Seeker completely focused on getting clues [[CripplingOverspecialisation lags behind]] when the objective of the current act ''isn't'' related to clues.
[[/folder]]

[[folder:Rogues]]
Be they criminals who joined the common good by a sheer twist of fate, or just adventurers seeking a new challenge, Rogues aren't afraid to fight "dirty", as long as it gets things done. Many of their cards are dedicated to either outsmarting and outmaneuvering their enemies, or to obtaining resources to fuel their advance essentially out of thin air.

to:

* AttackItsWeakPoint:
** "Expose Weakness" event allows them, through own Intellect, analyse their enemy and come up
ByTheBookCop: According to his backstory, he used to always follow the rules to the letter--until he got involved in the story. He dropped this mentality when he realised that this would not help him with a plan how to defeat it by striking the most vulnerable part, temporarily reducing its combat stat.
** "Anatomical Diagrams" asset allows to reduce the enemy's combat
{{Eldritch Abomination}}s.
* GeniusBruiser: {{Downplayed|Trope}}. Roland has slightly more Intellect than other Guardians,
and evade values (assuming he has access to Seeker cards, making him a versatile investigator has enough sanity left able to study), the logic being that they discover the monster's weak points both fight and how search for clues. Also, all his abilities are related to exploit them.
* CastFromMoney: Some of their cards requires dropping clues
finding clues, including through defeating enemies, and his Elder Sign only gives him bonuses in their locations (or at the very least having any in supply) before they can be used. On the one hand, Seekers have the least troubles with gaining those clues back, on another, clues are often needed for progress on your objective.
* ExtraTurn:
** "Guidance" event allows to give another investigator (who didn't act yet this round) an extra action on their turn.
** "Press Pass" asset allows to gain an extra action after spending a clue (or dropping it in location).
* FurnitureBlockade: The art for "Barricade" event (prevents non-Elite enemies from entering location) shows how the monster tries to enter the room through a door blocked by a pile of furniture, in vain.
clues.
* GlassCannon: Through the various cycles, Seekers have gotten various options to deal with enemies effectively, either dealing massive damage to them through cards like "I've got a plan!" or "Occult Incantation" or neutralising them non-violently with "Existential Riddle" or "Persuasion". Even without considering their potential combat prowess, their ability to gather clues extremely quickly can easily [[CurbStompBattle end scenarios in few turns]]. But they are still among the most vulnerable investigators in the game, usually having really low health '''and''' low-to-average agility (on top of He's an effective fighter and not bad at getting clues, but his base 5 Sanity is abysmal fight), leaving them unable (a single Rotting Remains encounter can remove up to run away from monsters they cannot deal with immediately and also vulnerable to damage-dealing treacheries that test agility. Their sanity and willpower tend to be decent at least (and have many other ways to boost their will on top of their intellect) 3), meaning that he desperately needs means of soaking and healing horror is less of an issue to them compared to [[MightyGlacier Guardians]] and [[FragileSpeedster Rogues.]]
* GreatBigBookOfEverything: "Encyclopedia", a Tome asset, allows to choose and boost any skill until the end of the round; knowledge is power, indeed.
* HeroicSacrifice: The "Ghastly Revelation" event allows them to instantly discover up to 3 clues, and then either give them to the other investigator or place them at any other location in the game -- after which they gets
avoid being defeated and suffer a mental trauma.
* ItemCaddy: Seekers have ''the'' highest number of tools to draw additional cards, stockpiling them in hand or searching for them
early in the deck.
scenario.
* LuckManipulationMechanic:
** "Pnakotic Manuscripts" asset allows to avoid revealing chaos tokens altogether, and thus, not dealing with the negative effects they may produce. Unfortunately, it
JackOfAllStats: {{Downplayed|Trope}}, like most Guardians, he has limited supply of "secrets" to do that.
** "The Blasphemous Covenant" asset (from ''The Innsmouth Conspiracy'') allows to treat "cursed" tokens (which normally gives "-2" penalty) as "+1" tokens, albeit it also prevents them from leaving the bag when drawn. Quite often it's used to fix consequences of Seekers' own machinations, given how many of their cards actually ''adds'' those tokens.
* MagikarpPower: Several expansions includes certain setting-appropriate Seeker-class cards; (few exceptions aside) they're borderline useless by default, but, if specific tasks gets performed, can be upgraded (by spending experience) into something tailor-made for specific tasks, either by researching, deciphering, etc.
* TheMedic: Alongside Guardians and Mystics, Seekers get many cards that can heal damage and horror from themselves and other investigators. [[GameplayAndStoryIntegration Fitting for a class that usually includes scholars and students among their numbers]]
* NonActionGuy: While Seekers do have (limited) combat options, they are ''not'' combat-oriented and often have poor basic
good 4 Combat (1-2), Agility (around 2), and Health (6-7) stats.
* NoSell: "Prophesiae Profana" asset allows to choose a location as "locus", and grants complete immunity to attacks of opportunity while outside of it. It was later [[Nerf nerfed]] with a taboo to only prevent the first attack of opportunity each round
* NurseWithGoodIntentions: "Medical Texts", a Tome asset, allows to heal yourself or another investigator... or damage them even further, depending on how well you deal with Intellect check.
* PowerAtAPrice: ''The Innsmouth Conspiracy'' expansion introduced several cards which gives the Seekers some boosts,
below-average 2 Agility, but in return adds cursed tokens into the bag, which may cause harm to them or the other investigators even long after the deed. However, they he also have cards which actually ''benefits'' from those tokens in some ways...
* ProtectiveCharm: "Disc of Itzamna" asset, depending on which version is used, can either allow to automatically evade a monster which spawns in your location, or discard it immediately; both versions requires also discarding the Disc itself,
has adequate 3 Willpower and Intellect, so it's one-time rescue (and you can't keep more than one in play, as it's Unique).
* ScienceHero: A recurring theme
easy to make him into an all-rounder, capable of Seeker-class:
** Most Seeker-class investigators worked as scientists before joining the team (often at the Miskatonic University), and are now using their skills to support their teammates. Even those who weren't in its employ are often related to Miskatonic and its sciences in some other way.
** Many Seeker-class cards are science-related: scientific gear, special skills, science books, or actual scientists as the Allies.
* TheSmartGuy:
** Seekers tend to have the best Intellect (around 4-5) stats amongst investigator, and have an arsenal of cards dedicated to
both clue gathering or support.
** Seekers don't have many options for combat, but of those they have, most involves them either coming up with some improvised plan how to harm the enemy through their brains rather than their brawn (or makes it more vulnerable), or uses some products of alchemy instead of conventional weapons.
* SpellBook: In the huge library of various Tomes the Seekers have access to, quite a few are occult books which contains spells
and rituals for specific purposes.
* SquishyWizard: Like Mystics, Seekers have
resisting treacheries if he manages to improve his weaker stats. His access to some magic spells, artifacts and occult books. ''Also'' like Mystics, they tend to have poor survival capabilities when caught off-guard.
* SupportPartyMember: Seekers have low combat capabilities, but are excellent as supporters for
the actual fighters (usually [[BigGuy Guardians]]) of their team. Their Seeker cards gives him the utility unavailable to most other Guardians.
* LootMakingAttack: Roland's main
ability allows him to gather clues quickly discover a clue in his location whenever he defeats an enemy.

!!!Parallel version
Has access to off-class "Tactics"
and advance through the acts is key to win many scenarios, and it's not an uncommon strategy for bigger groups of players to focus on [[EscortMission protecting]] their [[SquishyWizard Seeker]] while they work on gathering clues. That said, a Seeker completely focused on getting clues [[CripplingOverspecialisation lags behind]] when the objective of the current act ''isn't'' related to clues.
[[/folder]]

[[folder:Rogues]]
Be they criminals who joined the common good by a sheer twist of fate, or just adventurers seeking a new challenge, Rogues aren't afraid to fight "dirty", as long as it gets things done. Many of their
"Insight" cards are dedicated (up to either outsmarting and outmaneuvering their enemies, or to obtaining resources to fuel their advance essentially out of thin air.level 3), but can't take the Guardian-class cards above level 3. Receives free exp at the deck creation.



* TheAce: [[EnforcedTrope Rogues are encouraged to be so]] as many of their cards follow the template of "if you succeed by X you get this additional benefit" (this is also present in cards of other classes, but is especially prevalent in the rogue card pool), meaning that a good rogue doesn't just succeed in a task, they do so in the most amazing way possible.
* BackStab: Some cards specifically targets already exhausted enemies, helping to ensure that they wouldn't live to try to murder you again:
** "Sneak Attack" event allows to deal damage to exhausted enemies without having to pass a test.
** ".25 Automatic" asset gives bonus to Combat and damage, but ''only'' against exhausted enemies. Its upgraded version allows to attack just evaded enemy ''immediately''.
** "Dirty Fighting" asset gives huge boost to most tests against exhausted enemies, and allows to immediately attack the enemy you just evaded.
* CombatPragmatist: When it comes to combat, Rogues prefer to use dirty-but-effective tactics and instruments--backstabbing, HiddenWeapons, etc. Since the world is at stake and their enemies are trying to bring doom upon us all, it's hard to blame them. One of their cards is even called "Dirty Fighting".
* DamageIncreasingDebuff: "Hatchet Man" is a skill that can be commited to boost your agility by one for one test, but its real appeal is that if the card is commited during an evasion attempt and you succesfully evade a foe, the next time it will take damage this turn, it will suffer an additional damage.
* DeathOrGloryAttack:
** "Double or Nothing" skill doubles the difficulty of the test, but also allows to resolve its effect twice if successful. It ended up being so broken in certain scenarios, it was the only card outright forbidden by the "Taboo" rules, as it was deemed impossible to balance.
** "Charon's Obol" asset provides its wielder with [[ExperienceBooster bonus experience]] at the end of each scenario, but [[PermaDeath kills its wielder]] if they gets defeated by any reason; and, being "Permanent", it can't be removed once purchased. It's a gamble with the devil, where your bet is your life.
* DifficultButAwesome: Recurring quirk of their cards (it ''does'' show up occasionally in the other classes, but way less often) is to tie some strong effect to exceeding the test difficulty by certain amount; on the downside, when you can't achieve the maximum output, they often perform worse than their more boring analogues.
* ExperienceBooster: "Charon's Obol" provides its owner +2 exp after every scenario, albeit as it costs 2 exp to purchase in the first place, it may take some time to even pay for itself. It has other, much bigger drawback, however: [[DeathOrGloryAttack if you get defeated by any reason, your investigator would be killed]].
* ExtraTurn: Rogues have selection of cards aimed to give them extra actions each turn, in one way or another (often with some extra gimmick):
** Leo De Luca provides the investigator with additional action each turn; due to [[TimedMission how valuable the time in this game]], he's one of the most popular picks for an Ally.
** "The Gold Pocket Watch" allows to, once per game, either skip a phase you don't want, or repeat a phase you ''do'' want.
** "Ace in the Hole" event allows to do 3 extra actions on your turn. The downside is that it costs tons of experience to purchase, and you can't have more than one copy, due to it having "Exceptional" keyword.
** "Quick Thinking" skill, if you succeed in a test by 2 or more, gives an extra action; unlike most such cards, it can be used even if it's not your turn. As it's a skill card, it only works on skill tests, but you don't have to spend actions to play it.
** "Borrowed Time" asset allows to spend resources to get up to 3 extra actions on the ''next'' turn.
** "Swift Reflexes" event allows to take an extra action, even during another investigator's turn (except during actions).
** "Haste" asset allows, after doing two actions of same type in a row, do another one for free, which is really useful when investigator is tasked with important, but time-consuming mission.
** "Eye of the Djinn" allows, if a cursed token was revealed during its effect, to perform an extra action for free.
** "The Red Clock" asset can be charged with resources, and once it accumulates 3 charges, it allows to do an extra action on the current turn (two actions for upgraded version).
** "The Black Fan" asset gives an extra action each turn, but only while you have at least 15 unspent resources, [[AwesomeButImpractical which makes it hard to use for most players]].
** "Honed Instinct" event allows to take an extra action when either Act or Agenda advances, or you succeed at skill test with great result. Most of its upgrade options adds even more ways to trigger it, and one allows to take two turns instead of one (at the cost of removing it from the game).
* FragileSpeedster:
** With all their speed, Rogues tend to have below-average Willpower stat, making them vulnerable to treacheries which forces them to test it.
** It's not uncommon for their cards to replace Combat with Agility during attacks. Some investigators appreciates it more than the others.
* TheGambler: Many Rogue-class cards are themed after gambling; some of those are about gaining the money, others are about "cheating" the game in some way.
** "Sure Gamble" event switches negative modifier of the drawn chaos token into positive one, so, say, your "-9" suddenly becomes "+9".
** "Hot Streak" event allows to invest few resources to win much more.
** "High Roller" asset works like actual gamble: "bet" resources to gain stat boost, and regain them if you pass.
** "21 or Bust" event assigns to all non-number tokens some value, and allows to play some sort of "blackjack", with a chance to "win" much more than you bet... or lose and gain nothing.
* GlassCannon: In spite of the fact Rogues usually favour [[FragileSpeedster agility]] as their main stat, this trope is [[ZigZaggingTrope zig-zagged]]: Rogues tend to actually have the ''second'' highest health pools in the game behind [[MightyGlacier Guardians]] (usually around the 8-7 range, but some Rogues have less or more than that). Their high agility also protects them from agility-testing treacheries that tend to deal Health damage, while Guardians often find themselves taking massive damage from them because of their low agility, so their bigger health pools tend to get chewed through quicker compared to Rogues. The main issue is that not only do Rogues tend to have poor sanity like Guardians, they also tend to be ''more'' vulnerable to horror because they also have [[WeakWilled low willpower]], and many treacheries that test willpower inflict horror; Guardians on the flipside have at least middle-to-high will and many ways to raise it further to protect themselves, while Rogues do not. Guardians also have [[CombatMedic lots of options to tank and heal damage and horror]] which Rogues [[NoCureForEvil also lack]].
* GoodGunsBadGuns: Most "bad" guns (commonly associated with gangsters, like "SawedOffShotgun or" ".45 'Thompson'") belongs to Rogue class, and have Illicit trait, though only certain Rogues can qualify as {{Token Evil Teammate}}s themselves.
* HeroicSecondWind: "Cheat Death" event allows to shrug off being defeated through damage or horror, heal 2 health and sanity, discard all cards from threat area and move into enemies-free location. It only works once per scenario, however.
* HiddenWeapons: Some Rogue-class Weapon cards are represented by hidden guns or switchblades, allowing investigators to quickly put them in use during combat without becoming a target for attacks of opportunity.
* HyperactiveMetabolism: "Liquid Courage" asset (actual can with alcohol) allows to regain some sanity by drinking booze. As the side effect, it's possible to get drunk and [[AlcoholInducedIdiocy lose some cards]].
* ItemCaddy:
** Rogues have by far the most number of options to generate resources to fuel their cards, be it through gambling, stealing, or other means.
** Some of Rogue-class cards rewards exceeding the test difficulty, via extra effects not available otherwise; a recurring ability is to return the card back to your hand after the test is done (or at the end of the round), essentially allowing to reuse the same card without discarding it.
* LovableRogue: The general archetype of the class is of a showy, opportunistic, wisecracking scoundrel who succeeds in their tasks [[TheAce effortlessly]], use their [[ScrewTheRulesIHaveMoney money]] and [[ScrewTheRulesIHaveConnections connections]] to get far and that you cannot help but rot for because [[BlackAndGreyMorality they are still going against]] [[EvilVsOblivion doomsday cults and eldritch horrors.]]
* LuckManipulationMechanic:
** "Sure Gamble" event allows to turn a negative modifier of the chaos token into a positive one; obviously, the worse the token drawn, the more powerful this card can become.
** "Lucky Dice" asset allows to spend resources to ignore any chaos token (excluding auto-failure), and draw another one instead in hope that its result would be better. However, if this card makes you draw an "auto-failure" token, this card gets removed from the game. Its upgraded version works slightly differently, but overall idea remains the same.
** "Lucky" Penny" asset allows to toss a coin when you reveal either blessed or cursed token, potentially reverting their effect. Why would you do that with a blessed token? Because it rewards it with a free card draw.
** "False Covenant" asset allows to ignore just drawn cursed token, and draw another token instead, in hope that it would be better.
** "Skeptic" skill allows to treat both blessed and cursed tokens as "+1" instead of their actual modifier (+2 and -2, respectively); it's slightly worse for blessed ones, but much better for cursed.
* NoSell:
** "Obfuscation" asset allows to cancel attacks directed at you; as it's an asset, it's not one-time use as most similar cards, but it still has limited charges.
** "Counterespionage" event allows to cancel a (non-weakness) treachery, drawing another card instead. For extra cost, it may aid someone other than you, or allow you to draw the card from ''your'' deck instead of encounter deck.
** "Quick Getaway" event allows to cancel enemy's attack, by evading that enemy.
* NoCureForEvil: [[PlayedWith Played With]], Rogues are the [[TokenEvilTeammate Token Evil Teammates]] compared to other investigators in most groups, being usually criminals, crooks and scoundrels of some kind, and they also lack ways to heal damage and horror from themselves or other investigators. Their current best tool for healing horror is [[LiquidCourage Liquid Courage]], which has a very good chance of [[AlcoholInducedIdiocy backfiring.]]
* OnlyInItForTheMoney: Several Ally options are actual mercenaries who requires paying them some resources every turn, or they would abandon you.
* PowerAtAPrice: ''The Innsmouth Conspiracy'' introduced plenty of new cards which gives Rogues some boons... at the cost of adding cursed tokens which may hurt them or their teammates later.
* PragmaticHero: Even the more benevolent and altruistic members of this class that are working with the police (and investigators representing them) to save Arkham are willing to get their hands dirty and break the law to do so.
* SawedOffShotgun: Rogues use shortened versions of shotgun, compared to Guardian-class versions. As result, they take only one hand. They comes in the following variants:
** "Lupara" isn't particularly strong, but [[HiddenWeapons can be put in play without provoking attacks of opportunity]], and provides double Combat and damage bonus when used on the same turn it was put in play, most likely [[BackStab due to surprise effect]].
** "Sawed Off Shotgun" scales its damage depending on amount you succeed by. It has better maximum damage than Guardian version (which has very similar effects and statline), but it's [[DifficultButAwesome harder to achieve without spending additional cards]], and costs more experience to purchase (as it's a level 5 card instead of level 4 like "Shotgun"). At least, it's cheaper to put in play.
* ScrewThisImOuttaHere: "I'm Outta Here!" event allows you to immediately resign, right from the place where you currently are; can be quite useful in scenarios with lengthy {{Escape Sequence}}s. However, it only works if there's currently available Resign option, to prevent its use for DungeonBypass where it's not intended by design.
* SinisterSwitchblade: "Switchblade" asset isn't particularly strong, but [[HiddenWeapons can be swiftly and covertly put in play]], without risking attacks of opportunity. As may be expected, it has "Illicit" trait: only the gangsters would wield such into battle, after all... or our {{Unscrupulous Hero}}es.
* SkeletonKey: "Skeleton Key" asset may be used to reduce shroud of any location to 1, as long as it is attached to it. Given that it has both Relic and Cursed traits, its ability to fit to any and all locks is likely magic in nature.
* TheSneakyGuy:
** Rogues tend to have great Agility (usually around 4), which, in combination with their cards, allows them to safely exhaust enemies, disabling them for a turn. When that isn't enough, they have an arsenal of various tricks to further enhance their abilities to safely evade most monsters, or even kill them outright without provoking attacks of opportunity.
** "Cat Burglar" Ally allows to disengage from all enemies and move to a connected location (without attack of opportunity), essentially serving as emergency escape button. He also gives slight permanent boost to Agility.
** Rogues have a great arsenal of resource-gathering effects and abilities, most of them illegal (ranging from gambling to outright burglary).
* UnscrupulousHero: While most of them aren't bad people, Rogues are willing to use questionable tactics and allies if it gets job done, as well as outright break the law; considering that the foes they face are threatening humanity itself, they have a point.
* VideoGameStealing: Some of their cards explains their mechanics as investigator stealing something. "Burglary" allows to steal resources, "Pickpocketing" allows to steal cards, and so on.
* WeakWilled: Rogues' main weakness is their low willpower, few investigators belonging to this class have more than 2 points in this stat. While this doesn't affect their performance during the Investigation Phase, it leaves them VERY vulnerable to the dangers of the Mythos Phase.

to:

* TheAce: [[EnforcedTrope Rogues are encouraged to be so]] as many of their cards follow the template of "if you succeed by X you get this additional benefit" (this is also present in cards of other classes, but is especially prevalent in the rogue card pool), meaning that a good rogue doesn't just succeed in a task, they do so in the most amazing way possible.
* BackStab: Some cards specifically targets already exhausted enemies, helping to ensure that they wouldn't live to try to murder you again:
** "Sneak Attack" event allows to deal damage to exhausted enemies without having to pass a test.
** ".25 Automatic" asset gives bonus to Combat and damage, but ''only'' against exhausted enemies. Its upgraded
ByTheBookCop: The "Parallel" version allows to attack just evaded enemy ''immediately''.
** "Dirty Fighting" asset gives huge boost to most tests against exhausted enemies, and allows to immediately attack the enemy you just evaded.
* CombatPragmatist: When it comes to combat, Rogues prefer to use dirty-but-effective tactics and instruments--backstabbing, HiddenWeapons, etc. Since the world is at stake and their enemies are trying to bring doom upon us all, it's hard to blame them. One
of their cards is even called "Dirty Fighting".
* DamageIncreasingDebuff: "Hatchet Man" is a skill
Roland [[WhatIf assumes]] that can be commited he still acts as a proper, rules-abiding detective, [[GameplayAndStoryIntegration making him restricted by countless regulations]]. The end of his challenge scenario directly questions what would happen when those directives [[ToBeLawfulOrGood came into conflict with his morality]], as a nod to boost your agility by one for one test, but its real appeal is that if the card is commited during an evasion attempt and you succesfully evade a foe, the next time it will take damage this turn, it will suffer his canon self.
* GlassCannon: "Consult Experts" provides Roland with
an additional damage.
* DeathOrGloryAttack:
** "Double or Nothing" skill doubles
Ally slot from the difficulty of onset, but prevents him from voluntarily assigning incoming damage and horror to Allies, which leaves Roland vulnerable as it drastically reduces the test, number of assets that can absorb harm in his stead.
* JackOfAllTrades: "Parallel" Roland lacks access to high-level Guardian cards, being limited only to level 3,
but also allows can take any Tactic or Insight cards up to resolve its effect level 3, making him rather versatile, especially if the right Directives are chosen.
* MechanicallyUnusualFighter: "Parallel" Roland has special cards, unique to him -- the "Directives", which provide him both restrictions (like inability to attack more than
twice if successful. It ended up being so broken in certain scenarios, it was the only card outright forbidden by the "Taboo" rules, as it was deemed impossible to balance.
** "Charon's Obol" asset provides its wielder with [[ExperienceBooster bonus experience]] at the end of each scenario, but [[PermaDeath kills its wielder]] if they gets defeated by any reason; and, being "Permanent", it can't be removed once purchased. It's a gamble with the devil, where your bet is your life.
* DifficultButAwesome: Recurring quirk of their cards (it ''does'' show up occasionally in the other classes, but way less often) is to tie some strong effect to exceeding the test difficulty by certain amount; on the downside, when you can't achieve the maximum output, they often perform worse than their more boring analogues.
* ExperienceBooster: "Charon's Obol" provides its owner +2 exp after every scenario, albeit as it costs 2 exp to purchase in the first place, it may take some time to even pay for itself. It has other, much bigger drawback, however: [[DeathOrGloryAttack if you get defeated by any reason, your investigator would be killed]].
* ExtraTurn: Rogues have selection of cards aimed to give them extra actions each turn, in one way or another (often with some extra gimmick):
** Leo De Luca provides the investigator with
per round) and additional action abilities; he has five available, but only three may be chosen, with the other two becoming permanently inaccessible.
* MightyGlacier: "Leave No Doubts" Directive boosts Roland's Sanity to 8 (in addition to him already having 9 Health), but limits how many move actions he can take
each turn; due to [[TimedMission how valuable the time in this game]], he's one of the most popular picks for an Ally.
** "The Gold Pocket Watch" allows to, once per game, either skip
round. It doesn't make him any more resistant from being [[{{Permadeath}} driven insane]] however, as bonus Max Sanity is ignored by Trauma.
* NecessaryDrawback: Every Directive provides
a phase powerful ability, but adds some restriction which you don't want, or repeat a phase you ''do'' want.
** "Ace in the Hole" event
have to play around (fortunately, his Elder Sign allows to do 3 extra actions temporarily disable one of them on his choice):
** "Due Diligence" Directive, once per turn, makes Roland better at evading, parleying or investigating per every enemy at
your turn. The downside is that it costs tons of experience to purchase, and location, but makes you can't have unable to fight more than one copy, due to it having "Exceptional" keyword.
twice per round.
** "Quick Thinking" skill, if you succeed in a test by 2 or more, gives an extra action; unlike most such cards, it can be used even if it's "Red Tape" Directive makes ''all'' "Insight" and "Tactic" cards (core cards of parallel Roland's gameplay) "fast" (can play them anytime, do not your turn. As it's a skill card, it only works on skill tests, but you don't have to spend take actions to play it.
** "Borrowed Time" asset allows to spend resources to get up to 3 extra actions on the ''next'' turn.
** "Swift Reflexes" event allows to take an extra action, even during another investigator's turn (except during actions).
** "Haste" asset allows, after doing two actions of same type in a row, do another one for free, which is really useful when investigator is tasked with important, but time-consuming mission.
** "Eye of the Djinn" allows, if a cursed token was revealed during its effect, to perform an extra action for free.
** "The Red Clock" asset can be charged with resources,
and once it accumulates 3 charges, it allows to do an extra action on the current turn (two actions for upgraded version).
** "The Black Fan" asset gives an extra action each turn, but only while you have at least 15 unspent resources, [[AwesomeButImpractical which makes it hard to use for most players]].
** "Honed Instinct" event allows to take an extra action when either Act or Agenda advances, or you succeed at skill test with great result. Most of its upgrade options adds even more ways to
don't trigger it, and one allows attacks of opportunity), but makes him unable to take two turns instead of one (at the cost of removing it from the game).
* FragileSpeedster:
** With all their speed, Rogues tend to have below-average Willpower stat, making them vulnerable to treacheries which forces them to test it.
** It's not uncommon for their cards to replace Combat with Agility during attacks. Some investigators appreciates it
play more than the others.
* TheGambler: Many Rogue-class
two cards are themed after gambling; some of those are about gaining per turn.
** "Consult Experts" Directive gives Roland an extra Ally slot, but also makes him unable to use his Allies as damage soak (he can't voluntarily assign damage or horror to them, but effects that would cause them to self-inflict damage and horror still work as intended).
** "Seek
the money, others are about "cheating" the game in some way.
** "Sure Gamble" event switches negative modifier of the drawn chaos token into positive one, so, say, your "-9" suddenly becomes "+9".
** "Hot Streak" event
Truth" Directive allows Roland to invest few resources draw a card if he discovers a clue at any enemy's location, but also makes him unable to win much more.
** "High Roller" asset works like actual gamble: "bet" resources
commit cards to gain stat boost, and regain them if you pass.
** "21 or Bust" event assigns to all non-number tokens some value, and allows to play some sort of "blackjack",
skill tests while at location with at least 1 clue unless he already discovered a chance to "win" much clue this round.
** "Leave No Doubt" gives Roland massive +3 Sanity (which he really needs, starting at just 5), but prohibits him from moving
more than you bet... or lose and gain nothing.
* GlassCannon: In spite of the fact Rogues usually favour [[FragileSpeedster agility]] as their main stat, this trope is [[ZigZaggingTrope zig-zagged]]: Rogues tend to actually have the ''second'' highest health pools
twice per round -- in the game behind [[MightyGlacier Guardians]] (usually around where you're always [[TimedMission on a strict time limit]].
* ScrewTheRulesImDoingWhatsRight: "Parallel" Roland is forced to obey his directives most of
the 8-7 range, time... but some Rogues have less or more than that). Their high agility also protects them from agility-testing treacheries that tend when he draws Elder Sign, he can disregard one directive of his choice 'till the end of the round, to deal Health damage, while Guardians often find themselves taking massive damage from them because of their low agility, so their bigger health pools tend to finally get chewed through quicker compared to Rogues. The main issue is that not only do Rogues tend to have poor sanity like Guardians, they also tend to be ''more'' vulnerable to horror because they also have [[WeakWilled low willpower]], and many treacheries that test willpower inflict horror; Guardians on the flipside have at least middle-to-high will and many ways to raise it further to protect themselves, while Rogues do not. Guardians also have [[CombatMedic lots of options to tank and heal damage and horror]] which Rogues [[NoCureForEvil also lack]].
* GoodGunsBadGuns: Most "bad" guns (commonly associated with gangsters, like "SawedOffShotgun or" ".45 'Thompson'") belongs to Rogue class, and have Illicit trait, though only certain Rogues
job done. He can qualify as {{Token Evil Teammate}}s themselves.
* HeroicSecondWind: "Cheat Death" event allows to shrug off being defeated through damage or horror, heal 2 health and sanity, discard all cards from threat area and move into enemies-free location. It only works
also, once per scenario, however.
* HiddenWeapons: Some Rogue-class Weapon cards are represented by hidden guns or switchblades, allowing investigators
flip a directive facedown, losing its benefit but also not having to quickly put them in use during combat without becoming a target abide to its restriction for attacks of opportunity.
* HyperactiveMetabolism: "Liquid Courage" asset (actual can with alcohol) allows to regain some sanity by drinking booze. As
the side effect, it's possible to get drunk and [[AlcoholInducedIdiocy lose some cards]].
* ItemCaddy:
** Rogues have by far the most number of options to generate resources to fuel their cards, be it through gambling, stealing, or other means.
** Some of Rogue-class cards rewards exceeding the test difficulty, via extra effects not available otherwise; a recurring ability is to return the card back to your hand after the test is done (or at the end
rest of the round), essentially allowing scenario. That's probably how he came to reuse the same card without discarding it.
his canon self's CowboyCop mentality.
* LovableRogue: WhatIf: The general archetype of the class "Parallel" Roland is of a showy, opportunistic, wisecracking scoundrel who succeeds in their tasks [[TheAce effortlessly]], use their [[ScrewTheRulesIHaveMoney money]] and [[ScrewTheRulesIHaveConnections connections]] to get far and that you cannot help but rot for because [[BlackAndGreyMorality they are still going against]] [[EvilVsOblivion doomsday cults and eldritch horrors.]]
* LuckManipulationMechanic:
** "Sure Gamble" event allows to turn a negative modifier of the chaos token into a positive one; obviously, the worse the token drawn, the more powerful this card can become.
** "Lucky Dice" asset allows to spend resources to ignore any chaos token (excluding auto-failure), and draw another one instead in hope that its result would be better. However, if this card makes you draw
an "auto-failure" token, this card gets removed from the game. Its upgraded alternative version works slightly differently, but overall idea remains the same.
** "Lucky" Penny" asset allows
of himself, where he chose not to toss a coin when you reveal either blessed or cursed token, potentially reverting their effect. Why would you do that with a blessed token? Because it rewards it with a free card draw.
** "False Covenant" asset allows to ignore just drawn cursed token,
abandon his directives and draw another token instead, in hope that it would be better.
** "Skeptic" skill allows to treat both blessed and cursed tokens as "+1" instead of their actual modifier (+2 and -2, respectively); it's slightly worse for blessed ones, but much better for cursed.
* NoSell:
** "Obfuscation" asset allows to cancel attacks directed at you; as it's an asset, it's not one-time use as most similar cards, but it
[[ByTheBookCop still has limited charges.
** "Counterespionage" event allows to cancel a (non-weakness) treachery, drawing another card instead. For extra cost, it may aid someone other than you, or allow you to draw
follows the card from ''your'' deck instead of encounter deck.
** "Quick Getaway" event allows to cancel enemy's attack, by evading that enemy.
rules]].
* NoCureForEvil: [[PlayedWith Played With]], Rogues are the [[TokenEvilTeammate Token Evil Teammates]] WeakButSkilled: When compared to other investigators in his original counterpart and most groups, being usually criminals, crooks Guardians, "Parallel" Roland is hampered by the fact he has no access to any card above level 3, period, and scoundrels of some kind, and his various directives put many limitations to what he can do... But they also lack ways to heal damage and horror from themselves or other investigators. Their current best tool for healing horror is [[LiquidCourage Liquid Courage]], which has a very good chance of [[AlcoholInducedIdiocy backfiring.]]
* OnlyInItForTheMoney: Several Ally options are actual mercenaries who requires paying them some resources every turn, or they would abandon you.
* PowerAtAPrice: ''The Innsmouth Conspiracy'' introduced plenty of new cards which
provide him with many useful abilities in return, his deckbuilding cover fairly common keywords that gives Rogues some boons... at the cost of adding cursed tokens which may hurt them or their teammates later.
* PragmaticHero: Even the more benevolent and altruistic members of this class that are working with the police (and investigators representing them)
him access to save Arkham are willing to get their hands dirty and break the law to do so.
* SawedOffShotgun: Rogues use shortened versions of shotgun, compared to Guardian-class versions. As result, they take only one hand. They comes in the following variants:
** "Lupara" isn't particularly strong, but [[HiddenWeapons can be put in play without provoking attacks of opportunity]], and provides double Combat and damage bonus when used on the same turn it was put in play, most likely [[BackStab due to surprise effect]].
** "Sawed Off Shotgun" scales its damage depending on
a varied amount you succeed by. It has better maximum damage than Guardian version (which has very similar effects of events, and statline), but it's [[DifficultButAwesome harder is one of the few Investigators to achieve without spending additional cards]], and costs more start with some experience to purchase (as it's a level 5 card instead of level 4 like "Shotgun"). At least, it's cheaper to put in play.
* ScrewThisImOuttaHere: "I'm Outta Here!" event allows you to immediately resign, right from the place where you currently are; can be quite useful in scenarios with lengthy {{Escape Sequence}}s. However, it only works if there's currently available Resign option, to prevent its use for DungeonBypass where it's not intended by design.
* SinisterSwitchblade: "Switchblade" asset isn't particularly strong, but [[HiddenWeapons can be swiftly and covertly put in play]], without risking attacks of opportunity. As may be expected, it has "Illicit" trait: only the gangsters would wield such into battle, after all... or our {{Unscrupulous Hero}}es.
* SkeletonKey: "Skeleton Key" asset may be used to reduce shroud of any location to 1,
spend as long as it is attached to it. Given that it has both Relic and Cursed traits, its ability to fit to any and all locks is likely magic in nature.
* TheSneakyGuy:
** Rogues tend to have great Agility (usually around 4), which, in combination with their cards, allows them to safely exhaust enemies, disabling them for a turn. When that isn't enough, they have an arsenal of various tricks to further enhance their abilities to safely evade most monsters, or even kill them outright without provoking attacks of opportunity.
** "Cat Burglar" Ally allows to disengage from all enemies and move to a connected location (without attack of opportunity), essentially serving as emergency escape button. He also gives slight permanent boost to Agility.
** Rogues have a great arsenal of resource-gathering effects and abilities, most of them illegal (ranging from gambling to outright burglary).
* UnscrupulousHero: While most of them aren't bad people, Rogues are willing to use questionable tactics and allies if it gets job done, as well as outright break the law; considering that the foes they face are threatening humanity itself, they have a point.
* VideoGameStealing: Some of their cards explains their mechanics as investigator stealing something. "Burglary" allows to steal resources, "Pickpocketing" allows to steal cards, and so on.
* WeakWilled: Rogues' main weakness is their low willpower, few investigators belonging to this class have more than 2 points in this stat. While this doesn't affect their performance during the Investigation Phase, it leaves them VERY vulnerable to the dangers of the Mythos Phase.
well.



[[folder:Mystics]]
Mystics seek to learn and tame arcane power, to use it for humanity's well-being--despite all the risks it brings. Some of their cards are dedicated to altering the behaviour of monsters, treacheries, and even chaos tokens, and while the cost of failure may be great, so is the reward.

to:

[[folder:Mystics]]
Mystics seek to learn
[[folder:Daisy Walker]]
!!Daisy Walker, the Librarian
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcgdaisy.png]]
[[caption-width-right:225:''"I know of books so powerful, they can rewrite reality."'']]
->''As a respected librarian at Miskatonic University, Daisy had always felt that books were the most important thing in her life. She explored in fiction what she abhorred in life: horror, violence, fear. Then, she stumbled across the John Dee translation of the Necronomicon. It was blasphemous, unholy,
and tame arcane power, too awful to use it for humanity's well-being--despite all be read. But given her studies in obscure and occult subjects, Daisy knew there was more truth than fiction within the risks it brings. Some of their cards are dedicated book's pages. She began to altering wonder what other secrets the behaviour restricted collection of monsters, treacheries, and even chaos tokens, and while the cost of failure may be great, so is the reward.Orne Library held...''
!!!Both versions
Seeker-class investigator.



* BlackMage: Combat-oriented Mystics can use certain offensive spells to (besides normal damage bonus) replace/amplify their (usually average at best) Combat with their Willpower.
* CastFromSanity: "Forbidden Knowledge" asset allows investigator to gain some resources, at the cost of accumulating horror.
* ExtraTurn:
** "Stargazing" event, [[AwesomeButImpractical through rather complex and luck-based method]], can give random investigator an extra turn (as well as 1 card and 1 resource), through yet another card, "Stars Are Right" (which works only once per game).
** "Close the Circle" asset allows to take extra actions; it can be used multiple times in a row, but has limited number of charges, and the sole way to increase their number is to collect cards from multiple classes, which seriously limits its potential.
* HealThyself: "Fearless" skill allows to restore sanity after passing a skill check.
* LaserBlade: "Spectral Razor" event; unlike conventional knives, it's a blade made from pure magic energy, attached to spell-caster's arm. Obvious downside is that, being an event, it only lasts for one attack.
* LuckManipulationMechanic: Any class has cards to interact with chaos tokens, but Mystics have by far the largest selection:
** "Grotesque Statue" asset allows to draw additional chaos tokens and pick the one which seems more favourable.
** "Seal of the Elder Sign" allows to disregard any chaos token, replacing it with Elder Sign instead; it only works once per game, however.
** Olive [=McBride=] allows to draw 3 chaos tokens instead of 1, and resolve 2 of them on your choice. Her effects are highly chaotic and unpredictable, but sometimes allows to ignore something truly nasty (like auto-failure) or draw something truly desired (like Elder Sign).
** "Protective Incantation" allows to seal any chaos token (excluding auto-failure), essentially removing it from play for some time. Its usefulness varies from scenario to scenario, as sometimes, symbol tokens may have truly nasty effects.
** "Seal of the Seventh Seal" asset allows to seal the auto-failure chaos token, temporarily protecting investigators from it by ensuring that they would draw something else instead. However, each time a symbol token is revealed during ''any'' skill test, it loses charges and eventually breaks; once it leaves play, it's gone for the rest of scenario.
** "The Chthonian Stone" allows to seal symbol chaos tokens, temporarily protecting the team from their effects. It breaks if you reveal an auto-failure token later.
** "Counterspell" event allows to just ignore chaos token you draw, without drawing extra one -- avoiding both the nasty modifier and even nastier additional effects.
** "Dark Prophecy" event allows to draw 5 chaos tokens, and resolve one of them; however, it always requires to pick a symbol token if possible (which almost always comes with some additional effects), making it a choice between two evils.
** "Premonition" event allows to seal a random chaos token, and later use it on the next skill test performed, instead of the random token you would draw otherwise. While result is not always beneficial, at least you always know what to expect.
** "Curse of Aeons" asset allows to turn a second cursed token revealed during skill test as "Skull" token; while modifier may actually be worse, it's beneficial for some Spell cards, which gets ''stronger'' if you draw such token.
** "Paradoxical Covenant" asset only works if both blessed and cursed tokens were revealed during one skill test, but if it happens, ''it's an automatic success''.
** "Rite of Equilibrium" event allows to either add any number of blessed and cursed tokens (in equal proportions) to the chaos bag, or, conversely, remove them on demand.
** "Tides of Fate" event allows to replace all cursed tokens in the bag with blessed ones; once the round ends, it does the same in reverse, so it's better to capitalise on its effect while it lasts.
* MagicMisfire: Many of their cards have negative side effects which only triggers if specific condition is met, usually drawing specific chaos tokens, and can be nearly anything: taking damage or horror, losing actions, losing resources, discarding cards, etc.
* MindControl: "Power Word" event allows, to a limited degree, control an enemy and use it to achieve your goals. Most of its upgrades expands the number of things you can order through this card.
* NighInvulnerability: "Ethereal Form" event allows, on successful evasion, turn ethereal, which makes the enemies unable to engage or attack investigator -- but also makes investigator unable to attack or cause damage to ''them''. However, any effects which causes damage/horror directly, would still do so, so this protection is not absolute.
* NoSell: Mystics have perhaps the largest number of cards which protects them from some harm in one way or another:
** "Ward of Protection" event allows to cancel revelation effect of a (non-weakness) Treachery card, albeit at the cost of taking some horror.
** "Defiance" skill allows to pick a symbol chaos token (excluding auto-failure and campaign-specific ones), and ignore it altogether, including modifier. Its upgraded version ignores ''all'' such tokens, no longer requiring to pick specific ones.
** "Deny Existence" event allows to ignore one negative effect from encounter card or enemy's attack (on player's choice, out of options listed), sometimes avoiding something truly nasty. Upgraded version allows to perform same thing in reverse (heal, draw card, etc).
** Ikiaq allows to put the just drawn basic weaknesses (even those belonging to the other players) below her card, temporarily removing them from the game; but for each card, her owner temporarily loses 1 Willpower and 1 Intellect, and once she leaves the play, all those cards gets freed and must be drawn for real.
** "Ward of Radiance" event allows to cancel a treachery card, albeit it has a chance to fail.
** "Foresight" event allows to name a card before drawing (either player card, or encounter card); when drawing an encounter card, if you guess the name of the card right, you can immediately cancel and discard it.
** "Binder's Jar" asset can cancel the enemy's attacks directed at its user; however, the conditions for it to actually work makes it hard to utilise that way.
** "Edlritch Inspiration" event allows to either ignore symbol token altogether, or resolve effect twice; it's only usable when playing Mystic-class cards, which either backfires if such tokens gets drawn, or, conversely, triggers extra effects.
* PortalNetwork: "Open Gate" event allows to create up to 3 portals, between which investigators can move freely.
* PowerAtAPrice: Mystics constantly deals with eldritch powers to achieve their goals. As result, many of their cards have various drawbacks, which comes in various flavours.
** Some cards requires putting Doom tokens on them, [[TimedMission taking away your precious time]] for immediate benefits. Fortunately, some cards are specifically dedicated to removing Doom from cards.
** Many Spell cards comes with the risk of suffering negative effects if certain kinds of chaos tokens gets drawn when resolving effects, with exact penalties varying from card to card.
** "Drawn to the Flame" event allows to discover some "free" clues by drawing encounter cards.
** "Delve Too Deep" event gives "free" victory points at the cost of drawing extra encounter cards for every investigator. Due to the way it works, each copy can be used only once per scenario (as it gets added to the victory display after being played).
** "Arcane Research" permanent allows to spend less experience on upgrading Spells, but requires suffering a mental trauma in order to be purchased.
* PowerNullifier:
** "Mind Wipe" asset "blanks" the enemy card's text box, essentially depriving it of all its abilities.
** "Read the Signs" allows to, while investigating, ignoring any effects and keywords of investigated location, which would otherwise target the investigator (and may be very nasty in some cases). It doesn't affect location's shroud, however.
* TheRedMage: Mystics have both combat- and support-oriented options; certain cards can be used for either, or improve their overall effectiveness. Unfortunately, the majority of their Assets takes up arcane slots (and every investigator has only two by default), meaning that "generalist" Mystics can easily fall behind their more specialised colleagues.
* {{Seers}}: Various Mystic-class cards are related to ability to see the future or something hidden, in one way or another, with the name often reflecting it; it's used as justification for them manipulating game mechanics.
** "Scrying" asset allows see the top 3 cards of player or encounter decks and change their order.
** Alyssa Graham allows to not only look at the top of either the player or encounter decks, but also put that card on the bottom of the deck if the player wishes so (at the cost of putting Doom on her).
** "Rite of Seeking" asset allows to investigate while using Willpower instead of Intellect, by discovering the hidden clues via magic. Like many Spells, it has a chance to backfire on user, ending their turn prematurely.
** "Premonition" event "predicts" which chaos token would be drawn, by sealing a random token from the bag and enforcing its usage on the next skill test.
** "Sixth Sense" asset allows to not just investigate using Willpower instead of Intellect, but also to investigate ''connected'' location instead of your own (without actually going there). Upgraded version allows to pick location up to two connections away.
** "Parallel Fates" event allows to look certain amount of cards of either encounter or player's deck, either putting them back in any order or reshuffling the deck.
** "Scrying Mirror" asset allows to reveal a chaos token ''before'' committing any cards, so the player knows what they must do to pass a test, or, if they know that it's a certain failure, to not invest any cards.
* SpellBook: Several Mystic cards are occult books containing spells or magic rituals for specific purposes.
* SquishyWizard: Mystics tend to have great Willpower (around 4-5), which they use to fuel their magic, but bad Health (6 at average) and Combat (around 2-3), meaning they are in a trouble whenever their supply of magic tricks runs out, or isn't suitable for the situation.
* TimeRewindMechanic:
** "Time Warp" event allows to completely undo an action done by investigator, allowing for comeback if something goes not as planned.
** "Quantum Flux" event allows to, once per game, regain all cards from discard pile; the name suggests that time manipulation is in effect.
* WeakenedByTheLight: "Blinding Light" event not only aids in evading the enemies (due to, well, blinding them), but can somehow harm them, causing them damage if successful.
* WhiteMage: Support-oriented Mystics provides help to their teammates, with healing, protective, or luck-manipulating spells and artifacts.
[[/folder]]

[[folder:Survivors]]
Survivors have no combat training, arcane abilities or occult knowledge. Wrong people in the wrong place at the wrong time, they must rely on their savviness and sheer luck to overcome the eldritch horrors surrounding them, and do what they do best--survive.

to:

* BlackMage: Combat-oriented Mystics can use certain offensive spells to (besides normal damage bonus) replace/amplify their (usually average at best) Combat with their Willpower.
* CastFromSanity: "Forbidden Knowledge" asset allows investigator to gain some resources, at the cost of accumulating horror.
* ExtraTurn:
** "Stargazing" event, [[AwesomeButImpractical through rather complex and luck-based method]], can give random investigator an extra turn (as well as 1 card and 1 resource), through yet another
BoringButPractical: Her signature card, "Stars Are Right" (which works only once per game).
** "Close the Circle" asset allows to take extra actions; it can be used multiple times in a row, but has limited number of charges, and the sole way to increase their number is to collect cards from multiple classes, which seriously limits its potential.
* HealThyself: "Fearless" skill allows to restore sanity after passing a skill check.
* LaserBlade: "Spectral Razor" event; unlike conventional knives, it's a blade made from pure magic energy, attached to spell-caster's arm. Obvious downside is that, being an event, it only lasts for one attack.
* LuckManipulationMechanic: Any class has cards to interact with chaos tokens, but Mystics have by far the largest selection:
** "Grotesque Statue" asset allows to draw
"Daisy's Tote Bag", gives her two additional chaos tokens and pick the one which seems more favourable.
** "Seal of the Elder Sign" allows to disregard any chaos token, replacing it with Elder Sign instead; it only works once per game, however.
** Olive [=McBride=] allows to draw 3 chaos tokens instead of 1, and resolve 2 of them on your choice. Her effects are highly chaotic and unpredictable, but sometimes allows to ignore something truly nasty (like auto-failure) or draw something truly desired (like Elder Sign).
** "Protective Incantation" allows to seal any chaos token (excluding auto-failure), essentially removing it from play for some time. Its usefulness varies from scenario to scenario, as sometimes, symbol tokens may have truly nasty effects.
** "Seal of the Seventh Seal" asset allows to seal the auto-failure chaos token, temporarily protecting investigators from it by ensuring that they would draw something else instead. However, each time a symbol token is revealed during ''any'' skill test, it loses charges and eventually breaks; once it leaves play, it's gone for the rest of scenario.
** "The Chthonian Stone" allows to seal symbol chaos tokens, temporarily protecting the team from their effects. It breaks if you reveal an auto-failure token later.
** "Counterspell" event allows to just ignore chaos token you draw, without drawing extra one -- avoiding both the nasty modifier and even nastier additional effects.
** "Dark Prophecy" event allows to draw 5 chaos tokens, and resolve one of them; however, it always requires to pick a symbol token if possible (which almost always comes with some additional effects), making it a choice between two evils.
** "Premonition" event allows to seal a random chaos token, and later use it on the next skill test performed, instead of the random token you would draw otherwise. While result is not always beneficial, at least you always know what to expect.
** "Curse of Aeons" asset allows to turn a second cursed token revealed during skill test as "Skull" token; while modifier may actually be worse, it's beneficial for some Spell cards, which gets ''stronger'' if you draw such token.
** "Paradoxical Covenant" asset only works if both blessed and cursed tokens were revealed during one skill test, but if it happens, ''it's an automatic success''.
** "Rite of Equilibrium" event allows to either add any number of blessed and cursed tokens (in equal proportions) to the chaos bag, or, conversely, remove them on demand.
** "Tides of Fate" event allows to replace all cursed tokens in the bag with blessed ones; once the round ends, it does the same in reverse, so it's better to capitalise on its effect while it lasts.
* MagicMisfire: Many of their cards have negative side effects which only triggers if specific condition is met, usually drawing specific chaos tokens, and can be nearly anything:
Hand slots (without taking damage or horror, losing actions, losing resources, discarding cards, etc.
* MindControl: "Power Word" event allows, to a limited degree, control an enemy and use it to achieve your goals. Most of its upgrades expands the number of things you can order through this card.
* NighInvulnerability: "Ethereal Form" event allows, on successful evasion, turn ethereal,
any by itself), which makes the enemies unable to engage or attack investigator -- but also makes investigator unable to attack or cause damage to ''them''. However, any effects which causes damage/horror directly, would still do so, so this protection is not absolute.
* NoSell: Mystics have perhaps the largest number of cards which protects them from some harm in one way or another:
** "Ward of Protection" event allows to cancel revelation effect of a (non-weakness) Treachery card, albeit at the cost of taking some horror.
** "Defiance" skill allows to pick a symbol chaos token (excluding auto-failure and campaign-specific ones), and ignore it altogether, including modifier. Its upgraded version ignores ''all'' such tokens, no longer requiring to pick specific ones.
** "Deny Existence" event allows to ignore one negative effect from encounter card or enemy's attack (on player's choice, out of options listed), sometimes avoiding something truly nasty. Upgraded version allows to perform same thing in reverse (heal, draw card, etc).
** Ikiaq allows to put the just drawn basic weaknesses (even those belonging to the other players) below her card, temporarily removing them from the game; but for each card, her owner temporarily loses 1 Willpower and 1 Intellect, and once she leaves the play, all those cards gets freed and must be drawn for real.
** "Ward of Radiance" event allows to cancel a treachery card, albeit it has a chance to fail.
** "Foresight" event allows to name a card before drawing (either player card, or encounter card); when drawing an encounter card, if you guess the name of the card right, you
can immediately cancel and discard it.
** "Binder's Jar" asset can cancel the enemy's attacks directed at its user; however, the conditions for it to actually work makes it hard to utilise that way.
** "Edlritch Inspiration" event allows to either ignore symbol token altogether, or resolve effect twice; it's
only usable when playing Mystic-class cards, which either backfires if such tokens gets drawn, or, conversely, triggers extra effects.
* PortalNetwork: "Open Gate" event allows to create up to 3 portals, between which investigators can move freely.
* PowerAtAPrice: Mystics constantly deals with eldritch powers to achieve their goals. As result, many of their cards have various drawbacks, which comes in various flavours.
** Some cards requires putting Doom tokens on them, [[TimedMission taking away your precious time]] for immediate benefits. Fortunately, some cards are specifically dedicated to removing Doom from cards.
** Many Spell cards comes with the risk of suffering negative effects if certain kinds of chaos tokens gets drawn when resolving effects, with exact penalties varying from card to card.
** "Drawn to the Flame" event allows to discover some "free" clues by drawing encounter cards.
** "Delve Too Deep" event gives "free" victory points at the cost of drawing extra encounter cards for every investigator. Due to the way it works, each copy can be used only once per scenario (as it gets added to the victory display after being played).
** "Arcane Research" permanent allows to spend less experience on upgrading Spells, but requires suffering a mental trauma in order to be purchased.
* PowerNullifier:
** "Mind Wipe" asset "blanks" the enemy card's text box, essentially depriving it of all its abilities.
** "Read the Signs" allows to, while investigating, ignoring any effects and keywords of investigated location, which would otherwise target the investigator (and may be very nasty in some cases). It doesn't affect location's shroud, however.
* TheRedMage: Mystics have both combat- and support-oriented options; certain cards can
be used for either, or the Tome cards (something she relies upon a great deal); simple, but reliable. She can also dump her weakness, [[TomeOfEldritchLore "Necronomicon"]], into a bag until she can deal with it.
* GoMadFromTheRevelation: Once the "Necronomicon" enters play, the only way to get rid of it is to study it, which drains her Sanity.
* ItemCaddy: Both versions of Daisy are built around actively using tomes, providing a bag to hold more of them, and having extra abilities to
improve their overall effectiveness. Unfortunately, effectiveness.
* NightmareFetishist: She likes reading
the majority of their Assets takes up arcane slots (and every investigator has only two by default), meaning that "generalist" Mystics can easily fall behind their more specialised colleagues.
* {{Seers}}: Various Mystic-class cards are related to ability to see
stories exploring the future or something hidden, in one way or another, with the name often reflecting it; it's used as justification for topics of horror, violence and fear (while still abhorring them manipulating game mechanics.
** "Scrying" asset allows see
in real life). But the top 3 cards of player or encounter decks and change their order.
** Alyssa Graham allows to not only look at the top of either the player or encounter decks, but also put that card on the bottom of the deck if the player wishes so (at the cost of putting Doom on her).
** "Rite of Seeking" asset allows to investigate while using Willpower instead of Intellect, by discovering the hidden clues via magic. Like many Spells, it has a chance to backfire on user, ending their turn prematurely.
** "Premonition" event "predicts" which chaos token would be drawn, by sealing a random token from the bag and enforcing its usage on the next skill test.
** "Sixth Sense" asset allows to not just investigate using Willpower instead of Intellect, but also to investigate ''connected'' location instead of your own (without actually going there). Upgraded version allows to pick location up to two connections away.
** "Parallel Fates" event allows to look certain amount of cards of either encounter or player's deck, either putting them back in any order or reshuffling the deck.
** "Scrying Mirror" asset allows to reveal a chaos token ''before'' committing any cards, so the player knows what they must do to pass a test, or, if they know that it's a certain failure, to not invest any cards.
* SpellBook: Several Mystic cards are occult books containing spells or magic rituals
"[[TomeOfEldritchLore Necronomicon]]" is too much even for specific purposes.
her.
* SquishyWizard: Mystics tend to have great Willpower (around 4-5), which they use to fuel their magic, She's a skilled occult expert and/or sorceress, but bad her 5 Health (6 at average) and Combat (around 2-3), meaning they are in a trouble whenever their supply of magic tricks runs out, or isn't suitable is very low even for the situation.
a Seeker.
* TimeRewindMechanic:
** "Time Warp" event allows to completely undo an action done by investigator, allowing for comeback if something goes not as planned.
** "Quantum Flux" event allows to, once per game, regain all cards from discard pile; the name suggests that time manipulation is in effect.
* WeakenedByTheLight: "Blinding Light" event not only aids in evading the enemies (due to, well, blinding them), but can somehow harm them, causing them damage if successful.
* WhiteMage: Support-oriented Mystics provides help to their teammates, with healing, protective, or luck-manipulating spells and artifacts.
[[/folder]]

[[folder:Survivors]]
Survivors have no combat training, arcane abilities or occult knowledge. Wrong people
TomeOfEldritchLore: Her involvement in the wrong place at plot was kickstarted by her study of the wrong time, they must rely on their savviness and sheer luck to overcome [[TropeCodifier Necronomicon]]. That same book is also her personal weakness (specifically, the eldritch horrors surrounding them, and do what they do best--survive.John Dee Translation of it), preventing her from using elder sign tokens while it is in play. It becomes even worse if she fails her LoyaltyMission, ''Read or Die'', becoming a potentially game-ending threat.

!!!Basic version
Has access to Mystic cards (up to level 2).



* ActionSurvivor: Unlike their colleagues from the other classes, Survivors have no specialised training or arcane knowledge, and must rely on their savviness and sheer luck.
* AmmoUsingMeleeWeapon "Chainsaw", despite being Melee card, has limited number of supplies (3 by default), without which it can't attack. On the bright side, failed attack with it allows to either deal damage anyway (albeit much lower), or regain some lost supplies.
* BatterUp: Survivors can arm themselves with a "Baseball Bat" asset, which provides them with reliable source of damage, but also [[BreakableWeapons risks breaking up]] on every swing.
* BookDumb: There are very few Survivors that have more than 2 base Intellect, but they are still very capable of gathering clues as much as other investigators of other classes with higher intelligence through... [[LuckBasedSearchTechnique Unusual]] investigation methods. The general [[GuileHero trickery]] and [[XanatosSpeedChess improvisation]] they show performing in many of their event cards fully showcase how shrewd they can be.
* BreakableWeapons: Recurring trait of Survivor assets. They either risk breaking at random, like [[BatterUp Baseball Bat]], or can be put beyond their usual surviving capabilities and damaged beyond repair, removing them from the game (or from your deck, via so-called "exile" mechanic, requiring to re-purchase them), in order to achieve certain goals.
* CastFromMoney: "Fire Axe" asset allows to spend resources to increase its Combat bonus, and provides bonus damage if you have exactly zero in your supply.
* ChainsawGood: "Chainsaw" asset takes both hands, but provides good boost to Strength and damage for one attack. Its gimmick is that [[AmmoUsingMeleeWeapon it has limited "ammo"]], but whenever your attack with it fails, you can either deal (much lower) damage anyway, or regain one supply for the Chainsaw.
* TheCavalry: "A Chance Encounter" event allows to put into play an Ally card from discard pile, including the ones that belongs to the other players.
* ConvenientDecoyCat: "Stray Cat" Ally can be discarded to automatically avoid non-Elite enemy; idea is, obviously, that said enemy gets distracted to pursuit a cat.
* CriticalStatusBuff: "Fight or Flight" event gives the bonus to both Combat and Agility, depending on how much horror an investigator suffered before using it.
* DeliciousDistraction: The art for "Cunning Distraction" event shows how a group of monsters gets distracted by a chicken; in gameplay terms, it allows to automatically evade all non-Elite enemies in your location, likely due to them being distracted.
* {{Determinator}}: Survivors have cards that allow them to shrug off large amounts of damage, turn failure into success, and keep going when everything else seems lost.
* ExtraTurn:
** "End of the Road" event gives the investigator several boons, including one extra action, but can only be used when the final Agenda is in play, and only once per game.
** "Lifeline" event gives an investigator whose turn is about to end the number of extra actions equal to how many tests they failed this turn. It allows for some good comeback, but requires repurchasing after every use.
* GameplayAndStoryIntegration: Survivors normally have a low Intellect stat; because they were dragged into this mostly by accident, they have near-zero prior experience with occult magic and Mythos research (for the same reason, they also have the least selection of assets taking up arcane slot, or magic-related cards in general). Besides that, they have no established pattern for their skills, which varies greatly from investigator to investigator.
* HealingFactor: What makes Peter Sylvestre a popular Ally choice is that he's not just a horror soak; he's a ''regenerating'' horror soak, allowing him to last for longer. That, and his stats boosts.
* HeroicSecondWind: "Perseverance" event allows to cancel up to 4 of damage/horror which would otherwise defeat an investigator.
* ImprovisedWeapon: Many combat-oriented Survivor-class cards represents them using something as improvised self-defence:
** Almost all Survivor-class weapons are instruments created for different purposes than slashing monsters, like baseball bats, kerosene lamps, meat cleavers, fire axes and others. Because they are not intended to be used that way, there are often some downsides, like possibility of breaking them. Out of two firearms available, one is an old hunting rifle (prone to [[ReliablyUnreliableGuns jam at worst moments]]), while the other is a small, self-defence pistol with [[LittleUselessGun lower punching power than the rifle and even worse ammo capacity.]]
** "[[ExactlyWhatItSaysOnTheTin Improvised Weapon]]" event is useful as a one-time attack against a monster, especially if you have no better options. The card depicts scared archeologist trying to use a torch for self-defence.
* ItemCaddy: Many Survivor-class cards are dedicated to (re)obtaining other cards from discard pile, or even playing them from there.
* JackOfAllStats: The only class not to favour certain stats by default, and not to have an established role in the party by default. Instead, they prefers a more generalist playing style, having some abilities for anything, yet not exceeding actual specialists. Also, for a long time they lacked cards above level 3 (and those are still uncommon).
* LittleUselessGun: [[AvertedTrope Averted]] with the ".18 Derringer"; it provides a decent +2 bonus to Combat and deal the standard +1 damage as most Level 0 weapons, but it has one of the worst ammo capacities in the game; the gimmick is that you can freely recharge it by 1 ammo on each failure.
* LuckBasedSearchTechnique: "Look what I found!" event allows you to find some clues... after ''failing'' the investigation.
* LuckManipulationMechanic: Tied with the Mystics in number of options they have to manipulate the chaos tokens in their favour:
** "Will to Survive" skill allows to flat-out disable drawing chaos tokens till the end of your turn, protecting you from random "-8" and "auto-failure" draws.
** "Stroke of Luck" skill allows to automatically pass a test after revealing a chaos token, unless you draw [[CriticalFailure auto-failure token]]. However, after one use, this card gets "exiled", meaning that you have to repurchase it.
** "Against All Odds" event allows to draw extra chaos tokens when performing skill checks with difficulty exceeding basic stat value, with effect scaling with difference, and picking the token with preferable outcome.
** "Eucatastrophe" event allows to ignore any chaos token revealed during skill test if that token's modifier would reduce the skill value to 0; this ''does'' apply to the dreaded auto-failure token. Instead, you receive an Elder Sign.
** "Third Time's a Charm" event allows to ignore up to 2 chaos tokens during a skill test, drawing another one instead; what makes it stand out amongst similar cards is that it can affect the other players.
** ''The Innsmouth Conspiracy'' expansion introduced several cards which interacts with its "blessed" and "cursed" tokens (provides a boost or penalty to skill, respectively), trying to either make the best of blessed tokens, or minimise the harm from cursed ones, as well as a few cards which just adds more blessed tokens:
*** "Ancient Covenant" from ''The Innsmouth Conspiracy'' expansion allows to, once a blessed token is revealed, skip revealing any other tokens; by itself, a blessed token gives "+2" bonus, which is higher than whatever you might've drawn otherwise.
*** "Spirit of Humanity" asset allows to either [[CastFromHitpoints take some damage and horror]] to add more blessed tokens (which makes things easier for the players), or add some cursed tokens (which makes things harder for the players) to heal yourself.
*** "Harmony Restored" event allows to straight up remove cursed tokens from the bag, but only if there's exactly the same amount of blessed tokens presented.
*** "Beloved" skill allows to automatically succeed after drawing a blessed token; the downside is that it gets removed from the game after use.
*** "Signum Crucis" skill exists to help the investigator whose skill value is way too low to have a chance to pass skill test; the further you're behind, the more blessed tokens it adds before the test even starts, significantly increasing your chances.
* LuckyRabbitsFoot: Lucky Rabbits Foot asset allows the user to draw 1 card after failing any skill check, providing some comeback after suffering from bad luck.
* MagicallyIneptFighter: Survivors have the least number of native magic-related events and assets, as most of them have nothing to do with occult at all.
* NoSell:
** "A Test of Will" event allows to completely ignore a non-weakness treachery card; the downside is that it gets "exiled" after use, requiring repurchasing.
** "Devil's Luck" event allows to shrug off a large amount of damage and/or horror, albeit at the cost of "exiling" that card.
** "Infighting" event allows to cancel ''all'' attacks by enemies aimed at you for entire phase.
** "Fortune or Fate" event allows to cancel 1 Doom token when it's about to be put on agenda. Unfortunately, the card works only once, and has to be repurchased afterwards.
** "Nightmare Bauble" asset allows to cancel auto-failure token, at the cost of shuffling additinal weakness into your deck. On the bright side, if you would lose that asset, you would lose the weaknesses, too.
** "Idol of Xanatos" asset allows to shrug off up to 3 damage and/or horror, albeit it requires discarding that same amount of cards from hand for every use.
* PowerNullifier: "Fend Off" event triggers when an enemy spawns in your location; it attacks you, but then it gets exhausted (due to you automatically evading it)... and never readies, as this card gets attached to it and disables it, making that enemy an easy target, or allowing to just leave it where it stands and proceed further. The downside is that you can't retrieve that card while it's still attached.
* ReliablyUnreliableGuns: "Old Hunting Rifle" asset can (depending on the chaos token revealed) potentially jam (automatically failing skill check), requiring spending additional action to fix it, which, in combat situation, makes you vulnerable to attacks of opportunity. It's the ''only'' Weapon in the game that can jam.
* ShovelStrike: "Gravedigger's Shovel" asset is an actual shovel which can be used either for digging (allows to find a clue, albeit at the cost of breaking the shovel)... or hitting someone on the head, giving Combat bonus.
* UnluckilyLucky: Many of their card effects represent good luck getting them out of the horrible mythos-tinged situations they stumble into, including some cards which only work ''when failing'' skill checks, essentially serving to provide comeback from an otherwise hopeless situation.

to:

* ActionSurvivor: Unlike their colleagues from the other classes, Survivors have no specialised training or arcane knowledge, and must rely on their savviness and sheer luck.
* AmmoUsingMeleeWeapon "Chainsaw", despite being Melee card,
BoringButPractical: She has limited number of supplies (3 by default), without extra action each turn, which it can't attack. On the bright side, failed attack she can only spend to interact with Tome assets. Given that those often form the core of her gameplay, it allows saves her ''a lot'' of time, but it's rather simple and generic ability compared to either deal damage anyway (albeit much lower), or regain some lost supplies.
* BatterUp: Survivors can arm themselves with a "Baseball Bat" asset, which provides them with reliable source of damage, but also [[BreakableWeapons risks breaking up]] on every swing.
* BookDumb: There are very few Survivors that have
more than 2 base Intellect, but they are still very capable of gathering clues as much as flashy ones the other investigators have.
* ExtraTurn: She gets extra action each turn which can be spent on playing her Tomes' abilities (which form the core
of her gameplay); this makes her able to use them more freely while still having enough actions left to perform other classes with higher intelligence through... [[LuckBasedSearchTechnique Unusual]] investigation methods. The general [[GuileHero trickery]] and [[XanatosSpeedChess improvisation]] they show performing tasks.
* MagicLibrarian: Intentionally designed as one, being a sorceress librarian whose power takes its source
in many her books:
** She has access to Mystic cards, most
of their event cards fully showcase how shrewd they can be.
* BreakableWeapons: Recurring trait of Survivor assets. They
which are either risk breaking at random, like [[BatterUp Baseball Bat]], spells or can be put beyond their usual surviving capabilities and damaged beyond repair, removing them from magic artifacts.
** All her mechanics are related to
the game (or from your deck, via so-called "exile" mechanic, requiring to re-purchase them), Tomes in order to achieve certain goals.
* CastFromMoney: "Fire Axe" asset allows
one way or another. She has an extra action to spend resources to increase its Combat bonus, and provides bonus damage if you have exactly zero in your supply.
* ChainsawGood: "Chainsaw" asset takes both hands, but provides good boost to Strength and damage for one attack. Its gimmick is that [[AmmoUsingMeleeWeapon it has limited "ammo"]], but whenever your attack with it fails, you can either deal (much lower) damage anyway, or regain one supply for the Chainsaw.
* TheCavalry: "A Chance Encounter" event
on using Tome assets, her signature card allows her to put into play an Ally card from discard pile, including the ones that belongs to the other players.
* ConvenientDecoyCat: "Stray Cat" Ally can be discarded to automatically avoid non-Elite enemy; idea is, obviously, that said enemy gets distracted to pursuit a cat.
* CriticalStatusBuff: "Fight or Flight" event gives the bonus to both Combat
carry more Tomes around, and Agility, depending on how much horror an investigator suffered before using it.
* DeliciousDistraction: The art for "Cunning Distraction" event shows how a group of monsters gets distracted by a chicken; in gameplay terms, it
even her Elder Sign, while giving no stat boosts, allows her to automatically evade all non-Elite enemies in your location, likely due to them being distracted.
* {{Determinator}}: Survivors have cards that allow them to shrug off large amounts of damage, turn failure into success, and keep going when everything else seems lost.
* ExtraTurn:
** "End of the Road" event gives the investigator several boons, including one
draw extra action, but can only be used when cards, scaling the final Agenda is in play, and only once per game.
** "Lifeline" event gives an investigator whose turn is about to end the
effect with number of extra actions equal Tomes she has.

!!!Parallel version
Has access
to how many tests they failed this turn. It allows for some good comeback, but requires repurchasing after every use.
* GameplayAndStoryIntegration: Survivors normally have a low Intellect stat; because they were dragged into this mostly by accident, they have near-zero prior experience with occult magic and Mythos research (for the same reason, they also have the least selection of assets taking up arcane slot, or magic-related
off-class "Tome" cards in general). Besides that, they have no established pattern for their skills, which varies greatly from investigator to investigator.
* HealingFactor: What makes Peter Sylvestre a popular Ally choice is that he's not just a horror soak; he's a ''regenerating'' horror soak, allowing him to last for longer. That,
(of any level), and his stats boosts.
* HeroicSecondWind: "Perseverance" event allows to cancel
up to 4 of damage/horror which would otherwise defeat an investigator.
* ImprovisedWeapon: Many combat-oriented Survivor-class cards represents them using something as improvised self-defence:
** Almost all Survivor-class weapons are instruments created for different purposes than slashing monsters, like baseball bats, kerosene lamps, meat cleavers, fire axes and others. Because they are not intended to be used that way, there are often some downsides, like possibility of breaking them. Out of two firearms available, one is an old hunting rifle (prone to [[ReliablyUnreliableGuns jam at worst moments]]), while the
five other is a small, self-defence pistol with [[LittleUselessGun lower punching power than level 0 Guardian and/or Mystic cards, but can't take the rifle and even worse ammo capacity.]]
** "[[ExactlyWhatItSaysOnTheTin Improvised Weapon]]" event is useful as a one-time attack against a monster, especially if you have no better options. The card depicts scared archeologist trying to use a torch for self-defence.
* ItemCaddy: Many Survivor-class cards are dedicated to (re)obtaining other cards from discard pile, or even playing them from there.
* JackOfAllStats: The only class not to favour certain stats by default, and not to have an established role in the party by default. Instead, they prefers a more generalist playing style, having some abilities for anything, yet not exceeding actual specialists. Also, for a long time they lacked
non-Tome Seeker-class cards above level 3.
----
* CripplingOverspecialisation: "Parallel" Daisy, instead of her usual deckbuilding rules, can access any Tome cards (regardless of level or class)... but only up to level
3 (and those other Seeker cards, and loses her access to Mystic cards. Unfortunately, most Tomes are still uncommon).
Seeker-class anyway, so she loses more than she gains. This is slightly compensated by her being allowed to take up to five level 0 Guardian and/or Mystic cards.
* LittleUselessGun: [[AvertedTrope Averted]] MagicLibrarian: All her abilities are designed around doing magic through interactions with the ".18 Derringer"; it provides a decent +2 bonus to Combat and deal the standard +1 damage as most Level 0 weapons, but it has one of the worst ammo capacities her books:
** "Parallel" Daisy amplifies her Willpower by putting "Tome" assets into play. When used
in the game; the gimmick is that you can freely recharge it by 1 ammo on each failure.
* LuckBasedSearchTechnique: "Look what I found!" event allows you to find some clues... after ''failing'' the investigation.
* LuckManipulationMechanic: Tied
combination with the Mystics in number of options they have her old deckbuilding rules for access to manipulate the chaos tokens in their favour:
** "Will to Survive" skill
Mystic cards (rules allows to flat-out disable drawing chaos tokens till mix front and back sides as the end of your turn, protecting you from random "-8" and "auto-failure" draws.
** "Stroke of Luck" skill allows to automatically pass a test after revealing a chaos token, unless you draw [[CriticalFailure auto-failure token]]. However, after one use,
player sees fit), this card gets "exiled", meaning that you have to repurchase it.
** "Against All Odds" event allows to draw extra chaos tokens when performing skill checks with difficulty exceeding basic stat value, with effect scaling with difference, and picking the token with preferable outcome.
** "Eucatastrophe" event allows to ignore any chaos token revealed during skill test if that token's modifier would reduce the skill value to 0; this ''does'' apply to the dreaded auto-failure token. Instead, you receive an Elder Sign.
** "Third Time's a Charm" event allows to ignore up to 2 chaos tokens during a skill test, drawing another one instead; what makes it stand out amongst similar cards is that it can affect the other players.
** ''The Innsmouth Conspiracy'' expansion introduced several cards which interacts with its "blessed" and "cursed" tokens (provides a boost or penalty to skill, respectively), trying to either make the best of blessed tokens, or minimise the harm from cursed ones, as well
may greatly increase her effectiveness as a few cards which just adds more blessed tokens:
*** "Ancient Covenant" from ''The Innsmouth Conspiracy'' expansion allows to, once a blessed token is revealed, skip revealing any other tokens; by itself, a blessed token gives "+2" bonus, which is higher than whatever you might've drawn otherwise.
*** "Spirit of Humanity" asset allows to either [[CastFromHitpoints take some damage and horror]] to add more blessed tokens (which makes things easier for the players), or add some cursed tokens (which makes things harder for the players) to heal yourself.
*** "Harmony Restored" event allows to straight up remove cursed tokens from the bag, but only if there's exactly the same amount of blessed tokens presented.
*** "Beloved" skill allows to automatically succeed after drawing a blessed token; the downside is that it gets removed from the game after use.
*** "Signum Crucis" skill exists to help the investigator whose skill value is way too low to have a chance to pass skill test; the further you're behind, the more blessed tokens it adds before the test even starts, significantly increasing your chances.
* LuckyRabbitsFoot: Lucky Rabbits Foot asset allows the user to draw 1 card after failing any skill check, providing some comeback after suffering from bad luck.
* MagicallyIneptFighter: Survivors have the least number of native magic-related events and assets, as most of them have nothing to do with occult at all.
* NoSell:
team's sorceress.
** "A Test of Will" event allows to completely ignore a non-weakness treachery card; the downside is that it gets "exiled" after use, requiring repurchasing.
** "Devil's Luck" event allows to shrug off a large amount of damage and/or horror, albeit at the cost of "exiling" that card.
** "Infighting" event allows to cancel
Once per game, she can activate action abilities on ''all'' attacks by enemies aimed at you for entire phase.
of her Tomes, without actually spending actions, with all the mayhem it can cause.
** "Fortune or Fate" event Her Elder Sign allows her to cancel 1 Doom token when it's about to be put on agenda. Unfortunately, the card works regain a Tome from discard pile.
* MagikarpPower: "Parallel" Daisy starts with
only once, 1 Willpower and has to be repurchased afterwards.
** "Nightmare Bauble"
7 Sanity (her default version starts with 3 and 9, respectively), but amplifies both by one point for each Tome asset allows to cancel auto-failure token, at the cost of shuffling additinal weakness she puts into your deck. On the bright side, if you would lose that asset, you would lose the weaknesses, too.
** "Idol of Xanatos" asset allows to shrug off up to 3 damage and/or horror, albeit it requires discarding that same amount of cards from hand for every use.
* PowerNullifier: "Fend Off" event triggers when an enemy spawns in your location; it attacks you, but then it gets exhausted (due to you automatically evading it)... and never readies, as this card gets attached to it and disables it, making that enemy an easy target, or allowing to just leave it where it stands and proceed further. The downside is that you can't retrieve that card while it's still attached.
* ReliablyUnreliableGuns: "Old Hunting Rifle" asset can (depending on the chaos token revealed)
play, potentially jam (automatically failing skill check), requiring spending exceeding default maximum value.
* MechanicallyUnusualFighter: "Parallel" Daisy receives +1 Sanity per Tome she controls. Considering that she starts with 7 Sanity, and can have up to 4 Tomes in play thanks to her "Tote Bag", she can end up with 11 Sanity--while the other investigators normally have 9 at most (13 when playing the ''[[LoyaltyMission Read or Die]]'' scenario, thanks to Professor Armitage, as he provides two
additional action to fix it, which, in combat situation, makes you vulnerable to attacks of opportunity. It's the ''only'' Weapon in the game that can jam.
* ShovelStrike: "Gravedigger's Shovel" asset is an actual shovel which can be used either for digging (allows to find a clue, albeit at the cost of breaking the shovel)... or hitting someone on the head, giving Combat bonus.
* UnluckilyLucky: Many of their card effects represent good luck getting them out of the horrible mythos-tinged situations they stumble into, including some cards which only work ''when failing'' skill checks, essentially serving to provide comeback from an otherwise hopeless situation.
slots).



!Introduced in ''Night of the Zealot'' (core game)
[[folder:Roland Banks]]
!!Roland Banks, the Fed
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_roland.png]]
[[caption-width-right:225:''Everything by the book: every "i" dotted, every "t" crossed. It has worked, until now.'']]
-> ''Roland had always taken comfort in procedure and rules. As an agent in the Bureau, he was relieved to have guidelines to follow in any given situation. But lately, his Federal Agent's Handbook had been entirely unhelpful given the cases he'd been assigned. Try as he might, Roland could find no mention of what to do when confronted with strange creatures, gates through time and space, or magic spells. If he hadn't seen it with his own eyes, he would never have believed it... and there's no way his superiors would understand. Roland knew he would have to handle this one himself''.

to:

!Introduced in ''Night of [[folder:"Skids" O'Toole]]
!!"Skids" O'Toole,
the Zealot'' (core game)
[[folder:Roland Banks]]
!!Roland Banks, the Fed
Ex-Con
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_roland.org/pmwiki/pub/images/ahlcg_skids.png]]
[[caption-width-right:225:''Everything by [[caption-width-right:225:''"I didn't get out of the book: every "i" dotted, every "t" crossed. It has worked, until now.'']]
-> ''Roland had always taken comfort in procedure and rules. As an agent in
joint just to watch the Bureau, he was relieved to have guidelines to follow in any given situation. But lately, his Federal Agent's Handbook had been entirely unhelpful given the cases he'd been assigned. Try as he might, Roland could find no mention of what to do when confronted with strange creatures, gates through time and space, or magic spells. If he world end"''.]]
->''Skids
hadn't seen it with planned on a life of crime. But sometimes doing the right thing means getting your hands dirty. The cops didn't care that Skids needed the money for his own eyes, he would never have believed it... mother's operation. His mother died of her illness during the second year of his sentence. His cellmate, Brad Hollins, told him there were worse fates than death. He ranted and there's no way raved in a quiet voice every evening about the "Old Ones" and told Skids about bizarre adventures he'd had while dreaming. Skids didn't give it much thought until the night he woke to the sight of his superiors would understand. Roland knew cellmate bursting into flames. When Skids was finally released, he would have returned to handle this one himself''.Arkham, looking for answers''.



Guardian-class investigator.

to:

Guardian-class Rogue-class investigator.



* CycleOfHurting: His low starting sanity makes him very likely to run out and take mental trauma (something his weakness also dispenses), which in turn makes him more likely to run out next mission until he's rendered permanently insane.
* FBIAgent: Well, BI Agent; they weren't the ''Federal'' Bureau until 9 years after ''Arkham Horror''[='=]s timeframe.
* RevolversAreJustBetter: His signature card is his .38 revolver. Its main gimmick is providing an additional bonus to Combat when used in a location with at least one clue, which further amplifies the hybrid fighter/searcher playstyle of his default kit.
* SecretWar: Roland is obsessed with keeping his activities hidden from unrelated people; his signature weakness, "Cover Up", is him realising that he left an evidence behind and trying to get rid of it. Failure to do so before either the scenario's end or Roland's resignment/elimination will result in mental trauma.

to:

* CycleOfHurting: TheAtoner: Skids' subtitle is the "Ex-Convict" and his desire to discover what happened to his cellmate Brad and avenge him is partially fuelled by his wish to make his late mother proud of him once more.
* TheCorpseStopsHere: When his cellmate [[SpontaneousHumanCombustion burst into flames one night]], the cops accused him of causing it, but couldn't get the charge to stick.
* FaceOfAThug: He may look like bandit, but he is a good guy--and what banditry he ''did'' commit was solely to aid his mother with getting through her illness.
His low starting sanity makes basic version further nails it by giving him very likely access to run out Guardian-class cards.
* HealthcareMotivation: He really was only robbing banks to try to save his mother from her illness; unfortunately, [[AllForNothing she died while he was in prison]] --
and take mental trauma (something now, he still has to pay up the bills, which [[GameplayAndStoryIntegration works as his personal weakness]], "Hospital Debts"; once they shows up, he has to pay them up until the end of scenario (or his elimination), or suffer penalty to experience earned.
* JackOfAllStats: {{Downplayed|Trope}}, but beside having good Agility (4) and below-average Willpower (2), Skids Fight and intellect are average, making him equally capable of fighting and investigating, with the Rogue cardpool allowing him to do either or both. His base version has access to Guardian cards, which gives him more fighting prowess, options to heal and ways to cover his main
weakness also dispenses), and increase his Willpower, while his Parallel version has access to "Gambit" and "Fortune" cards regardless of class, which in turn are universally useful for any playstyle.
* ManaBurn: Skids' personal weakness "Hospital Debts", requires him (and potentially other Investigators if they are willing to help him) to spend 6 resources to deal with it. He can choose to ignore it, but if by the end of the scenario the debt isn't paid, he will earn 2 less experience. What
makes him more likely it tricky to run out next mission until he's rendered permanently insane.
deal with is that each Investigator can only pay up to 2 resources per round, which means you can't just dump all your resource at once even if you have enough in hand.
* FBIAgent: Well, BI Agent; they weren't the ''Federal'' Bureau until 9 NeverGoingBackToPrison: He served ten years after ''Arkham Horror''[='=]s timeframe.
in prison once, and won't allow it to happen again--certainly not when the stakes are now much higher than just his life. Fittingly, his signature card, "On the Lam", [[StealthExpert makes any non-Elite enemies unable to attack him]].
-->''"I ain't going to the pen a second time"''.
* RevolversAreJustBetter: ReformedCriminal: [[DownplayedTrope His main class is Rogue and he has access to illicit assets and criminal allies]], but Skids' motivations to join the invesigation are selfless, wanting to find out why his friend Brad [[SpontaneousHumanCombustion died]], make his mother proud beyond the grave and prevent the end of the world; which contrast heavily with many of the later, far more opportunistic and self-serving rogues introduced in later cycles.
* SpontaneousHumanCombustion: His motivation to come to Arkham was when his cellmate, Brad, spontaneously combusted one night.
* StealthExpert:
His signature card is his .38 revolver. Its main gimmick is providing an additional bonus to Combat when used in a location with at least one clue, which further amplifies card, "On the hybrid fighter/searcher playstyle of his default kit.
* SecretWar: Roland is obsessed with keeping his activities hidden from unrelated people; his signature weakness, "Cover Up", is him realising that he left an evidence behind and trying
Lam", makes non-Elite enemies unable to get rid of it. Failure to do so before either the scenario's end or Roland's resignment/elimination will result in mental trauma.
attack him.



Has access to Seeker cards (up to level 2).

to:

Has access to Seeker Guardian cards (up to level 2).



* ByTheBookCop: According to his backstory, he used to always follow the rules to the letter--until he got involved in the story. He dropped this mentality when he realised that this would not help him with {{Eldritch Abomination}}s.
* GeniusBruiser: {{Downplayed|Trope}}. Roland has slightly more Intellect than other Guardians, and he has access to Seeker cards, making him a versatile investigator able to both fight and search for clues. Also, all his abilities are related to finding clues, including through defeating enemies, and his Elder Sign only gives him bonuses in locations with clues.
* GlassCannon: He's an effective fighter and not bad at getting clues, but his base 5 Sanity is abysmal (a single Rotting Remains encounter can remove up to 3), meaning he desperately needs means of soaking and healing horror to avoid being defeated early in the scenario.
* JackOfAllStats: {{Downplayed|Trope}}, like most Guardians, he has good 4 Combat and below-average 2 Agility, but he also has adequate 3 Willpower and Intellect, so it's easy to make him into an all-rounder, capable of both clue gathering and resisting treacheries if he manages to improve his weaker stats. His access to the Seeker cards gives him the utility unavailable to most other Guardians.

!!!Parallel version
Has access to off-class "Tactics" and "Insight" cards (up to level 3), but can't take the Guardian-class cards above level 3. Receives free exp at the deck creation.

to:

* ByTheBookCop: According to BigGuy: {{Downplayed|Trope}}; his backstory, he used to always follow the rules to the letter--until he got involved in the story. He dropped this mentality when he realised that this would not help him with {{Eldritch Abomination}}s.
* GeniusBruiser: {{Downplayed|Trope}}. Roland has slightly more Intellect than other Guardians, and
Combat stat is average, but he has access to Seeker cards, making him a versatile investigator able to both fight and search for clues. Also, all his abilities are related to finding clues, including through defeating enemies, and his Elder Sign only gives him bonuses in locations with clues.
* GlassCannon: He's an effective fighter and not bad at getting clues, but his base 5 Sanity is abysmal (a single Rotting Remains encounter can remove up to 3), meaning he desperately needs means of soaking and healing horror to avoid being defeated early in the scenario.
* JackOfAllStats: {{Downplayed|Trope}}, like most Guardians, he has good 4 Combat and below-average 2 Agility, but he also has adequate 3 Willpower and Intellect, so it's easy to make him into an all-rounder, capable of both clue gathering and resisting treacheries if he manages to improve his weaker stats. His access to the Seeker cards gives him the utility unavailable to most other Guardians.

!!!Parallel version
Has access to off-class "Tactics" and "Insight" cards (up to level 3), but can't take the
Guardian-class cards above to amplify it. Also, being a Rogue, he can obtain enough resources to fuel his more expensive cards, or use them to buy more actions through his signature ability. All of this makes him a fitting candidate for the role of dedicated fighter.
* BoringButPractical: His Elder Sign just gives him flat stat boost, and few free resources. Given that he has to spend tons of resources to benefit from his ability, as well as to counter his weakness, it's very welcomed bonus, even if it's relatively simple.
* ExtraTurn: Once per round, he can spend some resources to get an extra action.

!!!Parallel version.
Has access off-class "Fortune" and "Gambit" cards (up to
level 3. Receives free exp at the deck creation.3). He has a reduced decksize of 25 cards.



* ByTheBookCop: The "parallel" version of Roland [[WhatIf assumes]] that he still acts as a proper, rules-abiding detective, [[GameplayAndStoryIntegration making him restricted by countless regulations]]. The end of his challenge scenario directly questions what would happen when those directives [[ToBeLawfulOrGood came into conflict with his morality]], as a nod to his canon self.
* JackOfAllTrades: "Parallel" Roland lacks access to high-level Guardian cards, being limited only to level 3, but can take any Tactic or Insight cards up to level 3, making him rather versatile, especially if the right Directives are chosen.
* MechanicallyUnusualFighter: "Parallel" Roland has special cards, unique to him -- the "Directives", which provide him both restrictions (like inability to attack more than twice per round) and additional abilities; he has five available, but only three may be chosen, with the other two becoming permanently inaccessible.
* MightyGlacier: {{Exaggerated|Trope}}. The directive "Leave no doubt" makes Roland ''the'' most durable investigator in the game, raising his Sanity by 3, with a total amount of 9 health and 8 sanity (even higher than [[StoneWall Stella's]] 8/8), but has the drawback of only allowing Roland to move twice per round, which cripples his movement range in a game where [[TimedMission every move matters]]. It wouldn't make him any more resistant to being driven insane, however, as any bonus Health and Sanity are ignored when receiving trauma.
* ScrewTheRulesImDoingWhatsRight: "Parallel" Roland is forced to obey his directives most of the time... but when he draws Elder Sign, he can disregard one directive of his choice 'till the end of the round, to finally get the job done. He can also, once per scenario, flip a directive facedown, losing its benefit but also not having to abide to its restriction for the rest of the scenario. That's probably how he came to his canon self's CowboyCop mentality.
* WhatIf: The "parallel" Roland is an alternative version of himself, where he chose not to abandon his directives and [[ByTheBookCop still follows the rules]].

to:

* ByTheBookCop: AscendedMeme: Prior to release of his "parallel" version, there was a popular fan-made version of Skids, which remade him into a Rogue/Survivor gambler. Comes the "parallel" version, and now Skids has gambling-themed abilities, gambling-themed deckbuilding options (many of which just so happen to be Survivor-class), and the challenge scenario set in a casino.
* BornLucky: His "parallel" version trades access to a Guardian class for access to any "Fortune" or "Gambit" cards up to level 3. He also may keep multiple versions of the same card (low- and high-level versions), which is [[MechanicallyUnusualFighter normally forbidden]].
* GameplayAndStoryIntegration: "Parallel" Skids is essentially a gambler. As result, his new abilities and deckbuilding options were remade to fit the theme:
** Gamblers always rely on risks and various tricks. As result, he has access to "Fortune" and "Gambit" cards (up to level 3).
** "Parallel" Skids trades his usual ability to spend resources to gain more actions for ability to actually gamble on his resources and on success earning much more.
* ItemCaddy: Parallel Skids can, while upgrading Fortune and Gambit cards, keep both the old and new versions of the cards in his deck, allowing him to sidestep the usual rule of "no more than 2 copies of same-title card in the deck", and thus improving the utility he can get from the cards with those traits.
* LowLevelAdvantage: His Elder Sign allows him to regain a card of his choice from discard pile and return to hand... but only if it's below level 3, probably to encourage the player [[MechanicallyUnusualFighter to keep the lower level version of upgraded cards]].
* MechanicallyUnusualFighter:
The "parallel" version of Roland [[WhatIf assumes]] that he still acts as a proper, rules-abiding detective, [[GameplayAndStoryIntegration making him restricted by countless regulations]]. The end of his challenge scenario directly questions what would happen when those directives [[ToBeLawfulOrGood came into conflict with his morality]], as a nod to his canon self.
* JackOfAllTrades: "Parallel" Roland lacks access to high-level Guardian
Skids, while upgrading "Fortune" or "Gambit" cards, being limited only to may, instead of just replacing them with the higher level 3, but can take any Tactic or Insight cards up to level 3, making versions, buy them at the full cost... and keep ''both'' the old and new versions, even if it would put him rather versatile, especially if the right Directives are chosen.
* MechanicallyUnusualFighter: "Parallel" Roland has special cards, unique to him -- the "Directives", which provide him both restrictions (like inability to attack
at more than twice per round) and additional abilities; he has five available, but only three may be chosen, with two copies of the other two becoming permanently inaccessible.
* MightyGlacier: {{Exaggerated|Trope}}. The directive "Leave no doubt" makes Roland ''the'' most durable investigator
same card in his deck, by title, which is normally forbidden. Any old cards he keeps in the game, raising his Sanity by 3, with a total amount of 9 health and 8 sanity (even higher than [[StoneWall Stella's]] 8/8), but has the drawback of only allowing Roland to move twice per round, which cripples his movement range in a game where [[TimedMission every move matters]]. It wouldn't make him any more resistant to being driven insane, however, as any bonus Health and Sanity are ignored when receiving trauma.
* ScrewTheRulesImDoingWhatsRight: "Parallel" Roland is forced to obey his directives most of the time... but when he draws Elder Sign, he can disregard one directive of his choice 'till the end of the round, to finally get the job done. He can also, once per scenario, flip a directive facedown, losing its benefit but
deck this way also not having to abide to its restriction for don't count towards the rest of the scenario. That's probably how he came to his canon self's CowboyCop mentality.
* WhatIf: The "parallel" Roland is an alternative version of himself, where he chose not to abandon his directives and [[ByTheBookCop still follows the rules]].
deck's size.



[[folder:Daisy Walker]]
!!Daisy Walker, the Librarian
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcgdaisy.png]]
[[caption-width-right:225:''"I know of books so powerful, they can rewrite reality."'']]
->''As a respected librarian at Miskatonic University, Daisy had always felt that books were the most important thing in her life. She explored in fiction what she abhorred in life: horror, violence, fear. Then, she stumbled across the John Dee translation of the Necronomicon. It was blasphemous, unholy, and too awful to be read. But given her studies in obscure and occult subjects, Daisy knew there was more truth than fiction within the book's pages. She began to wonder what other secrets the restricted collection of the Orne Library held...''

to:

[[folder:Daisy Walker]]
!!Daisy Walker,
[[folder:Agnes Baker]]
!!Agnes Baker,
the Librarian
Waitress
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcgdaisy.org/pmwiki/pub/images/ahlcg_agnes.png]]
[[caption-width-right:225:''"I know remember another life, one of books so powerful, they can rewrite reality.sorcery and conquest."'']]
->''As ->''Agnes Baker may be just an unassuming waitress in this life, but in a respected librarian at Miskatonic University, Daisy previous life, in a time and age undreamed of in the modern world, she had always felt that books were the most important thing in her life. She explored in fiction what she abhorred in life: horror, violence, fear. Then, she stumbled across the John Dee translation of the Necronomicon. been a powerful witch. It was blasphemous, unholy, and too awful to be read. But given her studies in obscure and occult subjects, Daisy knew there was more truth than fiction within the book's pages. She began to wonder what other secrets the restricted when she found a strange artifact -- a key of some kind -- in a dusty collection of family belongings in her attic. When she touched it, the Orne Library held...''memories came flooding back, along with one word: "Hyperborea." The more she delved into the visions and memories of her former life, the stronger her powers grew... and the more frightened she became''.



Seeker-class investigator.

to:

Seeker-class Mystic-class investigator.



* BoringButPractical: Her signature card, "Daisy's Tote Bag", gives her two additional "Hand" slots (without taking any by itself), which can only be used for Tome cards (something she relies upon a great deal); simple, but reliable. She can also dump her weakness, [[TomeOfEldritchLore "Necronomicon"]], into a bag until she can deal with it.
* GoMadFromTheRevelation: Once the "Necronomicon" enters play, the only way to get rid of it is to study it, which drains her Sanity.
* NightmareFetishist: She likes reading the stories exploring the topics of horror, violence and fear (while still abhorring them in real life). But the "[[TomeOfEldritchLore Necronomicon]]" is too much even for her.
* SquishyWizard: She's skilled occult expert and/or sorceress, but her 5 Health is very low even for as Seeker.
* TomeOfEldritchLore: Her involvement in the plot was kickstarted by her study of the [[TropeCodifier Necronomicon]]. That same book is also her signature weakness, preventing her from using elder sign tokens while it is in play. It becomes even worse if she fails her LoyaltyMission, ''Read or Die'', becoming a potentially game-ending threat.

to:

* BoringButPractical: ActionSurvivor: PlayedWith. She has strong natural magic power, but otherwise lacks any special training, being a mere waitress in this particular incarnation who only recently started awakening her old personality's memories. Her basic version further nails it, by giving her access to Surivor-class cards.
* CoolKey: The Heirloom of Hyperborea, a family artifact Agnes found in her attic, which is the [[{{Pun}} key]] to unlock the latent powers inside her, and a link to her [[{{Reincarnation}} past self]]. In-Game, it is Agnes'
signature card, "Daisy's Tote Bag", gives her two additional "Hand" slots (without taking any by itself), Accessory asset, which can only be used for Tome allows her to draw cards (something every time she relies upon plays a great deal); simple, but reliable. spell of any kind.
* {{Reincarnation}}:
She can also dump was a Hyperborean witch in the past life. All her problems are caused by the past catching up with her.
* VisionsOfAnotherSelf:
** She has dreams of her past incarnation; this is how she learned magic.
** Her personal
weakness, [[TomeOfEldritchLore "Necronomicon"]], into a bag until she can deal with it.
* GoMadFromTheRevelation: Once
"Dark Memory", [[YourWorstMemory forces her to relive the "Necronomicon" enters play, worst moments of her Hyperborean past self]], either damaging her sanity or increasing the only way to get rid of it is to study it, which drains her Sanity.
current Doom.
* NightmareFetishist: She likes reading the stories exploring the topics of horror, violence and fear (while still abhorring them in real life). But the "[[TomeOfEldritchLore Necronomicon]]" is too much even for her.
* SquishyWizard: She's skilled occult expert and/or sorceress, but her 5 Health is very low even for as Seeker.
* TomeOfEldritchLore:
YourWorstMemory: Her involvement in the plot was kickstarted by her study of the [[TropeCodifier Necronomicon]]. That same book is also her signature personal weakness, preventing "Dark Memory", forces her from using elder sign tokens while it is in play. It becomes even worse if to relive the worst moments of her [[VisionsOfAnotherSelf past life]], where she fails was a Hyperborean witch, dealing her LoyaltyMission, ''Read or Die'', becoming a potentially game-ending threat.
constant horror every round, unless she plays the card, [[SadisticChoice which will add Doom to the agenda instead]].



Has access to Mystic cards (up to level 2).

to:

Has access to Mystic Survivor cards (up to level 2).



* BoringButPractical: She has extra action each turn, which she can only spend to interact with "Tome" assets. Given that those often form the core of her gameplay, it saves her ''a lot'' of time, but it's rather simple and generic ability compared to some more flashy ones the other investigators have.
* ExtraTurn: She gets extra action each turn which can be spent on playing her Tomes' abilities (which form the core of her gameplay); this makes her able to use them more freely while still having enough actions left to perform other tasks.
* MagicLibrarian: Intentionally designed as one, being a sorceress librarian whose power takes its source in her books:
** She has access to Mystic cards, most of which are either spells or magic artifacts.
** All her mechanics are related to the Tomes in one way or another. She has an extra action to spend on using Tome assets, her signature card allows her to carry more Tomes around, and even her Elder Sign, while giving no stat boosts, allows her to draw extra cards, scaling the effect with number of Tomes she has.

to:

* BoringButPractical: She has extra action each turn, which GlassCannon: {{Invoked|Trope}}, Agnes main ability is to deal damage when she takes horror, meaning that to make the most of it, she must take ''lots'' of horror regularly, leaving her vulnerable to be overwhelmed by it and defeated. This is only made worse by the Spells being [[MagicMisfire highly unreliable]], potentially damaging her Sanity even further.
* PainAndGain:
** When Agnets takes horror,
she can only spend cause 1 damage to interact with "Tome" assets. Given that those often form the core of an enemy at her gameplay, it saves location.
** Her Elder Sign effect gives
her ''a lot'' of time, but it's rather simple and generic ability compared to some more flashy ones the other investigators have.
* ExtraTurn: She gets extra action each turn which can be spent on playing her Tomes' abilities (which form the core of her gameplay); this makes her able to use them more freely while still having enough actions left to perform other tasks.
* MagicLibrarian: Intentionally designed as one, being a sorceress librarian whose power takes its source in her books:
** She has access to Mystic cards, most of which are either spells or magic artifacts.
** All her mechanics are related
+1 to the Tomes in one way or another. She has an extra action to spend on using Tome assets, her signature card allows her to carry more Tomes around, and even her Elder Sign, while giving no stat boosts, allows her to draw extra cards, scaling the effect with number of Tomes tested skill for each horror she has.



Has access to off-class "Tome" cards (of any level), and up to five other level 0 Guardian and/or Mystic cards, but can't take the non-Tome Seeker-class cards above level 3.

to:

Has access to off-class "Tome" "Spell" and "Occult" cards (of any level), and up (up to five other level 0 Guardian and/or Mystic cards, but can't take the non-Tome Seeker-class cards above level 3.3). She has a reduced decksize of 25 cards.



* CripplingOverspecialisation: "Parallel" Daisy, instead of her usual deckbuilding rules, can access any Tome cards (regardless of level or class)... but only up to level 3 other Seeker cards, and loses her access to Mystic cards. Unfortunately, most Tomes are Seeker-class anyway, so she loses more than she gains. This is slightly compensated by her being allowed to take up to five level 0 Guardian and/or Mystic cards.
* MagicLibrarian: All her abilities are designed around doing magic through interactions with her books:
** "Parallel" Daisy amplifies her Willpower by putting "Tome" assets into play. When used in combination with her old deckbuilding rules for access to Mystic cards (rules allows to mix front and back sides as the player sees fit), this may greatly increase her effectiveness as a team's sorceress.
** Once per game, she can activate action abilities on ''all'' of her Tomes, without actually spending actions, with all the mayhem it can cause.
** Her Elder Sign allows her to regain a Tome from discard pile.
* MagikarpPower: "Parallel" Daisy starts with only 1 Willpower and 7 Sanity (her default version starts with 3 and 9, respectively), but amplifies both by one point for each Tome asset she puts into play, potentially exceeding default maximum value.
* MechanicallyUnusualFighter: "Parallel" Daisy receives +1 Sanity per Tome she controls. Considering that she starts with 7 Sanity, and can have up to 4 Tomes in play thanks to her "Tote Bag", she can end up with 11 Sanity--while the other investigators normally have 9 at most (13 when playing the ''[[LoyaltyMission Read or Die]]'' scenario, thanks to Professor Armitage, as he provides two additional slots).

to:

* CripplingOverspecialisation: BloodMagic: The "parallel" version of Agnes [[CastFromHitPoints can damage herself in order to fuel her magic]]. It's implied that she achieves this because her blood has magic capabilities.
* CastFromHitPoints:
"Parallel" Daisy, version of Agnes, instead of her usual deckbuilding rules, can access any Tome cards (regardless of level or class)... but only up [[PainAndGain default ability]], gains the ability to level 3 other Seeker cards, and loses sacrifice her access own Health to Mystic cards. Unfortunately, most Tomes are Seeker-class anyway, so decrease the cost of Spell events she loses more than she gains. This is slightly compensated by her being allowed plays (and to take up to five level 0 Guardian and/or Mystic cards.
* MagicLibrarian: All her abilities are designed around doing magic through interactions with her books:
** "Parallel" Daisy amplifies her Willpower by putting "Tome" assets into play. When used
keep them in combination with her old deckbuilding rules for access to Mystic cards (rules allows to mix front and back sides as the player sees fit), this may greatly increase her effectiveness as a team's sorceress.
** Once per game, she can activate action abilities on ''all''
hand instead of her Tomes, without actually spending actions, with all the mayhem it can cause.
**
discarding them).
* HealThyself:
Her Elder Sign allows her to regain a Tome from discard pile.
heal 1 damage on herself. This gives her more liberty in using [[CastFromHitPoints own signature mechanic]].
* MagikarpPower: "Parallel" Daisy starts with only 1 Willpower and 7 Sanity (her default ItemCaddy: Parallel version starts of Agnes is built around heavy usage of Spells, particularly events:
** She can, while upgrading Spells and Occult cards, keep both the old and new versions of the cards in her deck, allowing her to sidestep the usual rule of "no more than 2 copies of same-title card in the deck", and thus improving the utility she can get from the cards
with 3 those traits.
** Agnes can play Spell events cheaper
and 9, respectively), but amplifies both by one point for each Tome asset she puts into play, potentially exceeding default maximum value.
shufflling them in the deck insted of discarding, at the cost of [[CastFromHitPoints sacrificing own Health]].
* MechanicallyUnusualFighter: "Parallel" Daisy receives +1 Sanity per Tome The "parallel" version of Agnes has a reduced deck size (25 instead of normal 30), but she controls. Considering that she starts can, while upgrading Spell cards, instead of just replacing them with 7 Sanity, higher level versions, buy them at the full cost, and can have up to 4 Tomes in play thanks to keep ''both'' old and new versions, even if it would put her "Tote Bag", she can end up with 11 Sanity--while at more than two copies of the other investigators same card in her deck, by title, which is normally have 9 at most (13 when playing forbidden. Any old cards she keeps in the ''[[LoyaltyMission Read deck this way also don't count towards the deck's size.
* MythologyGag: The "parallel" version of Agnes basically reuses her abilities from ''TabletopGame/ArkhamHorror'', adapted to work with the new mechanics. Her challenge scenario also heavily resembles her [[LoyaltyMission personal story]] from the same game, which involved her confrontation with the enemy from her past life.
* SquishyWizard: PlayedWith; "parallel" Agnes gains impressive 8 Health (this is Guardian-level toughness) and the ability to heal herself whenever she draws the Elder Sign, but pays for it with having only 6 Sanity, which is the worst in her class. Whether she would be extremely durable
or Die]]'' scenario, thanks to Professor Armitage, as he provides two additional slots).extremely fragile depends on damage/horror ratio of the specific scenario.



[[folder:"Skids" O'Toole]]
!!"Skids" O'Toole, the Ex-Con
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_skids.png]]
[[caption-width-right:225:''"I didn't get out of the joint just to watch the world end"''.]]
->''Skids hadn't planned on a life of crime. But sometimes doing the right thing means getting your hands dirty. The cops didn't care that Skids needed the money for his mother's operation. His mother died of her illness during the second year of his sentence. His cellmate, Brad Hollins, told him there were worse fates than death. He ranted and raved in a quiet voice every evening about the "Old Ones" and told Skids about bizarre adventures he'd had while dreaming. Skids didn't give it much thought until the night he woke to the sight of his cellmate bursting into flames. When Skids was finally released, he returned to Arkham, looking for answers''.

to:

[[folder:"Skids" O'Toole]]
!!"Skids" O'Toole,
[[folder:Wendy Adams]]
!!Wendy Adams,
the Ex-Con
Urchin
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_skids.org/pmwiki/pub/images/ahlcg_wendy.png]]
[[caption-width-right:225:''"I didn't get out of ->''Mama used to let Wendy play with her necklace when she was small. Mama would tell her stories, and Wendy would spin the joint just to necklace and watch the world end"''.]]
->''Skids hadn't planned on a life of crime. But sometimes doing the right thing means getting your hands dirty. The cops didn't care
as it glittered. Then, word came that Skids needed her father had been lost at sea, and Mama started acting strange, drawing unusual symbols in chalk all over the money for his mother's operation. His mother died of her illness during the second year of his sentence. His cellmate, Brad Hollins, told him there were worse fates than death. He ranted and raved in a quiet voice every evening about the "Old Ones" and told Skids about bizarre adventures he'd had while dreaming. Skids didn't give it much thought until the night he woke house. They took Mama to the sight of his cellmate bursting into flames. When Skids was finally released, he returned asylum, and Wendy went to Arkham, looking the orphanage. Before they took her away, Mama gave her the necklace, to "protect her." Wendy stayed in the orphanage for answers''.several years before running away, deciding that she could take better care of herself on her own''.



Rogue-class investigator.

to:

Rogue-class Survivor-class investigator.



* TheAtoner: Skids' subtitle is the "Ex-Convict" and his desire to discover what happened to his cellmate Brad and avenge him is partially fuelled by his wish to make his late mother proud of him once more.
* TheCorpseStopsHere: When his cellmate [[SpontaneousHumanCombustion burst into flames one night]], the cops accused him of causing it, but couldn't get the charge to stick.
* FaceOfAThug: He may look like bandit, but he is a good guy--and what banditry he ''did'' commit was solely to aid his mother with getting through her illness. His basic version further nails it by giving him access to Guardian-class cards.
* HealthcareMotivation: He really was only robbing banks to try to save his mother from her illness; unfortunately, [[AllForNothing she died while he was in prison]] -- and now, he still has to pay up the bills, which [[GameplayAndStoryIntegration works as his signature weakness]], "Hospital Debts"; once they shows up, he has to pay them up until the end of scenario (or his elimination), or suffer penalty to experience earned.
* NeverGoingBackToPrison: He served ten years in prison once, and won't allow it to happen again--certainly not when the stakes are now much higher than just his life. Fittingly, his signature card, "On the Lam", [[StealthExpert makes any non-Elite enemies unable to attack him]].
-->''"I ain't going to the pen a second time"''.
* ReformedCriminal: [[DownplayedTrope His main class is Rogue and he has access to illicit assets and criminal allies]], but Skids' motivations to join the invesigation are selfless, wanting to find out why his friend Brad [[SpontaneousHumanCombustion died]], make his mother proud beyond the grave and prevent the end of the world; which contrast heavily with many of the later, far more opportunistic and self-serving rogues introduced in later cycles.
* SpontaneousHumanCombustion: His motivation to come to Arkham was when his cellmate, Brad, spontaneously combusted one night.
* StealthExpert: His signature card, "On the Lam", makes non-Elite enemies unable to attack him.

!!!Basic version
Has access to Guardian cards (up to level 2).

to:

* TheAtoner: Skids' subtitle is ActionSurvivor: Wendy isn't a war veteran, or trained occultist, or experienced wizard, or grizzled criminal. She's a child who got involved in the "Ex-Convict" horrible adventure which would break most adults... and his desire to discover what happened to his cellmate Brad she still keeps going.
* DespairEventHorizon: Her personal weakness, "Abandoned
and avenge him is partially fuelled by his wish to make his late mother proud of him once more.
* TheCorpseStopsHere: When his cellmate [[SpontaneousHumanCombustion burst into flames one night]], the cops accused him of causing it, but couldn't get the charge to stick.
* FaceOfAThug: He may look like bandit, but he is a good guy--and what banditry he ''did'' commit was solely to aid his mother with getting through her illness. His basic version further nails it by giving him access to Guardian-class cards.
* HealthcareMotivation: He really was only robbing banks to try to save his mother
Alone", removes all cards from her illness; unfortunately, [[AllForNothing discard pile from the game, symbolising her losing the will to keep fighting. And the tinnier the deck becomes, the easier it's to draw this card again, not to mention taking some horror each time the deck resets.
* FragileSpeedster: Wendy has good Agility and Willpower (both at 4), which help her greatly when dealing with treacheries, but abysmal 1 Combat and moderate Health and Sanity. She's ''not'' a fighter and would be quickly overwhelmed if cornered. How exactly
she died while he was in prison]] -- and now, he solves this issue ranges from which backside (and thus deckbuilding options) you pick.
* KidHero: Wendy
still has to pay up being a child doesn't protect her from all the bills, dangers and eldritch horrors, putting her at the same risks of death and insanity (or worse) as her adult colleagues, but she's no less capable to survive against all odds than everyone else.
* ObviousRulePatch: Errata for Wendy's Amulet was released, tweaking the rules specifically to counter its weird interaction with certain Events with non-standard mechanics (like, for example, events that attach themselves to other cards, instead of getting immediately discarded once played),
which [[GameplayAndStoryIntegration works as his signature weakness]], "Hospital Debts"; once they shows up, he has was easily abusable; prior to pay this, she was able to reuse them up until the end of scenario (or his elimination), or suffer penalty to experience earned.
indefinitely.
* NeverGoingBackToPrison: He served ten years in prison once, and won't allow it to happen again--certainly not when the stakes are now much higher than just his life. Fittingly, his OrphansPlotTrinket: Her signature card, "On "Wendy's Amulet", is an Elder Sign trinket given to her by her parents. It allows her to play events from her discard pile, as long as she keeps it in play.
* ParentalAbandonment: Her father is LostAtSea, while her mother went insane and was put into
the Lam", [[StealthExpert makes any non-Elite enemies unable to attack him]].
-->''"I ain't going
[[BedlamHouse asylum]].
* WiseBeyondTheirYears: In spite of being just a child, Wendy is as capable of contributing
to the pen a second time"''.
* ReformedCriminal: [[DownplayedTrope His main class is Rogue and he
investigation as every other adult in the team. She notably has access to illicit assets and criminal allies]], but Skids' motivations to join the invesigation are selfless, wanting to find out why his friend Brad [[SpontaneousHumanCombustion died]], make his mother proud beyond the grave and prevent the end of the world; 3 Intellect, which contrast heavily with many of while it is merely average skill value overall, it is above-average for Survivors specifically, making her among the later, far more opportunistic and self-serving rogues introduced best at finding clues in later cycles.
* SpontaneousHumanCombustion: His motivation to come to Arkham was when his cellmate, Brad, spontaneously combusted one night.
* StealthExpert: His signature card, "On the Lam", makes non-Elite enemies unable to attack him.

her class.

!!!Basic version
version.
Has access to Guardian Rogue cards (up to level 2).



* BigGuy: {{Downplayed|Trope}}; his Combat stat is average, but he has access to Guardian-class cards to amplify it. Also, being a Rogue, he can obtain enough resources to fuel his more expensive cards, or use them to buy more actions through his signature ability. All of this makes him a fitting candidate for the role of dedicated fighter.
* BoringButPractical: His Elder Sign just gives him flat stat boost, and few free resources. Given that he has to spend tons of resources to benefit from his ability, as well as to counter his weakness, it's very welcomed bonus, even if it's relatively simple.
* ExtraTurn: Once per round, he can spend some resources to get an extra action.

!!!Parallel version.
Has access off-class "Fortune" and "Gambit" cards (up to level 3).

to:

* BigGuy: {{Downplayed|Trope}}; his Combat stat is average, NoSell: She can discard one card from hand to ignore the effects of one chaos token, but he has access to Guardian-class cards to amplify it. Also, being a Rogue, he can obtain enough resources to fuel his more expensive cards, or use them to buy more actions through his signature ability. All of this makes him a fitting candidate for the role of dedicated fighter.
she must draw another one instead.
* BoringButPractical: His SituationalSword: Wendy's Elder Sign just gives him flat stat boost, has normally a value of zero and few free resources. Given that he no additional effects, but makes her succeed at any test automatically if she has to spend tons of resources to benefit from his ability, as well as to counter his weakness, it's very welcomed bonus, even if it's relatively simple.
her amulet in play.
* ExtraTurn: Once per round, he TheSneakyGuy: She can spend some resources access Rogue-class cards to get boost her chances to safely avoid monsters.
* StreetUrchin: She was put in
an extra action.

orphanage after her mother went insane, but she escaped and has lived on the streets ever since.

!!!Parallel version.
Has
version
Can pick either Blessed and/or Cursed cards, and
access off-class "Fortune" and "Gambit" any cards (up with chosen trait(s), regardless of class and level. Picking both increases deck size to level 3).35 cards.



* AscendedMeme: Prior to release of his "parallel" version, there was a popular custom version of Skids, which remade him into a Rogue/Survivor gambler. Comes the "parallel" version, and now Skids has gambling-themed abilities, gambling-themed deckbuilding options (many of which just so happen to be Survivor-class), and the challenge scenario set in a casino.
* BornLucky: His "parallel" version trades access to a Guardian class for access to any "Fortune" or "Gambit" cards up to level 3. He also may keep multiple versions of the same card (low- and high-level versions), which is [[MechanicallyUnusualFighter normally forbidden]].
* GameplayAndStoryIntegration: "Parallel" Skids is essentially a gambler. As result, his new abilities and deckbuilding options were remade to fit the theme:
** Gamblers always rely on risks and various tricks. As result, he has access to "Fortune" and "Gambit" cards (up to level 3).
** "Parallel" Skids trades his usual ability to spend resources to gain more actions for ability to actually gamble on his resources and on success earning much more.
* LowLevelAdvantage: His Elder Sign allows him to regain a card of his choice from discard pile and return to hand... but only if it's below level 3.
* MechanicallyUnusualFighter: The "parallel" version of Skids, while upgrading "Fortune" cards, may, instead of just replacing them with the higher level versions, buy them at the full cost... and keep ''both'' the old and new versions, even if it would put him at more than two copies of the same card in his deck, by title, which is normally forbidden. Any old cards he keeps in the deck this way also don't count towards the deck's size.

to:

* AscendedMeme: Prior to release of his "parallel" version, there was a popular custom version of Skids, which remade him into a Rogue/Survivor gambler. Comes CripplingOverspecialisation: She suffers from the "parallel" version, same problem as Father Matteo (another investigator specialising in "Blessed" cards) before her: both Blessed and now Skids Cursed cards being very rare (outside of ''The Innsmouth Conspiracy'' expansion; though she's unplayable without it anyway). She has gambling-themed abilities, gambling-themed no other off-class options.
* LuckManipulationMechanic: All her abilities are based around chaos pool manipulation.
** Her
deckbuilding options (many of which just so happen to be Survivor-class), rules are built around Blessed and Cursed cards, particularly the challenge scenario set in a casino.
* BornLucky: His "parallel" version trades access to a Guardian class for access to any "Fortune" or "Gambit"
cards up related to level 3. He also may keep multiple versions of Blessed/Cursed tokens introduced in ''The Innsmouth Conspiracy'' (in fact, she can't be played without the same card (low- and high-level versions), which is [[MechanicallyUnusualFighter normally forbidden]].
expansion anyway, due to using those tokens in her core mechanic).
** Her Elder Sign ability allows to get rid of unwanted Blessed/Cursed tokens in the chaos pool, or use with her special ability.
** "Tidal Memento" asset allows Wendy to use the tokens previously sealed on the enemies instead of drawing from the chaos pool, with all the benefits coming with them.
* GameplayAndStoryIntegration: PowerNullifier: "Parallel" Skids is essentially a gambler. As result, his new abilities and deckbuilding options were remade to fit Wendy can put blessed/cursed tokens on the theme:
** Gamblers always rely on risks and various tricks. As result, he has access
enemies while evading them (either those drawn during the test, or from the pool), which, thanks to "Fortune" and "Gambit" cards (up to level 3).
** "Parallel" Skids trades his usual ability to spend resources to gain more actions for ability to actually gamble on his resources and on success earning much more.
* LowLevelAdvantage: His Elder Sign
her special signature asset, "Tidal Memento", allows him her to regain a card of his choice lock them from discard pile and return to hand... but only if it's below level 3.
* MechanicallyUnusualFighter: The "parallel" version of Skids, while upgrading "Fortune" cards, may, instead of just replacing
readying (thus locking them from the battle) or accumulating Doom tokens for as long as they have those tokens on them. As with the higher level versions, buy them at the full cost... and keep ''both'' the old and new versions, even if all such effects, [[ContractualBossImmunity it would put him at more than two copies of the same card in his deck, by title, which is normally forbidden. Any old cards he keeps in the deck this way also don't count towards the deck's size.doesn't work on Elite enemies]].



[[folder:Agnes Baker]]
!!Agnes Baker, the Waitress
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_agnes.png]]
[[caption-width-right:225:''"I remember another life, one of sorcery and conquest."'']]
->''Agnes Baker may be just an unassuming waitress in this life, but in a previous life, in a time and age undreamed of in the modern world, she had been a powerful witch. It began when she found a strange artifact -- a key of some kind -- in a dusty collection of family belongings in her attic. When she touched it, the memories came flooding back, along with one word: "Hyperborea." The more she delved into the visions and memories of her former life, the stronger her powers grew... and the more frightened she became''.
!!!Both versions
Mystic-class investigator.

to:

[[folder:Agnes Baker]]
!!Agnes Baker, the Waitress
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_agnes.png]]
[[caption-width-right:225:''"I remember another life, one of sorcery and conquest."'']]
->''Agnes Baker may be just an unassuming waitress
!Introduced in this life, but in a previous life, in a time and age undreamed of in the modern world, she had been a powerful witch. It began when she found a strange artifact -- a key of some kind -- in a dusty collection of family belongings in her attic. When she touched it, the memories came flooding back, along with one word: "Hyperborea." The more she delved into the visions and memories of her former life, the stronger her powers grew... and the more frightened she became''.
!!!Both versions
Mystic-class investigator.
''The Dunwich Legacy'' expansion
[[folder:In general]]



* ActionSurvivor: She has strong natural magic power, but otherwise lacks any special training, being a mere waitress in this particular incarnation who only recently started awakening her old personality's memories. Her basic version further nails it, by giving her access to Surivor-class cards.
* {{Reincarnation}}: She was a Hyperborean witch in the past life. All her problems are caused by the past catching up with her.
* VisionsOfAnotherSelf:
** She has dreams of her past incarnation; this is how she learned magic.
** Her signature weakness, "Dark Memory", [[YourWorstMemory forces her to relive the worst moments of her Hyperborean past self]], either damaging her sanity or increasing the current doom.
* YourWorstMemory: Her signature weakness, "Dark Memory", forces her to relive the worst moments of her [[VisionsOfAnotherSelf past life]], where she was a Hyperborean witch.

!!!Basic version
Has access to Survivor cards (up to level 2).

to:


* ActionSurvivor: She has strong natural magic power, but otherwise lacks any special training, being a mere waitress in this particular incarnation who only recently started awakening her old personality's memories. Her basic CripplingOverspecialization: The base version further nails it, by giving her of all ''Dunwich Legacy" investigators have very limited access to Surivor-class cards.
* {{Reincarnation}}: She was a Hyperborean witch in
cards of other classes besides their own: the past life. All her problems are caused by price of getting five level 0 cards from all the past catching up with her.
other four other classes.
* VisionsOfAnotherSelf:
** She has dreams of her past incarnation; this
JackOfAllTrades: {{Downplayed|Trope}} in that their usefulness in certain roles is how she learned magic.
** Her signature weakness, "Dark Memory", [[YourWorstMemory forces her to relive
still dictated by their stats, but the worst moments base version of her Hyperborean past self]], either damaging her sanity or increasing the current doom.
* YourWorstMemory: Her signature weakness, "Dark Memory", forces her to relive the worst moments of her [[VisionsOfAnotherSelf past life]], where she was a Hyperborean witch.

!!!Basic version
Has
"Dunwich Investigators" have access to Survivor the level-0 cards (up from all other classes, which makes them capable of covering multiple roles in a pinch. They also have above average endurance, with a total count of 15 total Health and Sanity combined instead of the usual 14 (with the exception of Pete, who has 11).
[[/folder]]

[[folder:Zoey Samaras]]
!!Zoey Samaras, the Chef
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_zoey.png]]
[[caption-width-right:225:''"God has spoken. I will do His work without hesitation."'']]
->''Zoey had known that she was special ever since God spoke
to level 2).her one night when she was six years old... the night that terrible fire took away her parents. He told her that He had chosen her from among all the people of the world to be His agent. She would protect the innocent and punish the wicked. Since then, He comes to her in times of trouble, offering guidance and comfort. Zoey now travels from city to city, taking work as a chef to support herself. When she isn't working, she stalks the night, guided by the Lord's voice. Wherever she finds wickedness, she strikes it down without remorse or hesitation''.
!!!Both versions
Guardian-class investigator.



* CriticalStatusBuff: Her Elder Sign effect gives her +1 to the tested skill for each horror she has.
* GlassCannon: {{Invoked|Trope}}, Agnes main ability is to deal damage when she takes horror, meaning that to make the most of it, she must take ''lots'' of horror regularly, leaving her vulnerable to be overwhelmed by it and defeated. Notably, "Shrivelling", one of the main attack Spells assets in the game, inflicts horror when revealing some types of chaos tokens: while this can be helpful for Agnes to deal additional damage in one attack it can lead her to [[MutualKill be defeated alongside her enemy if she is particularly low on Sanity and unable to dump the horror on another asset]]

!!!Parallel version
Has access off-class "Spell" and "Occult" cards (up to level 3).

to:

* CriticalStatusBuff: Her Elder Sign effect gives BigGuy: All her +1 abilities are related to fighting monsters, encouraging her to take the tested skill for each horror she has.
* GlassCannon: {{Invoked|Trope}}, Agnes
role of team's main ability is fighter. Also, she has impressive 4 Willpower (above average for most classes, not just Guardians), which also makes her more resistant to Willpower-testing treacheries (and thus better at using the cards which makes her deal with treacheries intended for the other players).
* ChefOfIron: Cooks during the day, kicks asses during the night.
* HolyBurnsEvil: Her signature card, "Zoey's Cross", can
damage her enemies when they engage with her.
* HunterOfMonsters: She poses as an ordinary chef at a diner, but she's a zealot who believes
she takes horror, meaning hears the voice of God telling her to kill His enemies; ordinarily a prime recipe for a serial killer, if not for the fact that "His enemies" in this case happen to make be the most of it, cultists and eldritch monsters trying to awaken an ancient horror.
* MaybeMagicMaybeMundane: The setting is deliberately vague as to whether or not benevolent entities like "God" exist within its setting, and with the Lovecraftian tendencies for insanity taken into account, it's never clear whether Zoey actually ''is'' hearing orders from God telling her to kill, or if she's simply mentally ill; either way, it works out, since the ones she's being told to kill in this case happen to be horrible monsters and insane cultists.
* MissionFromGod:
** Her motivation to join the team--because voices in her head (whether they actually belongs to God or not) tell her that
she must take ''lots'' fight forces of horror regularly, leaving her vulnerable to be overwhelmed by it and defeated. Notably, "Shrivelling", one of evil.
** Her personal weakness, "Smite
the main attack Spells assets in the game, inflicts horror when revealing some types of chaos tokens: while this can be helpful for Agnes to deal Wicked", spawns an additional damage in one attack it can lead monster, to which this card gets attached; if the monster to which this card attached survives until the end of scenario or Zoey's defeat/retreat, she will suffer mental trauma, due to "failing" her "mission". Fortunately, it's not mandatory for her to [[MutualKill be defeated alongside her enemy if she is particularly low on Sanity and unable to dump finish off this monster personally, any investigator may help.
* ReligiousBruiser: One of
the horror on another asset]]

!!!Parallel
team's main heavy-hitters is a devout Christian who believes that she's fulfilling a MissionFromGod.

!!!Basic
version
Has access off-class "Spell" and "Occult" Can include up to five level 0 cards (up to level 3).of other classes.



* BloodMagic: The "parallel" version of Agnes [[CastFromHitPoints can damage herself in order to fuel her magic]]. It's implied that she achieves this because her blood has magic capabilities.
* CastFromHitPoints: Her "parallel" version, instead of her [[CriticalStatusBuff default ability]], gains the ability to sacrifice her own Health to decrease the cost of "Spell" Events she plays (and to keep them in hand instead of discarding them).
* HealThyself: Her Elder Sign allows her to heal 1 damage on herself. This gives her more liberty in using [[CastFromHitPoints own signature mechanic]].
* ItemCaddy: Agnes' CastFromHitPoints abilities only work on "Spell" Events, encouraging her to build her deck around optimal usage of them.
* MechanicallyUnusualFighter: The "parallel" version of Agnes has a reduced deck size (25 instead of normal 30), but she can, while upgrading "Spell" cards, instead of just replacing them with higher level versions, buy them at the full cost, and keep ''both'' old and new versions, even if it would put her at more than two copies of the same card in her deck, by title, which is normally forbidden. Any old cards she keeps in the deck this way also don't count towards the deck's size.
* MythologyGag: The "parallel" version of Agnes basically reuses her abilities from ''TabletopGame/ArkhamHorror'', adapted to work with the new mechanics. Her challenge scenario also heavily resembles her [[LoyaltyMission personal story]] from the same game, which involved her confrontation with the enemy from her past life.
* SquishyWizard: PlayedWith; "parallel" Agnes gains impressive 8 Health (this is Guardian-level toughness) and the ability to heal herself whenever she draws the Elder Sign, but pays for it with having only 6 Sanity, which is the worst in her class. Whether she would be extremely durable or extremely fragile depends on damage/horror ratio of the specific scenario.

to:

* BloodMagic: The "parallel" version of Agnes [[CastFromHitPoints can damage herself in order to fuel her magic]]. BoringButPractical: She gets +1 resource each time she engages an enemy. It's implied that not much, but it still helps to boost Guardians' starving economy, and it doesn't require any extra steps from her, as she's gonna engage her enemies all the time anyway. It also helps to fuel "[[HolyBurnsEvil Zoey's Cross]]" signature, which costs exactly 1 resource to use.
* CripplingOverspecialization: All her abilities are related to fighting monsters, and thus have limited use when her current task ''doesn't'' involve active combat. Like most Guardians,
she achieves this because [[MightyGlacier has only 2 Agility]], as well as only 2 Intellect, which makes her blood has magic capabilities.
* CastFromHitPoints: Her "parallel" version, instead of
poor at searching for clues unless she heavily invests into cards which would amplify her [[CriticalStatusBuff default ability]], gains the ability to sacrifice her own Health to decrease the cost of "Spell" Events she plays (and to keep them in hand instead of discarding them).
to.
* HealThyself: CriticalHit: Her Elder Sign allows effect makes her to heal 1 do more damage on herself. This gives if it's drawn as part of a Fight action.

!!!Parallel version
Has limited (up to level 3) access to
her more liberty in using [[CastFromHitPoints own signature mechanic]].
* ItemCaddy: Agnes' CastFromHitPoints abilities only work on "Spell" Events, encouraging her
class, but can take Blessed and Charm cards (up to build her deck around optimal usage of them.
level 4) from any class, and up to 5 other level 0 Mystic cards.
----
* MechanicallyUnusualFighter: The "parallel" HolyHandGrenade: Parallel version of Agnes Zoey goes a step further with her whole ReligiousBruiser with MissionFromGod schtick, giving her actual holy powers to amplify her offensive capabilities.
** Once per phase, when dealing damage to an enemy, Zoey adds a blessed token into chaos pool. This makes her more likely to succeed at whatever tasks she does next, given that such tokens provides great stat boost.
** Once per round, she can remove 3 blessed tokens before her attack and deal +1 damage, essentially receiving help from [[MaybeMagicMaybeMundane whatever force aiding her]] to fulfil her task.
* SituationalSword: Her Elder Sign gives her +1 per blessed token in the pool. The pool is empty? That's unimpressive +0. It's filled to the brim? It's a whopping +10.
* {{Irony}}: Her entire schtick is built around making Zoey into "holy warrior" on monster-slaying crusade. Yet she can't take a Holy Spear, as it's a level-5 card -- something her basic kit ''can'' take.
* WeakButSkilled: {{Downplayed|Trope}}, compared to the other Guardians, Zoey is barred from taking high-level cards of her class (including strongest Weapons), and
has a reduced deck size (25 1 less Health than her basic version (8 instead of normal 30), 9), but she can, while upgrading "Spell" cards, instead of just replacing them with higher level versions, buy them at the full cost, and keep ''both'' old and new versions, even if it would put her at more than two copies of the same card in her deck, by title, which is normally forbidden. Any old cards she keeps in the deck this way also don't count towards the deck's size.
* MythologyGag: The "parallel" version of Agnes basically reuses her abilities from ''TabletopGame/ArkhamHorror'', adapted to work with the new mechanics. Her challenge scenario also heavily resembles her [[LoyaltyMission personal story]] from the same game, which involved her confrontation with the enemy from her past life.
* SquishyWizard: PlayedWith; "parallel" Agnes gains impressive 8 Health (this is Guardian-level toughness) and the ability to heal herself whenever she draws the Elder Sign, but pays
compensates for it with having only 6 Sanity, which is all the worst in tools she has at her class. Whether disposal to quickly generate blessed tokens, and being able to benefit from them in ways unavailable to other investigators. The constant stream of blessed tokens she would be extremely durable or extremely fragile depends on damage/horror ratio of the specific scenario.generates passively by fighting may also help her mitigate issues with below-average Intellect and Agility, something her basic kit struggles with a lot.



[[folder:Wendy Adams]]
!!Wendy Adams, the Urchin
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_wendy.png]]
->''Mama used to let Wendy play with her necklace when she was small. Mama would tell her stories, and Wendy would spin the necklace and watch as it glittered. Then, word came that her father had been lost at sea, and Mama started acting strange, drawing unusual symbols in chalk all over the house. They took Mama to the asylum, and Wendy went to the orphanage. Before they took her away, Mama gave her the necklace, to "protect her." Wendy stayed in the orphanage for several years before running away, deciding that she could take better care of herself on her own''.
!!!Both versions
Survivor-class investigator.

to:

[[folder:Wendy Adams]]
!!Wendy Adams,
[[folder:Rex Murphy]]
!!Rex Murphy,
the Urchin
Reporter
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_wendy.org/pmwiki/pub/images/ahlcg_rex.png]]
->''Mama used to let Wendy play [[caption-width-right:225:''"This time, nothing will stop me from getting at the truth!"'']]
->''When disaster strikes, Rex Murphy is usually on hand, suffering the consequences. After spending a day
with her necklace when she was small. Mama Rex, even the most hardened skeptic will concede that the man is cursed. Anytime he had a lead on a good story, something would tell her stories, and Wendy would spin go wrong. That business in Innsmouth with the necklace and watch as it glittered. Then, word came photographs that her father had been lost at sea, and Mama started acting strange, drawing unusual symbols blown out to sea. The tracks in chalk all over the house. They took Mama to the asylum, and Wendy went to the orphanage. Before they took her away, Mama gave her the necklace, to "protect her." Wendy stayed Dunwich that had washed away in the orphanage for several years rain just before running away, deciding that she could take better care he'd brought the sheriff. His terrible fortune has more than once exposed him to gruesome beasts and occult conspiracies. To survive, Rex has developed an inquisitive mind, keeping one step ahead of herself on her own''.
!!!Both versions
Survivor-class investigator.
the next disaster''.
Seeker-class investigator. Can include up to five level 0 cards of other classes. He can't use any "Fortune" cards.



* ActionSurvivor: Wendy isn't a war veteran, or trained occultist, or experienced wizard, or grizzled criminal. She's a child who got involved in the horrible adventure which would break most adults... and she still keeps going.
* DespairEventHorizon: Her signature weakness, "Abandoned and Alone", removes all cards from her discard pile from the game, symbolising her losing the will to keep fighting. And the tinnier the deck becomes, the easier it's to draw this card again, not to mention taking some horror each time the deck resets.
* KidHero: Wendy still being a child doesn't protect her from all the dangers and eldritch horrors, putting her at the same risks of death and insanity (or worse) as her adult colleagues, but she's no less capable to survive against all odds than everyone else.
* ObviousRulePatch: Errata for Wendy's Amulet was released, tweaking the rules specifically to counter its weird interaction with certain Events with non-standard mechanics (like, for example, Events that attach themselves to other cards, instead of getting immediately discarded once played), which was easily abusable; prior to this, she was able to reuse them indefinitely.
* OrphansPlotTrinket: Her signature card, "Wendy's Amulet", is an Elder Sign trinket given to her by her parents. It allows her to play events from her discard pile, as long as she keeps it in play.
* ParentalAbandonment: Her father is LostAtSea, while her mother went insane and was put into the [[BedlamHouse asylum]].
* TheSneakyGuy: Has good Agility, which allows her to safely avoid most monsters, temporarily disabling them in the process. Her basic version further amplifies this playstyle by giving her access to Rogue-class cards.

!!!Basic version.
Has access to Rogue cards (up to level 2).

to:

* ActionSurvivor: Wendy isn't a war veteran, or trained occultist, or experienced wizard, or grizzled criminal. She's a child who got involved in the horrible adventure which would break most adults... and she still keeps going.
* DespairEventHorizon: Her
AwesomenessByAnalysis: His signature weakness, "Abandoned and Alone", removes all cards from her discard pile from card, "Search for the game, symbolising her losing the will to keep fighting. And the tinnier the deck becomes, the easier it's Truth", allows him to draw this card again, as many cards as he has clues, up to five: he not to mention taking some horror each time only gathers the deck resets.
info, but comes up with a plan based on it.
* KidHero: Wendy still being a child BoringButPractical:
** His signature
doesn't protect her do anything flashy, merely allowing him to draw extra cards (with stackable bonus depending on how many clues he has). It ensures Rex that he would always have some cards to spend, to actually fuel his clue-gathering machine.
** Rex's main ability is to discover a clue in his location whenever he succeeds as an Investigation test by 2 (even if he is not using Intellect for said test). Gaining an extra clue passively with each Investigation as long as he performed well enough make him one the best Seekers in the game (which is also why he is one of the two Seekers that has been {{nerf}}ed by a taboo, limiting his ability once per round like Roland's), even if the ability itself isn't particularly interesting compared to others Investigators' more peculiar skills and gameplay.
* BornUnlucky: Not only does he suffers
from a HereditaryCurse, he also [[GameplayAndStoryIntegration can't include any "Fortune" cards in his deck]] ([[CripplingOverspecialisation not that there are many such cards available for him anyway]]).
* ChewToy: The poor guy just can't catch a break. Something ''always'' goes wrong for him, especially when he seems to find a good story to write about.
* CripplingOverspecialization: The only good stat he has is his 4 Intellect. Only having 3 Willpower and Agility, he suffers from the treacheries (and can sometimes struggle to escape ambushes), while unimpressive 2 Combat leaves him very little chance at open combat. He's great clue-searcher, but that's about it.
* {{Determinator}}: It takes a special kind of thickheaded to keep going despite
all of his setbacks.
* FailureGambit: His Elder Sign gives a generic "+2" boost, but also allows him to instead automatically fail a skill test and draw 3 cards.
* GameplayAndStoryIntegration: Being a reporter requires knowing how to dig up
the dangers truth no matter how deep it's buried. As such, whenever he finds a clue while investigating, he finds an extra one for free if he performed the investigation well enough.
* HereditaryCurse: His personal weakness, "Rex's Curse". Every time he succeeds on a skill check, he must return the chaos token he previously drew (ignoring its modifier),
and eldritch horrors, putting her at draw an additional token; if this causes the same risks skill check to fail, he shuffles the weakness back into his deck, meaning that you can never quite get rid of death and insanity (or worse) as her adult colleagues, but she's no less capable it.
* IntrepidReporter: He seeks
to survive against get all odds than everyone else.
of the information he can. Of course, his curse just makes it difficult.
* ObviousRulePatch: Errata for Wendy's Amulet He was released, tweaking the rules specifically first investigator to counter its weird interaction with certain Events with non-standard mechanics (like, for example, Events that attach themselves to other cards, instead of getting immediately discarded once played), which was easily abusable; prior to this, she was able to reuse them indefinitely.
* OrphansPlotTrinket: Her
receive his own entry at "Taboo rules" list; it limited his signature card, "Wendy's Amulet", is ability (when he succeed at an Elder Sign trinket given investigation test by 2, he discovers a clue in his location, if present) to working once per round. Prior to it, he was considered to be ridiculously overpowered, being able to quickly strip any location of clues.
[[/folder]]

[[folder:Jenny Barnes]]
!!Jenny Barnes, the Dilettante
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_jenny.png]]
[[caption-width-right:225:''"No more 'Miss Barnes' from you. My friends call me Jenny".'']]
->''Jenny Barnes has spent the majority of
her by her parents. It allows her to play events young life in pursuit of creature comforts, fine dining, and the latest fashions. That all changed when she received a letter from her discard pile, as long as she keeps it in play.
* ParentalAbandonment: Her father is LostAtSea, while her mother went insane and was put into the [[BedlamHouse asylum]].
* TheSneakyGuy: Has good Agility, which allows her to safely avoid most monsters, temporarily disabling them in the process. Her basic version further amplifies
sister, Isabelle. In this playstyle by giving letter, Isabelle confessed that mysterious forces were aligning against her access and that she feared she may fall victim to some paranormal threat. It was the last letter Jenny received from her beloved sister. Jenny has since returned to the States to track down and investigate all occult occurrences she can find. Hardly a wilting flower, she has proven herself a crack shot as well as a fearless and clever investigator of the unknown. Until Isabelle's disappearance is explained, Jenny will never relent in her search''.
Rogue-class cards.

!!!Basic version.
Has access
investigator. Can include up to Rogue five level 0 cards (up to level 2).of other classes.



* FragileSpeedster: {{Downplayed|Trope}}, Wendy has good Agility and Willpower (both at 4) and access to Rogue cards, but abysmal 1 Combat and only average Health and Sanity (both at 7). She's ''not'' a fighter, and wouldn't last long if cornered. She is however '''extremely''' resistant to treacheries, as they mostly test against Willpower and Agility, Wendy's highest stats, and she is able to reroll an otherwise failed result by discarding a card too. Also, because both her Health and Sanity are average, she normally wouldn't be more likely to be defeated by either damage or horror unlike most investigators, if it wasn't for her signature weakness dealing her large amount of direct horror.
* NoSell: She can discard one card from hand to ignore the effects of one chaos token, but she must draw another one instead.
* SituationalSword: Wendy's Elder Sign has normally a value of zero and no additional effects: not harmful but neither especially helpful and quite underwhelming compared to the effect of the Elder Sign of other investigators... unless she has her amulet in play, then it is an automatic success no matter what.
* StreetUrchin: She was put in an orphanage after her mother went insane, but she escaped and has lived on the streets ever since.

!!!Parallel version
Can pick either Blessed and/or Cursed cards, and access any cards with chosen trait(s), regardless of class and level.
----
* CooldownManipulation: "Parallel" Wendy can put blessed/cursed tokens on the enemies while evading them (either those drawn during the test, or from the pool), which, thanks to her special signature Asset, "Tidal Memento", allows her to lock them from readying (thus locking them from the battle) or accumulating Doom tokens for as long as they have those tokens on them. As with all such effects, [[ContractualBossImmunity it doesn't work on Elite enemies]].
* CripplingOverspecialisation: She suffers from the same problem as Father Matteo (another investigator specialising in "Blessed" cards) before her: both Blessed and Cursed cards being very rare (outside of ''The Innsmouth Conspiracy'' expansion; though she's unplayable without it anyway). She has no other off-class options.
* FragileSpeedster: "Parallel" Wendy has the same base stats as the original, meaning good Agility, and terrible Combat stats (4 and 1, respectively). However, unlike original, "Parallel" Wendy ''must'' risk going near enemies to achieve the full potential of her abilities.
* LuckManipulationMechanic:
** Her deckbuilding rules are built around Blessed and Cursed cards, particularly the cards related to Blessed/Cursed tokens introduced in ''The Innsmouth Conspiracy'' (in fact, she can't be played without the expansion anyway, due to using those tokens in her core mechanic).
** Her Elder Sign ability allows to get rid of unwanted Blessed/Cursed tokens in the chaos pool, or use with her special ability.
** "Tidal Memento" Asset allows Wendy to use the tokens previously sealed on the enemies instead of drawing from the chaos pool, with all the benefits coming with them.

to:

* FragileSpeedster: {{Downplayed|Trope}}, Wendy has good Agility and Willpower (both at 4) and access ActionSurvivor: While she clearly knows how to Rogue cards, but abysmal 1 Combat and only average Health and Sanity (both at 7). She's ''not'' use her guns, she's not a professional adventurer or fighter, and wouldn't last long if cornered. She up until recently spending most of her times making fun.
* BoringButPractical: Jenny's only special ability
is however '''extremely''' resistant to treacheries, gain 2 resources during the upkeep phase instead of 1 as they mostly test against Willpower and Agility, Wendy's highest stats, and she is able to reroll an everyone else, otherwise failed result by discarding a card too. Also, because both she just plays like any other member of her Health and Sanity are average, she normally wouldn't be more likely class, but given how expensive Rogues' cards tend to be defeated by either damage or horror unlike most investigators, if it wasn't for be, that is unquestionably always useful.
* CrimefightingWithCash: Her being rich heiress manifests in
her signature weakness dealing her large amount of direct horror.
* NoSell:
gameplay:
**
She can discard one card from hand to ignore the effects of one chaos token, but she must draw another one instead.
* SituationalSword: Wendy's Elder Sign has normally a value of zero and no
receives an additional effects: not harmful but neither especially helpful resource each round. More resources means more tools at her disposal to deal with cultists and quite underwhelming compared to the monsters.
** Her "Elder Sign"
effect of the Elder Sign of other investigators... unless she has her amulet in play, then it is an automatic success no matter what.
* StreetUrchin: She was put in an orphanage after her mother went insane, but she escaped and has lived on the streets ever since.

!!!Parallel version
Can pick either Blessed and/or Cursed cards, and access any cards
scales its effectiveness with chosen trait(s), regardless amount of class and level.
----
resources she has, with no upper threshold.
* CooldownManipulation: "Parallel" Wendy can put blessed/cursed tokens on the enemies while evading them (either those drawn during the test, or from the pool), which, thanks to her special DiscountCard: Jenny's replacement signature Asset, "Tidal Memento", allows asset, the "Green Man Medallion", let's her place up to lock 3 resources on it once per round, then at the end of the scenario, it reduces the experience cost of the next card she buys by 1 for every 6 resources on it. While it's obviously no longer useful on the final mission of the campaign, you can still just commit it to skill tests for its two "wild" icons.
* GameplayAndStoryIntegration: She is a rich heiress, so of course she has better access to resources than other investigators.
* GunsAkimbo: Her signature card is a pair of ''.45s'' pistols. Their main gimmick is [[MoreDakka not having an upper limit]] how much ammo she can put in
them from readying (thus locking them from when played.
* IWillFindYou: She is looking for her sister, Isabelle "Izzie" Barnes, who went missing.
* JackOfAllStats: She has 3-3-3-3 statline, which makes her decent at any task (and, accidentally, gives her above-average Willpower for her own class), and makes her able to [[CrimefightingWithCash put her resources supply to good use]]. But this also makes her a bit slower than
the battle) or accumulating Doom tokens for other Rogues, which she would always need to keep in mind.
* KickingAssInAllHerFinery: As always, she is depicted wearing a fabulous dress and jewelry.
* MoreDakka: Her signature [[GunsAkimbo .45s pistols]] have no upper limit of ammo,
as long as they have those tokens on them. As with all such she has enough resources to pay for them; and due to [[CrimefightingWithCash receiving free resource each round]], she usually has them.
* PowerNullifier: "Sacrificial Beast" replacement enemy weakness prevents Jenny from gaining resources from cards
effects, [[ContractualBossImmunity it doesn't work on Elite enemies]].
* CripplingOverspecialisation: She suffers from
her ability to double the same problem as Father Matteo (another investigator specialising in "Blessed" cards) payout of her upkeep included. Given how expensive Rogue cards tend to be, it is of vital importance for Jenny or someone else to take it out before her: both Blessed she ends up bankrupt, which is not easy because not only it spawns the furthest location away from Jenny, but it also has decently high Fight and Cursed cards being very rare (outside Health values on top of ''The Innsmouth Conspiracy'' expansion; though she's unplayable without that.
* SearchingForTheLostRelative: Jenny looking for the traces of her missing sister Isabelle [[GameplayAndStoryIntegration is incorporated into her actual mechanics]]; her personal weakness, "Searching for Izzie", distracts Jenny to try and find the traces of her sister Izzie, who was previously abducted. Dealing with
it anyway). costs actions, but ignoring it may cause Jenny to suffer mental trauma later due to possibly failing to save her.
* {{Socialite}}:
She has no job other off-class options.
* FragileSpeedster: "Parallel" Wendy has the same base stats as the original, meaning good Agility,
than being an heiress and terrible Combat stats (4 and 1, respectively). However, unlike original, "Parallel" Wendy ''must'' risk going near enemies to achieve the full potential of her abilities.
* LuckManipulationMechanic:
** Her deckbuilding rules are built around Blessed and Cursed cards, particularly the cards related to Blessed/Cursed tokens introduced
moving about in ''The Innsmouth Conspiracy'' (in fact, she can't be played without the expansion anyway, due to using those tokens in her core mechanic).
** Her Elder Sign ability allows to get rid of unwanted Blessed/Cursed tokens in the chaos pool, or use with her special ability.
** "Tidal Memento" Asset allows Wendy to use the tokens previously sealed on the enemies instead of drawing from the chaos pool, with all the benefits coming with them.
high society.



!Introduced in ''The Dunwich Legacy'' expansion
[[folder:In general]]

to:

!Introduced [[folder:Jim Culver]]
!!Jim Culver, the Musician
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_jim.png]]
[[caption-width-right:225:''"No, not quiet at all. Dead folks get downright rambunctious when I play my horn".'']]
->''Jazz has been nothing but trouble for Jim since the day he picked up his daddy's trumpet. There was something weird and otherworldly about the writing on the inside of the bell, but the tones from it were smooth and dark, like good coffee. That trumpet landed Jim a lot of gigs until the time it made Widow Jenkins get up and dance, the day he played at her funeral. After that, it was kind of hard to find work. Since then, Jim has learned a lot about jazz — and the things the graveyard ghouls talk about on cold autumn nights. Lately, they've been talking about The End, as
in ''The Dunwich Legacy'' expansion
[[folder:In general]]
the end of everything that is and could be. The Final Rhapsody. The fact is, Jim isn't too keen on that idea''.
Mystic-class investigator.
!!!Both versions
* BrownNote: His connection to the dead sometimes results in them answering back; this manifests as his personal weakness, "Final Rhapsody", which makes him draw 5 random tokens and take 1 damage and horror for each Skull and Autofailure drawn. Upgraded version is even worse, as it counts any tokens other than Elder Sign and blessed ones as "bad" ones.
--> ''When the dead start talking about what scares them, that's when it's time to listen''.
* CombatMedic: Can heal horror from himself or from one of his teammates with his trumpet, if he draws a Skull chaos token. Upgraded version also works with cursed tokens.
* TheFunInFuneral: He once caused a dead widow to get up and dance...at her own funeral. After that incident, he has had trouble finding work.
* JackOfAllStats: {{Downplayed|Trope}}; outside of his 4 Willpower, Jim has decent 3 Intellect and Combat, but only 2 Agility, albeit it's not that bad thanks to his abilities and deckbuilding options.
* MagicMusic: He is a {{Jazz}} musician who can actually achieve magic through his music. Fittingly, he has the Mystic class.
* MustHaveCaffeine: Loves his coffee.
* OrphansPlotTrinket: The Golden Trumpet once belonged to his father.
* SquishyWizard: {{Downplayed|Trope}}, compared to the other Mystics; Jim is slightly more resilient at 7 Health, and a bit stronger at 3 Combat, but without right cards, it wouldn't help him that much: he's more of an [[JackOfAllTrades all-rounder]] than a dedicated fighter. He also suffers from only having 2 Agility, which not only hurts him when dealing with enemies, but also makes him more vulnerable to certain treacheries.
* StreetMusician: He wasn't always one, but ever since he played at Widow Jenkins's funeral, he hasn't been able to get work. Probably because his magic trumpet [[TheFunInFuneral made the widow get out of the coffin and join in the festivities]].

!!!Basic version
Can include up to five level 0 cards of other classes.



* CripplingOverspecialization: All ''Dunwich Legacy" investigators have very limited access to cards of other classes besides their own: the price of getting five level 0 cards from all the other four other classes.
* JackOfAllTrades: {{Downplayed|Trope}} their usefulness in certains roles is still dictated by their stats, but the aviability of level 0 cards from other classes make Dunwich Investigator capabable of covering multiple roles in a pinch. They also have above average endurance, with a total count of 15 total health and sanity combined instead of the usual 14 (with the exception of Pete, [[GlassCannon who has 11]])

to:

* CripplingOverspecialization: All ''Dunwich Legacy" investigators have very limited access to cards of other classes besides their own: the price of getting five level 0 cards from all the other four other classes.
* JackOfAllTrades: {{Downplayed|Trope}} their usefulness in certains roles is still dictated by their stats, but the aviability of Compared to his parallel version, Jim's basic kit lacks access to high level 0 off-class Spell and Cursed cards, but he's also not limited in building his own class, and can pick up to 5 level-0 cards from any non-Mystic classes, which makes him more flexible.
* LuckManipulationMechanic:
** Jim passively treats Skull Tokens' skill modifier as a 0 (any effects tied to revealing Skull token still triggers, however), which overall tips the odds of skill tets in his favour, especially on harder difficulties, where Skulls can have a very high negative modifier. Many Jim's decks leverage on his ability by including cards that will increase the likelihood of pulling a Skull token, or replacing a much harsher chaos token with it.
** Jim's Elder Sign effect is a generic +1, but he can choose to treat it as Skull token instead if he so desires to trigger effects on certain cards (like his trumpet).

!!!Parallel version
Has limited (up to level 3) access to his own class, but can take Spell and Cursed cards (up to level 4) from any class, and up to 5
other classes make Dunwich Investigator capabable of covering multiple roles in a pinch. They also level 0 Survivor cards. Additionally, he can have above average endurance, with a total count Spirit deck which must consist of 15 total health and sanity combined 9 different Allies from any class (level 0-2), as well as a unique weakness exclusive to it.
----
* FriendlyGhost: The Allies from his spirit deck are no less helpful than their "alive" version.
* ItemCaddy: Parallel Jim can put charges on his assets whenever he draws Skull or Cursed tokens. Much like his base version, he can choose to treat the Elder Sign as a Skull (or Cursed, for this specific version of him) token as well to benefit from this ability, or just enjoy a [[BoringButPractical generic but useful]] +2 boost during a skill test.
* GhastlyGhost: Parallel Jim is pursued by the Vengeful Shade, which acts as an additional personal weakness. It's not very strong, but its main gimmick is that it's a part of a small side deck which can occasionally show up
instead of helpful ghosts, take up the usual 14 (with limited place he has for spiritual Allies, and immediately attack Jim for 2 horror. He can attack or evade it as if it's engaged with him, which allows to temporarily get rid of it, but failing just makes it go into material world.
* MechanicallyUnusualFighter: Parallel Jim has a separate "spirit deck", which is entirely filled with Ally cards, which is used entirely to charge his new signature card. Lore-wise, those are
the exception of Pete, [[GlassCannon ghosts who has 11]])came to his aid.
* NecessaryDrawback: Because YouCantKillWhatsAlreadyDead, Jim's ghost allies have NighInvulnerability, but they cannot absorb hits any longer for him unlike their alive counterparts, and if damage and/or horror would be assigned to them, Jim would instead be the one suffering it. Additionally, when he gathers too many of them, he risks temporarily losing some of them and/or suffer damage/horror.
* YouCantKillWhatsAlreadyDead: When Allies gets summoned through spiritual deck, they retain their functions (only losing their traits, which gets replaced by "Geist"), but can no longer be damaged (so Jim would suffer in their stead).



[[folder:Zoey Samaras]]
!!Zoey Samaras, the Chef
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_zoey.png]]
[[caption-width-right:225:''"God has spoken. I will do His work without hesitation."'']]
->''Zoey had known that she was special ever since God spoke to her one night when she was six years old... the night that terrible fire took away her parents. He told her that He had chosen her from among all the people of the world to be His agent. She would protect the innocent and punish the wicked. Since then, He comes to her in times of trouble, offering guidance and comfort. Zoey now travels from city to city, taking work as a chef to support herself. When she isn't working, she stalks the night, guided by the Lord's voice. Wherever she finds wickedness, she strikes it down without remorse or hesitation''.
Guardian-class investigator. Can include up to five level 0 cards of other classes.

to:

[[folder:Zoey Samaras]]
!!Zoey Samaras,
[[folder:"Ashcan" Pete]]
!!"Ashcan" Pete,
the Chef
Drifter
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_zoey.org/pmwiki/pub/images/ahlcg_pete.png]]
[[caption-width-right:225:''"God has spoken. I will do His [[caption-width-right:225:''"C'mere, boy. We got work without hesitation."'']]
->''Zoey had known that she was special ever since God spoke
to her one night when she was six years old... the night that terrible fire took away her parents. He told her that He had chosen her from among all the people of the world to be His agent. She would protect the innocent and punish the wicked. Since then, He comes to her in times of trouble, offering guidance and comfort. Zoey now do".'']]
->''At night, "Ashcan" Pete sleeps wherever his
travels from city to city, taking work as take him: in a chef to support herself. field, on a train, or maybe, if he's lucky, in a barn. He bunks with his loyal hound dog, Duke, on one side and his beat-up guitar on the other. And sometimes when Pete sleeps, he dreams. He dreams of haunted, tortured places and of horrible creatures. When she isn't working, she stalks he wakes up, he knows that someone needs his help, because his dreams are true. He could not say how long he has been on the night, guided road, living by the Lord's voice. Wherever she finds wickedness, she strikes it down without remorse or hesitation''.
Guardian-class investigator. Can include up
his wits, but he can say for certain no place is too far to five level 0 cards of other classes.go to help someone in need. And as long as Pete can help people, he is not likely to stop wandering any time soon''.
!!!Both versions
Survivor-class investigator.



* BigGuy: All her abilities are related to fighting monsters, encouraging her to take the role of team's main fighter. Also, she has impressive 4 Willpower (above average for most classes, not just Guardians), which also makes her more resistant to treacheries.
* ChefOfIron: Cooks during the day, kicks asses during the night.
* CripplingOverspecialization: All her abilities are related to fighting monsters, and thus have limited use when her current task ''doesn't'' involve active combat. Like most Guardians, she [[MightyGlacier has only 2 Agility]], as well as only 2 Intellect, which makes her poor at searching for clues unless she heavily invests into cards which would amplify her ability to.
* CriticalHit: Her "Elder Sign" effect makes her do more damage if it's drawn as part of a Fight action.
* HolyBurnsEvil: Her signature card, "Zoey's Cross", can damage her enemies when they engage with her.
* HunterOfMonsters: She poses as an ordinary chef at a diner, but she's a zealot who believes she hears the voice of God telling her to kill His enemies; ordinarily a prime recipe for a serial killer, if not for the fact that "His enemies" in this case happen to be the cultists and eldritch monsters trying to awaken an ancient horror.
* MaybeMagicMaybeMundane: The setting is deliberately vague as to whether or not benevolent entities like "God" exist within its setting, and with the Lovecraftian tendencies for insanity taken into account, it's never clear whether Zoey actually ''is'' hearing orders from God telling her to kill, or if she's simply mentally ill; either way, it works out, since the ones she's being told to kill in this case happen to be horrible monsters and insane cultists.
* MissionFromGod:
** Her motivation to join the team--because voices in her head (whether they actually belongs to God or not) tell her that she must fight forces of evil.
** Her signature weakness, "Smite the Wicked", spawns an additional monster, to which this card gets attached; if the monster to which this card attached survives until the end of scenario or Zoey's defeat/retreat, she will suffer mental trauma, due to "failing" her "mission". Fortunately, it's not mandatory for her to finish off this monster personally, any investigator may help.
[[/folder]]

[[folder:Rex Murphy]]
!!Rex Murphy, the Reporter
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_rex.png]]
[[caption-width-right:225:''"This time, nothing will stop me from getting at the truth!"'']]
->''When disaster strikes, Rex Murphy is usually on hand, suffering the consequences. After spending a day with Rex, even the most hardened skeptic will concede that the man is cursed. Anytime he had a lead on a good story, something would go wrong. That business in Innsmouth with the photographs that had blown out to sea. The tracks in Dunwich that had washed away in the rain just before he'd brought the sheriff. His terrible fortune has more than once exposed him to gruesome beasts and occult conspiracies. To survive, Rex has developed an inquisitive mind, keeping one step ahead of the next disaster''.
Seeker-class investigator. Can include up to five level 0 cards of other classes. He can't use any "Fortune" cards.

to:

* BigGuy: All her abilities are related to fighting monsters, encouraging her to take the role of team's main fighter. Also, she has impressive 4 Willpower (above average for most classes, not ActionSurvivor: Pete is just Guardians), which also makes her more resistant a homeless guy accompanied by his dog. He has to treacheries.
* ChefOfIron: Cooks during
survive in the day, kicks asses during the night.
* CripplingOverspecialization: All her abilities are related to fighting monsters, and thus have limited use when her current task ''doesn't'' involve active combat. Like most Guardians, she [[MightyGlacier has only 2 Agility]], as well as only 2 Intellect, which makes her poor at searching for clues unless she heavily invests into cards which would amplify her ability to.
* CriticalHit: Her "Elder Sign" effect makes her do more damage if it's drawn as part of a Fight action.
* HolyBurnsEvil: Her signature card, "Zoey's Cross", can damage her enemies when they engage with her.
* HunterOfMonsters: She poses as an ordinary chef at a diner, but she's a zealot who believes she hears the voice of God telling her to kill His enemies; ordinarily a prime recipe for a serial killer, if not for the fact that "His enemies" in this case happen to be the cultists and
eldritch monsters trying to awaken an ancient horror.
* MaybeMagicMaybeMundane: The setting is deliberately vague as to whether or not benevolent entities like "God" exist within its setting,
nightmare through his luck, savviness and with sneakiness.
* HomelessHero: His backstory shows us he lives on
the Lovecraftian tendencies streets, and has done so for insanity taken into account, it's never clear whether Zoey actually ''is'' hearing orders from God telling her to kill, or if she's simply mentally ill; either way, it works out, since the ones she's a long time. Fittingly, he is a Survivor Investigator, being told to kill in this case happen to be horrible monsters and insane cultists.
* MissionFromGod:
** Her motivation to join the team--because voices in her head (whether they actually belongs to God or not) tell her that she must fight forces of evil.
** Her signature weakness, "Smite the Wicked", spawns
an additional monster, to which this card gets attached; if the monster to which this card attached survives until the end of scenario or Zoey's defeat/retreat, she will suffer mental trauma, due to "failing" her "mission". Fortunately, it's not mandatory for her to finish off this monster personally, any investigator may help.
[[/folder]]

[[folder:Rex Murphy]]
!!Rex Murphy, the Reporter
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_rex.png]]
[[caption-width-right:225:''"This time, nothing will stop me from getting at the truth!"'']]
->''When disaster strikes, Rex Murphy is usually on hand, suffering the consequences. After spending a day with Rex, even the most hardened skeptic will concede that the man is cursed. Anytime he had a lead on a good story, something would go wrong. That business in Innsmouth with the photographs that had blown out to sea. The tracks in Dunwich that had washed away
underprepared vagrant who got caught in the rain just before he'd brought the sheriff. His terrible fortune has more than once exposed him to gruesome beasts and occult conspiracies. To survive, Rex has developed an inquisitive mind, keeping one step ahead of the next disaster''.
Seeker-class investigator.
investigation by chance.

!!!Basic version
Can include up to five level 0 cards of other classes. He can't use any "Fortune" cards.classes.



* AwesomenessByAnalysis: His signature card, "Search for the Truth", allows him to draw as many cards as he has clues, up to five: he not only gathers the info, but comes up with a plan based on it.
* BornUnlucky: Not only does he suffers from a HereditaryCurse, he also [[GameplayAndStoryIntegration can't include any "Fortune" cards in his deck]] ([[CripplingOverspecialisation not that there are many such cards available for him anyway]]).
* ChewToy: The poor guy just can't catch a break. Something ''always'' goes wrong for him, especially when he seems to find a good story to write about.
* CripplingOverspecialization: The only good stat he has is his 4 Intellect. Only having 3 Willpower and Agility, he suffers from the treacheries (and can sometimes struggle to escape ambushes), while unimpressive 2 Combat leaves him very little chance at open combat. He's great clue-searcher, but that's about it.
* {{Determinator}}: It takes a special kind of thickheaded to keep going despite all of his setbacks.
* FailureGambit: His Elder Sign gives a generic "+2" boost, but also allows him to instead automatically fail a skill test and draw 3 cards.
* GameplayAndStoryIntegration: Being a reporter requires knowing how to dig up the truth no matter how deep it's buried. As such, whenever he finds a clue while investigating, he finds an extra one for free.
* HereditaryCurse: His signature weakness, "Rex's Curse". Every time he succeeds on a skill check, he must return the chaos token he previously drew (ignoring its modifier), and draw an additional token; if this causes the skill check to fail, he shuffles the weakness back into his deck, meaning that you can never quite get rid of it.
* IntrepidReporter: He seeks to get all of the information he can. Of course, his curse just makes it difficult.
* ObviousRulePatch: He was the first investigator to receive his own entry at "Taboo rules" list; it limited his signature ability (when he finds a clue, he receives an extra one) to working once per round. Prior to it, he was considered to be ridiculously overpowered, being able to quickly strip any location of clues.

to:

* AwesomenessByAnalysis: His signature card, "Search for the Truth", allows CanineCompanion: Duke, his faithful dog. Unfortunately, most of Pete's strength is related to Duke, forcing him to draw as many cards as he has clues, up to five: he not keep Duke active at all costs; even his Elder Sign's only gathers the info, but comes up with a plan based on it.
* BornUnlucky: Not only does he suffers from a HereditaryCurse, he also [[GameplayAndStoryIntegration can't include any "Fortune" cards in his deck]] ([[CripplingOverspecialisation
effect, besides stat boost, is reading Duke. While it's normally not that there are many such cards available for him anyway]]).
* ChewToy: The poor guy just can't catch a break. Something ''always'' goes wrong for him, especially when he seems
bad, in the ''Dunwich Legacy'' campaign [[spoiler: Duke can be [[PermaDeath sacrificed to find a good story to write about.
Yog-Sothoth]]...[[GameplayAndStorySegregation until the end of campaign]]]].
* CripplingOverspecialization: The only good stat he has is his 4 Intellect. Only having 3 Willpower Pete can be a very reliable and Agility, he suffers from [[JackOfAllTrades versatile]] fighter and clue gatherer thanks to [[CanineCompanion Duke]], but the treacheries (and can sometimes second he gets discarded, he will struggle to escape ambushes), while unimpressive 2 do much without the proper tools to replace him.
* GlassCannon: [[CanineCompanion Duke]] provides his master with good
Combat leaves him very little chance at open combat. He's great clue-searcher, capabilities, but that's about it.
* {{Determinator}}: It takes a special kind of thickheaded to keep going despite all of his setbacks.
* FailureGambit: His Elder Sign gives a generic "+2" boost, but also allows him to instead automatically fail a skill test
isn't particularly durable. Pete himself is only slightly less fragile, having only 6 Health and draw 3 cards.
* GameplayAndStoryIntegration: Being a reporter requires knowing how to dig up the truth no matter how deep it's buried. As such, whenever he finds a clue while investigating, he finds an extra
5 Sanity (11 total, one for free.
* HereditaryCurse: His signature weakness, "Rex's Curse". Every time he succeeds on a skill check, he must return the chaos token he previously drew (ignoring its modifier), and draw an additional token; if this causes the skill check to fail, he shuffles the weakness back into his deck, meaning that you can never quite get rid of it.
* IntrepidReporter: He seeks to get all
of the information he can. Of course, his curse just makes it difficult.
* ObviousRulePatch: He was
worst in the first investigator to receive game).
* ItemCaddy: Pete can discard
his own entry at "Taboo rules" list; it limited his signature ability (when cards to ready assets he finds a clue, he receives an extra one) controls, allowing him to working use cards that would otherwise only be usable once per round. Prior This ability itself only works once per round, but it gives him the possibility to it, activate [[CanineCompanion Duke]] twice per round (or even more than that if he was considered pulls out his Elder Sign) at least as long as he has cards to be ridiculously overpowered, throw away.
* MechanicallyUnusualFighter: Unlike the other investigators, who treat their "Allies" as more or less expandable, Pete needs to take everything in his power to keep Duke alive, because Duke covers for his weak points; he has some abilities specifically to assist with that. Duke is also the only "Ally" in the game who doesn't take a slot.
* RecurringDreams: He suffers from regular nightmares, and he just knows, from the past experience, that they signify something bad happening, somewhere. These dreams also act as his personal weakness, denying him the ability to ready his assets--including Duke, which makes him quite vulnerable.
* RoaringRampageOfRevenge: The ''Return to the Dunwich Legacy'' expansion has a special achievement for Ashcan Pete's player: [[spoiler: after [[PermaDeath Duke gets sacrificed to Yog-Sototh]], if Pete still manages to survive until the end of campaign and win, he avenges Duke. Made more awesome by the fact that without Duke, Pete is not particularly strong]].
* WeakButSkilled: Pete has impressive 4 Willpower and decent 3 Agility, but suffers from low Combat and Intellect (both at 2), which puts him below standard sum of skills (11 instead of normal 12). He has several means of fixing that issue without ever rising the stats themselves: either get a help from [[CanineCompanion Duke]] to get much-needed boost and fight/investigate with higher base value, or reuse exhausted assets by sacrificing cards from hand.

!!!Parallel version
Limited to level 3 of his own class, but can access "Improvised" and "Tactic" cards (both up to level 4), and up to 5 other level 0 Guardian cards.
----
* ActionSurvivor: Compared to his basic version, "parallel" Pete is slightly better as a fighter, having higher Health, Sanity and Combat, as well as some Tactic cards to increase his combat capabilities (which can become even better if he takes [[CanineCompanion Duke]] along). But he's still just a drifter, with no special training, skills or gear, and is unlikely to last for long without support.
* ItemCaddy: "Parallel" Pete can return the cards he attached to scenario cards (locations, enemies, etc) to his hand instead of discarding, albeit only once per round. This encourages him to actively using events which works by
being able attached to quickly strip any locations; it's further helped by him having access to off-class Tactic cards, which makes him rather flexible. Additionally, he can return such cards to hand immediately with his Elder Sign effect.
* MagicMusic: Whenever Pete uses his guitar to lure an enemy, he either heals 1 Sanity, or gains 1 resource.
* MindControlMusic: "Parallel" Pete can use his guitar (available as "replacement" signature) to force a non-Elite enemy in his or connected
location to move once in any direction, either luring it away or luring it into a trap.
* PerpetualPoverty: While being a HomelessHero has always been part
of clues.Pete's character, Pete's replacement weakness "Hard Times" explores the negative sides of it, by forcing Pete to discard an equal amount of cards after he draws any, representing how little he owns or can keep in his travels. Notably, it has an unique trait that isn't on any other encounter or weakness card: "Hardship".
* TookALevelInBadass: Alternative Pete has a normal statline of 12 skill points and 14 durability sum of Health and Sanity in total, unlike the original, bringing his Combat and Health/Sanity stats to healthy average values (3 and 7/7 respectively). He is far more capable of achieving his goals on his own and far less reliant on [[CanineCompanion Duke]], albeit he still can take him along if he wishes so.



[[folder:Jenny Barnes]]
!!Jenny Barnes, the Dilettante
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_jenny.png]]
[[caption-width-right:225:''"No more 'Miss Barnes' from you. My friends call me Jenny".'']]
->''Jenny Barnes has spent the majority of her young life in pursuit of creature comforts, fine dining, and the latest fashions. That all changed when she received a letter from her sister, Isabelle. In this letter, Isabelle confessed that mysterious forces were aligning against her and that she feared she may fall victim to some paranormal threat. It was the last letter Jenny received from her beloved sister. Jenny has since returned to the States to track down and investigate all occult occurrences she can find. Hardly a wilting flower, she has proven herself a crack shot as well as a fearless and clever investigator of the unknown. Until Isabelle's disappearance is explained, Jenny will never relent in her search''.
Rogue-class investigator. Can include up to five level 0 cards of other classes.

to:

[[folder:Jenny Barnes]]
!!Jenny Barnes,
!Introduced in ''The Path to Carcosa'' expansion
[[folder:Mark Harrigan]]
!!Mark Harrigan,
the Dilettante
Soldier
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_jenny.org/pmwiki/pub/images/ahlcg_mark.png]]
[[caption-width-right:225:''"No more 'Miss Barnes' from you. My friends call me Jenny".[[caption-width-right:225:''He'd burn the entire town down if necessary, but he wouldn't let those monsters take anyone else.'']]
->''Jenny Barnes has spent the majority of her young life in pursuit of creature comforts, fine dining, and the latest fashions. That all changed when she received a letter from her sister, Isabelle. In this letter, Isabelle confessed that mysterious forces ->''There were aligning against her and that she feared she may fall victim to some paranormal threat. It was the last letter Jenny received from her beloved sister. Jenny has since plenty who returned to from the States to track down war broken in body or spirit. But Mark Harrigan had witnessed horrors he could not explain. His beloved Sophie believed him when he wrote her about the things he saw - not the men killing other men, but the other things. The creatures. When he came home and investigate all occult occurrences went to visit her, he found the reasons she can find. Hardly a wilting flower, believed him: she has proven herself a crack shot as well as a fearless and clever investigator had one of the unknown. Until Isabelle's disappearance creatures inside her, eating her from the inside out. As he watched in helpless horror, she faded away into the air, screaming as thing finished its meal. Now everyone thinks Mark Harrigan is explained, Jenny crazy. Maybe he's finally lost it, after all. But he knows the monsters are real, and he will never relent in her search''.
Rogue-class
not rest until every last one is dead''.
Guardian-class
investigator. Can include up to five any level 0 cards "Tactic" cards, regardless of other classes.class.



* ActionSurvivor: While she clearly knows how to use her guns, she's not a professional adventurer or fighter, up until recently spending most of her times making fun.
* CrimefightingWithCash: Her being rich heiress manifests in her gameplay:
** She receives an additional resource each round. More resources means more tools at her disposal to deal with cultists and monsters.
** Her "Elder Sign" effect scales its effectiveness with amount of resources she has, with no upper threshold.
* GameplayAndStoryIntegration: She is a rich heiress, so of course she has better access to resources than other investigators.
* GunsAkimbo: Her signature card is a pair of ''.45s'' pistols. Their main gimmick is [[MoreDakka not having an upper limit]] how much ammo she can put in them when played.
* IWillFindYou: She is looking for her sister, Isabelle "Izzie" Barnes, who went missing.
* JackOfAllStats: She has 3-3-3-3 statline, which makes her decent at any task (and, accidentally, gives her above-average Willpower for her own class), and makes her able to [[CrimefightingWithCash put her resources supply to good use]].
* KickingAssInAllHerFinery: As always, she is depicted wearing a fabulous dress and jewelry.
* MoreDakka: Her signature [[GunsAkimbo .45s pistols]] have no upper limit of ammo, as long as she has enough resources to pay for them; and due to [[CrimefightingWithCash receiving free resource each round]], she usually has them.
* SearchingForTheLostRelative: Jenny looking for the traces of her missing sister Isabelle [[GameplayAndStoryIntegration is incorporated into her actual mechanics]]; her signature weakness, "Searching for Izzie", distracts Jenny to try and find the traces of her sister Izzie, who was previously abducted. Dealing with it costs actions, but ignoring it may cause Jenny to suffer mental trauma later due to possibly failing to save her.
* {{Socialite}}: She has no job other than being an heiress and moving about in high society.

to:

* ActionSurvivor: While she clearly knows how to use her guns, she's not a professional adventurer or fighter, up until recently spending most of her times making fun.
* CrimefightingWithCash: Her being rich heiress manifests in her gameplay:
** She receives an additional resource each round. More resources means more tools at her disposal to deal with cultists
BigGuy: Most Guardians have around 8 Health and monsters.
** Her "Elder Sign" effect scales its effectiveness with amount of resources she has, with no upper threshold.
* GameplayAndStoryIntegration: She is a rich heiress, so of course she has better access to resources than other investigators.
* GunsAkimbo: Her signature card is a pair of ''.45s'' pistols. Their main gimmick is [[MoreDakka not having an upper limit]] how much ammo she can put in them when played.
* IWillFindYou: She is looking for her sister, Isabelle "Izzie" Barnes, who went missing.
* JackOfAllStats: She has 3-3-3-3 statline,
4 Combat, which makes her decent at any task (and, accidentally, gives her above-average Willpower for her own class), and makes her able to [[CrimefightingWithCash put her resources supply to them good use]].
* KickingAssInAllHerFinery: As always, she is depicted wearing a fabulous dress
pick for designated fighter. Mark has 9 Health and jewelry.
5 Combat, as well as extra defensive and offensive abilities. Like other Guardians, he pays for his high Health and Fight by having 5 Sanity and average Willpower, but [[TheLostLenore the photo of his late wife Sophie]] lets Mark [[CastFromHitPoints suffer direct damage to increase his odds at succeding a skill test]], making him less likely to suffer horror from a treachery's test.
* MoreDakka: Her BoringButPractical: Mark's main ability is to draw a card whenever he suffers damage once per phase. While this trait would be more or less worthless for most other classes that would rather avoid harm in any way possible, because [[BigGuy Guardians]] are meant to be fighting in the frontline and taking hits for the team, he can get a ton of mileage out of it.
* CastFromHitPoints:
** Mark can deliberately damage himself to increase his stats during skill checks. However, if he suffers too much damage, this ability gets disabled, [[DeathSeeker causing his stats to]] ''[[DeathSeeker decrease]]'' [[DeathSeeker instead]].
** {{Inverted|Trope}} with his
signature [[GunsAkimbo .45s pistols]] have no upper limit card, "The Home Front", which allows him to move one of ammo, his damage tokens to the attacked enemy.
* CripplingOverspecialization: His only off-class options are level-0 Tactic events, which primely belongs to Guardian class anyway. Situation did improve over time,
as long as she more non-Guardian Tactic cards were introduced, but at the release, he had access to only few cards.
* DeathSeeker: If he suffers too much damage, his personal weakness, "It Was All My Fault", enters play and reduces all his stats by 1, making it easier to be wounded even further. The only way to snap him out of this is to start treating his wounds.
* LifeDrain: "The Home Front" works similarly to the level 0 version of Vicious Blow (with a very high modifier of +4 Combat instead of +1), only that instead of just dealing an extra point of damage, it ''moves'' one damage from Mark onto the enemy; it
has however the drawback that if Mark is unhurt, then the skill won't obviously cause any extra damage. Amusingly, if Mark commits this card to the attack of another investigator, he is still the one getting healed.
* LightningBruiser: {{Downplayed|Trope}}; on top of having a ton of health and being as combat capable as most members of his class, he's also slightly faster than most Guardians, having 3 Agility instead of the usual for his class 2, which makes him not as vulnerable to Agility-testing treacheries, and increases his chances to evade enemies instead of fighting them directly.
* TheLostLenore: His wife, Sophie, was [[EatenAlive eaten from the inside out by some unknown monster]]. This motivated him to join the team, so he may avenge her.
* MyGirlBackHome: Sophie, who believed him about the monsters he saw in the war. She believed him because [[EatenAlive one of them was eating her from the inside out]].
* PainAndGain:
** Whenever a card under his control takes damage (himself included), he draws extra cards.
** His Elder Sign effect gives him +1 to the tested skill for each point of damage he has.
* ReturningWarVet: A UsefulNotes/WorldWarI veteran who was unlucky
enough resources to pay for them; find [[MyGirlBackHome his girl back home, Sophie]], killed by some monsters, in [[EatenAlive a rather gruesome way]]. Now, he would put his military experience to use against whatever EldritchAbomination stands behind it all.
* RoaringRampageOfRevenge: His motivation to join the team is to avenge the death of his wife, [[TheLostLenore Sophie]], killed by whatever monsters now threaten the world.
* ShellShockedVeteran:
** Most people think that Mark didn't take the war very well. Ironically, his story makes it clear that it wasn't the war that got to him, thanks to [[MyGirlBackHome Sophie]] believing everything he wrote back to her about the monsters he encountered fighting in the trenches. It was only '''after''' he came home,
and due found Sophie being EatenAlive by an EldritchAbomination that he went over the edge...
** His (other) personal weakness, "Shell Shock", which, once triggered, causes him
to [[CrimefightingWithCash receiving free resource each round]], she usually suffer horror if he has them.
* SearchingForTheLostRelative: Jenny looking for the traces of her missing sister Isabelle [[GameplayAndStoryIntegration is incorporated
suffered too much damage, basically making him sink into her actual mechanics]]; her flashbacks to traumatic events during the war.
* TragicKeepsake: His
signature weakness, "Searching card, "Sophie", is the last photo of his [[TheLostLenore late wife]], killed by monsters he now fights. It allows him to receive additional resolve ([[CastFromHitPoints at the cost of his health]]), but he may become [[DeathSeeker near-suicidal]] if he uses this effect too much, resulting in the opposite effect.
* UnskilledButStrong: Mark has quite high stats (his stats adds up to 13, instead of usual 12), as well as the ability to [[CastFromHitPoints bruteforce his way through skill tests at the cost of Health]], but pays
for Izzie", distracts Jenny to try and find the traces of her sister Izzie, who was previously abducted. Dealing it by having extremely limited deckbuilding options, with barely any access to off-class cards, thus making it costs actions, but ignoring it may cause Jenny hard to suffer mental trauma later due to possibly failing to save her.
* {{Socialite}}: She has no job
build him as anything other than being an heiress and moving about in high society.a fighter.



[[folder:Jim Culver]]
!!Jim Culver, the Musician
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_jim.png]]
[[caption-width-right:225:''"No, not quiet at all. Dead folks get downright rambunctious when I play my horn".'']]
->''Jazz has been nothing but trouble for Jim since the day he picked up his daddy's trumpet. There was something weird and otherworldly about the writing on the inside of the bell, but the tones from it were smooth and dark, like good coffee. That trumpet landed Jim a lot of gigs until the time it made Widow Jenkins get up and dance, the day he played at her funeral. After that, it was kind of hard to find work. Since then, Jim has learned a lot about jazz — and the things the graveyard ghouls talk about on cold autumn nights. Lately, they've been talking about The End, as in the end of everything that is and could be. The Final Rhapsody. The fact is, Jim isn't too keen on that idea''.
Mystic-class investigator.
!!!Both versions
* BrownNote: His connection to the dead sometimes results in them answering back; this manifests as his signature weakness, "Final Rhapsody", which makes him draw 5 random tokens and take 1 damage and horror for each Skull and Autofailure drawn. Parallel version is even worse, as it counts any tokens other than Elder Sign and blessed ones as "bad" ones.
--> ''When the dead start talking about what scares them, that's when it's time to listen''.
* CombatMedic: Can heal horror from himself or from one of his teammates with his trumpet, if he draws a Skull chaos token. Parallel version also works with cursed tokens.
* TheFunInFuneral: He once caused a dead widow to get up and dance...at her own funeral. After that incident, he has had trouble finding work.
* JackOfAllStats: {{Downplayed|Trope}}, not every stat of his is average, but he has a more balanced statline compared to other Mystics, with average Willpower for his class (4), in exchange of having okay Fight and Intellect (3), but bad agility (2). His base version can leverage multiple stats more easily with his access to all classes level 0 cards.
* MagicKnight: {{Downplayed|Trope}}; he isn't ''that'' good a fighter, but he is less fragile than most other Mystics (and has decent Combat), and can add a few non-Mystic cards to amplify his survivability.
* MagicMusic: He is a {{Jazz}} musician who can actually achieve magic through his music. Fittingly, he has the Mystic class.
* MightyGlacier: {{Downplayed|Trope}}; Jim is tougher than most other Mystics (who're normally the resident {{Squishy Wizard}}s), having 7 Health and 3 Combat on top of 8 Sanity, but has an unimpressive 2 Agility.
* MustHaveCaffeine: Loves his coffee.
* OrphansPlotTrinket: The Golden Trumpet once belonged to his father.
* StreetMusician: He wasn't always one, but ever since he played at Widow Jenkins's funeral, he hasn't been able to get work. Probably because his magic trumpet [[TheFunInFuneral made the widow get out of the coffin and join in the festivities]].

!!!Basic version
Can include up to five level 0 cards of other classes.

to:

[[folder:Jim Culver]]
!!Jim Culver,
[[folder:Mihn Thi Phan]]
!!Minh Thi Phan,
the Musician
Secretary
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_jim.org/pmwiki/pub/images/ahlcg_mihn.png]]
[[caption-width-right:225:''"No, not quiet at all. Dead folks get downright rambunctious when I play my horn".[[caption-width-right:225:''"You can depend on me to guide you through the unknown".'']]
->''Jazz has been nothing but trouble ->''Minh never quite felt like she belonged in America. Things were even harder for Jim since her family before they moved, being Vietnamese in Korea under Japanese rule. She worked hard to get her college degree, reminding herself that her parents had sacrificed much to come to the day he picked up his daddy's trumpet. There was something weird and otherworldly about the writing on the inside of the bell, but the tones States. Finally, her father became acquainted with a man from it were smooth and dark, like good coffee. That trumpet landed Jim Arkham, Mr. Thomas, who offered Minh a lot of gigs until the time it made Widow Jenkins get up and dance, the day job at his office. he played at her funeral. After that, it was kind of hard to find work. Since then, Jim has learned a lot about jazz — her, at first - but then he started reading The King in Yellow, and his demeanor changed completely. He'd lent it to Minh, but she dared not read past the things first act. Three weeks later, Mr. Thomas was found dead, having taken his own life… And The King in Yellow is the graveyard ghouls talk about on cold autumn nights. Lately, they've been talking about The End, as in the end of everything that is and could be. The Final Rhapsody. The fact is, Jim isn't too keen on that idea''.
Mystic-class investigator.
!!!Both versions
* BrownNote: His connection
key to the dead sometimes results in them answering back; this manifests as his signature weakness, "Final Rhapsody", which makes him draw 5 random tokens and take 1 damage and horror for each Skull and Autofailure drawn. Parallel version is even worse, as it counts any tokens other than Elder Sign and blessed ones as "bad" ones.
--> ''When the dead start talking about what scares them, that's when it's time to listen''.
* CombatMedic: Can heal horror from himself or from one of his teammates with his trumpet, if he draws a Skull chaos token. Parallel version also works with cursed tokens.
* TheFunInFuneral: He once caused a dead widow to get up and dance...at her own funeral. After that incident, he has had trouble finding work.
* JackOfAllStats: {{Downplayed|Trope}}, not every stat of his is average, but he has a more balanced statline compared to other Mystics, with average Willpower for his class (4), in exchange of having okay Fight and Intellect (3), but bad agility (2). His base version can leverage multiple stats more easily with his
truth''.
Seeker-class investigator. Has
access to all classes Survivor cards (up to level 0 cards.
* MagicKnight: {{Downplayed|Trope}}; he isn't ''that'' good a fighter, but he is less fragile than most other Mystics (and has decent Combat), and can add a few non-Mystic cards to amplify his survivability.
* MagicMusic: He is a {{Jazz}} musician who can actually achieve magic through his music. Fittingly, he has the Mystic class.
* MightyGlacier: {{Downplayed|Trope}}; Jim is tougher than most other Mystics (who're normally the resident {{Squishy Wizard}}s), having 7 Health and 3 Combat on top of 8 Sanity, but has an unimpressive 2 Agility.
* MustHaveCaffeine: Loves his coffee.
* OrphansPlotTrinket: The Golden Trumpet once belonged to his father.
* StreetMusician: He wasn't always one, but ever since he played at Widow Jenkins's funeral, he hasn't been able to get work. Probably because his magic trumpet [[TheFunInFuneral made the widow get out of the coffin and join in the festivities]].

!!!Basic version
Can include up to five level 0 cards of other classes.
2).



* JackOfAllTrades: Compared to his parallel version, Jim's basic kit lacks access to high level off-class Spell and Cursed cards, but he's also not limited in building his own class, and can pick up to 5 level-0 cards from any non-Mystic classes, which makes him more flexible.
* LuckManipulationMechanic: Jim passively treats Skull Tokens' skill modifier as a 0 (but he is otherwise affected by any secondary effects it would trigger on their own or on his cards as any other investigator), which overall tips the odds of skill tests in his favour, especially in harder difficulties, where Skulls can have a very high negative modifier. Many Jim's decks leverage on his ability by including cards that will increase the likelihood of pulling a Skull Token, or replacing a much harsher Chaos Token with it.

!!!Parallel version
Has limited (up to level 3) access to his own class, but can take Spell and Cursed cards (up to level 4) from any class, an up to 5 other level 0 Survivor cards. Additionally, he can have a Spirit deck which must consist of 9 different Allies from any class (level 0-2), as well as a unique weakness exclusive to it.

to:

* JackOfAllTrades: Compared ActionSurvivor: She is neither an occult expert nor a part-time wizard, rather she is a secretary who just happens to his parallel version, Jim's basic kit lacks be involved in this madness. Fittingly, she has access to high level off-class Spell Survivor-class cards. Gameplay-wise, Mihn has great mental stats (both her Intellect her Willpower are a decent 4), but her physical stats are low (her Combat and Cursed cards, Agility are a measly 2), but he's also not limited in building his own class, and she can pick make up for them with her access to 5 level-0 Survivor cards from any non-Mystic classes, which makes him more flexible.
to help her fight and evade if she ever will need to.
* LuckManipulationMechanic: Jim passively treats Skull Tokens' AwesomenessByAnalysis: Her signature card, "Analytical Mind", allows her to commit her cards to other investigators' skill modifier as a 0 (but he is otherwise affected by checks even when they're not in same location. For Minh herself, it allows her to draw an additional card when she assigns exactly one card to any secondary effects it would trigger on their own or on his skill check.
* BoringButPractical:
** Minh main ability is to make
cards as any other investigator), which commited to a test in her location give an additional +1 skill value: it's not a big increase, but overall tips it raises the odds of skill passing important tests in his favour, especially in harder difficulties, where Skulls can have significantly.
** Her signature asset "Analytical Mind" lets Minh commit
a very high negative modifier. Many Jim's decks leverage on his ability card to tests performed by including cards that will an investigator at any location: while it has the drawback of not triggering Minh main ability, the increase in range at which she can support the likelihood team is very valuable. It also had the additional ability of, once per round, let her draw a card when she commits exactly 1 card, letting her replace commited cards quickly.
* BrownNote: Her boss was DrivenToSuicide by reading ''Literature/TheKingInYellow'', which motivated her to join the team in order to learn more. Now, this book is her personal weakness, which disrupts her ability to use her cards during skill checks.
* ItemCaddy: While all Investigators can commit their cards to their teammates' tests, Mihn does that more efficiently: increasing their skill bonus, being able to do that from another location, drawing a card if she commits exactly one card to the test and so on.
* ItsPersonal: One
of pulling the reasons for her involvement in the plot was finding out just ''what'' caused her [[BenevolentBoss boss']] insanity and death.
* SupportPartyMember:
** Minh makes the cards she and other Investigators commit at her location passively better, adding one wild icon to them for the test.
** Her signature card, "Analytical Mind", allows her to commit cards to another investigator's checks even if they are in another location, albeit only one card per test.
** Her Elder Sign allows her to return the card of her choice that was committed to
a Skull Token, or replacing a much harsher Chaos Token test back to owner's hand once the test ends. This allows her to commit cards to other people's tests more liberally, as well as allow ''them'' to do the same.
[[/folder]]

[[folder:Sefina Rouseeau]]
!! Sefina Rousseau, the Painter
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_sefina.png]]
->''Even when she was young, Sefina's alluring paintings drew the eyes of many. When an art collector from Paris visited Tahiti and discovered Sefina, he offered to support her work in exchange for her services creating imitations. Her keen eye and steady hand were perfect for the task, and Sefina found the art of forgery to be more engaging and captivating than she'd imagined. Her most recent work came from an anonymous stranger
with it.

!!!Parallel version
deep pockets, who'd tasked her with recreating a panorama of a strange, alien city. When she completed the final stroke, she was sent hurtling into the world of the painting. She only barely survived the ordeal, passing out from exhaustion. When she awoke in her gallery, she knew it had been real''.
Rogue-class investigator.
Has limited (up to level 3) access to his own class, but can take Spell and Cursed Mystic cards (up to level 4) from any class, 2). Has an up to 5 other level 0 Survivor cards. Additionally, he can have a Spirit deck which must consist increased decksize of 9 different Allies from any class (level 0-2), as well as a unique weakness exclusive to it.33 cards.



* FriendlyGhost: The Allies from his spirit deck are no less helpful than their "alive" versions.
* ItemCaddy: Parallel Jim can put charges on his assets whenever he draws Skull or cursed tokens.
* GhastlyGhost: Parallel Jim is pursued by the Vengeful Shade. It's not very strong, but its main gimmick is that it's a part of a small side deck which can occasionally show up instead of helpful ghosts, take up the limited place he has for spiritual Allies, and immediately attack Jim for 2 horror. He can attack or evade it as if it's engaged with him, which allows to temporarily get rid of it, but failing just makes it go into material world.
* MechanicallyUnusualFighter: Parallel Jim has a separate "spirit deck", which is entirely filled with Ally cards, which is used entirely to charge his new signature card. Lore-wise, those are the ghosts who came to his aid.
* NecessaryDrawback: Because YouCantKillWhatsAlreadyDead, Jim's ghost allies have NighInvulnerability, but they cannot absorb hits any longer for him unlike their alive counterparts, and if damage and/or horror would be assigned to them, Jim would instead be the one suffering it. Additionally, when he gathers too many of them, he risks temporarily losing some of them and/or suffer damage/horror.
* YouCantKillWhatsAlreadyDead: When Allies gets summoned through spiritual deck, they retain their functions (only losing their traits, which gets replaced by "Geist"), but can no longer be damaged (so Jim would suffer in their stead).

to:

* FriendlyGhost: The Allies AnomalousArt: Both her backstory and her abilities are related to her own art, which clearly has some magic in it.
** Her last work turns up to be significantly different
from his spirit anything she had done before, sucking her into its world, experience she barely survived. Not surprisingly, since it was a painting of [[EldritchLocation Carcosa]].
** Her signature card, "Painted World", can be used as an extra copy of any non-Exceptional event under her sheet (she reserves up to five of them at the beginning of scenario). She starts with three copies of it; each copy may be used only once per scenario, before being removed from the game for the scenario's duration.
* BoringButPractical:
** "Painted World" does nothing on its own but copy the effect of another event card. Given how many good events there are in the Mystic and Rogue card pool, being able to "go over" the limit of two copies of a card per
deck are no less helpful than is a very strong ability to have.
** Sefina's only other ability on her character sheet (beside spending an action to draw a card beneath her sheet), is to start each scenario at the maximum base hand size of 8 cards instead of 5 like all other Investigators, at the cost of being unable to mulligan. It might not sound like much, but starting a game with 3 extra cards in hand is a big boon as it gives Sefina lots of options in the early stage of the scenario and allows her to set up more quickly in a game where [[TimedMission you have a limited amount of turns to win]]. And unlike Seekers, who can achieve similar effect through
their "alive" versions.
cards, she doesn't have to pay experience for that.
** Besides its main effect (which would eventually be disabled when her event stash runs out), her Elder Sign gives her impressive "+3" stat boost (one of the highest stats boosts from Elder Sign in entire game).
* FragileSpeedster: Like most Rogues, she has 4 Agility, but with only 5 Health (lowest in her class) and 2 Combat, she can't survive a prolonged fight. Her high Agility and Willpower make her relatively resistant to treacheries, but one failed test can destroy her.
* GameplayAndStoryIntegration: She is a forger and and she can forge "illegal" copies of certain cards using her signature events, "Painted World".
* ItemCaddy: Parallel Jim can {{Downplayed|Trope}}; her abilities allow her to make a "stash" of events at the beginning of the game, and either quickly draw them, or copy via her signatures, but she has only 3 copies of "Painted World" (each working once per game) and has no means to put charges on his assets whenever he draws Skull or cursed tokens.
* GhastlyGhost: Parallel Jim is pursued by
extra cards beneath her sheet, so this advantage would run out eventually, making her no different than other investigators in how she plays the Vengeful Shade. It's not very strong, but its main gimmick is cards.
* ItOnlyWorksOnce: {{Downplayed|Trope}}, she has three copies of "The Painted World" event
that it's a part of a small side deck which can occasionally show up instead of helpful ghosts, take up the limited place he has for spiritual Allies, and immediately attack Jim for 2 horror. He can attack or evade it as if it's engaged with him, which allows to temporarily get rid of it, lets her mimic other events, but failing just makes it go into material world.
each copy is only usable once per scenario.
* MasterForger: She specialises at creating copies of others' works. Her last work turns out to be...[[AnomalousArt different]].
* MechanicallyUnusualFighter: Parallel Jim has a separate "spirit deck", which is entirely filled with Ally When drawing opening hand, she picks 13 cards, which is used entirely puts 5 events of her choice beneath her sheet, and uses other 8 cards as starting hand; she's explicitly forbidden to charge his new do mulligan. During the course of the game, she can draw those cards by spending actions or by drawing her Elder Sign, and her signature card. Lore-wise, event allows her to mimic those are the ghosts who came events up to his aid.
3 times per game.
* NecessaryDrawback: Because YouCantKillWhatsAlreadyDead, Jim's ghost allies have NighInvulnerability, but they cannot absorb hits any longer for him unlike their alive counterparts, NamedAfterSomebodyFamous: She is named after Henri Rousseau, a post-impressionist French painter.
* PowerCopying: "The Painted World" event lacks its own effect,
and if damage and/or horror would be assigned to them, Jim would instead copies one of events beneath Sefina's sheet. She has three copies of it, each can be only used once.
* PowerNullifier: "Stars of Hyades" forces Sefina to remove a card beneath her from
the one suffering it. Additionally, when he gathers too many game, quickly dimishing the options of them, he risks temporarily losing some of cards "Painted World" can imitate. Don't think you can be clever by pulling all cards from beneath Sefina to prevent her personal weakness from targetting them and/or suffer damage/horror.
however, because it will start to sap her Health and Sanity instead!
* YouCantKillWhatsAlreadyDead: When Allies gets summoned through spiritual deck, they retain their functions (only losing their traits, which gets replaced by "Geist"), but can no longer be damaged (so Jim SquishyWizard: Sefina pays for massive Willpower (4, way above what most Rogues have) and access to tons of Mystic cards with lowest Health in her entire class, and one of the lowest Combat stats in her class. In order to survive, she has to rely on her tricks and on her magic; if neither works, she would suffer in their stead).perish very quickly.
* StarPower: {{Inverted|Trope}}, stars are her ''bane''. Her personal weakness, "Stars of Hyades" (a constellation strongly associated with [[Literature/TheKingInYellow Hastur]]), forces her to remove one card under her character sheet from the game; if she can't, she suffers 1 damage and 1 horror instead. After that, this card gets shuffled back into deck instead of being discarded.
* TouchedByVorlons: It's implied Sefina's visit to [[EldritchLocation Carcosa]] granted her magic powers, hence her access to Mystic cards; and if her personal weakness is anything to go by, what [[EldritchAbomination Hastur]] gave her, he can also take away.



[[folder:"Ashcan" Pete]]
!!"Ashcan" Pete, the Drifter
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_pete.png]]
[[caption-width-right:225:''"C'mere, boy. We got work to do".'']]
->''At night, "Ashcan" Pete sleeps wherever his travels take him: in a field, on a train, or maybe, if he's lucky, in a barn. He bunks with his loyal hound dog, Duke, on one side and his beat-up guitar on the other. And sometimes when Pete sleeps, he dreams. He dreams of haunted, tortured places and of horrible creatures. When he wakes up, he knows that someone needs his help, because his dreams are true. He could not say how long he has been on the road, living by his wits, but he can say for certain no place is too far to go to help someone in need. And as long as Pete can help people, he is not likely to stop wandering any time soon''.
!!!Both versions
Survivor-class investigator.

to:

[[folder:"Ashcan" Pete]]
!!"Ashcan" Pete,
[[folder:Akachi Onyele]]
!!Akachi Onyele,
the Drifter
Shaman
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_pete.org/pmwiki/pub/images/ahlcg_akachi.png]]
[[caption-width-right:225:''"C'mere, boy. We got work [[caption-width-right:225:''"I will journey to do".the lands beyond. I do not fear them".'']]
->''At night, "Ashcan" Pete sleeps wherever his travels take him: ->''As a young girl in a field, on a train, or maybe, if he's lucky, in a barn. Nigeria, Akachi became used to being set apart. Her habits of chattering away at thin air and secluding herself from other children led her village to believe she was mad. Her village Dibia was the first to see her true potential. He bunks believed Akachi was marked by the spirits for greatness, and he taught her how to commune with them to her advantage. Under his loyal hound dog, Duke, on one side and his beat-up guitar on the other. And sometimes when Pete sleeps, he dreams. He dreams of haunted, tortured places and of horrible creatures. When he wakes up, he knows tutelage, Akachi grew into a wise young leader, respected not just in her village, but in every community she aided. Now she meets her destiny head on, seeking out unnatural troubles that someone needs his help, because his dreams are true. He could not say how long he has been on the road, living by his wits, but he only her knowledge can say for certain no place is too far stop''.
Mystic-class investigator. Has access
to go to help someone in need. And as long as Pete can help people, he is not likely to stop wandering any time soon''.
!!!Both versions
Survivor-class investigator.
card which uses "charges" (read: most spells) up to level 4, and any level 0 "Occult" cards, both regardless of class.



* ActionSurvivor: Pete is just a homeless guy accompanied by his dog. He has to survive in the eldritch nightmare through his luck, savviness and sneakiness.
* HomelessHero: His backstory shows us he lives on the streets, and has done so for a long time.

!!!Basic version
Can include up to five level 0 cards of other classes.

to:

* ActionSurvivor: Pete BlackMage: Puns aside, she is just a homeless guy accompanied one of the better choices for combat-oriented builds amongst Mystics, due to being able to consistently keep her combat magic ready for use, as her signature card, "Spirit-Speaker", allows to return discharged Spells (and other cards with charges) to her hand, from where she can put them into play again, fully charged.
* BoringButPractical: Akachi's main ability is to passively improve all asset that use "charges"
by his dog. He making them enter play with an additional one. That alone allows her to use powerful spells for longer without needing to replace or recharge them, get more value out of every resource she spends to play these assets and get a leg up with cards that slowly accumulate "charges" to work compared to other Investigators that can use them.
* EnergyAbsorption:
** She can absorb charges from her assets as resources.
** Her personal weakness, "Angered Spirits", requires her to absorb some charges from her assets, and transfer them to this weakness; if she fails to accumulate 4 charges before the scenario ends or she gets defeated/resigns with it in play, she suffers physical trauma.
* EthnicMagician: An explicit version of one, since her dibia powers are the reason for her gifts.
* ItemCaddy: She's more efficient with assets which relies on charges, compared ot the other investigators:
** All such assets enter play with 1 extra charge.
** Her Elder Sign allows her to add 1 charge to asset she controls.
** When needed, she can either return one of such assets back into hand (to later put it in use fully charged), or discharge it and gain the charges as resources, then discard the asset.
* MagicKnight: One of the more combat-capable Mystics (having 3 Combat), and decently fast with 3 Agility. Also, thanks to being able to use almost any assets with "charges", she can use "Enchanted Blade" (from ''The Circle Undone''), both in its Mystic and Guardian versions (and can keep it charged thanks to her abilities).
* ManaBurn: "Angered Spirits", Akachi's personal weakness, requires her to exhaust her spells assets (potentially rendering them unusable for the current turn) and spend 1 charge on them to appease the spirits. It is technically not required for her fulfill this task, but if there aren't 4 charges on her weakness by the end of the scenario, she suffers a physical trauma (and as expected from a [[SquishyWizard Mystic]] she only
has to survive 6 health, so every wound you suffer will weight quite heavily).
* ReligionIsMagic: Her shamanistic magic is based on her Igbo religion, Ọ̀dị̀nàlà (she's a dibia
in the eldritch nightmare through his luck, savviness and sneakiness.
her own right).
* HomelessHero: His backstory shows us he lives on the streets, and has done so for a long time.

!!!Basic version
Can include
StrongAndSkilled: Akachi combines above-average stats (adds up to five 13 instead of normal 12), flexible selection of the cards for her slots and strong ability which significantly reduces the pain of working with her assets. Her deckbuilding is somewhat limited due to the lack of off-class access to the cards outside of "cards with charges" archetype (as you have finite amount of slots to use them), but it's nowhere as debilitating as with some other investigators.
[[/folder]]

[[folder:William Yorick]]
!!William Yorick, the Gravedigger
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_william.png]]
[[caption-width-right:225:''"I am but a simple player in this drama, but if I am lucky, I'll live to see the curtains fall".'']]
->''William Yorick never wanted to be a gravedigger. He had trained to be an actor and had worked for years in Boston, taking whatever parts were available. Shakespeare was the best stuff, of course, but after many years and hardly any roles, he was forced to admit that the stage was not his destiny. Digging graves was tedious work, but the dead made for an excellent audience, and William always did love a soliloquy. The job took a dark turn when he found degenerate creatures eating the dead in their graves. Ever since that night, Yorick has kept the creatures at bay, using whatever means he can to protect the dead''.
Survivor-class investigator. Has access to Guardian cards (up to
level 0 cards of other classes.2).



* CanineCompanion: Duke, his faithful dog. Unfortunately, most of Pete's strength is related to Duke, forcing him to keep Duke active at all costs; even his Elder Sign's only effect, besides stat boost, is reading Duke. While it's normally not that bad, in the ''Dunwich Legacy'' campaign [[spoiler: Duke can be [[PermaDeath sacrificed to Yog-Sothoth]]...[[GameplayAndStorySegregation until the end of campaign]]]].
* CripplingOverspecialization: Pete can be a very reliable and [[JackOfAllTrades versatile]] fighter and clue gatherer thanks to [[CanineCompanion Duke]], but the second he gets discarded, he will struggle to do much without the proper tools to replace him.
* GlassCannon: [[CanineCompanion Duke]] provides his master with good Combat capabilities, but isn't particularly durable. Pete himself is only slightly less fragile, having only 6 Health and 5 Sanity (11 total, one of the worst in the game).
* ItemCaddy: Pete can discard his own cards to ready assets he controls, allowing him to use cards that would otherwise only be usable once per round. This ability itself only works once per round, but it gives him the possibility to activate [[CanineCompanion Duke]] twice per round (or even more than that if he pulls out his Elder Sign) at least as long as he has cards to throw away.
* MechanicallyUnusualFighter: Unlike the other investigators, who treat their "Allies" as more or less expandable, Pete needs to take everything in his power to keep Duke alive, because Duke covers for his weak points; he has some abilities specifically to assist with that. Duke is also the only "Ally" in the game who doesn't take a slot.
* RecurringDreams: He suffers from regular nightmares, and he just knows, from the past experience, that they signify something bad happening, somewhere. These dreams also act as his signature weakness, denying him the ability to ready his assets--including Duke, which makes him quite vulnerable.
* RoaringRampageOfRevenge: The ''Return to the Dunwich Legacy'' expansion has a special achievement for Ashcan Pete's player: [[spoiler: after [[PermaDeath Duke gets sacrificed to Yog-Sototh]], if Pete still manages to survive until the end of campaign and win, he avenges Duke. Made more awesome by the fact that without Duke, Pete is not particularly strong]].
* WeakButSkilled: Pete has impressive 4 Willpower and decent 3 Agility, but suffers from low Combat and Intellect (both at 2), which puts him below standard sum of skills (11 instead of normal 12). He has several means of fixing that issue without ever rising the stats themselves: either get a help from [[CanineCompanion Duke]] to get much-needed boost and fight/investigate with higher base value, or reuse exhausted assets by sacrificing cards from hand.

!!!Parallel version
Limited to level 3 of his own class, but can access "Improvised" and "Tactic" cards (both up to level 4), and up to 5 other level 0 Guardian cards.
----
* ActionSurvivor: Compared to his basic version, "parallel" Pete is slightly better as a figher, having higher Health, Sanity and Combat, as well as some Tactic cards to increase his combat capabilities (which can become even better if he takes [[CanineCompanion Duke]] along). But he's still just a drifter, with no special training, skills or gear, and is unlikely to last for long without support.
* ItemCaddy: "Parallel" Pete can return the cards he attached to scenario cards (locations, enemies, etc) to his hand instead of discarding, albeit only once per round. This encourages him to actively using Events which works by being attached to locations; it's further helped by him having access to off-class Tactic cards, which makes him rather flexible. Additionally, he can return such cards to hand immediately with his Elder Sign effect.
* MagicMusic: Whenever Pete uses his guitar to lure an enemy, he either heals 1 Sanity, or gains 1 resource.
* MindControlMusic: "Parallel" Pete can use his guitar (available as "replacement" signature) to force a non-Elite enemy in his or connected location to move once in any direction, either luring it away or luring it into a trap.
* TookALevelInBadass: Alternative Pete has a normal statline of 12 skill points and 14 durability sum of Health and Sanity in total, unlike the original, with average fight (3) and Health and Sanity (both 7). He is far more capable of achieving his goals on his own and far less reliant on [[CanineCompanion Duke]]

to:

* CanineCompanion: Duke, his faithful dog. Unfortunately, most of Pete's strength is related BewareTheSillyOnes: Yorick loves to Duke, forcing him talk like a Shakespearean actor and act dramatic, but when push comes to keep Duke active at all costs; even his Elder Sign's only effect, besides stat boost, is reading Duke. While it's normally not that bad, shove, he'll put any horror in the ''Dunwich Legacy'' campaign [[spoiler: Duke can be [[PermaDeath sacrificed dirt.
* BigGuy:
** William has access
to Yog-Sothoth]]...[[GameplayAndStorySegregation until the end of campaign]]]].
* CripplingOverspecialization: Pete can be a very reliable
Guardian-class cards, and [[JackOfAllTrades versatile]] fighter and clue gatherer thanks to [[CanineCompanion Duke]], but the second he gets discarded, he will struggle to do much without the proper tools to replace him.
* GlassCannon: [[CanineCompanion Duke]] provides his master with good
has Guardian-grade Combat capabilities, but isn't particularly durable. Pete himself is only slightly less fragile, having only 6 and Health (4 and 5 Sanity (11 total, one of the worst in the game).
* ItemCaddy: Pete can discard his own cards to ready assets he controls, allowing him to use cards that would otherwise only be usable once per round. This
8, respectively).
** His
ability itself only works once per round, but it gives when he defeats enemies, encouraging him the possibility to activate [[CanineCompanion Duke]] twice per round (or even more than that if he pulls out his Elder Sign) at least as long as he has cards to throw away.
* MechanicallyUnusualFighter: Unlike the other investigators, who treat their "Allies" as more or less expandable, Pete needs
to take everything an active role in his power to keep Duke alive, because Duke covers for his weak points; he has some abilities specifically to assist with that. Duke combat.
* CreepyMortician: {{Subverted|Trope}}. Yorick himself looks fairly average (although plenty scraggly), and
is also the only "Ally" in the game a hero who doesn't take a slot.
puts {{Eldritch Abomination}}s in ''their'' graves.
* RecurringDreams: He suffers from regular nightmares, and DeaderThanDead: Once per scenario he just knows, from the past experience, that they signify something bad happening, somewhere. These dreams also act as can use his signature weakness, denying him the ability card, "Bury Them Deep", to ready his assets--including Duke, which makes him quite vulnerable.
* RoaringRampageOfRevenge: The ''Return to the Dunwich Legacy'' expansion has a special achievement for Ashcan Pete's player: [[spoiler: after [[PermaDeath Duke gets sacrificed to Yog-Sototh]], if Pete still manages to survive until the end of campaign and win, he avenges Duke. Made more awesome by the fact that without Duke, Pete is not particularly strong]].
* WeakButSkilled: Pete has impressive 4 Willpower and decent 3 Agility, but suffers from low Combat and Intellect (both at 2), which puts him below standard sum of skills (11 instead of normal 12). He has several means of fixing that issue without ever rising the stats themselves: either get a help from [[CanineCompanion Duke]] to get much-needed boost and fight/investigate with higher base value, or reuse exhausted assets by sacrificing cards from hand.

!!!Parallel version
Limited to level 3 of his own class, but can access "Improvised" and "Tactic" cards (both up to level 4), and up to 5 other level 0 Guardian cards.
----
* ActionSurvivor: Compared to his basic version, "parallel" Pete is slightly better as a figher, having higher Health, Sanity and Combat, as well as some Tactic cards to increase his combat capabilities (which can become even better if he takes [[CanineCompanion Duke]] along). But he's still just a drifter, with no special training, skills or gear, and is unlikely to last for long without support.
* ItemCaddy: "Parallel" Pete can return the cards he attached to scenario cards (locations, enemies, etc) to his hand instead of discarding, albeit only once per round. This encourages him to actively using Events which works by being attached to locations; it's further helped by him having access to off-class Tactic cards, which makes him rather flexible. Additionally, he can return such cards to hand immediately with his Elder Sign effect.
* MagicMusic: Whenever Pete uses his guitar to lure an enemy, he either heals 1 Sanity, or gains 1 resource.
* MindControlMusic: "Parallel" Pete can use his guitar (available as "replacement" signature) to force a
add any defeated non-Elite enemy in to the victory display, not only removing it from play for the rest of the scenario, but also earning 1 bonus experience point for the whole team.
* DueToTheDead: Yorick was ''furious'' when he found the ghouls desecrating the graves and eating the dead, and decided to dedicated
his or connected location time to move once in any direction, either luring it away or luring it into stopping them. His personal weakness, "Graveyard Ghouls", represents a trap.
* TookALevelInBadass: Alternative Pete has a normal statline
pack of 12 skill points ghoul graverobbers and 14 durability sum carrions, which disables his ability to retrieve cards from discard pile until he kills them... which would be only a temporary solution, unless he wastes his signature on them.
* ExperienceBooster: "Bury Them Deep" [[DeaderThanDead adds a defeated non-elite enemy to the victory display instead
of discarding it]] and gives every investigator 1 Victory.
* HunterOfMonsters: His backstory mentions that he was fighting ghouls even before the story started.
* ItemCaddy: Yorick can play asset cards from his discard pile whenever he defeats an enemy (paying their cost). His Elder Sign effect also allows him to return a card from his discard pile to his hand, and unlike his main ability, it can even return skills and events, not just assets.
* LightningBruiser: {{Downplayed|Trope}}, on top of a part of their card pool, Yorick inherits from Guardians their strong Combat value (4) and high
Health (8), making him one of the best fighters among Survivors, and Sanity in total, he is not hindered by bad agility unlike most Guardians, as he has 3. Instead the original, weakness he has in common with average fight (3) members of his secondary class is low sanity (6) and Health middling Willpower (3).
* MeaningfulName: He's a [[Theatre/{{Hamlet}} grave digger]]...
* ShoutOut: His entire character is one to Theatre/{{Hamlet}} (and [[Creator/WilliamShakespeare its author]]), both in name
and Sanity (both 7). profession.
* StarvingArtist:
He is far more capable of achieving wanted to be a Shakespearean Actor, but as his goals backstory attests, "dramatic monologues didn't put bread on his own the table".
* TooAwesomeToUse: His signature allows to permanently kill one enemy for duration of scenario, but as you have just one shot, it's all too easy to wait for "perfect moment"
and far less reliant on [[CanineCompanion Duke]]end up not using it at all, especially if it ends up discarded by some treachery.



!Introduced in ''The Path to Carcosa'' expansion
[[folder:Mark Harrigan]]
!!Mark Harrigan, the Soldier
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_mark.png]]
[[caption-width-right:225:''He'd burn the entire town down if necessary, but he wouldn't let those monsters take anyone else.'']]
->''There were plenty who returned from the war broken in body or spirit. But Mark Harrigan had witnessed horrors he could not explain. His beloved Sophie believed him when he wrote her about the things he saw - not the men killing other men, but the other things. The creatures. When he came home and went to visit her, he found the reasons she believed him: she had one of the creatures inside her, eating her from the inside out. As he watched in helpless horror, she faded away into the air, screaming as thing finished its meal. Now everyone thinks Mark Harrigan is crazy. Maybe he's finally lost it, after all. But he knows the monsters are real, and he will not rest until every last one is dead''.
Guardian-class investigator. Can include any level 0 "Tactic" cards, regardless of class.

to:

!Introduced in ''The Path to Carcosa'' expansion
[[folder:Mark Harrigan]]
!!Mark Harrigan,
[[folder:Lola Hayes]]
!!Lola Hayes,
the Soldier
Actress
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_mark.org/pmwiki/pub/images/ahlcg_lola.png]]
[[caption-width-right:225:''He'd burn the entire town down if necessary, [[caption-width-right:225:''Perhaps this would be her big comeback'']]
->''Lola has performed to sold-out houses worldwide,
but he wouldn't let those monsters take anyone else.'']]
->''There were plenty who returned from the war broken
no play has been as haunting or as odd as The King in body or spirit. But Mark Harrigan had witnessed horrors he could not explain. His beloved Sophie believed him when he wrote her Yellow. Even during rehearsals, everything about the things he saw - not the men killing other men, but the other things. The creatures. it brought calamity and dread. When he came home and went to visit her, he her co-star, Miriam, was found floating dead in the reasons Seine, she believed him: decided she'd had enough, and penned a letter to the director explaining that her next performance would be her last. Now she had heads home to Arkham for one of the creatures inside her, eating her from the inside out. As he watched in helpless horror, final show, hoping she faded away into the air, screaming as thing finished its meal. Now everyone thinks Mark Harrigan is crazy. Maybe he's can finally lost it, after all. But he knows the monsters are real, and he will not rest until every last one is dead''.
Guardian-class
be rid of this dreadful play''.
Neutral-class
investigator. Can include Has access to cards of any class (up to level 0 "Tactic" cards, regardless 3). Has an increased deck size of class.35 cards.



* BigGuy: Most Guardians have around 8 Health and 4 Combat, which makes them good pick for designated fighter. Mark has 9 Health and 5 Combat, as well as extra defensive and offensive abilities.
* CastFromHitPoints:
** Can deliberately damage himself to increase his stats during skill checks. However, if he suffers too much damage, this ability gets disabled, [[DeathSeeker causing his stats to]] ''[[DeathSeeker decrease]]'' [[DeathSeeker instead]].
** {{Inverted|Trope}} with his signature card, "The Home Front", which allows him to move one of his damage tokens to the attacked enemy.
* CripplingOverspecialization: Outside of the Guardian class, he can only access cards with "Tactic" trait, and even then, only level 0 ones.
* CriticalStatusBuff: His Elder Sign effect gives him +1 to the tested skill for each point of damage he has.
* DeathSeeker: If he suffers too much damage, his signature weakness, "It Was All My Fault", enters play and reduces all his stats by 1, making it easier to be wounded even further. The only way to snap him out of this is to start treating his wounds.
* LifeDrain: "The Home Front" works similiarly to the level 0 version of [[AlphaStrike Vicious Blow]] (with a very high modifier of +4 Combat instead of +1), only that instead of just dealing an extra point of damage, it ''moves'' one damage from Mark onto the enemy; it has however the drawback that if Mark is unhurt, then the skill won't obviously cause any extra damage. Amusingly, if Mark commits this card to the attack of another investigator, he is still the one getting healed.
* LightningBruiser: {{Downplayed|Trope}}; he's slightly faster than most Guardians, having 3 Agility instead of the usual for his class 2, which makes him not as vulnerable to Agility-testing treacheries, and increases his chances to evade enemies instead of fighting them directly.
* TheLostLenore: His wife, Sophie, was [[EatenAlive eaten from the inside out by some unknown monster]]. This motivated him to join the team, so he may avenge her.
* MyGirlBackHome: Sophie, who believed him about the monsters he saw in the war. She believed him because [[EatenAlive one of them was eating her from the inside out]].
* ReturningWarVet: A UsefulNotes/WorldWarI veteran who was unlucky enough to find [[MyGirlBackHome his girl back home, Sophie]], killed by some monsters, in [[EatenAlive a rather gruesome way]]. Now, he would put his military experience to use against whatever EldritchAbomination stands behind it all.
* RoaringRampageOfRevenge: His motivation to join the team is to avenge the death of his wife, [[TheLostLenore Sophie]], killed by whatever monsters now threaten the world.
* ShellShockedVeteran:
** Most people think that Mark didn't take the war very well. Ironically, his story makes it clear that it wasn't the war that got to him, thanks to [[MyGirlBackHome Sophie]] believing everything he wrote back to her about the monsters he encountered fighting in the trenches. It was only '''after''' he came home, and found Sophie being EatenAlive by an EldritchAbomination that he went over the edge...
** His (second) signature weakness, "Shell Shock", which, once triggered, causes him to suffer horror if he has suffered too much damage, basically making him sink into flashbacks to traumatic events during the war.
* TragicKeepsake: His signature card, "Sophie", is the last photo of his [[TheLostLenore late wife]], killed by monsters he now fights. It allows him to receive additional resolve ([[CastFromHitPoints at the cost of his health]]), but he may become [[DeathSeeker near-suicidal]] if he uses this effect too much, resulting in the opposite effect.
* UnskilledButStrong: Mark has quite high stats (his stats adds up to 13, instead of usual 12), as well as the ability to [[CastFromHitPoints bruteforce his way through skill tests at the cost of Health]], but pays for it by having extremely limited deckbuilding options, with barely any access to off-class cards, thus making it hard to build him as anything other than a fighter.

to:

* BigGuy: Most Guardians have around 8 ActionSurvivor: Her adaptiveness is a clear case of GameplayAndStorySegregation, as Lola herself is just an actress with no special training or magic abilities, who has to adapt to the eldritch horrors, or perish.
* GlassCannon: She has below-average
Health and 4 Combat, which makes them good pick for designated fighter. Mark Sanity (6), making her rather fragile.
* JackOfAllStats: She
has 9 Health and 5 Combat, as well as extra defensive and offensive abilities.
* CastFromHitPoints:
** Can deliberately damage himself to increase his
all stats during skill checks. set to 3 out of 5, probably done so that she can [[JackOfAllTrades make reasonable use of every card she has access to.]]
* JackOfAllTrades: Can access cards of any class (up to 3 level), making her one of the most versatile investigators in the game.
However, if he suffers too much damage, this it's not recommended to invest in more than 3 classes at once, due to the way her "Roles" system works.
* LossOfIdentity: Her personal weakness, "Identity Crisis", forces her to discard all cards of her current "role" which she currently has in play, and then discard first card of her deck, switching her to its class's "role" (if weakness was discarded, she switches to "neutral" instead, meaning she can't use non-neutral cards).
-->''"I've played so many roles. Madness is to be expected"''.
* MechanicallyUnusualFighter: She's one of the few Neutral investigators, and has access to every class (although only up to level 3). But she needs to change her "role" during the game to actually use them (though assets already put in play will continue working), and each "role" has access to only one class (besides Neutral). To compensate for this, she has a slightly bigger deck size than usual, allowing her more liberty with deck-building. To prevent CripplingOverspecialisation (and actually put her abilities to use), she is forced to use at least three non-Neutral classes.
* ThePowerOfActing: She can change her character class (or, as her
ability gets disabled, [[DeathSeeker causing his stats to]] ''[[DeathSeeker decrease]]'' [[DeathSeeker instead]].
** {{Inverted|Trope}} with his
calls it, "role") in the middle of the game (either through her signature ability, or via her signature card, "The Home Front", "Improvisation", which allows him to move one of his damage tokens to the attacked enemy.
* CripplingOverspecialization: Outside of the Guardian class, he can only access cards with "Tactic" trait, and even then, only level 0 ones.
* CriticalStatusBuff: His Elder Sign effect gives him +1 to the tested skill for each point of damage he has.
* DeathSeeker: If he suffers too much damage, his signature weakness, "It Was All My Fault", enters play and reduces all his stats by 1, making it easier to be wounded even further. The only way to snap him out of this is to start treating his wounds.
* LifeDrain: "The Home Front" works similiarly to the level 0 version of [[AlphaStrike Vicious Blow]] (with a very high modifier of +4 Combat instead of +1), only that instead of just dealing an extra point of damage, it ''moves'' one damage from Mark onto the enemy; it has however the drawback that if Mark is unhurt, then the skill won't obviously cause any extra damage. Amusingly, if Mark commits this card to the attack of another investigator, he is still the one getting healed.
* LightningBruiser: {{Downplayed|Trope}}; he's slightly faster than most Guardians, having 3 Agility instead of the usual for his class 2, which makes him not as vulnerable to Agility-testing treacheries, and increases his chances to evade enemies instead of fighting them directly.
* TheLostLenore: His wife, Sophie, was [[EatenAlive eaten from the inside out by some unknown monster]]. This motivated him to join the team, so he may avenge her.
* MyGirlBackHome: Sophie, who believed him about the monsters he saw in the war. She believed him because [[EatenAlive one of them was eating her from the inside out]].
* ReturningWarVet: A UsefulNotes/WorldWarI veteran who was unlucky enough to find [[MyGirlBackHome his girl back home, Sophie]], killed by some monsters, in [[EatenAlive a rather gruesome way]]. Now, he would put his military experience to use against whatever EldritchAbomination stands behind it all.
* RoaringRampageOfRevenge: His motivation to join the team is to avenge the death of his wife, [[TheLostLenore Sophie]], killed by whatever monsters now threaten the world.
* ShellShockedVeteran:
** Most people think that Mark didn't take the war very well. Ironically, his story makes it clear that it wasn't the war that got to him, thanks to [[MyGirlBackHome Sophie]] believing everything he wrote back to her about the monsters he encountered fighting in the trenches. It was only '''after''' he came home, and found Sophie being EatenAlive by an EldritchAbomination that he went over the edge...
** His (second) signature weakness, "Shell Shock", which, once triggered, causes him to suffer horror if he has suffered too much damage, basically making him sink into flashbacks to traumatic events during the war.
* TragicKeepsake: His signature card, "Sophie", is the last photo of his [[TheLostLenore late wife]], killed by monsters he now fights. It allows him to receive additional resolve ([[CastFromHitPoints at
also decreases the cost of his health]]), but he may become [[DeathSeeker near-suicidal]] if he uses this effect too much, resulting the first card of the new "role" by 3), and with it, available cards.
* SoleSurvivor: If present during the first scenario of ''The Path to Carcosa'', she gains a unique prologue, which shows her as the only person involved
in the opposite effect.
play who survived it, at least with her sanity intact.
* UnskilledButStrong: Mark has quite high stats (his stats adds up StanceSystem: She can switch between "roles" (changing her class), with only cards matching her current "role" being playable; Neutral cards are always available, and she can keep the assets she's already put in play. She can change her current "role" either manually (once per round), or by drawing Elder Sign. Her signature event card, "Improvisation", allows her to 13, instead of usual 12), as change the role immediately and then puts something from that role into play with massive discount (as well as the ability draw an extra card, so she would have something to [[CastFromHitPoints bruteforce his way through skill tests at the cost of Health]], but pays for it by having extremely limited deckbuilding options, with barely any access to off-class cards, thus making it hard to build him as anything other than a fighter.pick from).



[[folder:Mihn Thi Phan]]
!!Minh Thi Phan, the Secretary
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_mihn.png]]
[[caption-width-right:225:''"You can depend on me to guide you through the unknown".'']]
->''Minh never quite felt like she belonged in America. Things were even harder for her family before they moved, being Vietnamese in Korea under Japanese rule. She worked hard to get her college degree, reminding herself that her parents had sacrificed much to come to the States. Finally, her father became acquainted with a man from Arkham, Mr. Thomas, who offered Minh a job at his office. he was kind to her, at first - but then he started reading The King in Yellow, and his demeanor changed completely. He'd lent it to Minh, but she dared not read past the first act. Three weeks later, Mr. Thomas was found dead, having taken his own life… And The King in Yellow is the key to the truth''.
Seeker-class investigator. Has access to Survivor cards (up to level 2).

to:

[[folder:Mihn Thi Phan]]
!!Minh Thi Phan,
!Introduced in ''The Forgotten Age'' expansion
[[folder:Leo Anderson]]
!!Leo Anderson,
the Secretary
Expedition Leader
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_mihn.org/pmwiki/pub/images/ahlcg_leo2.png]]
[[caption-width-right:225:''"You [[caption-width-right:225:''"Keep moving. You can depend die on me to guide you through the unknown".your own time".'']]
->''Minh never quite felt like she belonged in America. Things were even harder for her family before they moved, being Vietnamese in Korea under Japanese rule. She worked hard to get her college degree, reminding herself that her parents had sacrificed much to come to ->''Leo Anderson has spent his whole life getting into the States. Finally, her father became acquainted with a man from Arkham, Mr. Thomas, deadliest and most obscure corners of the globe. Along the way, he's lost good people. He often questions whether such academic pursuits have been worth the lives lost. His most recent expedition, an ill-fated voyage to Nan Madol to recover Olosopha's Almanac, ended in complete disaster. Mitch was the only one of his people to survive, or at the very least, to remain human. Leo is sick of burying people who offered Minh a trusted him. But now he knows these expeditions aren't purely academic in nature - and he won't quit until the job at his office. he was kind to her, at first - but then he started reading The King in Yellow, and his demeanor changed completely. He'd lent it to Minh, but she dared not read past the first act. Three weeks later, Mr. Thomas was found dead, having taken his own life… And The King in Yellow is the key to the truth''.
Seeker-class
done''.
Guardian-class
investigator. Has access to Survivor Rogue cards (up to level 2).



* ActionSurvivor: She is neither an occult expert nor a part-time wizard, rather she is a secretary who just happens to be involved in this madness. Fittingly, she has access to Survivor-class cards. Gameplay-wise, Mihn has great mental stats (both her Intellect her Willpower are a decent 4), but her physical stats are low (her Combat and Agility are a measly 2), but she can make up for them with her access to Survivor cards to help her fight and evade if she ever will need to.
* AwesomenessByAnalysis: Her signature card, "Analytical Mind", allows her to commit her cards to other investigators' skill checks even when they're not in same location. For Minh herself, it allows her to draw an additional card when she assigns exactly one card to any skill check.
* BrownNote: Her boss was DrivenToSuicide by reading ''Literature/TheKingInYellow'', which motivated her to join the team in order to learn more. Now, this book is her signature weakness, which disrupts her ability to use her cards during skill checks.
* ItemCaddy: While all investigators can commit their cards to their teammates' tests, Mihn does that more efficiently, being able to do that from another location, and gaining extra bonuses if she commits exactly one card to the test.
* ItsPersonal: One of the reasons for her involvement in the plot was finding out just ''what'' caused her [[BenevolentBoss boss']] insanity and death.
* SupportPartyMember:
** Her signature card, "Analytical Mind", allows her to commit cards to another investigator's checks even if they are in another location.
** Her Elder Sign allows her to return the card of her choice that was appointed to a test back to owner's hand once the test ends. This allows her to commit cards to other people's tests more liberally, as well as allow ''them'' to do the same.

to:

* ActionSurvivor: She is neither an occult expert nor a part-time wizard, rather she is a secretary who just happens GameplayAndStorySegregation: Story-wise, Leo suffers from SurvivorGuilt and wishes to be involved in this madness. Fittingly, she has access to Survivor-class cards. avoid any more casualties under his watch. Gameplay-wise, Mihn has great mental stats (both her he's encouraged to rely on his Allies as [[WeHaveReserves meat shield]] and, and his stock starting deck even encourages him to take Decorated Skull, which accumulates charges when anyone dies near it, friend or foe (though his personal weakness ''does'' make him discard his Allies to put them out of danger).
* GeniusBruiser: {{Downplayed|Trope}}; while Leo obviously can't replace actual dedicated Seeker, he doesn't struggle as much as many other Guardians when looking for clues, thanks to having 3
Intellect her Willpower are a decent 4), but her physical stats are low (her Combat (above average for his class) and Agility are a measly 2), but she can make up for them with her access to Survivor some off-class cards to which can help her fight him find more clues. Leo's native class and evade if she ever will need to.
good 8 Health and 4 Combat would protect him while he's busy with his research.
* AwesomenessByAnalysis: Her ItemCaddy: His playstyle is built around using a large amount of Allies; compared to the other investigators, he can access them more cheaply and, with the help of his signature card, "Analytical Mind", allows her Ally, Mitch Brown, he can have several Allies in play simultaneously. His Elder Sign effect adds to commit her this playstyle as well, allowing him to look at the top 3 cards to other investigators' skill checks even when of his deck for an Ally card and draw it.
* TheLeader:
** He was the leader of an ill-fated Yucatan expedition in his backstory.
** If he is a part of the team during ''The Forgotten Age'' campaign, the campaign guide enforces him into position of the lead investigator (if
they're not present, he can be replaced by Ursula Downs or Monterey Jack instead).
** All his abilities are related to Ally cards, motivating you to include many of them
in same location. For Minh herself, it allows her his deck. He can even put in play several non-unique Allies at once, thanks to draw an additional card when she assigns exactly one card to any skill check.
* BrownNote: Her boss was DrivenToSuicide by reading ''Literature/TheKingInYellow'', which motivated her to join the team in order to learn more. Now, this book is her
his signature Ally, Mitch Brown.
* TheMenFirst: He won't allow any of his friends to die because of him. His personal
weakness, which disrupts her ability "[[SurvivorGuilt Bought in Blood]]", forces him to use her cards during skill checks.
* ItemCaddy: While all investigators can commit their cards to their teammates' tests, Mihn does that more efficiently, being able to do that
discard one Ally card from another location, play or all Allies from hand, leaving him vulnerable.
* MightyGlacier: He's slow even by Guardian standards; he has only 1 Agility, worst in his class
and gaining extra bonuses if she commits exactly one card to the test.
* ItsPersonal: One
of the reasons for her involvement worst in the plot was finding out just ''what'' caused her [[BenevolentBoss boss']] insanity and death.
* SupportPartyMember:
** Her signature card, "Analytical Mind", allows her
general. This not only makes him unable to commit escape ambushes without cards which can boost his Agility, but also makes him extremely vulnerable to another investigator's checks Agility-testing treacheries.
* MyGreatestFailure: He led seven men into Nan Madol. [[DwindlingParty Only he and Mitch made it back alive]]. He ''will'' protect his new team, no matter the cost.
* SparedByTheAdaptation: Unlike Leo's original appearance in ''TabletopGame/ArkhamHorror'', Mitch survived the ill-fated expedition with his sanity intact and is still following Leo.
* SurvivorGuilt: He suffers from survivor complex ever since the [[MyGreatestFailure ill-fated Nan Madol expedition]], still feeling that he failed his men and let them die, while surviving himself. As result, he developed his [[TheMenFirst "no one gets left behind" mindset]], which may doom ''him'' instead.
* UnscrupulousHero: Has access to Rogue class cards; as long as he can get the job done and protect his friends, he is willing to [[CombatPragmatist fight dirty]] or deal with shady people.
* WeHaveReserves: Leo's emphasis on making the most of Allies means he also has plenty of people absorbing damage and horror in his place, making him among one of the most resilient Guardians (on top of already having 8 Health). Mitch Brown amplifies this further, giving him 2 extra Ally slots for non-unique ones, providing him with
even if they are in another location.
** Her Elder Sign allows her to return the card of her choice that was appointed to a test back to owner's hand once the test ends. This allows her to commit cards to other people's tests
more liberally, as well as allow ''them'' to do the same.tanking.



[[folder:Sefina Rouseeau]]
!! Sefina Rousseau, the Painter
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_sefina.png]]
->''Even when she was young, Sefina's alluring paintings drew the eyes of many. When an art collector from Paris visited Tahiti and discovered Sefina, he offered to support her work in exchange for her services creating imitations. Her keen eye and steady hand were perfect for the task, and Sefina found the art of forgery to be more engaging and captivating than she'd imagined. Her most recent work came from an anonymous stranger with deep pockets, who'd tasked her with recreating a panorama of a strange, alien city. When she completed the final stroke, she was sent hurtling into the world of the painting. She only barely survived the ordeal, passing out from exhaustion. When she awoke in her gallery, she knew it had been real''.
Rogue-class investigator. Has access to Mystic cards (up to level 2).

to:

[[folder:Sefina Rouseeau]]
!! Sefina Rousseau,
[[folder:Ursula Downs]]
!!Ursula Downs,
the Painter
Explorer
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_sefina.org/pmwiki/pub/images/ahlcg_ursula2.png]]
->''Even when [[caption-width-right:225:''"Discovery is easy. Understanding is the hard part".'']]
->''Not many people can say that they've climbed a mountain on every continent. Fewer still can say they've stolen a golden idol from a tribe of cannibals. Among women in a male-dominated society, Ursula is unique in being able to make these sorts of claims. Ever since
she was young, Sefina's alluring paintings drew a small girl, Ursula has broken the eyes of many. When an art collector from Paris visited Tahiti rules set down for her, climbing trees, playing in the mud, exploring the woods, and discovered Sefina, he offered to support her work doing plenty of other things that a "proper young lady shouldn't be doing." Since getting a degree in exchange for her services creating imitations. Her keen eye and steady hand were perfect for the task, and Sefina found the art of forgery to be more engaging and captivating than she'd imagined. Her most recent work came from an anonymous stranger with deep pockets, who'd tasked her with recreating a panorama of a strange, alien city. When archaeology in Boston, she completed the final stroke, she was sent hurtling into has been traveling the world of the painting. She only barely survived the ordeal, passing out from exhaustion. When she awoke in her gallery, she knew it had been real''.
Rogue-class
searching for forgotten civilizations''.
Seeker-class
investigator. Has access to Mystic "Relic" cards of any class (up to level 2).4).



* AnomalousArt: Both her backstory and her abilities are related to her own art, which clearly has some magic in it.
** Her last work turns up to be significantly different from anything she had done before, sucking her into its world, experience she barely survived. Not surprisingly, since it was a painting of [[EldritchLocation Carcosa]].
** Her signature card, "Painted World", can be used as an extra copy of any non-Exceptional event under her sheet (she reserves up to five of them at the beginning of scenario). She starts with three copies of it; each copy may be used only once per scenario, before being removed from the game for the scenario's duration.
* BoringButPractical: Besides its main effect (which would eventually be disabled when her event stash runs out), her Elder Sign gives her impressive "+3" stat boost (one of the highest stats boosts from Elder Sign in entire game).
* FragileSpeedster: Like most Rogues, she has 4 Agility, but with only 5 Health (lowest in her class) and 2 Combat, she can't survive a prolonged fight.
* ItemCaddy: {{Downplayed|Trope}}; her abilities allow her to make a "stash" of events at the beginning of the game, and either quickly draw them, or copy via her signatures, but she has only 3 copies of "Painted World" (each working once per game) and has no means to put extra cards beneath her sheet, so this advantage would run out eventually, making her no different than other investigators in how she plays the cards.
* MasterForger: She specialises at creating copies of others' works. Her last work turns out to be...[[AnomalousArt different]].
* MechanicallyUnusualFighter: When drawing opening hand, she picks 13 cards, puts 5 events of her choice beneath her sheet, and uses other 8 cards as starting hand; she's explicitly forbidden to do mulligan. During the course of the game, she can draw those cards by spending actions or by drawing her Elder Sign, and her signature event allows her to mimic those events up to 3 times per game.
* NamedAfterSomebodyFamous: She is named after Henri Rousseau, a post-impressionist French painter.
* SquishyWizard: Sefina pay for massive Willpower (4, way above what most Rogues have) and access to tons of Mystic cards with lowest Health in her entire class, and one of the lowest Combat stats. In order to survive, she has to rely on her tricks and on her magic; if either works, she would perish very quickly.
* StarPower: {{Inverted|Trope}}, stars are her ''bane''. Her signature weakness, "Stars of Hyades" (a constellation strongly associated with [[Literature/TheKingInYellow Hastur]]), forces her to remove one card under her character sheet from the game; if she can't, she suffers 1 damage and 1 horror instead. After that, this card gets shuffled back into deck instead of being discarded.

to:

* AnomalousArt: Both ActionGirl: It's mentioned in her backstory that she was always the active, exploring type. She also has average Health and Sanity (meaning she is not as vulnerable physically as other Seekers) and 4 Agility (great in general, and certainly best amongst Seekers), making her abilities are related more able to survive on her own art, which clearly than most of other investigators of her class, as long as she [[FragileSpeedster manages to avoid actually engaging monsters head-on]].
* AdventurerArchaeologist: She
has some magic in it.
** Her last work turns up to be significantly different from anything
a passion for adventure and archaeology. Perhaps a little too much, because it caused her problems on more than one occasion, and potentially can cause them again, through her personal weakness.
* BlueBlood: She's got a hefty inheritance, but
she had done before, sucking her into its world, experience she barely survived. Not surprisingly, since it was a painting of [[EldritchLocation Carcosa]].
** Her signature card, "Painted World", can be
used as an extra copy of any non-Exceptional event under it to set up her sheet (she reserves up to five of them at the beginning of scenario). She starts with three copies of it; each copy may be used only once per scenario, before being removed from the game for the scenario's duration.
work.
* BoringButPractical: Besides its main effect (which would eventually be disabled Mitch Brown lets Ursula draw 1 card when she reveals a new location or puts location into play; this ability isn't particularly impressive, but it costs her event stash runs out), her Elder Sign gives her impressive "+3" stat boost (one nothing and can come up rather often in some scenarios.
* CuriosityKilledTheCast: Her personal weakness, "Call
of the highest stats boosts Unknown", forces her to explore another location until the end of her turn, even if it is detrimental to the current mission; otherwise she suffers horror.
* {{Expy}}: Female AdventurerArchaeologist
from Elder Sign rich [[BlueBlood aristocratic family]], who spends her time and money on expeditions in entire game).
dangerous corners of Earth, in search for long-lost artifacts. [[Franchise/TombRaider Sound familiar]]?
* ExtraTurn: Once per round, after moving, she gets a chance to immediately investigate her new location without spending any extra actions. This is a part of her representing mobility-based Seeker archetype.
* FragileSpeedster: Like most Rogues, she has She's one of the few Seekers to have 4 Agility, but with only 5 Health (lowest in her class) and 2 Combat, she can't survive a prolonged fight.
* ItemCaddy: {{Downplayed|Trope}}; her abilities allow her to make a "stash" of events at the beginning of the game, and either quickly draw them, or copy via her signatures, but she has only 3 copies of "Painted World" (each working once per game) and has no means to put extra cards beneath her sheet, so this advantage would run out eventually, making her no different than other investigators in how she plays the cards.
* MasterForger: She specialises at creating copies of others' works. Her last work turns out to be...[[AnomalousArt different]].
* MechanicallyUnusualFighter: When drawing opening hand, she picks 13 cards, puts 5 events of her choice beneath her sheet, and uses other 8 cards as starting hand; she's explicitly forbidden to do mulligan. During the course of the game, she can draw those cards by spending actions or by drawing her Elder Sign, and her signature event
which allows her to mimic those events up to 3 times per game.
* NamedAfterSomebodyFamous: She is named after Henri Rousseau, a post-impressionist French painter.
* SquishyWizard: Sefina pay for massive Willpower (4, way above what most Rogues have) and access to tons of Mystic cards
easily run away from many monsters, as well as deal with lowest Health in many otherwise-dangerous treacheries. She also has the Elder Sign ability which allows her entire class, and one of to move to connected location without spending actions. But if she actually tries to engage the lowest Combat stats. In order to survive, enemy head-on, it likely wouldn't end well, as she has only 1 Combat.
* TheSneakyGuy: She's meant
to rely always being on the move, [[FragileSpeedster avoiding direct engagements like fire]], which is definitely made easier thanks to her tricks and on her magic; if either works, she would perish very quickly.
* StarPower: {{Inverted|Trope}}, stars are her ''bane''.
4 Agility. Her signature weakness, "Stars Ally, Mitch Brown, lets her first move or investigate actions each turn to not provoke attacks of Hyades" (a constellation strongly associated with [[Literature/TheKingInYellow Hastur]]), opportunity, meaning that she can gather clues or run away right under enemy's nose.
* TheLeader: If she is a part of the team during the ''Forgotten Age'' campaign, the campaign guide
forces her to remove one into the position of lead investigator (if present, she can be replaced by Leo Anderson or Monterey Jack).
* TreasureHunter: While her subtitle is "The Explorer", Ursula main
card under options outside Seeker and Neutral cards are "Relic" cards (which are mostly powerful asset cards taking up an accessory or hand slot). Given the main way to obtain certain cards is to gather experience on the field to purchase them, [[GameplayAndStoryIntegration it is not unlikely for Ursula to have found them during her character sheet from the game; if she can't, she suffers 1 damage and 1 horror instead. After that, this card gets shuffled back into deck instead of being discarded.investigation]].



[[folder:Akachi Onyele]]
!!Akachi Onyele, the Shaman
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_akachi.png]]
[[caption-width-right:225:''"I will journey to the lands beyond. I do not fear them".'']]
->''As a young girl in Nigeria, Akachi became used to being set apart. Her habits of chattering away at thin air and secluding herself from other children led her village to believe she was mad. Her village Dibia was the first to see her true potential. He believed Akachi was marked by the spirits for greatness, and he taught her how to commune with them to her advantage. Under his tutelage, Akachi grew into a wise young leader, respected not just in her village, but in every community she aided. Now she meets her destiny head on, seeking out unnatural troubles that only her knowledge can stop''.
Mystic-class investigator. Has access to any card which uses "charges" (read: most spells) up to level 4, and any level 0 "Occult" cards, both regardless of class.

to:

[[folder:Akachi Onyele]]
!!Akachi Onyele,
[[folder:Finn Edwards]]
!!Finn Edwards,
the Shaman
[[quoteright:225:https://static.
Bootlegger
[[quoteright:225: https://static.
tvtropes.org/pmwiki/pub/images/ahlcg_akachi.org/pmwiki/pub/images/ahlcg_finn2.png]]
[[caption-width-right:225:''"I will journey to [[caption-width-right:225:''"Never lose track of the lands beyond. I do not fear them".exit. Or the merchandise".'']]
->''As a young girl in Nigeria, Akachi became used to being set apart. Her habits of chattering away at thin air and secluding herself from other children led her village to believe she was mad. Her village Dibia ->''Prohibition was the first best thing that ever happened to see her true potential. He believed Akachi Finn Edwards. Until they banned alcohol, he was marked by just drifting through life, doing odd jobs here and there. But afterward, the spirits demand for greatness, alcohol rose to such a fever pitch that he was able to make a living evading the law and he taught her how to commune giving people what they wanted. His new lifestyle particularly suited his personality, providing him with them to her advantage. Under his tutelage, Akachi grew into a wise young leader, respected not just taste of danger and plenty of cash. He never got caught and never lost a delivery. Now he's wrapped up in her village, some kind of supernatural conspiracy, but in every community she aided. Now she meets her destiny head on, seeking out unnatural troubles that only her knowledge can stop''.
Mystic-class
the end, he adheres to the same principles: Deliver the goods. Don't get caught''.
Rogue-class
investigator. Has limited (only up to level 3) access to his own class, but unlimited access to any card which uses "charges" (read: most spells) up to level 4, and any level 0 "Occult" "Illicit" cards, both regardless of class.class, and up to 5 Seeker/Survivor level 0 cards.



* BlackMage: Puns aside, she is one of the better choices for combat-oriented builds amongst Mystics, due to being able to consistently keep her combat spells (and other combat-oriented charged cards) ready for use, as her signature card, "Spirit-Speaker", allows to return discharged Spells (and other cards with charges) to her hand, from where she can put them into play again, fully charged.
* EnergyAbsorption:
** She can absorb charges from her assets as resources.
** Her signature weakness, "Angered Spirits", requires her to absorb some charges from her assets, and transfer them to this weakness; if she fails to accumulate 4 charges before the scenario ends or she gets defeated/resigns with it in play, she suffers physical trauma.
* EthnicMagician: An explicit version of one, since her dibia powers are the reason for her gifts.
* ItemCaddy: She's more efficient with assets which relies on charges.
** All such assets enter play with 1 extra charge.
** Her Elder Sign allows her to add 1 charge to asset she controls.
** When needed, she can either return one of such assets back into hand (to later put it in use fully charged), or discharge it and gain the charges as resources, then discard the asset.
* MagicKnight: One of the more combat-capable Mystics (having 3 Combat), and she has good Agility (4). Also, thanks to being able to use almost any assets with "charges", she can use "Enchanted Blade" (''The Circle Undone''), both in its Mystic and Guardian versions (and can keep it charged thanks to her abilities).
* ReligionIsMagic: Her shamanistic magic is based on her Igbo religion, Ọ̀dị̀nàlà (she's a dibia in her own right).
* StrongAndSkilled: Akachi combines above-average stats (adds up to 13 instead of normal 12), flexible selection of the cards for her slots and strong ability which significantly reduces the pain of working with her assets. Her deckbuilding is somewhat limited due to the lack of off-class access to the cards outside of "cards with charges" archetype, but it's nowhere as debilitating as with some other investigators.

to:

* BlackMage: Puns aside, she is one of ActionSurvivor: {{Downplayed|Trope}}; while Bootleggers are hardly defenceless, they do not see as much action as gangsters and other criminals. Fittingly, he has (limited) access to Survivor cards.
* {{Backstab}}:
** His .38 "Trusty" deals bonus damage when used against enemies not engaged with you -- particularly, when he attacks
the better choices enemies who attacks someone other than him.
** His Elder Sign effect has the bonus scaling with the number of exhausted enemies. Though it's useful in any task, not just combat.
* CripplingOverspecialisation: He can't take high-level cards unless they have the "Illicit" trait, which not only gives him very few off-class cards, but also restricts him from many good cards of his own class.
* DamnItFeelsGoodToBeAGangster: He considers his life as a bootlegger to be best thing that ever happened to him.
* ExtraTurn: Finn has an extra action each turn to evade, which allows him to exhaust an enemy and still have enough actions left to capitalise on that.
* GeniusBruiser: {{Downplayed|Trope}}, he has very good Intellect (4), but also decent fight (3), so he can defend himself if his deck is built
for combat-oriented builds amongst Mystics, due to being able to consistently keep her combat spells (and other combat-oriented charged cards) ready for use, as her and/or he needs to stand his ground, but his ability and signature cards encourage him to evade rather than confront enemies head on.
* ItemCaddy: Finn has unrestricted access to Illicit cards, and has special
signature card, "Spirit-Speaker", "Smuggled Goods", which allows him to return discharged Spells (and other quickly find such cards with charges) to her hand, from where she can put them into play again, fully charged.
* EnergyAbsorption:
** She can absorb charges from her assets as resources.
** Her signature weakness, "Angered Spirits", requires her to absorb some charges from her assets, and transfer them to this weakness; if she fails to accumulate 4 charges before the scenario ends or she gets defeated/resigns with it
in play, she suffers physical trauma.
* EthnicMagician: An explicit version of one, since her dibia powers are the reason for her gifts.
* ItemCaddy: She's more efficient with assets which relies on charges.
** All such assets enter play with 1 extra charge.
** Her Elder Sign allows her to add 1 charge to asset she controls.
** When needed, she can
either return one of such assets back into hand (to later put it in use fully charged), his deck or discharge it and gain the charges as resources, then discard pile; as an added bonus, drawing from the asset.
* MagicKnight: One
deck makes him shuffle "Smuggled Goods" into deck instead of discarding it, making it relatively easily reusable.
* LightningBruiser: {{Downplayed|Trope}}. Finn's 3 Combat makes him stronger than most Rogues, but it is still only average in
the game overall; instead it would be better for him to avoid unwanted confrontations through his 4 Agility. His Health and Sanity are merely average, but that also means unlike most investigators, he is not more combat-capable Mystics (having 3 Combat), particularly vulnerable to either damage or horror specifically.
* TheSmartGuy: He has access to some Seeker cards,
and she has an impressive 4 Intellect to work with.
* TheSneakyGuy:
** He is an (in)famous smuggler who never gets caught.
** He is great for stealthy accumulation of clues, due to having
good Agility (4). Also, thanks to being able to use almost any assets with "charges", she can use "Enchanted Blade" (''The Circle Undone''), both in its Mystic and Guardian versions (and can keep it charged thanks to her abilities).
* ReligionIsMagic: Her shamanistic magic is based on her Igbo religion, Ọ̀dị̀nàlà (she's
a dibia in her own right).
* StrongAndSkilled: Akachi combines above-average stats (adds up to 13 instead of normal 12), flexible selection of the cards
bonus action specifically for her slots Evasion), good Intellect, and strong ability which significantly reduces the pain of working with her assets. Her deckbuilding is somewhat limited due to the lack of off-class access to some Seeker cards. Additionally, his Elder Sign effect allows him, if he succeeds with good enough result, find extra clue.
* SoMuchForStealth: His personal weakness, "Caught Red-Handed", causes all enemies in his location to get ready, and all "Hunter" monsters to move one step closer to him, which, if it happens at
the worst moment, can lead to him being hopelessly overwhelmed. [[TotalPartyKill Or not only him]].
* StealthExpert: He has one bonus action each round specifically to Evade.
* TokenEvilTeammate: He is trying to save the world (and will do so if he succeeds), but he is still an unrepentant criminal.
* VenturousSmuggler:
** His main "job" is to smuggle goods to whoever is willing to pay for them; he's ''very'' good at it.
** Him being a smuggler [[GameplayAndStoryIntegration manifests as part of his mechanics]]. His signature card, "Smuggled Goods", allows him to quickly find "Illicit"
cards outside of "cards with charges" archetype, but it's nowhere as debilitating as with some other investigators.in either his deck or discard pile, and draw them.



[[folder:William Yorick]]
!!William Yorick, the Gravedigger
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_william.png]]
[[caption-width-right:225:''"I am but a simple player in this drama, but if I am lucky, I'll live to see the curtains fall".'']]
->''William Yorick never wanted to be a gravedigger. He had trained to be an actor and had worked for years in Boston, taking whatever parts were available. Shakespeare was the best stuff, of course, but after many years and hardly any roles, he was forced to admit that the stage was not his destiny. Digging graves was tedious work, but the dead made for an excellent audience, and William always did love a soliloquy. The job took a dark turn when he found degenerate creatures eating the dead in their graves. Ever since that night, Yorick has kept the creatures at bay, using whatever means he can to protect the dead''.
Survivor-class investigator. Has access to Guardian cards (up to level 2).

to:

[[folder:William Yorick]]
!!William Yorick,
[[folder:Father Mateo]]
!! Father Mateo Castile,
the Gravedigger
Priest
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_william.png]]
[[caption-width-right:225:''"I am but a simple player in this drama, but if I am lucky, I'll live to see the curtains fall".'']]
->''William Yorick never wanted to be a gravedigger. He had trained to be an actor and had worked for years in Boston, taking whatever parts were available. Shakespeare was the best stuff, of course, but after many years and hardly any roles, he was forced to admit that the stage was
org/pmwiki/pub/images/ahlcg_03_father_mateo.jpg]]
->''Mateo Castile's life has
not his destiny. Digging graves was tedious work, but the dead made for an excellent audience, and William always did love a soliloquy. The job took a dark turn when he found degenerate creatures eating the dead in their graves. Ever been easy since he became a priest. Recent decades in Mexico have been wracked with instability and conflict. Father Mateo struggled to balance his faith with the pragmatic concerns of preaching when the law told him he must not. But this is not what has assaulted Mateo's faith at its core. The nearby murders and kidnappings were not politically motivated, as he had suspected. A gruesome and horrid cult thrives at the heart of the brewing war. How, Mateo wonders, could a kind and loving God allow what he saw that night, Yorick has kept the creatures at bay, using whatever means he can night to protect the dead''.
Survivor-class
exist?''
Mystic-class
investigator. Has access to Guardian ''Blessed'' cards of any class (up to level 2).3). Receives free exp at the deck creation.



* BewareTheSillyOnes: Yorick loves to talk like a Shakespearean actor and act dramatic, but when push comes to shove, he'll put any horror in the dirt.
* BigGuy:
** William has access to Guardian-class cards, and has Guardian-grade Combat and Health (4 and 8, respectively).
** His ability only works when he defeats enemies, encouraging him to take an active role in combat.
* CreepyMortician: {{Subverted|Trope}}. Yorick himself looks fairly average (although plenty scraggly), and is a hero who puts {{Eldritch Abomination}}s in ''their'' graves.
* DeaderThanDead: Once per scenario he can use his signature card, "Bury Them Deep", to add any defeated non-Elite enemy to the victory display, not only removing it from play for the rest of the scenario, but also earning 1 bonus experience point for the whole team.
* ExperienceBooster: "Bury Them Deep" [[DeaderThanDead adds a defeated non-elite enemy to the victory display instead of discarding it]] and gives every investigator 1 Victory
* HunterOfMonsters: His backstory mentions that he was fighting ghouls even before the story started.
* ItemCaddy: Yorick can play asset cards from his discard pile whenever he defeats an enemy (paying their cost). His Elder Sign effect also allows him to return a card from his discard pile to his hand, and unlike his main ability, it can even return skills and events, not just assets.
* MeaningfulName: He's a [[Theatre/{{Hamlet}} grave digger]]...
* OurGhoulsAreCreepier: His signature weakness, "Graveyard Ghouls", is a [[ExactlyWhatItSaysOnTheTin pack of ghouls from a local graveyard]]; as long as they live, he can't retrieve cards from his discard pile.
* ShoutOut: His entire character is one to Theatre/{{Hamlet}} (and [[Creator/WilliamShakespeare its author]]), both in name and profession.
* StarvingArtist: He wanted to be a Shakespearean Actor, but as his backstory attests, "dramatic monologues didn't put bread on the table".

to:

* BewareTheSillyOnes: Yorick loves BadassPreacher: He decided to talk like take a Shakespearean actor more proactive role in fighting the forces of evil, and act dramatic, joined the team in their quest to save humanity.
* CripplingOverspecialisation: When he was originally released, he had very few off-class options, due to the "Blessed" trait not being very common. He got a large infusion of new off-class cards with the release of the ''The Innsmouth Conspiracy'' Cycle,
but when push comes to shove, he'll put any horror this obviously requires buying another expansion besides his own.
* CrisisOfFaith: Mentioned
in the dirt.
backstory, he wonders how a kind God can allow such a horrible cult as Yig's to do horrific things to people.
* BigGuy:
** William
CriticalHit: His Elder Sign makes him pass whatever skill test he's doing automatically, and gives one other bonus of his choice.
* ExtraTurn: His Elder Sign gives him the choice between two options, one of them taking an extra action (but only if it's his turn).
* ItOnlyWorksOnce: He
has access to Guardian-class cards, and has Guardian-grade Combat and Health (4 and 8, respectively).
** His
a built-in ability to ignore Auto-failure token (or let the other player to ignore), counting it as Elder Sign instead, but only works when he defeats enemies, encouraging him to take an active role in combat.
once per scenario.
* CreepyMortician: {{Subverted|Trope}}. Yorick himself looks fairly average (although plenty scraggly), and is a hero who puts {{Eldritch Abomination}}s in ''their'' graves.
* DeaderThanDead:
NoSell: Once per scenario he can use his signature card, "Bury Them Deep", ignore (or allow other investigators to add ignore) the Auto-failure chaos token, and instead treat it as an Elder Sign (which for himself means auto-success).
* ReligionIsMagic: It [[ImpliedTrope never gets explicitly confirmed]] whether there's
any defeated non-Elite enemy to the victory display, connection, but Mateo, a Catholic priest, not only removing it from play for belongs to the rest of Mystic class (''the'' magic class in the scenario, game), but also earning 1 bonus experience point for has access to Blessed cards, many of which are dedicated to turning the whole team.
* ExperienceBooster: "Bury Them Deep" [[DeaderThanDead adds a defeated non-elite enemy to the victory display instead
tides of discarding it]] and gives every investigator 1 Victory
* HunterOfMonsters:
fate in investigators' favour and/or have religious themes themselves. His backstory mentions that also omits where he was fighting ghouls even before learned magic, leaving his faith and devotion as the story started.
possible explanation.
* ItemCaddy: Yorick can play asset cards from his discard pile whenever he defeats an enemy (paying their cost). SnakePeople: His personal weakness is "Serpents of Yig", a group of Yig-serving serpent people. They work by "sealing" the Elder Sign effect also token, making it unavailable for ''anyone'' until you kill them.
* TokenMinority: He's native to Mexico, and only his personal mission brought him to Arkham.
* TooAwesomeToUse: Mateo is one of the few Investigators with an once per game ability, but he
allows him to return instantly treat an [[CriticalFailure Auto-Fail]] Token as an [[CriticalHit Elder Sign]] Token. Needless to say, most players wait on using it until they ''really'' cannot afford to fail a card from test. Similarly, his discard pile "Codex of Ages" allow him to seal the Elder Sign on it (Boosting his hand, and unlike his main ability, it can even return skills and events, not just assets.
* MeaningfulName: He's a [[Theatre/{{Hamlet}} grave digger]]...
* OurGhoulsAreCreepier: His signature weakness, "Graveyard Ghouls", is a [[ExactlyWhatItSaysOnTheTin pack of ghouls from a local graveyard]];
Willpower as long as they live, he can't retrieve cards holds it), and give him the option to discard it to reveal it in place of a random Chaos Token; this is however more abusable if Mateo has ways to recur the Codex from his discard pile.
* ShoutOut: WhiteMage: While he doesn't specialise specifically in healing, Mateo's playstyle favours him taking the supporting role, putting his magic to assist other investigators.
** Mateo has access to Blessed cards of any class (up to level 3); most of them are either support-related, or dedicated to changing the stakes in investigators' favour.
**
His entire character is one signature card, "Codex of Ages", allows him to Theatre/{{Hamlet}} (and [[Creator/WilliamShakespeare its author]]), both in name and profession.
* StarvingArtist: He wanted to be a Shakespearean Actor, but as his backstory attests, "dramatic monologues didn't put bread on
"seal" the table".Elder Sign token, in order to reveal it at the most crucial moment (discarding "Codex of Ages" in process) instead of revealing a random chaos token.



[[folder:Lola Hayes]]
!!Lola Hayes, the Actress
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_lola.png]]
[[caption-width-right:225:''Perhaps this would be her big comeback'']]
->''Lola has performed to sold-out houses worldwide, but no play has been as haunting or as odd as The King in Yellow. Even during rehearsals, everything about it brought calamity and dread. When her co-star, Miriam, was found floating dead in the Seine, she decided she'd had enough, and penned a letter to the director explaining that her next performance would be her last. Now she heads home to Arkham for one final show, hoping she can finally be rid of this dreadful play''.
Neutral-class investigator. Has access to cards of any class (up to level 3).

to:

[[folder:Lola Hayes]]
!!Lola Hayes,
[[folder:Calvin Wright]]
!! Calvin Wright,
the Actress
Damned
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_lola.png]]
[[caption-width-right:225:''Perhaps this would be her big comeback'']]
->''Lola has performed
org/pmwiki/pub/images/ahlcg_03_calwin_wright.jpg]]
[[caption-width-right:225:''"If you hurt him, I'll kill you".'']]
->''Sometimes, life gives you a choice: accept the lot that is given
to sold-out houses worldwide, but no play has been as haunting you or as odd as The King in Yellow. Even during rehearsals, everything about it brought calamity stand up for who you are and dread. When her co-star, Miriam, was found floating dead what you believe. Calvin chose the latter. On the edge of death, bleeding out on the side of a dirt road, he received a vision - a terrifying vision of the Earth, sundered, and João, the love of his life, turning to ash in the Seine, she decided she'd had enough, and penned vortex of a letter blazing inferno. Then, Calvin made another choice. He reached out to the director explaining that her next performance darkness and pulled it within him. He would be her last. Now she heads home to Arkham for one final show, hoping she can finally be rid of this dreadful play''.
Neutral-class
not die, not today. The world needed him. João needed him''.
Survivor-class
investigator. Has access to level "Spirit" (up to level 3) cards of any class (up to level 3).class.



* ActionSurvivor: Her adaptiveness is a clear case of GameplayAndStorySegregation, as Lola herself is just an actress with no special training or magic abilities, who has to adapt to the eldritch horrors, or perish.
* GlassCannon: She has below-average Health and Sanity (6), making her rather fragile.
* JackOfAllStats: She has all stats set to 3 out of 5, probably done so that she can [[JackOfAllTrades make reasonable use of every card she has access to.]]
* JackOfAllTrades: Can access cards of any class (up to 3 level), making her one of the most versatile investigators in the game. However, it's not recommended to invest in more than 3 classes at once, due to the way her "Roles" system works.
* LossOfIdentity: Her signature weakness, "Identity Crisis", forces her to discard all cards of her current "role" which she currently has in play, and then discard first card of her deck, switching her to its class's "role" (if weakness was discarded, she switches to "neutral" instead, meaning she can't use non-neutral cards).
-->''"I've played so many roles. Madness is to be expected"''.
* MechanicallyUnusualFighter: She's one of the two Neutral investigators (not counting some campaign-specific ones, who are only used in specific circumstances), and has access to every class (although only up to level 3). But she needs to change her "role" during the game to actually use them (though assets already put in play will continue working), and each "role" has access to only one class (besides Neutral). To compensate for this, she has a slightly bigger deck size than usual, allowing her more liberty with deck-building. To prevent CripplingOverspecialisation (and actually put her abilities to use), she is forced to use at least three non-Neutral classes.
* ThePowerOfActing: She can change her character class (or, as her ability calls it, "role") in the middle of the game (either through her signature ability, or via her signature card, "Improvisation", which also decreases the cost of the first card of the new "role" by 3), and with it, available cards.
* SoleSurvivor: If present during the first scenario of ''The Path to Carcosa'', she gains a unique prologue, which shows her as the only person involved in the play who survives it, at least with her sanity intact.
* StanceSystem: She can switch between "roles" (changing her class), with only cards matching her current "role" being playable; Neutral cards are always available, and she can keep the assets she's already put in play. She can change her current "role" either manually (once per round), or by drawing Elder Sign.

to:

* ActionSurvivor: Her adaptiveness is a clear case BoringButPractical: His signature card, "Until the End of GameplayAndStorySegregation, as Lola herself is just an actress Time", has only one function: Calvin may assign damage or horror he receives to it (even direct damage and direct horror, which normally can't be assigned to assets at all). Can be very handy when you have little health or sanity left to spare.
* CripplingOverspecialisation: On original release of ''The Forgotten Age'' expansion, he had very few off-class options, due to "Spirit" not being very common trait. The amount of Spirit cards has increased since then,
with no special training or magic abilities, who has to adapt to the eldritch horrors, or perish.
largest infusion coming with Nathaniel Cho's starter pack.
* GlassCannon: She has below-average GatheringSteam: He starts with every skill set to zero. He [[PainAndGain can increase them by suffering damage and horror]] (potentially putting himself above other Survivors stat-wise), but his Health and Sanity (6), making her rather fragile.
are amongst the weakest in the game, too, meaning he can't spare much. It's crucial to supply him with the right set of cards if he plans to survive until the end of campaign. This playstyle also often makes him benefit from traumas, as starting already damaged gives him early game stat boost.
* JackOfAllStats: She GlassCannon: {{Enforced|Trope}}, not only does Calvin has all below average Health and Sanity (both at 6), but he is ''encouraged'' to take damage and horror, as [[PainAndGain his Combat and Agility raise by 1 for each damage he has and his Willpower and Intellect are also increased by 1 point for each horror on him]]. With only 1 Health and Sanity remaining, Calvin has an impressive [[MasterOfAll 5 in every stat]], but one enemy attack or failed treachery will spell his doom if he cannot nullify it or tank the damage and/or horror on other assets of his. Because of this mechanic, anything that raises Calvin's max Health and Sanity is especially valuable, as that means he can also increase his stats set further.
* HealThyself: His Elder Sign allows him
to 3 out heal (or take, [[PainAndGain for associated buffs]]) some damage or horror.
* HeroicWillpower: It takes a great amount
of 5, probably done so that she can [[JackOfAllTrades make reasonable use willpower to keep all the darkness Calvin has contained within you. Unfortunately, with most of every card she his strength dedicated to keeping the evil forces inside, Calvin [[GameplayAndStoryIntegration has little left for anything else, thus his abysmal stats]].
* HeroicSpirit: Beside Survivor and Neutral cards, Calvin
has access to.]]
* JackOfAllTrades: Can access cards
to Spirit cards, representing his resolve and determination to go on in spite of [[YourDaysAreNumbered not having much time left]].
* MasterOfAll: With [[PainAndGain enough damage and horror on him]], Calvin can have a 5 in every skill, matching every investigator best in a certain field, the problem is that [[GatheringSteam it takes him time to get there]].
* MasterOfNone: PlayedWith. He is the only investigator to have 0 at ''any'' stat, let alone all of them, yet he is also the only investigator who [[PainAndGain may bring all his stats to 5 even before applying
any class (up to 3 level), making her one of the most versatile investigators in the game. However, it's not recommended to invest in more than 3 classes at once, due to the way her "Roles" system works.
* LossOfIdentity: Her signature weakness, "Identity Crisis", forces her to discard all cards of her current "role" which she currently has in play, and then discard first card of her deck, switching her to its class's "role" (if weakness was discarded, she switches to "neutral" instead, meaning she can't use non-neutral cards).
-->''"I've played so many roles. Madness
cards]]; [[GatheringSteam fully-powered Calvin]] is to be expected"''.
actually above average.
* MechanicallyUnusualFighter: She's one All his skills are set to zero, [[PainAndGain but every damage or horror he suffers increases them]], maxing out when he stays at 1 Stamina and Sanity.
* MysteriousPast: His backstory explains very little about him.
* PainAndGain: His stats increase for each damage/horror he has.
* SealedInsideAPersonShapedCan: Calvin deliberately gets possessed by evil, to imprison it within himself with pure willpower. That same evil also acts as his personal weakness, "Voice
of the two Neutral investigators (not counting some campaign-specific ones, who are only used in specific circumstances), Messenger", gradually destroying him by giving him physical and has access to every class (although only up to level 3). But she needs to change her "role" during mental traumas.
* TwoferTokenMinority: Black and gay. Especially notable by
the game to actually use them (though assets already put in play will continue working), and each "role" has access to only one class (besides Neutral). To compensate for this, she has a slightly bigger deck size than usual, allowing her more liberty with deck-building. To prevent CripplingOverspecialisation (and actually put her abilities to use), she is forced to use at least three non-Neutral classes.
lights of 1920s culture.
* ThePowerOfActing: She can change her character class (or, as her ability calls it, "role") in the middle YourDaysAreNumbered: His personal weakness, "Voice of the game (either through her signature ability, or via her signature card, "Improvisation", which also decreases the cost of the first card of the new "role" by 3), and with it, available cards.
* SoleSurvivor: If present during the first scenario of ''The Path to Carcosa'', she gains a unique prologue, which shows her as the only person involved in the play who survives it, at least with her sanity intact.
* StanceSystem: She can switch between "roles" (changing her class), with only cards matching her current "role" being playable; Neutral cards are always available, and she can keep the assets she's already put in play. She can change her current "role"
Messenger", causes him either manually (once per round), Physical or by drawing Elder Sign.Mental trauma (and instantly deals 1 direct damage/horror) whenever it's drawn. Sooner or later, it ''will'' kill him, meaning he must fight on while he still has strength left.



!Introduced in ''The Forgotten Age'' expansion
[[folder:Leo Anderson]]
!!Leo Anderson, the Expedition Leader
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_leo2.png]]
[[caption-width-right:225:''"Keep moving. You can die on your own time".'']]
->''Leo Anderson has spent his whole life getting into the deadliest and most obscure corners of the globe. Along the way, he's lost good people. He often questions whether such academic pursuits have been worth the lives lost. His most recent expedition, an ill-fated voyage to Nan Madol to recover Olosopha's Almanac, ended in complete disaster. Mitch was the only one of his people to survive, or at the very least, to remain human. Leo is sick of burying people who trusted him. But now he knows these expeditions aren't purely academic in nature - and he won't quit until the job is done''.
Guardian-class investigator. Has access to Rogue cards (up to level 2).

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!Introduced in ''The Forgotten Age'' Circle Undone'' expansion
[[folder:Leo Anderson]]
!!Leo Anderson,
[[folder:Carolyn Fern]]
!!Carolyn Fern,
the Expedition Leader
Psychologist
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_leo2.org/pmwiki/pub/images/ahlcg_carolyne.png]]
[[caption-width-right:225:''"Keep moving. You [[caption-width-right:225:''"The mind is fragile, but through understanding, we can die on your own time".protect it".'']]
->''Leo Anderson has spent his whole life getting into the deadliest and most obscure corners of the globe. Along the way, he's lost good people. He often questions whether such academic pursuits ->''Visiting psychologist Carolyn Fern's newest patient is Josephine Ruggles, an heiress whose nightmares leave glyph-shaped wounds across her back. Miss Ruggles's case is unusual, even for an institution like Arkham Sanatorium. Her case takes an even stranger turn after she claims to have been worth the lives lost. His most recent expedition, an ill-fated voyage to Nan Madol to recover Olosopha's Almanac, ended in complete disaster. Mitch met Malachi - Carolyn's former patient whose treatment was the only one of his people cut short when he was brutally murdered - in her dreams. When Carolyn uses hypnotherapy to survive, or at the very least, address Josephine's trauma, they find themselves both journeying to remain human. Leo is sick of burying people who trusted him. But now he knows these expeditions aren't purely academic in nature - and he won't quit until the job is done''.
a strange place Josephine calls "the Dreamlands"''.
Guardian-class investigator. Has limited (only up to level 3) access to Rogue her own class, and can't use "Weapon" cards higher than level 0, but has unlimited access to any Sanity-healing cards, regardless of class (though restriction about weapons still applies). She also may include up to 15 other Seeker and Mystic cards (up to level 2).1).



* GeniusBruiser: {{Downplayed|Trope}}; while Leo obviously can't replace actual dedicated Seeker, he doesn't struggle as much as many other Guardians when looking for clues, thanks to having 3 Intellect (above average for his class) and access to some off-class cards which can help him find more clues. Leo's native class and good 8 Health and 4 Combat would protect him while he's busy with his research.
* ItemCaddy: His playstyle is built around using a large amount of Allies; compared to the other investigators, he can access them more cheaply and, with the help of his signature card, he can have several Allies in play simultaneously. His Elder Sign effect adds to this playstyle as well, allowing him to look at the top 3 cards of his deck for an Ally card and draw it.
* TheLeader:
** He was the leader of an ill-fated Yucatan expedition in his backstory.
** If he is a part of the team during ''The Forgotten Age'' campaign, the campaign guide enforces him into position of the lead investigator (if they're present, he can be replaced by Ursula Downs or Monterey Jack instead).
** All his abilities are related to "Ally" cards, motivating you to include many of them in his deck. He can even put in play several non-unique "Allies" at once, thanks to his signature "Ally", Mitch Brown.
* TheMenFirst: He won't allow any of his friends to die because of him. His signature weakness, "[[SurvivorGuilt Bought in Blood]]", forces him to discard one "Ally" card from play or all "Allies" from hand, leaving him vulnerable.
* MightyGlacier: He's slow even by Guardian standards; he has only 1 Agility, worst in his class and one of the worst in general.
* MyGreatestFailure: He led seven men into Nan Madol. [[DwindlingParty Only he and Mitch made it back alive]]. He ''will'' protect his new team, no matter the cost.
* StoneWall: Leo's emphasis on making the most of allies means he also has plenty of people absorbing damage and horror in his place, making him among one of the most resilient Guardians (on top of already having 8 Health). Mitch Brown amplifies this further, giving him 2 extra Ally slots for non-unique ones, providing him with even more tanking.
* SurvivorGuilt: Suffers this since the [[MyGreatestFailure ill-fated Nan Madol expedition]], still feeling that he failed his men and let them die, while surviving himself. As result, he developed his [[TheMenFirst "no one gets left behind" mindset]], which may doom ''him'' instead.
* UnscrupulousHero: Has access to Rogue class cards; as long as he can get the job done and protect his friends, he is willing to [[CombatPragmatist fight dirty]] or deal with shady people.

to:

* GeniusBruiser: {{Downplayed|Trope}}; while Leo obviously can't replace actual dedicated Seeker, he ActionSurvivor: She has pretty normal profession of a psychologist, and lacks prior experience fighting eldritch horrors (in fact, she doesn't struggle as much as many other Guardians when looking for clues, thanks to having 3 Intellect (above average for his class) and access to some off-class cards which can help him find more clues. Leo's native class and good 8 Health and 4 Combat would protect him while he's busy with his research.
* ItemCaddy: His playstyle
even believe in their magic nature, if her personal weakness "Rational Thought" is built around using a large amount of Allies; compared to the other investigators, he can access them more cheaply and, with the help of his any indicator).
* CatsAreMagic: Her replacement
signature card, he DreamLand-born cat Foolishness, provides her with a flat boost to all stats...as long as she keeps it at full Sanity (and it enters play with only 1 Sanity remaining, out of 4); fortunately, any effect which can have heal horror on Carolyn herself, can affect Foolishness as well.
* CripplingOverspecialisation:
** She can't access high-level cards of any class (including her own, where she is restricted to level 3), unless they contain words "[[ExactWords heals horror]]", though she can access some cards of Seeker and Mystic classes (up to level 1). She also can't use Weapon cards above level 0, which restricts her card pool further.
** She is good for horror-healing...and little else. She has good Intellect, but to put it to good use she must include
several Allies Seeker cards in her deck.
* EarlyBirdCameo: She was originally introduced as a bonus investigator (with a set of replacement signature cards and weaknesses) for anyone who bought the novella about her, before being re-introduced in ''The Circle Undone'' Cycle.
* ExactWords: As clarified in the FAQ, she can include cards in her deck as long as they contain words "heals horror", even if it means they heal it on themselves (like Peter Sylvestre, a Survivor-class "Ally"), or in very specific circumstances (like "Cheat Death", a Rogue-class card which triggers on defeat via damage or horror, restoring a portion of health and sanity).
* FlatEarthAtheist: Her personal weakness, "Rational Thought" (which even has the "Flaw" trait) disallows her to heal horror from anything else but this card (it enters
play simultaneously. His with 4 horror, which may be healed as if it belongs to Carolyn herself); you can't help people whose sanity was damaged by eldritch horrors if you can't truly accept them as something beyond the scope of traditional/current science.
* TheMedic: Her main role in the team is horror healing.
** She may include ''any'' horror-healing card in her deck (regardless of class), though the restriction about high-level "Weapons" still applies.
** Her signature card, "Hypnotic Therapy", is a stable and effective way to heal horror on herself or her teammates: it can either heal some horror on its own (albeit with a risk of failure), or boost effect of other horror-healing card instead.
** Her
Elder Sign effect adds allows her to this playstyle as well, allowing him to look at the top 3 cards of his deck for an Ally card and draw it.
* TheLeader:
** He was the leader of an ill-fated Yucatan expedition in his backstory.
** If he is a part of the team during ''The Forgotten Age'' campaign, the campaign guide enforces him into position of the lead
heal 1 horror from investigator (if they're present, he can be replaced by Ursula Downs or Monterey Jack instead).
** All his abilities are related to "Ally" cards, motivating you to include many of them in his deck. He can even put in play several non-unique "Allies" at once, thanks to his signature "Ally", Mitch Brown.
* TheMenFirst: He won't allow any of his friends to die because of him. His signature weakness, "[[SurvivorGuilt Bought in Blood]]", forces him to discard one
"Ally" card in her location.
* ProductionForeshadowing: Her backstory features the Dreamlands, and her replacement cards provided along with her novella (which was released before her proper introduction in ''The Circle Undone'' expansion) references it as well. The very next expansion after ''The Circle Undone'' takes place in the Dreamlands.
* TheShrink: Her job. Now, she uses her skills as a psychologist to help her friends survive eldritch horrors.
* TheSmartGuy: What she lacks in Combat, she makes up for in Intellect (having 4 basic Intellect, highest in her class), so when there's nobody to heal, she can investigate for clues. She can also use some Seeker cards (up to level 1) to better utilise these wits.
* SquishyWizard: While she can't access high-level Weapons (or any non-neutral cards except for those related to horror healing, even
from play or all "Allies" from hand, leaving him vulnerable.
* MightyGlacier: He's slow even by Guardian standards; he has only 1 Agility, worst in his class
her own class, for that matter), she can partially compensate for this with access to Mystic cards. Unfortunately, none of her stats except for Intellect are particularly good, with Combat and one of Agility being the worst in general.
* MyGreatestFailure: He led seven men into Nan Madol. [[DwindlingParty Only he and Mitch made it back alive]]. He ''will'' protect his new team, no matter the cost.
* StoneWall: Leo's emphasis on making the most of allies means he
(both at 2). She also has plenty inverts Guardians' typical balance of people absorbing damage Health and Sanity, having 6 Health and 9 Sanity (making her weaker physically, but stronger mentally).
* SupportPartyMember: She is great at healing
horror in his place, making him among one of the most resilient Guardians (on top of already having 8 Health). Mitch Brown amplifies this further, giving him 2 extra Ally slots for non-unique ones, providing him with even more tanking.
* SurvivorGuilt: Suffers this since the [[MyGreatestFailure ill-fated Nan Madol expedition]], still feeling that he failed his men and let them die, while surviving himself. As result, he developed his [[TheMenFirst "no one gets left behind" mindset]], which may doom ''him'' instead.
* UnscrupulousHero: Has
and, being a Guardian, has access to Rogue class cards; many teamwork-related tools (even if she can't access the high-level ones).
* ThisLooksLikeAJobForAquaman: Her replacement personal weakness, "To Fight the Black Wind", due to the way it works (it increases Doom on current agenda
as long as he ''any'' investigator suffers horror and isn't healed until the end of the round), can get potentially make her normally purely-supportive abilities crucial for team's survival. Of course, it was ''her'' weakness which caused this in the job done first place, but still.
* UtilityPartyMember: Despite being a Guardian, she lacks access to either high-level cards of her class, or any Weapons above level 0, as well as has poor Combat
and protect his friends, he is willing Health; she has access to [[CombatPragmatist fight dirty]] or deal some Mystic cards, but it's too limited to make her a good combat mage. Instead, she acts as [[SupportPartyMember dedicated healer]], with shady people.unrestricted access to Sanity-healing cards (excluding high-tier Weapons).
* WeakButSkilled: While Carolyn's endurance is above-average (she has a sum of 15 Health/Sanity total, instead of 14), she has below-average stats (11 stat points total, instead of normal 12), and extremely limited access to her own class' card pool (lacking access to high-level cards, and any Weapons above level 0). But she's the best [[TheMedic horror healer]], with added benefit of giving her target free resources. Her off-class access to Seeker and Mystic makes her a versatile support investigator, on top of being able to take ''any'' card that [[ExactWords heals horror]], giving her a surprisingly varied deckbuilding option of cards among all classes.



[[folder:Ursula Downs]]
!!Ursula Downs, the Explorer
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_ursula2.png]]
[[caption-width-right:225:''"Discovery is easy. Understanding is the hard part".'']]
->''Not many people can say that they've climbed a mountain on every continent. Fewer still can say they've stolen a golden idol from a tribe of cannibals. Among women in a male-dominated society, Ursula is unique in being able to make these sorts of claims. Ever since she was a small girl, Ursula has broken the rules set down for her, climbing trees, playing in the mud, exploring the woods, and doing plenty of other things that a "proper young lady shouldn't be doing." Since getting a degree in archaeology in Boston, she has been traveling the world searching for forgotten civilizations''.
Seeker-class investigator. Has access to "Relic" cards of any class (up to level 4).

to:

[[folder:Ursula Downs]]
!!Ursula Downs,
[[folder:Joe Diamond]]
!!Joe Diamond,
the Explorer
Private Eye
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_ursula2.org/pmwiki/pub/images/ahlcg_joe.png]]
[[caption-width-right:225:''"Discovery ->''Joe Diamond is easy. Understanding is the hard part".'']]
->''Not many people can say
a private eye with a reputation for handling cases that they've climbed a mountain on every continent. Fewer still can say they've stolen a golden idol from a tribe of cannibals. Among women everyone else regards as supernatural nonsense. He is thorough in a male-dominated society, Ursula is unique in being able his investigations and not one to make these sorts of claims. Ever since she was a small girl, Ursula has broken be trifled with. His services have been employed by the rules set wealthy as well as those down for her, climbing trees, playing in the mud, exploring the woods, and doing plenty of other on their luck. No case is too large, too small, too strange, or too dangerous. In Joe's experience, things that a "proper young lady shouldn't be doing." Since start getting a degree in archaeology in Boston, she has been traveling nasty right when you start reaching the world searching for forgotten civilizations''.
truth, and that is exactly where he likes to be''.
Seeker-class investigator. Has access to "Relic" Guardian cards of any class (up to level 4).2). Has an increased deck size of 40 cards.



* ActionGirl: It's mentioned in her backstory that she was always the active, exploring type. She also has 4 Agility (great in general, and certainly best amongst Seekers), making her more able to survive on her own than most of other investigators of her class, as long as she [[FragileSpeedster manages to avoid actually engaging monsters head-on]].
* AdventurerArchaeologist: She has a passion for adventure and archaeology. Perhaps a little too much, because it caused her problems on more than one occasion, and potentially can cause them again, through her signature weakness.
* BlueBlood: She's got a hefty inheritance, but she used it to set up her work.
* CuriosityKilledTheCast: Her signature weakness, "Call of the Unknown", forces her to explore another location until the end of her turn, even if it is detrimental to the current mission; otherwise she suffers horror.
* {{Expy}}: Female AdventurerArchaeologist from rich [[BlueBlood aristocratic family]], who spends her time and money on expeditions in dangerous corners of Earth, in search for long-lost artifacts. [[Franchise/TombRaider Sound familiar]]?
* ExtraTurn: Once per round, after moving, she gets a chance to immediately investigate her new location without spending any extra actions. This is a part of her representing mobility-based Seeker archetype.
* FragileSpeedster: She's one of the few Seekers to have 4 Agility, which allows her to easily run away from many monsters, as well as deal with many otherwise-dangerous treacheries. She also has the Elder Sign ability which allows her to move to connected location without spending actions. But if she actually tries to engage the enemy head-on, it likely wouldn't end well, as she has only 1 Combat and 7 Health and Sanity.
* TheLeader: If she is a part of the team during the ''Forgotten Age'' campaign, the campaign guide forces her into the position of lead investigator (if present, she can be replaced by Leo Anderson or Monterey Jack).

to:

* ActionGirl: It's mentioned in her backstory that she was AntiFrustrationFeatures:
** Because he's required to
always the active, exploring type. She also has 4 Agility (great have at least 11 Insight events in general, and certainly best amongst Seekers), making her more his deck, his decksize is bigger at 40 cards (instead of standard 30), so he would still be able to survive on her own than build his deck the way he wants.
** After Joe was released, [[ObviousRulePatch additional rulings]] specified that an asset is played before cards that would occupy the same slot as that asset are discarded. While for the
most of part this doesn't impact other investigators of her class, as long as she [[FragileSpeedster manages to avoid actually engaging monsters head-on]].
* AdventurerArchaeologist: She has a passion for adventure and archaeology. Perhaps a little too much, because it caused her problems on more than one occasion, and potentially can cause them again, through her signature weakness.
* BlueBlood: She's got a hefty inheritance, but she used it to set up her work.
* CuriosityKilledTheCast: Her signature weakness, "Call of the Unknown", forces her to explore another location until the end of her turn, even if
investigators, it is detrimental a big relief for Joe as that means if he played tools taking hand slots and then his Detective's Colt 1911s (which take 2 hand slots, but also give 2 additional ones exclusively for Tool assets), he won't have to discard the current mission; otherwise she suffers horror.
Tools to "make space" for his weapon.
* BigGuy: Unusually for a Seeker, he can be the team's designated fighter, having good Guardian-grade 8 Health and 4 Combat, and being able to use Guardian-class cards. He pays for it with low 6 Sanity and 2 Willpower, which are below average for Seekers.
* {{Expy}}: Female AdventurerArchaeologist Specifically based on [[HardboiledDetective Sam Spade]] from rich [[BlueBlood aristocratic family]], who spends her time and money on expeditions in dangerous corners of Earth, in search for long-lost artifacts. [[Franchise/TombRaider Sound familiar]]?
[[{{Film/TheMalteseFalcon1941}} "Maltese Falcon"]], including his name.
* ExtraTurn: Once per round, after moving, she gets a chance to immediately GeniusBruiser: Unlike most Seekers, he can not only investigate her new location without spending any extra actions. for clues, but also kick asses. This is a part of her representing mobility-based good, since the actual Guardian in this expansion is [[UtilityPartyMember not exactly fit for combat]].
* GlassCannon: As noted by the "Starter Decklist" manual, Joe below-average Willpower and Agility (both are an embarrassing 2) makes him very vulnerable to treacheries that deal damage '''and''' horror; the latter is especially concerning given his low Sanity, but even his high Health can get chew through quickly if he is not careful. He can mitigate it with Willpower and Agility boosting and/or healing cards present both in the Guardian and
Seeker archetype.
card pool, but his best bet is to leverage his good Combat and Intellect (both are at 4) to defeat any threat and gather clues quickly and finish scenarios before he gets overwhelmed.
* FragileSpeedster: She's GunsAkimbo: His signature card is [[RevolversAreJustBetter a pair of "Colts"]].
* GutFeeling: He has a second deck specifically for Insight events.
* HardboiledDetective: Joe is tough as nails, and given to taking most risky jobs available. Depending on the team's composition, he can actually take the role of the main fighter.
* ItemCaddy: Joe has extra deck for Insight events, which he can play at reduced price. He's actually mandated to have at least 11 such cards in his deck.
* MechanicallyUnusualFighter: He has a second deck specifically for Insight events, which he can play at reduced cost. To make it easier to keep it filled, his Elder Sign can move events from discard pile into "hunch deck".
* MightyGlacier: While Joe is tougher than most Seekers, he's also
one of the few Seekers slower ones, having only 2 Agility.
* PathOfMostResistance: Has this approach
to have 4 Agility, which allows her to easily run away from many monsters, as well as deal with many otherwise-dangerous treacheries. She also has his job, thinking that if the Elder Sign ability which allows her danger increases, it means he is on the right track:
-->''"In Joe's experience, things start getting nasty right when you start reaching the truth, and that is exactly where he likes to be"''.
* PrivateDetective: He's working as private detective; his latest case is what got him involved in this mess.
* RevolversAreJustBetter: Uses two Colt revolvers as his signature "Weapon" card. As additional gimmicks, they allow him to use up to 2 "Tool" assets without taking any "Hand" slots, and, if he uses them to defeat a monster, allow him
to move to connected location without spending actions. But if she actually tries to engage one Insight event from discard pile into "Hunch deck".
* ThatOneCase: His personal weakness, "Unsolved Case". It is placed in his "Hunch deck" at
the enemy head-on, it likely wouldn't end well, as she has only 1 Combat and 7 Health and Sanity.
* TheLeader: If she is a part
start of the team during game, and once revealed, must be "played" before the ''Forgotten Age'' campaign, end of current round (which would eliminate it from the campaign guide forces her into game), or he will receive two fewer experience points at the position end of lead investigator (if present, she can be replaced by Leo Anderson or Monterey Jack).scenario (symbolising him failing his task and not getting paid).



[[folder:Finn Edwards]]
!!Finn Edwards, the Bootlegger
[[quoteright:225: https://static.tvtropes.org/pmwiki/pub/images/ahlcg_finn2.png]]
[[caption-width-right:225:''"Never lose track of the exit. Or the merchandise".'']]
->''Prohibition was the best thing that ever happened to Finn Edwards. Until they banned alcohol, he was just drifting through life, doing odd jobs here and there. But afterward, the demand for alcohol rose to such a fever pitch that he was able to make a living evading the law and giving people what they wanted. His new lifestyle particularly suited his personality, providing him with a taste of danger and plenty of cash. He never got caught and never lost a delivery. Now he's wrapped up in some kind of supernatural conspiracy, but in the end, he adheres to the same principles: Deliver the goods. Don't get caught''.
Rogue-class investigator. Has limited (only up to level 3) access to his own class, but unlimited access to any "Illicit" cards, regardless of class, and up to 5 Seeker/Survivor level 0 cards.

to:

[[folder:Finn Edwards]]
!!Finn Edwards,
[[folder:Preston Fairmont]]
!! Preston Fairmont,
the Bootlegger
[[quoteright:225: https://static.
Millionaire
[[quoteright:225:https://static.
tvtropes.org/pmwiki/pub/images/ahlcg_finn2.org/pmwiki/pub/images/ahlcg_preston.png]]
[[caption-width-right:225:''"Never lose track of the exit. Or the merchandise".[[caption-width-right:225:''"My money, my legacy, my problem. Let me handle it in my own way".'']]
->''Prohibition ->''Preston Fairmont never thought much about where his family's money came from. All he knew was the best thing that ever happened to Finn Edwards. Until they banned alcohol, he was just drifting through life, doing odd jobs here and there. But afterward, the demand for alcohol rose to such a fever pitch that he was able had plenty, and he took great advantage of it whenever possible. His father seemed troubled at times, and tried to make a living evading explain about his grandfather's business and the law and giving people what they wanted. His new lifestyle particularly suited his personality, providing him with a taste demands of danger and plenty something called the Hermetic Order of cash. He the Silver Twilight, but Preston never got caught paid any mind. Then his father died in a mysterious car accident, and never lost a delivery. Preston's family fortune has since become his responsibility. Now he's wrapped up in some kind Carl Sanford, president of supernatural conspiracy, but in the end, he adheres Silver Twilight Lodge, wants to meet with Preston personally. Perhaps for the same principles: Deliver the goods. Don't get caught''.
first time, Preston has begun to really think about where his family's money came from...''
Rogue-class investigator. Has limited (only up to level 3) access to his own class, but unlimited access Survivor cards (up to level 2). He can't use any "Illicit" cards, regardless of class, and up to 5 Seeker/Survivor level 0 cards.



* ActionSurvivor: {{Downplayed|Trope}}, while Bootleggers are hardly defenceless, they do not see as much action as gangsters and other criminals. Fittingly, he has (limited) access to Survivor cards.
* {{Backstab}}:
** His .38 "Trusty" deals bonus damage when used against enemies not engaged with you -- particularly, when he attacks the enemies who attacks someone other than him.
** His Elder Sign effect has the bonus scaling with the number of exhausted enemies. Though it's useful in any task, not just combat.
* CripplingOverspecialisation: He can't take high-level cards unless they have the "Illicit" trait, which not only gives him very few off-class cards, but also restricts him from many good cards of his own class.
* DamnItFeelsGoodToBeAGangster: He considers his life as a bootlegger to be best thing that ever happened to him.
* ExtraTurn: Finn has an extra action each turn to evade, which allows him to exhaust an enemy and still have enough actions left to capitalise on that.
* GeniusBruiser: {{Downplayed|Trope}}, he has very good Intellect (4), but also decent fight (3), so he can defend himself if his deck is built for combat and/or he needs to stand his ground, but his ability and signature cards encourage him to evade rather than confront enemies head on.
* LightningBruiser: {{Downplayed|Trope}}, he has both high Agility (4) and okay Combat (3), so he can both evade and fight, but he is better at the former than the later. He also has average Health and Sanity (7) so he is not more vulnerable to either damage and horror unlike most investigators.
* TheSmartGuy: {{Downplayed|Trope}}; he's not a Seeker, but he has access to some of their cards, and has impressive 4 Intellect.
* TheSneakyGuy:
** He is an (in)famous smuggler who never gets caught.
** He is great for stealthy accumulation of clues, due to having good Agility (and a bonus action specifically for Evasion), good Intellect, and access to some Seeker cards. Additionally, his Elder Sign effect allows him, if he succeeds with good enough result, find extra clue.
* SoMuchForStealth: His signature weakness, "Caught Red-Handed", causes all enemies in his location to get ready, and all "Hunter" monsters to move one step closer to him, which, if it happens at the worst moment, can lead to him being hopelessly overwhelmed. [[TotalPartyKill Or not only him]].
* StealthExpert: He has one bonus action each round specifically to Evade.
* TokenEvilTeammate: He is trying to save the world (and will do so if he succeeds), but he is still an unrepentant criminal.
* VenturousSmuggler:
** His main "job" is to smuggle goods to whoever is willing to pay for them; he's ''very'' good at it.
** Him being a smuggler [[GameplayAndStoryIntegration manifests as part of his mechanics]]. His signature card, "Smuggled Goods", allows him to quickly find "Illicit" cards in either his deck or discard pile, and draw them.

to:

* ActionSurvivor: {{Downplayed|Trope}}, while Bootleggers are hardly defenceless, they do He is not see as much action as gangsters and other criminals. a trained fighter or expert occultist, he's just very, very rich. Fittingly, he has (limited) access to Survivor cards.
* {{Backstab}}:
** His .38 "Trusty" deals bonus damage when used against enemies not engaged with you -- particularly, when
ArbitrarilyLargeBankAccount: There's no limit how much money he attacks can acquire through his inheritance.
* CoattailRidingRelative: He's a rich boy who lived off of daddy's money, never bothering to care about little things like
the enemies who attacks someone other than him.
Silver Twilight Lodge.
* CrimefightingWithCash:
** He uses his inheritance to fund his operations--[[GameplayAndStoryIntegration and thus has a constant stream of free resources]]. "Coincidentally", the same expansion introduced several new cards which either directly turns resources into success, or allows him to boost stats.
** His Elder Sign effect has the bonus scaling with the number of exhausted enemies. Though it's useful in any task, not just combat.
* CripplingOverspecialisation: He can't take high-level cards unless they have the "Illicit" trait, which not only gives him very few off-class cards, but also restricts him from many good cards of his own class.
* DamnItFeelsGoodToBeAGangster: He considers his life as a bootlegger to be best thing that ever happened to him.
* ExtraTurn: Finn has an extra action each turn to evade, which
ability allows him to exhaust an enemy and still have enough actions left spend some resources to capitalise automatically succeed on that.
any skill test.
* GeniusBruiser: {{Downplayed|Trope}}, he has very good Intellect (4), but also decent fight (3), so he can defend himself if DarkSecret: Only after his deck is built for combat and/or dad's death does he needs to stand learn ''how'' his ground, but his ability and signature cards encourage family became so rich. Now the Lodge wants him to evade rather than confront enemies head on.
* LightningBruiser: {{Downplayed|Trope}}, he has both high Agility (4) and okay Combat (3), so he can both evade and fight, but he is better at the former than the later. He also has average Health and Sanity (7) so he is not more vulnerable to either damage and horror unlike most investigators.
* TheSmartGuy: {{Downplayed|Trope}}; he's not a Seeker, but he has access to some of their cards, and has impressive 4 Intellect.
* TheSneakyGuy:
** He is an (in)famous smuggler who never gets caught.
** He is great for stealthy accumulation of clues, due to having good Agility (and a bonus action specifically for Evasion), good Intellect, and access to some Seeker cards. Additionally,
pay his Elder Sign effect allows him, if he succeeds with good enough result, find extra clue.
* SoMuchForStealth: His signature weakness, "Caught Red-Handed", causes all enemies in his location to get ready, and all "Hunter" monsters to move one step closer to him, which, if it happens at the worst moment, can lead to him being hopelessly overwhelmed. [[TotalPartyKill Or not only him]].
* StealthExpert: He has one bonus action each round specifically to Evade.
* TokenEvilTeammate: He is trying to save the world (and will do so if he succeeds), but he is still an unrepentant criminal.
* VenturousSmuggler:
** His main "job" is to smuggle goods to whoever is willing to pay for them; he's ''very'' good at it.
** Him being a smuggler
family's "debts". [[GameplayAndStoryIntegration manifests as His "debts" are not just part of his mechanics]]. backstory]]; if "Lodge 'Debts'" enters his hand and he doesn't pay them off before the end of the scenario, he suffers mental trauma.
* GameplayAndStoryIntegration:
** Since he is ridiculously rich, he has the best access to resources amongst all investigators.
**
His signature card, "Smuggled Goods", allows family's "debts" to the Silver Twilight Lodge are not just part of his backstory, and serve as his personal weakness; if they ever enter his hand, he must pay them off (paying 10 resources at once) before scenario ends, or he will suffer mental trauma.
* JackOfAllStats: What he is meant to be. He [[MagikarpPower starts with abysmal stats]], but, if supplied with the right set of cards, can adapt to any role thanks to [[CrimefightingWithCash being able to afford even the most expensive cards]].
* LethalJokeCharacter: He is a trust fund kid [[MasterOfNone with an awful statline]]: how effective can he be? Turns out, very much, because he can afford expensive cards that would leave investigators bankrupt ''every turn''.
* MechanicallyUnusualFighter: Instead of gaining resources the normal way, he puts them on his bank account (which acts as a "Permanent" asset), where he can either use them right away, or transfer to his personal supply. Resources in the bank account refreshes each turn.
* MagikarpPower: Preston has only 1 at each skill, making it crucial to level
him up and get the right set of cards to quickly find actually put to good use his [[CrimefightingWithCash never-ending stream of resources]].
* MasterOfNone: PlayedWith. He has abysmal 1-1-1-1 statline, leaving him no chance to pass any skill tests on his own. But his [[CrimefightingWithCash extremely strong]] economy makes him able to regularly use expensive cards to either get much-needed stats boosts or directly spend resources for the desired results, which makes his low basic stats into non-issue. Additionally, his secondary class is Survivor, which has tons of cards built for comeback from botched skill tests or to face the impossible odds.
* NonActionGuy: Being forbidden to take Illicit cards, Preston can't access any Rogue-class Weapons (and there are not that many Survivor-class ones), and also many of the combat-oriented events. Besides these gaps, he has abysmal basic Combat ''and'' Agility.
* NonIdleRich: He might be wealthy, but he goes around investigating. He wasn't always like this, though.
* UnscrupulousHero: PlayedWith. He can't use
"Illicit" cards in either (despite being a Rogue), but can access the rest of his deck or discard pile, class' pool, including their [[CombatPragmatist dirty tactics]] and draw them."Allies" with criminal backgrounds.
* UpperClassTwit: At first. He didn't care about the occult, he just liked the money.
* WaistcoatOfStyle: Matches the time period, after all.
* UnskilledButStrong: Preston has abysmal stats, but has the strong enough economy to just bruteforce his way through the game by spending cash on stronger cards on regular basis. It helps that many Rogue cards, particularly those introduced in same expansion as him, benefit from investigator's resources supply rather than stats, or give strong stat boosts but require regular resources infusions which others can't afford.



[[folder:Father Mateo]]
!! Father Mateo Castile, the Priest
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_03_father_mateo.jpg]]
->''Mateo Castile's life has not been easy since he became a priest. Recent decades in Mexico have been wracked with instability and conflict. Father Mateo struggled to balance his faith with the pragmatic concerns of preaching when the law told him he must not. But this is not what has assaulted Mateo's faith at its core. The nearby murders and kidnappings were not politically motivated, as he had suspected. A gruesome and horrid cult thrives at the heart of the brewing war. How, Mateo wonders, could a kind and loving God allow what he saw that night to exist?''
Mystic-class investigator. Has access to ''Blessed'' cards of any class (up to level 3). Receives free exp at the deck creation.

to:

[[folder:Father Mateo]]
!! Father Mateo Castile,
[[folder:Diana Stanley]]
!!Diana Stanley,
the Priest
Redeemed Cultist
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_03_father_mateo.jpg]]
->''Mateo Castile's life
org/pmwiki/pub/images/ahlcg_diana.png]]
->''As a new business owner in Arkham, Diana Stanley was proud to be inducted into the prestigious Silver Twilight Lodge. Her joy
has not been easy since he became a priest. Recent decades in Mexico turned to dread. Her admittance into the organization was fantastic for business, but the weekly meetings have been wracked with instability grown more and conflict. Father Mateo struggled to balance his faith with the pragmatic concerns of preaching when the law told him he must not. But this is not what more disturbing. After witnessing strange rituals and terrible secrets, Diana has assaulted Mateo's faith at its core. The nearby murders and kidnappings were not politically motivated, as he had suspected. A gruesome and horrid cult thrives at the heart become suspicious of the brewing war. How, Mateo wonders, could a kind and loving God allow what he saw Lodge's true nature. Now she is convinced that night there are terrible forces converging on Arkham, and that the Lodge is somehow involved. Diana has resolved to exist?''
take it down from the inside, regardless of the cost''.
Mystic-class investigator. Has access to ''Blessed'' Guardian cards of any class (up to level 3). Receives free exp at the 2). Has an increased deck creation.size of 35 cards.



* BadassPreacher: He decided to take a more proactive role in fighting the forces of evil, and joined the team in their quest to save humanity.
* CripplingOverspecialisation: When he was originally released, he had very few off-class options, due to the "Blessed" trait not being very common. He got a large infusion of new off-class cards with the release of the ''The Innsmouth Conspiracy'' Cycle, but this obviously requires buying another expansion besides his own.
* CrisisOfFaith: Mentioned in the backstory, he wonders how a kind God can allow such a horrible cult as Yig's to do horrific things to people.
* CriticalHit: His Elder Sign makes him pass whatever skill test he's doing automatically, and gives one other bonus of his choice.
* ExtraTurn: His Elder Sign gives him the choice between two options, one of them taking an extra action (but only if it's his turn).
* NoSell: Once per scenario he can ignore (or allow other investigators to ignore) the Auto-failure chaos token, and instead treat it as an Elder Sign (which for himself means auto-success).
* SnakePeople: His signature weakness is "Serpents of Yig", a group of Yig-serving serpent people. They work by "sealing" the Elder Sign token, making it unavailable for ''anyone'' until you kill them.
* TokenMinority: He's native to Mexico, and only his personal mission brought him to Arkham.
* TooAwesomeToUse: Mateo is one of the few Investigators with an once per game ability, but he allows him to instantly treat an [[CriticalFailure Auto-Fail]] Token as an [[CriticalHit Elder Sign]] Token. Needless to say, most players wait on using it until they ''really'' cannot afford to fail a test. Similarly, his "Codex of Ages" allow him to seal the Elder Sign on it (Boosting his Willpower as long as he holds it), and give him the option to discard it to reveal it in place of a random Chaos Token; this is however more abusable if Mateo has ways to recur the Codex from his discard pile.
* WhiteMage:
** Has access to "Blessed" cards of any class (up to level 3); most of them are support-related.
** His signature card, "Codex of Ages", allows him to "seal" the Elder Sign token, in order to reveal it at the most crucial moment (discarding "Codex of Ages" in process) instead of revealing a random chaos token.

to:

* BadassPreacher: He decided AntiFrustrationFeatures: She's meant to take a put her cards beneath her sheet to get more proactive role Willpower. So she has extra decksize to still have enough of her deck left once she dumps the cards she can spare.
* TheAtoner: She feels so much remorse over what the Silver Twilight Lodge has done that she ''will'' undo everything related to them.
* CultDefector: After seeing just '''how''' horrifying some rituals of the Silver Twilight Inner Sanctum were, Diana desperately wants to atone for supporting them.
* DeviousDaggers: As the former cultist, she still carries her old dagger, "Twilight Blade", granted by the Silver Twilight Lodge for her loyalty, as her signature card. It's imbued with magic, and allows to use Willpower instead of Strength when attacking (though she has to find some ways to improve her Willpower first to make it useful), as well as draw the cards from under her sheet as if they're
in her hand.
* GatheringSteam: Average at every stat... except Willpower (crucial stat for any self-respecting Mystic), which is set to 1. She can increase it with her special abilities, as long as she has cards to sacrifice (she can return them with her Elder Sign, or play them directly from there via her signature card, "Twilight Blade"), with maximum allowed number of cards giving her 6 basic Willpower, which is above normal maximum.
* HeroicBSOD: Her knowledge of the Lodge's dark secrets took a big toll on her sanity and willpower, hence her... not exactly stellar basic stats. What's worse is her personal weakness, appropriately named "Dark Secret", which forces her to either discard the cards under her sheet or suffer horror for each one she chooses to keep.
* JackOfAllStats: Beside her unimpressive 1 Willpower (worst in the class), all her other stats are average, which allows her to still be useful in other non-spellcasting tasks. By leveraging her Guardian card-pool she can make use of her Intellect, Combat and Agility to find clues,
fighting and evading enemies while she [[GatheringSteam builds her Willpower]] to be able to cast spells effectively.
* MagicKnight: Diana has decent 3 Combat, and can access some Guardian cards to put it to good use, allowing her to stand her ground in non-magic combat as well, particularly while she's still [[GatheringSteam accumulating Willpower to cast magic]]. The expansion where she appears in also introduced dual-class items, including a Guardian/Mystic magic sword, "Enchanted Blade" (though she can't use
the forces of evil, and joined the team in their quest Guardian-only upgrade to save humanity.
* CripplingOverspecialisation: When he was originally released, he had very few off-class options,
it, due to level restrictions).
* MechanicallyUnusualFighter: Unlike
the "Blessed" trait not being very common. He got a large infusion of new off-class other Mystics, she starts with only 1 Willpower, and has to increase it to more decent level by putting the cards with under her investigator sheet. If she needs them, she may later retrieve them via her Elder Sign.
* NoSell: Her other signature card,
the release of "Dark Insight" event, allows Diana to cancel effects on one treachery or even weakness card drawn in her location by any investigator (including herself) and shuffle them back into deck.
* TheMole: She works to destroy
the Silver Twilight Lodge from within. During ''The Innsmouth Conspiracy'' Cycle, but this obviously requires buying another expansion besides his own.
Circle Undone'' campaign, [[spoiler: she may potentially succeed at this, either getting Carl Sanford arrested or replacing him]].
* CrisisOfFaith: Mentioned in the backstory, he wonders how a kind God can allow such a horrible cult as Yig's to do horrific things to people.
* CriticalHit: His Elder Sign makes him pass whatever skill test he's doing automatically, and gives one other bonus of his choice.
* ExtraTurn: His Elder Sign gives him the choice between two options, one of them taking an extra action (but only if it's his turn).
* NoSell: Once per scenario he can ignore (or allow other investigators to ignore) the Auto-failure chaos token, and instead treat it as an Elder Sign (which for himself means auto-success).
* SnakePeople: His signature weakness is "Serpents of Yig", a group of Yig-serving serpent people. They work by "sealing" the Elder Sign token, making it unavailable for ''anyone'' until you kill them.
* TokenMinority: He's native to Mexico, and only his personal mission brought him to Arkham.
* TooAwesomeToUse: Mateo is
SquishyWizard: Notably one of the few Investigators with an once per game ability, but he allows him Mystics to instantly treat an [[CriticalFailure Auto-Fail]] Token as an [[CriticalHit Elder Sign]] Token. Needless to say, most players wait on using it until they ''really'' cannot afford to fail a test. Similarly, his "Codex of Ages" allow him to seal the Elder Sign on it (Boosting his Willpower as long as he holds it), and give him the option to discard it to reveal it in place of a random Chaos Token; {{avert|edTrope}} this is however more abusable if Mateo trope: she has ways to recur the Codex from his discard pile.
* WhiteMage:
** Has access to "Blessed" cards of any class (up to level 3); most of them are support-related.
** His signature card, "Codex of Ages", allows him to "seal" the Elder Sign token, in order to reveal it at the most crucial moment (discarding "Codex of Ages" in process)
well-balanced stats overall, instead of revealing a random chaos token.having glaring weakness in either Health, Combat and/or Agility, which makes her less vulnerable, even in comparison to investigators from the other classes. Access to Guardian-class cards also gives her some tools to further increase her survivability.
* UnblockableAttack: "Terrible Secret" cannot be cancelled, perhaps to account for Diana's propensity on packing cards with treachery-blocking effects.



[[folder:Calvin Wright]]
!! Calvin Wright, the Damned
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_03_calwin_wright.jpg]]
[[caption-width-right:225:''"If you hurt him, I'll kill you".'']]
->''Sometimes, life gives you a choice: accept the lot that is given to you or stand up for who you are and what you believe. Calvin chose the latter. On the edge of death, bleeding out on the side of a dirt road, he received a vision - a terrifying vision of the Earth, sundered, and João, the love of his life, turning to ash in the vortex of a blazing inferno. Then, Calvin made another choice. He reached out to the darkness and pulled it within him. He would not die, not today. The world needed him. João needed him''.
Survivor-class investigator. Has access to level "Spirit" (up to level 3) cards of any class.

to:

[[folder:Calvin Wright]]
!! Calvin Wright,
[[folder:Marie Lambeau]]
!!Marie Lambeau,
the Damned
[[quoteright:225:https://static.
Entertainer
[[quoteright:224:https://static.
tvtropes.org/pmwiki/pub/images/ahlcg_03_calwin_wright.jpg]]
[[caption-width-right:225:''"If you hurt him, I'll kill you".'']]
->''Sometimes, life gives you
org/pmwiki/pub/images/ahlcg_marie.png]]
->''Marie Lambeau always had
a choice: accept the lot voice to die for. People called her "the Smoky Velvet." They said she was born to sing jazz, that is given to you or stand up for who you are she had the magic touch — and what you believe. Calvin chose maybe they were right. After all, the latter. On the edge of death, bleeding out songs she heard in her dreams ever since her Grand-Mère passed away were like nothing she'd ever heard before. The vocals sounded like no language spoken on the side of a dirt road, he received a vision - a terrifying vision of the Earth, sundered, the notes twisted and João, the love of his life, turning warped. Why her Grand-Mère had moved from New Orleans to ash in the vortex of a blazing inferno. Then, Calvin made another choice. He reached out to the darkness and pulled it within him. He Arkham, Marie would not die, not today. The world needed him. João needed him''.
Survivor-class
never know. People used to call her Grand-Mère a witch. Maybe there's more than just jazz in Marie's blood, after all...''
Mystic-class
investigator. Has access to level "Spirit" (up limited (only up to level 3) access to her own class, but unlimited access to any "Spell" cards, regardless of class. She also can include level 0 "Occult" cards of any class.(any class) and up to 5 Seeker/Survivor level 0 cards.



* BoringButPractical: His signature card, "Until the End of Time", has only one function: Calvin may assign damage or horror he receives to it (even direct damage and direct horror, which normally can't be assigned to assets at all). Can be very handy when you have little health or sanity left to spare.
* CripplingOverspecialisation: On original release of ''The Forgotten Age'' expansion, he had very few off-class options, due to "Spirit" not being very common trait. The amount of "Spirit" cards has increased since then, with the largest infusion coming with Nathaniel Cho's starter pack.
* CriticalStatusBuff: His stats increase for each damage/horror he has.
* GatheringSteam: He starts with every skill set to zero. He [[CriticalStatusBuff can increase them by suffering damage and horror]] (potentially putting himself above other Survivors stat-wise), but his Health and Sanity are amongst the weakest in the game, too, meaning he can't spare much. It's crucial to supply him with the right set of cards if he plans to survive until the end of campaign. This playstyle also often makes him benefit from traumas, as starting already damaged gives him early game stat boost.
* GlassCannon: {{Enforced|Trope}}, not only does Calvin has below average Health and Sanity (6), but he is ''encouraged'' to take damage and horror, as [[CriticalStatusBuff his Combat and Agility raise by 1 for each damage he has and his Willpower and Intellect are also increased by 1 point for each horror on him]]. With only 1 Health and Sanity remaining, Calvin has an impressive [[MasterOfAll 5 in every stat]], but one enemy attack or failed treachery will spell his doom if he cannot nulify it or tank the damage and/or horror on other assets of his. Because of this mechanic, anything that raises Calvin's max Health and Sanity is especially valuable, as that means he can also increase his stats further.
* HealThyself: His Elder Sign allows him to heal (or take, [[CriticalStatusBuff for associated buffs]]) some damage or horror.
* HeroicWillpower: It takes a great amount of willpower to keep all the darkness Calvin has contained within you. Unfortunately, with most of his strength dedicated to keeping the evil forces inside, Calvin [[GameplayAndStoryIntegration has little left for anything else, thus his abysmal stats]].
* MasterOfAll: With [[CriticalStatusBuff enough damage and horror on him]], Calvin can have a 5 in every skill, matching every investigator best in a certain field, the problem is that [[GatheringSteam it takes him time to get there]].
* MasterOfNone: PlayedWith. He is the only investigator to have 0 at ''any'' stat, let alone all of them, yet he is also the only investigator who [[CriticalStatusBuff may bring all his stats to 5 even before applying any cards]]; [[GatheringSteam fully-powered Calvin]] is actually above average.
* MechanicallyUnusualFighter: All his skills are set to zero, [[CriticalStatusBuff but every damage or horror he suffers increases them]], maxing out when he stays at 1 Stamina and Sanity.
* MysteriousPast: His backstory explains very little about him.
* SealedInsideAPersonShapedCan: Calvin deliberately gets possessed by evil, to imprison it within himself with pure willpower. That same evil also acts as his signature weakness, "Voice of the Messenger", gradually destroying him by giving him physical and mental traumas.
* TwoferTokenMinority: Black and gay. Especially notable by the lights of 1920s culture.
* YourDaysAreNumbered: His signature weakness, "Voice of the Messenger", causes him either Physical or Mental trauma (and instantly deals 1 direct damage/horror) whenever it's drawn. Sooner or later, it ''will'' kill him, meaning he must fight on while he still has strength left.

to:

* BoringButPractical: His signature card, "Until the End of Time", has only one function: Calvin may assign damage or horror he receives to it (even direct damage and direct horror, which normally ActionSurvivor: She is just a singer thrust into a dangerous world by [[InTheBlood her witch heritage]], but she lacks any proper training. Fittingly, she can use a few Survivor cards, while she notably can't be assigned to assets at all). Can be very handy when you have little health or sanity left to spare.
* CripplingOverspecialisation: On original release of ''The Forgotten Age'' expansion, he had very few off-class options, due to "Spirit" not being very common trait. The amount of "Spirit"
access most high-level Mystic cards (excluding Spells).
* TheChanteuse: Known as "Smoky Velvet", and
has increased since then, with the largest infusion coming with Nathaniel Cho's starter pack.
* CriticalStatusBuff: His stats increase for each damage/horror he has.
* GatheringSteam: He starts with every skill set
outfit and personality to zero. He [[CriticalStatusBuff match.
* CripplingOverspecialization: She
can increase them by suffering damage and horror]] (potentially putting himself above other Survivors stat-wise), but his Health and Sanity are amongst the weakest access any Spells in the game, too, meaning he can't spare much. It's crucial to supply him with the right set of cards if he plans to survive until the end of campaign. This playstyle also often makes him benefit but otherwise is restricted from traumas, as starting already damaged gives him early game stat boost.
high-level cards, even of the Mystic class, though she can use some low-level Seeker or Survivor cards.
* GlassCannon: {{Enforced|Trope}}, not only does Calvin has below average Health and Sanity (6), but he is ''encouraged'' DamageIncreasingDebuff: The main threat [[UsefulNotes/{{Voudoun}} Baron Samedi]] poses to take the Investigators. Every time ''anyone'' takes damage and horror, as [[CriticalStatusBuff in his Combat and Agility raise by 1 for each damage current location, he has and his Willpower and Intellect causes them an additional damage.
* DifficultButAwesome:
** [[UsefulNotes/{{Voudoun}} Baron Samedi]] is unique among personal weaknesses, which
are also increased by 1 point for each horror on him]]. With only 1 Health and Sanity remaining, Calvin has an impressive [[MasterOfAll 5 usually a PowerNullifier, in every stat]], but one enemy attack or failed treachery will spell his doom if he cannot nulify it or tank the damage and/or horror on other assets of his. Because of this mechanic, anything that raises Calvin's max Health it can ''enable'' Marie's Doom-related abilities if she gets unlucky and Sanity is especially valuable, as has no asset that means he can also increase his stats further.
* HealThyself: His Elder Sign allows
produce Doom in play. Marie still doesn't want him to heal (or take, [[CriticalStatusBuff be in play for associated buffs]]) some damage or horror.
* HeroicWillpower: It takes a great amount of willpower to keep all
too long as it will make the darkness Calvin has contained within you. Unfortunately, with most of his strength dedicated to keeping the evil forces inside, Calvin wounds she and other investigators in her location would suffer worse, but it fits for him [[GameplayAndStoryIntegration has little left for anything else, thus his abysmal stats]].
* MasterOfAll: With [[CriticalStatusBuff enough damage
compelling Marie into tapping in her witch heritage to survive]].
** Her Doom-related playstyle is this in general: done right, she can reap enormous benefits beside the [[ExtraTurn extra action]] she gets; done wrong, it will lead her
and horror her fellow Investigators to meet [[RocksFallEveryoneDies an unfortunate end]].
* EarlyBirdCameo: She was first introduced as a promo card all the way back into the core game's release, until being re-introduced properly in ''The Circle Undone'' expansion.
* ExtraTurn: Marie gets an extra action each turn to cast Spells (playing Spell events, putting Spell assets in play, or activating abilities
on him]], Calvin can Spells assets already in-play), but [[PowerAtAPrice with a catch]]: at least one of her assets must have a 5 Doom on it for her to use this ability.
* HollywoodVoodoo: [[UsefulNotes/{{Voudoun}} Baron Samedi]] just [[GiantSpaceFleaFromNowhere keeps pursuing her for an unknown reason]]; nothing
in every skill, matching every investigator best in a certain field, the problem is that [[GatheringSteam it takes him time to get there]].
* MasterOfNone: PlayedWith. He is the only investigator to have 0 at ''any'' stat, let alone all of them, yet he is also the only investigator who [[CriticalStatusBuff may bring all his stats to 5 even before applying any cards]]; [[GatheringSteam fully-powered Calvin]] is actually above average.
* MechanicallyUnusualFighter: All his skills are set to zero, [[CriticalStatusBuff but every damage or horror he suffers increases them]], maxing out when he stays at 1 Stamina and Sanity.
* MysteriousPast: His
her backstory explains very little about him.
* SealedInsideAPersonShapedCan: Calvin deliberately gets possessed
just ''why'', besides maybe Marie's heritage. While he's active, he takes up the "Ally" slot and [[DamageIncreasingDebuff increases any health damage anyone suffers near him]]; the only way to get rid of him is to put at least 3 Doom tokens on him, one by evil, to imprison it within himself with pure willpower. That same evil one, [[SadisticChoice which can put the entire mission at risk]].
* InTheBlood: Her magic is in her blood; her Grand-Mère was
also acts an accomplished witch.
* ItemCaddy: As long
as his she has at least 1 Doom on any card, she gains extra action to spend on her Spells, either to play them or to use the ones already in play. Her Elder Sign allows to add or remove 1 Doom from any card under her control.
* ItOnlyWorksOnce: Her signature, "Mystifying Song", temporarily prevents agenda from advancing due to matching or exceeding its Doom threshold -- but only once per scenario.
* KillAndReplace: If Marie draws [[UsefulNotes/{{Voudoun}} Baron Samedi]] and she doesn't have any ally slot available to put him into play, he will forcibly discard an ally of hers to "make space" for himself; ironically [[NiceJobFixingItVillain that can help her if she had a lot of Doom on an ally and couldn't get rid of them before they advanced the agenda ahead of time]].
* MusicSoothesTheSavageBeast: Her
signature card, "Mystifying Song", allows her to stop the agenda from advancing for one turn, for any reason, but only once per scenario. Sometimes, this can mean the difference between life and death.
* SadisticChoice: Her personal
weakness, "Voice [[UsefulNotes/{{Voudoun}} Baron Samedi]], takes up the "Ally" slot and increases health damage anyone around him suffers. The only way to get rid of him? Put three Doom tokens on him (1 token per round), which can potentially finalize the current agenda, the worst-case scenario being failing the scenario, or even [[RockFallsEverybodyDies the entire campaign]].
* TheSmartGuy: She's one
of the Messenger", gradually destroying him by giving him physical and mental traumas.
* TwoferTokenMinority: Black and gay. Especially notable by the lights of 1920s culture.
* YourDaysAreNumbered: His signature weakness, "Voice of the Messenger", causes him either Physical or Mental trauma (and instantly deals 1 direct damage/horror) whenever it's drawn. Sooner or later, it ''will'' kill him, meaning he must fight on while he still
few Mystics to have 4 Intellect, as well as has strength left.access to some Seeker cards to utilise it.



[[folder:Campaign-specific investigators (contains spoilers)]]
!!Body of Yithian
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_yithian2.png]]
->''And then the morbid temptation to look down at myself became greater and greater, till one night I could not resist it. At first my downward glance revealed nothing whatsoever. A moment later I perceived that this was because my head lay at the end of a flexible neck of enormous length. Retracting this neck and gazing down very sharply, I saw the scale, rugose, iridescent bulk of a vast cone ten feet tall and ten feet wide at the base. That was when I waked half of Arkham with my screaming as I plunged madly up from the abyss of sleep''.\\
- Creator/HPLovecraft, Literature/TheShadowOutOfTime
Temporal alien body to which the investigator got their memory transferred for the duration of the ''The City of Archives'' scenario.

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[[folder:Campaign-specific investigators (contains spoilers)]]
!!Body of Yithian
[[folder:Rita Young]]
!!Rita Young, the Athlete
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_yithian2.org/pmwiki/pub/images/ahlcg_rita.png]]
->''And [[caption-width-right:225:''"You got a bone to pick? Fine by me. I don't need your permission to leave you in the dust".'']]
->''Clocks do not lie. In the past, people have said hurtful things to Rita. They have threatened her, deemed her inferior. But ever since she started running competitively, Rita has only cared about the clock. The clock says that Rita is faster
then the morbid temptation to look down at myself became greater rest. It says she is stronger and greater, till one night I could not resist it. At first my downward glance revealed nothing whatsoever. A moment later I perceived that this was because my head lay at the end of a flexible neck of enormous length. Retracting this neck and gazing down very sharply, I saw the scale, rugose, iridescent bulk of a vast cone ten feet tall and ten feet wide at the base. has trained harder. Now, she may have to fight for her life. Someone is after her. That was when I waked half much she's sure of. She has no idea who it is or why they want her, but there have been several strange men hanging around her dorm. They plan to make an example of Arkham with my screaming as I plunged madly up from her. But they will have to catch her, and the abyss clock says they cannot''.
Survivor-class investigator. Has access to "Trick" cards (up to level 3)
of sleep''.\\
- Creator/HPLovecraft, Literature/TheShadowOutOfTime
Temporal alien body to which the investigator got their memory transferred for the duration of the ''The City of Archives'' scenario.
any class.



* FreakyFridayFlip: Investigators temporarily get placed in Yithian bodies instead of their own for the duration of scenario, and [[LaserGuidedAmnesia lose most of their memories]]. Depending on the scenarios's outcome, they may restore their original bodies, get stuck in alien bodies for duration of campaign, or [[RocksFallEveryoneDies lose their memories entirely]].
* GameplayAndStoryIntegration: Due to being trapped outside of their time and even their body, investigators can't use their signature abilities; they also can't use any unique assets with "Item" trait, including their signature ones. If they have any "Ally" cards, they are considered to have Yithian bodies (with the corresponding trait), too, but this one is just for flavour.
* MasterOfNone: Has average Health and Sanity (7 at both), and 2 in all skills (which is below average). It also has no particularly impressive abilities to replace original ones, though they ''do'' make sense for the specific scenario where this "investigator" is playable.
* StarfishAliens: Like all [[Literature/TheShadowOutOfTime Yithians]], these beings have an absolutely weird shape by human lights, not even vaguely resembling anything Earth-born. If the investigators fail to restore their original bodies, they may be trapped in these bodies until the end of campaign, barring them from using their own signature abilities.
* WalkingSpoiler: Its mere presence is a spoiler for the ''The City of Archives'' scenario.

to:

* FreakyFridayFlip: Investigators temporarily get placed ActionSurvivor: She's a normal athlete who got involved in Yithian bodies instead of their own this mess because the "racists" she has tried to dealt with turned out to be the cultists looking for the duration of scenario, and [[LaserGuidedAmnesia lose most of their memories]]. Depending on the scenarios's outcome, another prey. Well, bigots or cultists, they may restore their original bodies, get stuck in alien bodies for duration picked the wrong victim...
* AffirmativeActionGirl: She's faced racism all her life.
* BigGuy: One
of campaign, or [[RocksFallEveryoneDies lose their memories entirely]].
* GameplayAndStoryIntegration: Due to being trapped outside of their time and even their body,
the few investigators can't to have 9 Health. While her Combat is average, she can use their her great Agility to temporarily neutralise them instead -- or even to actually fight them.
* GuileHero: Rita combines the best aspects of Survivors' ability to improvise and Rogues' CombatPragmatist tendencies: she has access to Trick cards specifically to run circles around foes.
* TheHunterBecomesTheHunted: She's fed up with cultists harassing her; now, it's time for her to fight back.
* TheKlan: Her personal weakness, the "Hoods" enemy, look suspiciously like group of KKK members in
signature abilities; hoods. But in truth they also can't are something even worse than just a bunch of cruel racists...
* KungFuProofMook: {{Downplayed|Trope}} by her personal weakness; Rita ''can'' evade the "Hoods", but they will immediately attack her if she does before becoming exhausted, encouraging her to face them head on and defeat them instead to avoid letting them take cheap shots at her while she is on the run.
* LightningBruiser:
** She's rather versatile combatant, having 9 Health, 5 Agility and 3 Combat, which allows her to change her tactics depending on the situation.
** Once per round, she can
use any unique assets with "Item" trait, including their her high Agility offensively, by damaging the enemies after successfully evading them; this effect becomes even stronger if she draws the Elder Sign, as it allows to utilise this ability multiple times per round instead of just once.
* TiredOfRunning: Her
signature ones. If they have any "Ally" cards, they are considered card is named "I'm done runnin'"; it keeps her from actually running away from enemies for one round, instead allowing her to have Yithian bodies (with deal additional damage whenever she evades them.
* UnskilledButStrong: {{Downplayed|Trope}}, as expected from a Survivor, Rita has no experience dealing with
the corresponding trait), too, supernatural, but this one she is just for flavour.
* MasterOfNone: Has
still a capable athlete that can outrun most threats. In gameplay terms, she has above average Health stats, with a total count of 13 stat points instead of 12, with her 5 Agility and Sanity (7 at both), and 2 in all skills (which is below average). It also has no particularly impressive abilities to replace original ones, though they ''do'' make sense that reward her for evading enemies enabling HitAndRunTactics well. But she has limited card selection to choose from: beside Survivor cards, she can only take cards with the specific scenario where this "investigator" is playable.
Trick trait, which are mostly Rogue events, and few asset cards.
* StarfishAliens: Like all [[Literature/TheShadowOutOfTime Yithians]], WrongGenreSavvy: She thinks that the hooded thugs harassing her and her friends are part of TheKlan. Unfortunately, [[ApocalypseCult these beings have an absolutely weird shape by human lights, not even vaguely resembling anything Earth-born. If the investigators fail to restore their original bodies, they may be trapped in these bodies until the end of campaign, barring them from using their own signature abilities.
* WalkingSpoiler: Its mere presence is a spoiler for the ''The City of Archives'' scenario.
guys are way worse]] than your usual PoliticallyIncorrectVillain...



!Introduced in ''The Circle Undone'' expansion
[[folder:Carolyn Fern]]
!!Carolyn Fern, the Psychologist
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_carolyne.png]]
[[caption-width-right:225:''"The mind is fragile, but through understanding, we can protect it".'']]
->''Visiting psychologist Carolyn Fern's newest patient is Josephine Ruggles, an heiress whose nightmares leave glyph-shaped wounds across her back. Miss Ruggles's case is unusual, even for an institution like Arkham Sanatorium. Her case takes an even stranger turn after she claims to have met Malachi - Carolyn's former patient whose treatment was cut short when he was brutally murdered - in her dreams. When Carolyn uses hypnotherapy to address Josephine's trauma, they find themselves both journeying to a strange place Josephine calls "the Dreamlands"''.
Guardian-class investigator. Has limited (only up to level 3) access to her own class, and can't use "Weapon" cards higher than level 0, but has unlimited access to any Sanity-healing cards, regardless of class (though restriction about weapons still applies). She also may include up to 15 other Seeker and Mystic cards (up to level 1).

to:

!Introduced in ''The Circle Undone'' Dream Eaters'' expansion
[[folder:Carolyn Fern]]
!!Carolyn Fern,
[[folder:Tommy Maldoon]]
!!Tommy Muldoon,
the Psychologist
Rookie Cop
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_carolyne.org/pmwiki/pub/images/ahlcg_tommy2.png]]
[[caption-width-right:225:''"The mind is fragile, but through understanding, we can protect it".[[caption-width-right:225:''"Eyes up, Tommy".'']]
->''Visiting psychologist Carolyn Fern's newest patient is Josephine Ruggles, ->''Most members of the Muldoon family are part of the Boston police force in some way or another. Not long ago, the youngest Muldoon brother, Tommy, got his badge. Armed with an heiress whose nightmares leave glyph-shaped wounds across her back. Miss Ruggles's case is unusual, even eye for an institution like Arkham Sanatorium. Her case takes an even stranger turn after she claims detail, fierce courage, and his trusty rifle, Becky, Tommy is dedicated to have met Malachi - Carolyn's former patient whose treatment was cut short law enforcement... but when he was brutally murdered - loaned out to the Sheriff's Department in her dreams. When Carolyn uses hypnotherapy to address Josephine's trauma, they find themselves both journeying to a Arkham, he found that he was not prepared for the bizarre crimes cropping up in this strange place Josephine calls "the Dreamlands"''.
town. Even so, whether the crime scene is a smoky speakeasy or a bloodstained altar, Tommy will not rest until he can bring the culprit to justice''.
Guardian-class investigator. Has limited (only up to level 3) access to her own class, and can't use "Weapon" cards higher than level 0, but has unlimited access to any Sanity-healing cards, regardless of class (though restriction about weapons still applies). She also may include up to 15 other Seeker and Mystic Survivor cards (up to level 1).2).



* ActionSurvivor: She has pretty normal profession of a psychologist, and lacks prior experience fighting eldritch horrors (in fact, she doesn't even believe in their magic nature, if her signature weakness "Rational Thought" is any indicator).
* CatsAreMagic: Her replacement signature card, DreamLand-born cat Foolishness, provides her with a flat boost to all stats...as long as she keeps it at full Sanity (and it enters play with only 1 Sanity remaining, out of 4); fortunately, any effect which can heal horror on Carolyn herself, can affect Foolishness as well.
* CripplingOverspecialisation:
** She can't access high-level cards of any class (including her own, where she is restricted to level 3), unless they contain words "[[ExactWords heals horror]]", though she can access some cards of Seeker and Mystic classes (up to level 1). She also can't use "Weapon" cards above level 0, which restricts her card pool further.
** She is good for horror-healing...and little else. She has good Intellect, but to put it to good use she must include several Seeker cards in her deck.
* EarlyBirdCameo: She was originally introduced as a bonus investigator (with a set of replacement signature cards and weaknesses) for anyone who bought the novella about her, before being re-introduced in ''The Circle Undone'' Cycle.
* ExactWords: As clarified in the FAQ, she can include cards in her deck as long as they contain words "heals horror", even if it means they heal it on themselves (like Peter Sylvestre, a Survivor-class "Ally"), or in very specific circumstances (like "Cheat Death", a Rogue-class card which triggers on defeat via damage or horror, restoring a portion of health and sanity).
* FlatEarthAtheist: Her signature weakness, "Rational Thought" (which even has the "Flaw" trait) disallows her to heal horror from anything else but this card (it enters play with 4 horror, which may be healed as if it belongs to Carolyn herself); you can't help people whose sanity was damaged by eldritch horrors if you can't truly accept them as something beyond the scope of traditional/current science.
* TheMedic: Her main role in the team is horror healing.
** She may include ''any'' horror-healing card in her deck (regardless of class), though the restriction about high-level "Weapons" still applies.
** Her signature card, "Hypnotic Therapy", is a stable and effective way to heal horror on herself or her teammates.
** Her Elder Sign effect allows her to heal 1 horror from investigator or "Ally" card in her location.
* ProductionForeshadowing: Her backstory features the Dreamlands, and her replacement signatures provided along with her novella (which was released before her proper introduction in ''TCU'' expansion) references it as well. The very next expansion after ''The Circle Undone'' takes place in the Dreamlands.
* TheShrink: Her job. Now, she uses her skills as a psychologist to help her friends survive eldritch horrors.
* TheSmartGuy: What she lacks in Combat, she makes up for in Intellect, so when there's nobody to heal, she can investigate for clues. She can also use some Seeker cards (up to level 1).
* SquishyWizard: While she can't access high-level "Weapons" (or any non-neutral cards except for those related to horror healing, even from her own class, for that matter), she can partially compensate for this with access to Mystic cards. Unfortunately, none of her stats except for Intellect are particularly good, with Combat and Agility being the worst, and she also has low Health (albeit she has increased Sanity).
* SupportPartyMember: She is great at healing horror and, being a Guardian, has access to many teamwork-related tools (even if she can't access the high-level ones).
* ThisLooksLikeAJobForAquaman: Her replacement signature weakness, "To Fight the Black Wind", due to the way it works (it increases doom on current agenda as long as ''any'' investigator suffers horror and isn't healed until the end of the round), can potentially make her normally purely-supportive abilities crucial for team's survival. Of course, it was ''her'' weakness which caused this in the first place, but still.
* UtilityPartyMember: Despite being a Guardian, she lacks access to either high-level cards of her class, or any Weapons above level 0, as well as has poor Combat and Health; she has access to some Mystic cards, but it's too limited to make her a good combat mage. Instead, she acts as [[SupportPartyMember dedicated healer]], with unrestricted access to Sanity-healing cards (excluding high-tier Weapons).
* WeakButSkilled: She has below-average stats (11 stat points total, instead of normal 12), and extremely limited access to her own class' card pool (lacking access to high-level cards, and any Weapons above level 0). But she's the best [[TheMedic horror healer]], with added benefit of giving her target free resources. Her off-class options makes her versatile support investigator.
* WhiteMage: Support-oriented investigator with access to some Mystic cards.

to:

* ActionSurvivor: She {{Downplayed|Trope}}. He has pretty normal profession of combat training, being the cop, but he's a psychologist, and lacks prior rookie with less actual experience fighting eldritch horrors (in fact, she doesn't even believe in their magic nature, if her signature weakness "Rational Thought" is any indicator).
* CatsAreMagic: Her replacement signature card, DreamLand-born cat Foolishness, provides her with a flat boost to all stats...as long as she keeps it at full Sanity (and it enters play with only 1 Sanity remaining, out of 4); fortunately, any effect which can heal horror on Carolyn herself, can affect Foolishness as well.
* CripplingOverspecialisation:
** She can't
than some civilian investigators. Fittingly, he has access high-level cards of any class (including her own, where she is restricted to level 3), unless they contain words "[[ExactWords heals horror]]", though she can access some cards of Seeker and Mystic classes (up to level 1). She also can't use "Weapon" cards above level 0, which restricts her card pool further.
** She is good for horror-healing...and little else. She has good Intellect, but to put it to good use she must include several Seeker cards in her deck.
Survivor-class cards.
* EarlyBirdCameo: She His dog version was originally introduced as a bonus investigator (with a set amongst investigators in the ''Dogwich Legacy'' fake announcement. All other investigators were just "dogified" versions of replacement signature cards pre-existing ''Arkham TCG'' investigators, but Tommy had perfectly new (and functional, even if described in the silly way) abilities and weaknesses) stats. Soon enough, he was amongst the first investigators announced for anyone who bought the novella about her, before being re-introduced in ''The Circle Undone'' Cycle.
Dream Eaters'' Cycle, with all the stats and mechanics being intact.
* ExactWords: As clarified FamilyHonor: Many members of Muldoon family serve in the FAQ, she police, and Tommy is not an exception.
* GeniusBruiser: {{Downplayed|Trope}}; he has decent 3 Intellect, and
can include cards boost his effectiveness in her deck as long as they contain words "heals horror", even if it means they heal it on themselves (like Peter Sylvestre, a looking for clues with the Survivor-class "Ally"), or in very specific circumstances (like "Cheat Death", a Rogue-class card cards he has access to, while having good survivability thanks to his native Guardian class and strong defensive abilities.
* ICallItVera: Calls his rifle "Becky".
* ItemCaddy: While all Guardians rely on using assets to soak up damage, Tommy has some extra abilities specifically to make it easier and more efficient:
** Tommy gains extra resources when his Allies gets defeated,
which triggers on defeat via damage or horror, restoring a portion of health and sanity).
* FlatEarthAtheist: Her signature weakness, "Rational Thought" (which even has the "Flaw" trait) disallows her
makes it less punishing to heal horror from anything else but this card (it enters play with 4 horror, which may be healed as if it belongs to Carolyn herself); you can't help people whose sanity was damaged by eldritch horrors if you can't truly accept put them as something beyond the scope of traditional/current science.
* TheMedic: Her main role in the team is horror healing.
under fire; additionally, they don't get discarded, just shuffled back into his deck.
** She may include ''any'' horror-healing card in her deck (regardless of class), though the restriction about high-level "Weapons" still applies.
** Her signature card, "Hypnotic Therapy", is a stable and effective way to heal horror on herself or her teammates.
** Her
His Elder Sign effect allows her to heal 1 horror either dump some damager/horror on his asset, or, when he actually needs some key asset alive and well, reassign damage/horror from investigator or "Ally" card in her location.
asset to Tommy himself.
* ProductionForeshadowing: Her backstory features the Dreamlands, and her replacement signatures provided along JackOfAllStats: Tommy has good overall stats, with her novella (which was released before her proper introduction in ''TCU'' expansion) references it as well. The very next expansion after ''The Circle Undone'' takes place in the Dreamlands.
* TheShrink: Her job. Now, she uses her skills as a psychologist to help her friends survive eldritch horrors.
* TheSmartGuy: What she lacks in Combat, she makes up for in Intellect, so when there's nobody to heal, she can investigate for clues. She can also use some Seeker cards (up to level 1).
* SquishyWizard: While she can't access high-level "Weapons" (or any non-neutral cards except for those related to horror healing, even from her own class, for that matter), she can partially compensate for this with access to Mystic cards. Unfortunately, none of her stats except for Intellect are particularly good, with Combat and
only Agility being the worst, and she also has low Health (albeit she has increased Sanity).
* SupportPartyMember: She is great at healing horror and, being a Guardian, has
below average. His access to many teamwork-related tools (even if she can't access the high-level ones).
* ThisLooksLikeAJobForAquaman: Her replacement signature weakness, "To Fight the Black Wind", due to the way it works (it increases doom on current agenda as long as ''any'' investigator suffers horror and isn't healed until the end of the round), can potentially make her normally purely-supportive abilities crucial for team's survival. Of course, it was ''her'' weakness which caused this in the first place, but still.
* UtilityPartyMember: Despite being a Guardian, she lacks access to either high-level
Survivor cards of her class, or any Weapons above level 0, makes him even more versatile, as well as has poor Combat makes it easier to come back if he fails a test or two.
* OfficerOHara: Like the majority of other Boston cops at the time, he is of Irish descent.
* WeHaveReserves: Unlike the other investigators, he can afford to use his Allies to soak up damage; if they get defeated, he receives additional resources, which he can spend either on even more Allies, or [[MoreDakka to reload "Becky"]];
and Health; she has access to some Mystic cards, but it's too limited to make her a good combat mage. Instead, she acts as [[SupportPartyMember dedicated healer]], with unrestricted access to Sanity-healing cards (excluding high-tier Weapons).
* WeakButSkilled: She has below-average stats (11 stat points total,
instead of normal 12), and extremely limited access to her own class' card pool (lacking access to high-level cards, and any Weapons above level 0). being discarded, they are shuffled back into his deck (they don't "die", they just retreat). But she's the best [[TheMedic horror healer]], he must be careful, since his personal weakness, "Rookie Mistake", if drawn, forces him to discard '''all''' assets with added benefit of giving her target free resources. Her off-class options makes her versatile support investigator.
* WhiteMage: Support-oriented investigator with access to some Mystic cards.
damage on them.



[[folder:Joe Diamond]]
!!Joe Diamond, the Private Eye
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_joe.png]]
->''Joe Diamond is a private eye with a reputation for handling cases that everyone else regards as supernatural nonsense. He is thorough in his investigations and not one to be trifled with. His services have been employed by the wealthy as well as those down on their luck. No case is too large, too small, too strange, or too dangerous. In Joe's experience, things start getting nasty right when you start reaching the truth, and that is exactly where he likes to be''.
Seeker-class investigator. Has access to Guardian cards (up to level 2).

to:

[[folder:Joe Diamond]]
!!Joe Diamond,
[[folder:Mandy Thompson]]
!!Mandy Thompson,
the Private Eye
Researcher
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_joe.org/pmwiki/pub/images/ahlcg_mandy2.png]]
->''Joe Diamond ->''Ever since she was a child, Mandy would read whenever she could not sleep. Such has been the case on many nights. Her remarkable memory and ability to correlate facts have landed her a highly valued job as a researcher for Miskatonic University. She has spent hours poring over the profane pages of ancient, forbidden texts. In doing so, she has discovered a pattern indicating an impending cataclysm. Has paranoia finally caught up to her? Or is a private eye with a reputation for handling cases that everyone else regards as supernatural nonsense. He is thorough in his investigations and not one to be trifled with. His services have been employed by disaster of truly epic proportions on the wealthy as well as those down on their luck. No case is too large, too small, too strange, or too dangerous. In Joe's experience, things start getting nasty right when you start reaching the truth, and that is exactly where he likes to be''.
horizon?''
Seeker-class investigator. Has access Can include up to Guardian cards (up to 10 level 2).0-1 Rogue, Mystic or Survivor events/skills (she can only choose one extra class) and can choose between having a decksize of 30, 40 or 50 cards.



* AntiFrustrationFeatures: After Joe was released, [[ObviousRulePatch additional rulings]] specified that an asset is played before cards that would occupy the same slot as that asset are discarded. While for the most part this doesn't impact other investigators, it is a big relief for Joe as that means if he played tools taking hand slots and then his Detective's Colt 1911s (which take 2 hand slots, but also give 2 additional ones exclusively for Tool assets), he won't have to discard the Tools to "make space" for his weapon.
* BigGuy: Unusually for a Seeker, he can be the team's designated fighter, having good Guardian-grade 8 Health and 4 Combat, and being able to use Guardian-class cards. He pays for it with low 6 Sanity and 2 Willpower, which are below average for Seekers.
* {{Expy}}: Specifically based on [[HardboiledDetective Sam Spade]] from [[{{Film/TheMalteseFalcon1941}} "Maltese Falcon"]], including his name.
* GeniusBruiser: Unlike most Seekers, he can not only investigate for clues, but also kick asses. This is good, since the actual Guardian in this expansion is [[UtilityPartyMember not exactly fit for combat]].
* GlassCannon: As noted by the "Starter Decklist" manual, Joe below average Willpower and Agility (both are at embarrassing 2) makes him very vulnerable to treacheries that deal damage '''and''' horror: the latter is especially concerning given his low Sanity, but even his high Health can get chew through quickly if he is not careful. He can mitigate it with Willpower and Agility boosting and/or healing cards present both in the Guardian and Seeker card pool, but his best bet is to leverage his good Combat and Intellect (both are at 4) to defeat any threat and gather clues quickly and finish scenarios before he gets overwhelmed.
* GunsAkimbo: His signature card is [[RevolversAreJustBetter a pair of "Colts"]].
* GutFeeling: He has a second deck specifically for "Insight" events.
* HardboiledDetective: Joe is tough as nails, and given to taking most risky jobs available. Depending on the team's composition, he can actually take the role of the main fighter.
* MechanicallyUnusualFighter: He has a second deck specifically for "Insight" events, which he can play at reduced cost. To make it easier to keep it filled, his Elder Sign can move events from discard pile into "hunch deck".
* MightyGlacier: While Joe is tougher than most Seekers, he's also one of the slower ones, having only 2 Agility.
* PathOfMostResistance: Has this approach to his job, thinking that if the danger increases, it means he is on the right track:
-->''"In Joe's experience, things start getting nasty right when you start reaching the truth, and that is exactly where he likes to be"''.
* PrivateDetective: He's working as private detective; his latest case is what got him involved in this mess.
* RevolversAreJustBetter: Uses two Colt revolvers as his signature "Weapon" card. As additional gimmicks, they allow him to use up to 2 "Tool" assets without taking any "Hand" slots, and, if he uses them to defeat a monster, allow him to move one "Insight" event from discard pile into "Hunch deck".
* ThatOneCase: His signature weakness, "Unsolved Case". It is placed in his "Hunch deck" at the start of the game, and once revealed, must be "played" before the end of current round (which would eliminate it from the game), or he will receive two fewer experience points at the end of scenario (symbolising him failing his task and not getting paid).

to:

* AntiFrustrationFeatures: After Joe was released, [[ObviousRulePatch additional rulings]] specified that an asset is played before cards that would occupy the same slot as that asset are discarded. While for the most part GoMadFromTheRevelation: Her personal weakness, "Shocking Discovery". If she finds this doesn't impact other investigators, it is card during a big relief for Joe as that means if he played tools taking hand slots and then his Detective's Colt 1911s (which take 2 hand slots, but also give 2 additional ones exclusively for Tool assets), he won't have to discard the Tools to "make space" for his weapon.
* BigGuy: Unusually for a Seeker, he can be the team's designated fighter, having good Guardian-grade 8 Health and 4 Combat, and being able to use Guardian-class cards. He pays for it with low 6 Sanity and 2 Willpower, which are below average for Seekers.
* {{Expy}}: Specifically based on [[HardboiledDetective Sam Spade]] from [[{{Film/TheMalteseFalcon1941}} "Maltese Falcon"]], including his name.
* GeniusBruiser: Unlike most Seekers, he can
search action, not only investigate for clues, but this action (and all related effects) is cancelled, she is also kick asses. This is good, since forced to draw an encounter card.
* ItemCaddy: Her key ability allows her to quickly search
the actual Guardian in this expansion is [[UtilityPartyMember not exactly fit for combat]].
* GlassCannon: As noted by
deck to find some cards she needs, or help her friends to do the "Starter Decklist" manual, Joe below average Willpower same; her Elder Sign does the same, and allows her to either draw the card she finds, or commit to the test.
* JackOfAllStats: Mandy has 3
Agility (both are at embarrassing 2) (instead of 2 like most Seekers), which makes him very vulnerable her stats relatively balanced, only truly lacking in Combat. Her deckbuilding options allows her to treacheries that deal damage '''and''' horror: take one of the latter is especially concerning given his low Sanity, but even his high Health can get chew through quickly if he is not careful. He can mitigate it with Willpower and Agility boosting and/or healing three paths: take Rogue cards present both in the Guardian and Seeker card pool, but his best bet is to leverage his good get more agile, take Mystic cards and get stronger mind, or take Survivor cards and get balanced kit, as well as getting a safety pillow for botched Combat and Intellect (both are at 4) to defeat any threat and gather clues quickly and finish scenarios before he gets overwhelmed.
* GunsAkimbo: His signature card is [[RevolversAreJustBetter a pair of "Colts"]].
* GutFeeling: He has a second deck specifically for "Insight" events.
* HardboiledDetective: Joe is tough as nails, and given to taking most risky jobs available. Depending on the team's composition, he can actually take the role of the main fighter.
tests.
* MechanicallyUnusualFighter: He has a second deck specifically for "Insight" events, which he can play at reduced cost. To make it easier to keep it filled, his Elder Sign can move events from discard pile into "hunch deck".
* MightyGlacier: While Joe is tougher than most Seekers, he's also one of the slower ones, having only 2 Agility.
* PathOfMostResistance: Has this approach to his job, thinking that if the danger increases, it means he is on the right track:
-->''"In Joe's experience, things start getting nasty right when you start reaching the truth, and that is exactly where he likes to be"''.
* PrivateDetective: He's working as private detective; his latest case is what got him involved in this mess.
* RevolversAreJustBetter: Uses two Colt revolvers as his signature "Weapon" card. As additional gimmicks, they allow him to use up to 2 "Tool" assets without taking any "Hand" slots, and, if he uses them to defeat a monster, allow him to move one "Insight" event from discard pile into "Hunch deck".
* ThatOneCase: His signature weakness, "Unsolved Case". It is placed in his "Hunch deck" at
Before the start of the game, and once revealed, must be "played" before the end of current round (which would eliminate it campaign, she may choose her deck size. Apart from the game), usual 30-card deck, she can also construct 40- or he will receive two fewer experience points 50-card decks; when playing with increased decks, she receives additional copies of her signature card, "Occult Evidence", which allows her to find clues for free as long as she grabs it during "Search" effects.
* {{Nerf}}: Unlike Trish and Rex, who got a Taboo to nerf their frontside ability, Mandy's Taboo affected her backside's deckbuilding: she is locked
at her maximum decksize of 50 instead of being able to choose her deck's size, which makes her searching abilities less overpowered, as she cannot look through her entire deck for specific cards as easily now, and more of a necessity to get key cards down quickly.
* SquishyWizard: Even by Seekers standards; she has only 5 Health and 1 Combat, making her chances at prolonged combat... slim at best. Fortunately, she also has 3 Agility (most other Seekers have 2), which gives her
the end of scenario (symbolising him failing his task chance to escape ambushes, and not getting paid).makes her less vulnerable to treacheries.
* SupportPartyMember: Her ability helps other investigators with searching their decks for specific cards.



[[folder:Preston Fairmont]]
!! Preston Fairmont, the Millionaire
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_preston.png]]
[[caption-width-right:225:''"My money, my legacy, my problem. Let me handle it in my own way".'']]
->''Preston Fairmont never thought much about where his family's money came from. All he knew was that he had plenty, and he took great advantage of it whenever possible. His father seemed troubled at times, and tried to explain about his grandfather's business and the demands of something called the Hermetic Order of the Silver Twilight, but Preston never paid any mind. Then his father died in a mysterious car accident, and Preston's family fortune has since become his responsibility. Now Carl Sanford, president of the Silver Twilight Lodge, wants to meet with Preston personally. Perhaps for the first time, Preston has begun to really think about where his family's money came from...''
Rogue-class investigator. Has access to Survivor cards (up to level 2). He can't use any "Illicit" cards.

to:

[[folder:Preston Fairmont]]
!! Preston Fairmont,
[[folder:Tony Morgan]]
!!Tony Morgan,
the Millionaire
Bounty Hunter
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_preston.org/pmwiki/pub/images/ahlcg_tony.png]]
[[caption-width-right:225:''"My money, my legacy, my problem. Let me handle [[caption-width-right:225:''"When I find that beast, I'll put it in my own way".down for good".'']]
->''Preston Fairmont never thought much about where his family's money came from. All he knew was that he had plenty, and he took great advantage of it whenever possible. His father seemed troubled at times, and tried to explain about his grandfather's business and the demands of something called the Hermetic Order ->''Tony's tracked down low-life scum in every lousy corner of the Silver Twilight, world, but Preston never paid any mind. Then his father died in a mysterious car accident, and Preston's family fortune has since become his responsibility. Now Carl Sanford, president of the Silver Twilight Lodge, wants to meet with Preston personally. Perhaps nothing could have prepared him for the first time, Preston has begun to really think thing he killed in Innsmouth. It had the form of a man, more or less, but it was covered in loathsome scales and slime, like some horrid creature of the deep. It stank of salt water, rotten fish, and blood. He should've let it go when it dove into the river, but he'd never let a bounty escape before, and he wasn't about where his family's money came from...''
to start then. Ever since, he's found a new kind of dirtbag to hunt. Ordinary mobster or otherworldly monster, Tony will take it down... if someone is willing to pay him for it''.
Rogue-class investigator. Has access Can include up to 10 level 0-1 Guardian, Seeker or Survivor cards (up to level 2). He can't use any "Illicit" cards.events/skills (he can only choose one extra class).



* ActionSurvivor: He is not a trained fighter or expert occultist, he's just very, very rich. He also has access to Survivor cards.
* ArbitrarilyLargeBankAccount: There's no limit how much money he can acquire through his inheritance.
* CoattailRidingRelative: He's a rich boy who lived off of daddy's money, never bothering to care about little things like the Silver Twilight Lodge.
* CrimefightingWithCash:
** He uses his inheritance to fund his operations--[[GameplayAndStoryIntegration and thus has a constant stream of free resources]].
** His Elder Sign ability allows him to spend some resources to automatically succeed on any skill check.
* DarkSecret: Only after his dad's death does he learn ''how'' his family became so rich. Now the Lodge wants him to pay his family's "debts". [[GameplayAndStoryIntegration His "debts" are not just part of his backstory]]; if "Lodge 'Debts'" enters his hand and he doesn't pay them off before the end of the scenario, he suffers mental trauma.
* GameplayAndStoryIntegration:
** Since he is ridiculously rich, he has the best access to resources amongst all investigators.
** His family's "debts" to Silver Twilight Lodge are not just part of his backstory, and serve as his signature weakness; if they ever enter his hand, he must pay them off (paying 10 resources at once) before scenario ends, or he will suffer mental trauma.
* JackOfAllStats: What he is meant to be. He [[MagikarpPower starts with abysmal stats]], but, if supplied with the right set of cards, can adapt to any role thanks to [[CrimefightingWithCash being able to afford even the most expensive cards]].
* LethalJokeCharacter: He is a trust fund kid [[MasterOfNone with an awful statline]]: how effective can he be? Turns out, very much, because he can afford expensive cards that would leave investigators bankrupt ''every turn''.
* MechanicallyUnusualFighter: Instead of gaining resources the normal way, he puts them on his bank account (which acts as a "Permanent" asset), where he can either use them right away, or transfer to his personal supply. Resources in the bank account refreshes each turn.
* MagikarpPower: Preston has only 1 at each skill, making it crucial to level him up and get the right set of cards to actually put to good use his [[CrimefightingWithCash never-ending stream of resources]].
* MasterOfNone: PlayedWith. He has abysmal 1-1-1-1 statline, leaving him no chance to pass any skill tests on his own. But his [[CrimefightingWithCash extremely strong]] economy makes him able to regularly use expensive cards to either get much-needed stats boosts or directly spend resources for the desired results, which makes his low basic stats into non-issue.
* NonActionGuy: Being forbidden to take Illicit cards, Preston can't access any Rogue-class Weapons (and there are not that many Survivor-class ones), and also many of the combat-oriented events. Besides these gaps, he has abysmal basic Combat ''and'' Agility.
* NonIdleRich: He might be wealthy, but he goes around investigating. He wasn't always like this, though.
* UnscrupulousHero: PlayedWith. He can't use "Illicit" cards (despite being a Rogue), but can access the rest of his class' pool, including their [[CombatPragmatist dirty tactics]] and "Allies" with criminal backgrounds.
* UpperClassTwit: At first. He didn't care about the occult, he just liked the money.
* WaistcoatOfStyle: Matches the time period, after all.
* UnskilledButStrong: Preston has abysmal stats, but has the strong enough economy to just bruteforce his way through the game by spending cash on stronger cards on regular basis. It helps that many Rogue cards, particularly those introduced in same expansion as him, benefit from investigator's resources supply rather than stats, or give strong stat boosts but requires regular resources infusions which others can't afford.

to:

* ActionSurvivor: He ArchEnemy: His personal weakness is not a trained fighter or expert occultist, he's just very, very rich. one particularly sneaky [[Literature/TheShadowOverInnsmouth Deep One]], which he keeps pursuing, but never manages to kill for good. Main problem with it is that it enters play with 1 Doom on it.
* BigGuy: Has 9 Health, and he is one of the few investigators with 5 Combat.
He also has access to Survivor cards.
* ArbitrarilyLargeBankAccount: There's no limit how much money he
can acquire through use some of the Guardian-class cards to boost his inheritance.
* CoattailRidingRelative: He's a rich boy who lived off of daddy's money, never bothering to care about little things like the Silver Twilight Lodge.
* CrimefightingWithCash:
** He uses
offensive capabilities, while his inheritance to fund his operations--[[GameplayAndStoryIntegration and thus has a constant stream of free resources]].
** His Elder Sign ability
native class' kit allows him to spend some resources fuel Rogues' own combat arsenal to automatically succeed go on any skill check.
monster-killing rampage.
* DarkSecret: Only after his dad's death does he learn ''how'' his family became so rich. Now the Lodge wants BountyHunter: The game explicitly calls him to pay his family's "debts". bounty hunter. [[GameplayAndStoryIntegration His "debts" are not just part of his backstory]]; if "Lodge 'Debts'" enters his hand and he doesn't pay them off before the end of the scenario, he suffers mental trauma.
* GameplayAndStoryIntegration:
** Since he is ridiculously rich, he has the best access to resources amongst all investigators.
** His family's "debts" to Silver Twilight Lodge are not just part of his backstory, and serve
This also works as his signature weakness; if they ever enter his hand, he must pay them off (paying 10 mechanic]], allowing him to [[LootMakingAttack receive resources at once) before scenario ends, as reward for hunting monsters]]; Tony has to mark the targets upfront, by putting the bounties on freshly-spawning enemies. The harder the target, the bigger the reward is. Number of bounties available is limited (6 by default), may only be restored either through use of his signature "Weapon" or through his Elder Sign, and he will suffer mental trauma.
* JackOfAllStats: What
only completes them if he deals the killing blow [[KillSteal personally]].
* ExtraTurn: Each turn, Tony gets an extra action which can only be spent on fighting or engaging an enemy; the drawback
is meant to be. He [[MagikarpPower starts that Tony can only spend that extra action on enemies with abysmal stats]], but, if supplied with a bounty on their head (which have to be set when the right set of enemy spawns), but at least he can choose on whom to put those bounties.
* GeniusBruiser: {{Downplayed|Trope}}; he has decent 3 in Intellect and can take some Seeker
cards, can adapt to any role thanks to [[CrimefightingWithCash being able to afford even the most expensive cards]].
* LethalJokeCharacter: He is a trust fund kid [[MasterOfNone with an awful statline]]: how effective can he be? Turns out, very much, because he can afford expensive cards that would leave investigators bankrupt ''every turn''.
* MechanicallyUnusualFighter: Instead of gaining resources the normal way, he puts them on his bank account (which acts as a "Permanent" asset), where he can either use them right away, or transfer to his personal supply. Resources in the bank account refreshes each turn.
* MagikarpPower: Preston has only 1 at each skill, making it crucial to level him up and get the right set of cards to actually put to good use his [[CrimefightingWithCash never-ending stream of resources]].
* MasterOfNone: PlayedWith. He has abysmal 1-1-1-1 statline, leaving him no chance to pass any skill tests on his own. But his [[CrimefightingWithCash extremely strong]] economy makes him able to regularly use expensive cards to either get much-needed stats boosts or directly spend resources for the desired results,
which makes it possible to build him as a "smash in, check out" investigator.
* GlassCannon: Tony has Guardian-like 9 Health and 5 Sanity, making him very vulnerable to horror-based threats, which is only made worse by him being nearly defenceless against treacheries with
his low basic stats into non-issue.
* NonActionGuy: Being forbidden to take Illicit cards, Preston can't
2 Willpower and Agility. He can absolutely slaughter any enemy in his path, but one bad encounter can spell his doom. He also lacks access any Rogue-class Weapons (and there are not to as many damage soak options as Guardian-class fighters would, meaning that many Survivor-class ones), his best bet is to dispatch the enemy before they dispatch him. He can however take some Survivor cards to tip the odds in his favour or Guardian cards to heal and also many negate some damage.
* GunsAkimbo: Tony is armed with two "Colt" revolvers. Whenever he uses one of them, he can use second copy from his "hand" with no additional cost.
* LootMakingAttack; Whenever Tony defeats an enemy with a bounty, he gains all bounties on it as resources. However, he must deal the killing blow personally, or [[KillSteal he would get nothing]].
* KillSteal: Tony only gets reward if he kills the bounty target personally; this may come up as a problem if he's no the only fighter in the team: if somebody tries to "[[UnwantedAssistance help]]", it would waste (limited) [[LootMakingAttack bounties]].
* MightyGlacier: He has one
of the combat-oriented events. Besides these gaps, he has abysmal basic best Health and Combat ''and'' Agility.
* NonIdleRich: He might be wealthy,
stats in the game, let alone amongst Rogues, but he goes around investigating. He wasn't always like this, though.
* UnscrupulousHero: PlayedWith. He can't use "Illicit" cards (despite being a Rogue), but can access the rest of his class' pool, including their [[CombatPragmatist dirty tactics]] and "Allies"
compensates for it with criminal backgrounds.
* UpperClassTwit: At first. He didn't care about
unimpressive 2 Agilty, second-worst in the occult, he just liked the money.
* WaistcoatOfStyle: Matches the time period, after all.
* UnskilledButStrong: Preston has abysmal stats, but has the strong enough economy to just bruteforce
class. This changes his way through the game by spending cash on stronger cards on regular basis. It helps that playstyle rather significantly, as many Rogue cards, particularly those introduced in same expansion as him, benefit from investigator's resources supply rather than stats, or give strong stat boosts but requires regular resources infusions cards rely on Agility to work efficiently.
* NominalHero: His main motivation is to [[OnlyInItForTheMoney get paid]], and, maybe, hunt down [[ArchEnemy that Deep One
which others can't afford.just keeps running away]]. The job also involving saving the world is a coincidence.
* PunchClockHero: He is OnlyInItForTheMoney. And maybe revenge on [[ArchEnemy that elusive Deep One he tries to catch]]. Otherwise, he couldn't care less about common goals or his teammates.
* RevolversAreJustBetter: He is armed with dual "Colt" revolvers; unlike other dual weapons in the game, they are presented as separate cards (meaning they can be used either separately or [[GunsAkimbo together]]. Besides this, they're also integral to his signature ability: using them to kill enemies is the only way to receive additional bounties, besides his Elder Sign effect.
* TokenEvilTeammate: One of the few outright criminals amongst (mostly heroic) investigators, even if he's usually bringing in [[PayEvilUntoEvil more dangerous criminals]].



[[folder:Diana Stanley]]
!!Diana Stanley, the Redeemed Cultist
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_diana.png]]
->''As a new business owner in Arkham, Diana Stanley was proud to be inducted into the prestigious Silver Twilight Lodge. Her joy has since turned to dread. Her admittance into the organization was fantastic for business, but the weekly meetings have grown more and more disturbing. After witnessing strange rituals and terrible secrets, Diana has become suspicious of the Lodge's true nature. Now she is convinced that there are terrible forces converging on Arkham, and that the Lodge is somehow involved. Diana has resolved to take it down from the inside, regardless of the cost''.
Mystic-class investigator. Has access to Guardian cards (up to level 2).

to:

[[folder:Diana Stanley]]
!!Diana Stanley,
[[folder:Luke Robinson]]
!!Luke Robinson,
the Redeemed Cultist
Dreamer
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_diana.org/pmwiki/pub/images/ahlcg_luke2.png]]
->''As a new business owner in Arkham, Diana Stanley [[caption-width-right:225:''"The key to the Dreamlands lies within us all".'']]
->''It
was proud to be inducted into many years ago when Luke discovered the prestigious Silver Twilight Lodge. Her joy entrance to the Dreamlands. Through the gift of an unusual box his uncle had left him, he learned of a way to travel to and from the Gates of Sleep. He has since turned to dread. Her admittance into spent his the organization was fantastic for business, majority of his days wandering the land of dreams in search of adventure. From the streets of Celephaïs to the Enchanted Wood with its endless mysteries he wanders, unraveling the secrets of the land and of the myriad dreamers who reside there. Now an ancient chaos threatens to annihilate not only the waking world but the weekly meetings have grown more and more disturbing. After witnessing strange rituals and terrible secrets, Diana has become suspicious world of the Lodge's true nature. Now she his dreams as well. This is convinced that there are terrible forces converging on Arkham, and that the Lodge is somehow involved. Diana has resolved to take it down from the inside, regardless of the cost''.
something Luke cannot allow''.
Mystic-class investigator. Has access to Guardian Seeker cards (up to level 2).



* TheAtoner: She feels so much remorse over what the Silver Twilight Lodge has done that she ''will'' undo everything related to them.
* CultDefector: After seeing just '''how''' horrifying some rituals of the Silver Twilight Inner Sanctum were, Diana desperately wants to atone for supporting them.
* DeviousDaggers: As the former cultist, she still carries her old dagger, "Twilight Blade", granted by the Silver Twilight Lodge for her loyalty, as her signature card. It's imbued with magic, and allows to use Willpower instead of Strength when attacking (though she has to find some ways to improve her Willpower first to make it useful), as well as draw the cards from under her sheet as if they're in her hand.
* GatheringSteam: Average at every stat... except Willpower (crucial stat for any self-respecting Mystic), which is set to 1. She can increase it with her special abilities, as long as she has cards to sacrifice (she can return them with her Elder Sign, or play them directly from there via her signature card, "Twilight Blade"), with maximum allowed number of cards giving her 6 basic Willpower, which is above normal maximum.
* HeroicBSOD: Her knowledge of the Lodge's dark secrets took a big toll on her sanity and willpower, hence her... not exactly stellar basic stats. What's worse is her signature weakness, appropriately named "Dark Secret", which forces her to either discard the cards under her sheet or suffer horror for each one she chooses to keep.
* JackOfAllStats: Beside her unimpressive 1 Willpower (worst in the class), all her other stats are average, which allows her to still be useful in other non-spellcasting tasks. By leveraging her Guardian card-pool she can make use of her Intellect, Combat and Agility to find clues, fighting and evading enemies while she [[GatheringSteam builds her Willpower]] to be able to cast spells effectively.
* LoopholeAbuse: "Dark Secret" cannot be canceled on it own... But its effects ''can'' be ignored, so a "Deny Existence" can prevent Diana from discarding any card or taking any horror from it if played at the right time.
* MagicKnight: She has decent Combat for a Mystic (3), and can access some Guardian cards, allowing her to stand her ground in non-magic combat as well. The expansion where she appears in also introduced dual-class items, including a Guardian/Mystic magic sword, "Enchanted Blade" (though she can't use the Guardian-only upgrade to it, due to level restrictions).
* MechanicallyUnusualFighter: Unlike the other Mystics, she starts with only 1 Willpower, and has to increase it to more decent level by putting the cards under her investigator sheet. If she needs them, she may later retrieve them via her Elder Sign.
* NoSell: Her other signature card, the "Dark Insight" event, allows Diana to cancel effects on one Treachery or even Weakness card drawn in her location by any investigator (including herself); they aren't discarded, but get shuffled back into the respective deck, but when used at a good time, this can be life-saving.
* TheMole: She works to destroy the Silver Twilight Lodge from within. During ''The Circle Undone'' campaign, [[spoiler: she may potentially succeed at this, either getting Carl Sanford arrested or replacing him]].
* SquishyWizard: Notably one of the few Mystics to [[AvertedTrope avert this trope]]: she has well-balanced stats overall, instead of having glaring weakness in either Health, Combat and/or Agility, which makes her less vulnerable, even in comparison to investigators from the other classes. Access to Guardian-class cards also gives her some tools to further increase her survivability.
* UnblockableAttack: "Dark Secret" cannot be cancelled, perhaps to account for Diana's propensity on packing cards with treachery-blocking effects. That said, take a look at LoopholeAbuse above for an alternative way to deal with it.

to:

* TheAtoner: She feels so much remorse over what the Silver Twilight Lodge has done {{Dreamland}}:
** Being an experienced Dreamer, if Luke is presented during ''The Dream Quest'' campaign, intros for several scenarios will change, to reflect
that she ''will'' undo everything related to them.
* CultDefector: After seeing just '''how''' horrifying some rituals of the Silver Twilight Inner Sanctum were, Diana desperately wants to atone for supporting them.
* DeviousDaggers: As the former cultist, she still carries her old dagger, "Twilight Blade", granted by the Silver Twilight Lodge for her loyalty, as her signature card. It's imbued with magic, and allows to use Willpower instead of Strength when attacking (though she has to find some ways to improve her Willpower
this isn't his first to make it useful), as well as draw time in the cards from under her sheet as if they're in her hand.
* GatheringSteam: Average at every stat... except Willpower (crucial stat for any self-respecting Mystic), which is set to 1. She can increase it with her special abilities, as long as she has cards to sacrifice (she can return them with her Elder Sign, or play them directly from there via her
Dreamlands.
** His
signature card, "Twilight Blade"), with maximum allowed number of cards giving her 6 basic Willpower, which is above normal maximum.
* HeroicBSOD: Her knowledge
"Gate Box", allows him to escape into [[PocketDimension a secluded part of the Lodge's dark secrets took a big toll on her sanity and willpower, hence her... not exactly stellar basic stats. What's worse is her signature Dreamlands]], for various purposes. His personal weakness, appropriately named "Dark Secret", which forces her to either discard the cards under her sheet or suffer horror for each one she chooses to keep.
* JackOfAllStats: Beside her unimpressive 1 Willpower (worst in the class), all her other stats are average, which allows her to still be useful in other non-spellcasting tasks. By leveraging her Guardian card-pool she can make use of her Intellect, Combat and Agility to find clues, fighting and evading enemies while she [[GatheringSteam builds her Willpower]] to be able to cast spells effectively.
* LoopholeAbuse: "Dark Secret" cannot be canceled on it own... But its effects ''can'' be ignored, so a "Deny Existence" can prevent Diana from discarding any card or taking any horror from it if played at the right time.
* MagicKnight: She has decent Combat for a Mystic (3), and can access some Guardian cards, allowing her to stand her ground in non-magic combat as well. The expansion where she appears in also introduced dual-class items, including a Guardian/Mystic magic sword, "Enchanted Blade" (though she can't use the Guardian-only upgrade to it, due to level restrictions).
however, traps him there.
* MechanicallyUnusualFighter: Unlike the other Mystics, she starts He can use one event per turn as if he's in a connecting location and engaged with only 1 Willpower, and has to increase it to more decent level by putting each enemy in it. When combined with the cards under her investigator sheet. If she needs them, she may later retrieve them via her Elder Sign.
"Gate Box", it means he can interact with ''any'' location.
* NoSell: Her other PocketDimension: His signature card, the "Dark Insight" event, allows Diana "Gate Box", forms a portal (called "Dream-Gate") Luke may use to cancel effects on one Treachery gain shelter from monsters until the end of round, while also being able to interact with the other locations, or even Weakness card drawn in her moving there; however, if his weakness, "Detached from Reality", kicks in, the portal becomes malevolent, trapping Luke there and forcing him to quickly investigate a high-shroud location by any investigator (including herself); they aren't discarded, or suffer horror. The box has limited charges, but get shuffled back into the respective deck, but when used at a good time, this it can be life-saving.
* TheMole: She works
recharged just like any other charges-based asset, and his Elder Sign allows to destroy put 1 charge immediately.
* TheSmartGuy: {{Downplayed|Trope}}; while he has average Intellect, he has access to Seeker cards, and can use some of
the Silver Twilight Lodge from within. During ''The Circle Undone'' campaign, [[spoiler: she may potentially succeed at this, either getting Carl Sanford arrested or replacing him]].
Mystic cards to replace Intellect with Willpower during Investigate actions; this makes him a potent choice for the team's clue-searcher -- fitting, as the expansion he's introduced in takes place in the Dreamlands, which he knows better than anyone else.
* SquishyWizard: Notably one One of the few Mystics to [[AvertedTrope avert this trope]]: she squishiest in the game; he only has well-balanced stats overall, instead of having glaring weakness in either Health, Combat and/or Agility, which makes her less vulnerable, even in comparison to investigators from the other classes. Access to Guardian-class cards also gives her some tools to further increase her survivability.
* UnblockableAttack: "Dark Secret" cannot be cancelled, perhaps to account
5 Health and an unimpressive 2 Combat, meaning that his first close combat may very well become his last. His best bet for Diana's propensity on packing cards survival when engaged with treachery-blocking effects. That said, take a look at LoopholeAbuse above for an alternative way enemy is using the [[PocketDimension Gate Box]] to deal with it.retreat in the [[{{DreamLand}} Dream-Gate]], or, if that is unavailable, attempt to run away by relying on his 3 Agility.



[[folder:Marie Lambeau]]
!!Marie Lambeau, the Entertainer
[[quoteright:224:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_marie.png]]
->''Marie Lambeau always had a voice to die for. People called her "the Smoky Velvet." They said she was born to sing jazz, that she had the magic touch — and maybe they were right. After all, the songs she heard in her dreams ever since her Grand-Mère passed away were like nothing she'd ever heard before. The vocals sounded like no language spoken on Earth, the notes twisted and warped. Why her Grand-Mère had moved from New Orleans to Arkham, Marie would never know. People used to call her Grand-Mère a witch. Maybe there's more than just jazz in Marie's blood, after all...''
Mystic-class investigator. Has limited (only up to level 3) access to her own class, but unlimited access to any "Spell" cards, regardless of class. She also can include level 0 "Occult" cards (any class) and up to 5 Seeker/Survivor level 0 cards.

to:

[[folder:Marie Lambeau]]
!!Marie Lambeau,
[[folder:Patrice Hathaway]]
!!Patrice Hathaway,
the Entertainer
[[quoteright:224:https://static.
Violinist
[[quoteright:225:https://static.
tvtropes.org/pmwiki/pub/images/ahlcg_marie.org/pmwiki/pub/images/ahlcg_patrice2.png]]
->''Marie Lambeau ->''All her life, Patrice has lived for music. The soaring sonatas, the graceful arias, and the booming marches have always had a voice to die for. People called been her "the Smoky Velvet." They said closest companions. But sometimes when she was born to sing jazz, plays, she can sense some alien intelligence at the edge of her awareness. Something that watches her and waits. Something that hungers. The presence has been growing over the last month and her increasing nervousness is starting to spoil her ability to play the violin. That's not something she had the magic touch — and maybe they were right. can tolerate. After all, her last concert at the songs she heard Ward Theatre in her dreams ever since her Grand-Mère passed away were like nothing she'd ever heard before. The vocals sounded like no language spoken on Earth, the notes twisted and warped. Why her Grand-Mère had moved from New Orleans to Arkham, Marie would never know. People used she finally decided to call her Grand-Mère a witch. Maybe there's more than just jazz in Marie's blood, after all...''
Mystic-class
take action''.
Survivor-class
investigator. Has limited (only up to level 3) access to her own class, but unlimited access Mystic cards (up to any "Spell" cards, regardless of class. She also can include level 0 "Occult" cards (any class) and up to 5 Seeker/Survivor level 0 2). Has an increased decksize of 42 cards.



* ActionSurvivor: She is just a singer thrust into a dangerous world by [[InTheBlood her witch heritage]], but she lacks any proper training. Fittingly, she can use a few Survivor cards, while she notably can't access most high-level Mystic cards (excluding Spells).
* TheChanteuse: Known as "Smoky Velvet", and has the outfit and personality to match.
* CripplingOverspecialization: She can access any Spells in the game, but otherwise is restricted from high-level cards, even of the Mystic class, though she can use some low-level Seeker or Survivor cards.
* DifficultButAwesome:
** [[UsefulNotes/{{Voudoun}} Baron Samedi]] is unique among signature weakness, which are usually a PowerNullifier, in that it can ''enable'' Marie's doom-related abilities if she gets unlucky and has no asset that can produce doom in play. Marie still doesn't want him to be in play for too long as it will make the wounds she and other investigators in her location would suffer worse, but it fits for him [[GameplayAndStoryIntegration compelling Marie into tapping in her witch heritage to survive]].
** Her doom-related playstyle is this in general: done right, she can reap enormous benefits beside the [[ExtraTurn extra action]] she gets; done wrong, it will lead her and her fellow Investigators to meet [[RocksFallEveryoneDies an unfortunate end]].
* EarlyBirdCameo: She was first introduced as a promo card all the way back into the core game's release, until being re-introduced properly in ''The Circle Undone'' expansion.
* ExtraTurn: Marie gets an extra action each turn to cast Spells (playing Spell events, putting Spell assets in play, or activating abilities on Spells assets already in-play), but [[PowerAtAPrice with a catch]]: at least one of her assets must have doom on it for her to use this ability.
* HollywoodVoodoo: [[UsefulNotes/{{Voudoun}} Baron Samedi]] just [[GiantSpaceFleaFromNowhere keeps pursuing her for an unknown reason]]; nothing in her backstory explains just ''why'', besides maybe Marie's heritage. While he's active, he takes up the "Ally" slot and increases any health damage anyone suffers near him; the only way to get rid of him is to put at least 3 doom tokens on him, one by one, [[SadisticChoice which can put the entire mission at risk]].
* InTheBlood: Her magic is in her blood; her Grand-Mère was also an accomplished witch.
* ItemCaddy: As long as she has at least 1 Doom on any card, she gains extra action to spend on her Spells, either to play them or to use the ones already in play. Her Elder Sign allows to add or remove 1 Doom from any card under her control.
* KillAndReplace: If Marie draws [[UsefulNotes/{{Voudoun}} Baron Samedi]] and she doesn't have any ally slot avaiable to put him into play, he will forcibly discard an ally of hers to "make space" for himself; ironically [[NiceJobFixingItVillain that can help her if she had a lot of doom on an ally and couldn't get rid of them before they advanced the agenda ahead of time]]
* MusicSoothesTheSavageBeast: Her signature card, "Mystifying Song", allows her to stop the Agenda from advancing for one turn, for any reason, but only once per scenario. Sometimes, this can mean the difference between life and death.
* SadisticChoice: Her signature weakness, [[UsefulNotes/{{Voudoun}} Baron Samedi]], takes up the "Ally" slot and increases health damage anyone around him suffers. The only way to get rid of him? Put three doom tokens on him (1 token per round), which can potentially finalize the current agenda, the worst-case scenario being failing the scenario, or even [[RockFallsEverybodyDies the entire campaign]].
* TheSmartGuy: She's one of the few Mystics to have 4 Intellect, as well as has access to some Seeker cards.

to:

* ActionSurvivor: She is She's not a trained mage, all her powers are related to her magic violin, and without it, she's just a singer thrust into a dangerous world by [[InTheBlood her witch heritage]], but she lacks any proper training. normal musician. Fittingly, she can use she's classified as a few Survivor cards, while rather than a Mystic, and her card pool reflects it.
* CursedWithAwesome: Her violin is connected to a certain hostile EldritchAbomination, which can (and will) attack her if given a chance, but its magic also allows her to help her teammates in their world-saving quest.
* DifficultButAwesome: Her unique gimmick means that
she notably can't access most high-level Mystic form a stable hand and plan around it, but also that she can rotate her deck very quickly (even more quickly if she puts assets in play, since they're now removed from the card rotation), accessing certain cards (excluding Spells).
much more often than she would have otherwise. However, fast rotation also means more issues with managing horror (as each time the deck resets, investigator takes 1 horror).
* TheChanteuse: Known EldritchAbomination: Her backstory references... ''Something'' that has been [[StalkerWithoutACrush observing]] Patrice her whole life, especially whenever she plays music. Said entity is her personal weakness, the "Watcher from Another Dimension", whose unique nature is also underlined by unusual mechanics compared to other enemy weaknesses: instead of immediately spawning engaged with Patrice, it would stay in her hand, taking one of the precious limited slot she has for her handsize, and if it remains in her hand when her deck reshuffles, it would immediately attack her (and it deals '''3 damage''' per attack). Patrice can immediately discard it by succesfully attacking or evading it, but if she fails to do so, it would spawn engaged with her instead, acting like a "normal" enemy (on the bright side, in this state other Investigators will be able to attack and deal damage to it, as "Smoky Velvet", it is impervious from all attacks and evasions attempts from anyone else but Patrice as long as it stays in her hand),
* GlassCannon: Patrice's personal weakness "Watcher from Another Dimension", hits extremely hard
and has high Fight and Evade value of 5, but only 2 health, meaning the outfit second anyone can get a good hit on it, it's toast. In fact, if Patrice managed to attack or evade it while still in her hand, it would get [[OneHitKill automatically discarded]], regardless how much damage it would take, if any.
* MagicMusic: Patrice's music and/or the violin she plays are the source of all magic surrounding her, both good
and personality to match.
* CripplingOverspecialization: She can
bad:
** This music is how Patrice's magic manifests. Because of that, she has
access any Spells in the game, but otherwise is restricted from high-level to Mystic-class cards, even of and the violin itself serves as her signature asset, "Patrice's Violin", that gives her ability to discard cards from hand to let herself or other player draw 1 card or get 1 resource.
** The music seems to attract otherworldly attention, as it's all but explicitly stated that it's due to it, the "Watcher from Another Dimension" put an eye on her.
* MasterOfNone: {{Downplayed|Trope}}. She has 4 Willpower, but only 2 in every other stat (which is below average); since most Willpower-based cards belong to
the Mystic class, though she can use some low-level Seeker or Survivor cards.
* DifficultButAwesome:
** [[UsefulNotes/{{Voudoun}} Baron Samedi]] is unique among signature weakness,
from which are usually she can't use high-level ones, the usefulness of having high Willpower stat gets somewhat limited.
* MechanicallyUnusualFighter: She has
a PowerNullifier, in lower maximum hand size (5 instead of the normal 8), and during the Upkeep phase, she discards all non-weakness cards from her hand, drawing a new set of 5. Given that it can ''enable'' Marie's doom-related abilities if she gets unlucky and has no asset that can produce doom in play. Marie still doesn't want him she's likely to be in play for too long as it will make the wounds she and other investigators in her location would suffer worse, but it fits for him [[GameplayAndStoryIntegration compelling Marie into tapping in her witch heritage to survive]].
** Her doom-related playstyle is this in general: done right, she can reap enormous benefits beside the [[ExtraTurn extra action]] she gets; done wrong, it will lead her and her fellow Investigators to meet [[RocksFallEveryoneDies an unfortunate end]].
* EarlyBirdCameo: She was first introduced as a promo card all the way back into the core game's release, until being re-introduced properly in ''The Circle Undone'' expansion.
* ExtraTurn: Marie gets an extra action each turn to cast Spells (playing Spell events, putting Spell assets in play, or activating abilities on Spells assets already in-play), but [[PowerAtAPrice with a catch]]: at least one
discard most of her assets must have doom on it for her to use this ability.
* HollywoodVoodoo: [[UsefulNotes/{{Voudoun}} Baron Samedi]]
deck in just [[GiantSpaceFleaFromNowhere keeps pursuing few turns, her for an unknown reason]]; nothing in her backstory explains just ''why'', besides maybe Marie's heritage. While he's active, he takes up the "Ally" slot and increases any health damage anyone suffers near him; the only way to get rid of him is to put at least 3 doom tokens on him, one by one, [[SadisticChoice which can put the entire mission at risk]].
* InTheBlood: Her magic is in her blood; her Grand-Mère was also an accomplished witch.
* ItemCaddy: As long as she has at least 1 Doom on any card, she gains extra action to spend on her Spells, either to play them or to use the ones already in play. Her
Elder Sign allows to add or remove 1 Doom from any card under her control.
* KillAndReplace: If Marie draws [[UsefulNotes/{{Voudoun}} Baron Samedi]] and she doesn't have any ally slot avaiable
to put him into play, he will forcibly shuffle almost entire discard an ally pile (minus 1 card) back into the deck. To make this gimmick easier to manage, she has boosted deck size of hers 42 cards, instead of normal 30.
* SquishyWizard: Has access
to "make space" for himself; ironically [[NiceJobFixingItVillain Mystic cards and has a high Willpower stat, but she is neither durable (having average Health and Sanity) nor powerful nor fast, meaning that it's not in her best interest to fight monsters directly.
* SupportPartyMember: She
can help allow any investigator to draw additional cards or resources by discarding her if own cards.
* TouchedByVorlons: Patrice's musical abilities are what attracted the attention of beings from beyond, and awakened her magical powers.
* WeakButSkilled: Patrice has below-average stats (her total sum adds to 10, which his lower than the 12 of most Investigators), and suffers from her gimmick which makes her hand getting wiped out and reset every turn (so no way to "preserve" good cards for later occasion), but
she had a lot never stays with empty hand for long, so she can freely commit her cards to skill tests to compensate for her low base stats. On top of doom on an ally and couldn't get rid of them before they advanced the agenda ahead of time]]
* MusicSoothesTheSavageBeast: Her signature card, "Mystifying Song",
that, her Violin allows her to stop the Agenda from advancing for one turn, for any reason, but only once per scenario. Sometimes, this can mean the difference between life and death.
* SadisticChoice: Her signature weakness, [[UsefulNotes/{{Voudoun}} Baron Samedi]], takes up the "Ally" slot and increases health damage anyone around him suffers. The only way
to get rid of him? Put three doom tokens on him (1 token per round), which can potentially finalize the current agenda, the worst-case scenario being failing the scenario, or even [[RockFallsEverybodyDies the entire campaign]].
* TheSmartGuy: She's
useless cards in her hand and then either draw a new one of the few Mystics to have 4 Intellect, as well as has access to some Seeker cards.or get a resource, or let her teammate do that.



[[folder:Rita Young]]
!!Rita Young, the Athlete
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_rita.png]]
[[caption-width-right:225:''"You got a bone to pick? Fine by me. I don't need your permission to leave you in the dust".'']]
->''Clocks do not lie. In the past, people have said hurtful things to Rita. They have threatened her, deemed her inferior. But ever since she started running competitively, Rita has only cared about the clock. The clock says that Rita is faster then the rest. It says she is stronger and has trained harder. Now, she may have to fight for her life. Someone is after her. That much she's sure of. She has no idea who it is or why they want her, but there have been several strange men hanging around her dorm. They plan to make an example of her. But they will have to catch her, and the clock says they cannot''.
Survivor-class investigator. Has access to "Trick" cards (up to level 3) of any class.

to:

[[folder:Rita Young]]
!!Rita Young, the Athlete
!Introduced in ''The Innsmouth Conspiracy'' expansion
[[folder:Sister Mary]]
!!Sister Mary, The Nun
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_rita.png]]
[[caption-width-right:225:''"You got a bone to pick? Fine by me.
org/pmwiki/pub/images/ahlcg_mary.jpg]]
[[caption-width-right:225:''"The Lord watches over my path.
I don't need your permission to leave you am armored in the dust".faith".'']]
->''Clocks do not lie. In ->''The more Sister Mary learns of the past, people have said hurtful things to Rita. They have threatened her, deemed her inferior. But ever since she started running competitively, Rita has only cared about the clock. The clock says that Rita is faster then the rest. It says she is stronger and has trained harder. Now, she may have to fight for her life. Someone is after her. That much she's sure of. She has no idea who it is or why they want her, but there have been several strange men hanging around and arcane forces that sometimes manifest in this world, the more certain she is that she has been set upon a path to ward off these forces and protect the innocent wherever possible. Armed only with the trappings of her dorm. They plan to make church and an example unshakable faith, Sister Mary seeks out every supernatural threat she hears of her. But through her fellow priests and nuns. Other members of her church may dismiss such things as medieval nonsense, but Sister Mary knows the real evils that exist in the shadows - and she knows that if such evils are left unchecked, they will have to catch her, bring ruin and the clock says they cannot''.
Survivor-class investigator.
horror to all of creation.''
Guardian-class investigators.
Has access to "Trick" Mystic cards (up to level 3) of any class.2).



* ActionSurvivor: She's a normal athlete who got involved in this mess because the "racists" she has tried to dealt with turned out to be the cultists looking for another prey. Well, bigots or cultists, they picked the wrong victim...
* AffirmativeActionGirl: She's faced racism all her life.
* BigGuy: One of the few investigators to have 9 Health. While her Combat is average, she can use her great Agility to temporarily neutralise them instead -- or even to actually fight them.
* TheHunterBecomesTheHunted: She's fed up with cultists harassing her; now, it's time for her to fight back.
* TheKlan: Her signature weakness, the "Hoods" enemy, look suspiciously like group of KKK members in signature hoods. But in truth they are something even worse than just a bunch of cruel racists...
* LightningBruiser:
** She's rather versatile combatant, having 9 Health, 5 Agility and 3 Combat, which allows her to change her tactics depending on the situation.
** Once per round, she can use her high Agility offensively, by damaging enemies after successfully evading them; this effect becomes even stronger if she draws the Elder Sign, as it allows to utilise this ability multiple times per round instead of just once.
* TiredOfRunning: Her signature card is named "I'm done runnin'"; it keeps her from actually running away from enemies for one round, instead allowing her to deal additional damage whenever she evades them.
* UnskilledButStrong: {{Downplayed|Trope}}, as expected from a Survivor, Rita has no experience dealing with the supernatural, but she is still a capable athlete that can outrun most threats. In gameplay terms, she has above average stats, with a total count of 13 stat points instead of 12, with her 5 Agility and abilities that reward her for evading enemies enabling HitAndRunTactics well. But she has an extremely limited card selection to choose from: beside Survivor cards she can only take cards with the "Trick" trait, which are mostly Rogue events, and few asset cards. While many of her off-class options are solid, they have a lot of overlap with Wendy, and there are few cards Rita can take that aren't available to Wendy, as she misses out on many Rogue cards that make use of Agility or give additional benefits on evasion that Wendy can take.
* WrongGenreSavvy: She thinks that the hooded thugs harassing her and her friends are part of TheKlan. Unfortunately, [[ApocalypseCult these guys are way worse]] than your usual PoliticallyIncorrectVillain...

to:

* ActionSurvivor: She's a normal athlete who got involved in this mess because CrisisOfFaith: At times, her faith takes heavy blows; when her personal weakness, "Crisis of Faith", enters play, she must either replace all Blessed tokens with Cursed ones (putting her whole team's work at risk), or suffer (potentially fatal) horror.
* FragileSpeedster: {{Downplayed|Trope}}; compared to
the "racists" other Guardians, Sister Mary has lower Combat, but also higher Agility (both at 3, instead of usual 4 and 2, respectively), making her more vulnerable in open combat, but also more likely to just escape ambush.
* GlassCannon: PlayedWith. She has ''very'' low Health (only 5). While, being a Guardian,
she has tried some good options to dealt with turned out to be soak up damage, putting those in play requires time and resources. But on the cultists looking for another prey. Well, bigots or cultists, they picked bright side, she massive 9 Sanity, so against the wrong victim...
* AffirmativeActionGirl: She's faced racism all her life.
* BigGuy: One of
enemies prioritising horror over damage, she would be ''more'' resilient than the few investigators to have 9 Health. average Guardians. While her she has worse Combat is average, than most of her colleagues, her class has many ways to minimise this problem, or she can just utilise the Mystic-class Spells.
* HoistByHisOwnPetard: She can add additional Blessed tokens into chaos pool each round (and adds 2 token on setup). If she then draws her personal weakness, all these tokens will revert to Cursed ones, potentially making the situation worse than if she never bothered.
* LuckManipulationMechanic: She can directly add Blessed tokens without the
use her great Agility to temporarily neutralise them instead -- or even to actually fight them.
* TheHunterBecomesTheHunted: She's fed up with cultists harassing her; now, it's time for her to fight back.
* TheKlan:
of other cards; she adds 2 tokens at the start of the game, and can add 1 more each round, as well as 1 extra whenever she draws an Elder Sign. Her signature asset, "Guardian Angel", generates extra blessed tokens whenever it gets damaged.
* MagicKnight: She is a Guardian who can use Mystic cards (read: magic), and combines great Willpower with decent Combat (both of which can be improved further with the cards she has access to).
* PainAndGain: Mary's signature, "Guardian Angel", can be used to soak damage on not just her, but any other investigator in same location. And when it receives any damage, it adds equal number of blessed tokens into pool, helping the entire team.
* ReligionIsMagic: [[ImpliedTrope Implied]], same deal as Father Mateo: it's [[MaybeMundaneMaybeMagic unknown]] if benevolent entities like the God that Sister Mary worships exist in the Arkham Files universe, but despite being just an humble nun, Mary is able to generate bless tokens passively, her signature "Guardian Angel" protects her from some (physical) harm while generating even more blessings and she has access to Mystic-class cards (read: magic). No explanation is given why is the case, beside her being a nun.
* SadisticChoice: Her personal
weakness, the "Hoods" enemy, look suspiciously like group "Crisis of KKK members in signature hoods. But in truth they are something even worse than just a bunch of cruel racists...
* LightningBruiser:
** She's rather versatile combatant, having 9 Health, 5 Agility and 3 Combat, which allows
Faith", forces her to change either revert Blessed tokens in the pool to Cursed ones (endangering her tactics depending on and her friends), or suffer massive, potentially fatal, horror to preserve them. The more such tokens in the situation.
** Once per round, she can use her high Agility offensively, by damaging enemies after successfully evading them;
pool, the worse this effect becomes even stronger if becomes.
* SquishyWizard: Stats-wise, she's closer to a Mystic than a Guardian, having only 5 Health and 3 Combat and Agility. But
she draws the Elder Sign, as it allows comes with impressive 4 Willpower and access to utilise this ability multiple times per round instead of just once.
* TiredOfRunning: Her signature card is named "I'm done runnin'"; it keeps her from actually running away from enemies for one round, instead
Mystic-class cards, allowing her to deal additional damage whenever she evades them.
* UnskilledButStrong: {{Downplayed|Trope}}, as expected from a Survivor, Rita has no experience dealing with the supernatural, but she is still a capable athlete that can outrun most threats. In gameplay terms, she has above average stats, with a total count of 13 stat
compensate for weak points instead of 12, with her 5 Agility and magic.
* SupportPartyMember: Her
abilities that reward are related to supplying team with a constant stream of Blessed tokens to increase their chances at success.
* WhiteMage: Besides
her for evading enemies enabling HitAndRunTactics well. But [[LuckManipulationMechanic chaos pool-manipulating abilities]], she has an extremely limited card selection access to choose from: beside Survivor cards she can only take cards with the "Trick" trait, which are mostly Rogue events, and few asset Mystic cards. While many of her off-class options are solid, they have a lot of overlap with Wendy, and there are few cards Rita can take that aren't available Due to Wendy, as already having adequate combat capabilities thanks to Guardian cards, she misses out may instead concentrate on many Rogue cards that make use of Agility or give additional benefits on evasion that Wendy can take.
* WrongGenreSavvy: She thinks that the hooded thugs harassing her and her friends are part of TheKlan. Unfortunately, [[ApocalypseCult these guys are way worse]] than your usual PoliticallyIncorrectVillain...
support-oriented magic.



[[folder:Campaign-specific investigators (contains spoilers)]]
!!Gavriella Mizrah
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_gavriella.jpg]]
->''A former member of the Haganah, Gavriella Mizrah now works private security for wealthy homeowners. Josef Meiger -- a man who takes confidentiality quite seriously -- has retained Gavriella to make sure there are no problems during tonight's event. But even she is not prepared for what is to come''.
Josef Meiger's private security. Starts with fixed set of cards (most are Guardian-class).

to:

[[folder:Campaign-specific investigators (contains spoilers)]]
!!Gavriella Mizrah
[[folder:Amanda Sharpe]]
!!Amanda Sharpe, The Student
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_gavriella.org/pmwiki/pub/images/ahlcg_amanda.jpg]]
->''A former member ->''Amanda Sharpe was on track to become one of Miskatonic University's most accomplished graduates. However, ever since she saw a strange painting of an enormous creature's emergence from the depths of the Haganah, Gavriella Mizrah now works private security for wealthy homeowners. Josef Meiger -- a man who takes confidentiality quite seriously -- ocean, her classwork has retained Gavriella to make sure there suffered. Her dreams are no problems during tonight's event. But even overwhelmed by images of a vast submerged city and whispers in a language she is does not prepared for what understand. She remains dedicated to her studies, but her goal is no longer to come''.
Josef Meiger's private security. Starts with fixed set
graduate at the top of cards (most are Guardian-class).her class; rather, she seeks to discover the meaning behind the occult secrets concealed between the lines of reality.''
Seeker-class investigator. Has access to "Practiced" skills of any class (up to level 3).



* ArbitraryEquipmentRestriction: Starts with a fixed set of cards (most are Guardian-class), which she can't replace once discarded. Most likely it was done to speed up your demise, [[ForegoneConclusion since the prologue only ends with all investigators being defeated]].
* BadassIsraeli: Former member of [[{{UsefulNotes/IsraelisWithInfraredMissiles}} Haganah]].
* BigGuy: PlayedWith.
** She is closest the prologue team has to a Guardian. She has the best Health and Combat stats in the team (comparable to Guardians), but pays for it with [[GlassCannon the absolute worst Sanity in the game]], in a scenario which provides a lot of horror-based dangers.
** She may find clues by being attacked by a monster (whether she gets damaged or not), which adds additional benefits to acting like the team's "tank".
* CanineCompanion: Always starts with a "Guard Dog" Ally in play.
* CripplingOverspecialisation: All Prologue investigators have 4-3-2-1 stat distribution, making them good at one specific thing, but worse at the others, with one stat acting as their definitive weak point. Gavriella concentrates on fighting enemies head-on, but pays for it with having only 2 Intellect and 1 Agility, meaning she would not be a good clue-gatherer, and she certainly won't be able to avoid enemies.
* GlassCannon: Just as she's tough in Health, she's weak in Sanity, being the only investigator to have it below 5.

!!Jerome Davids
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_jerome.jpg]]
->''Jerome is Josef Meiger's personal assistant and secretary. He is a close friend of Josef's and is also an upstanding member of the Silver Twilight Lodge. He helps keep the Meiger estate's vast finances in order and manages Josef's time, which has become increasingly precious of late''.
Josef Meiger's personal assistant. Starts with fixed set of cards (most are Seeker-class).

to:

* ArbitraryEquipmentRestriction: Starts CriticalHit: Her Elder Sign doubles skill icons on the card beneath her sheet, and thus, the power of her ability (which only triggers during skill tests).
* EarlyBirdCameo: She was originally portrayed on the "Encyclopedia" card from core game, long before her introduction in ''The Innsmouth Conspiracy''.
* ItemCaddy: Amanda is built around heavy use of Skill cards, not only having wider selection of them from across multiple classes, but also having extra functionality to make them more useful. Amanda always keeps a skill beneath her sheet, that can be committed to tests like anything in her hand, and, most importantly, doesn't get discarded afterwards (though she discards and replaces those cards at the beginning for each round, whether used or not). Her signature event, "Obscure Studies", can be played to be put under her and give a massive skill boost for the round, on top of returning the card currently under her sheet back to her hand to be reused later.
* JackOfAllStats: When supplied
with a fixed the right set of skills, she can become an all-rounder, who can adapt to any role.
* MasterOfNone: PlayedWith. Stats-wise, she is one of the worst investigators (only 2 at every stat, which is below average), and certainly has the worst Intellect amongst Seekers (all of whom have 4-5). However, her abilities allows her to quickly rotate through all her available cards, nearly always having something useful at her disposal. Also, any
cards (most are Guardian-class), she has under her sheet can be committed to tests multiple times.
* MechanicallyUnusualFighter: Each round, she picks and puts a card beneath her investigator sheet. Cards under her sheet can be committed to skill tests as usual, but ''won't'' be discarded until the time comes to draw the next card. This works particularly well with skill cards (which must be applied to a skill test in order to work anyway), though she can do this only once per test. Her personal weakness is also built around this mechanic: "Whispers from the Deep" is a skill card with ''negative'' stats modifiers,
which she has no choice but to commit to tests.
* RecurringDreams: She keeps seeing weird dreams about some submerged city (i.e. [[Literature/TheShadowOverInnsmouth Y'ha-nthlei]]). They actually bother her so much,
she can't replace once discarded. Most likely it was done to speed up your demise, [[ForegoneConclusion since the prologue only ends with all investigators concentrate on her studies any more. Besides being defeated]].
* BadassIsraeli: Former member of [[{{UsefulNotes/IsraelisWithInfraredMissiles}} Haganah]].
* BigGuy: PlayedWith.
** She is closest the prologue team has
her main motivation to a Guardian. She has the best Health and Combat stats in join the team (comparable (she wants to Guardians), but pays for it with [[GlassCannon learn more about that city and why she keeps seeing it), these dreams also act as her personal weakness, "Whispers from the absolute worst Sanity Deep".
* WeakButSkilled: Amanda has 2
in the game]], in every stat, bringing her to a scenario which provides a lot total of horror-based dangers.
** She may find clues by being attacked by a monster (whether she gets damaged or not), which adds additional benefits to acting like the team's "tank".
* CanineCompanion: Always starts with a "Guard Dog" Ally in play.
* CripplingOverspecialisation: All Prologue
8 skill points (most investigators have 4-3-2-1 stat distribution, making them good at one specific thing, 12), but worse her free extra draw she gets at the others, start of her turn and ability to commit one card to '''every''' skill test (including skill cards with one powerful secondary effect beside the stat acting as their definitive boost) until her next turn greatly compensate for her weak point. Gavriella concentrates on fighting enemies head-on, but pays for it with having only 2 Intellect and 1 Agility, meaning she would not be a good clue-gatherer, and she certainly won't be able to avoid enemies.
* GlassCannon: Just as she's tough in Health, she's weak in Sanity, being the only investigator to have it below 5.

!!Jerome Davids
statline.
[[/folder]]

[[folder:Trish Scarborough]]
!!Trish Scarborough, The Spy
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_jerome.org/pmwiki/pub/images/ahlcg_trish.jpg]]
->''Jerome is Josef Meiger's personal assistant ->''Trish had always excelled in both body and secretary. He is a close friend of Josef's mind, her unwavering focus on excellence and is also an upstanding member of the Silver Twilight Lodge. He helps keep the Meiger estate's vast finances in order her fearless disposition a winning combination. Given her stellar academic and manages Josef's time, which has athletic records, everyone expected to see her become increasingly precious something great. Instead, Trish took a job at a commercial code company. The initial shock of late''.
Josef Meiger's personal assistant. Starts
her humble work eventually wore off, and the exceptional Trish Scarborough faded into obscurity. This suited Trish just fine, as it made it harder for anyone to realize the truth: her job was a cover for her true work as a spy with fixed set of the Black Chamber, the Bureau's code-breaking agency.''
Rogue-class investigator. Has access to Seeker
cards (most are Seeker-class).(up to level 2).



* ActionSurvivor: He is Josef Meiger's personal assistant, and good at investigating, but lacks any combat skills.
* ArbitraryEquipmentRestriction: Starts with a fixed set of cards (most are Seeker-class), which he can't replace once discarded. Most likely it was done to speed up your demise, [[ForegoneConclusion since the prologue only ends with all investigators being defeated]].
* CripplingOverspecialisation: All Prologue investigators have 4-3-2-1 stat distribution, making them good at one specific thing, but worse at the others, with one stat acting as their definitive weak point. Jerome is the best clue-gatherer, but he has the worst Combat (he's ''not'' a fighter), and just slightly better Willpower (meaning he would be hit hard by treacheries as well).
* FragileSpeedster: Has the second-highest Agility in the team--which is his only chance of survival if he ever gets caught, since he has abysmal Health and Combat stats, and no Weapons to defend himself with.
* NonActionGuy: Jerome has ''the'' lowest Health in game, period (being the only investigator to have it below 5). In combination with his poor stats (other than Intellect) and lack of Weapon options, he must avoid combat like fire.
* TheSmartGuy: He's closest the prologue team has to a Seeker. He also has the best Intellect of the four.

!!Penny White
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_penny.jpg]]
->''Penny White is the Meiger estate's head housekeeper. She has been working in the Meiger estate for several years. Though she has only spoken with Josef a few times, his overly fastidious nature has kept her quite busy. Tonight, she is tasked with keeping the manor spotless, the food hot, and the hooch flowing''.
Josef Meiger's housekeeper. Starts with fixed set of cards (most are Survivor-class)

to:

* ActionSurvivor: He is Josef Meiger's personal assistant, and good at investigating, EarlyBirdCameo: She was originally portrayed on the "Manual Dexterity" skill card from core game, but lacks any combat skills.
* ArbitraryEquipmentRestriction: Starts with a fixed set of cards (most are Seeker-class), which he can't replace once discarded. Most likely it was done to speed up your demise, [[ForegoneConclusion since the prologue only ends with all investigators being defeated]].
* CripplingOverspecialisation: All Prologue investigators have 4-3-2-1 stat distribution, making them good at one specific thing, but worse at the others, with one stat acting as their definitive weak point. Jerome is the best clue-gatherer, but he has the worst Combat (he's ''not'' a fighter), and just slightly better Willpower (meaning he would be hit hard by treacheries as well).
wasn't actually introduced until ''The Innsmouth Conspiracy''.
* FragileSpeedster: Has the second-highest {{Downplayed|Trope}}. While she has 8 Health, with only 2 Combat, she'll have a hard time actually fighting anyone. Instead, she prefers to rely on her 4 Agility in the team--which is his only chance of survival if he ever gets caught, since he has abysmal Health to just evade her enemies, and Combat stats, and no Weapons to defend himself with.
* NonActionGuy: Jerome has ''the'' lowest Health in game, period (being the only investigator to have it below 5). In combination
discover clues right under their noses. Her main concern is her low 6 Sanity, coupled with his poor stats (other than Intellect) typical for Rogues 2 Willpower (making her vulnerable to treacheries), but unlike most of them, she has access to many Seeker cards that can compensate for said vulnerability.
* TheMenInBlack: Her personal weakness, "Shadow Agents", is represented by the group of shadowy guys (working for the dark cult related to the current BigBad) who keep pursuing her
and lack of Weapon options, he must prevent her from discovering clues by any means except by investigating. Fortunately, they can be dealt with by successfully evading them...which won't be easy, considering their high Evade rating.
* {{Nerf}}: With the Taboo rules, Trish's ability to automatically evade an enemy when she discovers a clue in location with said enemy can no longer affect Elite enemies, to
avoid combat like fire.
letting her get around ContractualBossImmunity. The alternative effect of same ability, to find an extra clue, wasn't affected.
* TheSmartGuy: He's closest She has impressive 4 Intellect, and can access Seeker cards, making her a good clue-gatherer. This is fortunate, since the prologue team has actual Seeker from same expansion is more of an [[JackOfAllStats all-rounder]]. To further motivate her into acting like team's searcher, her Elder Sign allows her to a Seeker. He also has investigate remote locations without physically going there.
* TheSneakyGuy: She combines
the best Intellect traits of both Rogues and Seekers, resulting in an agile, hard-to-catch clue gatherer who can steal clues right under her enemies' noses. As additional bonus, once per round, when she finds a clue in a location occupied by an enemy, she can discover an additional one for free.
* StealthExpert:
** After discovering a clue in a location occupied by enemies, she can automatically evade one of those enemies.
** Her signature event, "In
the four.

!!Penny White
Shadows", allows her to sneakily disengage from all enemies and avoid engaging with anyone until the end of round. As a downside, she can't deal damage to them, either.
[[/folder]]

[[folder:Dexter Drake]]
!!Dexter Drake, The Magician
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_penny.org/pmwiki/pub/images/ahlcg_dexter.jpg]]
->''Penny White is [[caption-width-right:225:''"Do you want to see true magic?"'']]
->''For Dexter Drake,
the Meiger estate's head housekeeper. She magic of fairy tales and myths has been working in a lifelong fascination. The chance discovery of an old book page during the Meiger estate for several years. Though she has only spoken with Josef a few times, Great War opened Drake's eyes to the possibility that magic might truly exist. Years later, the promise of arcane tomes locked away in Miskatonic University's special collection draws the successful stage magician to the quiet town of Arkham. Lured to an auction of occult items, "Drake the Great" and his overly fastidious nature has kept her quite busy. Tonight, she is tasked with keeping assistant, Molly Maxwell, find themselves targeted by the manor spotless, depraved servants of an otherworldly force of disease and corruption. To save Molly, Arkham and perhaps the food hot, world from a horrific transformation, Drake needs more than his wits and the hooch flowing''.
Josef Meiger's housekeeper. Starts with fixed set of
quick hands. He must turn to real magic, even if it risks his mind, body and spirit''.
Mystic-class investigator. Has access to Rogue
cards (most are Survivor-class)(up to level 2).



* ActionSurvivor: She's closest the prologue team has to a Survivor. She also lacks any special skills or training, being just a humble maid.
* ArbitraryEquipmentRestriction: Starts with a fixed set of cards (most are Survivor-class), which she can't replace once discarded. Most likely it was done to speed up your demise, [[ForegoneConclusion since the prologue only ends with all investigators being defeated]].
* CripplingOverspecialisation: All Prologue investigators have 4-3-2-1 stat distribution, making them good at one specific thing, but worse at the others, with one stat acting as their definitive weak point. Penny has the best Willpower, making her the most resistant to treacheries, but has the worst Intellect stat, meaning that investigating normally is usually not the best choice.
* JackOfAllTrades: Penny has no set "role" in the team, but can provide at least some help with any task, making her similar to a Survivor:
** She has the second-best Health and Combat stats after Gavriella. She also starts with two Knifes (one active and one in reserve), which, while weak, are the only Weapons at the team's disposal with no need for ammo (which her teammates ''can't'' re-obtain once it runs out).
** Penny has the lowest Intellect, but may use the "Flashlight" to slightly compensate for it, and automatically finds clues every time she passes ''any'' skill check.
* LuckBasedSearchTechnique: With her Intellect stat, she's unlikely to find any clues while investigating, but she discovers them for free whenever she succeeds at ''any'' skill check, regardless of type.

!!Valentino Rivas
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_valentino.jpg]]
->''"Tino" is a wealthy philanthropist and one of tonight's most esteemed guests. The recipient of a fortuitous windfall, Valentino lives a life of luxury and recreation. Despite his wealth, he remains connected to his community, and he takes great joy in giving large sums of money to good causes''.
Josef Meiger's guest of honour and a well-known philanthropist. Starts with fixed set of cards (most are Rogue-class).
----
* ActionSurvivor: He lacks any special skills or training, and relies on his natural savviness and sneakiness to survive.
* ArbitraryEquipmentRestriction: Starts with a fixed set of cards (most are Rogue-class), which he can't replace once discarded. Most likely it was done to speed up your demise, [[ForegoneConclusion since the prologue only ends with all investigators being defeated]].
* CrimefightingWithCash: Starts with twice the normal amount of resources (especially noticeable since everyone else has ''less'' than normal at the start), and can spend them during skill checks to reduce their difficulty.
* CripplingOverspecialisation: All Prologue investigators have 4-3-2-1 stat distribution, making them good at one specific thing, but worse at the others, with one stat acting as their definitive weak point. Valentino comes with good Agility and just slightly worse Intellect stats, but will be completely obliterated by Willpower-testing treacheries.
* FragileSpeedster: Valentino pays for his high Agility with low Health and low Combat. It's just not in his best interests to fight enemies directly.
* TheSneakyGuy: The closest the prologue team has to a Rogue. He has the highest Agility (4) and second highest Intellect (3), making him a better fit for investigating than fighting.

to:

* ActionSurvivor: She's closest the prologue team has to EarlyBirdCameo:
** He was first introduced as
a Survivor. She also lacks any special skills or training, being just bonus investigator (with a humble maid.
* ArbitraryEquipmentRestriction: Starts with a fixed
set of replacement signature cards (most are Survivor-class), and weaknesses) for anyone who bought the novella about him, before being re-introduced in the ''The Innsmouth Conspiracy''.
** Dexter was pictured on the "Haste" Asset from ''The Dream Eaters'' expansion,
which she directly preceded ''The Innsmouth Conspiracy''. It also foreshadowed him having access to Rogue cards.
* {{Expy}}: Dexter is based on ComicStrip/MandrakeTheMagician, down to the name.
* FatalFlaw: His obsession with learning "real" magic is quite possibly the main reason behind all his problems.
* GameplayAndStoryIntegration:
** His magician background is reflected by his signature ability: he can quickly exchange assets in play with different ones, just like magicians would do during their performances. And his signature asset is outright named "Showmanship"; it gives bonuses to whatever cards he recently put into play.
** His obsession with learning "real magic" manifests as his personal weakness, "Occult Scraps", which is whatever fragments of occult books he managed to get his hands on; it drains his Willpower until he manages to get rid of it, which, ironically, reduces his effectiveness as an ''actual'' mage.
** He's only starting to learn the world of magic, with no-nonsence "do-it-right" attitude; he has only 2 Intellect and
can't replace once discarded. Most likely it was done to speed up your demise, [[ForegoneConclusion since the prologue only ends search for signs of occult and eldritch as efficiently as his more experienced (or savvy) colleagues.
* ItemCaddy: He's all about quickly shuffling his assets, replacing ones he no longer needs
with all investigators being defeated]].
the others. His Elder Sign further helps with it.
* CripplingOverspecialisation: All Prologue investigators have 4-3-2-1 stat distribution, making them good at one LovelyAssistant: His promo-card provides his assistant, Molly Maxwell, as an alternative signature card. Her main role is providing an opportunity to quickly find and draw assets with a specific thing, but worse at the others, with one stat acting as their definitive weak point. Penny trait. To discourage abusing her ability, she takes horror each time she uses it, and has the best Willpower, only 4 Sanity.
* MageMarksman: He is a [[MagiciansAreWizards a magician that can cast actual magic]] and his main choices in weaponry come from his Rogue card pool, most of which are firearms. His backstory also states that, like Mark, he is a war veteran.
* MagiciansAreWizards:
** Used to be normal StageMagician until he learned ''real'' magic.
** He is a Mystic-class investigator, who uses his magician skills to actually amplify his performance as a wizard.
* MagicKnight: {{Downplayed|Trope}}. While Dexter only has 3 Combat (compared to his 5 Willpower), he has access to some guns from Rogue-class arsenal,
making her it less of an issue, while his abilities makes it easier to quickly replace discharged guns with fresh ones.
* PickACard: [[LovelyAssistant Molly Maxwell, his assistant]] (and alternative signature card) allows him to pick one trait and then search his deck for cards with this trait, until he finds
the most resistant first one with it; all other cards must be shuffled back; the fewer cards with the chosen trait his deck has, the better chance of finding a specific card (if you know what to treacheries, but search for).
* PowerNullifier: Dexter's replacement personal weakness, "Yaztaroth", prevents him from putting assets into play, be it through his abilities or by just playing them. This is especially nasty if he is using both of his signature cards, as Yaztaroth will prevent Dexter from getting rid of Occult Scraps until he discards the former weakness.
* SquishyWizard: PlayedWith. Dexter
has the worst Intellect stat, meaning that investigating normally is usually not the best choice.
* JackOfAllTrades: Penny has no set "role" in the team, but can provide at least
adequate Combat (and some help with any task, making her similar guns to a Survivor:
** She
put it to use), but he still has the second-best relatively low 6 Health and Combat stats after Gavriella. She also starts with two Knifes (one active and one in reserve), which, while weak, are the only Weapons at the team's disposal with no need for ammo (which her teammates ''can't'' re-obtain once it runs out).
** Penny has the lowest Intellect, but may use the "Flashlight" to slightly compensate for it, and automatically finds clues every time she passes ''any'' skill check.
* LuckBasedSearchTechnique: With her Intellect stat, she's unlikely to find any clues while investigating, but she discovers them for free whenever she succeeds at ''any'' skill check, regardless of type.

!!Valentino Rivas
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_valentino.jpg]]
->''"Tino" is a wealthy philanthropist and one of tonight's most esteemed guests. The recipient of a fortuitous windfall, Valentino lives a life of luxury and recreation. Despite his wealth, he remains connected to his community, and he takes great joy in giving large sums of money to good causes''.
Josef Meiger's guest of honour and a well-known philanthropist. Starts with fixed set of cards (most are Rogue-class).
----
* ActionSurvivor: He lacks any special skills or training, and relies on his natural savviness and sneakiness to survive.
* ArbitraryEquipmentRestriction: Starts with a fixed set of cards (most are Rogue-class), which he can't replace once discarded. Most likely it was done to speed up your demise, [[ForegoneConclusion since the prologue only ends with all investigators being defeated]].
* CrimefightingWithCash: Starts with twice the normal amount of resources (especially noticeable since everyone else has ''less'' than normal at the start), and can spend them during skill checks to reduce their difficulty.
* CripplingOverspecialisation: All Prologue investigators have 4-3-2-1 stat distribution,
unimpressive 2 Agility, making them good at one specific thing, but worse at the others, with one stat acting going onto offensive risky as their definitive weak point. Valentino comes with good Agility and just slightly worse Intellect stats, but will he wouldn't be completely obliterated by Willpower-testing treacheries.
* FragileSpeedster: Valentino pays for his high Agility with low Health and low Combat. It's just not in his best interests
able to fight enemies directly.
* TheSneakyGuy: The closest the prologue team has to a Rogue. He has the highest Agility (4) and second highest Intellect (3),
easily escape, as well as making him vulnerable to Agility-testing treacheries (which are likely to target his Health).
* StageMagician: He was
a better fit for investigating than fighting.stage magician before he learned ''real'' magic. He still dresses like one.



!Introduced in ''The Dream Eaters'' expansion
[[folder:Tommy Maldoon]]
!!Tommy Muldoon, the Rookie Cop
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_tommy2.png]]
[[caption-width-right:225:''"Eyes up, Tommy".'']]
->''Most members of the Muldoon family are part of the Boston police force in some way or another. Not long ago, the youngest Muldoon brother, Tommy, got his badge. Armed with an eye for detail, fierce courage, and his trusty rifle, Becky, Tommy is dedicated to law enforcement... but when he was loaned out to the Sheriff's Department in Arkham, he found that he was not prepared for the bizarre crimes cropping up in this strange town. Even so, whether the crime scene is a smoky speakeasy or a bloodstained altar, Tommy will not rest until he can bring the culprit to justice''.
Guardian-class investigator. Has access to Survivor cards (up to level 2).

to:

!Introduced in ''The Dream Eaters'' expansion
[[folder:Tommy Maldoon]]
!!Tommy Muldoon,
[[folder:Silas Marsh]]
!!Silas Marsh,
the Rookie Cop
Sailor
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_tommy2.png]]
[[caption-width-right:225:''"Eyes up, Tommy".
org/pmwiki/pub/images/ahlcg_silas.jpg]]
[[caption-width-right:225:''"Leave your fears on the docks, lads".
'']]
->''Most members ->''Silas Marsh has always felt called to the sea. As a young lad, he left his family in fear-shadowed Innsmouth and made a name for himself sailing the seven seas. But after the death of his parents, the sea's call has only grown stronger. Silas has dreams - nightmares - of pointed teeth grinning, webbed hands reaching, and eyes glowing in the darkness of the Muldoon ocean deeps. No one in his family are part is able to offer an explanation for his dreams, or at least, no one is willing. So when desperate librarian Abigail Foreman comes to Silas with questions of her own, he cannot turn her away. Her ancient and mysterious tome, the Profesiae Profana, points to a stellar event foretelling the end of the Boston police force world, and painted in some way or another. Not long ago, its margins are the youngest Muldoon brother, Tommy, got his badge. Armed with an eye for detail, fierce courage, and his trusty rifle, Becky, Tommy is dedicated to law enforcement... but when he was loaned out to the Sheriff's Department in Arkham, he found very same creatures that he was not prepared for the bizarre crimes cropping up in this strange town. Even so, whether the crime scene is a smoky speakeasy or a bloodstained altar, Tommy will not rest until he can bring the culprit to justice''.
Guardian-class
haunt Silas's nightmares...''
Survivor-class
investigator. Has access to Survivor cards "Innate" skills of any class (up to level 2).



* ActionSurvivor: {{Downplayed|Trope}}. He has combat training, being the cop, but he's a rookie with less actual experience than some civilian investigators. Fittingly, he has access to Survivor-class cards.
* EarlyBirdCameo: His dog version was amongst investigators in the ''Dogwich Legacy'' fake announcement. All other investigators were just "dogified" versions of pre-existing ''Arkham TCG'' investigators, but Tommy had perfectly new (and functional, even if described in the silly way) abilities and stats. Soon enough, he was amongst the first investigators announced for ''The Dream Eaters'' Cycle, with all the stats and mechanics being intact.
* FamilyHonor: Many members of Muldoon family serve in the police, and Tommy is not an exception.
* GeniusBruiser: {{Downplayed|Trope}}; he has decent 3 Intellect, and can boost his effectiveness in looking for clues with the Survivor-class cards he has access to, while having good survivability thanks to his native Guardian class and strong defensive abilities.
* HumanShield: Unlike the other investigators, he can afford to use his "Allies" to soak up damage; if they get defeated, he receives additional resources, which he can spend either on [[WeHaveReserves more "Allies"]], or [[MoreDakka to reload "Becky"]]; and instead of being discarded, they are shuffled back into his deck (they don't "die", they just retreat). But he must be careful, since his signature weakness, if drawn, forces him to discard '''all''' assets with damage on them.
* ICallItVera: Calls his rifle "Becky".
* ItemCaddy: While all Guardians rely on using assets to soak up damage, Tommy has some extra abilities specifically to make it easier and more efficient:
** Tommy gains extra resources when his Allies gets defeated, which makes it less punishing to put them under fire; additionally, they don't get discarded, just shuffled back into his deck.
** His Elder Sign effect allows to either dump some damager/horror on his asset, or, when he actually needs some key asset alive and well, reassign damage/horror from asset to Tommy himself.
* JackOfAllStats: Tommy has good overall stats, with only Agility being below average. His access to Survivor cards makes him even more versatile, as well as makes it easier to come back if he fails a test or two.
* OfficerOHara: Like the majority of other Boston cops at the time, he is of Irish descent.
* StoneWall: Much like Leo before him, Tommy's focus on allies and assets in general that can absorb damage and horror for him makes him quite resilent even among Guardians: getting refunded resources equal to the amount of damage and horror on them when defeated helps him keep putting down more "walls" to endure whatever the Encounter Deck throws at him.

to:

* ActionSurvivor: {{Downplayed|Trope}}. He BigGuy: Silas has combat training, being 9 Health and 4 Combat. These stats are impressive on their own, but this also makes him the cop, but he's a rookie with less actual experience than some civilian investigators. Fittingly, he has access to Survivor-class cards.
* EarlyBirdCameo: His dog version was amongst investigators
most durable investigator in the ''Dogwich Legacy'' fake announcement. All other investigators were just "dogified" versions of pre-existing ''Arkham TCG'' investigators, but Tommy had perfectly new (and functional, even if described in the silly way) abilities and stats. Soon enough, he was amongst the first investigators announced for ''The Dream Eaters'' Cycle, Innsmouth Conspiracy'' expansion, allowing him to act as potent backup fighter. Predictable downside is only having 5 Sanity.
* BoringButPractical: His replacement signature card, "Nautical Prowess" skill, does nothing flashy, but instead just provides rather stable, albeit minor, bonuses: when applied to a skill test
with all a negative chaos token modifier, it provides two "wild" (fit for any type) skill icons, which somewhat offsets the stats negative effect of the chaos token. Alternatively, it has the rather standard effect of allowing him to draw a card.
* CripplingOverspecialization: Granted that he specializes in having more cards to pass tests with than normal, but skills cards are typically ''only'' usable for skill tests. Assets
and mechanics events are still restricted to the Survivor pool for him.
* EarlyBirdCameo:
** He firstly appeared on the "Overpower" skill from the core game, long before actually becoming playable.
** He was originally introduced as a bonus investigator (with a set of replacement signature cards and weaknesses) for anyone who bought the novella about him, before
being intact.
re-introduced in the ''The Innsmouth Conspiracy''.
* FamilyHonor: Many GlassCannon: Silas has tons of Health, as well as high Combat ''and'' Agility, but pays for it with only having 5 Sanity and 2 Willpower, making him vulnerable to certain treacheries and horror-dealing enemies if he fails to take care of them in time. It's in his interests to quickly find a way to soak up horror and boost his Willpower, or he will be quickly driven to insanity.
* HalfHumanHybrid: Like all
members of Muldoon family serve in the police, and Tommy is not an exception.
* GeniusBruiser: {{Downplayed|Trope}};
Marsh family, he has decent 3 Intellect, and can boost his effectiveness in looking for clues with the Survivor-class cards he has access to, while having good survivability thanks Innsmouth Look, marking him as half-human, half-Deep One. This doesn't make him any less heroic though, but it does leave him vulnerable to his native Guardian class and strong defensive abilities.
* HumanShield: Unlike
the other investigators, he can afford to use his "Allies" to soak up damage; if they get defeated, he receives additional resources, which he can spend either on [[WeHaveReserves more "Allies"]], or [[MoreDakka to reload "Becky"]]; and instead "call of being discarded, they are shuffled back into his deck (they don't "die", they just retreat). But he must be careful, since his signature the sea". His main weakness, if drawn, "Siren Call", [[GameplayAndStoryIntegration represents this]] and forces him to discard '''all''' assets with damage on them.
* ICallItVera: Calls his rifle "Becky".
* ItemCaddy: While all Guardians rely on using assets to soak up damage, Tommy has some extra abilities specifically to make it easier and more efficient:
** Tommy gains extra
pay resources when his Allies gets defeated, he commits card for each icon matching the skill tested, quickly leaving him without resources and [[PowerNullifier unable to commit cards anymore if he cannot pay]] unless he can discard it.
* InTheBlood: As a member of the Marsh family, he has [[HalfHumanHybrid the Innsmouth Look]].
* {{Irony}}: He's one of the few investigators who has a card portraying him (upgraded "Overpower", Guardian-class skill),
which makes it less punishing he can't take as it's off-class for him.
* ItemCaddy: His playstyle relies on using skills (he can access a large amount of the off-class ones), and him easily regaining the skills spent on skill tests (or adding new ones).
** Both "Sea Change Harpoon" and "Silas' Net" gains stronger effects if he commits skills
to put them under fire; additionally, they don't the tests where he uses them, and both can be returned to hand to get discarded, just shuffled back into his deck.
the committed skills back.
** His Elder Sign effect allows to either dump some damager/horror on his asset, or, when he actually needs some key asset alive and well, reassign damage/horror commit to the test a skill card from asset discard pile, which he then returns to Tommy himself.
hand instead of discarding.
* JackOfAllStats: Tommy has good overall stats, with LightningBruiser: He's the only Agility investigators to simultaneously having 4 Combat and 4 Agility, on top of being below average. His access to Survivor cards very tough, which makes him even more versatile, as well as very flexible combatant.
* ManaBurn: "Siren Call"
makes it easier Silas pay 1 resource for each matching skill icon on a card he commits to come back a skill test: if he fails a test or two.
* OfficerOHara: Like
cannot pay the majority of other Boston cops at the time, full price, he is of Irish descent.
cannot commit them.
* StoneWall: Much like Leo before him, Tommy's focus on allies and assets in general that can absorb damage and horror for him makes him quite resilent even among Guardians: getting refunded PowerNullifier: "Siren Call" forces Silas to pay resources equal to commit cards, and if he cannot, prevents him from committing cards at all. "Dream Of The Deep" subtract 2 points from his skill value to a test Silas commits this weakness to (making most skill cards near useless) until he passes a test with this penalty to discard it, and forces Silas to commit this card to every test under the amount threat of damage sapping his health every turn if he can't get rid of it.
* RecurringDreams:
** He keeps seeing dreams about the depths of the ocean; this is a bad sign, indicating that his [[HalfHumanHybrid Innsmouth heritage]] is beginning to force him into becoming a full Deep One.
** His (replacement) personal weakness, "Dreams of the Deep", acts as a skill card which ''subtracts'' from his total skill value,
and horror on them when defeated helps him keep putting down more "walls" returns to endure whatever his hand if the Encounter Deck throws at him.skill check is failed, instead of being discarded. If he ends the turn with it still in his hand, he suffers 2 damage.
* WhiteSheep: Unlike most members of the [[HalfHumanHybrid Marsh family]], he is a good guy.



[[folder:Mandy Thompson]]
!!Mandy Thompson, the Researcher
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_mandy2.png]]
->''Ever since she was a child, Mandy would read whenever she could not sleep. Such has been the case on many nights. Her remarkable memory and ability to correlate facts have landed her a highly valued job as a researcher for Miskatonic University. She has spent hours poring over the profane pages of ancient, forbidden texts. In doing so, she has discovered a pattern indicating an impending cataclysm. Has paranoia finally caught up to her? Or is a disaster of truly epic proportions on the horizon?''
Seeker-class investigator. Can include up to 10 level 0-1 Rogue, Mystic or Survivor events/skills (she can only choose one extra class).

to:

[[folder:Mandy Thompson]]
!!Mandy Thompson,
!Introduced in ''Edge of the Researcher
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_mandy2.png]]
->''Ever since she was a child, Mandy would read whenever she could not sleep. Such has been the case on many nights. Her remarkable memory and ability to correlate facts have landed her a highly valued job as a researcher for Miskatonic University. She has spent hours poring over the profane pages of ancient, forbidden texts. In doing so, she has discovered a pattern indicating an impending cataclysm. Has paranoia finally caught up to her? Or is a disaster of truly epic proportions on the horizon?''
Seeker-class investigator. Can include up to 10 level 0-1 Rogue, Mystic or Survivor events/skills (she can only choose one extra class).
Earth'' expansion
[[folder:In general]]



* GoMadFromTheRevelation: Her signature weakness, "Shocking Discovery". If she finds this card during a search action, not only this action (and all related effects) is cancelled, she is also forced to draw an encounter card.
* ItemCaddy: Her key ability allows her to quickly search the deck to find some cards she needs, or help her friends to do the same; her Elder Sign does the same, and allows her to either draw the card she finds, or commit to the test.
* JackOfAllStats: Mandy has 3 Agility (instead of 2 like most Seekers), which makes her stats relatively balanced, only truly lacking in Combat. Her deckbuilding options allows her to take one of the three paths: take Rogue cards and get more agile, take Mystic cards and get stronger mind, or take Survivor cards and get balanced kit, as well as getting a safety pillow for botched Combat tests.
* MechanicallyUnusualFighter: Before the start of campaign, she may choose her deck size. Apart from the usual 30-card deck, she can also construct 40- or 50-card decks; when playing with increased decks, she receives additional copies of her signature card, "Occult Evidence", which allows her to find clues for free as long as she grabs it during "Search" effects.
* SquishyWizard: Even by Seekers standards; she has only 5 Health and 1 Combat, making her chances at prolonged combat... slim at best. Fortunately, she also has 3 Agility (most other Seekers have 2), which gives her the chance to escape ambushes, and makes her less vulnerable to treacheries.
* SupportPartyMember: Her ability helps other investigators with searching their decks for specific cards.

to:

* GoMadFromTheRevelation: Her signature weakness, "Shocking Discovery". If she finds this card during a search action, not only this action (and all related effects) is cancelled, she is also forced to draw an encounter card.
* ItemCaddy: Her key ability allows her to quickly search the deck to find some cards she needs, or help her friends to do the same; her Elder Sign does the same, and allows her to either draw the card she finds, or commit to the test.
* JackOfAllStats: Mandy has 3 Agility (instead of 2 like most Seekers), which makes her stats relatively balanced, only truly lacking in Combat. Her deckbuilding options allows her to take one
MagikarpPower: Since ''Edge of the three paths: take Rogue Earth'' investigators start out with very limited access to cards and of their "de facto" class, they get more agile, take Mystic cards and badly outperformed in their intended roles by full members of those classes. But once they get stronger mind, or take Survivor cards and get balanced kit, as well as getting a safety pillow for botched Combat tests.
the experience to buy upgraded cards, their powerful built-in abilities start to shine.
* MechanicallyUnusualFighter: Before All ''Edge of the start of campaign, she may choose her deck size. Apart from the usual 30-card deck, she can also construct 40- or 50-card decks; when playing with increased decks, she receives additional copies of her signature card, "Occult Evidence", which allows her to find clues for free as long as she grabs it during "Search" effects.
* SquishyWizard: Even by Seekers standards; she has only 5 Health and 1 Combat, making her chances at prolonged combat... slim at best. Fortunately, she also has 3 Agility (most other Seekers have 2), which gives her the chance to escape ambushes, and makes her less vulnerable to treacheries.
* SupportPartyMember: Her ability helps other
Earth'' investigators with searching only have access to level 0 cards of their decks for specific cards.own class, but can also use any level 1-5 cards and up to 5 level 0 cards of another class. This causes them to effectively change class over the course of a campaign as they replace their level 0 cards with upgraded cards of their secondary class.



[[folder:Tony Morgan]]
!!Tony Morgan, the Bounty Hunter
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_tony.png]]
[[caption-width-right:225:''"When I find that beast, I'll put it down for good".'']]
->''Tony's tracked down low-life scum in every lousy corner of the world, but nothing could have prepared him for the thing he killed in Innsmouth. It had the form of a man, more or less, but it was covered in loathsome scales and slime, like some horrid creature of the deep. It stank of salt water, rotten fish, and blood. He should've let it go when it dove into the river, but he'd never let a bounty escape before, and he wasn't about to start then. Ever since, he's found a new kind of dirtbag to hunt. Ordinary mobster or otherworldly monster, Tony will take it down... if someone is willing to pay him for it''.
Rogue-class investigator. Can include up to 10 level 0-1 Guardian, Seeker or Survivor events/skills (he can only choose one extra class).

to:

[[folder:Tony Morgan]]
!!Tony Morgan,
[[folder:Daniella Rayes]]
!!Daniela Reyes,
the Bounty Hunter
Mechanic
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_tony.png]]
[[caption-width-right:225:''"When I find that beast,
org/pmwiki/pub/images/daniela.JPG]]
[[caption-width-right:225:''"Relax, tough guy.
I'll put it down for good".handle this. You stand over there and look pretty".'']]
->''Tony's tracked down low-life scum ->''Daniela always figured she had a good life. She had a loving, boisterous family. She had a steady job that used her brains and her hands. She had enough money to spend on fast cars, pretty girls, and her motorcycle, Gabriel. Then her brother, Ramon, got caught up in every lousy corner some trouble. Her mother warned her to be careful, that darkness lay ahead. Daniela set a glass of water behind the world, but nothing could have prepared him door for the thing he killed in Innsmouth. It had the form of her mother's sake, to catch evil spirits - just as she's been taught as a man, more or less, but child. When Daniela awoke to find it shattered, she was covered in loathsome scales determined to figure out what happened and slime, fix it. Just like some horrid creature she always did.''
Guardian-class investigator, who can only access level 0 cards
of the deep. It stank of salt water, rotten fish, and blood. He should've let it go when it dove into the river, her own class, but he'd never let a bounty escape before, and he wasn't about to start then. Ever since, he's found a new kind of dirtbag to hunt. Ordinary mobster or otherworldly monster, Tony will take it down... if someone is willing to pay him for it''.
Rogue-class investigator. Can
can include unlimited number of level 1-5 and up to 10 5 level 0-1 Guardian, Seeker or 0 Survivor events/skills (he can only choose one extra class).cards.



* ArchEnemy: His signature weakness is one particularly sneaky [[Literature/TheShadowOverInnsmouth Deep One]], which he keeps pursuing. Main problem with it is that it enters play with 1 Doom on it.
* BigGuy: Has 9 Health, and he is one of the few investigators with 5 Combat. He also can use some of the Guardian-class cards to boost his offensive capabilities.
* BountyHunter: The game explicitly calls him bounty hunter. [[GameplayAndStoryIntegration This also works as his signature mechanic]], allowing him to receive resources as reward for hunting monsters; Tony has to mark the targets upfront, by putting the bounties on freshly-spawning enemies. The harder the target, the bigger the reward is. Number of bounties available is limited (6 by default), may only be restored either through use of his signature "Weapon" or through his Elder Sign, and he only completes them if he deals the killing blow [[KillSteal personally]].
* ExtraTurn: Each turn, Tony gets an extra action which can only be spent on fighting or engaging an enemy; the drawback is that Tony can only spend that extra action on enemies with a bounty on their head (which have to be set when the enemy spawns), but at least he can choose on whom to put those bounties.
* GeniusBruiser: {{Downplayed|Trope}}; he has decent 3 Intellect and can take some Seeker cards, which makes him able to build as "smash in, check out" investigator.
* GlassCannon: While he has very high health (9), Tony has very low Sanity (5), and his poor Willpower and Agility (2) leaves him vulnerable to treacheries as well. He can absolutely slaughter any enemy in his path, but one bad encounter can spell his doom.
* GunsAkimbo: Has two "Colt" revolvers. Whenever he uses one of them, he can use second copy from his "hand" with no additional cost.
* KillSteal: Tony only gets reward if he kills the bounty target personally; this may come up as a problem if he's no the only fighter in the team: if somebody tries to "[[UnwantedAssistance help]]", it would waste (limited) bounties.
* MightyGlacier: He has one of the best Health and Combat stats in the game, let alone amongst Rogues, but compensates for it with unimpressive 2 Agilty, second-worst in the class. This changes his playstyle rather significantly, as many Rogue cards rely on Agility to work efficiently.
* NominalHero: His main motivation is to [[OnlyInItForTheMoney get paid]], and, maybe, hunt down [[ArchEnemy that Deep One which just keeps running away]]. The job also involving saving the world is a coincidence.
* PunchClockHero: He is OnlyInItForTheMoney. And maybe revenge on the [[ArchEnemy Deep One]]. Otherwise, he couldn't care less about common goals or his teammates. Fittingly, he does have access to Guardian cards, but in very limited amount given [[NominalHero he is not much of a hero]]
* RevolversAreJustBetter: He is armed with dual "Colt" revolvers; unlike other dual weapons in the game, they are presented as separate cards (meaning they can be used either separately or [[GunsAkimbo together]]. Besides this, they're also integral to his signature ability: using them to kill enemies is the only way to receive additional bounties, besides his Elder Sign effect.
* TokenEvilTeammate: One of the few outright criminals amongst (mostly heroic) investigators, even if he's usually bringing in [[PayEvilUntoEvil more dangerous criminals]].

to:

* ArchEnemy: His signature weakness ActionSurvivor: Tough as nails she might be, Daniela is one particularly sneaky [[Literature/TheShadowOverInnsmouth Deep One]], which he keeps pursuing. Main problem just a mechanic that found herself tangled with it is that it enters play with 1 Doom on it.
* BigGuy: Has 9 Health,
the supernatural by chance, and he is one the horrors she faces are way out of the few investigators league of what she is accustomed dealing with. This is probably why she "starts" as a Guardian only to "turn" into a Survivor later.
* ArmourPiercingAttack:
** Daniela's ability allows her to deal damage to an attacking enemy without bothering
with 5 Combat. He also can use some of the Guardian-class cards to boost his offensive capabilities.
* BountyHunter: The game explicitly calls him bounty hunter. [[GameplayAndStoryIntegration This also works as his signature mechanic]], allowing him to receive resources as reward for hunting monsters; Tony has to mark the targets upfront, by putting the bounties on freshly-spawning enemies. The harder the target, the bigger the reward is. Number of bounties available is limited (6 by default), may only be restored either through use of his signature "Weapon" or through his Elder Sign, and he only completes them if he deals the killing blow [[KillSteal personally]].
* ExtraTurn: Each turn, Tony gets an extra action
any skill tests, which can only be spent on fighting or engaging an enemy; the drawback is that Tony can only spend that extra action on help a lot against enemies with high Combat rating.
** Daniella's personal weakness, "Mob Goons", is
a bounty couple of, well, [[ExactlyWhatItSaysOnTheTin mob goons]], whose attacks can't be cancelled by any means, and whose damage and horror are always treated as direct (so they can't be assigned to assets).
* BigGuy:
** Like all Guardians, she's very tough and strong, and remains so even after dual-classing to Survivor. She's also encouraged to stay
on their head (which have to be set the frontline, as all her abilities trigger only when the enemy spawns), but at least he can choose on whom to put those bounties.
* GeniusBruiser: {{Downplayed|Trope}}; he has decent 3 Intellect and can take some Seeker cards, which makes him able to build as "smash in, check out" investigator.
* GlassCannon: While he has very high health (9), Tony has very low Sanity (5), and his poor Willpower and Agility (2) leaves him vulnerable to treacheries as well. He can absolutely slaughter any enemy in his path, but one bad encounter can spell his doom.
* GunsAkimbo: Has two "Colt" revolvers. Whenever he uses one of them, he can use second copy from his "hand" with no additional cost.
* KillSteal: Tony only
she gets reward if he kills the bounty target personally; this may come up as a problem if he's no attacked (regardless of whether she actually gets hit or not). This does not work on attacks of opportunity, however.
** She's
the only fighter in investigator to actually ''benefit'' from being attacked, which encourages her to go into offensive rather than hide behind:
*** She can either immediately retaliate and deal 1 damage to attacking enemy, or automatically evade them (which either exhausts them, or triggers other effects).
*** Her signature card, "Mechanic's Wrench", can force
the team: enemies into attacking her when she needs it for specific effect.
*** Her Elder Sign gives her automatic success
if somebody tries to "[[UnwantedAssistance help]]", it would waste (limited) bounties.
* MightyGlacier: He
she was attacked this round... or a simple "+1" otherwise.
** She
has one of the best Health and Combat stats in the game, let alone amongst Rogues, only 6 Sanity, but compensates for it with unimpressive 2 Agilty, second-worst impressive 4 Willpower (above average for Guardians, and good stat in the class. general), making her less likely to get hit by treacheries. This changes his playstyle rather significantly, as many Rogue cards rely on Agility to work efficiently.
* NominalHero: His main motivation is to [[OnlyInItForTheMoney get paid]], and, maybe, hunt down [[ArchEnemy that Deep One which just keeps running away]]. The job
also involving saving the world is a coincidence.
* PunchClockHero: He is OnlyInItForTheMoney. And maybe revenge on the [[ArchEnemy Deep One]]. Otherwise, he couldn't care less about common goals or his teammates. Fittingly, he does have access to
makes her better with actually using certain Guardian cards, but in very limited amount given [[NominalHero he is not much of a hero]]
* RevolversAreJustBetter: He is armed with dual "Colt" revolvers; unlike
cards to tank treacheries intended for the other dual weapons investigators.
* BookDumb: Representing her unawareness of the eldritch horrors she's facing, she has one of the lowest Intellect stat
in the game, they are presented as separate only having 1 point in it, making her completely reliant on Survivor cards (meaning they for finding clues (all of which involve some unorthodox search methods, or even dumb luck). However, where she really shines is thinking on her feet and finding non-standard solutions to seemingly impossible problems... Just like a true Survivor.
* ButchLesbian: Her backstory mentions that she loves to spend her money on "fast cars, pretty girls, and her motorcycle, Gabriel". Daniella herself is a tough-looking mechanic with "let's go into fight, would figure the rest out on the go" approach to problems.
* CounterAttack: All of Daniela's abilities are focused around punishing the enemy for attacking her, whether by reflecting back some damage, automatically evading them (stunning them for a turn and leaving them helpless) or powering up her [[WrenchWhack wrench]] to hit harder for a round.
* EarlyBirdCameo: Daniela was portrayed on several cards released prior to her announcement.
* MightyGlacier: Even after she "becomes" a Survivor, Daniela remains a force to reckon with in battle, with an impressive Combat stat of 5 and 8 Health. She's unlikely to escape any ambushes, however, only having 2 Agility, though she
can be used either separately or [[GunsAkimbo together]]. Besides this, they're also integral try to his tank damage and then use her ability to just evade an enemy automatically.
* RevengeByProxy: Daniella's personal weakness, "Mob Goons", is literally a couple of bandits sent after her by some loan sharks after her brother got into troubles. The card's flavour text even states that "debt is a family affair".
* TwoferTokenMinority: Being both Hispanic and lesbian makes her stand out in the 1920s setting.
* WrenchWench: A strong, sturdy woman who's very good with a wrench, both for fixing cars and clobbering monsters.
* WrenchWhack: Her
signature ability: using them to kill card, "Mechanic's Wrench", is not only a useful tool which reinforces her mechanics, but can also be used as a weapon against enemies is the only way to receive additional bounties, besides his Elder Sign effect.
* TokenEvilTeammate: One of the few outright criminals amongst (mostly heroic) investigators, even if he's usually bringing in [[PayEvilUntoEvil more dangerous criminals]].
who previously hit Daniela.



[[folder:Luke Robinson]]
!!Luke Robinson, the Dreamer
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_luke2.png]]
[[caption-width-right:225:''"The key to the Dreamlands lies within us all".'']]
->''It was many years ago when Luke discovered the entrance to the Dreamlands. Through the gift of an unusual box his uncle had left him, he learned of a way to travel to and from the Gates of Sleep. He has since spent his the majority of his days wandering the land of dreams in search of adventure. From the streets of Celephaïs to the Enchanted Wood with its endless mysteries he wanders, unraveling the secrets of the land and of the myriad dreamers who reside there. Now an ancient chaos threatens to annihilate not only the waking world but the world of his dreams as well. This is something Luke cannot allow''.
Mystic-class investigator. Has access to Seeker cards (up to level 2).

to:

[[folder:Luke Robinson]]
!!Luke Robinson,
[[folder:Norman Withers]]
!!Norman Withers,
the Dreamer
Astronomer
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_luke2.png]]
[[caption-width-right:225:''"The
org/pmwiki/pub/images/norman.JPG]]
->''Nobody believes him, and why should they? How could six stars vanish from sight all at once, never to reappear? Astronomer and Miskatonic University professor Norman Withers had all but given up on regaining his colleagues' esteem when a protege of the renowned Albert Einstein comes to speak on campus. The visiting physicist, with unsettling theories about the curvature of space-time, may hold the
key to helping Norman explain the Dreamlands lies within us all".'']]
->''It was many years ago when Luke discovered
phenomenon of the entrance to the Dreamlands. Through the gift of an unusual box his uncle had left him, he learned of a way to travel to and from the Gates of Sleep. He has since spent his the majority vanishing stars...''
Seeker-class investigator, who can only access level 0 cards
of his days wandering the land own class. Instead, he can include unlimited number of dreams in search of adventure. From the streets of Celephaïs to the Enchanted Wood with its endless mysteries he wanders, unraveling the secrets of the land and of the myriad dreamers who reside there. Now an ancient chaos threatens to annihilate not only the waking world but the world of his dreams as well. This is something Luke cannot allow''.
Mystic-class investigator. Has access to Seeker cards (up to
level 2).1-5 and up to 5 level 0 Mystic cards.



* {{Dreamland}}:
** Being an experienced Dreamer, if Luke is presented during ''The Dream Quest'' campaign, intros for several scenarios will change, to reflect that this isn't his first time in the Dreamlands.
** His signature card, "Gate Box", allows him to escape into [[PocketDimension a secluded part of the Dreamlands]], for various purposes. His signature weakness, however, traps him there.
* LongRangeFighter: He can use one event per turn as if he's in a connecting location and engaged with each enemy in it. When combined with the "Gate Box", it means he can interact with ''any'' location.
* PocketDimension: His signature card, the "Gate Box", forms a portal (called "Dream-Gate") Luke may use to gain shelter from monsters until the end of round, while also being able to interact with the other locations, or even moving there; however, if his weakness, "Detached from Reality", kicks in, the portal becomes malevolent, trapping Luke there and forcing him to quickly investigate a high-shroud location or suffer horror. The box has limited charges, but it can be recharged just like any other charges-based asset, and his Elder Sign allows to put 1 charge immediately.
* TheSmartGuy: {{Downplayed|Trope}}; while he has average Intellect, he has access to Seeker cards, and can use some of the Mystic cards to replace Intellect with Willpower during Investigate actions; this makes him a potent choice for the team's clue-searcher -- fitting, as the expansion he's introduced in takes place in the Dreamlands, which he knows better than anyone else.
* SquishyWizard: One of the squishiest in the game; he only has 5 Health and an unimpressive 2 Combat, meaning that his first close combat may very well become his last. His best bet for survival when engaged with an enemy is using the [[PocketDimension Gate Box]] to retreat in the [[{{Dreamland}} Dream-Gate]], or, if that is unavailable, attempt to run away by relying on his 3 Agility.

to:

* {{Dreamland}}:
** Being
BadassBookworm: Despite being an experienced Dreamer, if Luke astronomer ([[SquishyWizard and not a physically strong one at that]]), Norman is presented during ''The Dream Quest'' campaign, intros willing to stand up against the {{Eldritch Abomination}}s as much as the other heroes.
* TheCassandra: No one believed him when he claimed that six stars suddenly disappeared from the sky, all at once.
* ClockRoaches: Whatever he did, he attracted the attention of [[Literature/TheHoundsOfTindalos Hounds of Tindalos]], who now hunt
for him for meddling with the space-time continuum. His (replacement) personal weakness, "The Vengeful Hound", hunts for him (and him specifically), and as long as it's engaged with him, he can't use any player cards to reveal or draw cards, effectively disabling his signature asset, "Split the Angle".
* EarlyBirdCameo: Like
several scenarios will change, to reflect that this isn't investigators before him, he was originally released as a promotional character alongside a novella before becoming part of a full expansion. He later served as template for other investigators with similar deckbuilding rules.
* MechanicallyUnusualFighter: The top card of
his first time in the Dreamlands.
** His
deck is always revealed, and he can play cards from there, at reduced cost. However, if it's a weakness, he must immediately draw it. Both his signature card, "Gate Box", allows him to escape into [[PocketDimension a secluded part of the Dreamlands]], for various purposes. His signature "Livre d'Eibon", and his personal weakness, however, traps him there.
* LongRangeFighter: He can use one event per turn as if he's in a connecting location and engaged with each enemy in it. When combined with the "Gate Box", it means he can
"The Harbinger", also interact with ''any'' location.
this ability, providing him with more benefits, or disabling any interactions with the deck, respectively.
* PocketDimension: ObviousRulePatch: Errata was released for Norman's promo card, which slightly tweaked the rulings for his deckbuilding to match his campaign version, specifically to address an issue with him interacting with low-level multiclass cards, which otherwise would consume limited slots for level 0 Mystic cards in his deck.
* OmniscientHero:
** Norman always plays with top card of his deck revealed (allowing him to know what he may expect).
His Elder Sign effect synergises with this ability, as its effect scales with the cost of top-most card of the deck, with him being allowed to swap it with one of the cards in his hand, either to get stronger effect or to get better cards earlier.
** Livre d'Eibon let Norman swap a card in his hand for a card on top of his deck, on top of allowing him to commit the top card of his deck to skill test (which is especially useful when the card on top of his deck is a skill card, which Norman ''can't'' play even when revealed).
** His replacement
signature card, "Split the "Gate Box", forms a portal (called "Dream-Gate") Luke Angle", allows him to spend an action to reveal the top card of the encounter deck. He then may use exhaust ''Split the Angle'' (and sacrifice the top card of his deck) to gain shelter discard the top card of the encounter deck, potentially avoiding something nasty, like "Ancient Evils".
* PowerNullifier: "The Harbinger" prevents Norman
from monsters until the end of round, while also being able to interact interacting with the other locations, his deck (be through his [[OmniscientHero main ability]] or just drawing, searching or even moving there; however, if his weakness, "Detached ''upkeep'') until he takes 2 actions to discard it. "Vengeful Hound" replacement enemy weakness has a weaker effect of merely preventing Norman from Reality", kicks in, the portal becomes malevolent, trapping Luke there and forcing him to quickly investigate a high-shroud location drawing or suffer horror. The box has limited charges, but it can be recharged just like any other charges-based asset, and his Elder Sign allows to put 1 charge immediately.
* TheSmartGuy: {{Downplayed|Trope}}; while he has average Intellect, he has access to Seeker cards, and can use some of the Mystic
revealing cards to replace Intellect with Willpower during Investigate actions; this makes him a potent choice for until it is defeated.
* SpaceIsMagic: Norman is an astronomer who through his studies, learns about
the team's clue-searcher -- fitting, eldritch nature of space and how to exploit it to cast magic. In-game, he starts as the expansion he's introduced in takes place in the Dreamlands, which he knows better than anyone else.
a Seeker, but later "becomes" a Mystic.
* SquishyWizard: One Norman combines Seeker-grade 5 Intellect with Mystic-grade 4 Willpower, on top of 8 Sanity, and eventually learns how to use powerful magic spells, but he's physically frail, so he has only 6 Health, 2 Combat and 1 Agility, making him one of the squishiest most fragile investigators in the game; game.
* TheStarsAreGoingOut: Being an astronomer,
he only has 5 Health and an unimpressive 2 Combat, meaning that his was first close combat may very well become his last. His best bet for survival when engaged with an enemy is using the [[PocketDimension Gate Box]] to retreat in the [[{{Dreamland}} Dream-Gate]], or, if notice that is unavailable, attempt stars were starting to run away by relying on disappear en masse; none of his 3 Agility.colleagues believed him, leading Norman to try and find help elsewhere, resulting in him joining the team.



[[folder:Patrice Hathaway]]
!!Patrice Hathaway, the Violinist
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_patrice2.png]]
->''All her life, Patrice has lived for music. The soaring sonatas, the graceful arias, and the booming marches have always been her closest companions. But sometimes when she plays, she can sense some alien intelligence at the edge of her awareness. Something that watches her and waits. Something that hungers. The presence has been growing over the last month and her increasing nervousness is starting to spoil her ability to play the violin. That's not something she can tolerate. After her last concert at the Ward Theatre in Arkham, she finally decided to take action''.
Survivor-class investigator. Has access to Mystic cards (up to level 2).

to:

[[folder:Patrice Hathaway]]
!!Patrice Hathaway,
[[folder:Monterey Jack]]
!!Monterey Jack,
the Violinist
Archaeologist
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_patrice2.png]]
->''All her life, Patrice
org/pmwiki/pub/images/jack_3.JPG]]
->''Young Jack traveled the world with his father's archaeological expeditions. Now a globe-trotting treasure hunter and an accomplished archaeologist in his own right, "Monterey" follows in his father's footsteps, securing the treasures of ancient civilizations and lost cultures. But after discovering a silver pendant with a familiar symbol on it, Monterey must explore his own past. Years ago, his father was found murdered with the very same sigil carved in his forehead. The image
has lived haunted Monterey's dreams ever since. But he's getting close. He won't stop until he solves the mystery of his father's murder... no matter what it takes. ''
Rogue-class investigator.
!!!Both versions
* AdventurerArchaeologist: Monterey was never one of those archaeologists who work from the office; he's the man of action, who goes on the dangerous expeditions personally, ready to face--and survive--any dangers life can throw at him. His basic version makes him remember that he's a scholar first and foremost, making him "evolve" into a Seeker, while parallel version puts emphasis on the "adventurer" part.
* EarlyBirdCameo: In a bit of futureproofing, he was mentioned several cycles back in the campaign guide
for music. The soaring sonatas, ''The Forgotten Age'' as one of the graceful arias, investigators who must take the role of the lead investigator if present at the start of the campaign.
* {{Expy}}: He's based on Franchise/IndianaJones, complete with a hat
and a bullwhip.
* FragileSpeedster: Monterey has very high Agility of 5 in both versions, but suffers from pitiful 6 Sanity and 1 Willpower, combined with only 2 Combat. His unique card, "Trusty Bullwhip", somewhat compensates for it, allowing to fight using his Agility instead, and even evade
the booming marches have enemy after successful attack. However, his weakness, "Buried Secrets", exacerbate the issue by making him unable to move (outside of scenario cards' effects) until he investigates his location (if he can investigate it, otherwise he is free to move), leaving him as a sitting duck for "Hunter" enemies chasing after him.
* TheLeader: If he is the part of the team during the ''Forgotten Age'' campaign, the campaign guide forces him into the position of lead investigator (if present, the other possible candidates are Leo Anderson or Ursula Downs).
* PowerNullifier: "Buried Secrets" weakness makes Monterey unable to move unless instructed by scenario cards, which not only pins him to the ground, but also shuts down his abilities, as they rely on him being
always been her closest companions. But sometimes when she plays, she can sense some alien intelligence on the move. He may try to investigate his location to either discard it (if he succeeds) or shuffle into deck at the edge cost of her awareness. Something that watches her and waits. Something that hungers. The presence has been growing over the last month and her increasing nervousness is starting to spoil her ability to play the violin. That's not something she can tolerate. After her last concert at the Ward Theatre in Arkham, she finally decided to take action''.
Survivor-class investigator. Has
2 horror (if he fails).

!!!Basic version
Can only
access to Mystic level 0 cards (up to of his own class, but can include unlimited number of level 2).1-5 and up to 5 level 0 Seeker cards.



* ActionSurvivor: She's not a trained mage, all her powers are related to her magic violin, and without it, she's just a normal musician. Fittingly, she's classified as a Survivor rather than a Mystic, and her card pool reflects it.
* CursedWithAwesome: Her violin is connected to a certain hostile EldritchAbomination, which can (and will) attack her if given a chance, but its magic also allows her to help her teammates in their world-saving quest.
* DifficultButAwesome: Her unique gimmick means that she can't form a stable hand and plan around it, but also that she can rotate her deck very quickly (even more quickly if she puts assets in play, since they're now removed from the card rotation), accessing certain cards much more often than she would have otherwise. However, fast rotation also means more issues with managing horror (as each time the deck resets, investigator takes 1 horror).
* MagicMusic: She can use her violin to allow any investigator to draw cards or acquire resources. She also has access to some Mystic cards.
* MasterOfNone: {{Downplayed|Trope}}. She has 4 Willpower, but only 2 in every other stat; since most Willpower-based cards belong to the Mystic class, from which she can't use high-level ones, the usefulness of having high Willpower stat gets somewhat limited.
* MechanicallyUnusualFighter: She has a lower maximum hand size (5 instead of the normal 8), and during the Upkeep phase, she discards all non-weakness cards from her hand, drawing a new set of 5. Given that she's likely to discard most of her deck in just few turns, her Elder Sign allows her to shuffle almost entire discard pile (minus 1 card) back into the deck. To make this gimmick easier to manage, she has boosted deck size of 42 cards, instead of normal 30.
* SquishyWizard: Has access to Mystic cards and has a high Willpower stat, but she is neither durable nor powerful nor fast, meaning that it's not in her best interest to fight monsters directly.
* SupportPartyMember: She can allow any investigator to draw additional cards or resources by discarding her own cards.
* WeakButSkilled: Patrice has below-average stats (her total sum adds to 10, which his lower than the 12 of most Investigators), and suffers from her gimmick which makes her hand getting wiped out and reset every turn (so no way to "preserve" good cards for later occasion), but she never stays with empty hand for long, so she can freely commit her cards to skill tests. On top of that, her Violin allows to get rid of useless cards in her hand and then either draw a new one or get a resource, or let her teammate do that.

to:

* ActionSurvivor: She's not a trained mage, all her powers are related to her magic violin, FragileSpeedster: The combination of his high Agility and without it, she's just a normal musician. Fittingly, she's classified as a Survivor rather than a Mystic, Intellect, and her card pool reflects it.
* CursedWithAwesome: Her violin is connected to a certain hostile EldritchAbomination, which can (and will) attack her if given a chance, but its magic also allows her to help her teammates in their world-saving quest.
* DifficultButAwesome: Her unique gimmick means that she can't form a stable hand and plan around it, but also that she can rotate her deck very quickly (even more quickly if she puts assets in play, since they're now removed from the card rotation), accessing certain cards much more often than she would have otherwise. However, fast rotation also means more issues with managing horror (as each time the deck resets, investigator takes 1 horror).
* MagicMusic: She can use her violin to allow any investigator to draw cards or acquire resources. She also has
access to some Mystic cards.
* MasterOfNone: {{Downplayed|Trope}}. She has 4
both Rogue and Seeker-class cards (primely the latter), as well as an ability that rewards him staying on the move, he's got the means and incentive to zip around the map collecting clues and evading enemies. But he's not well-fit for combat or dealing with treacheries, lacking Rogue-class arsenal of offensive and defensive cards to compensate for his 2 Combat, yet still having typical for them low Willpower, that would make him struggle against treacheries.
* GeniusBruiser: {{Downplayed|Trope}}; he's more on the "genius" side, due to having access to primely Seeker-class cards, as well as suffer from only having 2 Combat, but he still stands out amongst actual Seekers, who tend to have even fewer combat options than him on average.
* MoneyMultiplier: Monterey can gain extra resources at the end of his turn (or, alternatively, draw extra cards),
but only 2 if he ends the turn in every different location than where he started in. His Elder Sign has similar effect.

!!!Parallel version.
Has limited (up to level 3) access to his own class, but can access Charm and Relic cards (both up to level 4) of any class, and up to 5
other stat; since most Willpower-based level 0 Seeker cards.
----
* CripplingOverspecialisation: While he can access
cards belong above level 0 of his class unlike his base version, parallel Monterey cannot get level 4 or 5 rogue cards, but makes up for it by having access to both Relic and Charm cards below level 5.
* DiscountCard: Parallel Monterey gets a discount playing Relic assets from his main ability equal
to the Mystic class, from which she can't use high-level ones, the usefulness of having high Willpower stat gets somewhat limited.
* MechanicallyUnusualFighter: She has a lower maximum hand size (5 instead
shroud value of the normal 8), location where he discovered the last clue.
* ItemCaddy: He can access off-class Relics
and during Charm class (save for level 5 ones), and can "unbury" them by performing research at various locations, quickly finding them in his deck and playing them at reduced price; the Upkeep phase, she discards higher location's shroud, the stronger the effect is.
* MoneyMultiplier: His Elder Sign gives him 1 resource per each Relic and Charm asset he controls.
* MythologyGag: His parallel version strongly resembles Monterey from ''TabletopGame/ArkhamHorror'', being less about researching and more about quickly accumulating lots of relics with
all non-weakness sorts of weird effects, as well as makes him more combat-oriented than his basic version (though still not as much as his version from original ''Arkham Horror'', where he was more of a bruiser than speedster), by softening the restriction on Rogue cards he can take.
* TreasureHunter: His parallel version revisits his routes, by turning him into relics specialist. His challenge scenario is also all about treasure hunting, and reuses locations and encounter
cards from her hand, drawing ''The Forgotten Age'' campaign.
** Parallel Monterey's main ability is to "discover"
a new set of 5. Given relic when he finds the last clue in a location. What means in gameplay terms is that she's likely to discard most he searches a number of her deck in just few turns, her Elder Sign allows her to shuffle almost entire discard pile (minus 1 card) back into the deck. To make this gimmick easier to manage, she has boosted deck size of 42 cards, instead of normal 30.
* SquishyWizard: Has access to Mystic cards and has a high Willpower stat, but she is neither durable nor powerful nor fast, meaning that it's not in her best interest to fight monsters directly.
* SupportPartyMember: She can allow any investigator to draw additional cards or resources by discarding her own cards.
* WeakButSkilled: Patrice has below-average stats (her total sum adds to 10, which his lower than the 12 of most Investigators), and suffers from her gimmick which makes her hand getting wiped out and reset every turn (so no way to "preserve" good
cards for later occasion), but she never stays with empty hand for long, so she can freely commit her cards to skill tests. On top of that, her Violin allows to get rid of useless cards in her hand a Relic asset and then either draw gets a new one or get a resource, or let her teammate do that.cost reduction to play it both equal to the shroud value of the location.



!Introduced in ''The Innsmouth Conspiracy'' expansion
[[folder:Sister Mary]]
!!Sister Mary, The Nun
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_mary.jpg]]
[[caption-width-right:225:''"The Lord watches over my path. I am armored in faith".'']]
->''The more Sister Mary learns of the strange and arcane forces that sometimes manifest in this world, the more certain she is that she has been set upon a path to ward off these forces and protect the innocent wherever possible. Armed only with the trappings of her church and an unshakable faith, Sister Mary seeks out every supernatural threat she hears of through her fellow priests and nuns. Other members of her church may dismiss such things as medieval nonsense, but Sister Mary knows the real evils that exist in the shadows - and she knows that if such evils are left unchecked, they will bring ruin and horror to all of creation.''
Guardian-class investigators. Has access to Mystic cards (up to level 2).

to:

!Introduced in ''The Innsmouth Conspiracy'' expansion
[[folder:Sister Mary]]
!!Sister Mary, The Nun
[[folder:Lily Chen]]
!!Lily Chen, the Martial Artist
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_mary.jpg]]
[[caption-width-right:225:''"The Lord watches over
org/pmwiki/pub/images/lily_8.JPG]]
[[caption-width-right:225:''"I have been preparing to confront this evil for
my path. I am armored in faith".entire life. My focus must be absolute".'']]
->''The more Sister Mary learns of the strange ->''Chen Li speaks rarely. When she does, her words are measured and arcane forces that sometimes manifest in this world, the more certain she wise. After a lifetime of disciplined training, every gesture is graceful, uncluttered by hesitation. The monks who raised her said that she has been set upon was born for a path special purpose, to ward off these forces and protect the innocent wherever possible. Armed only with the trappings of her church and an unshakable faith, Sister Mary seeks out every supernatural threat she hears of through her fellow priests and nuns. Other members of her church may dismiss such things as medieval nonsense, but Sister Mary knows the real evils face a great evil. Now, they believe that exist in the shadows - evil is at hand, and she knows that if such evils are left unchecked, they will bring ruin and horror to all of creation.is the only one who can stop it.''
Guardian-class investigators. Has Mystic-class investigator, who can only access to Mystic level 0 cards (up to of her own class, but can include unlimited number of level 2).1-5 and up to 5 level 0 Guardian cards. She can't access any "Firearms" cards.



* CrisisOfFaith: At times, her faith takes heavy blowws; when her signature weakness, "Crisis of Faith", enters play, she must either replace all "Blessed" tokens with "Cursed" ones (putting her whole team's work at risk), or suffer (potentially fatal) horror.
* FragileSpeedster: {{Downplayed|Trope}}; compared to the other Guardians, Sister Mary has lower Combat, but also higher Agility (both at 3, instead of usual 4 and 2, respectively), making her more vulnerable in open combat, but also more likely to just escape ambush.
* GlassCannon: PlayedWith. She has ''very'' low Health (only 5). While, being a Guardian, she has some good options to soak up damage, putting those in play requires time and resources. But on the bright side, she has very high Sanity (9), so against the enemies dealing horror instead of damage, she would be ''more'' resilient than the average Guardians. She has worse Combat than most of her colleagues, but her class has many ways to minimise this problem, or she can just utilise the Mystic-class Spells.
* HoistByHisOwnPetard: She can add additional "Blessed" tokens into chaos pool each round. If she then draws her signature weakness, all these tokens will revert to "Cursed" ones, potentially making the situation worse than if she never bothered.
* LuckManipulationMechanic: She can directly add "Blessed" tokens without the use of other cards; she adds 2 tokens at the start of the game, and can add 1 more each round, as well as 1 extra whenever she draws an Elder Sign.
* MagicKnight: She is a Guardian who can use Mystic cards, and combines great Willpower with decent Combat (both of which can be improved further with the cards she has access to).
* SadisticChoice: Her signature weakness, "Crisis of Faith", forces her to either revert "Blessed" tokens in the pool to "Cursed" ones (endangering her and her friends), or suffer massive, potentially fatal, horror to preserve them. The more such tokens in the pool, the worse this effect becomes.
* SquishyWizard: Stats-wise, she's closer to a Mystic than a Guardian, having only 5 Health and 3 Combat and Agility. But she comes with impressive 4 Willpower and access to Mystic-class cards, allowing her to compensate for weak points with magic.
* SupportPartyMember: Her abilities are related to supplying team with a constant stream of "Blessed" tokens to increase their chances at success.
* WhiteMage: Besides her [[LuckManipulationMechanic chaos pool-manipulating abilities]], she has access to Mystic cards. Due to already having adequate combat capabilities thanks to Guardian cards, she may instead concentrate on support-oriented magic.

to:

* CrisisOfFaith: At times, AllAsiansKnowMartialArts: Not only is she one of the few investigators of an Asian ethnicity, she was also raised by kung-fu monks. Given that the Mythos is derived from 1920s pulps, this isn't much of a surprise.
* BigGuy: She has better Health than most Mystics, and has access to Guardian-class cards (gradually shifting over completely) to increase
her faith takes heavy blowws; survivability and combat effectiveness even further.
* ChargedAttack: The "Prescience of Fate" Discipline raises Lily's Combat value by 1, but also lets her take one action to flip the card to the "broken" side and get a massive +5 skill value bonus to the next test she performs. Taking said action does not provoke attacks of opportunity, meaning it can also be useful in combat to overcome a foe with high Fight or Evade value. It can be restored to the "unbroken" side by not taking a test for a whole round, [[LuckBasedMission so hope the next encounter card you draw won't require a test.]]
* TheChosenOne: As per her backstory, she was raised by monks who thought her destiny was to fight against whatever horror the investigators oppose in a given campaign.
* DeathOfAThousandCuts: Lily's personal weakness "Burden of Destiny" is unique in that the effect is fairly weak on its own (either flip a discipline to its broken side, which can be restored next round, or take 1 damage and horror), but has the property of adding another copy of itself to the deck every time she obtains a new discipline, up to a maximum of 4. Needless to say, drawing 1 isn't much of an issue, but drawing 2 or 3 in succession can overwhelm her.
* DesperationAttack: Her "Quiescence of Thought" Discipline improves Lily's Intellect by 1, but can also be flipped
when Lily has less than 5 cards in hand by taking an action to draw cards until she has 5. Given being this low on cards isn't an ideal position to be in the first place, it shouldn't be used so willy-nilly. Doesn't help that (beside revealing her signature Elder Sign) it can only be restored by having 2 cards or less at the end of the round, putting you back in the situation that made you use the discipline in the first place.
* DoesNotLikeGuns: Even as she dual-classes into Guardian, she can't use "Firearm" cards, possibly due to her training as a martial artist. Bows and grenades are still valid, however, as they have "Ranged" trait instead.
* ExtraTurn: Her "Balance of Body" Discipline allows her to do up to 3 different fight and/or evade actions at the cost of one; doing so, however, breaks the Discipline, disabling its effects until she manages to spend a turn with no enemies nearby at any point.
* ItSucksToBeTheChosenOne: Her unique
weakness, "Crisis of Faith", enters play, she must which forces her to either replace all "Blessed" tokens take damage and horror or flip her Discipline assets to their "broken" side, is titled "Burden of Destiny". The number of copies of this card increases as she learns more Disciplines, thus making it harder to keep them active. The Disciplines ''can'' be restored back, but it requires ending the turn with "Cursed" ones (putting specific conditions fulfilled, or draw an Elder Sign.
* LightningBruiser: If Lily manages to obtain all of
her whole team's work disciplines, she will enjoy an above average statline compared to other Investigators, which includes a fantastic Combat skill of 5 and very good Agility of 4.
* KungFuWizard: Literally; she was raised by monks, and is adept in both martial arts and magic, though she's better
at risk), or suffer (potentially fatal) horror.
the former rather than the latter: Lily has below average Willpower for a Mystic base (3, though she can raise to 4 with a discipline), but has the best Combat stat among them (4, which can go to 5 with a discipline). She has also lower Sanity than other Mystics (7, while most have 8-9), but better Health (7 as well, while most have 5-6), meaning that she is not [[SquishyWizard squishy]] either.
* FragileSpeedster: MagicKnight: She can access both Mystic and Guardian cards, and has good enough stats to succeed in both roles, though eventually she's likely to drop a large chunk of her magic completely, due to all her high-level cards belonging to the Guardian class. Neither class helps much to mitigate her 2 Intellect, however.
* MagikarpPower:
{{Downplayed|Trope}}; compared if she manages to the other Guardians, Sister Mary has lower Combat, but also higher Agility (both at 3, instead of usual 4 and 2, respectively), making get all four disciplines, she gets 4-3-5-4 statline, which while isn't broken, puts her more vulnerable in open combat, but also more likely to just escape ambush.
* GlassCannon: PlayedWith. She has ''very'' low Health (only 5). While, being a Guardian, she has some good options to soak up damage, putting those in play requires time and resources. But on the bright side, she has very high Sanity (9), so against the enemies dealing horror instead of damage, she would be ''more'' resilient than the
significantly above average Guardians. She has worse Combat than most (it's 16 skill points total, versus standard 12) and leaves out all glaring weaknesses... assuming that [[DifficultButAwesome she manages to keep those disciplines intact]], which gets more difficult as she gets higher number of them.
* MechanicallyUnusualFighter: When creating her deck, she gets to choose from four different unique Discipline assets which boost one
of her colleagues, but stats and provide her class with a powerful ability, which has many ways to minimise this problem, or she can just utilise the Mystic-class Spells.
* HoistByHisOwnPetard: She can add additional "Blessed" tokens into chaos pool each round. If she then draws
cost of forcing her signature weakness, all these tokens will revert to "Cursed" ones, potentially making flip the situation worse than if she never bothered.
* LuckManipulationMechanic: She can directly add "Blessed" tokens without the use of other cards; she adds 2 tokens at the start of the game, and can add 1 more each round, as well as 1 extra whenever
card over to its "broken" side, disabling it until specific conditions are met to turn it back (or she draws an Elder Sign.
* MagicKnight:
Sign). She is a Guardian who can use Mystic cards, and combines great Willpower pick only one Discipline right away, but will gain another for every 15 experience points earned in total across the campaign.
* MythologyGag: Lily's "Aligment on Spirit" discipline, on top of providing her
with decent Combat (both of which can be improved further with the cards she has access to).
* SadisticChoice: Her signature weakness, "Crisis of Faith", forces
1 additional point in willpower, allows her to either revert "Blessed" tokens in the pool to "Cursed" ones (endangering her flip it and her friends), take 1 direct damage to heal 3 horror or suffer massive, potentially fatal, 1 direct horror to preserve them. The more such tokens heal 3 damage, which is very similiar to her ability in the pool, the worse various Arkham Files games to trade health to heal sanity and vice versa. It can be restored by not taking damage or horror in one round.
* PowerNullifier: "Burden of Destiny" gives a choice to Lily: either it breaks one discipline she has and prevent her from restoring it
this effect becomes.
* SquishyWizard: Stats-wise, she's closer to a Mystic than a Guardian, having only 5
round, or saps her Health and 3 Combat Sanity.
* SpamAttack: Her "Balance of Body" Discipline improves her agility by 1
and Agility. But she comes with impressive 4 Willpower and access to Mystic-class cards, allowing allows her to compensate for weak points take an action to flip it to perform 3 more Fight or Evade actions. The catch is that they must all be "different", so you cannot attack 3 times with magic.
* SupportPartyMember: Her abilities
the same weapon in a row, but you are related free to supplying team use more than one asset or play events. To restore it, Lily must have not been in a location with an enemy for a constant stream whole round, which hopefully won't be a hard condition to fulfill after taking care of "Blessed" tokens to increase their chances at success.
* WhiteMage: Besides her [[LuckManipulationMechanic chaos pool-manipulating abilities]], she has access to Mystic cards. Due to already having adequate combat capabilities thanks to Guardian cards, she may instead concentrate on support-oriented magic.
every foe using this discipline.



[[folder:Amanda Sharpe]]
!!Amanda Sharpe, The Student
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_amanda.jpg]]
->''Amanda Sharpe was on track to become one of Miskatonic University's most accomplished graduates. However, ever since she saw a strange painting of an enormous creature's emergence from the depths of the ocean, her classwork has suffered. Her dreams are overwhelmed by images of a vast submerged city and whispers in a language she does not understand. She remains dedicated to her studies, but her goal is no longer to graduate at the top of her class; rather, she seeks to discover the meaning behind the occult secrets concealed between the lines of reality.''
Seeker-class investigator. Has access to "Practiced" skills of any class (up to level 3).

to:

[[folder:Amanda Sharpe]]
!!Amanda Sharpe, The Student
[[folder:Bob Jenkins]]
!!Bob Jenkins, the Salesman
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_amanda.jpg]]
->''Amanda Sharpe was on track
org/pmwiki/pub/images/bob_0.JPG]]
->''According
to become one of Miskatonic University's most accomplished graduates. However, ever since she saw a strange painting of an enormous creature's emergence from Bob, the depths of the ocean, her classwork has suffered. Her dreams are overwhelmed by images secret to success as a salesman is persistence. People just need to be told what it is that they want. Repeatedly. Recently, Bob came into possession of a vast submerged city handful of "cursed" golden coins, and whispers he hopes the same persistence he so famously advocates will help him to uncover their origin and purpose. If he plays his cards right, maybe this will be his big score. Maybe he'll finally be able to retire and buy that boat he's had his eye on and spend the rest of his days fishing in a language she does tropical paradise. Or maybe Bob will finally come to see all that glitters is not understand. She remains dedicated to her studies, but her goal is no longer to graduate at the top of her class; rather, she seeks to discover the meaning behind the occult secrets concealed between the lines of reality.gold.''
Seeker-class investigator. Has Survivor-class investigator, who can only access to "Practiced" skills of any class (up to level 3).0 cards of his own class, but can include unlimited number of level 1-5 and up to 5 level 0 Rogue cards.



* CriticalHit: Her Elder Sign doubles skill icons on the card beneath her sheet, and thus, the power of her ability (which only triggers during skill tests).
* EarlyBirdCameo: She was originally portrayed on the "Encyclopedia" card from core game, long before her introduction in "The Innsmouth Conspiracy".
* JackOfAllStats: When supplied with the right set of skills, she can become an all-rounder, who can adapt to any role.
* MasterOfNone: PlayedWith. Stats-wise, she is one of the worst investigators (only 2 at every stat, which is below average), and certainly has the worst Intellect amongst Seekers (all of whom have 4-5). However, her abilities allows her to quickly rotate through all her available cards, nearly always having something useful at her disposal. Also, any cards she has under her sheet can be applied to tests without needing to discard them afterwards.
* MechanicallyUnusualFighter: Cards under her investigator sheet can be applied to skill tests as usual, but ''won't'' be discarded afterwards. She must discard them at the end of the round, however, whether she used them or not. This works particularly well with Skill cards (which must be applied to a skill check in order to work anyway), though she can do this only once per skill check. He signature weakness, "Whispers from the Deep", also uses this mechanic, working as a Skill with ''negative'' stats (which she can't refuse to use).
* RecurringDreams: She keeps seeing weird dreams about some submerged city (i.e. [[Literature/TheShadowOverInnsmouth Y'ha-nthlei). They actually bother her so much, she can't concentrate on her studies any more. Besides being her main motivation to join the team (she wants to learn more about that city and why she keeps seeing it), these dreams also act as her signature weakness, "Whispers from the Deep".
* WeakButSkilled: Amanda has 2 in every stat, bringing her to a total of 8 skill points, 1/3 of what most investigators have (12), but her free extra draw she gets at the start of her turn and ability to commit one card to '''every''' skill (including skill cards with powerful secondary effect beside the stat boost) test until her next turn greatly compensate for her weak statline.

to:

* CriticalHit: Her Elder Sign doubles skill icons on ActionSurvivor: {{Subverted|Trope}}; Bob ''appears'' to be one, as he is a saleman finding himself to deal with much, much more than just selling goods, but as his backstory describes, he has chosen to dwell into the card beneath her sheet, unknown for his [[OnlyInItForTheMoney own personal gain]]. Notably, while he starts out having access to mostly level 0 Survivor cards, all of his level 1 and thus, the power of her ability (which only triggers during skill tests).
* EarlyBirdCameo: She was originally portrayed on the "Encyclopedia" card
above cards are from core game, long before her introduction in "The Innsmouth Conspiracy".
* JackOfAllStats: When supplied with
the right set of skills, she can Rogue faction, meaning that Bob at some point is no longer attempting to survive, but exploiting the situation to become rich.
* DiscountCard: "Shrewd Dealings" reduces the cost of item cards Bob's plays (whether in his hand or the hand of another investigator) by one resource.
* ExtraTurn: Bob gets
an all-rounder, who extra action each turn to play an "Item" asset of his or of another Investigator; if it belogns to another investigator, then both of them can adapt to any role.
* MasterOfNone: PlayedWith. Stats-wise, she is one of
pay the worst investigators (only 2 at every stat, which is below average), and certainly has the worst Intellect amongst Seekers (all of whom have 4-5). However, her resources for it together.
* GameplayAndStoryIntegration: He's a salesman; all his
abilities allows her are related to quickly rotate through all her available cards, nearly always having something useful at her disposal. Also, any cards she his career in one way or another:
** Bob
has under her sheet a bonus action specifically to play "Item" assets.
** Bob
can be applied to tests without needing to discard them afterwards.
* MechanicallyUnusualFighter: Cards under her
ask another investigator sheet can be applied in his location to skill tests as usual, but ''won't'' be discarded afterwards. She must discard them at reveal an "Item" asset in their hand, and pay the end of the round, however, whether she used them price for them, fully or not. This works particularly well with Skill cards (which must be applied to a skill check in order to work anyway), though she can do this only once per skill check. He partially. His signature weakness, "Whispers from the Deep", also uses asset, "Shrewd Dealings", further reinforces this mechanic, working as a Skill with ''negative'' stats (which she can't refuse by allowing him to use).
* RecurringDreams: She keeps seeing weird dreams about some submerged city (i.e. [[Literature/TheShadowOverInnsmouth Y'ha-nthlei). They actually bother her so much, she can't concentrate on her studies any more. Besides being her main motivation to join the team (she wants to learn
play "Items" [[DiscountCard more about that city cheaply]], and why she keeps seeing it), these dreams also act as her signature playing his own assets under control of the other investigators.
* {{Greed}}: His appropriate-named unique
weakness, "Whispers from "Greed", cause Bob variable amount of horror depending on how many resources he is holding when he draws it, with the Deep".
* WeakButSkilled: Amanda
effect worsening the less he has. At best it will cause him 1 horror, at worst, if he has 2 zero resources, '''4''', half his max sanity!
* ItemCaddy: He's all about quickly and easily putting tons of Items
in every stat, bringing her play, thanks to a total having extra action just to play Items, and having means to reduce their cost. His Elder Sign further motivates it, giving him the bonus which scales with the number of 8 skill points, 1/3 Items he controls.
* OnlyInItForTheMoney: Most Investigators might be putting their lives and sanity on the line to save humanity, but for Bob it's all about making profit. This may also be why he has only 2 Willpower; he lacks resolve his more heroic companions have.
-->''You say the 'end
of what most the world.' I hear 'business opportunity.' ''
* TheSneakyGuy: Bob has impressive 4 Intellect, which, if he puts his Rogue-class cards to good use to boost his 3 Agility, makes him good pick for covert clue gathering in the danger zones.
* SupportPartyMember: His abilities let him pay for his teammates' Item cards or even gift other
investigators have (12), but her free extra draw she gets at the start of her turn and ability to commit one card to '''every''' skill (including skill cards with powerful secondary effect beside the stat boost) test until her next turn greatly compensate for her weak statline.from his own deck. Guardians who rely on expensive Item assets to do their job are particularly happy to have him around.



[[folder:Trish Scarborough]]
!!Trish Scarborough, The Spy
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_trish.jpg]]
->''Trish had always excelled in both body and mind, her unwavering focus on excellence and her fearless disposition a winning combination. Given her stellar academic and athletic records, everyone expected to see her become something great. Instead, Trish took a job at a commercial code company. The initial shock of her humble work eventually wore off, and the exceptional Trish Scarborough faded into obscurity. This suited Trish just fine, as it made it harder for anyone to realize the truth: her job was a cover for her true work as a spy with the Black Chamber, the Bureau's code-breaking agency.''
Rogue-class investigator. Has access to Seeker cards (up to level 2).

to:

[[folder:Trish Scarborough]]
!!Trish Scarborough, The Spy
!Introduced in ''The Scarlet Keys'' expansion
[[folder:Carson Sinclair]]
!!Carson Sinclair, the Butler
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_trish.jpg]]
->''Trish had always excelled
org/pmwiki/pub/images/carson_sinclair.png]]
->''Carson Sinclair has served three generations of the Webb family
in both body Arkham. Always proper, Carson watched with disapproval as his most recent employer, Hercule Webb, began bringing bizarre artifacts and mind, her unwavering focus on excellence and her fearless disposition a winning combination. Given her stellar academic and athletic records, everyone expected to see her become something great. Instead, Trish took a job at a commercial code company. The initial shock of her humble work eventually wore off, and the exceptional Trish Scarborough faded profane tomes into obscurity. This suited Trish just fine, as it made it harder for anyone to realize the truth: her job house, aided in these endeavors by Webb's business manager, Dupuis. When Mr. Webb was swallowed by a cover for her true work as a spy with dimensional rift, no one believed Carson's description of the Black Chamber, harrowing event. Carson has devoted himself to proving Dupuis's guilt, and to restoring the Bureau's code-breaking agency.children as the rightful heirs to the Webb fortune.''
Rogue-class Guardian-class investigator. Has access Can include up to Seeker cards (up to 10 level 2).0-1 Seeker, Mystic or Survivor events/skills (he can only choose one extra class).



* EarlyBirdCameo: She was originally portrayed on the "Manual Dexterity" Skill card from core game, but wasn't actually introduced until ''The Innsmouth Conspiracy''.
* FragileSpeedster: {{Downplayed|Trope}}. While she has 8 Health, with only 2 Combat, she'll have a hard time actually fighting anyone. Instead, she prefers to rely on her 4 Agility to just evade her enemies, and discover clues right under their noses. Her main concern is her low 6 Sanity, coupled with typical for Rogues 2 Willpower (making her vulnerable to treacheries), but unlike most of them, she has access to many Seeker cards that can compensate for said vulnerability.
* TheMenInBlack: Her signature weakness, "Shadow Agents", is represented by the group of shadowy guys (working for the dark cult behind the current BigBad) who keep pursuing her and prevent her from discovering clues by any means except by investigating. Fortunately, they can be dealt with by successfully evading them...which won't be easy, though, considering their high Evade rating.
* TheSmartGuy: She has impressive 4 Intellect, and can access Seeker cards, making her a good clue-gatherer. This is good, since the actual Seeker this time around is more of an [[JackOfAllStats all-rounder]]. To further motivate her into acting like team's searcher, her Elder Sign allows her to investigate remote locations without physically going there.
* TheSneakyGuy: She combines the best traits of both Rogues and Seekers, resulting in an agile, hard-to-catch clue gatherer who can steal clues right under her enemies' noses. As additional bonus, once per round, when she finds a clue in a location occupied by an enemy, she can discover an additional one for free.
* StealthExpert:
** After discovering a clue in a location occupied by enemies, she can automatically evade one of those enemies.
** Her signature card, "In the Shadows", allows her to sneakily disengage from all enemies and avoid engaging with anyone until the end of round. As a downside, she can't deal damage to them, either.

to:

* EarlyBirdCameo: She was originally portrayed on ActionSurvivor: In spite of being a Guardian, Carson isn't a police officer, a soldier, mercenary or anyone that had previous ties with the "Manual Dexterity" Skill card from core game, but wasn't actually introduced until ''The Innsmouth Conspiracy''.
supernatural, which partially explains his not so great skills.
* FragileSpeedster: BattleButler: {{Downplayed|Trope}}. While she has 8 Health, with only 2 Combat, she'll have a hard time actually fighting anyone. Instead, she prefers he's not very strong on his own, due to rely on her 4 Agility to just evade her enemies, and discover clues right under their noses. Her main concern is her low 6 Sanity, coupled with typical for Rogues 2 Willpower (making her vulnerable to treacheries), but unlike most of them, she has access to many Seeker cards that stats, he can compensate for said vulnerability.
it with the tools the Guardians have access to, being able to stand his ground and protect his friends.
* TheMenInBlack: Her ExtraTurn: His special ability allows him to trade his actions to the other players. He has an extra action specifically dedicated to this ability, allowing him to freely use it every turn at least once.
* MasterOfNone: He has no stat above 2, so he has to either rely on the other players, or stockpile cards which can boost his stats, and he's unlikely to be very strong in any particular field. He can take some off-class cards, but they wouldn't let him catch up with stronger teammates; of those, Survivor-class cards provide least amount of help to his teammates, but also makes him less of a deadweight thanks to many of them giving beneficial effects on a failure.
* MultiplayerOnlyItem: None of his abilities can be used on Carson himself (including his
signature weakness, "Shadow Agents", is represented by card), rendering them useless when playing in singleplayer.
* ThePowerOfFriendship: Friendship and loyalty are
the group core of shadowy guys (working for the dark cult behind the current BigBad) who keep pursuing her and prevent her from discovering clues by any means except by investigating. Fortunately, they can be dealt with by successfully evading them...which won't be easy, though, considering their high Evade rating.
* TheSmartGuy: She
his design, including his gameplay:
** He
has impressive 4 Intellect, and can access Seeker cards, making her a good clue-gatherer. This is good, since the actual Seeker powerful supportive abilities, but nothing of this time around is more of an [[JackOfAllStats all-rounder]]. To further motivate her into acting like team's searcher, her works for Carson himself.
** His
Elder Sign allows her him to investigate remote locations without physically going there.
draw 1 card... and this ability triggers each time ''any'' investigator draws their Elder Sign, not just Carson himself.
* TheSneakyGuy: She combines SupportPartyMember: All his abilities are related to supporting his team, while Carson himself isn't very strong, having no stats above 2.
** He [[ExtraTurn can spend actions to give extra actions to
the best traits of both Rogues and Seekers, resulting in other investigators]]; he has an agile, hard-to-catch clue gatherer who can steal clues right under her enemies' noses. As additional bonus, once per round, when she finds a clue in a location occupied by an enemy, she can discover an additional one extra action himself each turn specifically for free.
* StealthExpert:
that purpose.
** After discovering a clue in a location occupied by enemies, she can automatically evade one of those enemies.
** Her
His signature card, "In "As you wish" skill, can ''only'' be assigned to the Shadows", allows her tests performed by the other investigators, giving them huge stat boost, and allowing to sneakily disengage draw 1 card on success (on a failure, Carson draws it instead).
** His personal weakness, "Selfless to a Fault", actually ''punishes'' him for not committing cards to other players' tests, causing him horror if he ends the turn without helping anyone.
** Carson can take some cards
from all enemies either Seeker, Mystic or Survivor class; given his stats, the best Seeker or Mystic-class cards he can pick are those which don't make him pass skill tests -- meaning mostly utilitarian or protective cards.
* UndyingLoyalty: His motivation to join the adventure is to help the children of his master,
and avoid engaging prove his murderer's fault. ''Nothing'' would stop him at that.
* WeakButSkilled: {{Downplayed|Trope}}, Carson has a below average total statline of 8 (4 less points than the average 12) and is also frail
with anyone until the end 6 health and sanity, and while none of round. As his abilities compensate for his weakness, nor make him self-sufficent, he still can be very useful as a downside, she can't deal damage to them, either.SupportPartyMember team player, enabling stronger Investigators than him do their job even better.



[[folder:Dexter Drake]]
!!Dexter Drake, The Magician
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_dexter.jpg]]
[[caption-width-right:225:''"Do you want to see true magic?"'']]
->''For Dexter Drake, the magic of fairy tales and myths has been a lifelong fascination. The chance discovery of an old book page during the Great War opened Drake's eyes to the possibility that magic might truly exist. Years later, the promise of arcane tomes locked away in Miskatonic University's special collection draws the successful stage magician to the quiet town of Arkham. Lured to an auction of occult items, "Drake the Great" and his assistant, Molly Maxwell, find themselves targeted by the depraved servants of an otherworldly force of disease and corruption. To save Molly, Arkham and perhaps the world from a horrific transformation, Drake needs more than his wits and quick hands. He must turn to real magic, even if it risks his mind, body and spirit''.
Mystic-class investigator. Has access to Rogue cards (up to level 2).

to:

[[folder:Dexter Drake]]
!!Dexter Drake, The Magician
[[folder:Vincent Lee]]
!!Vincent Lee, the Doctor
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_dexter.jpg]]
[[caption-width-right:225:''"Do you want to see true magic?"'']]
->''For Dexter Drake, the magic of fairy tales and myths has been a lifelong fascination. The chance discovery of an old book page during the Great War opened Drake's eyes to the possibility that magic might truly exist. Years later, the promise of arcane tomes locked away in Miskatonic University's special collection draws the successful stage magician to the quiet town of Arkham. Lured to an auction of occult items, "Drake the Great" and his assistant, Molly Maxwell,
org/pmwiki/pub/images/ahtcg_vincent.png]]
[[caption-width-right:225:''"I will
find themselves targeted by the depraved servants of an otherworldly force of disease and corruption. To save Molly, Arkham and perhaps the world from a horrific transformation, Drake needs more than his wits and quick hands. He must turn to real magic, answers, even if it risks his mind, kills me."'']]
->''After the third or fourth mutilated
body and spirit''.
Mystic-class
showed up during his time at St. Mary's Hospital in Arkham, Vincent Lee begun to suspect that these were not mere wild animal attacks. When a young man died screaming in his sleep from a burst heart, Vincent knew for a fact that dark times were ahead. Taking a leave of absence from his position at the hospital, he has set out to ease the suffering of those afflicted by the spreading chaos, hoping that the trail of bodies will lead him to the answers he craves.''
Seeker-class
investigator. Has limited (only up to level 3) access to Rogue his own class, but has unlimited access to any Health-healing cards, regardless of class. He also may include up to 15 other Guardian and Survivor cards (up to level 2).1).



* EarlyBirdCameo:
** He was first introduced as a bonus investigator (with a set of replacement signature cards and weaknesses) for anyone who bought the novella about him, before being re-introduced in the ''The Innsmouth Conspiracy''.
** Dexter was pictured on the "Haste" Asset from ''The Dream Eaters'' expansion, which directly preceded ''The Innsmouth Conspiracy''.
* {{Expy}}: Dexter is based on ComicStrip/MandrakeTheMagician, down to the name.
* FatalFlaw: His obsession with learning "real" magic is quite possibly the main reason behind all his problems.
* GameplayAndStoryIntegration:
** His magician background is reflected by his signature ability: he can quickly exchange assets in play with different ones, just like magicians would do during their performances. And his signature asset is outright named "Showmanship"; it gives bonuses to whatever cards he recently put into play.
** His obsession with learning "real magic" manifests as his signature weakness, "Occult Scraps", which is whatever fragments of occult books he managed to get his hands on; it drains his Willpower until he manages to get rid of it, which, ironically, reduces his effectiveness as an ''actual'' mage.
** He's only starting to learn the world of magic, with no-nonsence "do-it-right" attitude; he has only 2 Intellect and can't search for signs of occult and eldritch as efficiently as his more experienced (or savvy) colleagues.
* ItemCaddy: He's all about quickly shuffling his assets, replacing ones he no longer needs with the others. His Elder Sign further helps with it.
* LovelyAssistant: His promo-card provides his assistant, Molly Maxwell, as an alternative signature card. Her main role is providing an opportunity to quickly find and draw assets with a specific trait. To discourage abusing her ability, she takes horror each time she uses it, and has only 4 Sanity.
* MageMarksman: He is a [[MagiciansAreWizards a magician that can cast actual magic]] and his main choices in weaponry come from his Rogue card pool, most of which are firearms. His backstory also states that, like Mark, he is a war veteran.
* MagiciansAreWizards:
** Used to be normal StageMagician until he learned ''real'' magic.
** He is a Mystic-class investigator, who uses his magician skills to actually amplify his performance as a wizard.
* MagicKnight: {{Downplayed|Trope}}. While Dexter only has 3 Combat (compared to his 5 Willpower), he has access to some guns from Rogue-class arsenal, making it less of an issue.
* PickACard: [[LovelyAssistant Molly Maxwell, his assistant]] (and alternative signature card) allows him to pick one trait and then search his deck for cards with this trait, until he finds the first one with it; all other cards must be shuffled back; the fewer cards with the chosen trait his deck has, the better chance of finding a specific card (if you know what to search for).
* PowerNullifier: Dexter's replacement signature weakness "Yaztaroth" prevents him from putting Assets into play, not just through his ability mind you, ''but even through playing them period''. This is especially nasty if he is using both of his signature cards, as Yaztaroth will prevent Dexter from getting rid of Occult Scraps until he discards the former weakness.
* SquishyWizard: PlayedWith. Dexter has adequate Combat (and some guns to put it to use), but he still has relatively low 6 Health and unimpressive 2 Agility, making going onto offensive risky as he wouldn't be able to easily escape, as well as making him vulnerable to Agility-testing treacheries (which are likely to target his Health).
* StageMagician: He was a stage magician before he learned ''real'' magic. He still dresses like one.

to:

* EarlyBirdCameo:
** He was first introduced
CastFromHitpoints: When Vincent uses "Bonesaw" as a bonus investigator (with a set of replacement signature cards and weaknesses) for anyone who bought the novella about him, before being re-introduced in the ''The Innsmouth Conspiracy''.
** Dexter was pictured on the "Haste" Asset from ''The Dream Eaters'' expansion, which directly preceded ''The Innsmouth Conspiracy''.
* {{Expy}}: Dexter is based on ComicStrip/MandrakeTheMagician, down to the name.
* FatalFlaw: His obsession with learning "real" magic is quite possibly the main reason behind all his problems.
* GameplayAndStoryIntegration:
** His magician background is reflected by his signature ability:
weapon, he can quickly exchange assets in play with different ones, deal extra damage at the cost of hurting himself.
* ChronicHeroSyndrome: Vincent
just like magicians would do during their performances. And his signature asset is outright named "Showmanship"; it gives bonuses to whatever cards he recently put into play.
** His obsession with learning "real magic" manifests as his signature weakness, "Occult Scraps", which is whatever fragments of occult books he managed to get his hands on; it drains his Willpower until he manages to get rid of it, which, ironically, reduces his effectiveness as an ''actual'' mage.
** He's only starting to learn the world of magic, with no-nonsence "do-it-right" attitude; he has only 2 Intellect and
can't search for signs stand aside when innocent is in danger; as such, he occasionally gets distracted to help a bleeding bystander (as part of occult his personal weakness effect), at the cost of actually performing his mission (and risking the world to end); he ''can'' ignore the bystander and eldritch as efficiently as his more experienced (or savvy) colleagues.
let them die, but every time it costs Vincent a mental trauma.
* ItemCaddy: CombatMedic: He's all about quickly shuffling his assets, replacing ones he no longer needs with the others. His Elder Sign further helps with it.
* LovelyAssistant: His promo-card provides his assistant, Molly Maxwell, as an alternative signature card. Her main role is providing an opportunity to quickly find and draw assets with a specific trait. To discourage abusing her ability, she takes horror each time she uses it, and has only 4 Sanity.
* MageMarksman: He is a [[MagiciansAreWizards a magician that can cast actual magic]] and his main choices in weaponry come from his Rogue card pool, most of which are firearms. His backstory
team's designated medic, who also states that, like Mark, he is a war veteran.
* MagiciansAreWizards:
** Used to be normal StageMagician until he learned ''real'' magic.
** He is a Mystic-class investigator, who uses
can stand his magician skills to actually amplify his performance as ground in a wizard.
* MagicKnight: {{Downplayed|Trope}}. While Dexter only
fight (and has 3 Combat (compared to his 5 Willpower), he has access to some guns from Rogue-class arsenal, making it less of an issue.
* PickACard: [[LovelyAssistant Molly Maxwell, his assistant]] (and alternative signature card) allows him
Guardian-class tools to pick one trait and then search his deck for cards with this trait, until he finds the first one with it; all other cards must be shuffled back; the fewer cards with the chosen trait his deck has, the better chance of finding a specific card (if you know what to search for).
* PowerNullifier: Dexter's replacement signature weakness "Yaztaroth" prevents him from putting Assets into play, not just through his ability mind you, ''but even through playing them period''. This is especially nasty if he is using both of his signature cards, as Yaztaroth will prevent Dexter from getting rid of Occult Scraps until he discards the former weakness.
* SquishyWizard: PlayedWith. Dexter has adequate Combat (and some guns to put it to use), but he still has relatively low 6 Health and unimpressive 2 Agility, making going onto offensive risky as
do so), though he wouldn't be able replace actual Guardians. He can even use his "Bonesaw" as a Weapon, gaining much-needed bonus to easily escape, Combat ([[CastFromHitpoints and can sacrifice a point of health for extra damage]]). Additionally, his Elder Sign effect allows him to immediately heal 1 damage from investigator or Ally card in his location.
* CripplingOverspecialisation: He can't access high-level cards of any class (including his own, where he is restricted to level 3), unless they contain words "[[ExactWords heals damage]]", though he can access some cards of Guardian and Survivor classes (up to level 1).
* ExactWords: As clarified in the FAQ, he can include cards in his deck
as well long as they contain words "heals damage", even if it means they heal it on themselves.
* GeniusBruiser: Besides access to both Seeker and Guardian cards, Vincent has Guardian-grade 9 Health, decent 3 Combat (one of the best in his class), and retains great 4 Intellect. However, he faces the typical problem the Guardians tend to have (high Health, low Sanity),
making him highly vulnerable to Agility-testing treacheries horror-based attacks which can quickly chew through his 6 Sanity, and he can't even hit hard enough to qualify as GlassCannon.
* HarmfulHealing: Once per game, he can use his "Bonesaw" to heal up to 5 damage at once from any investigator, but must then pass hard Intellect test, or cause that investigator a physical trauma
(which are likely to target his Health).
causes ''permanent'' damage and can kill the investigator if too many traumas gets accumulated).
* StageMagician: He was a stage magician before he learned ''real'' magic. He still dresses HeroicBSOD: Vincent's personal weakness, "Innocent Bystander", acts like one.a (slotless) Ally card which enters play with most of its health missing, and receives further damage whenever Vincent suffers some (excluding direct damage). It can be cured, and leaves play if Vincent does so, but if it actually runs out of health, Vincent suffers a mental trauma, for letting his patient die.
* MightyGlacier: Vincent is one of the toughest Seekers in the game, having highest Health and second-highest Combat in his class. He's also one of the slowest, having only 1 Agility.
* SupportPartyMember: Whenever he heals damage from any investigator, he also provides them with a copy of "On the Mend" skill, which acts as a free stats boost. The amount of such cards is equal to the number of players.
* WeakButSkilled: In a similiar way to Carolyn: Vincent is overall more resilient than the average investigator, as his Health and Sanity sum is 15 instead of the usual 14, but his total amount of stat points is slightly below average, having 11 instead of 12. He also has limited access to cards of his own class, as he can take only Seeker cards up to level 3, severely limiting his ability to gather clues fast and locking him out of many "researchable" Seeker cards upgrades. But he is the best character at [[TheMedic healing damage]], and when he does so, he gives an "On The Mend" to investigator just healed (himself included), which acts like a free stat-boosting skill card, aiding Investigators in their tests. His access to Guardian and Survivor cards from level 0 to 1 can also let him put his decent Combat (for a Seeker) to use and the fact he can also take any cards that [[ExactWords heals damage]] regardless of their level or class give him a surprising amount of versatility.



[[folder:Silas Marsh]]
!!Silas Marsh, the Sailor
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_silas.jpg]]
[[caption-width-right:225:''"Leave your fears on the docks, lads".'']]
->''Silas Marsh has always felt called to the sea. As a young lad, he left his family in fear-shadowed Innsmouth and made a name for himself sailing the seven seas. But after the death of his parents, the sea's call has only grown stronger. Silas has dreams - nightmares - of pointed teeth grinning, webbed hands reaching, and eyes glowing in the darkness of the ocean deeps. No one in his family is able to offer an explanation for his dreams, or at least, no one is willing. So when desperate librarian Abigail Foreman comes to Silas with questions of her own, he cannot turn her away. Her ancient and mysterious tome, the Profesiae Profana, points to a stellar event foretelling the end of the world, and painted in its margins are the very same creatures that haunt Silas's nightmares...''
Survivor-class investigator. Has access to "Innate" Skills of any class (up to level 2).

to:

[[folder:Silas Marsh]]
!!Silas Marsh,
[[folder:Kymani Jones]]
!!Kymani Jones,
the Sailor
Security Consultant
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_silas.jpg]]
[[caption-width-right:225:''"Leave your fears on
org/pmwiki/pub/images/ahtcg_kymani.png]]
[[caption-width-right:225:''"This doesn't belong to you."'']]
->''When
the docks, lads".'']]
->''Silas Marsh has always felt called to
Talno artifacts went missing from the sea. Miskatonic Museum, Kymani was hired to assess the museum's liability. Of course, Kymani already knew who the thief was -- it had been their own heist, all along. But Kymani had no interest in selling the relics. As a young lad, he left his family in fear-shadowed Innsmouth far as Kymani was concerned, they weren't the one who ''really'' stole them. No; Kymani had sent the historical artifacts back home, where they truly belonged. The museum and made a name for himself sailing the seven seas. But after the death of his parents, the sea's call has insurance company see only grown stronger. Silas has dreams - nightmares - of pointed teeth grinning, webbed hands reaching, a villain to catch, but Kymani is faster, smarter, and eyes glowing in the darkness of the ocean deeps. No one in his family is able to offer an explanation for his dreams, or at least, no one is willing. So when desperate librarian Abigail Foreman comes to Silas with questions of her own, he cannot turn her away. Her ancient and mysterious tome, the Profesiae Profana, points to a stellar event foretelling the end of the world, and painted in its margins are the very same creatures that haunt Silas's nightmares...better.''
Survivor-class Rogue-class investigator. Has Can access to "Innate" Skills Tool cards of any class (up to level 2).4). Receives free exp at the deck creation.



* BigGuy: Silas has 9 Health and 4 Combat. These stats are impressive on their own, but this also makes him the most durable investigator in ''The Innsmouth Conspiracy'' expansion, making him potent backup fighter. As may be expected, the downside is having only 5 Sanity, however.
* BoringButPractical: His replacement signature card, "Nautical Prowess" Skill, does nothing flashy, but instead just provides rather stable, albeit minor, bonuses: when applied to a skill check with a negative chaos token modifier, it provides two "wild" (fit for any type) skill icons, which somewhat offsets the negative effect of the chaos token. Alternatively, it has the rather standard effect of allowing him to draw a card.
* CripplingOverspecialization: Granted that he specializes in having more cards to pass tests with than normal, but Skills cards are typically ''only'' usable for skill tests. Assets and Events and such are still restricted to the Survivor pool for him.
* EarlyBirdCameo:
** He firstly appeared on the "Overpower" Skill from the core game, long before actually becoming playable.
** He was originally introduced as a bonus investigator (with a set of replacement signature cards and weaknesses) for anyone who bought the novella about him, before being re-introduced in the ''The Innsmouth Conspiracy''.
* GlassCannon: Silas has tons of Health, as well as high Combat ''and'' Agility, but pays for it with only having 5 Sanity and 2 Willpower, making him vulnerable to certain treacheries of horror-dealing enemies if he fails to quickly kill them. It's in his interests to quickly find a way to soak up horror, or he may perish.
* HalfHumanHybrid: Like all members of the Marsh family, he has the Innsmouth Look, marking him as half-human, half-Deep One. This doesn't make him any less heroic though, but it does leave him vulnerable to the "call of the sea". His main weakness, "Siren Call", [[GameplayAndStoryIntegration represents this]] and forces him to pay resources when he commits card for each icon matching the skill tested, quickly leaving him without resources and [[PowerNullifier unable to commit cards anymore if he cannot pay]] unless he can discard it.
* InTheBlood: As a member of the Marsh family, he has [[HalfHumanHybrid the Innsmouth Look]].
* {{Irony}}: He's the only investigator who has a card portraying him (upgraded "Overpower", Guardian-class Skill), which he can't take as it's off-class for him.
* ItemCaddy: His playstyle relies on using Skills (he can access a large amount of the off-class ones), and him easily regaining the skills spent on skill tests (or adding new ones).
** Both Sea Change Harpoon and Silas' Net gains stronger effects if he commits Skills to the tests where he uses them, and both can be returned to hand to get the committed Skills back.
** His Elder Sign allows to commit to the test a Skill card from discard pile, which he then returns to hand instead of discarding.
* LightningBruiser: Besides being very tough, he also has good Combat and Agility (both at 4), making him able to either fight or evade monsters, depending on the situation.
* PowerNullifier: "Siren Call" forces Silas to pay resources to commit cards, and if he cannot, prevents him from commiting cards at all. "Dream Of The Deep" subtract 2 points from his skill value to a test Sillas commits this weakness to (making most Skill cards near useless) until he passes a test with this penalty to discard it, and forces Silas to commit this card to every test under the threat of sapping his health every turn if he can't get rid of it.
* RecurringDreams:
** He keeps seeing dreams about the depths of the ocean; this is a bad sign, indicating that his [[HalfHumanHybrid Innsmouth heritage]] is beginning to force him into becoming a full Deep One.
** His (replacement) signature weakness, "Dreams of the Deep", acts as a skill card which ''subtracts'' from his total skill value, and returns to his hand if the skill check is failed, instead of being discarded. If he ends the turn with it still in his hand, he suffers 2 damage.
* WhiteSheep: Unlike most members of the [[HalfHumanHybrid Marsh family]], he is a good guy.

to:

* BigGuy: Silas has 9 Health and 4 Combat. These stats are impressive on {{Backstab}}:
** Normally Kymani's Elder Sign is just the same as a +1 token, but if they draw it while there's at least one exhausted enemy in
their own, but this also makes him location, it counts as an instant success.
** Kymani can immediately engage exhausted enemy as a free action, and if they then try to evade them, they add their Intellect to their Agility during
the most durable investigator in ''The Innsmouth Conspiracy'' expansion, making him potent backup fighter. As may be expected, test; on success, if result is equal or higher than enemy's remaining health, the downside enemy gets discarded. It doesn't count as ''defeating'' the enemy, so no victory points, nor does it work on Elite foes.
* FragileSpeedster: {{Downplayed|Trope}}. While Kymani has high Health, they lack Combat to actually fight without proper preparations (basic Combat
is having only 2); not to mention that some enemies target Sanity instead. Instead, they have great Agility (one of the few characters to have basic 5 Sanity, however.
Agility) and have an additional ability which allows them to discard exhausted enemies when evading them again.
* BoringButPractical: His replacement GrapplingHookPistol: Fitting for a thief, Kymani uses a Grappling Hook as their signature card, "Nautical Prowess" Skill, does nothing flashy, asset, which allows (without risks of attacks of opportunity) to engage, move, evade or investigate; when performing the latter, they also uses their Agility instead of Intellect, which is much higher by default, and much easier to boost given that they're Rogue.
* IronicName: Their family name is Jones,
but instead just provides rather stable, albeit minor, bonuses: when applied of [[Franchise/IndianaJones looking to bring artifacts to foreign museums]], they instead ''extricate'' artifacts from there.
* JustifiedCriminal: Kymani is
a skill check with a negative chaos token modifier, it provides two "wild" (fit thief, but the reason why they steal relics isn't for any type) skill icons, which somewhat offsets profit; they return them to the negative effect of original lands where they belong, seeing the chaos token. Alternatively, it has the rather standard effect of allowing him to draw a card.
ones who originally put them into museums as "thieves" instead.
* CripplingOverspecialization: Granted that he specializes in having more cards to pass tests with than normal, but Skills cards are typically KungFuProofMook: Agent Fletcher prevents Kymani (and ''only'' usable for skill tests. Assets and Events and such Kymani) from adding their Intellect to their Agility while attempting to evade him, not just when using their main ability, but also when playing certain Rogue cards, like "Slip Away".
* MartialPacifist: {{Implied|Trope}}. Enemies taken care of with Kymani's main ability
are still restricted not considered to be defeated, just "discarded", with the Survivor pool for him.
* EarlyBirdCameo:
** He firstly appeared on
implication that Kymani gave them the "Overpower" Skill good ol' slip or sent them on a wild goose chase after them, neutralising their foes non-violently. While that means they cannot gain Victory through evasion, that also means they can avoid negative effects that would come from defeating certain enemies (the Horror from the core game, long before actually becoming playable.
** He was originally introduced
Goat Spawns, the Vengenance from Serpents, harming "Innocents" in Murder at the Excelsior Hotel, etc.). Kymani can still benefit from fighting and dealing damage to enemies however (or someone else doing so for them), as the less health they have left, the easier they are to be discarded when exhausted.
* MechanicallyUnusualFighter: Kymani gains
a bonus investigator (with a set of replacement signature cards (based on their Intellect) when evading exhausted enemies; if they succeed, they automatically discard those enemies (but not defeat, so no free victory points, for example). They have free action ability specifically to engage such enemies. This ability has much less chance to work on their personal weakness, Agent Fletcher, as he prevents Kymani from gaining Intellect-based bonuses during Evasion.
* TwoferTokenMinority: Jamaican
and weaknesses) for anyone who bought non-binary.
* WeakButSkilled: Kymani has low offensive stats, but has extra abilities to neutralise enemies through
the novella about him, before being re-introduced in the ''The Innsmouth Conspiracy''.
* GlassCannon: Silas has tons
other means. On top of Health, as well as high Combat ''and'' Agility, but pays for it with only having 5 Sanity and 2 Willpower, making him that, Kymani is way less vulnerable to certain treacheries of horror-dealing enemies if he fails to quickly kill them. It's in his interests to quickly find a way to soak up horror, or he may perish.
* HalfHumanHybrid: Like all members
which usually torment Rogues, being one of the Marsh family, he has the Innsmouth Look, marking him as half-human, half-Deep One. This doesn't make him any less heroic though, but it does leave him vulnerable few Rogues to the "call have 3 Willpower (instead of standard 1-2), on top of 5 Agility. However, few games can be won through evasion alone, so one of the sea". His main weakness, "Siren Call", [[GameplayAndStoryIntegration represents this]] and forces him top priorities is to pay resources when he commits card look for each icon matching the skill tested, quickly leaving him without resources and [[PowerNullifier unable ways to commit cards anymore if he cannot pay]] unless he can discard it.
* InTheBlood: As a member of the Marsh family, he has [[HalfHumanHybrid the Innsmouth Look]].
* {{Irony}}: He's the only investigator who has a card portraying him (upgraded "Overpower", Guardian-class Skill), which he can't take as it's off-class for him.
* ItemCaddy: His playstyle relies on using Skills (he can access a large amount of the off-class ones), and him easily regaining the skills spent on skill tests (or adding new ones).
** Both Sea Change Harpoon and Silas' Net gains stronger effects if he commits Skills to the tests where he uses them, and both can be returned to hand to get the committed Skills back.
** His Elder Sign allows to commit to the test a Skill card from discard pile, which he then returns to hand instead of discarding.
* LightningBruiser: Besides being very tough, he also has good
boost their 2 Combat and Agility (both at 4), making him able to either fight or evade monsters, depending on the situation.
* PowerNullifier: "Siren Call" forces Silas to pay resources to commit cards, and if he cannot, prevents him from commiting cards at all. "Dream Of The Deep" subtract 2
Intellect, as most victory points comes from his skill value defeating strong foes and clearing important locations from clues; to a test Sillas commits this weakness to (making most Skill cards near useless) until he passes a test help with this penalty to discard it, and forces Silas to commit this card to every test under the threat of sapping his health every turn if he can't get rid of it.
* RecurringDreams:
** He keeps seeing dreams about the depths of the ocean; this is a bad sign, indicating that his [[HalfHumanHybrid Innsmouth heritage]] is beginning to force him into becoming a full Deep One.
** His (replacement) signature weakness, "Dreams of the Deep", acts as a skill card which ''subtracts'' from his total skill value, and returns to his hand if the skill check is failed, instead of being discarded. If he ends the turn
that, Kymani starts with it still in his hand, he suffers 2 damage.
* WhiteSheep: Unlike most members of the [[HalfHumanHybrid Marsh family]], he is a good guy.
some free experience points.



!Introduced in ''Edge of the Earth'' expansion
[[folder:In general]]

to:

!Introduced [[folder:Amina Zidane]]
!!Amina Zidane, the Operator
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/amina_zidane.png]]
[[caption-width-right:225:''"What is it trying to tell me?"'']]
->''A refugee from French-occupied Algeria, Amina arrived
in ''Edge Arkham with nothing more than she could carry. Six years later, Amina's sharp mind and technical skill placed her at the switchboard for the Miskatonic Valley Telephone Company. Soon after, she began to catch snippets of something strange while at work - distorted words in an unrecognizable language, out-of-place noises, calls that connected to nowhere at all and dropped almost immediately. As the phantom calls grew in frequency, Amina sought answers. She found the right extension, connected to the line, and listened in. Despite not understanding a word of the Earth'' expansion
[[folder:In general]]
alien language on the other side, she could tell the eldritch words held real power.''
Mystic-class investigator. Can access Charm cards of any class (up to level 4).



* MagikarpPower: Since ''Edge of the Earth'' investigators start out with very limited access to cards of their "de facto" class, they get badly outperformed in their intended roles by full members of those classes. But once they get the experience to buy upgraded cards, their powerful built-in abilities start to shine.
* MechanicallyUnusualFighter: All ''Edge of the Earth'' investigators only have access to level 0 cards of their own class, but can also use any level 1-5 cards and up to 5 level 0 cards of another class. This causes them to effectively change class over the course of a campaign as they replace their level 0 cards with upgraded cards of their secondary class.

to:

* ActionSurvivor: She was a normal phone operator, until she accidentally noticed something weird and eldritch going on. She still doesn't fully understand those, and heavily relies on various "charms", not all of which are even magic. Notably, she's one of the few Mystics to have less than 4 Willpower.
* ItemCaddy: She's the only investigator, even amongst Mystics, who can put Doom on her assets directly (and not as effect of the other cards or Elder Sign draw). In addition, her Elder Sign allows her to move Doom from any card in her location (including ''location itself'') and drop on any other card in that location, where it would be easier to manage.
** Amina's signature cards are two fast events which improves asset usage at the cost of requiring Doom to be either placed or already present on them to work: "Word of Woe" and "Word of Weal". '"Word of Woe" let's Amina activate an asset without spending an action by spending 2 resources and placing 1 Doom on it, "Word of Weal'" let's her instead add her Willpower to a test using an asset with Doom on it for free. On top of that, playing either card will shuffle the other in the deck if it is in the discard pile.
* JackOfAllStats: All her stats are average (3, including Willpower). She has to rely on her Doom-manipulating mechanics to make things done. {{Justified|Trope}} as she has neither prior training nor knowledge of the arcane; she got involved with the occult essentially by accident.
* MagikarpPower: Since ''Edge of Amina becomes less awkward to play once she starts gaining high-level cards (particularly, to get the Earth'' investigators ways to actually remove excessive Doom), but that requires actually making it past first few scenarios with her weak starting kit.
* MasterOfNone: Generally, Mystics
start out with very limited access high Willpower (4 or 5 for most of them), which they can use to compensate for their weaker stats with Spells that lets them do basic tasks through Willpower. Amina starts with ''all'' stats at 3, Willpower included, which makes her struggle to do anything, with or without magic. She becomes better with higher level cards, but it would only let her catch up, not outshine anyone.
* PowerAtAPrice: To even greater degree than other Mystics. All her abilities are built upon accumulating Doom on her
cards for various boons, like playing them "for free". Fortunately, her Elder Sign ability allows to move all Doom from any of her cards to another card at her location, even if it's not hers (like the enemies). As with any Doom, it takes away the [[TimedMission time the team has to finish their "de facto" class, they get badly outperformed in their intended roles by full goal]], and her personal weakness, "Deafening Silence", may move some Doom from her cards straight to the current Agenda, making it permanent.
* SquishyWizard: While she lacks the Willpower of other
members of those classes. But once they get her class, Amina still fits this trope to a T with her fantastic Sanity value (9) and abysmal Health (5)
* TokenMinority: She's an Algerian refugee.
* TouchedByVorlons: Her contact with
the "Phantom Calls" and the eldritch powers their words carried is what is implied to have granted Amina magical abilities. Unfortunately, the complete accidental nature of how she gained said abilities means [[HowDoIShotWeb she has no training nor experience on how to buy upgraded cards, their powerful built-in abilities start to shine.
* MechanicallyUnusualFighter: All ''Edge of the Earth'' investigators only have access to level 0 cards of their own class, but can also
use any level 1-5 cards and up to 5 level 0 cards of another class. This causes them to effectively change class over the course of a campaign as they replace their level 0 cards with upgraded cards of their secondary class.them]], unlike other Mystics, which explains why her Willpower value is passable at best.



[[folder:Daniella Rayes]]
!!Daniela Reyes, the Mechanic
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/daniela.JPG]]
[[caption-width-right:225:''"Relax, tough guy. I'll handle this. You stand over there and look pretty".'']]
->''Daniela always figured she had a good life. She had a loving, boisterous family. She had a steady job that used her brains and her hands. She had enough money to spend on fast cars, pretty girls, and her motorcycle, Gabriel. Then her brother, Ramon, got caught up in some trouble. Her mother warned her to be careful, that darkness lay ahead. Daniela set a glass of water behind the door for her mother's sake, to catch evil spirits - just as she's been taught as a child. When Daniela awoke to find it shattered, she was determined to figure out what happened and fix it. Just like she always did.''
Guardian-class investigator, who can only access level 0 cards of her own class, but can include unlimited number of level 1-5 and up to 5 level 0 Survivor cards.

to:

[[folder:Daniella Rayes]]
!!Daniela Reyes,
[[folder:Darrel Simmons]]
!!Darrell Simmons,
the Mechanic
Photographer
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/daniela.JPG]]
[[caption-width-right:225:''"Relax, tough guy. I'll handle this. You stand over there and look pretty".
org/pmwiki/pub/images/ahtcg_darrell.png]]
[[caption-width-right:225:''The truth is darker than any of us know.
'']]
->''Daniela ->''Even while growing up in Arkham, Darrell always figured she had knew that there something not quite right about the strange little town. After graduating from high school, he went to work for the ''Arkham Advertiser'' as a photographer, and in the years since, he's scoured every inch of the city. But on one fateful night, he saw something truly indescribable -- a horror that shook his world to the core. His editor says he was just seeing things, but he knows the truth. With his trusty camera in tow, he would not rest until he has captured photographic evidence of the horrors that dwell in the shadows of his hometown and beyond. Just one good life. She had a loving, boisterous family. She had a steady job that used her brains and her hands. She had enough money to spend on fast cars, pretty girls, and her motorcycle, Gabriel. Then her brother, Ramon, got caught up in some trouble. Her mother warned her to be careful, that darkness lay ahead. Daniela set a glass of water behind the door for her mother's sake, to catch evil spirits - just as she's been taught as a child. When Daniela awoke to find it shattered, she was determined to figure out what happened and fix it. Just like she always did.shot is all he needs.''
Guardian-class investigator, who can only Survivor-class investigator. Has access to Seeker cards (up to level 0 cards of her own class, but can include unlimited number of level 1-5 and up to 5 level 0 Survivor cards.2).



* ActionSurvivor: Tough as nails she might be, Daniela is just a mechanic that found herself tangled with the supernatural by chance, and the horrors she faces are way out of what she accustomed to dealing with. This is probably why she "starts" as a Guardian only to "turn" into a Survivor later.
* ArmourPiercingAttack:
** Daniela's ability allows her to deal damage to an attacking enemy without bothering with any skill tests, which can help a lot against enemies with high Combat rating.
** Daniella's signature weakness, "Mob Goons", is a couple of, well, [[ExactlyWhatItSaysOnTheTin mob goons]], whose attacks can't be cancelled by any means, and whose damage and horror are always treated as direct (so they can't be assigned to assets).
* BigGuy:
** Like all Guardians, she's very tough and strong, and remains so even after dual-classing to Survivor. She's also encouraged to stay on the frontline, as all her abilities trigger only when she gets attacked (regardless of whether she actually gets hit or not). This does not work on attacks of opportunity, however.
** She's the only investigator to actually ''benefit'' from being attacked, which encourages her to go into offensive rather than hide behind:
*** She can either immediately retaliate and deal 1 damage to attacking enemy, or automatically evade them (which either exhausts them, or triggers other effects).
*** Her signature card, "Mechanic's Wrench", can force the enemies into attacking her when she needs it for specific effect.
*** Her Elder Sign gives her automatic success if she was attacked this round... or a simple "+1" otherwise.
** She has only 6 Sanity, but compensates for it with impressive 4 Willpower (above average for Guardians, and good stat in general), making her less likely to get hit by treacheries. This also makes her better with actually using certain Guardian cards to tank treacheries intended for the other investigators.
* BookDumb: Representing her unawareness of the eldritch horrors she's facing, she has a low Intellect stat, making her completely rely on Survivor cards for finding clues (all of which involve some unorthodox search methods, or even dumb luck). However, where she really shines is thinking on her feet and finding non-standard solutions to seemingly impossible problems... just like a true Survivor.
* EarlyBirdCameo: Daniela was portrayed on several cards released prior to her announcement.
* MightyGlacier: Even after she "becomes" a Survivor, Daniela remains a force to reckon with in battle, with an impressive Combat stat of 5 and 8 Health. She's unlikely to escape any ambushes, however, only having 2 Agility, though she can try to tank damage and then use her ability to just evade an enemy automatically.
* RevengeByProxy: Daniella's signature weakness, "Mob Goons", is literally a couple of bandits sent after her by some loan sharks after her brother got into troubles. The card's flavour text even states that "debt is a family affair".
* TwoferTokenMinority: Being both Hispanic and lesbian makes her stand out in the 1920s setting.
* WrenchWench: A strong, sturdy woman who's very good with a wrench, both for fixing cars and clobbering monsters.
* WrenchWhack: Her signature card, "Mechanic's Wrench", is not only a useful tool which reinforces her mechanics, but can also be used as a weapon against enemies who previously hit Daniela.

to:

* ActionSurvivor: Tough as nails she might be, Daniela is just a mechanic that found herself tangled with the supernatural by chance, and the horrors she faces are way out of what she accustomed to dealing with. This is probably why she "starts" as a Guardian only to "turn" into a Survivor later.
* ArmourPiercingAttack:
** Daniela's ability allows her to deal damage to an attacking enemy without bothering with any skill tests,
He's relatively normal photographer, going for investigation which can help a lot against enemies would be anything but normal, with high Combat rating.
** Daniella's signature weakness, "Mob Goons", is a couple of, well, [[ExactlyWhatItSaysOnTheTin mob goons]], whose attacks can't be cancelled by any means,
cults, monsters, dark magic and whose damage and horror are always treated as direct (so they can't be assigned to assets).
* BigGuy:
** Like all Guardians, she's very tough and strong, and remains so even after dual-classing to Survivor. She's also encouraged to stay on the frontline, as all her abilities trigger only when she gets attacked (regardless of whether she actually gets hit or not). This does not work on attacks of opportunity, however.
** She's the only investigator to actually ''benefit'' from being attacked, which encourages her to go into offensive rather than hide behind:
*** She can either immediately retaliate and deal 1 damage to attacking enemy, or automatically evade them (which either exhausts them, or triggers other effects).
*** Her signature card, "Mechanic's Wrench", can force the enemies into attacking her when she needs it for specific effect.
*** Her Elder Sign gives her automatic success if she was attacked this round... or a simple "+1" otherwise.
** She has only 6 Sanity, but compensates for it with impressive 4 Willpower (above average for Guardians, and good stat in general), making her less likely to get hit by treacheries. This also makes her better with actually using certain Guardian cards to tank treacheries intended for the other investigators.
* BookDumb: Representing her unawareness of the eldritch horrors she's facing, she has a low Intellect stat, making her completely rely on Survivor cards for finding clues (all of which involve some unorthodox search methods, or even dumb luck). However, where she really shines is thinking on her feet and finding non-standard solutions to seemingly impossible problems... just like a true Survivor.
{{Eldritch Abomination}}s at every step.
* EarlyBirdCameo: Daniela He was portrayed on several cards released prior long before becoming playable.
* GoingForTheBigScoop: He actively risks his life
to her announcement.
* MightyGlacier: Even after she "becomes" a
gather information. Fittingly, his main class is Survivor, Daniela remains a force to reckon with in battle, access to Seeker cards.
* IntrepidReporter: Darrel knows that something strange is going on, and believes that it's up to him to uncover the truth. Armed
with an impressive Combat stat his trusty camera, he goes on the quest to reveal it -- or die trying.
* LoopholeAbuse: Darrell's main ability can be triggered by spending evidences on assets he controls, [[ExactWords any assets, not just his Kodak]]. By bringing other cards that generate evidence (which are somewhat rare however), he can get far more uses from his main ability
of 5 reducing skill tests' difficulty and 8 Health. She's unlikely get a bigger safety cushion against his personal weakness.
* PowerNullifier: "Ruined Film" removes 4 evidences from assets Darrell controls, and inflicts him horror for every piece evidence he cannot discard.
* TheSmartGuy: He's the only Survivor
to escape any ambushes, however, have 5 Intellect, and has access to some Seeker cards to put it to good use. He pays for it with only having 2 3 Agility, though she and 2 Willpower and Combat, making him rather vulnerable to both enemies ''and'' treacheries.
* SupportPartyMember: Darrell
can try spend the evidence he gathers with his Kodak (or other assets) to tank damage make tests he or other investigators at his location take easier, by reducing their difficulty by 2.
* WeNeedToGetProof: Presented in both his backstory
and then use her ability to just evade an enemy automatically.
* RevengeByProxy: Daniella's signature weakness, "Mob Goons", is literally a couple of bandits sent after her by
actual gameplay:
** Finding
some loan sharks after her brother got into troubles. The card's flavour text even states that "debt is a family affair".
* TwoferTokenMinority: Being both Hispanic and lesbian makes her stand out in
evidences of the 1920s setting.
* WrenchWench: A strong, sturdy woman who's very good with a wrench, both for fixing cars and clobbering monsters.
* WrenchWhack: Her
supernatural activities is his motivation to join the quest.
** His
signature card, "Mechanic's Wrench", is not only a useful tool which reinforces her mechanics, but can also be used as a weapon against "Darrell's Kodak", allows to put some resources on enemies who previously and treacheries, as "evidences", and then gather them when he finds clues in their location and puts on his assets. He can then spend them to decrease the difficulty of his tests (compensating for weak stats). He should take care to keep at least some in reserve, though: his personal weakness, "Ruined Film", forces him to remove 4 evidences from his cards, and punishes with Horror for inability to do so, taking up to half of his Sanity supply in one hit Daniela.at max power: failing to bring back proof may as well spell doom on him and his career. To make his life a little bit easier, his Elder Sign effect allows him to put 1 evidence on either his camera, or other asset he controls which also uses them.



[[folder:Norman Withers]]
!!Norman Withers, the Astronomer
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/norman.JPG]]
->''Nobody believes him, and why should they? How could six stars vanish from sight all at once, never to reappear? Astronomer and Miskatonic University professor Norman Withers had all but given up on regaining his colleagues' esteem when a protege of the renowned Albert Einstein comes to speak on campus. The visiting physicist, with unsettling theories about the curvature of space-time, may hold the key to helping Norman explain the phenomenon of the vanishing stars...''
Seeker-class investigator, who can only access level 0 cards of his own class. Instead, he can include unlimited number of level 1-5 and up to 5 level 0 Mystic cards.

to:

[[folder:Norman Withers]]
!!Norman Withers,
[[folder:Charlie Kane]]
!!Charlie Kane,
the Astronomer
Politician
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/norman.org/pmwiki/pub/images/charliekane.JPG]]
->''Nobody believes him, and why should they? How could six stars vanish from sight all at once, never to reappear? Astronomer and Miskatonic University professor Norman Withers had all but given up on regaining his colleagues' esteem when [[caption-width-right:225:''"It can be arranged. It's just a protege matter of acceptable terms."'']]
->''Charlie Kane promised the people of Arkham a safer future. He made a lot of promises--lower taxes, better schools, less crime. It was part
of the renowned Albert Einstein comes job, after all. And although he sometimes had to speak on campus. The visiting physicist, with unsettling theories about do things he wasn't proud of, Charlie always did work for the curvature of space-time, may hold greater good. So when he started hearing the key to helping Norman explain reports, he put the phenomenon of people first. Of course, he couldn't tell anyone. Widespread panic would not serve the vanishing stars...public good. Besides, who'd believe him? Still, Charlie has always had connections in town. So he made a few calls, put a task force together, and went to work.''
Seeker-class investigator, Neutral-class investigator who can only access take level 0 0-5 Ally cards of his own class. Instead, he can include unlimited number of from any class, any Neutral cards and cards level 1-5 and up to 5 level 0 Mystic cards.0-2 from any two classes chosen at deck creation.



* BadassBookworm: Despite being an astronomer ([[SquishyWizard and not a physically strong one at that]]), Norman is willing to stand up against the {{Eldritch Abomination}}s as much as the other heroes.
* TheCassandra: No one believed him when he claimed that six stars suddenly disappeared from the sky, all at once.
* ClockRoaches: Whatever he did, he attracted the attention of [[Literature/TheHoundsOfTindalos Hounds of Tindalos]], who now hunt for him for meddling with the space-time continuum. His (replacement) signature weakness, "The Vengeful Hound", hunts for him (and him specifically), and as long as it's engaged with him, he can't use any player cards to reveal or draw cards, effectively disabling his signature asset, "Split the Angle".
* EarlyBirdCameo: Like several investigators before him, he was originally released as a promotional character alongside a novella before becoming part of a full expansion. He later served as template for other investigators with similar deckbuilding rules.
* MechanicallyUnusualFighter: The top card of his deck is always revealed, and he can play cards from there, at reduced cost. However, if it's a weakness, he must immediately draw it. Both his signature card, "Livre d'Eibon", and his personal weakness, "The Harbinger", also interact with this ability, providing him with more benefits, or disabling any interactions with the deck, respectively.
* ObviousRulePatch: Errata was released for Norman's promo card, which slightly tweaked the rulings for his deckbuilding to match his campaign version, specifically to address an issue with him interacting with low-level multiclass cards, which otherwise would consume limited slots for level 0 Mystic cards in his deck.
* OmniscientHero:
** He always plays with top card of his deck revealed (allowing him to know what he may expect). His Elder Sign effect synergises with this ability, as its effect scales with the cost of top-most card of the deck, with him being allowed to swap it with one of the cards in his hand, either to get stronger effect or to get better cards earlier.
** His replacement signature card, "Split the Angle", allows him to spend an action to reveal the top card of the encounter deck. He then may exhaust ''Split the Angle'' (and sacrifice the top card of his deck) to discard the top card of the encounter deck, potentially avoiding something nasty, like "Ancient Evils".
* SpaceIsMagic: Norman is an astronomer who through his studies, learns about the eldritch nature of space and how to exploit it to cast magic. In-game, he starts as a Seeker, but later "becomes" a Mystic.
* SquishyWizard: Norman combines Seeker-grade 5 Intellect with Mystic-grade 4 Willpower, on top of 8 Sanity, and eventually learns how to use powerful magic spells, but he's physically frail, so he has only 6 Health, 2 Combat and 1 Agility, making him one of the most fragile investigators in the game.
* TheStarsAreGoingOut: Being an astronomer, he was first to notice that stars were starting to disappear en masse; none of his colleagues believed him, leading Norman to try and find help elsewhere, resulting in him joining the team.

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* BadassBookworm: Despite being an astronomer ([[SquishyWizard and not a physically strong one at that]]), Norman is willing to stand up against ActionPolitician: {{Downplayed|Trope}}. While he does put himself in harm's way for the {{Eldritch Abomination}}s as much as the other heroes.
* TheCassandra: No one believed him when
sake of Arkham, he claimed is almost helpless without his Allies. His backstory also implies that six stars suddenly disappeared from he only chooses to involve himself personally in the sky, all at once.
* ClockRoaches: Whatever he did, he attracted the attention of [[Literature/TheHoundsOfTindalos Hounds of Tindalos]], who now hunt for him for meddling
investigation because going public with his findings would either cause mass panic or have him thrown into the space-time continuum. His (replacement) signature weakness, "The Vengeful Hound", hunts for him (and him specifically), and as long as it's engaged with him, he can't use any player cards to reveal or draw cards, effectively disabling loony bin.
* BoringButPractical:
** Bonnie Walsh,
his signature asset, "Split Ally, doesn't do anything on her own, merely giving Charlie flexible stat boost for his own ability, and allowing to ready another Ally when he uses it.
** Other than reading Allies in his location (which is good, but situational), his Elder Sign also gives him an impressive "+3" stat boost... which merely compensates for his poor basic stats.
* TheChainsOfCommanding: Referenced by his personal weakness, "Burden of Leadership"; as
the Angle".
leader, Charlie has to put his Allies under risk; and this weakness forces him to choose between going on with the mission (hurting and potentially killing them, as they take direct damage), or ensuring their safety at the cost of completing objective (they gets exhausted, making Charlie unable to use them).
* CripplingOverspecialisation: Charlie is entirely dependant on his Allies (and has all his abilities associated with them), and becomes extremely weak and vulnerable if he loses them. Naturally, his personal weakness, "Burden of Leadership", targets them, by forcing him either exhaust them (losing access to their benefits for a turn) or deal direct damage and horror to them.
* EarlyBirdCameo: Like several investigators before him, he Charlie was originally released portrayed on the "Charisma" asset, introduced in ''The Dunwich Legacy'' expansion (and later copied into the second edition of the Core); as with other cards portraying investigator on their art, "Charisma" hinted at Charlie's class, being a Neutral card which adds extra "Ally" slots.
* GameplayAndStoryIntegration: As a portly elderly politician, Charlie isn't well-suited to combat the eldritch forces on his own, but he is able to call on his connections to get things done, represented by the skill boosts he gets from his Ally cards.
* GlassCannon: [[ZigZaggingTrope Zig-zagged]], Charlie has below average Health and Sanity (both 6) and his abysmal stats (He only has 1 point on each skill) makes it easy to fail most skill checks and take loads of damage and horror, but the fact he start with 4 allies slot instead of 1 allows him to absorb significantly more punishment on them than other Investigators could on their own. [[AchillesHeel Direct damage and horror will be a huge issue for him though.]]
* ItemCaddy: His playstyle is entirely built around amassing large number of Allies, gaining stat bonuses from them. For that, he's given unrestricted access to any such cards, three additional "Ally" slots, as well
as a promotional character alongside a novella set of abilities dedicated to always keeping them ready, including his Elder Sign effect.
* JackOfAllStats: Charlie Kane has poor stats on his own (all at flat "1"), but can easily boost them by exhausting his Allies with matching skill icons. As he has highly increased limit on how many Allies he can field at once (up to 4 by default, up to 6 with both "Charisma" cards), he can easily amass the little army which would cover for his weak points. But he's unlikely to surpass the more specialised investigators, who have high stats ''and'' can use high-level cards.
* MagikarpPower: Charlie only starts shining when he gathers up his team, and puts all those Allies in play;
before becoming part of a full expansion. He later served as template for other investigators then, he has to somehow stay afloat with similar deckbuilding rules.
his abysmal basic stats.
* MechanicallyUnusualFighter: The top card of In addition to being a Neutral investigator who essentially gets to choose his deck is always revealed, class when creating his deck, he's a got a flat "1" in every single stat and he can play a special ability that lets him boost his skill values during tests by exhausting Ally cards from there, at reduced cost. However, if it's a weakness, (for which he must immediately draw it. Both his signature card, "Livre d'Eibon", has 4 slots by default) with icons matching the skill being tested. His massive card pool and his personal weakness, "The Harbinger", also interact with this ability, providing him with more benefits, or disabling unique approach to passing skill tests mean he needs to be built in a way that's entirely different from any interactions with the deck, respectively.
other investigator.
* ObviousRulePatch: Errata was released for Norman's promo card, which slightly tweaked the rulings for PowerNullifier: "Burden of Leadership" makes Charlie [[SadisticChoice choose]] between causing direct Damage and Horror to his deckbuilding to match his campaign version, specifically to address an issue with him interacting with low-level multiclass cards, which otherwise would consume limited slots for level 0 Mystic ally cards in his deck.
* OmniscientHero:
** He always plays with top card of his deck revealed (allowing him
(potentially causing them to know what he may expect). His Elder Sign effect synergises with this ability, as its effect scales with the cost of top-most card of the deck, with him being allowed to swap it with one of the cards in his hand, either to get stronger effect be defeated) or to get better cards earlier.
** His replacement signature card, "Split the Angle", allows him to spend an action to reveal the top card of the encounter deck. He then may
exhaust ''Split the Angle'' (and sacrifice the top card of his deck) to discard the top card of the encounter deck, them (disabling Charlie's core ability and potentially avoiding something nasty, the abilities of allies that require exhausting themselves to activate them in the first place, for the round)
* ShoutOut: He's named after Charles Foster Kane from ''Film/CitizenKane'', who's also a politician.
* SleazyPolitician: {{Subverted|Trope}}. He looks
like "Ancient Evils".
* SpaceIsMagic: Norman is an astronomer who through
the very image of a [[FatBastard fat]], [[GoodSmokingEvilSmoking cigar-chomping]] career politician and he isn't above employing underhanded methods to get ahead, but his studies, learns about ultimate aim is to serve and protect Arkham's residents.
* WeakButSkilled: Lore-wise, he is not much of an investigator, fighter or spellcaster, but he is definetly a good leader. Gameplay-wise, Charlie has 1 in every stat and is pretty much unable to do anything on its own, and can only take up to level 2 cards of any class, but at deck creation he can choose which two classes he can access cards from and he can get essentially any ally in
the eldritch nature game without any level or class restriction, which he can make very good use of space and how to exploit it to cast magic. In-game, given he starts as a Seeker, but later "becomes" a Mystic.
* SquishyWizard: Norman combines Seeker-grade 5 Intellect
with Mystic-grade 4 Willpower, on top of 8 Sanity, and eventually learns how to use powerful magic spells, but he's physically frail, so he has only 6 Health, 2 Combat and 1 Agility, making him one of the allies slot, when most fragile investigators in the game.
* TheStarsAreGoingOut: Being an astronomer, he was first to notice
only start with 1. On top of that stars were starting he has the ability to disappear en masse; none exahust allies to increase his skills temporaly during a test by 1 for every ally exahusted that way plus every icon on them that matches the type of test: the more icons on them the better they get for Charlie. [[MagikarpPower If you can put enough allies in play fast enough]] Charlie can perform as well as any other Investigator in spite of his colleagues believed him, leading Norman to try and find help elsewhere, resulting in him joining the team.weak stats.



[[folder:Monterey Jack]]
!!Monterey Jack, the Archaeologist
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/jack_3.JPG]]
->''Young Jack traveled the world with his father's archaeological expeditions. Now a globe-trotting treasure hunter and an accomplished archaeologist in his own right, "Monterey" follows in his father's footsteps, securing the treasures of ancient civilizations and lost cultures. But after discovering a silver pendant with a familiar symbol on it, Monterey must explore his own past. Years ago, his father was found murdered with the very same sigil carved in his forehead. The image has haunted Monterey's dreams ever since. But he's getting close. He won't stop until he solves the mystery of his father's murder... no matter what it takes. ''
Rogue-class investigator, who can only access level 0 cards of his own class, but can include unlimited number of level 1-5 and up to 5 level 0 Seeker cards.

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[[folder:Monterey Jack]]
!!Monterey Jack, the Archaeologist
!Introduced in ''A Feast of Hemlock Vale'' expansion
[[folder:Wilson Richards]]
!!Wilson Richards, The Handyman
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/jack_3.JPG]]
->''Young Jack traveled
org/pmwiki/pub/images/ahlcg_wilson.png]]
->''Wilson takes pride in always having
the world right tool for the job. Leaky plumbing? Pipe wrench. Fallen tree? Hand saw. Interior remodeling? Sledgehammer. But recently his jobs in and around Arkham have taken on a certain strangeness. Creaky floorboards give away to labyrinthine tunnels. A broken roof shows signs of bursting outward instead of collapsing inward. It's Wilson's job to fix problems, and when those problems involve bizarre and horrifying creatures and unexplained phenomena, well, then it's time to get creative with his father's archaeological expeditions. Now a globe-trotting treasure hunter and an accomplished archaeologist in his own right, "Monterey" follows in his father's footsteps, securing the treasures of ancient civilizations and lost cultures. But after discovering a silver pendant with a familiar symbol on it, Monterey must explore his own past. Years ago, his father was found murdered with the very same sigil carved in his forehead. The image has haunted Monterey's dreams ever since. But he's getting close. He won't stop until he solves the mystery of his father's murder... no matter what it takes. he got.''
Rogue-class investigator, who can only Guardian-class investigator. Has limited (up to level 4) access level 0 cards of to his own class, but can include unlimited number take any Tool cards (regardless of level 1-5 class or level), and up to 5 level 0 Seeker cards.0-1 Improvised and/or Upgrade cards of any other class.



* AdventurerArchaeologist: Monterey was never one of those archaeologists who work from the office; he's the man of action, who goes on the dangerous expeditions personally, ready to face--and survive--any dangers life can throw at him. That being said, he is a scholar first and foremost, which is probably why he starts as a Rogue before "switching" to become a Seeker.
* EarlyBirdCameo: In a bit of futureproofing, he was mentioned several cycles back in the campaign guide for ''The Forgotten Age'' as one of the investigators who must take the role of the lead investigator if present at the start of the campaign.
* {{Expy}}: He's based on Franchise/IndianaJones, complete with a hat and a bullwhip.
* FragileSpeedster: With access to both Seeker and Rogue cards, very high Agility of 5 and an ability that rewards staying on the move, he's got the means and the incentive to zip around the map collecting clues and evading enemies, but his pitiful 6 Sanity and 1 Willpower combined with only 2 Combat and limited combat options cause him to get crushed by any threat he can't outrun, be they foes or treacheries. His unique card, "Trusty Bullwhip", somewhat compensates for it, allowing to fight using his Agility instead, and even evade the enemy after successful attack. However, his weakness, "Buried Secrets", exacerbate the issue by making him unable to move (outside of card effects, like "Pathfinder") until he investigates his location (if he can investigate it, otherwise he is free to move), leaving him as a sitting duck for "Hunter" enemies chasing after him.
* TheLeader: If he is the part of the team during the ''Forgotten Age'' campaign, the campaign guide forces him into the position of lead investigator (if present, the other possible candidates are Leo Anderson or Ursula Dawns).
* MoneyMultiplier: Monterey can gain extra resources at the end of his turn (or, alternatively, draw extra cards), but only if he ends the turn in different location than where he started in. His Elder Sign has similar effect.

to:

* AdventurerArchaeologist: Monterey was never one of those archaeologists who work from the office; DoomItYourself: Wilson may be a handyman, but he's the man of action, who goes on the dangerous expeditions personally, ready to face--and survive--any dangers life can throw at him. That being said, he is a scholar first and foremost, not failure-proof. This manifests as his personal weakness, "Hasty Repairs", which is probably why he starts as a Rogue before "switching" to become a Seeker.
* EarlyBirdCameo: In a bit of futureproofing, he was mentioned several cycles back in the campaign guide for ''The Forgotten Age'' as one of the investigators who must take the role of the lead investigator if present at the start of the campaign.
* {{Expy}}: He's based on Franchise/IndianaJones, complete with a hat and a bullwhip.
* FragileSpeedster: With access to both Seeker and Rogue cards, very high Agility of 5 and an ability that rewards staying on the move, he's got the means and the incentive to zip around the map collecting clues and evading enemies, but
sets his pitiful 6 Sanity and 1 Willpower combined with only 2 Combat and limited combat options cause him to get crushed by any threat he can't outrun, be they foes or treacheries. His unique card, "Trusty Bullwhip", somewhat compensates for it, allowing to fight basic skills when using his Agility instead, and even evade assets to 0, justifying it as him botching repair process. Solution? Do a proper repair, by spending two actions to discard the enemy after successful attack. However, his weakness, "Buried Secrets", exacerbate the issue by weakness.
* ItemCaddy: Wilson's abilities are all focused on
making him unable to move (outside the most out of Tool assets.
** First Tool
card effects, like "Pathfinder") until he investigates his location (if he can investigate it, otherwise he is free plays each round costs 1 resource less.
** He gets +1 skill boost when resolving effects of Tool cards, making them more likely
to move), leaving him as a sitting duck for "Hunter" enemies chasing after him.
* TheLeader: If he is the part of the team during the ''Forgotten Age'' campaign, the campaign guide forces him into the position of lead investigator (if present, the other possible candidates are Leo Anderson or Ursula Dawns).
* MoneyMultiplier: Monterey can gain extra resources
succeed at the end of his turn (or, alternatively, draw extra cards), but only if he ends the turn in different location than where he started in. their function.
**
His Elder Sign effect lets him quickly swap one Tool with another, on condition that new card costs the same, or less than old one.
** His signature, "Ad Hoc" is an Upgrade card for your Item or Weapon cards; once attached, it lets you to discard a Weapon or Tool asset from hand, only to then trigger their action ability ''for free''.
* JackOfAllStats: Wilson
has similar effect.3-3-3-3 statline, being average at everything. While he lacks some offensive capabilities, compared to the other Guardians, he has better Agility and Intellect than many of his colleagues, making him more flexible.
* JackOfAllTrades: Wilson has [[JackOfAllStats no stat below 3 (or above, for that matter)]], making him not as locked in the same role as some other Guardians, while access to off-class Tools (and built-in boost to their effectiveness) makes him able to quickly switch to other tasks when situation changes. His deckbuilding options amplify his versatility: while he cannnot take level 5 cards of his class, he can include level 0 and 1 Upgrade (mostly Rogue) and Improvised (mostly Survivor) cards, on top of Tools of any other class regardless of levels (many of which belong to every other class but Mystic).
* PowerNullifier: "Hasty Repairs" makes all the assets Wilson controls virtually useless, as triggering ''any'' abilities on them (be they actions, free actions or reactions) will set his basic skill value to 0, which makes it extremely unlikely for him to pass any kind of test using them.



[[folder:Lily Chen]]
!!Lily Chen, the Martial Artist
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/lily_8.JPG]]
[[caption-width-right:225:''"I have been preparing to confront this evil for my entire life. My focus must be absolute".'']]
->''Chen Li speaks rarely. When she does, her words are measured and wise. After a lifetime of disciplined training, every gesture is graceful, uncluttered by hesitation. The monks who raised her said that she was born for a special purpose, to face a great evil. Now, they believe that evil is at hand, and she is the only one who can stop it.''
Mystic-class investigator, who can only access level 0 cards of her own class, but can include unlimited number of level 1-5 and up to 5 level 0 Guardian cards. She can't access any "Firearms" cards.

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[[folder:Lily Chen]]
!!Lily Chen, the Martial Artist
[[folder:Kate Winthrop]]
!!Kate Winthrop, The Scientist
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/lily_8.JPG]]
[[caption-width-right:225:''"I have been preparing to confront this evil for my entire life. My
org/pmwiki/pub/images/ahlcg_kate.png]]
->''Kate Winthrop has spent years researching in the basement of Miskatonic University's science building, passing up funding and academic prestige in pursuit of progress. Her single-minded
focus must be absolute".'']]
->''Chen Li speaks rarely. When she does,
finally paid off with the invention of the Flux Stabilizer: a powerful device capable of channelling a new form of energy. However, the price of progress is steep. The first successful test of this groundbreaking invention took the life of her words are measured friend and wise. After a lifetime of disciplined training, every gesture is graceful, uncluttered by hesitation. The monks who raised her said mentor Professor Young. Since then, Kate has worked tirelessly to understand these alien currents, in hopes that she was born for might find a special purpose, way to face a great evil. Now, they believe that evil is at hand, and she is the only one who can stop it.reverse their effects.''
Mystic-class investigator, who can only Seeker-class investigator. Can access Science (up to level 0 4) and Insight (up to level 1) cards of her own class, but can include unlimited number of level 1-5 and up to 5 level 0 Guardian cards. She can't access any "Firearms" cards.class.



* AllAsiansKnowMartialArts: Not only is she one of the few investigators of an Asian ethnicity, she was also raised by kung-fu monks. Given that the Mythos is derived from 1920s pulps, this isn't much of a surprise.
* BigGuy: She has better Health than most Mystics, and has access to Guardian-class cards (gradually shifting over completely) to increase her survivability and combat effectiveness even further.
* ChargedAttack: The "Prescience of Fate" Discipline raises Lily's Combat value by 1, but also lets her take one action to flip the card to the "broken" side and get a massive +5 skill value bonus to the next test she performs. Taking said action does not provoke attacks of opportunity, meaning it can also be useful in combat to overcome a foe with high Fight or Evade value. It can be restored to the "unbroken" side by not taking a test for a whole round, [[LuckBasedMission so hope the next encounter card you draw won't require a test.]]
* TheChosenOne: As per her backstory, she was raised by monks who thought her destiny was to fight against whatever horror the investigators oppose in a given campaign.
* DesperationAttack: Her "Quiescence of Thought" Discipline improves Lily's Intellect by 1, but can also be flipped when Lily has less than 5 cards in hand by taking an action to draw cards until she has 5. Given being this low on cards isn't an ideal position to be in the first place, it shouldn't be used so willy-nilly. Doesn't help that (beside revealing her Elder Sign) it can only be restored by having 2 cards or less at the end of the round, putting you back in the situation that made you use the discipline in the first place.
* DoesNotLikeGuns: Even as she dual-classes into Guardian, she can't use "Firearm" cards, possibly due to her training as a martial artist. Bows and grenades are still valid, however, as they have "Ranged" trait instead.
* ExtraTurn: Her "Balance of Body" Discipline allows her to do up to 3 different fight and/or evade actions at the cost of one; doing so, however, breaks the Discipline, disabling its effects until she manages to spend a turn with no enemies nearby at any point.
* ItSucksToBeTheChosenOne: Her unique weakness, which forces her to either take damage and horror or flip her Discipline assets to their "broken" side, is titled "Burden of Destiny". The number of copies of this card increases as she learns more Disciplines, thus making it harder to keep them active. The Disciplines ''can'' be restored back, but it requires ending the turn with specific conditions fulfilled, or draw an Elder Sign.
* LightningBruiser: If Lily manages to obtain all of her disciplines, she will enjoy an above average statline compared to other Investigators, which includes a fantastic Combat skill of 5 and very good Agility of 4.
* KungFuWizard: Literally; she was raised by monks, and is adept in both martial arts and magic, though she's better at the former rather than the latter: Lily has below average Willpower for a Mystic base (3, though she can raise to 4 with a discipline), but has the best Combat stat among them (4, which can go to 5 with a discipline). She has also lower Sanity than other Mystics (7, while most have 8-9), but better Health (7 as well, while most have 5-6), meaning that she is not [[SquishyWizard squishy]] either.
* MagicKnight: She can access both Mystic and Guardian cards, and has good enough stats to succeed in both roles, though eventually she's likely to drop a large chunk of her magic completely, due to all her high-level cards belonging to the Guardian class. Neither class helps much to mitigate her 2 Intellect, however.
* MagikarpPower: {{Downplayed|Trope}}; if she manages to get all four disciplines, she gets 4-3-5-4 statline, which while isn't broken, puts her significantly above average (it's 16 skill points total, versus standard 12) and leaves out all glaring weaknesses... assuming that [[DifficultButAwesome she manages to keep those disciplines intact]], which gets more difficult as she gets higher number of them.
* MechanicallyUnusualFighter: When creating her deck, she gets to choose from four different unique Discipline assets which boost one of her stats and provide her with a powerful ability, which has the cost of forcing her to flip the card over to its "broken" side, disabling it until specific conditions are met to turn it back (or she draws an Elder Sign). She can pick only one Discipline right away, but will gain another for every 15 experience points earned in total across the campaign.
* MythologyGag: Lily's "Aligment on Spirit" discipline, on top of providing her with 1 additional point in willpower, allows her to flip it and take 1 direct damage to heal 3 horror or 1 direct horror to heal 3 damage, which is very similiar to her ability in various Arkham Files games to trade health to heal sanity and vice versa. It can be restored by not taking damage or horror in one round.
* SpamAttack: Her "Balance of Body" Discipline improves her agility by 1 and allows her to take an action to flip it to perform 3 more Fight or Evade actions. The catch is that they must all be "different", so you cannot attack 3 times with the same weapon in a row, but you are free to use more than one asset or play events. To restore it, Lily must have not been in a location with an enemy for a whole round, which hopefully won't be a hard condition to fulfill after taking care of every foe using this discipline.

to:

* AllAsiansKnowMartialArts: Not CastFromMoney: Flux Stabilizer only is she works if Kate puts at least one of the few investigators of an Asian ethnicity, she was also raised by kung-fu monks. Given that the Mythos is derived from 1920s pulps, this isn't much of a surprise.
* BigGuy: She has better Health than most Mystics, and has
clue on it, but it gives her access to Guardian-class cards (gradually shifting over completely) to increase powerful offensive events and, once active, gives her survivability and combat effectiveness even further.
* ChargedAttack: The "Prescience of Fate" Discipline raises Lily's Combat value by 1, but also lets her take one action to flip the card to the "broken" side and get a massive +5 skill value bonus to the
one-time boost for next test for each clue she performs. Taking said action puts on it.
* CripplingOverspecialisation: While she
does not provoke attacks of opportunity, meaning it can also be useful in combat to overcome a foe with high Fight or Evade value. It can be restored to the "unbroken" side by not taking a test for a whole round, [[LuckBasedMission so hope the next encounter card you draw won't require a test.]]
* TheChosenOne: As per her backstory, she was raised by monks who thought her destiny was to fight against whatever horror the investigators oppose in a given campaign.
* DesperationAttack: Her "Quiescence of Thought" Discipline improves Lily's Intellect by 1, but can also be flipped when Lily has less than 5
get some nice cards in hand by taking an action through access to draw cards until she has 5. Given being this low on cards isn't an ideal position to be in Insight events, her other deckbuilding option (and the first place, it shouldn't be used so willy-nilly. Doesn't help that (beside revealing her Elder Sign) it can only be restored by having 2 cards or less at the end of the round, putting you back in the situation that made you use the discipline in the first place.
* DoesNotLikeGuns: Even as she dual-classes into Guardian, she can't use "Firearm"
one which lets her access off-class high-level cards), to Science cards, possibly due to gives her training very few extra cards, as a martial artist. Bows and grenades are still valid, however, as they have "Ranged" trait instead.
* ExtraTurn: Her "Balance
overwhelming majority of Body" Discipline allows her to do up to 3 different fight and/or evade actions at Science cards is of Seeker cards, and, unlike the cost of one; doing so, however, breaks the Discipline, disabling its effects until she manages to spend a turn with no enemies nearby at any point.
* ItSucksToBeTheChosenOne: Her unique weakness, which forces her to either take damage and horror or flip her Discipline assets to their "broken" side, is titled "Burden of Destiny". The number of copies of this card increases as she learns more Disciplines, thus making it harder to keep them active. The Disciplines ''can'' be restored back, but it requires ending the turn with specific conditions fulfilled, or draw an Elder Sign.
* LightningBruiser: If Lily manages to obtain all of her disciplines, she will enjoy an above average statline compared to
other Investigators, which includes a fantastic Combat skill of 5 and very good Agility of 4.
* KungFuWizard: Literally; she was raised by monks, and is adept in both martial arts and magic, though
investigator with similar quirk (Finn Edwards), she's better at the former rather than the latter: Lily has below average Willpower for a Mystic base (3, though she can raise to 4 with a discipline), but has the best Combat stat among them (4, which can go to 5 with a discipline). She has also lower Sanity than other Mystics (7, while most have 8-9), but better Health (7 as well, while most have 5-6), ''not'' restricted in her own class, meaning that she is can get them anyway.
* {{Determinator}}: In backstory, she spent ''years'' in pursuit of her study in very humble conditions before they gave any results, sacrificing the prestige and money she could've obtained had she dedicated to something more mundane and traditional. Then one of experiments backfired, killing her friend and mentor, Professor Young, which
not [[SquishyWizard squishy]] either.
only didn't made her quit, but strengthened her resolve to master those powers.
* MagicKnight: EarlyBirdCameo:
**
She was depicted on several Seeker-class cards long before appearing as a playable investigator.
** ''Barkham Horror'' featured Kate Wintrhop-based investigator long before actual Kate was introduced.
* FragileSpeedster: Kate has an impressive 4 in Agility, but only 2 Combat, as well as rather low Health of 6. This generally means that while she
can access both Mystic and Guardian cards, and easily disable enemies by evading them, actually fighting them can be problematic. She also has an uncharacteristically low Willpower of 2 for a Seeker, but she has a good enough stats sanity of 8 to succeed in both roles, though eventually make up for it.
* HoistByHisOwnPetard: "Failed Experiment", Kate's personal weakness, forces her to pass a Willpower test, the difficulty of which starts at 3 (she has only 2 by default) and quickly scales with the number of clues on her assets (which, given her abilities,
she's likely to have quite a few). Fail it, and she would be forced to drop a large chunk of 1 clue into her magic completely, due to all her high-level cards belonging to the Guardian class. Neither class helps much to mitigate her 2 Intellect, however.
* MagikarpPower: {{Downplayed|Trope}};
location for each point of failure... or, if she manages to get all four disciplines, she gets 4-3-5-4 statline, which while isn't broken, puts her significantly above average (it's 16 skill points total, versus standard 12) and leaves out all glaring weaknesses... assuming that [[DifficultButAwesome she manages to keep those disciplines intact]], which gets more difficult as she gets higher number of them.
can't, take horror.
* MechanicallyUnusualFighter: When creating her deck, she gets to choose from four different unique Discipline assets which boost one of her stats and provide her with a powerful ability, which has the cost of forcing her to flip the card over to its "broken" side, disabling it until specific conditions are met to turn it back (or she draws an Elder Sign). She can pick only one Discipline right away, put her clues on her assets, which gives her various benefits. Such clues still counts as hers, but will gain another can't be directly used until she returns them, for every 15 experience points earned in total across which she has some tools available, including her Elder Sign effect.
* ScienceHero: Kate aims to defeat
the campaign.
eldritch abominations with the power of science and her own inventions.
* MythologyGag: Lily's "Aligment on Spirit" discipline, WeaponizedTeleportation: "Flux Stabilizer" gives her access to to signature events, both of which, on top of providing their normal effects, helps her with 1 additional point in willpower, to get rid of her enemies by teleporting them elsewhere; as may be expected, neither work on Elite enemies.
** "Aetheric Current (Yuggoth)", on top of enhancing Kate's offensive capabilities,
allows her to flip it also exhaust attacked enemy and take 1 direct damage teleport it into any location on Kate's choice.
** "Aetheric Current (Yoth)", on top of helping Kate
to heal 3 horror or 1 direct horror to heal 3 damage, which is very similiar to her ability in various Arkham Files games to trade health to heal sanity and vice versa. It can be restored by not taking damage or horror in one round.
* SpamAttack: Her "Balance of Body" Discipline improves her agility by 1 and
evade an enemy, allows her to take an action to flip get rid of it to perform 3 more Fight or Evade actions. The catch is altogether, by shuffling it back into encounter deck, implication being that they must all be "different", were put on a trip to some ''very'' remote location. It doesn't count as actually defeating them, though, so you cannot attack 3 times with the same weapon in a row, but you are free to use more than one asset or play events. To restore it, Lily must have not been in a location with an enemy wouldn't receive any associated rewards (or penalties, for a whole round, which hopefully won't be a hard condition to fulfill after taking care of every foe using this discipline.that matter).



[[folder:Bob Jenkins]]
!!Bob Jenkins, the Salesman
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/bob_0.JPG]]
->''According to Bob, the secret to success as a salesman is persistence. People just need to be told what it is that they want. Repeatedly. Recently, Bob came into possession of a handful of "cursed" golden coins, and he hopes the same persistence he so famously advocates will help him to uncover their origin and purpose. If he plays his cards right, maybe this will be his big score. Maybe he'll finally be able to retire and buy that boat he's had his eye on and spend the rest of his days fishing in a tropical paradise. Or maybe Bob will finally come to see all that glitters is not gold.''
Survivor-class investigator, who can only access level 0 cards of his own class, but can include unlimited number of level 1-5 and up to 5 level 0 Rogue cards.

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[[folder:Bob Jenkins]]
!!Bob Jenkins, the Salesman
[[folder:Alessandra Zorzi]]
!!Alessandra Zorzi, The Countess
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/bob_0.JPG]]
->''According
org/pmwiki/pub/images/ahlcg_alessandra.png]]
[[caption-width-right:225:''"I love a good party."'']]
->''Alessandra's life of careless luxury enabled her
to Bob, hop from a stately gala in New York City to a banquet with the secret Maharaja of India with ease. The Countess has sampled every dish, drink, and dame from Marrakesh to success as a salesman Chicago. The regal title is persistence. People just need an act, however: behind the scenes, Alessandra uses her cover to be told what it is pilfer from art galleries banks, and the hearts and pocketbooks of the rich and frivolous. Her silver tongue has gotten her into and out of plenty of trouble. A new job with the shadowy Zamacona brought Alessandra to Arkham, Massachusetts, where the Countess learned the that they want. Repeatedly. Recently, Bob came into possession of a handful of "cursed" golden coins, more lurks beyond the suggestible rich and he hopes the same persistence he so famously advocates will help him to uncover their origin and purpose. If he plays his cards right, maybe this will be his big score. Maybe he'll finally be able to retire and buy that boat he's had his eye on and spend the rest of his days fishing in a tropical paradise. Or maybe Bob will finally come to see all that glitters is not gold.frivolous excess than she previously thought.''
Survivor-class investigator, who can only access level 0 cards of his own class, but can include Rogue-class investigator. Has unlimited number access to the cards that allow her to parley (regardless of level 1-5 and up to 5 level 0 Rogue cards.class).



* DiscountCard: "Shrewd Dealings" reduces the cost of item cards Bob's plays (whether in his hand or the hand of another investigator) by one resource.
* ExtraTurn: Bob gets an extra action each turn to play an "Item" Asset of his or of another Investigator; if it belogns to another investigator, then both of them can pay the resources for it together.
* GameplayAndStoryIntegration: He's a salesman; all his abilities are related to his career in one way or another:
** Bob has a bonus action specifically to play "Item" assets.
** Bob can ask another investigator in his location to reveal an "Item" asset in their hand, and pay the price for them, fully or partially. His signature asset, "Shrewd Dealings", further reinforces this mechanic, by allowing him to play "Items" [[DiscountCard more cheaply]], and playing his own assets under control of the other investigators.
* {{Greed}}: His appropriate-named unique weakness, "Greed", causes him to take horror if he isn't holding plenty of resources at the moment he draws it.
* ItemCaddy: He's all about quickly and easily putting tons of Items in play, thanks to having extra action just to play Items, and having means to reduce their cost. His Elder Sign further motivates it, giving him the bonus which scales with the number of Items he controls.
* OnlyInItForTheMoney: Most Investigators might be putting their lives and sanity on the line to save humanity, but for Bob it's all about making profit. Notably, while he starts out having access to mostly level 0 Survivor cards, all of his level 1 and above cards are from the Rogue faction, meaning that Bob is no longer attempting to survive, but exploiting the situation to become rich. This may also be why he has only 2 Willpower; he lacks resolve his more heroic companions have.
-->''You say the 'end of the world.' I hear 'business opportunity.' ''
* TheSneakyGuy: Bob has impressive 4 Intellect, which, if he puts his Rogue-class cards to good use to boost his 3 Agility, makes him good pick for covert clue gathering in the danger zones.
* SupportPartyMember: His abilities let him pay for his teammates' Item cards or even gift other investigators cards from his own deck. Guardians who rely on expensive Item assets to do their job are particularly happy to have him around.

to:

* DiscountCard: "Shrewd Dealings" reduces the cost of item CanonForeigner: Alessandra originally appeared in tie-in novels before being introduced as a playable investigator.
* CripplingOverspecialization: Beside Rogue and Neutral cards, Zorzi can only take
cards Bob's plays (whether in his hand that allow her to parley (albeit of any level); however, such cards aren't very common, with some of them being Rogue or the hand of another investigator) by one resource.
Neutral anyway.
* ExtraTurn: Bob gets She has an extra action each turn dedicated to play an "Item" Asset parleying, which gives her more freedom with how to spend her other actions.
* FragileSpeedster: She has good Agility (4), but pretty low Combat (only 2), which makes dealing with enemies by evading them preferable to open fights.
* GetBackHereBoss: Want to get rid
of his or of another Investigator; if it belogns Zamacona? Too bad, he's "Elusive", so when you catch up and attack him, he escapes to another investigator, then location. Potentially with tons of Doom on him.
* HeroicSeductress: Alessandra specialises in seducing people for fun and profit,
both in backstory and in her actual gameplay. Aside from arsenal of them can pay cards giving her various bonuses if she parleys with someone, her own signature, "Beguile", allows to parley with enemy and either make it move away, or make her investigate or evade at its current location.
* KungFuProofMook: Zamacona (Alessandra's personal weakness) can't be parleyed with; this also disables many cards which otherwise would've been useful to dispatch him.
* LipstickLesbian: Her backstory mentions that she "sampled every dish, drink and dame from Marrakesh to Chicago". Alessandra dresses in feminine drink outfits and uses her charm as a main tool of hers.
* PowerNullifier: {{Downplayed|Trope}} with Zamacona; if he enters play, Alessandra still ''can'' parley, but at
the resources cost of adding extra Doom on Zamacona for the first parley action she does each round, which makes it together.
too risky, as the Doom measures [[TimedMission your time limit for scenario]].
* GameplayAndStoryIntegration: He's a salesman; all his abilities are related TheSocialExpert: Alessandra specialises in using her charm as the key to his career success, hence why she has access to any cards involving parley in one way or another:
** Bob has a bonus action specifically to play "Item" assets.
** Bob can ask another investigator in his location to reveal an "Item" asset in their hand,
another. Her good 4 Intellect and pay the price for them, fully or partially. His signature asset, "Shrewd Dealings", further reinforces this mechanic, by allowing him to play "Items" [[DiscountCard more cheaply]], and playing his own assets under control of the other investigators.
* {{Greed}}: His appropriate-named unique weakness, "Greed", causes him to take horror if he isn't holding plenty of resources at the moment he draws it.
* ItemCaddy: He's all about quickly and easily putting tons of Items in play, thanks to having extra action just to play Items, and having means to reduce their cost. His Elder Sign further motivates it, giving him the bonus which scales with the number of Items he controls.
* OnlyInItForTheMoney: Most Investigators might be putting their lives and sanity on the line to save humanity, but for Bob it's all about making profit. Notably, while he starts out having access to mostly level 0 Survivor cards, all of his level 1 and above
decent (for her class) 3 Willpower makes her use those cards are from the Rogue faction, meaning that Bob is no longer attempting to survive, but exploiting the situation to become rich. This may also be why he has only 2 Willpower; he lacks resolve his more heroic companions have.
-->''You say the 'end of the world.' I hear 'business opportunity.' ''
efficiently.
* TheSneakyGuy: Bob has impressive 4 Intellect, which, if he puts his Rogue-class cards to good Alessandra can use her signature, "Beguile", to boost his 3 Agility, makes him good pick for covert clue gathering trick an enemy into leaving her location. Then she can either clear out its location without even going there, or evade the enemy to keep it pacified.
* StealthExpert: Her Elder Sign allows to automatically evade any non-Elite enemy in her or (revealed) connected location.
* TokenMinority: The only Italian
in the danger zones.
cast, and one of the two known lesbians.
* SupportPartyMember: His abilities let him pay for his teammates' Item cards or even gift TwoferTokenMinority: Italian and lesbian, in a mostly all-American cast.
* UnskilledButStrong: Zorzi has above average stats (her total sum of skill point is 13, instead of the usual 12
other investigators cards from his own deck. Guardians who rely on expensive Item assets Investigators have) and has superior action economy thanks to do their job are particularly happy being able [[ExtraTurn to have him around.parley once per turn without spending one of her 3 actions]], but she has extremely limited deckbuilding and access to off-class card, which severly limits her [[CripplingOverspecialization versatility]] and the player's ability to cover the weakspots in her statline. She can talk her way out of most situations, but when diplomacy isn't an option, she will struggle.



!Introduced in ''The Scarlet Keys'' expansion
[[folder:Carson Sinclair]]
!!Carson Sinclair, the Butler
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/carson_sinclair.png]]
->''Carson Sinclair has served three generations of the Webb family in Arkham. Always proper, Carson watched with disapproval as his most recent employer, Hercule Webb, began bringing bizarre artifacts and profane tomes into the house, aided in these endeavors by Webb's business manager, Dupuis. When Mr. Webb was swallowed by a dimensional rift, no one believed Carson's description of the harrowing event. Carson has devoted himself to proving Dupuis's guilt, and to restoring the children as the rightful heirs to the Webb fortune.''
Guardian-class investigator. Can include up to 10 level 0-1 Seeker, Mystic or Survivor events/skills (he can only choose one extra class).

to:

!Introduced in ''The Scarlet Keys'' expansion
[[folder:Carson Sinclair]]
!!Carson Sinclair, the Butler
[[folder:Kohaku Narukami]]
!!Kohaku Narukami, The Folklorist
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/carson_sinclair.png]]
->''Carson Sinclair has served three generations
org/pmwiki/pub/images/ahlcg_kohaku.png]]
[[caption-width-right:225:''"Why not greet the unknown with wonder rather than fear?"'']]
->''Everyone in the Arkham Historical Society recognizes Kohaku's booming laughter, and the haunting tales he tells of both the yokai from his childhood home outside Tokyo and the strange creatures that haunt the Arkham Woods. The eccentric folklorist tells everyone that the chronicling and publication of these phenomena's existence will be his greatest work. It is only when he is home with his partner Gabriel that he hears the cries
of the Webb family in Arkham. Always proper, Carson watched with disapproval as same spirit who haunted his most recent employer, Hercule Webb, began bringing bizarre artifacts father, and profane tomes into the house, aided in these endeavors by Webb's business manager, Dupuis. When Mr. Webb was swallowed by fears that his "greatest work" will never allow him a dimensional rift, no one believed Carson's description of the harrowing event. Carson has devoted himself to proving Dupuis's guilt, and to restoring the children as the rightful heirs to the Webb fortune.night's sleep.''
Guardian-class Mystic-class investigator. Can include up Has restricted access to 10 the cards of his own class (up to level 0-1 Seeker, Mystic or Survivor events/skills (he can only choose one extra class).3), but unlimited access to Blessed and Cursed cards, of any class. Can also access level 0 Occult cards of any class.



* ActionSurvivor: In spite of being a Guardian, Carson isn't a police officer, a soldier, mercenary or anyone that had previous ties with the supernatural, which partially explains his not so great skills.
* BattleButler: {{Downplayed|Trope}}. While he's not very strong on his own, due to low stats, he can compensate for it with the tools the Guardians have access to, being able to stand his ground and protect his friends.
* ExtraTurn: His special ability allows him to trade his actions to the other players. He has an extra action specifically dedicated to this ability, allowing him to freely use it every turn at least once.
* MasterOfNone: He has no stat above 2, so he has to either rely on the other players, or stockpile cards which can boost his stats, and he's unlikely to be very strong in any particular field. He can take some off-class cards, but they wouldn't let him catch up with stronger teammates; of those, Survivor-class cards provide least amount of help to his teammates, but also makes him leass of a deadweight thanks to many of them giving beneficial effects on a failure.
* MultiplayerOnlyItem: None of his abilities can be used on Carson himself (including his signature card), rendering them useless when playing in singleplayer.
* ThePowerOfFriendship: Friendship and loyalty are the core of his design, including his gameplay:
** He has powerful supportive abilities, but nothing of this works for Carson himself.
** His Elder Sign allows him to draw 1 card... and this ability triggers each time ''any'' investigator draws their Elder Sign, not just Carson himself.
* SupportPartyMember: All his abilities are related to supporting his team, while Carson himself isn't very strong, having no stats above 2.
** He [[ExtraTurn can spend actions to give extra actions to the other investigators]]; he has an extra action himself each turn specifically for that purpose.
** His signature card, "As you wish" skill, can ''only'' be assigned to the tests performed by the other investigators, giving them huge stat boost, and allowing to draw 1 card on success (on a failure, Carson draws it instead).
** His signature weakness, "Selfless to a Fault", actually ''punishes'' him for not committing cards to other players' tests, causing him horror if he ends the turn without helping anyone.
** Carson can take some cards from either Seeker, Mystic or Survivor class; given his stats, the best Seeker or Mystic-class cards he can pick are those which don't make him pass skill tests -- meaning that he mostly takes utilitarian or protective cards.
* UndyingLoyalty: His motivation to join the adventure is to help the children of his master, and prove his murderer's fault. ''Nothing'' would stop him at that.
* WeakButSkilled: {{Downplayed|Trope}}, Carson has a below average total statline of 8 (4 less points than the average 12) and is also frail with 6 health and sanity, and while none of his abilities compensate for his weakness, nor make him self-sufficent, he still can be very useful as a SupportPartyMember team player, enabling stronger Investigators than him do their job even better.

to:

* ActionSurvivor: In spite of being a Guardian, Carson isn't a police officer, a soldier, mercenary or anyone that had previous ties with the supernatural, which partially explains his not so great skills.
* BattleButler: {{Downplayed|Trope}}. While he's not very strong on his own, due to low stats, he can compensate for it with the tools the Guardians have access to, being able to stand his ground and protect his friends.
* ExtraTurn: His special When he uses his ability allows him to trade his actions to remove two blessed and cursed tokens from the other players. He has pool, he gets an extra action specifically dedicated to this ability, allowing him to freely use it every turn at least once.
action.
* MasterOfNone: He has no stat above 2, so he has to GeniusBruiser: {{Downplayed|Trope}}; Kohaku's is the only Mystic who combines high Intellect with decent fighting capabilities (most dump either rely on the other players, one or stockpile cards which can boost his stats, another), having them at 4 and he's unlikely to be very strong in any particular field. He can take some off-class cards, but they 3, respectively, though he wouldn't let him catch up with stronger teammates; of those, Survivor-class cards provide least amount of help to be particularly strong fighter unless he somehow boosts his teammates, but also makes him leass of a deadweight thanks to many of them giving beneficial effects on a failure.
Combat further.
* MultiplayerOnlyItem: None of his abilities can be used on Carson himself (including his signature card), rendering them useless when playing in singleplayer.
* ThePowerOfFriendship: Friendship and loyalty are the core of his design, including his gameplay:
** He has powerful supportive abilities, but nothing of this works for Carson himself.
** His Elder Sign allows him to draw 1 card... and this ability triggers each time ''any'' investigator draws their Elder Sign, not just Carson himself.
* SupportPartyMember:
LuckManipulationMechanic: All his Kohaku's abilities are related to supporting blessed and cursed tokens in one way or another:
** When
his team, while Carson himself isn't very strong, having no stats above 2.
** He
turn starts, he can add 1 blessed or cursed token into a pool, whichever there are fewer (on a tie, he can pick what to add). Alternatively, he can remove two of each, and get an [[ExtraTurn can spend actions to give extra actions to the other investigators]]; he has an extra action himself each turn specifically for that purpose.
action]].
** His Elder Sign effect adds 1 blessed and 1 cursed token into pool.
** When a chaos token gets revealed at his location, he can exhaust his
signature card, "As you wish" skill, can ''only'' be assigned asset, "Book of Living Myth", to the tests performed by the other investigators, giving them huge stat boost, instead find and allowing to draw 1 card on success (on resolve a failure, Carson draws it instead).
** His signature weakness, "Selfless to a Fault", actually ''punishes'' him for not committing cards to other players' tests, causing him horror if he ends the turn without helping anyone.
** Carson can take some cards
blessed or cursed token from either Seeker, Mystic or Survivor class; given his stats, the best Seeker or Mystic-class cards pool (whichever there are more; on a tie, he can pick are those what to use).
* SquishyWizard: While Kohaku has decent (for Mystic) 3 Combat, he pays for it with only having 1 Agility,
which don't make him pass skill tests -- meaning that he mostly takes utilitarian or protective cards.
* UndyingLoyalty: His motivation to join the adventure is to help the children of
not only makes his master, and prove his murderer's fault. ''Nothing'' would stop him at that.
* WeakButSkilled: {{Downplayed|Trope}}, Carson has a below average total statline of 8 (4 less points than the average 12) and is
chances to escape ambushes much lower, but also frail with 6 health leaves him vulnerable to many treacheries.
* StalkerWithoutACrush: Kohaku is pursued by a ghost, "Weeping Yurai" which acts as his personal weakness
and sanity, prefers to keep in a shadow (being both "aloof" and while none of his abilities compensate "elusive", so it's you who have to hunt for his weakness, nor make him self-sufficent, he still it) and silently follow Kohaku, so it can be very useful as attack whomever reveals blessed or cursed tokens at its location (given Kohaku's abilities, it's gonna happen a SupportPartyMember team player, enabling stronger Investigators than him do their job even better.lot).
* TokenMinority: Japanese and gay.



[[folder:Vincent Lee]]
!!Vincent Lee, the Doctor
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahtcg_vincent.png]]
[[caption-width-right:225:''"I will find the answers, even if it kills me."'']]
->''After the third or fourth mutilated body showed up during his time at St. Mary's Hospital in Arkham, Vincent Lee begun to suspect that these were not mere wild animal attacks. When a young man died screaming in his sleep from a burst heart, Vincent knew for a fact that dark times were ahead. Taking a leave of absence from his position at the hospital, he has set out to ease the suffering of those afflicted by the spreading chaos, hoping that the trail of bodies will lead him to the answers he craves.''
Seeker-class investigator. Has limited (only up to level 3) access to his own class, but has unlimited access to any Health-healing cards, regardless of class. He also may include up to 15 other Guardian and Survivor cards (up to level 1).

to:

[[folder:Vincent Lee]]
!!Vincent Lee, the Doctor
[[folder:Hank Samson]]
!! Hank Samson, The Farmhand
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahtcg_vincent.png]]
[[caption-width-right:225:''"I will find
org/pmwiki/pub/images/ahlcg_hank.png]]
->''Growing up on a farm, Hank Samson did all
the answers, even if it kills me."'']]
->''After the third or fourth mutilated body
chores Ma and Pa told him to do, including taking care of his brothers and sisters. When Pa showed up during his time at St. Mary's Hospital him the strange animals in Arkham, Vincent Lee begun to suspect that these were not mere wild animal attacks. the city stockyard, Hank felt uneasy, but he did as he was told. When a young man died screaming in his sleep from a burst heart, Vincent knew for a fact that dark times were ahead. Taking a leave of absence from his position at the hospital, he has set out to ease the suffering of those afflicted by the spreading chaos, hoping that the trail of bodies will lead Pa told him to the answers wait, he craves.waited. And when Pa didn't come back, Hank went to find him. Pa taught him that family is everything, and you don't just leave family behind.''
Seeker-class Survivor-class investigator. Has limited (only Can take up to level 3) access to his own class, but has unlimited access to any Health-healing cards, regardless of class. He also may include up to 15 other Guardian and Survivor 10 Innate and/or Spirit off-class cards (up to level 1).2). Has an increased decksize of 35 cards.



* ChronicHeroSyndrome: Vincent just can't stand aside when innocent is in danger; as such, he occasionally gets distracted to help a bleeding bystander (as part of his personal weakness effect), at the cost of actually performing his mission (and risking the world to end); he ''can'' ignore the bystander and let them die, but every time it costs Vincent a mental trauma.
* CombatMedic: He's the team's designated medic, who also can stand his ground in a fight (and has some Guardian-class tools to do so), though he wouldn't replace actual Guardians. He can even use his "Bonesaw" as a Weapon, gaining much-needed bonus to Combat ([[CastFromHitpoints and can sacrifice a point of health for extra damage]]). Additionally, his Elder Sign effect allows him to immediately heal 1 damage from investigator or Ally card in his location.
* CripplingOverspecialisation: He can't access high-level cards of any class (including his own, where he is restricted to level 3), unless they contain words "[[ExactWords heals damage]]", though he can access some cards of Guardian and Survivor classes (up to level 1).
* ExactWords: As clarified in the FAQ, he can include cards in his deck as long as they contain words "heals damage", even if it means they heal it on themselves.
* GeniusBruiser: Besides access to both Seeker and Guardian cards, Vincent has Guardian-grade 9 Health, decent 3 Combat (one of the best in his class), and retains great 4 Intellect. However, he faces the typical problem the Guardians tend to have (high Health, low Sanity), making him highly vulnerable to horror-based attacks which can quickly chew through his 6 Sanity, and he can't even hit hard enough to qualify as GlassCannon.
* HarmfulHealing: Once per game, he can use his "Bonesaw" to heal up to 5 damage at once from any investigator, but must then pass hard Intellect test, or cause that investigator a physical trauma (which causes ''permanent'' damage and can kill the investigator if too many traumas gets accumulated).
* HeroicBSOD: Vincent's signature weakness, "Innocent Bystander", acts like a (slotless) Ally card which enters play with most of its health missing, and receives further damage whenever Vincent suffers some (excluding direct damage). It can be cured, and leaves play if Vincent does so, but if it actually runs out of health, Vincent suffers a mental trauma, for letting his patient die.
* MightyGlacier: Vincent is one of the toughest Seekers in the game, having highest Health and second-highest Combat in his class. He's also one of the slowest, having only 1 Agility.
* SupportPartyMember: Whenever he heals damage from any investigator, he also provides them with a copy of "On the Mend" Skill, which acts as a free stats boost. The amount of such cards is equal to the number of players.
* WeakButSkilled: In a similiar way to Carolyn: Vincent is overall more resilient than the average investigator, as his Health and Sanity sum is 15 instead of the usual 14, but his total amount of stat points is slightly below average, having 11 instead of 12. He also has limited access to cards of his own class, as he can take only Seeker cards up to level 3, severely limiting his ability to gather clues fast and locking him out of many "researchable" Seeker cards upgrades. But he is the best character at [[TheMedic healing damage]], and when he does so, he gives an "On The Mend" Skill card to investigator just healed (himself included), which acts like a free stat-boosting Skill, aiding Investigators in their tests. His access to Guardian and Survivor cards from level 0 to 1 can also let him put his decent Combat (for a Seeker) to use and the fact he can also take any cards that [[ExactWords heals damage]] regardless of their level or class give him a surprising amount of versatility.

to:

* ChronicHeroSyndrome: Vincent just ArmorPiercingAttack: Hank's signature event, "Stouthearted", dumps damage and/or horror on an enemy the moment he engages them, with no test required, however Elites are immune to it.
* AutoRevive: Once per scenario, if Hank would get defeated by Damage or Horror he can instead choose to become [[HeroicSecondWind resolute]], which allows him to keep playing, albeit with different stats and no longer being able to heal by normal means.
* TheBigGuy: PlayedWith.
** Hank stats with an extremely low 5 Health ''and'' Sanity, but he also transforms into one of the two versions geared towards either tanking damage or tanking horror upon defeat.
** Both his Elder Sign and signature card, "Stouthearted", allows him to move some of his damage/sanity to the other cards (in "Stouthearted" case, even to the other investigators or enemies), further prolonging his survival. This works even for "Resolute" versions, which
can't stand aside when innocent is in danger; as such, he occasionally gets distracted be healed by conventional means.
** Hank can take damage and horror intended for the Ally cards or other investigators.
* CastFromHitpoints: {{Inverted|Trope}}; "Stouthearted" event allows him
to help a bleeding bystander (as part dump some of his personal weakness effect), at damage/horror onto enemies (as damage).
* CriticalStatusBuff: Unlike
the cost other investigators, once per scenario Hank can [[AutoRevive shrug off the fatal damage/horror]] and become [[HeroicSecondWind "Resolute"]] (one of actually performing the two flavours), gaining extra stats in several fields (at expense of others) which makes him stronger overall than basic Hank was. The downside is that he no longer can be healed by normal means, with either Health or Sanity being now reduced by 1 (depending on which version you chose).
* GlassCannon: PlayedWith.
** By default, Hank has only 5 Health and Sanity ("Ashcan" Pete has the same Sanity, but 6 Health); however, if he gets defeated by damage or horror, he can [[AutoRevive get back up]] and [[HeroicSecondWind become resolute]], which gives him a second chance and readjusts
his mission (and risking Health and Sanity to better tank either damage or horror, at expense of other stat; if counting both "lives", he becomes the world most durable investigator in the game.
** Out of two "Resolute" versions, "Warden" is the most combat-oriented, gaining extra basic Combat (bringing him
to end); 6, highest in the game) and Health, but his Sanity gets decreased even further, making horror-based attacks even more dangerous; at least, he gains some extra Will to not get eliminated by the single failed treachery.
* JackOfAllTrades:
** On top of already being a Survivor (geared towards generalist gameplay), he can access various Spirit and Innate cards (mostly events and skills, respectively), which further amplifies his effectiveness within certain fields.
** Changing to the "Assistant" form boosts Intellect (from 1 to 3) and Agility (from 3 to 4), at expense of small loss in Combat (from 5 to 4). This makes him more versatile.
* HealThyself: PlayedWith regarding "Resolute" Hank; while he no longer can be healed by conventional means, his Elder Sign gains the ability to dump some damage/horror (depending on which version is used) on his assets, which
''can'' ignore the bystander and let them die, but every time it costs Vincent a mental trauma.
be healed or at least replaced with new ones.
* CombatMedic: He's the team's designated medic, who also can stand his ground in a fight (and has some Guardian-class tools to do so), though HeroicSecondWind: If he wouldn't replace actual Guardians. He can even use his "Bonesaw" as a Weapon, gaining much-needed bonus to Combat ([[CastFromHitpoints and can sacrifice a point runs out of health for extra damage]]). Additionally, his Elder Sign effect allows him to immediately heal 1 damage from investigator either Health or Ally card in his location.
* CripplingOverspecialisation: He can't access high-level cards of any class (including his own, where he is restricted to level 3), unless they contain words "[[ExactWords heals damage]]", though he can access some cards of Guardian and Survivor classes (up to level 1).
* ExactWords: As clarified in the FAQ, he can include cards in his deck as long as they contain words "heals damage", even if it means they heal it on themselves.
* GeniusBruiser: Besides access to both Seeker and Guardian cards, Vincent has Guardian-grade 9 Health, decent 3 Combat (one of the best in his class), and retains great 4 Intellect. However, he faces the typical problem the Guardians tend to have (high Health, low Sanity), making him highly vulnerable to horror-based attacks which can quickly chew through his 6
Sanity, and he can't even hit hard enough to qualify as GlassCannon.
* HarmfulHealing: Once
once per game, he can use his "Bonesaw" to [[AutoRevive fully heal up to 5 damage at once from any investigator, but must then pass hard Intellect test, or cause that investigator a physical trauma (which causes ''permanent'' damage and can kill adjust his stats to continue the investigator if too many traumas gets accumulated).
* HeroicBSOD: Vincent's signature weakness, "Innocent Bystander", acts like a (slotless) Ally card which enters play with most of its health missing, and receives further damage whenever Vincent suffers some (excluding direct damage). It can be cured, and leaves play if Vincent does so, but if it actually runs out of health, Vincent suffers a mental trauma, for letting his patient die.
* MightyGlacier: Vincent is
struggle]], turning into one of the toughest Seekers in two "Resolute" versions; the game, having highest Health and second-highest Combat in his class. He's also one second defeat would eliminate him, however.
* HeroicSpirit: Many aspects
of Hank's design {{Invoke|dTrope}} this: he is the slowest, having only 1 Agility.
* SupportPartyMember: Whenever he heals damage from any investigator, he also provides them with a copy of "On
Investigator who can shrug off being defeated on its own, without the Mend" Skill, aid of other cards, and he has access to Spirit cards, which acts as a free stats boost. The amount of such cards is equal to are generally all about surviving the number of players.
* WeakButSkilled: In a similiar way to Carolyn: Vincent is overall more resilient than the average investigator, as his Health
impossible odds and Sanity sum is 15 instead of the usual 14, but his drawing from one's inner strenght.
* LifeDrain: "Stouthearted" lets Hank place a
total amount of stat points 2 damage and/or horror he has on an enemy he engages. Notably, because it ''transfers'' damage/horror, it can heal Hank even after he becomes [[WoundThatWillNotHeal Resolute]].
* LightningBruiser: Just like Mark, Hank's
is slightly below average, a {{Downplayed|Trope}} version of this, having 11 high Combat (5) and average Agility (3). His "Warden" Resolute version raises his Combat stat to 6, while his "Assistant" version [[PlayedStraight plays this more straight]] by giving him equal Combat and Agility (4)
* MechanicallyUnusualFighter: Once per game, [[AutoRevive he can "resurrect"
instead of 12. He also has limited access being defeated]], gaining different stats and abilities.
* SearchingForTheLostRelative: Like in other ''Arkham Files'' games, Hank's motivation is
to cards of find his own class, lost Pa. [[GameplayAndStoryIntegration This quest manifests as his personal weakness]], "Where's Pa?", which spawns an enemy in connected location, and makes it "Elusive" (actively tries to avoid being engaged with), forcing Hank to abandon everything and go on a hunt, as each turn he fails to kill it, he takes 1 direct Horror: who knows what these monsters would do to Pa if not rescued in time?
* WoundThatWillNotHeal: After becoming [[HeroicSecondWind Resolute]], Hank
can take only Seeker cards up to level 3, severely limiting his ability to gather clues fast and locking him out of many "researchable" Seeker cards upgrades. But he is the best character at [[TheMedic healing damage]], and when he does so, he gives an "On The Mend" Skill card to investigator just no longer be healed (himself included), by conventional means. Effects which acts moves damage/horror elsewhere still work, however, like a free stat-boosting Skill, aiding Investigators in their tests. His access his Elder Sign (which gains new effect specifically to Guardian and Survivor cards from level 0 to 1 can also let keep him put his decent Combat (for a Seeker) to use and the fact he can also take any cards that [[ExactWords heals damage]] regardless of their level or class give him a surprising amount of versatility.alive).



[[folder:Kymani Jones]]
!!Kymani Jones, the Security Consultant
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahtcg_kymani.png]]
[[caption-width-right:225:''"This doesn't belong to you."'']]
->''When the Talno artifacts went missing from the Miskatonic Museum, Kymani was hired to assess the museum's liability. Of course, Kymani already knew who the thief was -- it had been their own heist, all along. But Kymani had no interest in selling the relics. As far as Kymani was concerned, they weren't the one who ''really'' stole them. No; Kymani had sent the historical artifacts back home, where they truly belonged. The museum and the insurance company see only a villain to catch, but Kymani is faster, smarter, and better.''
Rogue-class investigator. Can access Tool cards of any class (up to level 4). Receives free exp at the deck creation.

to:

[[folder:Kymani Jones]]
!!Kymani Jones,
!Novella investigators
[[folder:Gloria Goldberg]]
!!Gloria Goldberg,
the Security Consultant
Writer
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahtcg_kymani.png]]
[[caption-width-right:225:''"This doesn't belong
org/pmwiki/pub/images/ahlcg_gloria.jpg]]
->''Nightmares and apocalyptic visions have plagued novelist Gloria Goldberg her entire life. Although she learned
to you."'']]
->''When
exorcise her terrors onto the Talno artifacts went missing from page, she has never revealed the Miskatonic Museum, Kymani was hired inspiration for her weird tales, not even to assess fellow author Jamie Galbraith. One day, she is struck by a vision of Jamie begging her to help finish what he started. Moments later, she receives word of his sudden death. As Gloria reads Jamie's unfinished book, the museum's liability. Of course, Kymani already knew who the thief was -- it had been their own heist, all along. But Kymani had no interest in selling the relics. As far as Kymani was concerned, they weren't the one who ''really'' stole them. No; Kymani had sent the historical artifacts back home, where they truly belonged. The museum story takes hold of her, and the insurance company see only a villain words on the page begin to catch, but Kymani is faster, smarter, and better.bleed into reality.''
Rogue-class Mystic-class investigator. Can access Tool cards of any class (up include up to 10 level 4). Receives free exp at the deck creation.0-1 Guardian, Seeker and/or Rogue events and/or skills (she can only choose one extra class)



* {{Backstab}}:
** Normally Kymani's Elder Sign is just the same as a +1 token, but if they draw it while there's at least one exhausted enemy in their location, it counts as an instant success.
** Kymani can immediately engage exhausted enemy as a free action, and if they then try to evade them, they add their Intellect to their Agility during the test; on success, if result is equal or higher than enemy's remaining health, the enemy gets discarded. It doesn't count as ''defeating'' the enemy, so no victory points, nor does it work on Elite foes.
* FragileSpeedster: {{Downplayed|Trope}}. While Kymani has high Health, they lack Combat to actually fight without proper preparations (basic Combat is only 2); not to mention that some enemies target Sanity instead. Instead, they have great Agility (one of the few characters to have basic 5 Agility) and have an additional ability which allows them to discard exhausted enemies when evading them again.
* GrapplingHookPistol: Fitting for a thief, Kymani uses a Grappling Hook as their signature asset, which allows (without risks of attacks of opportunity) to engage, move, evade or investigate; when performing the latter, they also uses their Agility instead of Intellect, which is much higher by default, and much easier to boost given that they're Rogue.
* IronicName: Their family name is Jones, but instead of [[Franchise/IndianaJones looking to bring artifacts to foreign museums]], they instead ''extricate'' artifacts from there.
* JustifiedCriminal: Kymani is a thief, but the reason why they steal relics isn't for profit; they return them to the original lands where they belong, seeing the ones who originally put them into museums as "thieves" instead.
* MechanicallyUnusualFighter: Kymani gains a bonus (based on their Intellect) when evading exhausted enemies; if they succeed, they automatically discard those enemies (but not defeat, so no free victory points, for example). They have free action ability specifically to engage such enemies. This ability has much less chance to work on their signature weakness, Agent Fletcher, as he prevents Kymani from gaining Intellect-based bonuses during Evasion.
* TwoferTokenMinority: Jamaican and non-binary.
* WeakButSkilled: Kymani has low offensive stats, but has extra abilities to neutralise enemies through the other means. On top of that, Kymani is way less vulnerable to treacheries which usually torment Rogues, being one of the few Rogues to have 3 Willpower (instead of standard 1-2), on top of 5 Agility. However, few games can be won through evasion alone, so one of the top priorities is to look for ways to boost their 2 Combat and Intellect, as most victory points comes from defeating strong foes and clearing important locations from clues; to help with that, Kymani starts with some free experience points.

to:

* {{Backstab}}:
** Normally Kymani's Elder Sign
GratuitousLatin: Her replacement weakness' title is just in Latin. "Liber Omnium Finium" roughly translates to [[ApocalypseHow "A Book about the same as End of Everything"]].
* HoistByHerOwnPetard: Her replacement personal weakness, "Liber Omnium Finium", when drawn, forces Gloria to take
a +1 token, but if they draw random encounter card from beneath her sheet--one of those she put there herself in attempt to disable something dangerous--adds the "Peril" keyword to it while there's at least one exhausted enemy in their location, it counts as an instant success.
** Kymani can immediately engage exhausted enemy as a free action,
(which means no help from teammates) and if they then try forces her to evade them, they add their Intellect deal with it immediately, unable to their Agility during the test; on success, if result is equal or higher than enemy's remaining health, the enemy gets discarded. It doesn't count as ''defeating'' the cancel it by any means and with a -2 skill penalty. If it's an enemy, so no victory points, nor does it work on Elite foes.
* FragileSpeedster: {{Downplayed|Trope}}. While Kymani has high Health, they lack Combat to actually fight without proper preparations (basic Combat is only 2); not to mention that some enemies target Sanity instead. Instead, they have great Agility (one of the few characters to have basic 5 Agility) and have an additional ability which allows them to discard exhausted enemies when evading them again.
* GrapplingHookPistol: Fitting for a thief, Kymani uses a Grappling Hook as their signature asset, which allows (without risks of attacks of opportunity) to engage, move, evade or investigate; when performing the latter, they
will also uses their Agility instead of Intellect, which is much higher by default, and much easier to boost given that they're Rogue.
* IronicName: Their family name is Jones, but instead of [[Franchise/IndianaJones looking to bring artifacts to foreign museums]], they instead ''extricate'' artifacts from there.
* JustifiedCriminal: Kymani is a thief, but the reason why they steal relics isn't for profit; they return them to the original lands where they belong, seeing the ones who originally put them into museums as "thieves" instead.
make an immediate attack.
* MechanicallyUnusualFighter: Kymani gains a bonus (based When looking into encounter deck in any way, she can look two cards instead, and either put one drawn card back on their Intellect) when evading exhausted enemies; if they succeed, they automatically top, discard those enemies (but not defeat, so no free victory points, it or put it beneath her sheet, effectively removing it from the game for example). They have free action the time being (she can only trap up to three cards this way, however). As Gloria is also able to decide the order in which investigators would draw cards, she can arrange for nasty cards being removed, or dumped on someone who can handle them. She has no means to affect Elite enemies, however.
* {{Seers}}: Gloria's Elder Sign allows her to look top-most encounter card in the deck.
* SupportPartyMember: She'll [[SquishyWizard struggle to survive on her own]], but she's a great addition to the team anyway, due to her
ability specifically to engage such enemies. This ability interact with the encounter deck and discarding or even temporarily trapping cards from it. She can also choose the order in which players interact with the encounter deck during the Mythos phase, which synergizes well with her other abilities related to controlling the encounter deck.
** She also
has access to few Guardian cards, and while she cannot make use of most of them given her terrible combat skill, there are few support cards that she and her team can benefit from.
** Beside providing Gloria with (admittedly [[SquishyWizard
much less chance to work on their needed]]) extra tanking, "Ruth Westmacott" replacement signature weakness, Agent Fletcher, as he prevents Kymani from gaining Intellect-based bonuses during Evasion.
* TwoferTokenMinority: Jamaican and non-binary.
* WeakButSkilled: Kymani has low offensive stats, but has extra abilities to neutralise enemies through
Ally asset reduces the other means. On top difficulty of that, Kymani a fight or evade action against an enemy or the test on a treachery by 2 if Gloria is way less vulnerable willing to treacheries which usually torment Rogues, being discard a card beneath her matching one of the few Rogues to have 3 Willpower (instead traits of standard 1-2), on top of 5 Agility. However, few games can be won through evasion alone, so one said encounter card.
* TheSmartGuy: Gloria has an impressive 4 in Intellect (one
of the top priorities is highest in the class), and can try to look for ways put it to boost their use by taking some Seeker-class cards.
* SquishyWizard: Not only does she have extremely low Health of 5, she has very low
2 Combat and Intellect, as most victory points comes from defeating strong foes and clearing important locations from clues; ''and'' just 1 Agility, which makes her very vulnerable. She can try to compensate for it by taking some Guardian or Rogue cards, but it would only help with that, Kymani starts with some free experience points.her to a degree.



[[folder:Amina Zidane]]
!!Amina Zidane, the Operator
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/amina_zidane.png]]
[[caption-width-right:225:''"What is it trying to tell me?"'']]
->''A refugee from French-occupied Algeria, Amina arrived in Arkham with nothing more than she could carry. Six years later, Amina's sharp mind and technical skill placed her at the switchboard for the Miskatonic Valley Telephone Company. Soon after, she began to catch snippets of something strange while at work - distorted words in an unrecognizable language, out-of-place noises, calls that connected to nowhere at all and dropped almost immediately. As the phantom calls grew in frequency, Amina sought answers. She found the right extension, connected to the line, and listened in. Despite not understanding a word of the alien language on the other side, she could tell the eldritch words held real power.''
Mystic-class investigator. Can access Charm cards of any class (up to level 4).
----
* ActionSurvivor: She was a normal phone operator, until she accidentally noticed something weird and eldritch going on. She still doesn't fully understand those, and heavily relies on various "charms", not all of which are even magic. Notably, she's one of the few Mystics to have only 3 Willpower.
* ItemCaddy: She's the only investigator, even amongst Mystics, who can put Doom on her assets directly (and not as effect of the other cards or Elder Sign draw). In addition, her Elder Sign allows her to move Doom from any card in her location (including ''location itself'') and drop on any other card in that location, where it would be easier to manage.
* JackOfAllStats: All her stats are average (3, including Willpower). She has to rely on her Doom-manipulating mechanics to make things done. {{Justified|Trope}} as she has neither prior training nor knowledge of the arcane; she got involved with the occult essentially by accident.
* PowerAtAPrice: To even greater degree than other Mystics. All her abilities are built upon accumulating Doom on her cards for various boons, like playing them "for free". Fortunately, her Elder Sign ability allows to move all Doom from any of her cards to another card at her location, even if it's not hers (like the enemies). As with any Doom, it takes away the [[TimedMission time the team has to finish their goal]], and her signature weakness, "Deafening Silence", may move some Doom from her cards straight to the current Agenda, making it permanent.
* SquishyWizard: While she lacks the Willpower of other memebers of her class, Amina still fits this trope to a T with her fantastic Sanity value (9) and abysmal Health (5)
* TokenMinority: She's an Algerian refugee.

to:

[[folder:Amina Zidane]]
!!Amina Zidane,
!Standalone investigators
[[folder:In general]]
* CrutchCharacter: Beside [[LethalJokeCharacter 5U-21]], all standalone investigators have above average total health and sanity value (15 in total instead of
the Operator
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/amina_zidane.png]]
[[caption-width-right:225:''"What is it trying to tell me?"'']]
->''A refugee from French-occupied Algeria, Amina arrived in Arkham with nothing more than she could carry. Six years later, Amina's sharp mind
usual 14; 16 for Stella), and technical skill placed her excel at the switchboard for assigned role of their class, but sacrifice the Miskatonic Valley Telephone Company. Soon after, she began to catch snippets [[CripplingOverspecialisation versatily]] of something strange while at work - distorted words in an unrecognizable language, out-of-place noises, calls that connected to nowhere at all and dropped almost immediately. As the phantom calls grew in frequency, Amina sought answers. She found the right extension, connected to the line, and listened in. Despite not understanding a word of the alien language on the many other side, she could tell the eldritch words held real power.''
Mystic-class investigator. Can access Charm cards of any class (up to level 4).
----
* ActionSurvivor: She was a normal phone operator, until she accidentally noticed something weird and eldritch going on. She still doesn't fully understand those, and heavily relies on various "charms", not all of which are even magic. Notably, she's one of the few Mystics to have only 3 Willpower.
* ItemCaddy: She's the only investigator, even amongst Mystics, who can put Doom on her assets directly (and not as effect of the other cards or Elder Sign draw). In addition, her Elder Sign allows her to move Doom from any card in her location (including ''location itself'') and drop on any other card
investigators sharing their class. {{Downplayed|Trope}} in that location, where it would be easier to manage.
* JackOfAllStats: All her stats
they are average (3, including Willpower). She has to rely on her Doom-manipulating mechanics to make things done. {{Justified|Trope}} as she has neither prior training nor knowledge of still considered viable later in the arcane; she got involved campaign, they just need teammates to cover their blind spots.
* FatalFlaw: Beside their personal weakness, Starter Packs Investigator come
with the occult essentially by accident.
a basic weakness that closely relates to their character and backstory.
* PowerAtAPrice: To even greater degree than other Mystics. All her SkillGateCharacter: Standalone Investigators sold in their own packs are designed to be easy to understand, build a deck for and play, with simple but strong abilities are built upon accumulating Doom and a statline optimised to do [[CripplingOverspecialisation one task]], on her top of being slightly more durable than many other investigators. But they have zero access to cards for various boons, like playing them "for free". Fortunately, her Elder Sign ability allows to move all Doom from any of her outside their class beside Neutral ones, meaning they lose on many cards to another card at her location, even if it's not hers (like the enemies). As with any Doom, it takes away the [[TimedMission time the team has to finish synergies other investigators of their goal]], and her signature weakness, "Deafening Silence", may move some Doom from her cards straight to the current Agenda, making it permanent.
* SquishyWizard: While she lacks the Willpower of other memebers of her class, Amina still fits this trope to a T
same class enjoy with her fantastic Sanity value (9) and abysmal Health (5)
* TokenMinority: She's an Algerian refugee.
their off-class deckbuilding options.



[[folder:Darrel Simmons]]
!!Darrell Simmons, the Photographer
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahtcg_darrell.png]]
[[caption-width-right:225:''The truth is darker than any of us know.'']]
->''Even while growing up in Arkham, Darrell always knew that there something not quite right about the strange little town. After graduating from high school, he went to work for the ''Arkham Advertiser'' as a photographer, and in the years since, he's scoured every inch of the city. But on one fateful night, he saw something truly indescribable -- a horror that shook his world to the core. His editor says he was just seeing things, but he knows the truth. With his trusty camera in tow, he would not rest until he has captured photographic evidence of the horrors that dwell in the shadows of his hometown and beyond. Just one good shot is all he needs.''
Survivor-class investigator. Has access to Seeker cards (up to level 2).

to:

[[folder:Darrel Simmons]]
!!Darrell Simmons,
[[folder:Nathaniel Cho]]
!!Nathaniel Cho,
the Photographer
Boxer
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahtcg_darrell.png]]
[[caption-width-right:225:''The truth is darker than any of us know.
org/pmwiki/pub/images/ahlcg_nathaniel.JPG]]
[[caption-width-right:225:''"I must fight on".
'']]
->''Even while growing up in Arkham, Darrell always knew that there something not quite right about ->''When up-and-coming boxer Nathaniel Cho was offered lots of dough for a title fight, he thoughts he'd finally hit the strange little town. After graduating big time. But his promoter turned out to be part of the notorious O'Bannion gang, and Nathaniel was pressured to fix fights by taking a dive every now and then. His refusal led to his brother Randall's "accident." Nathaniel is rightly fed up with the mobsters endangering Arkham's citizens on a nightly basis. Now he puts his fists to better use, patrolling the streets and defending others from high school, he went to work for the ''Arkham Advertiser'' as a photographer, and in the years since, harm. But he's scoured every inch of the city. But on one fateful night, he saw something truly indescribable -- a horror about to find out there are much more dangerous things that shook his world to the core. His editor says he was just seeing things, but he knows the truth. With his trusty camera in tow, he would not rest until he has captured photographic evidence of the horrors that dwell lurk in the shadows of his hometown and beyond. Just one good shot is all he needs.Arkham than simple gangsters...''
Survivor-class Guardian-class investigator. Has no access to Seeker cards (up to level 2).of other classes.



* ActionSurvivor: He's relatively normal photographer, going for investigation which would be anything but normal, with cults, monsters, dark magic and {{Eldritch Abomination}}s at every step.
* EarlyBirdCameo: He was portrayed on several cards long before becoming playable.
* GoingForTheBigScoop: He actively risks his life to gather information. Fittingly, his main class is Survivor, with access to Seeker cards.
* IntrepidReporter: Darrel knows that something strange is going on, and believes that it's up to him to uncover the truth. Armed with his trusty camera, he goes on the quest to reveal it -- or die trying.
* TheSmartGuy: He's the only Survivor to have 5 Intellect, and has access to some Seeker cards to put it to good use. He pays for it with only having 3 Agility, and 2 Willpower and Combat, making him rather vulnerable to both enemies ''and'' treacheries''.
* WeNeedToGetProof: Presented in both his backstory and actual gameplay:
** Finding some evidences of the supernatural activities is his motivation to join the quest.
** His signature card, "Darrell's Kodak", allows to put some resources on enemies and treacheries, as "evidences", and then gather them when he finds clues in their location and puts on his assets. He can then spend them to decrease the difficulty of his tests (compensating for weak stats). He should take care to keep at least some in reserve, though: his signature weakness, "Ruined Film", forces him to remove 4 evidences from his cards, and punishes with Horror for inability to do so, taking up to half of his Sanity supply in one hit at max power: failing to bring back proof may as well spell doom on him and his career. To make his life a little bit easier, his Elder Sign effect allows him to put 1 evidence on either his camera, or other asset he controls which also uses them.

to:

* ActionSurvivor: He's relatively normal photographer, going BoxingBattler: Before joining the team, he was a professional boxer. The card-pack he comes with also includes actual boxing gloves to further improve his combat skills.
* CripplingOverspecialisation:
** Can't use non-Neutral cards outside of his class.
** Stats-wise he's a very good fighter (5 Combat)--and that's it. He has poor Intellect and Agility (both at 2) and average Willpower, making him unfit
for anything other than combat, where he actually excels, even by Guardian standards.
** Using his boxing gloves (which synergise extremely well with his investigator ability) will fill both his hand slots, preventing him equipping any conventional weapons or
investigation tools (e.g. a torch).
* HeroesFightBarehanded: Nathaniel is a heroic vigilante that left his career as boxer behind to clean the streets of Arkham from the gangsters, mobster and other assorted scumbags plaguing them, and while he can use weapons as well as any other Guardians, he specialises in dealing additional damage with events, many of
which would be anything but normal, with cults, monsters, dark magic showcase him or other people engaging in GoodOldFisticuffs.
* ImplacableMan: His personal weakness, Tommy Malloy, is [[TheBrute a big
and {{Eldritch Abomination}}s at every step.
* EarlyBirdCameo: He was portrayed on several cards long before becoming playable.
* GoingForTheBigScoop: He actively risks
intimidating O'Bannion thug]] who keeps pursuing him and his life to gather information. Fittingly, his main class is Survivor, with access to Seeker cards.
* IntrepidReporter: Darrel knows that something strange is going on, and believes that it's up to him to uncover the truth. Armed with his trusty camera, he goes on the quest to reveal it -- or die trying.
* TheSmartGuy: He's the only Survivor to have 5 Intellect, and
brother Randall. He has access to some Seeker cards no flashy special abilities, he is just very hard to put it down, due to good use. He pays for it with only having 3 Agility, [[DamageReduction decreasing any damage he receives to 1]], and always returning some time later. On the bright side, Tommy isn't immune to damage from other investigators, has a surprisingly low fight of 2 Willpower and Combat, making him rather is particularly vulnerable to cards that hit multiple times in one action, like "One-Two Punch" or "Butterfly Swords".
* ItemCaddy: Most fighters equip weapons to boost their damage. Nathaniel in contrast is designed around using damage-dealing event cards, such as combination attacks and counters, whose damage he can boost once per turn with his investigator ability. By equipping boxing gloves he can search out one of these cards every time he knocks out an enemy allowing him to continue his assault, but [[NecessaryDrawback the gloves take up
both enemies ''and'' treacheries''.
* WeNeedToGetProof: Presented in both his backstory and actual gameplay:
** Finding some evidences of the supernatural activities is his motivation to join the quest.
**
hand slots preventing him equipping other weapons]]. His signature card, "Darrell's Kodak", Elder Sign further amplifies this playstyle, as it allows him to put some resources on enemies and treacheries, regain events from discard pile.
* TheMedic: Not Nathaniel himself (though he can be a CombatMedic
as "evidences", and then gather them when he finds clues in their location and puts on much as any other Guardian if the player builds him to be so), but his assets. He can then spend them to decrease the difficulty of his tests (compensating for weak stats). He should take care to keep at least some in reserve, though: brother Randall, who acts as his signature weakness, "Ruined Film", forces "Ally"; when he enters play, he can heal up to 3 damage from Nathaniel, or allow him to remove 4 evidences from quickly find and grab a "Weapon" asset.
* NecessaryDrawback: Even if he equips a weapon (by eschewing
his cards, boxing gloves or gaining more hand slots to use both) his combat events typically use his base stats and punishes with Horror for inability to do so, taking up to half not any bonus accuracy or damage granted by the weapon.
* OneManArmy: Besides having one
of the best Combat stats in the game, his Sanity supply in one hit at max power: failing to bring back proof may as well spell doom on him and his career. To make his life a little bit easier, his Elder Sign effect allows abilities also allow him to put 1 evidence on either quickly deal with most monsters by chewing through their health.
* RevengeByProxy: His brother Randall's disability is the "punishment" for Nathaniel refusing to throw the fight.
* ThrowingTheFight: His backstory mentions that
his camera, or other asset promoter tried to convince him to throw some fights when everyone bet against Nathaniel. When he controls which also uses them.refused, the "promoter" (actually an O'Bannion gangster) didn't take it well, [[RevengeByProxy leading to his brother Randall suffering an "accident" that left him wheelchair-bound]]. After this, he cut all ties with them and became a vigilante.
* VigilanteMan: After the O'Bannion gang ruined his brother's life, he became a vigilante in order to protect those who can't protect themselves.



[[folder:Charlie Kane]]
!!Charlie Kane, the Politician
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/charliekane.JPG]]
[[caption-width-right:225:''"It can be arranged. It's just a matter of acceptable terms."'']]
->''Charlie Kane promised the people of Arkham a safer future. He made a lot of promises--lower taxes, better schools, less crime. It was part of the job, after all. And although he sometimes had to do things he wasn't proud of, Charlie always did work for the greater good. So when he started hearing the reports, he put the people first. Of course, he couldn't tell anyone. Widespread panic would not serve the public good. Besides, who'd believe him? Still, Charlie has always had connections in town. So he made a few calls, put a task force together, and went to work.''
Neutral-class investigator who can take level 0-5 Ally cards from any class, any Neutral cards and cards level 0-2 from any two classes chosen at deck creation.

to:

[[folder:Charlie Kane]]
!!Charlie Kane,
[[folder:Harvey Walters]]
!!Harvey Walters,
the Politician
Professor
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/charliekane.org/pmwiki/pub/images/ahlcg_harvey.JPG]]
[[caption-width-right:225:''"It can be arranged. It's just a matter [[caption-width-right:225:''"I have experience dealing with these sorts of acceptable terms."'']]
->''Charlie Kane promised the people of Arkham
horrors".'']]
->''Professor Walters began as
a safer future. He made a lot of promises--lower taxes, better schools, less crime. It was part devotee of the job, after all. And although he sometimes had to do things he wasn't proud of, Charlie always did work for archaic and obscure, but over the greater good. So when years he started hearing has discovered that his knowledge of ancient languages, profane relics, and strange rituals is vital to addressing dangers in the reports, he put modern day. He is both an avid collector of prehistoric ephemera and a fount of knowledge regarding the people first. Of course, he couldn't tell anyone. Widespread panic would not serve bizarre primordial religions that worshipped nightmarish gods eons ago. There is perhaps no sane person alive who knows more about the public good. Besides, who'd believe him? Still, Charlie has always had connections in town. So he made occult than Harvey. When a few calls, put a task force together, supernatural event occurs, Professor Walters brings his considerable resources and went experience to work.''
Neutral-class investigator who can take level 0-5 Ally
bear''.
Seeker-class investigator. Has no access to
cards from any class, any Neutral cards and cards level 0-2 from any two classes chosen at deck creation.of other classes.



* ActionPolitician: {{Downplayed|Trope}}. While he does put himself in harm's way for the sake of Arkham, he is almost helpless without his Allies. His backstory also implies that he only chooses to involve himself personally in the investigation because going public with his findings would either cause mass panic or have him thrown into the loony bin.
* BoringButPractical: Other than reading Allies in his location (which is good, but situational), his Elder Sign also gives him an impressive "+3" stat boost... which merely compensates for his poor basic stats.
* CripplingOverspecialisation: Charlie is entirely dependant on his Allies (and has all his abilities associated with them), and becomes extremely weak and vulnerable if he loses them. Naturally, his signature weakness, "Burden of Leadership", targets them, by forcing him either exhaust them (losing access to their benefits for a turn) or deal direct damage and horror to them.
* EarlyBirdCameo: Charlie was originally portrayed on the "Charisma" asset, introduced in ''The Dunwich Legacy'' expansion (and later copied into the second edition of the Core); as with other cards portraying investigator on their art, "Charisma" hinted at Charlie's class, being a Neutral card which adds extra "Ally" slots.
* GameplayAndStoryIntegration: As a portly elderly politician, Charlie isn't well-suited to combat the eldritch forces on his own, but he is able to call on his connections to get things done, represented by the skill boosts he gets from his Ally cards.
* GlassCannon: [[ZigZaggingTrope Zig-zagged]], Charlie has below average Health and Sanity (both 6) and his abysmal stats (He only has 1 point on each skill) makes it easy to fail most skill checks and take loads of damage and horror, but the fact he start with 4 allies slot instead of 1 allows him to absorb significantly more punishment on them than other Investigators could on their own. [[AchillesHeel Direct damage and horror will be a huge issue for him though.]]
* ItemCaddy: His playstyle is entirely built around amassing large number of Allies, gaining stat bonuses from them. For that, he's given unrestricted access to any such cards, and three additional "Ally" slots, as well as a set of abilities dedicated to always keeping them ready, including his Elder Sign effect.
* JackOfAllStats: Charlie Kane has poor stats on his own (all at flat "1"), but can easily boost them by exhausting his Allies with matching skill icons. As he has highly increased limit on how many Allies he can field at once (up to 4 by default, up to 6 with both "Charisma" cards), he can easily amass the little army which would cover for his weak points. But he's unlikely to surpass the more specialised investigators, who have high stats ''and'' can use high-level cards.
* MagikarpPower: Charlie only starts shining when he gathers up his team, and puts all those Allies in play; before then, he has to somehow stay afloat with his abysmal basic stats.
* MechanicallyUnusualFighter: In addition to being a Neutral investigator who essentially gets to choose his class when creating his deck, he's a got a flat "1" in every single stat and a special ability that lets him boost his skill values during tests by exhausting Ally cards (for which he has 4 slots by default) with icons matching the skill being tested. His massive card pool and his unique approach to passing skill tests mean he needs to be built in a way that's entirely different from any other investigator.
* ShoutOut: He's named after Charles Foster Kane from ''Film/CitizenKane'', who's also a politician.
* SleazyPolitician: {{Subverted|Trope}}. He looks like the very image of a [[FatBastard fat]], [[GoodSmokingEvilSmoking cigar-chomping]] career politician and he isn't above employing underhanded methods to get ahead, but his ultimate aim is to serve and protect Arkham's residents.
* WeakButSkilled: Lore-wise, he is not much of an investigator, fighter or spellcaster, but he is definetly a good leader. Gameplay-wise, Charlie has 1 in every stat and is pretty much unable to do anything on its own, and can only take up to level 2 cards of any class, but at deck creation he can choose which two classes he can access cards from and he can get essentially any ally in the game without any level or class restriction, which he can make very good use of given he starts with 4 allies slot, when most investigators only start with 1. On top of that he has the ability to exahust allies to increase his skills temporaly during a test by 1 for every ally exahusted that way plus every icon on them that matches the type of test: the more icons on them the better they get for Charlie. [[MagikarpPower If you can put enough allies in play fast enough]] Charlie can perform as well as any other Investigator in spite of his weak stats.

to:

* ActionPolitician: {{Downplayed|Trope}}. While he does put himself in harm's way for the sake of Arkham, he is almost helpless without his Allies. CapRaiser: His backstory also implies that he only chooses to involve himself personally in the investigation because going public with his findings would either cause mass panic or have him thrown into the loony bin.
* BoringButPractical: Other than reading Allies in his location (which is good, but situational), his Elder Sign also gives him an impressive "+3" stat boost... which merely compensates for his poor basic stats.
* CripplingOverspecialisation: Charlie is entirely dependant on his Allies (and has all his abilities associated with them), and becomes extremely weak and vulnerable if he loses them. Naturally, his
signature card, "Vault of Knowledge", boosts his hand size by 2 for as long as he keeps it in play.
* CripplingOverspecialisation:
** Can't use non-Neutral cards outside of his class.
** Besides Harvey's 5 Intellect, his only other decent stat is his 4 Willpower, which, without Mystic cards, generally only helps with treacheries. Otherwise, he has neither combat capabilities (1 Combat) nor speed to escape the monsters once they start hunting for him (2 Agility). While this is [[NonActionGuy not uncommon for Seekers]], his colleagues normally have access to some off-class cards to offset this.
* CuriosityKilledTheCast: His personal
weakness, "Burden of Leadership", targets them, by forcing "Thrice-Damned Curiosity" (which fittingly has the "Flaw" trait), punishes him either exhaust them (losing access to their benefits for a turn) or deal direct damage and horror to them.
* EarlyBirdCameo: Charlie was originally portrayed on the "Charisma" asset, introduced in ''The Dunwich Legacy'' expansion (and later copied
delving too deep into the second edition world of occult, by dealing him 1 damage for every three cards in his hand. Considering all the Core); as ways he may increase his hand's size, this can potentially accumulate into a OneHitKill.
* ItemCaddy: He's all about stockpiling tons of cards in hand, to even greater degree than other Seekers:
** His signature card, "Vault of Knowledge", has a passive effect that [[CapRaiser increases his maximum hand size by two]]. When combined
with the other cards portraying investigator on their art, "Charisma" hinted at Charlie's class, being a Neutral card which adds extra "Ally" slots.
* GameplayAndStoryIntegration: As a portly elderly politician, Charlie isn't well-suited to combat the eldritch forces on his own, but he is able to call on his connections to get things done, represented by the skill boosts he gets from his Ally cards.
* GlassCannon: [[ZigZaggingTrope Zig-zagged]], Charlie has below average Health and Sanity (both 6) and his abysmal stats (He only has 1 point on each skill) makes it easy to fail most skill checks and take loads of damage and horror, but the fact he start
with 4 allies slot instead of 1 similar effects (which are helpfully provided in his card-pack), he can raise his hand size up to 14 (or even up to 16, with certain cards).
** His Elder Sign
allows him to absorb significantly more punishment on them than other draw 1 card.
* OccultDetective: He specialised in researching occultism and the activities of {{Eldritch Abomination}}s even before he joined the team. Now, he can actually put all those skills and knowledge to stop the world's ruin.
* TheProfessor: Professor at the Miskatonic University, and one of the team's greatest occult experts.
* SupportPartyMember: His abilities allows him or his teammates to draw additional cards during the
Investigators could on their own. [[AchillesHeel Direct damage and horror will be a huge issue for him though.]]
* ItemCaddy: His playstyle is entirely built around amassing large number of Allies, gaining stat bonuses from them. For that, he's given unrestricted access to any such cards, and three additional "Ally" slots, as well as a set of abilities dedicated to always keeping them ready, including his Elder Sign effect.
* JackOfAllStats: Charlie Kane has poor stats on his own (all at flat "1"), but can easily boost them by exhausting his Allies
phase, quickly resupplying themselves with matching skill icons. As he has highly increased limit on how many Allies he can field at once (up to 4 by default, up to 6 with both "Charisma" cards), he can easily amass the little army which would cover for his weak points. But he's unlikely to surpass the more specialised investigators, who have high stats ''and'' can use high-level cards.
* MagikarpPower: Charlie only starts shining when he gathers up his team, and puts all those Allies in play; before then, he has to somehow stay afloat with his abysmal basic stats.
* MechanicallyUnusualFighter: In addition to being a Neutral investigator who essentially gets to choose his class when creating his deck, he's a got a flat "1" in every single stat and a special ability that lets him boost his skill values during tests by exhausting Ally cards (for which he has 4 slots by default) with icons matching the skill being tested. His massive card pool and his unique approach to passing skill tests mean he needs to be built in a way that's entirely different from any other investigator.
* ShoutOut: He's named after Charles Foster Kane from ''Film/CitizenKane'', who's also a politician.
* SleazyPolitician: {{Subverted|Trope}}. He looks like the very image of a [[FatBastard fat]], [[GoodSmokingEvilSmoking cigar-chomping]] career politician and he isn't above employing underhanded methods to get ahead, but his ultimate aim is to serve and protect Arkham's residents.
* WeakButSkilled: Lore-wise, he is not much of an investigator, fighter or spellcaster, but he is definetly a good leader. Gameplay-wise, Charlie has 1 in every stat and is pretty much unable to do anything on its own, and can only take up to level 2 cards of any class, but at deck creation he can choose which two classes he can access cards from and he can get essentially any ally in the game without any level or class restriction, which he can make very good use of given he starts with 4 allies slot, when most investigators only start with 1. On top of that he has the ability to exahust allies to increase his skills temporaly during a test by 1 for every ally exahusted that way plus every icon on them that matches the type of test: the more icons on them the better they get for Charlie. [[MagikarpPower If you can put enough allies in play fast enough]] Charlie can perform as well as any other Investigator in spite of his weak stats.
fresh cards.



!Introduced in ''A Feast of Hemlock Vale'' expansion
[[folder:Wilson Richards]]
!!Wilson Richards, The Handyman
Guardian-class investigator.

to:

!Introduced [[folder:Winifred Habbamock]]
!!Winifred Habbamock, the Aviatrix
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_winifred.JPG]]
[[caption-width-right:225:''"I can top that".'']]
->''Winifred - Weethao as her parents know her, Wini to her friends - was one of the smartest kids
in ''A Feast her reservation school. However, her reckless attitude and lack of Hemlock Vale'' expansion
[[folder:Wilson Richards]]
!!Wilson Richards,
respect for authority meant she often got herself into trouble. The Handyman
Guardian-class investigator.
course of her life changed forever when she found an old biplane in a farmer's garage and decided to "take it out for a spin." The owner, a former pilot in the Great War, was awestruck by her natural talent and offered to teach her what he knew. Now Wini is know as the "woman without fear," showing off her skills in barnstormers all across the country. That nickname would be tested when, during one of her shows, she spotted a creature she could scarcely describe: a thing with leathery wings and a single, mutated, pus-filled eye''.
Rogue-class investigator. Has no access to cards of other classes.



* ItemCaddy: Wilson's abilities are all focused on making the most out of Tool assets.
* JackOfAllStats: Wilson has 3-3-3-3 statline, being average at everything. While he lacks some offensive capabilities, compared to the other Guardians, he has better Agility and Intellect than many of his colleagues, making him more flexible.

to:

* ItemCaddy: Wilson's abilities are all focused on making TheAce:
** She's
the most out of Tool assets.
* JackOfAllStats: Wilson has 3-3-3-3 statline,
best at anything she does, and she knows it. [[PrideBeforeAFall Sometimes this self-confidence bites her in the ass]].
** Her
being average at everything. While he lacks some offensive capabilities, compared not just great, but ''the'' best manifests in her gameplay; she represents the "overachiever" archetype of Rogues, who goes above established goal to get extra benefits.
*** Her signature card, "Anything You Can Do, Better", provides a whopping ''six'' "Wild" icons, which in most cases all but ensures any skill check's success, and only truly needed for either really hard checks... or to go above the goal and reap extra rewards.
*** She has easier time to recover from committing multiple cards
to the other Guardians, he has better Agility skill tests, as she can draw extra card once per test if she commits at least 2 different non-weakness cards to same test, and her Elder Sign allows her to return committed cards back to hand if she surpasses the goal enough (1 card per 2 successes).
* AcePilot: Natural-born pilot, who showed great skills even before being properly trained.
* CripplingOverspecialisation:
** Can't use non-Neutral cards outside of her class.
** She's one of the few investigators to have 5 Agility, even amongst Rogues, which makes her great at neutralising enemies by evading them, but having only 3
Intellect than many and Combat, she would often need to rely on committing cards to either search or fight, while pathetic 1 Willpower would leave her at the mercy of his colleagues, treacheries unless she stockpiles cards to boost it somehow.
* EarlyBirdCameo: ''The Dream Eaters'' Cycle introduced the "Daredevil" skill card, which portrayed Winifred's plane, and called her by name in its flavour text. Soon after, several starter packs were released, including Winifred's.
* FatalFlaw: {{Pride}}; she's great and knows it, which sometimes may lead to her overestimating her chances. Her personal weakness, "Arrogance", plays into that, being a skill card that reduces her stats by 1 at every skill test she perform, and she is forced to commit it to EVERY test she takes, on top of the card returning to her hand if she passes the tests anyway. The only way to discard it [[HumblePie is by failing once,
making him her realise she is not invincible and to be more flexible.careful]].
* InHarmsWay: She is an Aviatrix that enjoys taking dangerous flights, two of the cards included in her pack are the skills "Daredevil" and "Reckless".
* PrideBeforeAFall: She's very skilled, but also arrogant, which can spell her doom. [[GameplayAndStoryIntegration It manifests as her personal weakness]], "Arrogance", which works as a "skill" card which ''deduces'' one point from any skill she checks; she ''must'' appoint it to every eligible skill check as long as she has it in her hand, and only gets rid of it for the time being when it actually causes her to fail something.
* RedBaron: Known amongst other pilots as the "woman without fear".
* TokenMinority: The only Native American amongst the cast, specifically a Wampanoag.



[[folder:Kate Winthrop]]
!!Kate Winthrop, The Scientist
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_kate.png]]
Seeker-class investigator.

to:

[[folder:Kate Winthrop]]
!!Kate Winthrop, The Scientist
[[folder:Jacqueline Fine]]
!!Jacqueline Fine, the Psychic
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_kate.png]]
Seeker-class investigator.
org/pmwiki/pub/images/ahlcg_jacqueline.JPG]]
[[caption-width-right:225:''"The future can be rewritten".'']]
->''Blood. Fire. Destruction. Every night, Jacqueline's dreams are filled with things that have not yet come to pass. At first, she thought of these dreams as a terrible curse. However, as she began to control her visions and observe the events within in greater detail, she now understands they are no curse, but a calling. The world is about to be plunged into a thousand years of indescribable chaos, and only she knows the warning signs. Her dreams have never been wrong, but she cannot let the nightmares that haunt them become a reality''.
Mystic-class investigator. Has no access to cards of other classes.



* CastFromMoney: Flux Stabilizer only works if Kate puts at least one clue on it, but it gives her access to powerful offensive events and, once active, gives her one-time boost for next test for each clue she puts on it.
* EarlyBirdCameo:
** She was depicted on several Seeker-class cards long before appearing as a playable investigator.
** ''Barkham Horror'' featured Kate Wintrhop-based investigator long before actual Kate was introduced.
* FragileSpeedster: Kate has impressive 4 Agility, but only 2 Combat, as well as rather low 6 Health. This generally means that while she can easily disable enemies by evading them, actually fighting them can be problematic. She also has an uncharacteristically low Willpower of 2 for a Seeker, but she has a good sanity of 8 to make up for it.
* HoistByHisOwnPetard: "Failed Experiment" weakness forces Kate to pass a Willpower test, the difficulty of which starts at 3 (she has only 2 by default) and quickly scales with the number of clues on her assets (which, given her abilities, she's likely to have quite a few). Fail it, and she would be forced to drop 1 clue into her location for each point of failure... or, if she can't, take horror.
* MechanicallyUnusualFighter: She can put her clues on her assets, which gives her various benefits. Such clues still counts as hers, but can't be directly used until she returns them, for which she has some tools available, including her Elder Sign effect.
* ScienceHero: Kate aims to defeat the eldritch abominations with the power of science and her own inventions.
* WeaponizedTeleportation: "Flux Stabilizer" gives her access to to signature events, both of which, on top of their normal effects, helps her to get rid of her enemies by teleporting them elsewhere; as may be expected, neither work on Elite enemies.
** "Aetheric Current (Yuggoth)", on top of enhancing Kate's offensive capabilities, allows to also exhaust attacked enemy and teleport it into any location on Kate's choice.
** "Aetheric Current (Yoth)", on top of helping Kate to evade an enemy, allows to get rid of it altogether, by shuffling it back into encounter deck, implication being that they were put on a trip to some ''very'' remote location. It doesn't count as actually defeating them, though, so you wouldn't receive any associated rewards (or penalties, for that matter).

to:

* CastFromMoney: Flux Stabilizer AttackBackfire: Her prediction ability triples the odds of pulling the autofail token and if this happens she'll have to either let it resolve or cancel it and let the two other (statistically likely to be negative) tokens resolve instead, which may leave the player worse off than if they'd just drawn a single token normally.
* TheAntiNihilist: In spite of being aware of the [[TheEndOfTheWorldAsWeKnowIt terrible things that will come to pass]], Jacqueline still resolves to fight for a better future [[ScrewDestiny than the ones her visions show.]]
* BoringButPractical: Her signature card, "Arbiter of Fates", has
only works if Kate puts at least one clue on it, but effect: it gives allows her access to powerful offensive events and, once active, gives use her one-time special ability twice per round. Considering that this kind of effect can easily save her and her fellows, it's really all she needs.
* CripplingOverspecialisation:
** Can't use non-Neutral cards outside of her class.
** Has impressive 5 Willpower , which is good for many Mystic cards' effects (and often used to bypass treacheries)... and that's it; she has only 3 Intellect, and 2 Combat and Agility, making her struggle to do anything without her magic to
boost her stats or manipulate tokens to get better outcome.
* DreamingOfThingsToCome: In her dreams, she can see visions of future yet to come...and they aren't pretty. Her main motivation
for next test for each clue joining the team was to prevent these visions from becoming reality.
* LuckManipulationMechanic: Once per turn,
she puts on it.
* EarlyBirdCameo:
** She was depicted on several Seeker-class cards long before appearing as a playable investigator.
** ''Barkham Horror'' featured Kate Wintrhop-based
can make any investigator long before actual Kate was introduced.
* FragileSpeedster: Kate has impressive 4 Agility, but only 2 Combat, as well as rather low 6 Health. This generally means that while she can easily disable enemies by evading them, actually fighting them can be problematic. She also has an uncharacteristically low Willpower
to draw 3 chaos token instead of 2 for a Seeker, but she has a good sanity of 8 to make up for it.
* HoistByHisOwnPetard: "Failed Experiment" weakness forces Kate to pass a Willpower test, the difficulty of
1, and choose which starts at 3 (she has only 2 by default) and quickly scales with the number of clues on her assets (which, given her abilities, she's likely one to have quite a few). Fail it, and she would be forced to drop 1 clue into her location for each point of failure... or, if she can't, take horror.
* MechanicallyUnusualFighter: She can put her clues on her assets, which gives her various benefits. Such clues still counts as hers, but can't be directly used until she returns them, for which she has
play; in some tools available, cases, it may even be beneficial to cancel otherwise-benevolent tokens, including her Elder Sign effect.
* ScienceHero: Kate aims to defeat the eldritch abominations with the power of science and her own inventions.
* WeaponizedTeleportation: "Flux Stabilizer" gives her access to to signature events, both of which, on top of their normal effects, helps
(which allows her to get rid of her enemies by teleporting them elsewhere; as may be expected, neither work on Elite enemies.
** "Aetheric Current (Yuggoth)", on top of enhancing Kate's offensive capabilities, allows to also exhaust attacked enemy and teleport it into any location on Kate's choice.
** "Aetheric Current (Yoth)", on top of helping Kate to evade an enemy, allows to get rid of it altogether, by shuffling it back into encounter deck, implication being that they were put on a trip to some ''very'' remote location. It
draw 1 card if she doesn't count as actually defeating them, though, so let it trigger). Her suggested starter deck is built around this mechanic, with cards which either makes it easier to use (e.g. "Scrying Mirror", which "predicts" next token draw), benefits from "bad" tokens (e.g. "Voice of Ra" goes stronger if you wouldn't receive any associated rewards draw symbol tokens instead of numerical ones) or have drawbacks on "good" tokens (e.g. "Azure Flame" and "Clairvoyance" deals damage/horror when revealing an Elder Sign or otherwise positive token like +1 or 0).
* NoSell: Once per round she
(or penalties, another investigator at her location) can draw three tokens for a test and ignore two of them or one auto-failure. Her signature card, "Arbiter of Fates", allows her to do this ''twice'' per round.
* ScrewDestiny: She knows
that matter).her visions always become reality, but she can't just sit and wait until world burns; if there's even smallest chance to prevent it, she ''must'' try.
* StrawNihilist: Her investigator pack came with the "Nihilism" basic weakness, which causes investigators damage and horror every time they draw an [[CriticalFailure Auto-Fail]] token. Given how she has been plagued for who knows how long by visions of the world falling into chaos and destruction, it's no wonder she might be worn down so much to believe nothing she and her companions do will matter or [[YouCantFightFate change the future]]
* SupportPartyMember: Her signature ability is great for protecting her teammates, but by herself, Jacqueline has no good stats other than high Willpower, which at least lets her fight with spells.
* WindsOfDestinyChange: In story terms, her abilities are essentially attempt to manipulate the future she predicted... and sometimes succeeding.
* YouCantFightFate: Her personal weakness, "Dark Future", disables her ability (and any other similar effect she may have), denying her her greatest ability to help her teammates (or herself). At the end of her turn she must reveal 5 chaos tokens; [[LuckBasedMission if one of them was the Elder Sign, she may discard "Dark Future"]], otherwise it remains in effect.



[[folder:Alessandra Zorzi]]
!!Alessandra Zorzi, The Countess
Rogue-class investigator.

to:

[[folder:Alessandra Zorzi]]
!!Alessandra Zorzi, The Countess
Rogue-class investigator.
[[folder:Stella Clark]]
!!Stella Clark, the Letter Carrier
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_stella.JPG]]
[[caption-width-right:225:''"I can hear it. Can it hear me?"'']]
->''"Before Stella began working for the postal service in Arkham, she knew two things with certainty. First, her parents made a mistake when they called her their son and gave her a boy's name. Second, the house on the cliff in Kingsport whispered her true name - the name she chose for herself - late at night: "Stella." Delivering the mail six days a week in all kinds of weather wasn't an easy job, but Stella loved knowing that she was helping people connect with one another. Then she started finding the letters. At the end of her route, there was always one extra envelope in her bag. It was always addressed to her. It was always postmarked from Kingsport. And it always contained a letter with one typed word: Stella"''.
Survivor-class investigator. Has no access to cards of other classes.



* ExtraTurn: She has an extra action dedicated to parleying, which gives her more freedom with how to spend her other actions.
* FragileSpeedster: She has good 4 Agility, but pretty low Combat (only 2), which makes dealing with enemies by evading them preferable to open fights.
* TheSocialExpert: She has an extra action each turn specifically for Parleying. She also has good 4 Intellect and decent (for a Rogue) 3 Willpower, which are the stats most commonly used during Parley tests.
* StealthExpert: Her Elder Sign allows to automatically evade any non-Elite enemy in her or (revealed) connected location.
* TokenMinority: The only Italian in the cast.

to:

* BigGuy: She is ''the'' most durable investigator, simultaneously having 8 Health and 8 Sanity. However, [[StoneWall she's not as good on offense as she's in defence]].
* BoringButPractical: Her signature card, when applied to a skill check, provides three "Wild" (suitable for any check) icons to the test, and protects her from consequences of failing tests for particularly nasty treacheries (and she has 3 copies of it); nothing flashy, but depending on the situation it may be life-saving.
* CripplingOverspecialisation:
** Can't use non-Neutral cards outside of her class.
** She represents the "prevail against all odds" archetype of Survivors; as result, all her abilities provide their benefits ''only'' when she fails skill checks. While good for making a comeback, they provide no help when she can't afford losing the skill test even once.
* {{Determinator}}: To an even bigger extent than other survivors: Stella's abilities and cards included in her pack either give her benefits when failing a skill test or diminish or nullify the negative consequences of doing so. She '''will''' complete her mission, no matter the setbacks.
* FailureGambit: Her "Elder Sign" effect allows her to ''intentionally'' fail any skill-check, which also heals a little damage and horror from her. She also gets an action refunded once per turn when she fails a skill test.
* FogOfDoom: "Called by the Mists", Stella's personal weakness, causes her 1 damage every time she takes a skill test with a difficulty of 4 or higher, until she discards it.
* ExtraTurn: She has Stella gets an extra additional action dedicated when she fail a skill test, but only once per round. Not only does this ability allows her to parleying, bounce back easily from wasting an action, but she can also abuse this to lengthen her turn by taking tests that do not take actions to do [[FailureGambit and intentionally fail them]].
* JackOfAllStats: She's fairly balanced compared to the other standalone investigators (who tend to boost one stat to the sky and dump the rest to oblivion), fitting into Survivors as a class being meant as JackOfAllTrades. The only truly poor stat she has is her 2 Intellect, but it's not as much of an issue given her abilities and her class' tendency to just bruteforce through troubles.
* LightningBruiser: {{Downplayed|Trope}}; she's not very strong offensively, having only 3 Combat, but has good 4 Agility on top of massive 8/8 Health/Sanity, meaning that she's less of a killer, and more of a safety shield
which gives stuns the foes, so the rest can finish them off.
* NoSell: Her signature card, the "Neither Rain Nor Snow" skill, allows
her more freedom to cancel all effects caused by a skill check's failure (both positive and negative) as long as it was appointed to this check. In some cases it may be life-saving.
* ThePerfectionist: In spite of most of Stella's unique abilities focus on turning [[FailureGambit failure into benefits]], her pack came
with how the "Atychiphobia" basic weakness, which causes investigators horror every time they fail a skill check, implying she doesn't like to spend fail or make mistakes. This could be attributed to her other actions.
role as an [[UnstoppableMailman Unstoppable Mailwoman]]: Stella ''cannot'' accept the fact that she failed at her job or task.
* FragileSpeedster: StoneWall: {{Downplayed|Trope}}. She's the only investigator to have both 8 Health ''and'' 8 Sanity, making her very durable. But she has only average Combat, and, being Survivor with no off-class options, has limited fighting capabilities. She has good 4 Agility, but pretty low Combat (only 2), which makes dealing it only helps to stall the monsters, not defeat them; at 3 Combat, actually killing foes after neutralising them may take some time.
* TwoferTokenMinority: Black and a trans woman. Definitely not someone Lovecraft would have come up
with enemies by evading them preferable to open fights.
for a protagonist.
* TheSocialExpert: UnstoppableMailman: She has an extra action each turn specifically for Parleying. She also has good 4 Intellect works as a mailwoman, and decent (for a Rogue) 3 Willpower, which are she is the stats most commonly used during Parley tests.
* StealthExpert: Her Elder Sign allows to automatically evade any non-Elite enemy in her or (revealed) connected location.
* TokenMinority: The only Italian in the cast.
biggest {{Determinator}} among Survivor investigators, barring maybe Calvin.



[[folder:Kohaku Narukami]]
!!Kohaku Narukami, The Folklorist
Mystic-class investigator.

to:

[[folder:Kohaku Narukami]]
!!Kohaku Narukami, The Folklorist
Mystic-class investigator.
[[folder:"Suzi"]]
!!Subject 5U-21, the Anomaly
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_suzi.png]]
Bonus investigator introduced for upcoming enhanced version of ''The Blob That Ate Everything'' scenario. She's a Neutral investigator who normally can't access non-Neutral cards above level 0, but gains access to specific classes' high-level cards via her unique mechanic. She has a massive decksize of 50 cards.



* GeniusBruiser: {{Downplayed|Trope}}; Kohaku's is the only Mystic who combines high Intellect with decent fighting capabilities (most dump either one or another), having them at 4 and 3, respectively, though he wouldn't be particularly strong fighter unless he somehow boosts his Combat further.
* MightyGlacier: {{Downplayed|Trope}}; compared to the other Mystics, he has better offensive stats (still not on par with dedicated fighters, though), but completely dumps his Agility, only having 1.
* TokenMinority: He's the only Japanese in the cast.

to:

* GeniusBruiser: {{Downplayed|Trope}}; Kohaku's ArbitraryEquipmentRestriction: She's forbidden from taking any "Permanent" cards, excluding story assets and her own signatures.
* ExtremeOmnivore: As may be expected from Blob-themed investigator, all her mechanics are built around her "devouring" cards, regardless of what they represent. She can't devour story cards, but almost anything else is a free game (albeit most frequently, she targets player cards), with her personal weakness, "Reality Acid", specifically existing to make her actively devour her and teammates' cards, with a table of possible results. There's a very small chance that she would devour some enemies instead, but enemies killed that way don't award victory points.
* GameplayAndStoryIntegration: Investigator based on the Blob, as may be expected, has all her mechanics built around hunger and her being ExtremeOmnivore.
* GatheringSteam: She starts with all stats at 1, but whenever she "devours" cards, they gets put beneath her signature card, "Ravenous: Controlled Hunger", which gives her +1 to all stats per card "devoured". However, actually reaching the maximum can be risky, as it turns her signature into "Ravenous: Uncontrolled Hunger", which starts actively devouring either cards under control of investigators, or those beneath it, now putting them aside.
* GlassCannon: Suzi has below average Health and Sanity (both at 6) and unlike other investigators with similar endurance like Lola and Calvin, she can't just make up for it by buying Charisma to get more Allies in play to use as a [[WeHaveReserves meat shield]], as she is forbidden from buying any non-story permanents. Her fragility will always be a problem no matter what.
* InSeriesNickname: "Subject 5U-21" is also known as Suzi.
* JackOfAllStats: She starts with abysmal stats, but quickly rises them to average or above, making her rather universal. It's ''keeping'' her at adequate stats which
is the challenge.
* JackOfAllTrades: She can access every class, and can potentially gain high-level cards from multiple classes, allowing her to be quite universal and adapt to any role... as long as she manages to avoid being screwed by her own eternal hunger.
* LethalJokeCharacter: Suzi has absurd design, very low stats, and strange and confusing deckbuilding rules which makes her build extremely huge deck of low-level cards without easy ways to upgrade them to anything. But her concept isn't just for making another Blob-related joke (even if it ''is'' a Blob-related joke); in truth, [[MagikarpPower she's meant to grow stronger as she keeps "eating" cards]]: during scenario, she can accumulate extremely high stats, even if it's hard to maintain them for long; and across campaign, devouring cards also unlocks ability to actually upgrading or replacing them, ''with no regards for level'', which ultimately makes her
only Mystic investigator who combines high Intellect with decent fighting capabilities (most dump can access ''any'' cards period, only passing on non-story "Permanent" ones.
* MagikarpPower: She's normally restricted to level 0 cards (excluding Neutral ones). However, as she keeps playing and "devouring" cards, she gains ability to purchase cards of higher levels, albeit from just one class at a time (depending on what class had higher count of devoured cards in a last scenario). This allows her to potentially stockpile end-game gear from multiple classes and become quite universal.
* MechanicallyUnusualFighter:
** Suzi's deck's size is 50 cards, instead of standard 30; as she has to include at least 7 cards from every non-Neutral class (to make her mechanic work), it leaves her 15 cards she can take from any class she wants, including Neutral. She also includes 2 basic weaknesses, instead of standard 1. Having a deck so big significantly alters her gameplay, sometimes to her boon, sometimes to her bane.
** Each turn, she "devours" one card from her hand, and her free action ability allows her to devour one card under her or other investigator's control, which then gets put beneath her signature card. Reaching the maximum of 5+ cards makes it putting devoured cards aside, and devouring one card
either one beneath or another), having them under players' control until it empties, at 4 and 3, respectively, though he wouldn't be particularly strong fighter unless he somehow boosts his Combat further.
* MightyGlacier: {{Downplayed|Trope}}; compared
which point it reverts. Fortunately, her signature event "Regurgitation" allows to forcibly revert it (and return up to 3 "devoured" cards), while her Elder Sign returns any 1 "devoured" card of her choice to its owner's hand.
** By default, she can only access level 0 non-Neutral cards, but when the game ends, she gains access to upgrading or purchasing cards from the class which has the largest amount of devoured cards (eg, if she devoured mostly Guardian cards, she can upgrade Guardian cards), of any level.
* ProtagonistWithoutAPast: Her character sheet lacks backstory, as all the place there was consumed by instructions to how actually play her.
* TokenNonHuman: All
the other Mystics, he has better offensive stats (still not on par with dedicated fighters, though), but completely dumps his Agility, only having 1.
* TokenMinority: He's the only Japanese in the cast.
investigators are humans. Suzi is a sapient human-shaped [[GreyGoo blob]].



[[folder:Hank Samson]]
!! Hank Samson, The Farmhand
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_hank.png]]
Survivor-class investigator.

to:

[[folder:Hank Samson]]
!! Hank Samson, The Farmhand
!''Barkham Horror'' investigators
[[folder:Bark Harrigan]]
!!Bark Harrigan
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_hank.png]]
Survivor-class investigator.
org/pmwiki/pub/images/ahlcg_barkham_mark.jpg]]
->''Bark Harrigan is the best of the best, trained in paw-to-paw combat and barkmanship, he takes pride in being the protector of humanity. A shield agaisnst the feline forces that threaten to invade the world But will his weapons and skills be enough? Or is he all bark and no bite?''
Guardian-class investigator. Has access to any level 0 "Weapon" cards.



* AutoRevive: Once per scenario, if Hank would get defeated by Damage or Horror he can instead choose to become [[HeroicSecondWind resolute]], which allows him to keep playing, albeit with different stats and no longer being able to heal by normal means.
* TheBigGuy: PlayedWith.
** Hank stats with extremely low 5 Health ''and'' Sanity, but he also transforms into one of the two versions geared towards either tanking damage or tanking horror upon defeat.
** Both his Elder Sign and signature card, "Stouthearted", allows him to move some of his damage/sanity to the other cards (in "Stouthearted" case, even to the other investigators or enemies), further prolonging his survival. This works even for "Resolute" versions, which can't be healed by conventional means.
** Hank can take damage and horror intended for the Ally cards or other investigators.
* CastFromHitpoints: {{Inverted|Trope}}; "Stouthearted" event allows him to dump some of his damage/horror onto enemies (as damage).
* GlassCannon: PlayedWith.
** By default, Hank has only 5 Health and Sanity ("Ashcan" Pete has the same Sanity, but 6 Health); however, if he gets defeated by damage or horror, he can [[AutoRevive get back up]] and [[HeroicSecondWind become resolute]], which gives him a second chance and readjusts his Health and Sanity to better tank either damage or horror, at expense of other stat; if counting both "lives", he becomes the most durable investigator in the game.
** Out of two "Resolute" versions, "Warden" is the most combat-oriented, gaining extra basic Combat (bringing him to 6, highest in the game) and Health, but his Sanity gets decreased even further, making horror-based attacks even more dangerous; at least, he gains some extra Will to not get eliminated by the single failed treachery.
* JackOfAllTrades: Changing to the "Assistant" form boosts Intellect (from 1 to 3) and Agility (from 3 to 4), at expense of small loss in Combat (from 5 to 4). This makes him more versatile.
* HealThyself: PlayedWith regarding "Resolute" Hank; while he no longer can be healed by conventional means, his Elder Sign gains the ability to dump some damage/horror (depending on which version is used) on his assets, which ''can'' be healed or at least replaced with new ones.
* HeroicSecondWind: If he runs out of either Health or Sanity, once per game, he can [[AutoRevive fully heal and adjust his stats to continue the struggle]], turning into one of the two "Resolute" versions; the second defeat would eliminate him, however.
* LightningBruiser: Just like Mark, Hank's is a {{Downplayed|Trope}} version of this, having high Combat (5) and average Agility (3). His "Warden" Resolute version raises his Combat stat to 6, while his "Assistant" version [[PlayedStraight plays this more straight]] by giving him equal Combat and Agility (4)
* MechanicallyUnusualFighter: Once per game, [[AutoRevive he can "resurrect" instead of being defeated]], gaining different stats and abilities.
* SearchingForTheLostRelative: Like in other ''Arkham Files'' games, Hank's motivation is to find his lost Pa. [[GameplayAndStoryIntegration This quest manifests as his signature weakness]], "Where's Pa?", which spawns an enemy in connected location, and makes it "elusive", forcing Hank to abandon everything and go on a hunt, as each turn he fails to kill it, he takes 1 direct Horror: who knows what these monsters would do to Pa if not rescued in time?
* WoundThatWillNotHeal: After becoming [[HeroicSecondWind Resolute]], Hank can no longer be healed by conventional means. Effects which moves damage/horror elsewhere still work, however, like his Elder Sign (which gains new effect specifically to keep him alive).

to:

* AutoRevive: Once per scenario, if Hank would get defeated BoisterousWeakling: His backstory implies that in spite of all his training, his bark is worse than his bite. This is referenced by Damage or Horror his weakness "More Bark Than Bite", that gives Harrigan a '''massive''' reduction to his Combat skill (-3 in total, bringing his base Fight to a measly 2). The only way he can instead choose get rid of it is by succesfully landing an attack to become [[HeroicSecondWind resolute]], which allows him to keep playing, albeit with different stats and no longer being able to heal by normal means.
* TheBigGuy: PlayedWith.
** Hank stats with extremely low 5 Health ''and'' Sanity, but he also transforms into one of the two versions geared towards either tanking damage or tanking horror upon defeat.
** Both
regain his Elder Sign and courage, proving he can "bite back".
* {{BFG}}: His
signature card, "Stouthearted", allows him to move some card isn't just another kind of revolver, or even a riffle. It's freaking ''gatling gun''!
* CripplingOverspecialisation: He is ridiculously overpowered in open combat, but
his damage/sanity Intellect and Agility have a lot to the other desire for. He also traded his prototype's access to "Tactic" cards (in "Stouthearted" case, even for off-class "Weapons", leaving him out of many cards which were useful to the other amplify his prototype's weak points.
* GatlingGood: His signature card is a huge "[[PunnyName Catling Gun]]". It's very strong and has tons of ammo, but has one major downside -- it requires two actions to use (and
investigators or enemies), further prolonging normally have three per turn).
* MightyGlacier: Has the exact same stats, health and sanity as
his survival. This works even for "Resolute" versions, which prototype with the exception of lower agility, putting him more in line with the usual archetype of a Guardian.
* MoreDakka: His "Catling Gun" starts with 12 ammo, and can spend up to three per shot, increasing in damage output with each ammo spent this way. With just one "shot".
* OneManArmy: Just like his prototype, Mark Harrigan, Bark has huge Health and Fight stats. While he
can't be healed amplify his strength by conventional means.
** Hank can take damage and horror intended
taking damage, he trades it for the Ally cards or other investigators.
* CastFromHitpoints: {{Inverted|Trope}}; "Stouthearted" event allows him
ridiculous access to dump some of his damage/horror onto enemies (as damage).
* GlassCannon: PlayedWith.
** By default, Hank has only 5 Health and Sanity ("Ashcan" Pete has the same Sanity, but 6 Health); however, if he gets defeated by damage or horror, he can [[AutoRevive get back up]] and [[HeroicSecondWind become resolute]], which gives him a second chance and readjusts his Health and Sanity to better tank either damage or horror, at expense of other stat; if counting both "lives", he becomes the most durable investigator in the game.
** Out of two "Resolute" versions, "Warden" is the most combat-oriented, gaining extra basic Combat (bringing him to 6, highest in the game) and Health, but his Sanity gets decreased even further, making horror-based attacks even more dangerous; at least, he gains some extra Will to not get eliminated by the single failed treachery.
* JackOfAllTrades: Changing to the "Assistant" form boosts Intellect (from 1 to 3) and Agility (from 3 to 4), at expense of small loss in Combat (from 5 to 4). This makes him more versatile.
* HealThyself: PlayedWith regarding "Resolute" Hank; while he no longer can be healed by conventional means, his
"Weapon" cards. His Elder Sign gains further encourages him into focusing on Weapon-based builds, as it reduces the ability to dump some damage/horror (depending on which version cost of the next weapon he plays.
* PunnyName:
** His name
is used) an obvious dog-related pun on his assets, which ''can'' be healed or at least replaced with new ones.
prototype's name, Mark Harrigan.
** His gun is called [[GatlingGood "Catling Gun"]].
* HeroicSecondWind: If he runs out of either Health or Sanity, once per game, he can [[AutoRevive fully heal and adjust his stats to continue the struggle]], turning into one of the WalkingArmory: He has two "Resolute" versions; the second defeat would eliminate him, however.
* LightningBruiser: Just like Mark, Hank's is a {{Downplayed|Trope}} version of this, having high Combat (5) and average Agility (3). His "Warden" Resolute version raises his Combat stat to 6, while his "Assistant" version [[PlayedStraight plays this more straight]] by giving him equal Combat and Agility (4)
* MechanicallyUnusualFighter: Once per game, [[AutoRevive he can "resurrect" instead of being defeated]], gaining different stats and abilities.
* SearchingForTheLostRelative: Like in other ''Arkham Files'' games, Hank's motivation is to find his lost Pa. [[GameplayAndStoryIntegration This quest manifests as his signature weakness]], "Where's Pa?", which spawns an enemy in connected location, and makes it "elusive", forcing Hank to abandon everything and go on a hunt, as each turn he fails to kill it, he takes 1 direct Horror: who knows what these monsters would do to Pa if not rescued in time?
* WoundThatWillNotHeal: After becoming [[HeroicSecondWind Resolute]], Hank can no longer be healed by conventional means. Effects which moves damage/horror elsewhere still work, however, like his Elder Sign (which gains new effect
additional "Hand" slots specifically for "Weapon" cards, and can include level 0 "Weapons" of other classes in his deck. This may be increased to keep him alive).whopping ''six'' "Weapons" equipped at once through "Bandolier" asset. Armed to the teeth, indeed.



!Novella investigators
[[folder:Gloria Goldberg]]
!!Gloria Goldberg, the Writer
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_gloria.jpg]]
->''Nightmares and apocalyptic visions have plagued novelist Gloria Goldberg her entire life. Although she learned to exorcise her terrors onto the page, she has never revealed the inspiration for her weird tales, not even to fellow author Jamie Galbraith. One day, she is struck by a vision of Jamie begging her to help finish what he started. Moments later, she receives word of his sudden death. As Gloria reads Jamie's unfinished book, the story takes hold of her, and the words on the page begin to bleed into reality.''
Mystic-class investigator. Can include up to 10 level 0-1 Guardian, Seeker and/or Rogue events and/or skills (she can only choose one extra class)

to:

!Novella investigators
[[folder:Gloria Goldberg]]
!!Gloria Goldberg, the Writer
[[folder:Kate Winthpup]]
!!Kate Winthpup
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_gloria.org/pmwiki/pub/images/ahlcg_barkham_kate.jpg]]
->''Nightmares ->''One of the brightest in Muttskatonic University Obedience School, Kate is an expert in theoretical physics, chemistry and apocalyptic visions have plagued novelist Gloria Goldberg zoology. Thanks to her entire life. Although she learned keen mind and attention to exorcise her terrors onto the page, detail, she has never revealed the inspiration for her weird tales, not even concocted a way to fellow author Jamie Galbraith. One day, she is struck by a vision of Jamie begging her to help finish what he started. Moments later, she receives word of his sudden death. As Gloria reads Jamie's unfinished book, the story takes hold of her, defend herself and the words on others from the page begin to bleed into reality.''
Mystic-class
machination of cats everywhere. Using her newly constructed Feline Discombulator- and her keen sense of smell- Kate will sniff out evil and defend Barkham from the forces that dwell in the shadows''
Seeker-class
investigator. Can include She can access up to 10 five level 0-1 Guardian, Seeker and/or Rogue events and/or skills (she can only choose one extra class)0 cards of other classes which she thinks "would smell weird".



* GratuitousLatin: Her replacement weakness' title is in Latin. "Liber Omnium Finium" roughly translates to [[ApocalypseHow "A Book about the End of Everything"]].
* HoistByHerOwnPetard: Her replacement signature weakness, "Liber Omnium Finium", when drawn, forces Gloria to take a random encounter card from beneath her sheet--one of those she put there herself in attempt to disable something dangerous--adds the "Peril" keyword to it (which means no help from teammates) and forces her to deal with it immediately, unable to cancel it by any means and with a -2 skill penalty. If it's an enemy, it will also make an immediate attack.
* MechanicallyUnusualFighter: When looking into encounter deck in any way, she can look two cards instead, and either put one drawn card back on top, discard it or put it beneath her sheet, effectively removing it from the game for the time being (she can only trap up to three cards this way, however). As Gloria is also able to decide the order in which investigators would draw cards, she can arrange for nasty cards being removed, or dumped on someone who can handle them. She has no means to affect Elite enemies, however.
* {{Seers}}: Gloria's Elder Sign allows her to look top-most encounter card in the deck.
* SupportPartyMember: She'll [[SquishyWizard struggle to survive on her own]], but she's a great addition to the team anyway, due to her ability to interact with the encounter deck and discarding or even temporarily trapping cards from it. She can also choose the order in which players interact with the encounter deck during the Mythos phase, which synergizes well with her other abilities related to controlling the encounter deck.
** She also has access to few Guardian cards, and while she cannot make use of most of them given her terrible combat skill, there are few support cards that she and her team can benefit from.
* TheSmartGuy: Gloria has an impressive 4 in Intellect (one of the highest in the class), and can try to put it to use by taking some Seeker-class cards.
* SquishyWizard: Not only does she have extremely low Health of 5, she has very low 2 Combat ''and'' just 1 Agility, which makes her very vulnerable. She can try to compensate for it by taking some Guardian or Rogue cards, but it would only help her to a degree.

to:

* GratuitousLatin: BrownNote: Her replacement weakness' title personal weakness, "Foul Odor", is in Latin. "Liber Omnium Finium" roughly translates to [[ApocalypseHow "A Book about the End smell so awful, the mere memory of Everything"]].
it causes her to take horror if she tries to sniff anything while it's in play; fittingly, it has "Madness" trait.
* HoistByHerOwnPetard: EarlyBirdCameo: She's based on Kate Winthrop, recurring ''Arkham Files'' investigator, who was only formally introduced to the game several Cycles later after release of ''Barkham Horror''.
* ExactlyWhatItSaysOnTheTin:
Her replacement "Feline Discombobulator" states in its subtitle that it discombobulates felines.
* FragileSpeedster: Shares the same statline as Ursula (Good Agility and Intellect but awful Combat) but has far worse Health compared to her (5 instead of 7) in favour of more Sanity (9 instead of 7). Kate can get clues easily, and do so quickly, but the second an enemy shows up she needs to get away (which is fairly easy to do with her
signature weakness, "Liber Omnium Finium", when drawn, forces Gloria to take a random encounter card from beneath and ability to [[TheNoseKnows "sniff"]]).
* TheNoseKnows: All
her sheet--one abilities are related to her super sense of those she put there herself in attempt to disable something dangerous--adds smell.
** She can "sniff" her current location, which would reduce
the "Peril" keyword to it (which means no help from teammates) and forces her to deal with it immediately, unable to cancel it by difficulty of any means and with a -2 further skill penalty. If it's an enemy, it will also make an immediate attack.
* MechanicallyUnusualFighter: When looking into encounter deck in any way,
tests she can look two cards instead, and either put one drawn card back on top, discard it or put it beneath her sheet, effectively removing it from the game for the time being (she can only trap up to three cards this way, however). As Gloria is also able to decide the order in which investigators would draw cards, she can arrange for nasty cards being removed, or dumped on someone who can handle them. She has no means take there, by taking an action to affect Elite enemies, however.
* {{Seers}}: Gloria's
do so without provoking attacks of opportunity: after all, sniffing things is fast and easy. Her Elder Sign does the same (or even target a connecting location instead), only without costing an action.
** Her personal weakness, "Foul Odor", deals her horror whenever she tries to smell things. The only way to get rid of it is by taking an action to "unsmell" all locations, [[SadisticChoice which will undo all actions you spent smelling around to make skill tests easier.]]
** Her Deckbuilding Options include five level 0 cards that would "smell weird". What that means is up to the player's discretion, but for simplicity's sake it can be treated as working in the same way as the card access for Investigators introduced in Dunwich Legacy (five level 0 cards of any other class).
* PunnyName: Obvious dog-related pun on her prototype's name, Kate Winthrop.
* TrapMaster: Her signature "Feline Discombobulator" ([[ExactlyWhatItSaysOnTheTin It Discombobulates Felines]]),
allows her to look top-most encounter card automatically evade any enemy "that is a cat, looks like a cat or is a weird cat-person hybrid" spawning in her location. Given the deck.
* SupportPartyMember: She'll [[SquishyWizard struggle to survive on her own]], but she's a great addition to the team anyway, due to her ability to interact with the encounter deck
name and discarding or even temporarily trapping cards from it. She can also choose the order in which players interact with the encounter deck during the Mythos phase, which synergizes well with her other abilities related to controlling the encounter deck.
** She also has access to few Guardian cards, and while she cannot make use of most of them given her terrible combat skill, there are few support cards
that she and her team can benefit from.
* TheSmartGuy: Gloria has
signature is portrayed as an impressive 4 in Intellect (one of the highest in the class), and can try electrified mouse toy, [[DeliciousDistraction it's not hard to put imagine]] how [[StaticStunGun it to use by taking some Seeker-class cards.
* SquishyWizard: Not only does she have extremely low Health of 5, she has very low 2 Combat ''and'' just 1 Agility, which makes her very vulnerable. She can try to compensate for it by taking some Guardian or Rogue cards, but it would only help her to a degree.
works...]]



!Standalone investigators
[[folder:In general]]
* CrutchCharacter: Beside [[LethalJokeCharacter 5U-21]], all standalone investigators have above average total health and sanity value (15 in total instead of the usual 14; 16 for Stella), and excel at the assigned role of their class, but sacrifice the [[CripplingOverspecialisation versatily]] of many other investigators sharing their class. {{Downplayed|Trope}} in that they are still considered viable later in the campaign, they just need teammates to cover their blind spots.
* FatalFlaw: Beside their signature weakness, Starter Packs Investigator come with a basic weakness that closely relates to their character and backstory.
* SkillGateCharacter: Standalone Investigators sold in their own packs are designed to be easy to understand, build a deck for and play, with simple but strong abilities and a statline optimised to do [[CripplingOverspecialisation one task]], on top of being slightly more durable than many other investigators. But they have zero access to cards outside their class beside Neutral ones, meaning they lose on many cards synergies other investigators of their same class enjoy with their off-class deckbuilding options.
[[/folder]]

[[folder:Nathaniel Cho]]
!!Nathaniel Cho, the Boxer
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_nathaniel.JPG]]
[[caption-width-right:225:''"I must fight on".'']]
->''When up-and-coming boxer Nathaniel Cho was offered lots of dough for a title fight, he thoughts he'd finally hit the big time. But his promoter turned out to be part of the notorious O'Bannion gang, and Nathaniel was pressured to fix fights by taking a dive every now and then. His refusal led to his brother Randall's "accident." Nathaniel is rightly fed up with the mobsters endangering Arkham's citizens on a nightly basis. Now he puts his fists to better use, patrolling the streets and defending others from harm. But he's about to find out there are much more dangerous things that lurk in the shadows of Arkham than simple gangsters...''
Guardian-class investigator. Has no access to cards of other classes.

to:

!Standalone investigators
[[folder:In general]]
* CrutchCharacter: Beside [[LethalJokeCharacter 5U-21]], all standalone investigators have above average total health and sanity value (15 in total instead of the usual 14; 16 for Stella), and excel at the assigned role of their class, but sacrifice the [[CripplingOverspecialisation versatily]] of many other investigators sharing their class. {{Downplayed|Trope}} in that they are still considered viable later in the campaign, they just need teammates to cover their blind spots.
* FatalFlaw: Beside their signature weakness, Starter Packs Investigator come with a basic weakness that closely relates to their character and backstory.
* SkillGateCharacter: Standalone Investigators sold in their own packs are designed to be easy to understand, build a deck for and play, with simple but strong abilities and a statline optimised to do [[CripplingOverspecialisation one task]], on top of being slightly more durable than many other investigators. But they have zero access to cards outside their class beside Neutral ones, meaning they lose on many cards synergies other investigators of their same class enjoy with their off-class deckbuilding options.
[[/folder]]

[[folder:Nathaniel Cho]]
!!Nathaniel Cho, the Boxer
[[folder:"Skids" O'Drool]]
!!"Skids" O'Drool
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_nathaniel.JPG]]
[[caption-width-right:225:''"I must fight on".'']]
->''When up-and-coming boxer Nathaniel Cho was offered lots of dough for
org/pmwiki/pub/images/ahlcg_barkham_skids.jpg]]
->''"Skids" O'Drool always wanted to be
a title fight, he thoughts he'd finally hit the big time. good boy. But his promoter turned out to be part of the notorious O'Bannion gang, and Nathaniel was pressured to fix fights by taking a dive every now and then. His refusal led to his brother Randall's "accident." Nathaniel is rightly fed up with the mobsters endangering Arkham's citizens on a nightly basis. Now he puts his fists to better use, patrolling the streets and defending others from harm. But he's about to find out there are much more dangerous things that lurk nose for trouble kept landing him in the shadows pound, where the "bad dogs" go. Usually this was because of Arkham than simple gangsters...his favourite pastime: begging to go for a car ride, then fervently wrenching the wheel away from the hapless human. How this obsession with cars began, we may never know. All we know is that other drivers should be careful when "Skids" is on the loose.''
Guardian-class Rogue-class investigator. Has no Can access up to five level 0 cards of other classes.classes which may move him in one way or another.



* BoxingBattler: Before joining the team, he was a professional boxer. The card-pack he comes with also includes actual boxing gloves to further improve his combat skills.
* CripplingOverspecialisation:
** Can't use non-Neutral cards outside of his class.
** Stats-wise he's a very good fighter (5 Combat)--and that's it. He has poor Intellect and Agility (both at 2) and average Willpower, making him unfit for anything other than combat, where he actually excels, even by Guardian standards.
** Using his boxing gloves (which synergise extremely well with his investigator ability) will fill both his hand slots, preventing him equipping any conventional weapons or investigation tools (e.g. a torch).
* FatalFlaw: His self-destructive tendencies. Nathaniel pack came with the "Self-Destructive" basic weakness, which causes investigators damage every time they succesfully deal damage, unless it gets discarded. It fits Nathaniel's own character as a vigilante continously putting himself in harm's way antagonising the underworld of Arkham. His brother Randal says it best in his card quote:
-->''"You gotta give this up, Nathaniel. Sooner or later, you're gonna get yourself killed."''
* HeroesFightBarehanded: Nathaniel is a heroic vigilante that left his career as boxer behind to clean the streets of Arkham from the gangsters, mobster and other assorted scumbags plaguing them, and while he can use weapons as well as any other Guardians, he specialises in dealing additional damage with events, many of which showcase him or other people engaging in GoodOldFisticuffs.
* ImplacableMan: His signature weakness, Tommy Malloy, is [[TheBrute a big and intimidating O'Bannion thug]] who keeps pursuing him and his brother Randall. He has no flashy special abilities, he is just very hard to put down, due to [[DamageReduction decreasing any damage he receives to 1]], and always returning some time later. On the bright side, Tommy isn't immune to damage from other investigators, has a surprisingly low fight of 2 and is particularly vulnerable to cards that hit multiple times in one action, like "One-Two Punch" or "Butterfly Swords".
* ItemCaddy: Most fighters equip weapons to boost their damage. Nathaniel in contrast is designed around using damage-dealing event cards, such as combination attacks and counters, whose damage he can boost once per turn with his investigator ability. By equipping boxing gloves he can search out one of these cards every time he knocks out an enemy allowing him to continue his assault, but [[NecessaryDrawback the gloves take up both hand slots preventing him equipping other weapons]]. His Elder Sign further amplifies this playstyle, as it allows him to regain events from discard pile.
* TheMedic: Not Nathaniel himself (though he can be a CombatMedic as much as any other Guardian if the player builds him to be so), but his brother Randall, who acts as his signature "Ally"; when he enters play, he can heal up to 3 damage from Nathaniel, or allow him to quickly find and grab a "Weapon" asset.
* NecessaryDrawback: Even if he equips a weapon (by eschewing his boxing gloves or gaining more hand slots to use both) his combat events typically use his base stats and not any bonus accuracy or damage granted by the weapon.
* OneManArmy: Besides having one of the best Combat stats in the game, his abilities also allow him to quickly deal with most monsters by chewing through their health.
* RevengeByProxy: His brother Randall's disability is the "punishment" for Nathaniel refusing to throw the fight.
* ThrowingTheFight: His backstory mentions that his promoter tried to convince him to throw some fights when everyone bet against Nathaniel. When he refused, the "promoter" (actually an O'Bannion gangster) didn't take it well, [[RevengeByProxy leading to his brother Randall suffering an "accident" that left him wheelchair-bound]]. After this, he cut all ties with them and became a vigilante.
* VigilanteMan: After the O'Bannion gang ruined his brother's life, he became a vigilante in order to protect those who can't protect themselves.

to:

* BoxingBattler: Before joining AdaptationalVillainy: PlayedForLaughs, the team, he was a professional boxer. The card-pack he comes with also includes actual boxing gloves original O'Tool only robbed banks to further improve aid his combat skills.
* CripplingOverspecialisation:
** Can't use non-Neutral cards outside of his class.
** Stats-wise he's a very good fighter (5 Combat)--and that's it. He has poor Intellect
ailing mother and Agility (both at 2) when she died he became TheAtoner. O'Drool is a crazed hijacker that likes to board cars and average Willpower, making wrestle control from the driver [[ThrillSeeker for its own sake.]]
* BackStab: His Elder Sign allows
him unfit for anything other than combat, where to ambush the next enemy into whose location he actually excels, would enter, dealing 1 damage before the fight even by Guardian standards.
** Using
starts.
* BitchInSheepsClothing: According to
his boxing gloves (which synergise extremely well with backstory, he begs humans for a car ride, only to steal the wheel. This is even his printed ability on his investigator ability) will fill both his hand slots, preventing him equipping any conventional weapons or investigation tools (e.g. a torch).
card!
* FatalFlaw: His self-destructive tendencies. Nathaniel pack came with the "Self-Destructive" basic weakness, which causes investigators damage every time they succesfully deal damage, unless it gets discarded. It fits Nathaniel's own character as a vigilante continously putting himself in harm's way antagonising the underworld of Arkham. His brother Randal says it best in his card quote:
-->''"You gotta give this up, Nathaniel. Sooner or later, you're gonna get yourself killed."''
* HeroesFightBarehanded: Nathaniel is a heroic vigilante that left his career as boxer behind to clean the streets of Arkham from the gangsters, mobster and other assorted scumbags plaguing them, and while he can use weapons as well as any other Guardians, he specialises in dealing additional damage with events, many of which showcase him or other people engaging in GoodOldFisticuffs.
* ImplacableMan:
CarFu: His signature weakness, Tommy Malloy, is [[TheBrute a big and intimidating O'Bannion thug]] who keeps pursuing him and his brother Randall. He has no flashy special abilities, he is just very hard to put down, due to [[DamageReduction decreasing any damage he receives to 1]], and always returning some time later. On card, "Take the bright side, Tommy isn't immune to damage from other investigators, has a surprisingly low fight of 2 and is particularly vulnerable to cards that hit multiple times in one action, like "One-Two Punch" or "Butterfly Swords".
* ItemCaddy: Most fighters equip weapons to boost their damage. Nathaniel in contrast is designed around using damage-dealing event cards, such as combination attacks and counters, whose damage he can boost once per turn with his investigator ability. By equipping boxing gloves he can search out one of these cards every time he knocks out an enemy allowing him to continue his assault, but [[NecessaryDrawback the gloves take up both hand slots preventing him equipping other weapons]]. His Elder Sign further amplifies this playstyle, as it
Wheel", allows him to regain events from discard pile.
* TheMedic: Not Nathaniel himself (though
damage enemies whenever he can be a CombatMedic as much as any other Guardian if enters locations.
-->''[[PunctuatedForEmphasis What? No. Stop. That's bad. Bad dog]]''.
* CripplingOverspecialisation: His deck-building options provide him with best mobility in
the player builds game... and little else, outside of standard Rogue card pool.
* DiabolicalDogCatcher: "Skids" O'Drool's [[ArchEnemy nemesis]] (and personal weakness) are a pair of dogcathers trying to bring
him back to be so), but the [[PoundsAreAnimalPrisons pound]].
* DrivesLikeCrazy: The reason he landed in the [[PoundsAreAnimalPrisons pound]] in the first place is because of
his brother Randall, who acts as past time of hijacking cars. This even referenced by his signature "Ally"; when he enters play, he can heal event "Take the Wheel"
* HeroicComedicSociopath: Unlike his prototype, his backstory as a criminal is completely PlayedForLaughs
* LightningBruiser: {{Downplayed|Trope}}. He has ridiculous mobility, having access to off-class movement-related cards and having an ability to, once per round, move
up to 3 damage from Nathaniel, or allow times at the cost of 1 action 1 resource (while ignoring enemies). He's also just as tough as his prototype, O'Tool. But unlike O'Tool, he lacks access to Guardian cards, and his own offensive capabilities aren't that great, with him only having 3 Combat like the original.
* PunnyName: Obvious dog-related pun on his prototype's name, "Skids" O'Tool.
* StealthExpert: His ability allows
him to quickly find and grab a "Weapon" asset.
* NecessaryDrawback: Even if he equips a weapon (by eschewing his boxing gloves or gaining more hand slots to use both) his combat events typically use his base stats and not any bonus accuracy or damage granted by
sneak past the weapon.
enemies without them noticing him.
* OneManArmy: Besides having one TokenHuman: His weakness are the only human enemies fought in the scenario.
* YouWillNotEvadeMe: Once the Dogcatchers enter O'Drool's location (or he enter theirs) he cannot move for the rest
of the best Combat stats in the game, round, shutting down his abilities also allow him to quickly deal with most monsters by chewing through their health.
* RevengeByProxy: His brother Randall's disability is the "punishment" for Nathaniel refusing to throw the fight.
* ThrowingTheFight: His backstory mentions
high mobility. {{Downplayed|Trope}} in that his promoter tried to convince him to throw some fights when everyone bet against Nathaniel. When "Skids" ''can'' evade them, he refused, the "promoter" (actually an O'Bannion gangster) didn't take it well, [[RevengeByProxy leading to his brother Randall suffering an "accident" that left him wheelchair-bound]]. After this, he cut all ties with them and became a vigilante.
* VigilanteMan: After the O'Bannion gang ruined his brother's life, he became a vigilante in order to protect those who
just can't protect themselves.leave their location until next round (and they are "hunters" [[SternChase so they will keep chasing him regardless]]).



[[folder:Harvey Walters]]
!!Harvey Walters, the Professor
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_harvey.JPG]]
[[caption-width-right:225:''"I have experience dealing with these sorts of horrors".'']]
->''Professor Walters began as a devotee of the archaic and obscure, but over the years he has discovered that his knowledge of ancient languages, profane relics, and strange rituals is vital to addressing dangers in the modern day. He is both an avid collector of prehistoric ephemera and a fount of knowledge regarding the bizarre primordial religions that worshipped nightmarish gods eons ago. There is perhaps no sane person alive who knows more about the occult than Harvey. When a supernatural event occurs, Professor Walters brings his considerable resources and experience to bear''.
Seeker-class investigator. Has no access to cards of other classes.

to:

[[folder:Harvey Walters]]
!!Harvey Walters, the Professor
[[folder:Jacqueline Canine]]
!!Jacqueline Canine
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_harvey.JPG]]
[[caption-width-right:225:''"I have experience dealing with
org/pmwiki/pub/images/ahlcg_barkham_jacqueline.jpg]]
->''As a psychic, Jacqueline Canine can always foretell what is buried beneath the earth in any given spot. She knows where to go to find the bones, where to rummage to find the tastiest scraps of food, and where to beg for the best treats. But what will Jacqueline do when
these sorts of horrors".'']]
->''Professor Walters began as a devotee of the archaic and obscure, but over the years he has discovered that his knowledge of ancient languages, profane relics, and strange rituals is vital
premonitions lead her to addressing dangers in the modern day. He is both an avid collector of prehistoric ephemera and a fount of knowledge regarding the bizarre primordial religions that worshipped nightmarish gods eons ago. There is perhaps no sane person alive who knows more about the occult than Harvey. When a supernatural event occurs, Professor Walters brings his considerable resources and experience to bear''.
Seeker-class
real danger?''
Mystic-class
investigator. Has no Can access to any even remotely cat-related cards of other classes.(blasphemy!).



* CripplingOverspecialisation:
** Can't use non-Neutral cards outside of his class.
** Besides Harvey's 5 Intellect, his only other decent stat is his 4 Willpower, which, without Mystic cards, generally only helps with treacheries. Otherwise, he has neither combat capabilities (1 Combat) nor speed to escape the monsters once they start hunting for him (2 Agility). While this is [[NonActionGuy not uncommon for Seekers]], his colleagues normally have access to some off-class cards to offset this.
* CuriosityKilledTheCast: His signature card, "Thrice-Damned Curiosity" (which fittingly has the "Flaw" trait), punishes him for delving too deep into the world of occult, by dealing him 1 damage for every three cards in his hand. Considering all the ways he may increase his hand's size, this can potentially accumulate into a OneHitKill.
* FatalFlaw: Beside his [[CuriosityKilledTheCast curiosity]], it's obsession: Harvey's pack came with the "Obsessive" basic weakness that makes him discard a card at the end of the round. Given how focused the professor is to sate his curiosity with forbidden knowledge, it is safe to assume his drive does him more harm than good as [[TheseAreThingsManWasNotMeantToKnow said knowledge can be deadly to him.]]
* ItemCaddy: He's all about stockpiling tons of cards in hand, to even greater degree than other Seekers:
** His signature card, "Vault of Knowledge", has a passive effect that increases his maximum hand size by two. When combined with the other cards with similar effects (which are helpfully provided in his card-pack), he can bring the limit up to fifteen (the basic limit is 8).
** His Elder Sign allows him to draw 1 card.
* OccultDetective: He specialised in researching occultism and the activities of {{Eldritch Abomination}}s even before he joined the team. Now, he can actually put all those skills and knowledge to stop the world's ruin.
* TheProfessor: Professor at the Miskatonic University, and one of the team's greatest occult experts.
* SupportPartyMember: His abilities allows him or his teammates to draw additional cards during the Investigators phase, quickly resupplying themselves with fresh cards.

to:

* CripplingOverspecialisation:
** Can't use non-Neutral cards outside of his class.
** Besides Harvey's 5 Intellect, his only other decent stat is his 4 Willpower, which, without Mystic cards, generally only helps with treacheries. Otherwise, he has neither combat capabilities (1 Combat) nor speed to escape the monsters once they start hunting for him (2 Agility). While
BadPowersGoodPeople: In this is [[NonActionGuy not uncommon for Seekers]], his colleagues normally have access verse, cats are AlwaysChaoticEvil... yet Jacqueline specialises in using them to some off-class cards to offset this.
* CuriosityKilledTheCast: His signature card, "Thrice-Damned Curiosity" (which fittingly has
fight the "Flaw" trait), punishes him for delving too deep into the world forces of occult, by dealing him 1 damage for every three cards in his hand. Considering all the ways he may increase his hand's size, this can potentially accumulate into a OneHitKill.
* FatalFlaw: Beside his [[CuriosityKilledTheCast curiosity]], it's obsession: Harvey's pack came with the "Obsessive" basic weakness that makes him discard a card at the end of the round. Given
evil. This mirrors how focused the professor is to sate his curiosity "normal" Mystics deal with forbidden knowledge, it is safe magic to assume his drive does him more harm than good as [[TheseAreThingsManWasNotMeantToKnow said knowledge can be deadly to him.]]
fight back {{Eldritch Abomination}}s.
* ItemCaddy: He's CripplingOverspecialisation: There are not that many cats in the game, so she can't access all about stockpiling tons of that many non-Mystic cards in hand, anyway.
* ForgetfulJones: She's so prone
to forget where she buried her stuff, even greater degree her personal weakness, "No Sense of Space and Time", is built around it, making her either discard buried cards, or take some mental damage in attempt to remember (taking 1 horror for each card she keeps).
* MechanicallyUnusualFighter: She can put cards from her hand beneath her sheet,"burrying" them, and take an action to draw 1 or 2 cards that were "burried". This solves the common issue with cards being drawn faster
than other Seekers:
** His
the player can use them, resulting in some cards being discarded during upkeep phase. Her signature card, "Vault asset: "Chew Toy of Knowledge", has Nightmares", is a passive effect relic that increases his maximum hand size by two. When combined with the other takes a handslot but allows her to commit cards with similar effects (which are helpfully provided in his card-pack), he can bring the limit up beneath her without needing to fifteen (the basic limit is 8).
** His
draw them first, while her Elder Sign allows him her to draw 1 card.
* OccultDetective: He specialised in researching occultism
instantly unbury a card and the activities of {{Eldritch Abomination}}s even before he joined the team. Now, he can actually put all those skills and knowledge add it to stop the world's ruin.
her hand too.
* TheProfessor: Professor at the Miskatonic University, and one of the team's greatest occult experts.
* SupportPartyMember: His abilities allows him or his teammates to draw additional cards during the Investigators phase, quickly resupplying themselves with fresh cards.
PunnyName: Obvious dog-related pun on her prototype, Jacqueline Fine.



[[folder:Winifred Habbamock]]
!!Winifred Habbamock, the Aviatrix
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_winifred.JPG]]
[[caption-width-right:225:''"I can top that".'']]
->''Winifred - Weethao as her parents know her, Wini to her friends - was one of the smartest kids in her reservation school. However, her reckless attitude and lack of respect for authority meant she often got herself into trouble. The course of her life changed forever when she found an old biplane in a farmer's garage and decided to "take it out for a spin." The owner, a former pilot in the Great War, was awestruck by her natural talent and offered to teach her what he knew. Now Wini is know as the "woman without fear," showing off her skills in barnstormers all across the country. That nickname would be tested when, during one of her shows, she spotted a creature she could scarcely describe: a thing with leathery wings and a single, mutated, pus-filled eye''.
Rogue-class investigator. Has no access to cards of other classes.

to:

[[folder:Winifred Habbamock]]
!!Winifred Habbamock, the Aviatrix
[[folder:Duke]]
!!Duke
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_winifred.JPG]]
[[caption-width-right:225:''"I can top that".'']]
->''Winifred - Weethao as her parents know her, Wini to her friends - was one of the smartest kids in her reservation school. However, her reckless attitude and lack of respect for authority meant she often got herself into trouble. The course of her life changed forever when she found an old biplane in a farmer's garage and decided to "take it out for a spin." The owner, a former pilot in the Great War, was awestruck by her natural talent and offered to teach her what he knew. Now Wini is know as the "woman without fear," showing off her skills in barnstormers all across the country. That nickname would be tested when, during one of her shows, she spotted a creature she could scarcely describe: a thing with leathery wings and a single, mutated, pus-filled eye''.
Rogue-class
org/pmwiki/pub/images/ahlcg_duke.jpg]]
->''Arf. Arf arf arf. BARK! Grrrrrrrr. Woof. Arf arf arf arf arf arf arf. Bark bark. Mrr?... Bark. Bark bark. Arf arf arf arf arf. Borf borf. Woof woof woof! AROOOOOOO--''
Survivor-class
investigator. Has no Can access up to cards of other classes.five level 0 off-class "Allies", assuming they are either dogs or humans. Only investigator to being specifically forbidden to include anything cat-related.



* TheAce:
** She's the best at anything she does, and she knows it. [[PrideBeforeAFall Sometimes this self-confidence bites her in the ass]].
** Her being not just great, but ''the'' best manifests in her gameplay; she represents the "overachiever" archetype of Rogues, who goes above established goal to get extra benefits.
*** Her signature card, "Anything You Can Do, Better", provides a whopping ''six'' "Wild" icons, which in most cases all but ensures any skill check's success, and only truly needed for either really hard checks... or to go above the goal and reap extra rewards.
*** She has easier time to recover from committing multiple cards to the skill tests, as she can draw extra card once per test if she commits at least 2 different non-weakness cards to same test, and her Elder Sign allows her to return committed cards back to hand if she surpasses the goal enough (1 card per 2 successes).
* AcePilot: Natural-born pilot, who showed great skills even before being properly trained.
* CripplingOverspecialisation:
** Can't use non-Neutral cards outside of her class.
** She's one of the few investigators to have 5 Agility, even amongst Rogues, which makes her great at neutralising enemies by evading them, but having only 3 Intellect and Combat, she would often need to rely on committing cards to either search or fight, while pathetic 1 Willpower would leave her at the mercy of treacheries unless she stockpiles cards to boost it somehow.
* EarlyBirdCameo: ''The Dream Eaters'' Cycle introduced the "Daredevil" skill card, which portrayed Winifred's plane, and called her by name in its flavour text. Soon after, several starter packs were released, including Winifred's.
* FatalFlaw: {{Pride}}; she's great and knows it, which sometimes may lead to her overestimating her chances. Her signature weakness, "Arrogance", plays into that, being a skill card that reduces her stats by 1 at every skill test she perform, and she is forced to commit it to EVERY test she takes, on top of the card returning to her hand if she passes the tests anyway. The only way to discard it [[HumblePie is by failing once, making her realise she is not invincible and to be more careful]]
** Her pack also came with "Reckless": another basic weakness that takes the form of a skill card. This time though, it doesn't influence an investigator's stat in any way, nor it forces them to commit it to every test they perform, but has no skill icons and ''prevents any other skill card to be committed to a test''. On top of that, the only way to get rid of it is by passing the test you commited "Reckless" to, as failing will return it to your hand, and if it is in your hand at the end of the round it will [[ManaBurn make you lose 2 resources.]] Given the pack also came with a "Daredevil" skill card that portrays Wini pulling some crazy manuver on her plane, it's safe to assume Recklessness is another flaw of her. Annoyingly, if she has both "Arrogance" and "Reckless" as her weaknesses, she can't get rid of the latter until she discards the former if both are in her hand.
* InHarmsWay: She is an Aviatrix that enjoys taking dangerous flights, two of the cards included in her pack are the skills "Daredevil" and "Reckless".
* PrideBeforeAFall: She's very skilled, but also arrogant, which can spell her doom. [[GameplayAndStoryIntegration It manifests as her signature weakness]], "Arrogance", which works as a "skill" card which ''deduces'' one point from any skill she checks; she ''must'' appoint it to every eligible skill check as long as she has it in her hand, and only gets rid of it for the time being when it actually causes her to fail something.
* RedBaron: Known amongst other pilots as the "woman without fear".
* TokenMinority: The only Native American amongst the cast, specifically a Wampanoag.

to:

* TheAce:
** She's the best at anything she does, and she knows it. [[PrideBeforeAFall Sometimes this self-confidence bites her in the ass]].
** Her being not
CatDogDichotomy: Taken a step further than with other investigators. While for others, taking cats into your deck isn't forbidden, just great, but ''the'' best manifests in her gameplay; she represents frowned upon from narrative standpoint, Duke is the "overachiever" archetype of Rogues, who goes above established goal to get extra benefits.
*** Her signature card, "Anything You Can Do, Better", provides a whopping ''six'' "Wild" icons,
only one for whom it's explicitly forbidden.
-->''[[BoldInflation ABSOLUTELY NO CATS UNDER ANY CIRCUMSTANCES]]!''
* CripplingOverspecialisation: The only off-class cards he can take are level 0 Allies. The problem is that any investigator has only 1 Ally slot by default, and the card
which in most cases all but ensures any skill check's success, and only truly needed for either really hard checks... or gives more, "Charisma", requires spending experience to go above obtain.
* GeniusBruiser: Shares
the goal and reap extra rewards.
*** She has easier time to recover from committing multiple cards to the skill tests, as she can draw extra card once per test if she commits at least 2 different non-weakness cards to
same test, and her Elder Sign allows her to return committed cards back to hand if she surpasses the goal enough (1 card per 2 successes).
* AcePilot: Natural-born pilot, who showed great skills even before being properly trained.
* CripplingOverspecialisation:
** Can't use non-Neutral cards outside
statline as Joe Diamond, of her class.
** She's one of the few investigators to have 5 Agility, even amongst Rogues, which makes her great at neutralising enemies by evading them, but
all people, having only 3 4 Intellect and Combat, she would often need to rely on committing cards to either search or fight, while pathetic 1 Combat but 2 Willpower would leave her at and Agility, with all the mercy of strenghts and [[GlassCannon weaknesses]] that come with it.
* GlassCannon: Much like his owner, Duke is pretty fragile even as an investigator, having below average Health and Sanity. This is less pronounced than when Pete is in the lead though, thanks to his role as TheMedic here (though Pete himself can still hardly take any punishment even as an ally). His low Agility and Willpower leaves him more vulnerable to
treacheries unless she stockpiles cards to boost it somehow.
too.
* EarlyBirdCameo: ''The Dream Eaters'' Cycle introduced TheMedic: Pretty much Pete's role as Duke's ally; instead of just amplifying his stats, this time he acts as the "Daredevil" easy way to heal damage and horror, and to gain free resources and cards.
* MythologyGag: In all games where he ever appeared, Ashcan Pete was accompanied by his faithful dog, Duke, and in ''Arkham TCG'' Duke was the core part of his gameplay, allowing him to amplify his most weak stats (Fight and Intellect). Since this time around, it's Duke who is playable, his ally is the "friendly human", Ashcan Pete. They also have their stats reversed, with Duke now having good Intellect and Fight, but low Willpower and Agility; and Duke's ability and Elder Sign effects are both related to keeping "friendly human" ready for action by supplying him with resources. The original Pete has 6 Health and 5 Sanity, while Duke as an ally has 2 Health and 3 Sanity. As an Investigator of Barkham Horror Duke has 5 Health and 6 Sanity, while Pete as an ally has 3 Health and 2 Sanity.
* SupportPartyMember: While Duke was vital to Pete because it covered the weakspot in his statline, here Pete is vital to Duke for offering him healing, resource generation and card draw every time he succeeds at a
skill card, which portrayed Winifred's plane, check by feeding him dog treats. However he only starts with 5 and called her the only way for Duke to add more on Pete is by name in its flavour text. Soon after, several starter packs were released, including Winifred's.
* FatalFlaw: {{Pride}}; she's great and knows it, which sometimes may lead
either taking 2 actions to her overestimating her chances. Her signature put 3 of them on him or revealing his Elder Sign to add 1 (which also readies Pete). Stockpiling on them is unadvised though, because drawing Duke's personal weakness, "Arrogance", plays into that, being a skill card that reduces her stats by 1 at every skill test she perform, and she is forced "Out of Doggie Treats", will immediately remove all dog treats from Pete.
* TokenHuman: While other human allies can be added
to commit it to EVERY test she takes, on top of the card returning to her hand if she passes the tests anyway. The only way to discard it [[HumblePie is by failing once, making her realise she is not invincible and to be more careful]]
** Her pack also came with "Reckless": another basic weakness that takes the form of a skill card. This time though, it doesn't influence an
any investigator's stat in any way, nor it forces them to commit it to every test they perform, but has no skill icons and ''prevents any other skill card to be committed to a test''. On top of that, the only way to get rid of it deck, Duke's "Friendly Human" is by passing the test you commited "Reckless" to, as failing will return it to your hand, and if it is in your hand at the end of the round it will [[ManaBurn make you lose 2 resources.]] Given the pack also came with a "Daredevil" skill card that portrays Wini pulling some crazy manuver on her plane, it's safe to assume Recklessness is another flaw of her. Annoyingly, if she has both "Arrogance" and "Reckless" as her weaknesses, she can't get rid of the latter until she discards the former if both are in her hand.
* InHarmsWay: She is an Aviatrix that enjoys taking dangerous flights, two of the cards included in her pack are the skills "Daredevil" and "Reckless".
* PrideBeforeAFall: She's very skilled, but also arrogant, which can spell her doom. [[GameplayAndStoryIntegration It manifests as her signature weakness]], "Arrogance", which works as a "skill" card which ''deduces'' one point from any skill she checks; she ''must'' appoint it to every eligible skill check as long as she has it in her hand, and only gets rid of it for the time being when it actually causes her to fail something.
* RedBaron: Known amongst other pilots as the "woman without fear".
* TokenMinority: The only Native American amongst the cast,
specifically a Wampanoag.the only human ally introduced in Barkham Horror.




[[folder:Jacqueline Fine]]
!!Jacqueline Fine, the Psychic
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_jacqueline.JPG]]
[[caption-width-right:225:''"The future can be rewritten".'']]
->''Blood. Fire. Destruction. Every night, Jacqueline's dreams are filled with things that have not yet come to pass. At first, she thought of these dreams as a terrible curse. However, as she began to control her visions and observe the events within in greater detail, she now understands they are no curse, but a calling. The world is about to be plunged into a thousand years of indescribable chaos, and only she knows the warning signs. Her dreams have never been wrong, but she cannot let the nightmares that haunt them become a reality''.
Mystic-class investigator. Has no access to cards of other classes.
----
* AttackBackfire: Her prediction ability triples the odds of pulling the autofail token and if this happens she'll have to either let it resolve or cancel it and let the two other (statistically likely to be negative) tokens resolve instead, which may leave the player worse off than if they'd just drawn a single token normally.
* TheAntiNihilist: In spite of being aware of the [[TheEndOfTheWorldAsWeKnowIt terrible things that will come to pass]], Jacqueline still resolves to fight for a better future [[ScrewDestiny than the ones her visions show.]]
* BoringButPractical: The only effect her signature card has is allowing her to use her special ability twice per round. Considering that this kind of effect can easily save her and her fellows, it's really all she needs.
* CripplingOverspecialisation:
** Can't use non-Neutral cards outside of her class.
** Has impressive 5 Willpower , which is good for many Mystic cards' effects (and often used to bypass treacheries)... and that's it; she has only 3 Intellect, and 2 Combat and Agility, making her struggle to do anything without her magic to boost her stats or manipulate tokens to get better outcome.
* DreamingOfThingsToCome: In her dreams, she can see visions of future yet to come...and they aren't pretty. Her main motivation for joining the team was to prevent these visions from becoming reality.
* FatalFlaw: Her [[TheFatalist acceptance of fate]] and [[StrawNihilist Nihilism]] make fighting the futures she is trying to prevent even harder than what it already is.
* LuckManipulationMechanic: Once per turn, she can make any investigator to draw 3 chaos token instead of 1, and choose which one to play; in some cases, it may even be beneficial to cancel otherwise-benevolent tokens, including her Elder Sign (which allows her to draw 1 card if she doesn't let it trigger). Her suggested starter deck is built around this mechanic, with cards which either makes it easier to use (e.g. "Scrying Mirror", which "predicts" next token draw), benefits from "bad" tokens (e.g. "Voice of Ra" goes stronger if you draw symbol tokens instead of numerical ones) or have drawbacks on "good" tokens (e.g. "Azure Flame" and "Clairvoyance" deals damage/horror when revealing an Elder Sign or otherwise positive token like +1 or 0).
* NoSell: Once per round she (or another investigator at her location) can draw three tokens for a test and ignore two of them or one auto-failure. Her signature card, "Arbiter of Fates", allows her to do this ''twice'' per round.
* ScrewDestiny: She knows that her visions always become reality, but she can't just sit and wait until world burns; if there's even smallest chance to prevent it, she ''must'' try.
* StrawNihilist: Her investigator pack came with the "Nihilism" basic weakness, which causes investigators damage and horror every time they draw an [[CriticalFailure Auto-Fail]] token. Given how she has been plagued for who knows how long by visions of the world falling into chaos and destruction, it's no wonder she might be worn down so much to believe nothing she and her companions do will matter or [[YouCantFightFate change the future]]
* SupportPartyMember: Her signature ability is great for protecting her teammates, but by herself, Jacqueline has no good stats other than high Willpower, which at least lets her fight with spells.
* WindsOfDestinyChange: In story terms, her abilities are essentially attempt to manipulate the future she predicted... and sometimes succeeding.
* YouCantFightFate: Her signature weakness, "Dark Future", disables her ability (and any other similar effect she may have), denying her her greatest ability to help her teammates (or herself). At the end of her turn she must reveal 5 chaos tokens; [[LuckBasedMission if one of them was the Elder Sign, she may discard "Dark Future"]], otherwise it remains in effect.
[[/folder]]

[[folder:Stella Clark]]
!!Stella Clark, the Letter Carrier
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_stella.JPG]]
[[caption-width-right:225:''"I can hear it. Can it hear me?"'']]
->''"Before Stella began working for the postal service in Arkham, she knew two things with certainty. First, her parents made a mistake when they called her their son and gave her a boy's name. Second, the house on the cliff in Kingsport whispered her true name - the name she chose for herself - late at night: "Stella." Delivering the mail six days a week in all kinds of weather wasn't an easy job, but Stella loved knowing that she was helping people connect with one another. Then she started finding the letters. At the end of her route, there was always one extra envelope in her bag. It was always addressed to her. It was always postmarked from Kingsport. And it always contained a letter with one typed word: Stella"''.
Survivor-class investigator. Has no access to cards of other classes.
----
* BigGuy: She is ''the'' most durable investigator, simultaneously having 8 Health and 8 Sanity. However, [[StoneWall she's not as good on offense as she's in defence]].
* BoringButPractical: Her signature card, when applied to a skill check, provides three "Wild" (suitable for any check) icons to the test, and protects her from consequences of failing tests for particularly nasty "Treacheries" (and she has several copies of it); nothing flashy, but depending on the situation it may be life-saving.
* CripplingOverspecialisation:
** Can't use non-Neutral cards outside of her class.
** She represents the "prevail against all odds" archetype of Survivors; as result, all her abilities provide their benefits ''only'' when she fails skill checks. While good for making a comeback, they provide no help when she can't afford losing the skill test even once.
* {{Determinator}}: To an even bigger extent than other survivors: Stella's abilities and cards included in her pack either give her benefits when failing a skill test or diminish or nullify the negative consequences of doing so. She '''will''' complete her mission, no matter the setbacks.
* FailureGambit: Her "Elder Sign" effect allows her to ''intentionally'' fail any skill-check, which also heals a little damage and horror from her.
* FatalFlaw: In quite a surprising display of {{Irony}}, the investigator that benefits the most from [[FailureGambit failing]] seems afraid of failure, given her pack came with the "Atychiphobia" basic weakness.
* JackOfAllStats: She's fairly balanced compared to the other standalone investigators (who tend to boost one stat to the sky and dump the rest to oblivion), fitting into Survivors as a class being meant as JackOfAllTrades. The only truly poor stat she has is her 2 Intellect, but it's not as much of an issue given her abilities and her class' tendency to just bruteforce through troubles.
* LightningBruiser: {{Downplayed|Trope}}; she's not very strong offensively, having only 3 Combat, but has good 4 Agility on top of massive 8/8 Health/Sanity, meaning that she's less of a killer, and more of a safety shield which stuns the foes, so the rest can finish them off.
* NoSell: Her signature card, the "Neither Rain Nor Snow" skill, allows her to cancel all effects caused by a skill check's failure (both positive and negative) as long as it was appointed to this check. In some cases it may be life-saving.
* ThePerfectionist: In spite of most of Stella's unique abilities focus on turning [[FailureGambit failure into benefits]], her pack came with the "Atychiphobia" basic weakness, which causes investigators horror every time they fail a skill check, implying she doesn't like to fail or make mistakes. This could be attributed to her role as an [[UnstoppableMailman Unstoppable Mailwoman]]: Stella ''cannot'' accept the fact that she failed at her job or task.
* StoneWall: {{Downplayed|Trope}}. She's the only investigator to have both 8 Health ''and'' 8 Sanity, making her very durable. But she has only average Combat, and, being Survivor with no off-class options, has limited fighting capabilities. She has good 4 Agility, but it only helps to stall the monsters, not defeat them; at 3 Combat, actually killing foes after neutralising them may take some time.
* TwoferTokenMinority: Black and a trans woman. Definitely not someone Lovecraft would have come up with for a protagonist.
* UnstoppableMailman: She works as a mailwoman, and she is the biggest {{Determinator}} among Survivor investigators, barring maybe Calvin.
[[/folder]]

[[folder:"Suzi"]]
!!Subject 5U-21, the Anomaly
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_suzi.png]]
Bonus investigator introduced for upcoming enhanced version of ''The Blob That Ate Everything'' scenario. She's a Neutral investigator who normally can't access non-Neutral cards above level 0, but gains access to specific classes' high-level cards via her unique mechanic.
----
* ArbitraryEquipmentRestriction: She's forbidden from taking any "Permanent" cards, excluding story assets and her own signatures.
* ExtremeOmnivore: As may be expected from Blob-themed investigator, all her mechanics are built around her "devouring" cards, regardless of what they represent. She can't devour story cards, but almost anything else is a free game (albeit most frequently, she targets player cards), with her signature weakness, "Reality Acid", specifically existing to make her actively devour her and teammates' cards, with a table of possible results. There's a very small chance that she would devour some enemies instead, but enemies killed that way don't award victory points.
* GameplayAndStoryIntegration: Investigator based on the Blob, as may be expected, has all her mechanics built around hunger and her being ExtremeOmnivore.
* GatheringSteam: She starts with all stats at 1, but whenever she "devours" cards, they gets put beneath her signature card, "Ravenous: Controlled Hunger", which gives her +1 to all stats per card "devoured". However, actually reaching the maximum can be risky, as it turns her signature into "Ravenous: Uncontrolled Hunger", which starts actively devouring either cards under control of investigators, or those beneath it, now putting them aside.
* GlassCannon: Suzi has below average Health and Sanity (both at 6) and unlike other investigators with similar endurance like Lola and Calvin, she can't just make up for it by buying Charisma to get more allies in play to use as a HumanShield, as she is forbidden from buying any non-story permanents. Her fragility will always be a problem no matter what.
* InSeriesNickname: "Subject 5U-21" is also known as Suzi.
* JackOfAllStats: She starts with abysmal stats, but quickly rises them to average or above, making her rather universal. It's ''keeping'' her at adequate stats which is the challenge.
* JackOfAllTrades: She can access every class, and can potentially gain high-level cards from multiple classes, allowing her to be quite universal and adapt to any role... as long as she manages to avoid being screwed by her own eternal hunger.
* LethalJokeCharacter: Suzi has absurd design, very low stats, and strange and confusing deckbuilding rules which makes her build extremely huge deck of low-level cards without easy ways to upgrade them to anything. But her concept isn't just for making another Blob-related joke (even if it ''is'' a Blob-related joke); in truth, [[MagikarpPower she's meant to grow stronger as she keeps "eating" cards]]: during scenario, she can accumulate extremely high stats, even if it's hard to maintain them for long; and across campaign, devouring cards also unlocks ability to actually upgrading or replacing them, ''with no regards for level'', which ultimately makes her only investigator who can access ''any'' cards period, only passing on non-story "Permanent" ones.
* MagikarpPower: She's normally restricted to level 0 cards (excluding Neutral ones). However, as she keeps playing and "devouring" cards, she gains ability to purchase cards of higher levels, albeit from just one class at a time (depending on what class had higher count of devoured cards in a last scenario). This allows her to potentially stockpile end-game gear from multiple classes and become quite universal.
* MechanicallyUnusualFighter:
** Suzi's deck's size is 50 cards, instead of standard 30; as she has to include at least 7 cards from every non-Neutral class (to make her mechanic work), it leaves her 15 cards she can take from any class she wants, including Neutral. She also includes 2 basic weaknesses, instead of standard 1. Having a deck so big significantly alters her gameplay, sometimes to her boon, sometimes to her bane.
** Each turn, she "devours" one card from her hand, and her free action ability allows her to devour one card under her or other investigator's control, which then gets put beneath her signature card. Reaching the maximum of 5+ cards makes it putting devoured cards aside, and devouring one card either beneath or under players' control until it empties, at which point it reverts. Fortunately, her signature event "Regurgitation" allows to forcibly revert it (and return up to 3 "devoured" cards), while her Elder Sign returns any 1 "devoured" card of her choice to its owner's hand.
** By default, she can only access level 0 non-Neutral cards, but when the game ends, she gains access to upgrading or purchasing cards from the class which has the largest amount of devoured cards (eg, if she devoured mostly Guardian cards, she can upgrade Guardian cards), of any level.
* ProtagonistWithoutAPast: Her character sheet lacks backstory, as all the space there was consumed by instructions to how actually play her.
* TokenNonHuman: All the other investigators are humans. Suzi is a sapient human-shaped [[GreyGoo blob]].
[[/folder]]

!''Barkham Horror'' investigators
[[folder:Bark Harrigan]]
!!Bark Harrigan
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_barkham_mark.jpg]]
->''Bark Harrigan is the best of the best, trained in paw-to-paw combat and barkmanship, he takes pride in being the protector of humanity. A shield agaisnst the feline forces that threaten to invade the world But will his weapons and skills be enough? Or is he all bark and no bite?''
Guardian-class investigator. Has access to any level 0 "Weapon" cards.
----
* BoisterousWeakling: His backstory implies that in spite of all his training, his bark is worse than his bite. This is referenced by his weakness "More Bark Than Bite", that gives Harrigan a '''massive''' reduction to his Combat skill (-3 in total, bringing his base Fight to a measly 2). The only way he can get rid of it is by succesfully landing an attack to regain his courage, proving he can "bite back".
* {{BFG}}: His signature card isn't just another kind of revolver, or even a riffle. It's freaking ''gatling gun''!
* CripplingOverspecialisation: He is ridiculously overpowered in open combat, but his Intellect and Agility have a lot to desire for. He also traded his prototype's access to "Tactic" cards for off-class "Weapons", leaving him out of many cards which were useful to amplify his prototype's weak points.
* GatlingGood: His signature card is a huge "[[PunnyName Catling Gun]]". It's very strong and has tons of ammo, but has one major downside -- it requires two actions to use (and investigators normally have three per turn).
* MightyGlacier: Has the exact same stats, health and sanity as his prototype with the exception of lower agility, putting him more in line with the usual archetype of a Guardian.
* MoreDakka: His "Catling Gun" starts with 12 ammo, and can spend up to three per shot, increasing in damage output with each ammo spent this way. With just one "shot".
* OneManArmy: Just like his prototype, Mark Harrigan, Bark has huge Health and Fight stats. While he can't amplify his strength by taking damage, he trades it for ridiculous access to "Weapon" cards. His Elder Sign further encourages him into focusing on Weapon-based builds, as it reduces the cost of the next weapon he plays.
* PunnyName:
** His name is an obvious dog-related pun on his prototype's name, Mark Harrigan.
** His gun is called [[GatlingGood "Catling Gun"]].
* WalkingArmory: He has two additional "Hand" slots specifically for "Weapon" cards, and can include level 0 "Weapons" of other classes in his deck. This may be increased to whopping ''six'' "Weapons" equipped at once through "Bandolier" asset. Armed to the teeth, indeed.
[[/folder]]

[[folder:Kate Winthpup]]
!!Kate Winthpup
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_barkham_kate.jpg]]
->''One of the brightest in Muttskatonic University Obedience School, Kate is an expert in theoretical physics, chemistry and zoology. Thanks to her keen mind and attention to detail, she has concocted a way to defend herself and the others from the machination of cats everywhere. Using her newly constructed Feline Discombulator- and her keen sense of smell- Kate will sniff out evil and defend Barkham from the forces that dwell in the shadows''
Seeker-class investigator. She can access up to five level 0 cards of other classes which she thinks "would smell weird".
----
* BrownNote: Her signature weakness, "Foul Odor", is the smell so awful, the mere memory of it causes her to take horror if she tries to sniff anything while it's in play; fittingly, it has "Madness" trait.
* EarlyBirdCameo: She's based on Kate Winthrop, recurring ''Arkham Files'' investigator, who was only formally introduced to the game several Cycles later after release of ''Barkham Horror''.
* ExactlyWhatItSaysOnTheTin: Her "Feline Discombobulator" states in its subtitle that it discombobulates felines.
* FragileSpeedster: Shares the same statline as Ursula (Good Agility and Intellect but awful Combat) but has far worse Health compared to her (5 instead of 7) in favour of more Sanity (9 instead of 7). Kate can get clues easily, and do so quickly, but the second an enemy shows up she needs to get away (which is fairly easy to do with her signature card and ability to [[TheNoseKnows "sniff"]]).
* TheNoseKnows: All her abilities are related to her super sense of smell.
** She can "sniff" her current location, which would reduce the difficulty of any further skill tests she would take there, by taking an action to do so without provoking attacks of opportunity: after all, sniffing things is fast and easy. Her Elder Sign does the same (or even target a connecting location instead), only without costing an action.
** Her signature weakness, "Foul Odor", deals her horror whenever she tries to smell things. The only way to get rid of it is by taking an action to "unsmell" all locations, [[SadisticChoice which will undo all actions you spent smelling around to make skill tests easier.]]
** Her Deckbuilding Options include five level 0 cards that would "smell weird". What that means is up to the player's discretion, but for simplicity's sake it can be treated as working in the same way as the card access for Investigators introduced in Dunwich Legacy (five level 0 cards of any other class).
* PunnyName: Obvious dog-related pun on her prototype's name, Kate Winthrop.
* TrapMaster: Her signature "Feline Discombobulator" ([[ExactlyWhatItSaysOnTheTin It Discombobulates Felines]]), allows her to automatically evade any enemy "that is a cat, looks like a cat or is a weird cat-person hybrid" spawning in her location. Given the name and that her signature is portrayed as an electrified mouse toy, [[DeliciousDistraction it's not hard to imagine]] how [[StaticStunGun it works...]]
[[/folder]]

[[folder:"Skids" O'Drool]]
!!"Skids" O'Drool
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_barkham_skids.jpg]]
->''"Skids" O'Drool always wanted to be a good boy. But his nose for trouble kept landing him in the pound, where the "bad dogs" go. Usually this was because of his favourite pastime: begging to go for a car ride, then fervently wrenching the wheel away from the hapless human. How this obsession with cars began, we may never know. All we know is that other drivers should be careful when "Skids" is on the loose.''
Rogue-class investigator. Can access up to five level 0 cards of other classes which may move him in one way or another.
----
* AdaptationalVillainy: PlayedForLaughs, the original O'Tool only robbed banks to aid his ailing mother and when she died he became TheAtoner. O'Drool is a crazed hijacker that likes to board cars and wrestle control from the driver [[ThrillSeeker for its own sake.]]
* BackStab: His Elder Sign allows him to ambush the next enemy into whose location he would enter, dealing 1 damage before the fight even starts.
* BitchInSheepsClothing: According to his backstory, he begs humans for a car ride, only to steal the wheel. This is even his printed ability on his investigator card!
* CarFu: His signature card, "Take the Wheel", allows him to damage enemies whenever he enters locations.
-->''[[PunctuatedForEmphasis What? No. Stop. That's bad. Bad dog]]''.
* CripplingOverspecialisation: His deck-building options provide him with best mobility in the game... and little else, outside of standard Rogue card pool.
* DiabolicalDogCatcher: "Skids" O'Drool's [[ArchEnemy nemesis]] (and signature weakness) are a pair of dogcathers trying to bring him back to the [[PoundsAreAnimalPrisons pound]].
* DrivesLikeCrazy: The reason he landed in the [[PoundsAreAnimalPrisons pound]] in the first place is because of his past time of hijacking cars. This even referenced by his signature Event "Take the Wheel"
* HeroicComedicSociopath: Unlike his prototype, his backstory as a criminal is completely PlayedForLaughs
* LightningBruiser: {{Downplayed|Trope}}. He has ridiculous mobility, having access to off-class movement-related cards and having an ability to, once per round, move up to 3 times at the cost of 1 action 1 resource (while ignoring enemies). He's also just as tough as his prototype, O'Tool. But unlike O'Tool, he lacks access to Guardian cards, and his own offensive capabilities aren't that great, with him only having 3 Combat like the original.
* PunnyName: Obvious dog-related pun on his prototype's name, "Skids" O'Tool.
* StealthExpert: His ability allows him to quickly sneak past the enemies without them noticing him.
* TokenHuman: His weakness are the only human enemies fought in the scenario.
* YouWillNotEvadeMe: Once the Dogcatchers enter O'Drool's location (or he enter theirs) he cannot move for the rest of the round, shutting down his high mobility. {{Downplayed|Trope}} in that "Skids" ''can'' evade them, he just can't leave their location until next round (and they are "hunters" [[SternChase so they will keep chasing him regardless]]).
[[/folder]]

[[folder:Jacqueline Canine]]
!!Jacqueline Canine
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_barkham_jacqueline.jpg]]
->''As a psychic, Jacqueline Canine can always foretell what is buried beneath the earth in any given spot. She knows where to go to find the bones, where to rummage to find the tastiest scraps of food, and where to beg for the best treats. But what will Jacqueline do when these premonitions lead her to real danger?''
Mystic-class investigator. Can access any even remotely cat-related cards (blasphemy!).
----
* BadPowersGoodPeople: In this verse, cats are AlwaysChaoticEvil... yet Jacqueline specialises in using them to fight the forces of evil. This mirrors how "normal" Mystics deal with forbidden magic to fight back {{Eldritch Abomination}}s.
* CripplingOverspecialisation: There are not that many cats in the game, so she can't access all that many non-Mystic cards anyway.
* ForgetfulJones: She's so prone to forget where she buried her stuff, even her signature weakness, "No Sense of Space and Time", is built around it, making her either discard buried cards, or take some mental damage in attempt to remember (taking 1 horror for each card she keeps).
* MechanicallyUnusualFighter: She can put cards from her hand beneath her sheet,"burrying" them, and take an action to draw 1 or 2 cards that were "burried". This solves the common issue with cards being drawn faster than the player can use them, resulting in some cards being discarded during upkeep phase. Her signature asset: "Chew Toy of Nightmares", is a relic that takes a handslot but allows her to commit cards beneath her without needing to draw them first, while her Elder Sign allows her to instantly unbury a card and add it to her hand too.
* PunnyName: Obvious dog-related pun on her prototype, Jacqueline Fine.
[[/folder]]

[[folder:Duke]]
!!Duke
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_duke.jpg]]
->''Arf. Arf arf arf. BARK! Grrrrrrrr. Woof. Arf arf arf arf arf arf arf. Bark bark. Mrr?... Bark. Bark bark. Arf arf arf arf arf. Borf borf. Woof woof woof! AROOOOOOO--''
Survivor-class investigator. Can access up to five level 0 off-class "Allies", assuming they are either dogs or humans. Only investigator to being specifically forbidden to include anything cat-related.
----
* CatDogDichotomy: Taken a step further than with other investigators. While for others, taking cats into your deck isn't forbidden, just frowned upon from narrative standpoint, Duke is the only one for whom it's explicitly forbidden.
-->''[[BoldInflation ABSOLUTELY NO CATS UNDER ANY CIRCUMSTANCES]]!''
* CripplingOverspecialisation: The only off-class cards he can take are level 0 Allies. The problem is that any investigator has only 1 Ally slot by default, and the card which gives more, "Charisma", requires spending experience to obtain.
* GlassCannon: Much like his owner, Duke is pretty fragile even as an investigator, having below average Health and Sanity. This is less pronounced than when Pete is in the lead though, thanks to his role as TheMedic here (though Pete himself can still hardly take any punishment even as an ally). His low Agility and Willpower leaves him more vulnerable to treacheries too.
* TheMedic: Pretty much Pete's role as Duke's ally; instead of just amplifying his stats, this time he acts as the easy way to heal damage and horror, and to gain free resources and cards.
* MythologyGag: In all games where he ever appeared, Ashcan Pete was accompanied by his faithful dog, Duke, and in ''Arkham TCG'' Duke was the core part of his gameplay, allowing him to amplify his most weak stats (Fight and Intellect). Since this time around, it's Duke who is playable, his ally is the "friendly human", Ashcan Pete. They also have their stats reversed, with Duke now having good Intellect and Fight, but low Willpower and Agility; and Duke's ability and Elder Sign effects are both related to keeping "friendly human" ready for action by supplying him with resources. The original Pete has 6 Health and 5 Sanity, while Duke as an ally has 2 Health and 3 Sanity. As an Investigator of Barkham Horror Duke has 5 Health and 6 Sanity, while Pete as an ally has 3 Health and 2 Sanity.
* SupportPartyMember: While Duke was vital to Pete because it covered the weakspot in his statline, here Pete is vital to Duke for offering him healing, resource generation and card draw every time he succeeds at a skill check by feeding him dog treats. However he only starts with 5 and the only way for Duke to add more on Pete is by either taking 2 actions to put 3 of them on him or revealing his Elder Sign to add 1 (which also readies Pete). Stockpiling on them is unadvised though, because drawing Duke's signature weakness, "Out of Doggie Treats", will immediately remove all dog treats from Pete.
* TokenHuman: While other human allies can be added to any investigator's deck, Duke's "Friendly Human" is specifically the only human ally introduced in Barkham Horror.
[[/folder]]
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* MightyGlacier: {{Exaggerated|Trope}}. The directive "Leave no doubt" makes Roland ''the'' most durable investigator in the game, raising his Sanity by 3, with a total amount of 9 health and 8 sanity (even higher than [[StoneWall Stella's]] 8/8), but has the drawback of only allowing Roland to move twice per round, which cripples his movement range in a game where [[TimedMission every move matters]]. It wouldn't make him any more resistant to traumas, however, as any bonus Health and Sanity are ignored when receiving those.

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* MightyGlacier: {{Exaggerated|Trope}}. The directive "Leave no doubt" makes Roland ''the'' most durable investigator in the game, raising his Sanity by 3, with a total amount of 9 health and 8 sanity (even higher than [[StoneWall Stella's]] 8/8), but has the drawback of only allowing Roland to move twice per round, which cripples his movement range in a game where [[TimedMission every move matters]]. It wouldn't make him any more resistant to traumas, being driven insane, however, as any bonus Health and Sanity are ignored when receiving those.trauma.

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* GeniusBruiser: {{Downplayed|Trope}}. While his Intellect is average, he has access to Seeker cards, making him a versatile investigator able to both fight and search for clues. Also, all his abilities are related to finding clues, including through defeating enemies.

to:

* GeniusBruiser: {{Downplayed|Trope}}. While his Roland has slightly more Intellect is average, than other Guardians, and he has access to Seeker cards, making him a versatile investigator able to both fight and search for clues. Also, all his abilities are related to finding clues, including through defeating enemies.enemies, and his Elder Sign only gives him bonuses in locations with clues.



* JackOfAllStats: {{Downplayed|Trope}}, his Agility is below average (2) and his Combat above (4), but Roland's Intellect and Willpower are both average (3), meaning that while it's easier to build him as a fighter, Roland's middle of the road stats allow him to also be fairly capable at both clue gathering and resisting treacheries if he goes out of the way to improve his non-combat stats. His access to Seeker cards give him a fair amount of utility unavailable to most Guardians too.

to:

* JackOfAllStats: {{Downplayed|Trope}}, his Agility is below average (2) and his like most Guardians, he has good 4 Combat above (4), and below-average 2 Agility, but Roland's Intellect and he also has adequate 3 Willpower are both average (3), meaning that while and Intellect, so it's easier easy to build make him as a fighter, Roland's middle of the road stats allow him to also be fairly into an all-rounder, capable at of both clue gathering and resisting treacheries if he goes out of the way manages to improve his non-combat weaker stats. His access to the Seeker cards give gives him a fair amount of the utility unavailable to most Guardians too.
other Guardians.



Has access to off-class "Tactics" and "Insight" cards (up to level 3), but can't take the Guardian-class cards above level 3.

to:

Has access to off-class "Tactics" and "Insight" cards (up to level 3), but can't take the Guardian-class cards above level 3. Receives free exp at the deck creation.



* MechanicallyUnusualFighter: "Parallel" Roland has special cards, unique to him -- the "Directives", which provide him both restrictions (like inability to attack more than twice per round) and additional abilities; he has five available, but only three may be chosen, with the other two becoming permanently inaccessible. If his "parallel" deckbuilding rules are chosen, he also starts with 5 bonus experience points.
* MightyGlacier: {{Exaggerated|Trope}}. The directive "Leave no doubt" makes Roland THE most durable investigator in the game, raising his Sanity by 3, with a total amount of 9 health and 8 sanity (even higher than [[StoneWall Stella's]] 8/8), but has the drawback of only allowing Roland to move twice per round, which cripples his movement range in a game where [[TimedMission every move matters]]. Also, Roland will still be driven insane if he accumulates 5 Mental Traumas instead of 8, as the total amount of trauma that kills or drives insane an investigator '''only''' checks against the base value of health and sanity, rather than the total after any boost or penalty.

to:

* MechanicallyUnusualFighter: "Parallel" Roland has special cards, unique to him -- the "Directives", which provide him both restrictions (like inability to attack more than twice per round) and additional abilities; he has five available, but only three may be chosen, with the other two becoming permanently inaccessible. If his "parallel" deckbuilding rules are chosen, he also starts with 5 bonus experience points.
inaccessible.
* MightyGlacier: {{Exaggerated|Trope}}. The directive "Leave no doubt" makes Roland THE ''the'' most durable investigator in the game, raising his Sanity by 3, with a total amount of 9 health and 8 sanity (even higher than [[StoneWall Stella's]] 8/8), but has the drawback of only allowing Roland to move twice per round, which cripples his movement range in a game where [[TimedMission every move matters]]. Also, It wouldn't make him any more resistant to traumas, however, as any bonus Health and Sanity are ignored when receiving those.
* ScrewTheRulesImDoingWhatsRight: "Parallel"
Roland will still be driven insane if he accumulates 5 Mental Traumas instead is forced to obey his directives most of 8, as the total amount time... but when he draws Elder Sign, he can disregard one directive of trauma that kills or drives insane an investigator '''only''' checks against his choice 'till the base value end of health and sanity, rather than the total after any boost or penalty.round, to finally get the job done. He can also, once per scenario, flip a directive facedown, losing its benefit but also not having to abide to its restriction for the rest of the scenario. That's probably how he came to his canon self's CowboyCop mentality.



* GoMadFromTheRevelation: Once the "Necronomicon" enters play, the only way to get rid of it is to study it, which drains her sanity.

to:

* GoMadFromTheRevelation: Once the "Necronomicon" enters play, the only way to get rid of it is to study it, which drains her sanity.Sanity.



* SquishyWizard: Has only 5 Health, which is very low even for a Seeker or Mystic.

to:

* SquishyWizard: Has only She's skilled occult expert and/or sorceress, but her 5 Health, which Health is very low even for a Seeker or Mystic.as Seeker.



* MagicLibrarian: While her Willpower is average, she has access to Mystic cards, most of which are either spells or magic artifacts. She can also get additional actions to use on "Tome" assets, and her signature card allows her to carry extra books around.

to:

* ExtraTurn: She gets extra action each turn which can be spent on playing her Tomes' abilities (which form the core of her gameplay); this makes her able to use them more freely while still having enough actions left to perform other tasks.
* MagicLibrarian: While Intentionally designed as one, being a sorceress librarian whose power takes its source in her Willpower is average, she books:
** She
has access to Mystic cards, most of which are either spells or magic artifacts. artifacts.
** All her mechanics are related to the Tomes in one way or another.
She can also get additional actions has an extra action to use spend on "Tome" using Tome assets, and her signature card allows her to carry more Tomes around, and even her Elder Sign, while giving no stat boosts, allows her to draw extra books around.
cards, scaling the effect with number of Tomes she has.



* MagicLibrarian:

to:

* MagicLibrarian:MagicLibrarian: All her abilities are designed around doing magic through interactions with her books:



** Once per game, she can activate action abilities on ''all'' of her "Tomes", without actually spending actions, with all the mayhem it can cause.
* MagikarpPower: "Parallel" Daisy starts with only 1 Willpower and 7 Sanity (her default version starts with 3 and 9, respectively), but amplifies both by one point for each Tome asset she puts into play.

to:

** Once per game, she can activate action abilities on ''all'' of her "Tomes", Tomes, without actually spending actions, with all the mayhem it can cause.
** Her Elder Sign allows her to regain a Tome from discard pile.
* MagikarpPower: "Parallel" Daisy starts with only 1 Willpower and 7 Sanity (her default version starts with 3 and 9, respectively), but amplifies both by one point for each Tome asset she puts into play.play, potentially exceeding default maximum value.



* BigGuy: {{Downplayed|Trope}}; his Combat stat is average, but he has access to Guardian-class cards to amplify it. Also, being a Rogue, he can obtain enough resources to fuel his more expensive cards, or use them to buy more actions through his signature ability. All of this makes him fitting candidate for the role of dedicated fighter.
* JackOfAllStats: {{Downplayed|Trope}}, Skids has below average Will (2) but above average agility (4) and average Intellect and Combat (3). His Rogue card pool gives him options to not only boost his high agility further, but also bolster his fight and intellect using his agility, making him an equally good candidate as both as a fighter or clue gatherer; while his options in the Guardian pool not only greatly improve his combat capabilities even more, but also negate his weakpoint through various will-boosting cards. In short, Skids' stats, signature and ability give the player a variety of choices on how to build a deck for him and [[JackOfAllTrades what roles he should fit in any group.]]

to:

* BigGuy: {{Downplayed|Trope}}; his Combat stat is average, but he has access to Guardian-class cards to amplify it. Also, being a Rogue, he can obtain enough resources to fuel his more expensive cards, or use them to buy more actions through his signature ability. All of this makes him a fitting candidate for the role of dedicated fighter.
* JackOfAllStats: {{Downplayed|Trope}}, Skids has below average Will (2) but above average agility (4) and average Intellect and Combat (3). BoringButPractical: His Rogue card pool Elder Sign just gives him options flat stat boost, and few free resources. Given that he has to not only boost spend tons of resources to benefit from his high agility further, but also bolster ability, as well as to counter his fight and intellect using his agility, making him an equally good candidate as both as a fighter or clue gatherer; while his options in the Guardian pool not only greatly improve his combat capabilities weakness, it's very welcomed bonus, even more, but also negate his weakpoint through various will-boosting cards. In short, Skids' stats, signature and ability give the player a variety of choices on how if it's relatively simple.
* ExtraTurn: Once per round, he can spend some resources
to build a deck for him and [[JackOfAllTrades what roles he should fit in any group.]]
get an extra action.



* LowLevelAdvantage: His Elder Sign allows him to regain a card of his choice from discard pile and return to hand... but only if it's below level 3.



* ActionSurvivor: She has strong natural magic power, but otherwise lacks any special training, being a mere waitress in this particular incarnation. Her basic version further nails it, by giving her access to Surivor-class cards.

to:

* ActionSurvivor: She has strong natural magic power, but otherwise lacks any special training, being a mere waitress in this particular incarnation.incarnation who only recently started awakening her old personality's memories. Her basic version further nails it, by giving her access to Surivor-class cards.



* GlassCannon: {{Invoked|Trope}}, Agnes main ability is to deal damage when she takes horror, meaning to make the most of it, she must take LOTS of horror regularly, leaving her vulnerable to be overwhelmed by it and defeated. Notably, Shrivelling, one of the main attack spells assets in the game, inflicts horror when revealing some types of chaos tokens: while this can be helpful for Agnes to deal additional damage in one attack it can lead her to [[MutualKill be defeated alongside her enemy if she is particularly low on sanity and unable to dump the horror on another asset]]

to:

* GlassCannon: {{Invoked|Trope}}, Agnes main ability is to deal damage when she takes horror, meaning that to make the most of it, she must take LOTS ''lots'' of horror regularly, leaving her vulnerable to be overwhelmed by it and defeated. Notably, Shrivelling, "Shrivelling", one of the main attack spells Spells assets in the game, inflicts horror when revealing some types of chaos tokens: while this can be helpful for Agnes to deal additional damage in one attack it can lead her to [[MutualKill be defeated alongside her enemy if she is particularly low on sanity Sanity and unable to dump the horror on another asset]]



* CastFromHitPoints: Her "parallel" version, instead of her [[CriticalStatusBuff default ability]], gains the ability to sacrifice her own Health to decrease the cost of "Spell" events she plays (and to keep them in hand instead of discarding them).

to:

* CastFromHitPoints: Her "parallel" version, instead of her [[CriticalStatusBuff default ability]], gains the ability to sacrifice her own Health to decrease the cost of "Spell" events Events she plays (and to keep them in hand instead of discarding them).them).
* HealThyself: Her Elder Sign allows her to heal 1 damage on herself. This gives her more liberty in using [[CastFromHitPoints own signature mechanic]].
* ItemCaddy: Agnes' CastFromHitPoints abilities only work on "Spell" Events, encouraging her to build her deck around optimal usage of them.



* SquishyWizard: PlayedWith; "parallel" Agnes gains impressive 8 Health (this is Guardian-level toughness) and the ability to heal herself whenever she draws the Elder Sign, but pays for it with having only 6 Sanity, which is the worst in her class.

to:

* SquishyWizard: PlayedWith; "parallel" Agnes gains impressive 8 Health (this is Guardian-level toughness) and the ability to heal herself whenever she draws the Elder Sign, but pays for it with having only 6 Sanity, which is the worst in her class. Whether she would be extremely durable or extremely fragile depends on damage/horror ratio of the specific scenario.



* ActionSurvivor: Wendy isn't a war veteran, or trained occultist, or experienced wizard, or grizzled criminal. She's a child who got involved in the horrible adventure which would break most adults... and she still keeps going.



* KidHero: She is the only minor character in the cast.
* ObviousRulePatch: Errata for Wendy's Amulet was released, tweaking the rules specifically to counter its weird interaction with certain Events with non-standard mechanics, which was easily abusable; prior to this, she was able to reuse them indefinitely.
* OrphansPlotTrinket: Her signature card, "Wendy's Amulet", is an Elder Sign trinket given to her by her parents. It allows her to play events from her discard pile and, as long as she keeps it in play, her Elder Sign effect allows her to automatically pass any skill-checks.

to:

* KidHero: She is Wendy still being a child doesn't protect her from all the only minor character in dangers and eldritch horrors, putting her at the cast.
same risks of death and insanity (or worse) as her adult colleagues, but she's no less capable to survive against all odds than everyone else.
* ObviousRulePatch: Errata for Wendy's Amulet was released, tweaking the rules specifically to counter its weird interaction with certain Events with non-standard mechanics, mechanics (like, for example, Events that attach themselves to other cards, instead of getting immediately discarded once played), which was easily abusable; prior to this, she was able to reuse them indefinitely.
* OrphansPlotTrinket: Her signature card, "Wendy's Amulet", is an Elder Sign trinket given to her by her parents. It allows her to play events from her discard pile and, pile, as long as she keeps it in play, her Elder Sign effect allows her to automatically pass any skill-checks.play.



* FragileSpeedster: {{Downplayed|Trope}}, Wendy has good Agility and Willpower (both are 4) and access to Rogue cards, but abysmal Combat (1) and only average Health and Sanity (both at 7). She's ''not'' a fighter, and wouldn't last long if cornered. She is however '''extremely''' resistant to treacheries, as they mostly test against will and agility, Wendy's highest stats, and she is able to reroll an otherwise failed result by discarding a card too. Also, because both her health and sanity are average, she normally wouldn't be more likely to be defeated by either damage or horror unlike most investigators, if it wasn't for her signature weakness dealing her large amount of direct horror.

to:

* FragileSpeedster: {{Downplayed|Trope}}, Wendy has good Agility and Willpower (both are at 4) and access to Rogue cards, but abysmal 1 Combat (1) and only average Health and Sanity (both at 7). She's ''not'' a fighter, and wouldn't last long if cornered. She is however '''extremely''' resistant to treacheries, as they mostly test against will Willpower and agility, Agility, Wendy's highest stats, and she is able to reroll an otherwise failed result by discarding a card too. Also, because both her health Health and sanity Sanity are average, she normally wouldn't be more likely to be defeated by either damage or horror unlike most investigators, if it wasn't for her signature weakness dealing her large amount of direct horror.



* SituationalSword: Wendy's Elder Sign has normally a value of zero and no additional effects: not harmful but neither especially helpful and quite underwhelming compared to the effect of the Elder Sign of other investigators... unless she has her amulet in play, then it is an automatic success no matter what.



* FragileSpeedster: "Parallel" Wendy has the same base stats as the original, meaning good Agility, and terrible Combat stats. However, unlike original, "Parallel" Wendy ''must'' risk going near enemies to achieve the full potential of her abilities.

to:

* FragileSpeedster: "Parallel" Wendy has the same base stats as the original, meaning good Agility, and terrible Combat stats.stats (4 and 1, respectively). However, unlike original, "Parallel" Wendy ''must'' risk going near enemies to achieve the full potential of her abilities.



* JackOfAllTrades: [[DownplayedTrope Downplayed,]] their usefulness in certains roles is still dictated by their stats, but the aviability of level 0 cards from other classes make Dunwich Investigator capabable of covering multiple roles in a pinch. They also have above average endurance, with a total count of 15 total health and sanity combined instead of the usual 14 (with the exception of Pete, [[GlassCannon who has 11]])

to:

* JackOfAllTrades: [[DownplayedTrope Downplayed,]] {{Downplayed|Trope}} their usefulness in certains roles is still dictated by their stats, but the aviability of level 0 cards from other classes make Dunwich Investigator capabable of covering multiple roles in a pinch. They also have above average endurance, with a total count of 15 total health and sanity combined instead of the usual 14 (with the exception of Pete, [[GlassCannon who has 11]])



* BigGuy: All her abilities are related to fighting monsters, encouraging her to take role of team's main fighter. Also, she's one of the few Guardians to actually have good Willpower (4) stat, negating one of their main weaknesses.

to:

* BigGuy: All her abilities are related to fighting monsters, encouraging her to take the role of team's main fighter. Also, she's one of the few Guardians to actually have good she has impressive 4 Willpower (4) stat, negating one of their main weaknesses.(above average for most classes, not just Guardians), which also makes her more resistant to treacheries.



* CripplingOverspecialization: All her abilities are related to fighting monsters, and thus have limited use when her current task ''doesn't'' involve active combat. Besides the common-for-Guardians [[MightyGlacier lack of Agility]], she also has a low Intellect stat (both are 2), making her incapable of searching for clues without the aid of other cards.

to:

* CripplingOverspecialization: All her abilities are related to fighting monsters, and thus have limited use when her current task ''doesn't'' involve active combat. Besides the common-for-Guardians Like most Guardians, she [[MightyGlacier lack of has only 2 Agility]], she also has a low Intellect stat (both are 2), making as well as only 2 Intellect, which makes her incapable of poor at searching for clues without the aid unless she heavily invests into cards which would amplify her ability to.
* CriticalHit: Her "Elder Sign" effect makes her do more damage if it's drawn as part
of other cards.a Fight action.



* HunterOfMonsters: She poses as an ordinary chef at a diner, but she's a zealot who believes she hears the voice of God telling her to kill His enemies; ordinarily a prime recipe for a serial killer, if not for the fact that "His enemies" in this case happen to be the cultists and eldritch monsters trying to awaken an ancient horror.



* SerialKiller: An extremely rare ''benevolent'' example. She poses as an ordinary chef at a diner, but she's a zealot who believes she hears the voice of God telling her to kill His enemies; ordinarily a prime recipe for a serial killer, if not for the fact that "His enemies" in this case happen to be the cultists and eldritch monsters trying to awaken an ancient horror.



* CripplingOverspecialization: All his stats besides Intellect (4) are average or below (3 Agility and Willpower and 2 Fight). He is great clue-searcher, but that's about it.

to:

* CripplingOverspecialization: All The only good stat he has is his stats besides Intellect (4) are average or below (3 Agility and 4 Intellect. Only having 3 Willpower and Agility, he suffers from the treacheries (and can sometimes struggle to escape ambushes), while unimpressive 2 Fight). He is Combat leaves him very little chance at open combat. He's great clue-searcher, but that's about it.



* FailureGambit: His Elder Sign gives a generic "+2" boost, but also allows him to instead automatically fail a skill test and draw 3 cards.



* CrimefightingWithCash: Receives an additional resource each round. More resources means more tools at her disposal to deal with cultists and monsters.

to:

* ActionSurvivor: While she clearly knows how to use her guns, she's not a professional adventurer or fighter, up until recently spending most of her times making fun.
* CrimefightingWithCash: Receives Her being rich heiress manifests in her gameplay:
** She receives
an additional resource each round. More resources means more tools at her disposal to deal with cultists and monsters.monsters.
** Her "Elder Sign" effect scales its effectiveness with amount of resources she has, with no upper threshold.



* JackOfAllStats: All of her stats are average (3) (which, accidentally, puts her above majority of Rogues Willpower-wise), so, if required, she can pick any task, especially if supplied with cards which would [[CrimefightingWithCash put her resources supply to good use]].

to:

* JackOfAllStats: All of She has 3-3-3-3 statline, which makes her stats are average (3) (which, decent at any task (and, accidentally, puts gives her above majority of Rogues Willpower-wise), so, if required, she can pick any task, especially if supplied with cards which would above-average Willpower for her own class), and makes her able to [[CrimefightingWithCash put her resources supply to good use]].



Mystic-class investigator. Can include up to five level 0 cards of other classes.
----
* BrownNote: His signature weakness, "Final Rhapsody". His connection to the dead sometimes results in them answering back; this ''very'' negatively affects his Sanity.

to:

Mystic-class investigator. Can include up to five level 0 cards of other classes.
----
investigator.
!!!Both versions
* BrownNote: His signature weakness, "Final Rhapsody". His connection to the dead sometimes results in them answering back; this ''very'' negatively affects manifests as his Sanity.signature weakness, "Final Rhapsody", which makes him draw 5 random tokens and take 1 damage and horror for each Skull and Autofailure drawn. Parallel version is even worse, as it counts any tokens other than Elder Sign and blessed ones as "bad" ones.



* CombatMedic: Can heal horror from himself or from one of his teammates with his trumpet, if he draws a Skull chaos token.

to:

* CombatMedic: Can heal horror from himself or from one of his teammates with his trumpet, if he draws a Skull chaos token. Parallel version also works with cursed tokens.
* TheFunInFuneral: He once caused a dead widow to get up and dance...at her own funeral. After that incident, he has had trouble finding work.
* JackOfAllStats: {{Downplayed|Trope}}, not every stat of his is average, but he has a more balanced statline compared to other Mystics, with average Willpower for his class (4), in exchange of having okay Fight and Intellect (3), but bad agility (2). His base version can leverage multiple stats more easily with his access to all classes level 0 cards.



* MightyGlacier: [[DownplayedTrope Downplayed,]] Jim has average health (7) on top of good sanity (8) and average Combat and Intellect (3), but his Agility is low (2)

to:

* MightyGlacier: [[DownplayedTrope Downplayed,]] {{Downplayed|Trope}}; Jim has average health (7) is tougher than most other Mystics (who're normally the resident {{Squishy Wizard}}s), having 7 Health and 3 Combat on top of good sanity (8) and average Combat and Intellect (3), 8 Sanity, but his Agility is low (2)has an unimpressive 2 Agility.



* OrphansPlotTrinket: The Golden Trumpet, which belonged to his father.

to:

* OrphansPlotTrinket: The Golden Trumpet, which Trumpet once belonged to his father.



* TheFunInFuneral: He once caused a dead widow to get up and dance...at her own funeral. After that incident, he has had trouble finding work.
[[/folder]]

[[folder:"Ashcan" Pete]]
!!"Ashcan" Pete, the Drifter
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_pete.png]]
[[caption-width-right:225:''"C'mere, boy. We got work to do".'']]
->''At night, "Ashcan" Pete sleeps wherever his travels take him: in a field, on a train, or maybe, if he's lucky, in a barn. He bunks with his loyal hound dog, Duke, on one side and his beat-up guitar on the other. And sometimes when Pete sleeps, he dreams. He dreams of haunted, tortured places and of horrible creatures. When he wakes up, he knows that someone needs his help, because his dreams are true. He could not say how long he has been on the road, living by his wits, but he can say for certain no place is too far to go to help someone in need. And as long as Pete can help people, he is not likely to stop wandering any time soon''.
!!!Both versions
Survivor-class investigator.

to:

* TheFunInFuneral: He once caused a dead widow
!!!Basic version
Can include up
to get up and dance...at her own funeral. After that incident, he has had trouble finding work.
[[/folder]]

[[folder:"Ashcan" Pete]]
!!"Ashcan" Pete, the Drifter
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_pete.png]]
[[caption-width-right:225:''"C'mere, boy. We got work to do".'']]
->''At night, "Ashcan" Pete sleeps wherever his travels take him: in a field, on a train, or maybe, if he's lucky, in a barn. He bunks with his loyal hound dog, Duke, on one side and his beat-up guitar on the other. And sometimes when Pete sleeps, he dreams. He dreams
five level 0 cards of haunted, tortured places and of horrible creatures. When he wakes up, he knows that someone needs his help, because his dreams are true. He could not say how long he has been on the road, living by his wits, but he can say for certain no place is too far to go to help someone in need. And as long as Pete can help people, he is not likely to stop wandering any time soon''.
!!!Both versions
Survivor-class investigator.
other classes.



* HomelessHero: His backstory shows us he lives on the streets, and has done so for a long time.

!!!Basic version
Can include up to five level 0 cards of other classes.

to:

* HomelessHero: His backstory shows us JackOfAllTrades: Compared to his parallel version, Jim's basic kit lacks access to high level off-class Spell and Cursed cards, but he's also not limited in building his own class, and can pick up to 5 level-0 cards from any non-Mystic classes, which makes him more flexible.
* LuckManipulationMechanic: Jim passively treats Skull Tokens' skill modifier as a 0 (but
he lives is otherwise affected by any secondary effects it would trigger on their own or on his cards as any other investigator), which overall tips the streets, and has done so for odds of skill tests in his favour, especially in harder difficulties, where Skulls can have a long time.

!!!Basic
very high negative modifier. Many Jim's decks leverage on his ability by including cards that will increase the likelihood of pulling a Skull Token, or replacing a much harsher Chaos Token with it.

!!!Parallel
version
Can include Has limited (up to level 3) access to his own class, but can take Spell and Cursed cards (up to level 4) from any class, an up to five 5 other level 0 cards Survivor cards. Additionally, he can have a Spirit deck which must consist of other classes.9 different Allies from any class (level 0-2), as well as a unique weakness exclusive to it.



* CanineCompanion: Duke, his faithful dog. Unfortunately, most of Pete's strength is related to Duke, forcing him to keep Duke active at all costs. While it's normally not that bad, in the ''Dunwich Legacy'' campaign [[spoiler: Duke can be [[PermaDeath sacrificed to Yog-Sothoth]]...[[GameplayAndStorySegregation until the end of campaign]]]].

to:

* FriendlyGhost: The Allies from his spirit deck are no less helpful than their "alive" versions.
* ItemCaddy: Parallel Jim can put charges on his assets whenever he draws Skull or cursed tokens.
* GhastlyGhost: Parallel Jim is pursued by the Vengeful Shade. It's not very strong, but its main gimmick is that it's a part of a small side deck which can occasionally show up instead of helpful ghosts, take up the limited place he has for spiritual Allies, and immediately attack Jim for 2 horror. He can attack or evade it as if it's engaged with him, which allows to temporarily get rid of it, but failing just makes it go into material world.
* MechanicallyUnusualFighter: Parallel Jim has a separate "spirit deck", which is entirely filled with Ally cards, which is used entirely to charge his new signature card. Lore-wise, those are the ghosts who came to his aid.
* NecessaryDrawback: Because YouCantKillWhatsAlreadyDead, Jim's ghost allies have NighInvulnerability, but they cannot absorb hits any longer for him unlike their alive counterparts, and if damage and/or horror would be assigned to them, Jim would instead be the one suffering it. Additionally, when he gathers too many of them, he risks temporarily losing some of them and/or suffer damage/horror.
* YouCantKillWhatsAlreadyDead: When Allies gets summoned through spiritual deck, they retain their functions (only losing their traits, which gets replaced by "Geist"), but can no longer be damaged (so Jim would suffer in their stead).
[[/folder]]

[[folder:"Ashcan" Pete]]
!!"Ashcan" Pete, the Drifter
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_pete.png]]
[[caption-width-right:225:''"C'mere, boy. We got work to do".'']]
->''At night, "Ashcan" Pete sleeps wherever his travels take him: in a field, on a train, or maybe, if he's lucky, in a barn. He bunks with his loyal hound dog, Duke, on one side and his beat-up guitar on the other. And sometimes when Pete sleeps, he dreams. He dreams of haunted, tortured places and of horrible creatures. When he wakes up, he knows that someone needs his help, because his dreams are true. He could not say how long he has been on the road, living by his wits, but he can say for certain no place is too far to go to help someone in need. And as long as Pete can help people, he is not likely to stop wandering any time soon''.
!!!Both versions
Survivor-class investigator.
----
* ActionSurvivor: Pete is just a homeless guy accompanied by his dog. He has to survive in the eldritch nightmare through his luck, savviness and sneakiness.
* HomelessHero: His backstory shows us he lives on the streets, and has done so for a long time.

!!!Basic version
Can include up to five level 0 cards of other classes.
----
* CanineCompanion: Duke, his faithful dog. Unfortunately, most of Pete's strength is related to Duke, forcing him to keep Duke active at all costs.costs; even his Elder Sign's only effect, besides stat boost, is reading Duke. While it's normally not that bad, in the ''Dunwich Legacy'' campaign [[spoiler: Duke can be [[PermaDeath sacrificed to Yog-Sothoth]]...[[GameplayAndStorySegregation until the end of campaign]]]].



* GlassCannon: [[CanineCompanion Duke]] provides his master with good Combat capabilities, but isn't particularly durable. Pete himself is only slightly less fragile, having only 6 Health and 5 Sanity (11 total, second-worst in the game, including amongst campaign-specific investigators).
* MechanicallyUnusualFighter:
** Unlike other investigators, who treat their "Allies" as more or less expandable, Pete needs to take everything in his power to keep Duke alive, because Duke covers for his weak points. Duke is also only "Ally" in the game who doesn't take a slot.
** Pete can discard his own cards to ready assets he controls, allowing him to use cards that would otherwise only be usable once per round. This ability itself only works once per round, but it gives him the possibility to activate [[CanineCompanion Duke]] twice per round (or even more than that if he pulls out his Elder Sign) at least as long as he has cards to throw away.

to:

* GlassCannon: [[CanineCompanion Duke]] provides his master with good Combat capabilities, but isn't particularly durable. Pete himself is only slightly less fragile, having only 6 Health and 5 Sanity (11 total, second-worst one of the worst in the game, including amongst campaign-specific investigators).
game).
* MechanicallyUnusualFighter:
** Unlike other investigators, who treat their "Allies" as more or less expandable, Pete needs to take everything in his power to keep Duke alive, because Duke covers for his weak points. Duke is also only "Ally" in the game who doesn't take a slot.
**
ItemCaddy: Pete can discard his own cards to ready assets he controls, allowing him to use cards that would otherwise only be usable once per round. This ability itself only works once per round, but it gives him the possibility to activate [[CanineCompanion Duke]] twice per round (or even more than that if he pulls out his Elder Sign) at least as long as he has cards to throw away.away.
* MechanicallyUnusualFighter: Unlike the other investigators, who treat their "Allies" as more or less expandable, Pete needs to take everything in his power to keep Duke alive, because Duke covers for his weak points; he has some abilities specifically to assist with that. Duke is also the only "Ally" in the game who doesn't take a slot.



* WeakButSkilled: Pete has good Willpower (4), average Agility (3) and low Combat and Intellect (2); his total sum of stat points is 11, which is lower than the usual 12 of most other investigators. His Willpower and Agility helps keeping him alive in spite of his abysmal endurance (6 health and 5 Sanity), but he can potentially use them in place of Combat and Intellect to complete some tasks with the right cards. [[CanineCompanion Duke]] also raise his base Combat and Intellect to 4 for fighting and investigation tests, allowing him also to deal +1 damage with the attack and moving to a connecting location before starting looking for clues respectively, which helps him a lot covering the weakspots in his statline. Also, his ability lets him use assets that exhaust (Duke included) a second time per round by readying them again, as long as he is willing to discard a card from hand for them.

to:

* WeakButSkilled: Pete has good impressive 4 Willpower (4), average Agility (3) and decent 3 Agility, but suffers from low Combat and Intellect (2); his total (both at 2), which puts him below standard sum of stat points is 11, which is lower than skills (11 instead of normal 12). He has several means of fixing that issue without ever rising the usual 12 of most other investigators. His Willpower and Agility helps keeping him alive in spite of his abysmal endurance (6 health and 5 Sanity), but he can potentially use them in place of Combat and Intellect to complete some tasks with the right cards. stats themselves: either get a help from [[CanineCompanion Duke]] also raise his to get much-needed boost and fight/investigate with higher base Combat and Intellect to 4 for fighting and investigation tests, allowing him also to deal +1 damage with the attack and moving to a connecting location before starting looking for clues respectively, which helps him a lot covering the weakspots in his statline. Also, his ability lets him use value, or reuse exhausted assets that exhaust (Duke included) a second time per round by readying them again, as long as he is willing to discard a card sacrificing cards from hand for them.
hand.



* ItemCaddy: "Parallel" Pete can return the cards he attached to scenario cards (locations, enemies, etc) to his hand instead of discarding, albeit only once per round. This encourages him to actively using Events which works by being attached to locations; it's further helped by him having access to off-class Tactic cards, which makes him rather flexible.

to:

* ItemCaddy: "Parallel" Pete can return the cards he attached to scenario cards (locations, enemies, etc) to his hand instead of discarding, albeit only once per round. This encourages him to actively using Events which works by being attached to locations; it's further helped by him having access to off-class Tactic cards, which makes him rather flexible. Additionally, he can return such cards to hand immediately with his Elder Sign effect.



* BigGuy: Mark has some of the best Health (9) and Combat (5) stats in the game.

to:

* BigGuy: Most Guardians have around 8 Health and 4 Combat, which makes them good pick for designated fighter. Mark has some of the best 9 Health (9) and Combat (5) stats in the game.5 Combat, as well as extra defensive and offensive abilities.



* LightningBruiser: {{Downplayed|Trope}}; his Agility (3) is average, but he is still faster than most other Guardians, who normally have only a 2.

to:

* LifeDrain: "The Home Front" works similiarly to the level 0 version of [[AlphaStrike Vicious Blow]] (with a very high modifier of +4 Combat instead of +1), only that instead of just dealing an extra point of damage, it ''moves'' one damage from Mark onto the enemy; it has however the drawback that if Mark is unhurt, then the skill won't obviously cause any extra damage. Amusingly, if Mark commits this card to the attack of another investigator, he is still the one getting healed.
* LightningBruiser: {{Downplayed|Trope}}; his Agility (3) is average, but he is still he's slightly faster than most other Guardians, who normally have only a 2.having 3 Agility instead of the usual for his class 2, which makes him not as vulnerable to Agility-testing treacheries, and increases his chances to evade enemies instead of fighting them directly.



* UnskilledButStrong: Mark has quite high stats (his stats adds up to 13, instead of usual 12), as well as the ability to [[CastFromHitPoints bruteforce his way through skill tests at the cost of Health]], but pays for it by having extremely limited deckbuilding options, with barely any access to off-class cards, thus making it hard to build him as anything other than a fighter.



* ActionSurvivor: She is neither an occult expert nor a part-time wizard, rather she is a secretary who just happens to be involved in this madness. Fittingly, she has access to Survivor-class cards.

to:

* ActionSurvivor: She is neither an occult expert nor a part-time wizard, rather she is a secretary who just happens to be involved in this madness. Fittingly, she has access to Survivor-class cards. Gameplay-wise, Mihn has great mental stats (both her Intellect her Willpower are a decent 4), but her physical stats are low (her Combat and Agility are a measly 2), but she can make up for them with her access to Survivor cards to help her fight and evade if she ever will need to.



* ItsPersonal: One of the reasons for her involvement in the plot was finding out just ''what'' caused her [[BenevolentBoss boss's]] insanity and death.
* SupportPartyMember: Her signature card, "Analytical Mind", allows her to commit cards to another investigator's checks even if they are in another location.

to:

* ItemCaddy: While all investigators can commit their cards to their teammates' tests, Mihn does that more efficiently, being able to do that from another location, and gaining extra bonuses if she commits exactly one card to the test.
* ItsPersonal: One of the reasons for her involvement in the plot was finding out just ''what'' caused her [[BenevolentBoss boss's]] boss']] insanity and death.
death.
* SupportPartyMember: SupportPartyMember:
**
Her signature card, "Analytical Mind", allows her to commit cards to another investigator's checks even if they are in another location.location.
** Her Elder Sign allows her to return the card of her choice that was appointed to a test back to owner's hand once the test ends. This allows her to commit cards to other people's tests more liberally, as well as allow ''them'' to do the same.



* FragileSpeedster: Like most Rogues, she has good Agility, but she has the lowest Health and second lowest Combat in her class, and can't survive a prolonged fight.

to:

* BoringButPractical: Besides its main effect (which would eventually be disabled when her event stash runs out), her Elder Sign gives her impressive "+3" stat boost (one of the highest stats boosts from Elder Sign in entire game).
* FragileSpeedster: Like most Rogues, she has good 4 Agility, but she has the lowest with only 5 Health and second lowest Combat (lowest in her class, class) and 2 Combat, she can't survive a prolonged fight.fight.
* ItemCaddy: {{Downplayed|Trope}}; her abilities allow her to make a "stash" of events at the beginning of the game, and either quickly draw them, or copy via her signatures, but she has only 3 copies of "Painted World" (each working once per game) and has no means to put extra cards beneath her sheet, so this advantage would run out eventually, making her no different than other investigators in how she plays the cards.



* MechanicallyUnusualFighter: When drawing opening hand, she picks 13 cards, puts 5 events of her choice beneath her sheet, and uses other 8 cards as starting hand; she's explicitly forbidden to do mulligan. During the course of the game, she can draw those cards by spending actions or by drawing her Elder Sign, and her signature event allows her to mimic those events up to 3 times per game.



* SquishyWizard: Has access to Mystic cards, and has a high Willpower (4) stat (greatest in her class), but has only 2 Combat and 5 Health.

to:

* SquishyWizard: Has Sefina pay for massive Willpower (4, way above what most Rogues have) and access to tons of Mystic cards, and has a high Willpower (4) stat (greatest cards with lowest Health in her class), but has only 2 entire class, and one of the lowest Combat stats. In order to survive, she has to rely on her tricks and 5 Health.on her magic; if either works, she would perish very quickly.



** She can absorb charges from her assets as resources. This works in reverse as well, since she may directly recharge them with her Elder Sign ability.

to:

** She can absorb charges from her assets as resources. This works in reverse as well, since she may directly recharge them with her Elder Sign ability.



* ItemCaddy: She's more efficient with assets which relies on charges.
** All such assets enter play with 1 extra charge.
** Her Elder Sign allows her to add 1 charge to asset she controls.
** When needed, she can either return one of such assets back into hand (to later put it in use fully charged), or discharge it and gain the charges as resources, then discard the asset.



* StrongAndSkilled: Akachi combines above-average stats (adds up to 13 instead of normal 12), flexible selection of the cards for her slots and strong ability which significantly reduces the pain of working with her assets. Her deckbuilding is somewhat limited due to the lack of off-class access to the cards outside of "cards with charges" archetype, but it's nowhere as debilitating as with some other investigators.



* ExperienceBooster: "Bury Them Deep" [[DeaderThanDead adds a defeated non-elite enemy to the victory display instead of discarding it]] and gives every investigator 1 Victory
* HunterOfMonsters: His backstory mentions that he was fighting ghouls even before the story started.
* ItemCaddy: Yorick can play asset cards from his discard pile whenever he defeats an enemy (paying their cost). His Elder Sign effect also allows him to return a card from his discard pile to his hand, and unlike his main ability, it can even return skills and events, not just assets.



* MechanicallyUnusualFighter: He can play cards from his discard pile whenever he kills an enemy (paying their cost).



* GlassCannon: She has below-average Health and Sanity (both 6), making her rather fragile.
* JackOfAllStats: She is average at every stat (3).

to:

* ActionSurvivor: Her adaptiveness is a clear case of GameplayAndStorySegregation, as Lola herself is just an actress with no special training or magic abilities, who has to adapt to the eldritch horrors, or perish.
* GlassCannon: She has below-average Health and Sanity (both 6), (6), making her rather fragile.
* JackOfAllStats: She is average at has all stats set to 3 out of 5, probably done so that she can [[JackOfAllTrades make reasonable use of every stat (3).card she has access to.]]



* StanceSystem: She can switch between "roles" (changing her class), with only cards matching her current "role" being playable; Neutral cards are always available, and she can keep the assets she's already put in play.

to:

* StanceSystem: She can switch between "roles" (changing her class), with only cards matching her current "role" being playable; Neutral cards are always available, and she can keep the assets she's already put in play. She can change her current "role" either manually (once per round), or by drawing Elder Sign.



* ItemCaddy: His playstyle is entirely built around using a large amount of Allies; compared to the other investigators, he can access them more cheaply and, with the help of his signature card, he can have several Allies in play simultaneously.

to:

* GeniusBruiser: {{Downplayed|Trope}}; while Leo obviously can't replace actual dedicated Seeker, he doesn't struggle as much as many other Guardians when looking for clues, thanks to having 3 Intellect (above average for his class) and access to some off-class cards which can help him find more clues. Leo's native class and good 8 Health and 4 Combat would protect him while he's busy with his research.
* ItemCaddy: His playstyle is entirely built around using a large amount of Allies; compared to the other investigators, he can access them more cheaply and, with the help of his signature card, he can have several Allies in play simultaneously.simultaneously. His Elder Sign effect adds to this playstyle as well, allowing him to look at the top 3 cards of his deck for an Ally card and draw it.



* StoneWall: Leo's emphasis on making the most of allies means he also has plenty of people absorbing damage and horror in his place, making him among one of the most resilient Guardians (on top of already having 8 Health). Mitch Brown amplifies this further, giving him 2 extra Ally slots for non-unique ones, providing him with even more tanking.



* FragileSpeedster: Has the highest Agility (4) amongst Seekers, but only 1 Combat. She can easily run away from many monsters, but any attempt to engage them head-on isn't likely to end well.

to:

* ExtraTurn: Once per round, after moving, she gets a chance to immediately investigate her new location without spending any extra actions. This is a part of her representing mobility-based Seeker archetype.
* FragileSpeedster: Has She's one of the highest Agility (4) amongst Seekers, but only 1 Combat. She can few Seekers to have 4 Agility, which allows her to easily run away from many monsters, but any attempt as well as deal with many otherwise-dangerous treacheries. She also has the Elder Sign ability which allows her to move to connected location without spending actions. But if she actually tries to engage them head-on isn't the enemy head-on, it likely to wouldn't end well.well, as she has only 1 Combat and 7 Health and Sanity.



* {{Backstab}}: His .38 "Trusty" deals bonus damage when used against enemies not engaged with you -- particularly, when he attacks the enemies who attacks someone other than him.

to:

* {{Backstab}}: ActionSurvivor: {{Downplayed|Trope}}, while Bootleggers are hardly defenceless, they do not see as much action as gangsters and other criminals. Fittingly, he has (limited) access to Survivor cards.
* {{Backstab}}:
**
His .38 "Trusty" deals bonus damage when used against enemies not engaged with you -- particularly, when he attacks the enemies who attacks someone other than him.him.
** His Elder Sign effect has the bonus scaling with the number of exhausted enemies. Though it's useful in any task, not just combat.



* KarmaHoudini: His backstory mentions that he never gets caught. In gameplay terms, he has an additional action specifically to evade, which can save him if he's out of normal actions.
* KarmaHoudiniWarranty: His signature weakness, "Caught Red-Handed", causes all enemies in his location to get ready, and all "Hunter" monsters to move one step closer to him, which, if it happens at the worst moment, can lead to him being hopelessly overwhelmed. [[TotalPartyKill Or not only him]].

to:

* KarmaHoudini: His backstory mentions that he never gets caught. In gameplay terms, he ExtraTurn: Finn has an additional extra action specifically each turn to evade, which allows him to exhaust an enemy and still have enough actions left to capitalise on that.
* GeniusBruiser: {{Downplayed|Trope}}, he has very good Intellect (4), but also decent fight (3), so he
can save defend himself if his deck is built for combat and/or he needs to stand his ground, but his ability and signature cards encourage him if to evade rather than confront enemies head on.
* LightningBruiser: {{Downplayed|Trope}}, he has both high Agility (4) and okay Combat (3), so he can both evade and fight, but he is better at the former than the later. He also has average Health and Sanity (7) so he is not more vulnerable to either damage and horror unlike most investigators.
* TheSmartGuy: {{Downplayed|Trope}};
he's out not a Seeker, but he has access to some of normal actions.
* KarmaHoudiniWarranty: His signature weakness, "Caught Red-Handed", causes all enemies in his location to get ready,
their cards, and all "Hunter" monsters to move one step closer to him, which, if it happens at the worst moment, can lead to him being hopelessly overwhelmed. [[TotalPartyKill Or not only him]].has impressive 4 Intellect.



** He is an (in)famous smuggler who [[KarmaHoudini never gets caught]].
** He is great for stealthy accumulation of clues, due to having good Agility (and a bonus action specifically for Evasion), good Intellect, and access to some Seeker cards.

to:

** He is an (in)famous smuggler who [[KarmaHoudini never gets caught]].
caught.
** He is great for stealthy accumulation of clues, due to having good Agility (and a bonus action specifically for Evasion), good Intellect, and access to some Seeker cards. Additionally, his Elder Sign effect allows him, if he succeeds with good enough result, find extra clue.
* SoMuchForStealth: His signature weakness, "Caught Red-Handed", causes all enemies in his location to get ready, and all "Hunter" monsters to move one step closer to him, which, if it happens at the worst moment, can lead to him being hopelessly overwhelmed. [[TotalPartyKill Or not only him]].



Mystic-class investigator. Has access to ''Blessed'' cards of any class (up to level 3).

to:

Mystic-class investigator. Has access to ''Blessed'' cards of any class (up to level 3). Receives free exp at the deck creation.



* CripplingOverspecialisation: At the moment of release, he had very few off-class options, due to the "Blessed" trait not being very common. He got a large infusion of new off-class cards with the release of the ''The Innsmouth Conspiracy'' Cycle, however.

to:

* CripplingOverspecialisation: At the moment of release, When he was originally released, he had very few off-class options, due to the "Blessed" trait not being very common. He got a large infusion of new off-class cards with the release of the ''The Innsmouth Conspiracy'' Cycle, however.but this obviously requires buying another expansion besides his own.



* MechanicallyUnusualFighter: One of the few investigators to start with free experience points, allowing him to include certain high-level cards right from the start.

to:

* MechanicallyUnusualFighter: One CriticalHit: His Elder Sign makes him pass whatever skill test he's doing automatically, and gives one other bonus of his choice.
* ExtraTurn: His Elder Sign gives him
the few investigators to start with free experience points, allowing him to include certain high-level cards right from the start.choice between two options, one of them taking an extra action (but only if it's his turn).



* TokenMinority: He's native to Mexico, and only his personal mission brought him to Arkham.
* TooAwesomeToUse: Mateo is one of the few Investigators with an once per game ability, but he allows him to instantly treat an [[CriticalFailure Auto-Fail]] Token as an [[CriticalHit Elder Sign]] Token. Needless to say, most players wait on using it until they ''really'' cannot afford to fail a test. Similarly, his "Codex of Ages" allow him to seal the Elder Sign on it (Boosting his Willpower as long as he holds it), and give him the option to discard it to reveal it in place of a random Chaos Token; this is however more abusable if Mateo has ways to recur the Codex from his discard pile.



* GatheringSteam: He starts with every skill set to zero. He [[CriticalStatusBuff can increase them by suffering damage and horror]] (potentially putting himself above other Survivors stat-wise), but his Health and Sanity are amongst the weakest in the game, too, meaning he can't spare much. It's crucial to supply him with the right set of cards if he plans to survive until the end of campaign. This playstyle also often makes him benefit from traumas, as starting already damaged gives him early game stat boost.
* GlassCannon: {{Enforced|Trope}}, not only does Calvin has below average Health and Sanity (6), but he is ''encouraged'' to take damage and horror, as [[CriticalStatusBuff his Combat and Agility raise by 1 for each damage he has and his Willpower and Intellect are also increased by 1 point for each horror on him]]. With only 1 Health and Sanity remaining, Calvin has an impressive [[MasterOfAll 5 in every stat]], but one enemy attack or failed treachery will spell his doom if he cannot nulify it or tank the damage and/or horror on other assets of his. Because of this mechanic, anything that raises Calvin's max Health and Sanity is especially valuable, as that means he can also increase his stats further.
* HealThyself: His Elder Sign allows him to heal (or take, [[CriticalStatusBuff for associated buffs]]) some damage or horror.



* MagikarpPower: He starts with every skill set to zero. He [[CriticalStatusBuff can increase them by suffering damage and horror]] (potentially putting himself above other Survivors stat-wise), but his Health and Sanity are amongst the weakest in the game, too, meaning he can't spare much. It's crucial to supply him with the right set of cards if he plans to survive until the end of campaign.
* MasterOfNone: PlayedWith. He is only investigator to have 0 at ''any'' stat, let alone all of them, yet he is also the only investigator who [[CriticalStatusBuff may bring all his stats to 5 even before applying any cards]].

to:

* MagikarpPower: He starts with every skill set to zero. He MasterOfAll: With [[CriticalStatusBuff can increase them by suffering enough damage and horror]] (potentially putting himself above other Survivors stat-wise), but his Health and Sanity are amongst horror on him]], Calvin can have a 5 in every skill, matching every investigator best in a certain field, the weakest in the game, too, meaning he can't spare much. It's crucial to supply problem is that [[GatheringSteam it takes him with the right set of cards if he plans time to survive until the end of campaign.
get there]].
* MasterOfNone: PlayedWith. He is the only investigator to have 0 at ''any'' stat, let alone all of them, yet he is also the only investigator who [[CriticalStatusBuff may bring all his stats to 5 even before applying any cards]].cards]]; [[GatheringSteam fully-powered Calvin]] is actually above average.



* ActionSurvivor: She has pretty normal profession of a psychologist, and lacks prior experience fighting eldritch horrors (in fact, she doesn't even believe in their magic nature, if her signature weakness "Rational Thought" is any indicator).



* ProductionForeshadowing: Her backstory features the Dreamlands, and her replacement signatures provided along with her novella (which was released before her proper introduction in ''TCU'' expansion) references it as well. The very next expansion after ''The Circle Undone'' takes place in the Dreamlands.



* SquishyWizard: While she can't access high-level "Weapons" (or any non-neutral cards except for those related to horror healing, even from her own class, for that matter), she can partially compensate for this with access to Mystic cards. Unfortunately, none of her stats except for Intellect are particularly good, with Combat and Agility being the worst, and she also has low Health.

to:

* SquishyWizard: While she can't access high-level "Weapons" (or any non-neutral cards except for those related to horror healing, even from her own class, for that matter), she can partially compensate for this with access to Mystic cards. Unfortunately, none of her stats except for Intellect are particularly good, with Combat and Agility being the worst, and she also has low Health.Health (albeit she has increased Sanity).



* WeakButSkilled: She has below-average stats (11 stat points total, instead of normal 12), and extremely limited access to her own class' card pool (lacking access to high-level cards, and any Weapons above level 0). But she's the best [[TheMedic horror healer]], with added benefit of giving her target free resources. Her off-class options makes her versatile support investigator.



* BigGuy: Unusually for a Seeker, he can be the team's designated fighter, having good Health (8) and Combat (4), and being able to use Guardian-class cards. He pays for it with reduced Willpower (only 2) and Sanity (only 6), however.

to:

* AntiFrustrationFeatures: After Joe was released, [[ObviousRulePatch additional rulings]] specified that an asset is played before cards that would occupy the same slot as that asset are discarded. While for the most part this doesn't impact other investigators, it is a big relief for Joe as that means if he played tools taking hand slots and then his Detective's Colt 1911s (which take 2 hand slots, but also give 2 additional ones exclusively for Tool assets), he won't have to discard the Tools to "make space" for his weapon.
* BigGuy: Unusually for a Seeker, he can be the team's designated fighter, having good Guardian-grade 8 Health (8) and Combat (4), 4 Combat, and being able to use Guardian-class cards. He pays for it with reduced Willpower (only 2) and low 6 Sanity (only 6), however.and 2 Willpower, which are below average for Seekers.



* GlassCannon: As noted by the "Starter Decklist" manual, Joe below average Willpower and Agility (both are at embarrassing 2) makes him very vulnerable to treacheries that deal damage '''and''' horror: the latter is especially concerning given his low Sanity, but even his high Health can get chew through quickly if he is not careful. He can mitigate it with Willpower and Agility boosting and/or healing cards present both in the Guardian and Seeker card pool, but his best bet is to leverage his good Combat and Intellect (both are at 4) to defeat any threat and gather clues quickly and finish scenarios before he gets overwhelmed.



* MechanicallyUnusualFighter: He has a second deck specifically for "Insight" events, which he can play at reduced cost.

to:

* MechanicallyUnusualFighter: He has a second deck specifically for "Insight" events, which he can play at reduced cost. To make it easier to keep it filled, his Elder Sign can move events from discard pile into "hunch deck".
* MightyGlacier: While Joe is tougher than most Seekers, he's also one of the slower ones, having only 2 Agility.



* LethalJokeCharacter: He is a trust fund kid [[MasterOfNone with an awful statline]]: how effective can he be? Turns out, very much, because he can afford expensive cards that would leave investigators bankrupt ''every turn''.



* MagikarpPower: Preston has only 1 at each skill, making it crucial to find the right set of cards to actually put to good use his [[CrimefightingWithCash never-ending stream of resources]].

to:

* MagikarpPower: Preston has only 1 at each skill, making it crucial to find level him up and get the right set of cards to actually put to good use his [[CrimefightingWithCash never-ending stream of resources]].resources]].
* MasterOfNone: PlayedWith. He has abysmal 1-1-1-1 statline, leaving him no chance to pass any skill tests on his own. But his [[CrimefightingWithCash extremely strong]] economy makes him able to regularly use expensive cards to either get much-needed stats boosts or directly spend resources for the desired results, which makes his low basic stats into non-issue.



* UnskilledButStrong: Preston has abysmal stats, but has the strong enough economy to just bruteforce his way through the game by spending cash on stronger cards on regular basis. It helps that many Rogue cards, particularly those introduced in same expansion as him, benefit from investigator's resources supply rather than stats, or give strong stat boosts but requires regular resources infusions which others can't afford.



* GatheringSteam: Average at every stat... except Willpower (crucial stat for any self-respecting Mystic), which is set to 1. She can increase it with her special abilities, as long as she has cards to sacrifice (she can return them with her Elder Sign, or play them directly from there via her signature card, "Twilight Blade"), with maximum allowed number of cards giving her 6 basic Willpower, which is above normal maximum.



* JackOfAllStats: Beside her unimpressive 1 Willpower (worst in the class), all her other stats are average, which allows her to still be useful in other non-spellcasting tasks. By leveraging her Guardian card-pool she can make use of her Intellect, Combat and Agility to find clues, fighting and evading enemies while she [[GatheringSteam builds her Willpower]] to be able to cast spells effectively.
* LoopholeAbuse: "Dark Secret" cannot be canceled on it own... But its effects ''can'' be ignored, so a "Deny Existence" can prevent Diana from discarding any card or taking any horror from it if played at the right time.



* MagikarpPower: Average at every stat... except Willpower (crucial stat for any self-respecting Mystic), which is set to 1. She can increase it with her special abilities, as long as she has cards to sacrifice (she can return them with her Elder Sign, or play them directly from there via her signature card, "Twilight Blade").

to:

* MagikarpPower: Average at every stat... except Willpower (crucial stat for any self-respecting Mystic), which is set MechanicallyUnusualFighter: Unlike the other Mystics, she starts with only 1 Willpower, and has to 1. She can increase it with her special abilities, as long as she has to more decent level by putting the cards to sacrifice (she can return under her investigator sheet. If she needs them, she may later retrieve them with via her Elder Sign, or play them directly from there via her signature card, "Twilight Blade").Sign.



* SquishyWizard: Notably one of the few Mystics to [[AvertedTrope avert this trope]]: she has well-balanced stats overall, instead of having glaring weakness in either Health, Combat and/or Agility, which makes her less vulnerable, even in comparison to investigators from the other classes. Access to Guardian-class cards also gives her some tools to further increase her survivability.
* UnblockableAttack: "Dark Secret" cannot be cancelled, perhaps to account for Diana's propensity on packing cards with treachery-blocking effects. That said, take a look at LoopholeAbuse above for an alternative way to deal with it.



* ActionSurvivor: She is just a singer thrust into a dangerous world by [[InTheBlood her witch heritage]], but she lacks any proper training. Fittingly, she can use a few Survivor cards, while she notably can't access most high-level Mystic cards (excluding Spells).



* DifficultButAwesome:
** [[UsefulNotes/{{Voudoun}} Baron Samedi]] is unique among signature weakness, which are usually a PowerNullifier, in that it can ''enable'' Marie's doom-related abilities if she gets unlucky and has no asset that can produce doom in play. Marie still doesn't want him to be in play for too long as it will make the wounds she and other investigators in her location would suffer worse, but it fits for him [[GameplayAndStoryIntegration compelling Marie into tapping in her witch heritage to survive]].
** Her doom-related playstyle is this in general: done right, she can reap enormous benefits beside the [[ExtraTurn extra action]] she gets; done wrong, it will lead her and her fellow Investigators to meet [[RocksFallEveryoneDies an unfortunate end]].



* ExtraTurn: Marie gets an extra action each turn to cast Spells (playing Spell events, putting Spell assets in play, or activating abilities on Spells assets already in-play), but [[PowerAtAPrice with a catch]]: at least one of her assets must have doom on it for her to use this ability.



* ItemCaddy: As long as she has at least 1 Doom on any card, she gains extra action to spend on her Spells, either to play them or to use the ones already in play. Her Elder Sign allows to add or remove 1 Doom from any card under her control.
* KillAndReplace: If Marie draws [[UsefulNotes/{{Voudoun}} Baron Samedi]] and she doesn't have any ally slot avaiable to put him into play, he will forcibly discard an ally of hers to "make space" for himself; ironically [[NiceJobFixingItVillain that can help her if she had a lot of doom on an ally and couldn't get rid of them before they advanced the agenda ahead of time]]



* TheSmartGuy: Has good Intellect stat (4)-- the best amongst Mystics.
%%* SouthernBelle: She's from New Orleans.

to:

* TheSmartGuy: Has good Intellect stat (4)-- the best amongst Mystics.
%%* SouthernBelle:
She's from New Orleans.one of the few Mystics to have 4 Intellect, as well as has access to some Seeker cards.



* ActionSurvivor: She's a normal athlete who got involved in this mess because the "racists" she has tried to dealt with turned out to be the cultists looking for another prey. Well, bigots or cultists, they picked the wrong victim...



* BigGuy: One of the few investigators to have 9 Health. While her Combat is average, she can use her great Agility to temporarily neutralise them instead--or even to actually fight them.

to:

* BigGuy: One of the few investigators to have 9 Health. While her Combat is average, she can use her great Agility to temporarily neutralise them instead--or instead -- or even to actually fight them.



* LightningBruiser: She has 5 basic Agility, and she also has high Health (9) and decent Combat (3), making her versatile combatant. She can even use her high Agility offensively by damaging enemies after successfully evading them.

to:

* LightningBruiser: She has 5 basic Agility, and she also has high Health (9) and decent Combat (3), making her LightningBruiser:
** She's rather
versatile combatant. She combatant, having 9 Health, 5 Agility and 3 Combat, which allows her to change her tactics depending on the situation.
** Once per round, she
can even use her high Agility offensively offensively, by damaging enemies after successfully evading them.them; this effect becomes even stronger if she draws the Elder Sign, as it allows to utilise this ability multiple times per round instead of just once.



* UnskilledButStrong: {{Downplayed|Trope}}, as expected from a Survivor, Rita has no experience dealing with the supernatural, but she is still a capable athlete that can outrun most threats. In gameplay terms, she has above average stats, with a total count of 13 stat points instead of 12, with her 5 Agility and abilities that reward her for evading enemies enabling HitAndRunTactics well. But she has an extremely limited card selection to choose from: beside Survivor cards she can only take cards with the "Trick" trait, which are mostly Rogue events, and few asset cards. While many of her off-class options are solid, they have a lot of overlap with Wendy, and there are few cards Rita can take that aren't available to Wendy, as she misses out on many Rogue cards that make use of Agility or give additional benefits on evasion that Wendy can take.



* ActionSurvivor: He is not very experienced, but compensates for this with his savviness. He also has access to Survivor-class cards.

to:

* ActionSurvivor: {{Downplayed|Trope}}. He is not very experienced, has combat training, being the cop, but compensates for this he's a rookie with his savviness. He also less actual experience than some civilian investigators. Fittingly, he has access to Survivor-class cards.



* HumanShield: Unlike other investigators, he can afford to use his "Allies" to soak up damage; if they get defeated, he receives additional resources, which he can spend either on [[WeHaveReserves more "Allies"]], or [[MoreDakka to reload "Becky"]]; and instead of being discarded, they are shuffled back into his deck (they don't "die", they just retreat). But he must be careful, since his signature weakness, if drawn, forces him to discard '''all''' assets with damage on them.

to:

* GeniusBruiser: {{Downplayed|Trope}}; he has decent 3 Intellect, and can boost his effectiveness in looking for clues with the Survivor-class cards he has access to, while having good survivability thanks to his native Guardian class and strong defensive abilities.
* HumanShield: Unlike the other investigators, he can afford to use his "Allies" to soak up damage; if they get defeated, he receives additional resources, which he can spend either on [[WeHaveReserves more "Allies"]], or [[MoreDakka to reload "Becky"]]; and instead of being discarded, they are shuffled back into his deck (they don't "die", they just retreat). But he must be careful, since his signature weakness, if drawn, forces him to discard '''all''' assets with damage on them.



* ItemCaddy: While all Guardians rely on using assets to soak up damage, Tommy has some extra abilities specifically to make it easier and more efficient:
** Tommy gains extra resources when his Allies gets defeated, which makes it less punishing to put them under fire; additionally, they don't get discarded, just shuffled back into his deck.
** His Elder Sign effect allows to either dump some damager/horror on his asset, or, when he actually needs some key asset alive and well, reassign damage/horror from asset to Tommy himself.
* JackOfAllStats: Tommy has good overall stats, with only Agility being below average. His access to Survivor cards makes him even more versatile, as well as makes it easier to come back if he fails a test or two.



* StoneWall: Much like Leo before him, Tommy's focus on allies and assets in general that can absorb damage and horror for him makes him quite resilent even among Guardians: getting refunded resources equal to the amount of damage and horror on them when defeated helps him keep putting down more "walls" to endure whatever the Encounter Deck throws at him.



* CripplingOverspecialisation: {{Downplayed|Trope}}. She can access up to 10 Rogue, Mystic or Survivor level 0-1 cards, but only events or skills, not assets, and she must choose only ''one'' secondary class at the deck creation, making other two unavailable. This limit becomes more noticeable when using an increased deck size, due to sheer difference between number of Seeker and non-Seeker cards.



* ItemCaddy: Her key ability allows her to quickly search the deck to find some cards she needs, or help her friends to do the same; her Elder Sign does the same, and allows her to either draw the card she finds, or commit to the test.
* JackOfAllStats: Mandy has 3 Agility (instead of 2 like most Seekers), which makes her stats relatively balanced, only truly lacking in Combat. Her deckbuilding options allows her to take one of the three paths: take Rogue cards and get more agile, take Mystic cards and get stronger mind, or take Survivor cards and get balanced kit, as well as getting a safety pillow for botched Combat tests.



* SquishyWizard: Even by Seekers standards; she has only 5 Health and 1 Combat, making her chances at prolonged combat...slim at best.

to:

* SquishyWizard: Even by Seekers standards; she has only 5 Health and 1 Combat, making her chances at prolonged combat... slim at best.best. Fortunately, she also has 3 Agility (most other Seekers have 2), which gives her the chance to escape ambushes, and makes her less vulnerable to treacheries.



* BigGuy: Has 9 Health, and he is one of the few investigators with 5 Combat. He also can use some of the Guardian-class cards.
* BountyHunter: The game explicitly calls him bounty hunter. [[GameplayAndStoryIntegration This also works as his signature mechanic]], allowing him to receive resources as reward for hunting monsters. The harder the target, the bigger the reward is. Number of bounties available is limited (6 by default), may only be restored either through use of his signature "Weapon" or through his Elder Sign, and he only completes them if he deals killing blow [[KillSteal personally]].
* CripplingOverspecialisation: {{Downplayed|Trope}}. He can access up to 10 Guardian, Seeker or Survivor level 0-1 cards, but only events or skills, not assets, and he must choose only ''one'' secondary class at the deck creation, making other two unavailable.

to:

* BigGuy: Has 9 Health, and he is one of the few investigators with 5 Combat. He also can use some of the Guardian-class cards.
cards to boost his offensive capabilities.
* BountyHunter: The game explicitly calls him bounty hunter. [[GameplayAndStoryIntegration This also works as his signature mechanic]], allowing him to receive resources as reward for hunting monsters.monsters; Tony has to mark the targets upfront, by putting the bounties on freshly-spawning enemies. The harder the target, the bigger the reward is. Number of bounties available is limited (6 by default), may only be restored either through use of his signature "Weapon" or through his Elder Sign, and he only completes them if he deals the killing blow [[KillSteal personally]].
* CripplingOverspecialisation: {{Downplayed|Trope}}. ExtraTurn: Each turn, Tony gets an extra action which can only be spent on fighting or engaging an enemy; the drawback is that Tony can only spend that extra action on enemies with a bounty on their head (which have to be set when the enemy spawns), but at least he can choose on whom to put those bounties.
* GeniusBruiser: {{Downplayed|Trope}}; he has decent 3 Intellect and can take some Seeker cards, which makes him able to build as "smash in, check out" investigator.
* GlassCannon: While he has very high health (9), Tony has very low Sanity (5), and his poor Willpower and Agility (2) leaves him vulnerable to treacheries as well.
He can access up to 10 Guardian, Seeker or Survivor level 0-1 cards, absolutely slaughter any enemy in his path, but only events or skills, not assets, and he must choose only ''one'' secondary class at the deck creation, making other two unavailable.one bad encounter can spell his doom.



* KillSteal: Tony only gets reward if he kills the target personally; this may come up as a problem if he's no the only fighter in the team: if somebody tries to "[[UnwantedAssistance help]]", it would waste (limited) bounties.
* MightyGlacier: He has one of the best Health (9) and Combat (5) in the game, let alone amongst Rogues, but compensates for it with low Agility (2)--second worst in the class.

to:

* KillSteal: Tony only gets reward if he kills the bounty target personally; this may come up as a problem if he's no the only fighter in the team: if somebody tries to "[[UnwantedAssistance help]]", it would waste (limited) bounties.
* MightyGlacier: He has one of the best Health (9) and Combat (5) stats in the game, let alone amongst Rogues, but compensates for it with low unimpressive 2 Agilty, second-worst in the class. This changes his playstyle rather significantly, as many Rogue cards rely on Agility (2)--second worst in the class.to work efficiently.



* PunchClockHero: He is OnlyInItForTheMoney. And maybe revenge on the [[ArchEnemy Deep One]]. Otherwise, he couldn't care less about common goals or his teammates.

to:

* PunchClockHero: He is OnlyInItForTheMoney. And maybe revenge on the [[ArchEnemy Deep One]]. Otherwise, he couldn't care less about common goals or his teammates. Fittingly, he does have access to Guardian cards, but in very limited amount given [[NominalHero he is not much of a hero]]



* PocketDimension: His signature card, the "Gate Box", forms a portal (called "Dream-Gate") Luke may use to gain shelter from monsters until the end of round, while also being able to interact with the other locations, or even moving there. However, if his weakness, "Detached from Reality", kicks in, the portal becomes malevolent, trapping Luke there and forcing him to quickly investigate a high-shroud location or suffer horror.
* TheSmartGuy: {{Downplayed|Trope}}; while he has average Intellect, he has access to Seeker cards, and can use some of the Mystic cards to replace Intellect with Willpower during Investigate actions; this makes him a potential choice for the team's clue-searcher: fitting, as the expansion he's introduced in takes place in the Dreamlands, which he knows better than anyone else.
* SquishyWizard: One of the squishiest in the game; he only has 5 Health and unimpressive Combat and Agility, meaning his first close combat may very well become his last.

to:

* PocketDimension: His signature card, the "Gate Box", forms a portal (called "Dream-Gate") Luke may use to gain shelter from monsters until the end of round, while also being able to interact with the other locations, or even moving there. However, there; however, if his weakness, "Detached from Reality", kicks in, the portal becomes malevolent, trapping Luke there and forcing him to quickly investigate a high-shroud location or suffer horror.
horror. The box has limited charges, but it can be recharged just like any other charges-based asset, and his Elder Sign allows to put 1 charge immediately.
* TheSmartGuy: {{Downplayed|Trope}}; while he has average Intellect, he has access to Seeker cards, and can use some of the Mystic cards to replace Intellect with Willpower during Investigate actions; this makes him a potential potent choice for the team's clue-searcher: clue-searcher -- fitting, as the expansion he's introduced in takes place in the Dreamlands, which he knows better than anyone else.
* SquishyWizard: One of the squishiest in the game; he only has 5 Health and an unimpressive Combat and Agility, 2 Combat, meaning that his first close combat may very well become his last.last. His best bet for survival when engaged with an enemy is using the [[PocketDimension Gate Box]] to retreat in the [[{{Dreamland}} Dream-Gate]], or, if that is unavailable, attempt to run away by relying on his 3 Agility.



* DifficultButAwesome: Her unique gimmick means she can't form a stable hand and plan around it, but also that she can rotate her deck very quickly (even more quickly if she puts assets in play, since they're now removed from the card rotation), accessing certain cards much more often than she would have otherwise. However, fast rotation also means more issues with managing horror (each time deck resets, investigator takes 1 horror).

to:

* DifficultButAwesome: Her unique gimmick means that she can't form a stable hand and plan around it, but also that she can rotate her deck very quickly (even more quickly if she puts assets in play, since they're now removed from the card rotation), accessing certain cards much more often than she would have otherwise. However, fast rotation also means more issues with managing horror (each (as each time the deck resets, investigator takes 1 horror).



* MechanicallyUnusualFighter: She has a lower maximum hand size (5 instead of the normal 8), and during the Upkeep phase, she discards all non-weakness cards from her hand, drawing a new set of 5.
* SquishyWizard: Has access to Mystic cards and has a high Willpower stat, but she is neither durable nor powerful nor fast, meaning it's not in her best interest to fight monsters directly.

to:

* MechanicallyUnusualFighter: She has a lower maximum hand size (5 instead of the normal 8), and during the Upkeep phase, she discards all non-weakness cards from her hand, drawing a new set of 5.
5. Given that she's likely to discard most of her deck in just few turns, her Elder Sign allows her to shuffle almost entire discard pile (minus 1 card) back into the deck. To make this gimmick easier to manage, she has boosted deck size of 42 cards, instead of normal 30.
* SquishyWizard: Has access to Mystic cards and has a high Willpower stat, but she is neither durable nor powerful nor fast, meaning that it's not in her best interest to fight monsters directly.



* WeakButSkilled: Patrice has below-average stats (her total sum adds to 10, which his lower than the 12 of most Investigators), and suffers from her gimmick which makes her hand getting wiped out and reset every turn (so no way to "preserve" good cards for later occasion), but she never stays with empty hand for long, so she can freely commit her cards to skill tests. On top of that, her Violin allows to get rid of useless cards in her hand and then either draw a new one or get a resource, or let her teammate do that.



* FragileSpeedster: {{Downplayed|Trope}}; compared to other Guardians, she has decent Agility (3, instead of the usual 2), giving her an adequate chance to escape unneeded combat--which may end not that well, considering her low Health.
* GlassCannon: PlayedWith. She has ''very'' low Health (only 5). While, being a Guardian, she has some good options to soak up damage, putting those in play requires time and resources. But on the bright side, she has very high Sanity (9), so against the enemies dealing horror instead of damage, she would be ''more'' resilient than average Guardians. She has average Combat (lower than most other Guardians), but it's less of issue due to sheer amount of combat-oriented cards he class has.

to:

* FragileSpeedster: {{Downplayed|Trope}}; compared to the other Guardians, she Sister Mary has decent lower Combat, but also higher Agility (3, (both at 3, instead of the usual 2), giving 4 and 2, respectively), making her an adequate chance more vulnerable in open combat, but also more likely to just escape unneeded combat--which may end not that well, considering her low Health.
ambush.
* GlassCannon: PlayedWith. She has ''very'' low Health (only 5). While, being a Guardian, she has some good options to soak up damage, putting those in play requires time and resources. But on the bright side, she has very high Sanity (9), so against the enemies dealing horror instead of damage, she would be ''more'' resilient than the average Guardians. She has average worse Combat (lower than most other Guardians), of her colleagues, but it's less of issue due to sheer amount of combat-oriented cards he her class has.has many ways to minimise this problem, or she can just utilise the Mystic-class Spells.



* LuckManipulationMechanic: She is the only investigator who can directly add "Blessed" tokens without the use of other cards.
* MagicKnight: She is a Guardian who can use Mystic cards, and has good Willpower and at least decent Combat.

to:

* LuckManipulationMechanic: She is the only investigator who can directly add "Blessed" tokens without the use of other cards.
cards; she adds 2 tokens at the start of the game, and can add 1 more each round, as well as 1 extra whenever she draws an Elder Sign.
* MagicKnight: She is a Guardian who can use Mystic cards, and has good combines great Willpower and at least with decent Combat.Combat (both of which can be improved further with the cards she has access to).



* SquishyWizard: Stats-wise, she's closer to Mystic than a Guardian, having only 5 Health and 3 Combat and Agility. But she comes with high Willpower and access to Mystic-class cards, allowing her to compensate for weak points with magic.

to:

* SquishyWizard: Stats-wise, she's closer to a Mystic than a Guardian, having only 5 Health and 3 Combat and Agility. But she comes with high impressive 4 Willpower and access to Mystic-class cards, allowing her to compensate for weak points with magic.



* CriticalHit: Her Elder Sign doubles skill icons on the card beneath her sheet, and thus, the power of her ability (which only triggers during skill tests).



* MasterOfNone: PlayedWith. Stats-wise, she is one of the worst investigators (only 2 at every one, which is below average), and certainly has the worst Intellect amongst Seekers (all of whom have 4-5). However, her abilities allows her to quickly rotate through all her available cards, nearly always having something useful at her disposal. Also, any cards she has under her sheet can be applied to tests without needing to discard them afterwards.
* MechanicallyUnusualFighter: Cards under her investigator sheet can be applied to skill checks as usual, but ''won't'' be discarded afterwards. She must discard them at the end of round, however, whether she used them or not. This works particularly well with Skill cards (which must be applied to a skill check in order to work anyway), though she can do this only once per skill check. He signature weakness, "Whispers from the Deep", also uses this mechanic, working as a Skill with ''negative'' stats (which she can't refuse to use).

to:

* MasterOfNone: PlayedWith. Stats-wise, she is one of the worst investigators (only 2 at every one, stat, which is below average), and certainly has the worst Intellect amongst Seekers (all of whom have 4-5). However, her abilities allows her to quickly rotate through all her available cards, nearly always having something useful at her disposal. Also, any cards she has under her sheet can be applied to tests without needing to discard them afterwards.
* MechanicallyUnusualFighter: Cards under her investigator sheet can be applied to skill checks tests as usual, but ''won't'' be discarded afterwards. She must discard them at the end of the round, however, whether she used them or not. This works particularly well with Skill cards (which must be applied to a skill check in order to work anyway), though she can do this only once per skill check. He signature weakness, "Whispers from the Deep", also uses this mechanic, working as a Skill with ''negative'' stats (which she can't refuse to use).



* WeakButSkilled: Amanda has 2 in every stat, bringing her to a total of 8 skill points, 1/3 of what most investigators have (12), but her free extra draw she gets at the start of her turn and ability to commit one card to '''every''' skill (including skill cards with powerful secondary effect beside the stat boost) test until her next turn greatly compensate for her weak statline.



* EarlyBirdCameo: She was originally portrayed on the "Manual Dexterity" Skill card from core game, but wasn't actually introduced until "The Innsmouth Conspiracy".
* FragileSpeedster: {{Downplayed|Trope}}. While she has good Health (8), with her poor Combat (2), she'll have a hard time actually fighting anyone. Instead, she prefers to evade enemies via her good Agility stat (4), and discovering clues right under their noses.

to:

* EarlyBirdCameo: She was originally portrayed on the "Manual Dexterity" Skill card from core game, but wasn't actually introduced until "The ''The Innsmouth Conspiracy".
Conspiracy''.
* FragileSpeedster: {{Downplayed|Trope}}. While she has good Health (8), 8 Health, with her poor Combat (2), only 2 Combat, she'll have a hard time actually fighting anyone. Instead, she prefers to evade enemies via rely on her good 4 Agility stat (4), to just evade her enemies, and discovering discover clues right under their noses.noses. Her main concern is her low 6 Sanity, coupled with typical for Rogues 2 Willpower (making her vulnerable to treacheries), but unlike most of them, she has access to many Seeker cards that can compensate for said vulnerability.



* TheSmartGuy: She has a good Intellect stat (4), and can access Seeker cards, making her a good clue-gatherer. This is good, since the actual Seeker this time around is more of an [[JackOfAllStats all-rounder]].

to:

* TheSmartGuy: She has a good Intellect stat (4), impressive 4 Intellect, and can access Seeker cards, making her a good clue-gatherer. This is good, since the actual Seeker this time around is more of an [[JackOfAllStats all-rounder]]. To further motivate her into acting like team's searcher, her Elder Sign allows her to investigate remote locations without physically going there.



* EarlyBirdCameo: He was first introduced as a bonus investigator (with a set of replacement signature cards and weaknesses) for anyone who bought the novella about him, before being re-introduced in the ''The Innsmouth Conspiracy''.
* {{Expy}}: Of ComicStrip/MandrakeTheMagician, down to the name.

to:

* EarlyBirdCameo: EarlyBirdCameo:
**
He was first introduced as a bonus investigator (with a set of replacement signature cards and weaknesses) for anyone who bought the novella about him, before being re-introduced in the ''The Innsmouth Conspiracy''.
** Dexter was pictured on the "Haste" Asset from ''The Dream Eaters'' expansion, which directly preceded ''The Innsmouth Conspiracy''.
* {{Expy}}: Of Dexter is based on ComicStrip/MandrakeTheMagician, down to the name.



** He's only starting to learn the world of magic, with no-nonsence "do-it-right" attitude; he has only 2 Intellect and can't search for signs of occult and eldritch as efficiently as his more experienced (or savvy) colleagues.
* ItemCaddy: He's all about quickly shuffling his assets, replacing ones he no longer needs with the others. His Elder Sign further helps with it.



* MageMarksman: He is a [[MagiciansAreWizards a magician that can cast actual magic]] and his main choices in weaponry come from his Rogue card pool, most of which are firearms. His backstory also states that, like Mark, he is a war veteran.



* MagicKnight: {{Downplayed|Trope}}. While Dexter only has 3 Combat (compared to his 5 Willpower), he has access to some guns from Rogue-class arsenal, making it less of an issue.



* TheSneakyGuy: Has access to Rogue-class cards, which allows him to stockpile resources he needs to constantly swap his assets. This also allows him to compensate for below-average Agility (2).
* StageMagician: His profession before he learned ''real'' magic. He still dresses like one.

to:

* TheSneakyGuy: Has access to Rogue-class PowerNullifier: Dexter's replacement signature weakness "Yaztaroth" prevents him from putting Assets into play, not just through his ability mind you, ''but even through playing them period''. This is especially nasty if he is using both of his signature cards, which allows as Yaztaroth will prevent Dexter from getting rid of Occult Scraps until he discards the former weakness.
* SquishyWizard: PlayedWith. Dexter has adequate Combat (and some guns to put it to use), but he still has relatively low 6 Health and unimpressive 2 Agility, making going onto offensive risky as he wouldn't be able to easily escape, as well as making
him vulnerable to stockpile resources he needs Agility-testing treacheries (which are likely to constantly swap target his assets. This also allows him to compensate for below-average Agility (2).
Health).
* StageMagician: His profession He was a stage magician before he learned ''real'' magic. He still dresses like one.



Survivor-class investigator. Has access to "Innate" skills of any class (up to level 2).

to:

Survivor-class investigator. Has access to "Innate" skills Skills of any class (up to level 2).



* BigGuy: Has high Combat (4) and Health (9). Besides being impressive by itself, this also makes him most durable investigator in ''The Innsmouth Conspiracy'' expansion.

to:

* BigGuy: Has high Combat (4) and Silas has 9 Health (9). Besides being and 4 Combat. These stats are impressive by itself, on their own, but this also makes him the most durable investigator in ''The Innsmouth Conspiracy'' expansion.expansion, making him potent backup fighter. As may be expected, the downside is having only 5 Sanity, however.



* CripplingOverspecialization: Granted that he specializes in having more cards to pass tests with than normal, but "Innate" cards are typically ''only'' usable for skill tests. "Assets" and such are still restricted to the Survivor pool for him.

to:

* CripplingOverspecialization: Granted that he specializes in having more cards to pass tests with than normal, but "Innate" Skills cards are typically ''only'' usable for skill tests. "Assets" Assets and Events and such are still restricted to the Survivor pool for him.



** He firstly appeared on the "Overpower" Skill from core game, long before actually becoming playable.

to:

** He firstly appeared on the "Overpower" Skill from the core game, long before actually becoming playable.



* HalfHumanHybrid: Like all members of the Marsh family, he has the Innsmouth Look, marking him as half-human, half-Deep One. This doesn't make him any less heroic, though.

to:

* GlassCannon: Silas has tons of Health, as well as high Combat ''and'' Agility, but pays for it with only having 5 Sanity and 2 Willpower, making him vulnerable to certain treacheries of horror-dealing enemies if he fails to quickly kill them. It's in his interests to quickly find a way to soak up horror, or he may perish.
* HalfHumanHybrid: Like all members of the Marsh family, he has the Innsmouth Look, marking him as half-human, half-Deep One. This doesn't make him any less heroic, though.heroic though, but it does leave him vulnerable to the "call of the sea". His main weakness, "Siren Call", [[GameplayAndStoryIntegration represents this]] and forces him to pay resources when he commits card for each icon matching the skill tested, quickly leaving him without resources and [[PowerNullifier unable to commit cards anymore if he cannot pay]] unless he can discard it.



* ItemCaddy: His playstyle relies on using skills (he can access a large amount of the off-class ones), and him easily regaining the skills spent on skill checks (or adding new ones).
* LightningBruiser: Besides being very tough, he also has good Agility (4), making him able to either fight or evade monsters, depending on the situation.

to:

* ItemCaddy: His playstyle relies on using skills Skills (he can access a large amount of the off-class ones), and him easily regaining the skills spent on skill checks tests (or adding new ones).
** Both Sea Change Harpoon and Silas' Net gains stronger effects if he commits Skills to the tests where he uses them, and both can be returned to hand to get the committed Skills back.
** His Elder Sign allows to commit to the test a Skill card from discard pile, which he then returns to hand instead of discarding.
* LightningBruiser: Besides being very tough, he also has good Combat and Agility (4), (both at 4), making him able to either fight or evade monsters, depending on the situation.situation.
* PowerNullifier: "Siren Call" forces Silas to pay resources to commit cards, and if he cannot, prevents him from commiting cards at all. "Dream Of The Deep" subtract 2 points from his skill value to a test Sillas commits this weakness to (making most Skill cards near useless) until he passes a test with this penalty to discard it, and forces Silas to commit this card to every test under the threat of sapping his health every turn if he can't get rid of it.



** His (replacement) signature weakness, "Dreams of the Deep", acts as a skill card which ''subtracts'' from his total skill value, and returns to his hand if the skill check is failed, instead of being discarded. If he ends the turn with it still in his hand, he suffers damage.

to:

** His (replacement) signature weakness, "Dreams of the Deep", acts as a skill card which ''subtracts'' from his total skill value, and returns to his hand if the skill check is failed, instead of being discarded. If he ends the turn with it still in his hand, he suffers 2 damage.



* ActionSurvivor: Tough as nails she might be, Daniela is just a mechanic that found herself tangled with the supernatural by chance, and the horrors she faces are way out of what she accustomed to dealing with. This is probably why she "starts" as a Guardian only to "turn" into a Survivor later.



** Daniela's ability allows her to deal damage to an attacking enemy without bothering with any skill checks, which can help a lot against enemies with high Combat rating.

to:

** Daniela's ability allows her to deal damage to an attacking enemy without bothering with any skill checks, tests, which can help a lot against enemies with high Combat rating.



* BigGuy: Like all Guardians, she's very tough and strong, and remains so even after dual-classing to Survivor. She's also encouraged to stay on the frontline, as all her abilities trigger only when she gets attacked (regardless of whether she actually gets hit or not). This does not work on attacks of opportunity, however.
* BookDumb: She has a low Intellect stat, making her completely rely on Survivor cards for finding clues. However, where she really shines is thinking on her feet and finding non-standard solutions to seemingly impossible problems...just like a true Survivor.

to:

* BigGuy: BigGuy:
**
Like all Guardians, she's very tough and strong, and remains so even after dual-classing to Survivor. She's also encouraged to stay on the frontline, as all her abilities trigger only when she gets attacked (regardless of whether she actually gets hit or not). This does not work on attacks of opportunity, however.
** She's the only investigator to actually ''benefit'' from being attacked, which encourages her to go into offensive rather than hide behind:
*** She can either immediately retaliate and deal 1 damage to attacking enemy, or automatically evade them (which either exhausts them, or triggers other effects).
*** Her signature card, "Mechanic's Wrench", can force the enemies into attacking her when she needs it for specific effect.
*** Her Elder Sign gives her automatic success if she was attacked this round... or a simple "+1" otherwise.
** She has only 6 Sanity, but compensates for it with impressive 4 Willpower (above average for Guardians, and good stat in general), making her less likely to get hit by treacheries. This also makes her better with actually using certain Guardian cards to tank treacheries intended for the other investigators.
* BookDumb: She Representing her unawareness of the eldritch horrors she's facing, she has a low Intellect stat, making her completely rely on Survivor cards for finding clues.clues (all of which involve some unorthodox search methods, or even dumb luck). However, where she really shines is thinking on her feet and finding non-standard solutions to seemingly impossible problems... just like a true Survivor.



* MechanicallyUnusualFighter: She's the only investigator to actually ''benefit'' from being attacked, as she can either immediately retaliate and deal 1 damage to attacking enemy, or automatically evade them (which either exhausts them, or triggers other effects). Her signature card, "Mechanic's Wrench", further reinforces this, as it can make the enemies attack her on demand.

to:

* MechanicallyUnusualFighter: MightyGlacier: Even after she "becomes" a Survivor, Daniela remains a force to reckon with in battle, with an impressive Combat stat of 5 and 8 Health. She's the unlikely to escape any ambushes, however, only investigator to actually ''benefit'' from being attacked, as having 2 Agility, though she can either immediately retaliate and deal 1 try to tank damage and then use her ability to attacking enemy, or automatically just evade them (which either exhausts them, or triggers other effects). Her signature card, "Mechanic's Wrench", further reinforces this, as it can make the enemies attack her on demand.an enemy automatically.



* TheCassandra: No one believes him when he claims that six stars suddenly disappeared from the sky, all at once.

to:

* TheCassandra: No one believes believed him when he claims claimed that six stars suddenly disappeared from the sky, all at once.



* ObviousRulePatch: Errata was released for Norman's promo card, which slightly tweaked the rulings for his deckbuilding specifically to address an issue with him interacting with low-level multiclass cards, which otherwise would consume limited slots for level 0 Mystic cards in his deck.

to:

* ObviousRulePatch: Errata was released for Norman's promo card, which slightly tweaked the rulings for his deckbuilding to match his campaign version, specifically to address an issue with him interacting with low-level multiclass cards, which otherwise would consume limited slots for level 0 Mystic cards in his deck.



** He always plays with top card of his deck revealed (allowing him to know what he may expect).

to:

** He always plays with top card of his deck revealed (allowing him to know what he may expect). His Elder Sign effect synergises with this ability, as its effect scales with the cost of top-most card of the deck, with him being allowed to swap it with one of the cards in his hand, either to get stronger effect or to get better cards earlier.



* SquishyWizard: He has high Willpower and even higher Intellect, and eventually learns how to use powerful magic spells, but he's physically frail, resulting in his low Health, Combat, and especially Agility stats.

to:

* SpaceIsMagic: Norman is an astronomer who through his studies, learns about the eldritch nature of space and how to exploit it to cast magic. In-game, he starts as a Seeker, but later "becomes" a Mystic.
* SquishyWizard: He has high Willpower and even higher Intellect, Norman combines Seeker-grade 5 Intellect with Mystic-grade 4 Willpower, on top of 8 Sanity, and eventually learns how to use powerful magic spells, but he's physically frail, resulting in his low so he has only 6 Health, Combat, 2 Combat and especially Agility stats.1 Agility, making him one of the most fragile investigators in the game.



* AdventurerArchaeologist: Monterey was never one of those archaeologists who work from the office; he's the man of action, who goes on the dangerous expeditions personally, ready to face--and survive--any dangers life can throw at him.

to:

* AdventurerArchaeologist: Monterey was never one of those archaeologists who work from the office; he's the man of action, who goes on the dangerous expeditions personally, ready to face--and survive--any dangers life can throw at him. That being said, he is a scholar first and foremost, which is probably why he starts as a Rogue before "switching" to become a Seeker.



* FragileSpeedster: With access to both Seeker and Rogue cards, very high Agility and an ability that rewards staying on the move, he's got the means and the incentive to zip around the map collecting clues and evading enemies, but his pitiful Sanity and Willpower combined with low Combat and limited combat options cause him to get crushed by any threat he can't outrun. His unique card, Trusty Bullwhip, somewhat compensates for it, allowing to fight using his Agility instead, and even evade the enemy after successful attack.

to:

* FragileSpeedster: With access to both Seeker and Rogue cards, very high Agility of 5 and an ability that rewards staying on the move, he's got the means and the incentive to zip around the map collecting clues and evading enemies, but his pitiful 6 Sanity and 1 Willpower combined with low only 2 Combat and limited combat options cause him to get crushed by any threat he can't outrun. outrun, be they foes or treacheries. His unique card, Trusty Bullwhip, "Trusty Bullwhip", somewhat compensates for it, allowing to fight using his Agility instead, and even evade the enemy after successful attack.attack. However, his weakness, "Buried Secrets", exacerbate the issue by making him unable to move (outside of card effects, like "Pathfinder") until he investigates his location (if he can investigate it, otherwise he is free to move), leaving him as a sitting duck for "Hunter" enemies chasing after him.



* MoneyMultiplier: Monterey can gain extra resources at the end of his turn (or, alternatively, draw extra cards), but only if he ends the turn in different location than where he started in. His Elder Sign has similar effect.



* BigGuy: She has better Health than most Mystics, and has access to Guardian-class cards to increase her survivability and combat effectiveness even further.

to:

* BigGuy: She has better Health than most Mystics, and has access to Guardian-class cards (gradually shifting over completely) to increase her survivability and combat effectiveness even further.further.
* ChargedAttack: The "Prescience of Fate" Discipline raises Lily's Combat value by 1, but also lets her take one action to flip the card to the "broken" side and get a massive +5 skill value bonus to the next test she performs. Taking said action does not provoke attacks of opportunity, meaning it can also be useful in combat to overcome a foe with high Fight or Evade value. It can be restored to the "unbroken" side by not taking a test for a whole round, [[LuckBasedMission so hope the next encounter card you draw won't require a test.]]



* DoesNotLikeGuns: Even as she dual-classes into Guardian, she can't use "Firearms", possibly due to her training as a martial artist. Bows and grenades are still valid, however.
* ItSucksToBeTheChosenOne: Her unique weakness, which forces her to either take damage and horror or flip her Discipline assets to their "broken" side, is titled "Burden of Destiny". The number of copies of this card increases as she learns more Disciplines.
* KungFuWizard: Literally; she was raised by monks, and is adept in both martial arts and magic, though she's better at the former rather than the latter.
* MagicKnight: She can access both Mystic and Guardian cards, and has good enough stats to succeed in both roles, though eventually she's likely to drop a large chunk of her magic completely, due to all her high-level cards belonging to the Guardian class.
* MechanicallyUnusualFighter: When creating her deck, she gets to choose from four different unique Discipline assets which boost one of her stats and provide her with a powerful ability, which has the cost of forcing her to flip the card over to its "broken" side, disabling it until specific conditions are met to turn it back. She can pick only one Discipline right away, but will gain another for every 15 experience points earned in total across the campaign.

to:

* DesperationAttack: Her "Quiescence of Thought" Discipline improves Lily's Intellect by 1, but can also be flipped when Lily has less than 5 cards in hand by taking an action to draw cards until she has 5. Given being this low on cards isn't an ideal position to be in the first place, it shouldn't be used so willy-nilly. Doesn't help that (beside revealing her Elder Sign) it can only be restored by having 2 cards or less at the end of the round, putting you back in the situation that made you use the discipline in the first place.
* DoesNotLikeGuns: Even as she dual-classes into Guardian, she can't use "Firearms", "Firearm" cards, possibly due to her training as a martial artist. Bows and grenades are still valid, however.
however, as they have "Ranged" trait instead.
* ExtraTurn: Her "Balance of Body" Discipline allows her to do up to 3 different fight and/or evade actions at the cost of one; doing so, however, breaks the Discipline, disabling its effects until she manages to spend a turn with no enemies nearby at any point.
* ItSucksToBeTheChosenOne: Her unique weakness, which forces her to either take damage and horror or flip her Discipline assets to their "broken" side, is titled "Burden of Destiny". The number of copies of this card increases as she learns more Disciplines.
Disciplines, thus making it harder to keep them active. The Disciplines ''can'' be restored back, but it requires ending the turn with specific conditions fulfilled, or draw an Elder Sign.
* LightningBruiser: If Lily manages to obtain all of her disciplines, she will enjoy an above average statline compared to other Investigators, which includes a fantastic Combat skill of 5 and very good Agility of 4.
* KungFuWizard: Literally; she was raised by monks, and is adept in both martial arts and magic, though she's better at the former rather than the latter.
latter: Lily has below average Willpower for a Mystic base (3, though she can raise to 4 with a discipline), but has the best Combat stat among them (4, which can go to 5 with a discipline). She has also lower Sanity than other Mystics (7, while most have 8-9), but better Health (7 as well, while most have 5-6), meaning that she is not [[SquishyWizard squishy]] either.
* MagicKnight: She can access both Mystic and Guardian cards, and has good enough stats to succeed in both roles, though eventually she's likely to drop a large chunk of her magic completely, due to all her high-level cards belonging to the Guardian class.
class. Neither class helps much to mitigate her 2 Intellect, however.
* MagikarpPower: {{Downplayed|Trope}}; if she manages to get all four disciplines, she gets 4-3-5-4 statline, which while isn't broken, puts her significantly above average (it's 16 skill points total, versus standard 12) and leaves out all glaring weaknesses... assuming that [[DifficultButAwesome she manages to keep those disciplines intact]], which gets more difficult as she gets higher number of them.
* MechanicallyUnusualFighter: When creating her deck, she gets to choose from four different unique Discipline assets which boost one of her stats and provide her with a powerful ability, which has the cost of forcing her to flip the card over to its "broken" side, disabling it until specific conditions are met to turn it back. back (or she draws an Elder Sign). She can pick only one Discipline right away, but will gain another for every 15 experience points earned in total across the campaign.campaign.
* MythologyGag: Lily's "Aligment on Spirit" discipline, on top of providing her with 1 additional point in willpower, allows her to flip it and take 1 direct damage to heal 3 horror or 1 direct horror to heal 3 damage, which is very similiar to her ability in various Arkham Files games to trade health to heal sanity and vice versa. It can be restored by not taking damage or horror in one round.
* SpamAttack: Her "Balance of Body" Discipline improves her agility by 1 and allows her to take an action to flip it to perform 3 more Fight or Evade actions. The catch is that they must all be "different", so you cannot attack 3 times with the same weapon in a row, but you are free to use more than one asset or play events. To restore it, Lily must have not been in a location with an enemy for a whole round, which hopefully won't be a hard condition to fulfill after taking care of every foe using this discipline.



* DiscountCard: "Shrewd Dealings" reduces the cost of item cards Bob's plays (whether in his hand or the hand of another investigator) by one resource.
* ExtraTurn: Bob gets an extra action each turn to play an "Item" Asset of his or of another Investigator; if it belogns to another investigator, then both of them can pay the resources for it together.



** Bob can ask another investigator in his location to reveal an "Item" asset in their hand, and pay the price for them, fully or partially. His signature asset, "Shrewd Dealings", further reinforces this mechanic, by allowing him to play "Items" more cheaply, and playing his own assets under control of the other investigators.
* {{Greed}}: It's the name of his unique weakness, which causes him to take horror if he isn't holding plenty of resources at the moment he draws it.
* OnlyInItForTheMoney: Most investigators might be putting their health and sanity on the line to save humanity, but for Bob it's all about making profit.

to:

** Bob can ask another investigator in his location to reveal an "Item" asset in their hand, and pay the price for them, fully or partially. His signature asset, "Shrewd Dealings", further reinforces this mechanic, by allowing him to play "Items" [[DiscountCard more cheaply, cheaply]], and playing his own assets under control of the other investigators.
* {{Greed}}: It's the name of his His appropriate-named unique weakness, which "Greed", causes him to take horror if he isn't holding plenty of resources at the moment he draws it.
* ItemCaddy: He's all about quickly and easily putting tons of Items in play, thanks to having extra action just to play Items, and having means to reduce their cost. His Elder Sign further motivates it, giving him the bonus which scales with the number of Items he controls.
*
OnlyInItForTheMoney: Most investigators Investigators might be putting their health lives and sanity on the line to save humanity, but for Bob it's all about making profit.profit. Notably, while he starts out having access to mostly level 0 Survivor cards, all of his level 1 and above cards are from the Rogue faction, meaning that Bob is no longer attempting to survive, but exploiting the situation to become rich. This may also be why he has only 2 Willpower; he lacks resolve his more heroic companions have.



* SupportPartyMember: His abilities let him pay for his allies' Item cards or even gift other investigators cards from his own deck. Guardians who rely on expensive Item assets to do their job are particularly happy to have him around.

to:

* TheSneakyGuy: Bob has impressive 4 Intellect, which, if he puts his Rogue-class cards to good use to boost his 3 Agility, makes him good pick for covert clue gathering in the danger zones.
* SupportPartyMember: His abilities let him pay for his allies' teammates' Item cards or even gift other investigators cards from his own deck. Guardians who rely on expensive Item assets to do their job are particularly happy to have him around.



* ActionSurvivor: In spite of being a Guardian, Carson isn't a police officer, a soldier, mercenary or anyone that had previous ties with the supernatural, which partially explains his not so great skills.



* ExtraTurn: His special ability allows him to trade his actions to the other players.
* MasterOfNone: He has no stat above 2, so he has to either rely on the other players, or stockpile cards which can boost his stats, and he's unlikely to be very strong in any particular field.

to:

* ExtraTurn: His special ability allows him to trade his actions to the other players.
players. He has an extra action specifically dedicated to this ability, allowing him to freely use it every turn at least once.
* MasterOfNone: He has no stat above 2, so he has to either rely on the other players, or stockpile cards which can boost his stats, and he's unlikely to be very strong in any particular field. He can take some off-class cards, but they wouldn't let him catch up with stronger teammates; of those, Survivor-class cards provide least amount of help to his teammates, but also makes him leass of a deadweight thanks to many of them giving beneficial effects on a failure.



* ThePowerOfFriendship: Friendship and loyalty are the core of his design, including his gameplay:
** He has powerful supportive abilities, but nothing of this works for Carson himself.
** His Elder Sign allows him to draw 1 card... and this ability triggers each time ''any'' investigator draws their Elder Sign, not just Carson himself.



** Carson can take some cards from either Seeker, Mystic or Survivor class; given his stats, the best Seeker or Mystic-class cards he can pick are those which don't make him pass skill tests -- meaning that he mostly takes utilitarian or protective cards.



* WeakButSkilled: {{Downplayed|Trope}}, Carson has a below average total statline of 8 (4 less points than the average 12) and is also frail with 6 health and sanity, and while none of his abilities compensate for his weakness, nor make him self-sufficent, he still can be very useful as a SupportPartyMember team player, enabling stronger Investigators than him do their job even better.



* CombatMedic: He's the team's designated medic, who also can stand his ground in a fight (and has some Guardian-class tools to do so), though he wouldn't replace actual Guardians. He can even use his "Bonesaw" as a Weapon, gaining much-needed bonus to Combat ([[CastFromHitpoints and can sacrifice a point of health for extra damage]]).

to:

* ChronicHeroSyndrome: Vincent just can't stand aside when innocent is in danger; as such, he occasionally gets distracted to help a bleeding bystander (as part of his personal weakness effect), at the cost of actually performing his mission (and risking the world to end); he ''can'' ignore the bystander and let them die, but every time it costs Vincent a mental trauma.
* CombatMedic: He's the team's designated medic, who also can stand his ground in a fight (and has some Guardian-class tools to do so), though he wouldn't replace actual Guardians. He can even use his "Bonesaw" as a Weapon, gaining much-needed bonus to Combat ([[CastFromHitpoints and can sacrifice a point of health for extra damage]]). Additionally, his Elder Sign effect allows him to immediately heal 1 damage from investigator or Ally card in his location.



* GeniusBruiser: He has access to both Seeker and Guardian cards, and has both great Health and above-average (for his class) Combat, while still having good Intellect. However, he faces the typical problem the Guardians tend to have (high Health, low Sanity), making him highly vulnerable to horror-based attacks, and he can't even hit hard enough to qualify as GlassCannon.

to:

* GeniusBruiser: He has Besides access to both Seeker and Guardian cards, Vincent has Guardian-grade 9 Health, decent 3 Combat (one of the best in his class), and has both retains great Health and above-average (for his class) Combat, while still having good 4 Intellect. However, he faces the typical problem the Guardians tend to have (high Health, low Sanity), making him highly vulnerable to horror-based attacks, attacks which can quickly chew through his 6 Sanity, and he can't even hit hard enough to qualify as GlassCannon.



* MightyGlacier: Vincent is one of the toughest Seekers in the game, having highest Health and second-highest Combat in his class. He's also one of the slowest, having only 1 Agility.



* WeakButSkilled: In a similiar way to Carolyn: Vincent is overall more resilient than the average investigator, as his Health and Sanity sum is 15 instead of the usual 14, but his total amount of stat points is slightly below average, having 11 instead of 12. He also has limited access to cards of his own class, as he can take only Seeker cards up to level 3, severely limiting his ability to gather clues fast and locking him out of many "researchable" Seeker cards upgrades. But he is the best character at [[TheMedic healing damage]], and when he does so, he gives an "On The Mend" Skill card to investigator just healed (himself included), which acts like a free stat-boosting Skill, aiding Investigators in their tests. His access to Guardian and Survivor cards from level 0 to 1 can also let him put his decent Combat (for a Seeker) to use and the fact he can also take any cards that [[ExactWords heals damage]] regardless of their level or class give him a surprising amount of versatility.



Rogue-class investigator. Can access Tool cards of any class (up to level 4).

to:

Rogue-class investigator. Can access Tool cards of any class (up to level 4). Receives free exp at the deck creation.



* {{Backstab}}:
** Normally Kymani's Elder Sign is just the same as a +1 token, but if they draw it while there's at least one exhausted enemy in their location, it counts as an instant success.
** Kymani can immediately engage exhausted enemy as a free action, and if they then try to evade them, they add their Intellect to their Agility during the test; on success, if result is equal or higher than enemy's remaining health, the enemy gets discarded. It doesn't count as ''defeating'' the enemy, so no victory points, nor does it work on Elite foes.



* WeakButSkilled: Kymani has low offensive stats, but has extra abilities to neutralise enemies through the other means. On top of that, Kymani is way less vulnerable to treacheries which usually torment Rogues, being one of the few Rogues to have 3 Willpower (instead of standard 1-2), on top of 5 Agility. However, few games can be won through evasion alone, so one of the top priorities is to look for ways to boost their 2 Combat and Intellect, as most victory points comes from defeating strong foes and clearing important locations from clues; to help with that, Kymani starts with some free experience points.



* JackOfAllStats: All her stats are average (including Willpower). She has to rely on her Doom-manipulating mechanics to make things done. {{Justified|Trope}} as she has neither prior training nor knowledge of the arcane; she got involved with the occult essentially by accident.
* MechanicallyUnusualFighter: She's the only investigator, even amongst Mystics, who can put Doom on her assets directly (and not as effect of the other cards). In addition, her Elder Sign allows her to ''remove'' Doom from the cards, and not just hers, but any cards in her location.

to:

* ActionSurvivor: She was a normal phone operator, until she accidentally noticed something weird and eldritch going on. She still doesn't fully understand those, and heavily relies on various "charms", not all of which are even magic. Notably, she's one of the few Mystics to have only 3 Willpower.
* ItemCaddy: She's the only investigator, even amongst Mystics, who can put Doom on her assets directly (and not as effect of the other cards or Elder Sign draw). In addition, her Elder Sign allows her to move Doom from any card in her location (including ''location itself'') and drop on any other card in that location, where it would be easier to manage.
* JackOfAllStats: All her stats are average (including (3, including Willpower). She has to rely on her Doom-manipulating mechanics to make things done. {{Justified|Trope}} as she has neither prior training nor knowledge of the arcane; she got involved with the occult essentially by accident.
* MechanicallyUnusualFighter: She's the only investigator, even amongst Mystics, who can put Doom on her assets directly (and not as effect of the other cards). In addition, her Elder Sign allows her to ''remove'' Doom from the cards, and not just hers, but any cards in her location.
accident.



* SquishyWizard: While she lacks the Willpower of other memebers of her class, Amina still fits this trope to a T with her fantastic Sanity value (9) and abysmal Health (5)



* ActionSurvivor: He's relatively normal photographer, going for investigation which would be anything but normal, with cults, monsters, dark magic and {{Eldritch Abomination}}s at every step.



* TheSmartGuy: He's the only Survivor to have 5 Intellect, and has access to some Seeker cards to put it to good use. However, all the other stats are average or below.

to:

* TheSmartGuy: He's the only Survivor to have 5 Intellect, and has access to some Seeker cards to put it to good use. However, all the other stats are average or below.He pays for it with only having 3 Agility, and 2 Willpower and Combat, making him rather vulnerable to both enemies ''and'' treacheries''.



** His signature card, "Darrell's Kodak", allows to put some resources on enemies and treacheries, as "evidences", and then gather them when he finds clues in their location and puts on his assets. He can then spend them to decrease the difficulty of his tests (compensating for weak stats). He should take care to keep at least some in reserve, though: his signature weakness, "Ruined Film", forces him to remove 4 evidences from his cards, and punishes with Horror for inability to do so, taking up to half of his Sanity supply in one hit at max power: failing to bring back proof may as well spell doom on him and his career.

to:

** His signature card, "Darrell's Kodak", allows to put some resources on enemies and treacheries, as "evidences", and then gather them when he finds clues in their location and puts on his assets. He can then spend them to decrease the difficulty of his tests (compensating for weak stats). He should take care to keep at least some in reserve, though: his signature weakness, "Ruined Film", forces him to remove 4 evidences from his cards, and punishes with Horror for inability to do so, taking up to half of his Sanity supply in one hit at max power: failing to bring back proof may as well spell doom on him and his career. To make his life a little bit easier, his Elder Sign effect allows him to put 1 evidence on either his camera, or other asset he controls which also uses them.



* BoringButPractical: Other than reading Allies in his location (which is good, but situational), his Elder Sign also gives him an impressive "+3" stat boost... which merely compensates for his poor basic stats.



* EarlyBirdCameo: Charlie was originally portrayed on the "Charisma" asset (by itself a neutral card), introduced in the ''Dunwich Legacy'' expansion (and later copied into the second edition of the Core).

to:

* EarlyBirdCameo: Charlie was originally portrayed on the "Charisma" asset (by itself a neutral card), asset, introduced in the ''Dunwich ''The Dunwich Legacy'' expansion (and later copied into the second edition of the Core).Core); as with other cards portraying investigator on their art, "Charisma" hinted at Charlie's class, being a Neutral card which adds extra "Ally" slots.



* ItemCaddy: His playstyle is entirely built around amassing large number of Allies, gaining stat bonuses from them. For that, he's given unrestricted access to any such cards, and three additional "Ally" slots, as well as a set of abilities dedicated to always keeping them ready.

to:

* GlassCannon: [[ZigZaggingTrope Zig-zagged]], Charlie has below average Health and Sanity (both 6) and his abysmal stats (He only has 1 point on each skill) makes it easy to fail most skill checks and take loads of damage and horror, but the fact he start with 4 allies slot instead of 1 allows him to absorb significantly more punishment on them than other Investigators could on their own. [[AchillesHeel Direct damage and horror will be a huge issue for him though.]]
* ItemCaddy: His playstyle is entirely built around amassing large number of Allies, gaining stat bonuses from them. For that, he's given unrestricted access to any such cards, and three additional "Ally" slots, as well as a set of abilities dedicated to always keeping them ready.ready, including his Elder Sign effect.



* WeakButSkilled: Lore-wise, he is not much of an investigator, fighter or spellcaster, but he is definetly a good leader. Gameplay-wise, Charlie has 1 in every stat and is pretty much unable to do anything on its own, and can only take up to level 2 cards of any class, but at deck creation he can choose which two classes he can access cards from and he can get essentially any ally in the game without any level or class restriction, which he can make very good use of given he starts with 4 allies slot, when most investigators only start with 1. On top of that he has the ability to exahust allies to increase his skills temporaly during a test by 1 for every ally exahusted that way plus every icon on them that matches the type of test: the more icons on them the better they get for Charlie. [[MagikarpPower If you can put enough allies in play fast enough]] Charlie can perform as well as any other Investigator in spite of his weak stats.



* JackOfAllStats: All his stats are average. While he loses some offensive capabilities, he gains better Agility and Intellect than most of his colleagues, making him more flexible.

to:

* ItemCaddy: Wilson's abilities are all focused on making the most out of Tool assets.
* JackOfAllStats: All his stats are average. Wilson has 3-3-3-3 statline, being average at everything. While he loses lacks some offensive capabilities, compared to the other Guardians, he gains has better Agility and Intellect than most many of his colleagues, making him more flexible.



!! Kate Winthrop, The Scientist

to:

!! Kate !!Kate Winthrop, The Scientist



* FragileSpeedster: Kate has impressive 4 Agility, but only 2 Combat, as well as rather low 6 Health. This generally means that while she can easily disable enemies by evading them, actually fighting them can be problematic.

to:

* FragileSpeedster: Kate has impressive 4 Agility, but only 2 Combat, as well as rather low 6 Health. This generally means that while she can easily disable enemies by evading them, actually fighting them can be problematic. She also has an uncharacteristically low Willpower of 2 for a Seeker, but she has a good sanity of 8 to make up for it.



* MechanicallyUnusualFighter: She can directly put her clues on her assets, which gives her various benefits. Fortunately, she also has the means to get them back.

to:

* MechanicallyUnusualFighter: She can directly put her clues on her assets, which gives her various benefits. Fortunately, Such clues still counts as hers, but can't be directly used until she also returns them, for which she has the means to get them back.some tools available, including her Elder Sign effect.



* FragileSpeedster: She has average Health and Sanity (both 7), good Agility (4) but pretty low Combat (only 2), which makes dealing with enemies by evading them preferable to open fights.
* TheSocialExpert: She has an extra action each turn specifically for Parleying. She also has good Intellect (4) and decent (for a Rogue) Willpower (3), which are the stats most commonly used during Parley tests.

to:

* ExtraTurn: She has an extra action dedicated to parleying, which gives her more freedom with how to spend her other actions.
* FragileSpeedster: She has average Health and Sanity (both 7), good Agility (4) 4 Agility, but pretty low Combat (only 2), which makes dealing with enemies by evading them preferable to open fights.
* TheSocialExpert: She has an extra action each turn specifically for Parleying. She also has good 4 Intellect (4) and decent (for a Rogue) Willpower (3), 3 Willpower, which are the stats most commonly used during Parley tests.



* GeniusBruiser: {{Downplayed|Trope}}, his Intellect is as high as his Willpower (4), but he also has average Combat (3)

to:

* GeniusBruiser: {{Downplayed|Trope}}, his {{Downplayed|Trope}}; Kohaku's is the only Mystic who combines high Intellect is as high as with decent fighting capabilities (most dump either one or another), having them at 4 and 3, respectively, though he wouldn't be particularly strong fighter unless he somehow boosts his Willpower (4), but he also has average Combat (3)further.
* MightyGlacier: {{Downplayed|Trope}}; compared to the other Mystics, he has better offensive stats (still not on par with dedicated fighters, though), but completely dumps his Agility, only having 1.



* HealThyself: PlayedWith regarding "Resolute" Hank; while he no longer can be healed by conventional means, his Elder Sign gains the ability to dump some damage/horror (depending on which version is used) on his assets, which ''can'' be healed or at least replaced with new ones.



* MechanicallyUnusualFighter: Once per game, [[AutoRevive he can "resurrect" instead of being defeated]], gaining different stats and abilities.



* WoundThatWillNotHeal: After becoming [[HeroicSecondWind Resolute]], Hank can no longer be healed by conventional means. Effects which moves damage/horror elsewhere still work, however.

to:

* WoundThatWillNotHeal: After becoming [[HeroicSecondWind Resolute]], Hank can no longer be healed by conventional means. Effects which moves damage/horror elsewhere still work, however.however, like his Elder Sign (which gains new effect specifically to keep him alive).



* GratuitousLatin: Her replacement weakness' title is in Latin. "Liber Omnium Finium" roughly translates to [[ApocalypseHow "A Book about the End of Everything"]]

to:

* GratuitousLatin: Her replacement weakness' title is in Latin. "Liber Omnium Finium" roughly translates to [[ApocalypseHow "A Book about the End of Everything"]]Everything"]].



* MechanicallyUnusualFighter: Her abilities allow her to look into the encounter deck, and either put drawn cards back on top, discard them or put them beneath her sheet, effectively removing them from the game for the time being (she can only trap up to three cards this way, however).
* SupportPartyMember: She'll [[SquishyWizard struggle to survive on her own]], but she's a great addition to the team anyway, due to her ability to interact with the encounter deck and discarding or even temporarily trapping cards from it. She can also choose the order in which players interact with the encounter deck during the Mythos phase.
* SquishyWizard: Not only does she have extremely low Health (5), she also lacks capability in Combat (2) and Agility (1) (in fact, she has the worst Agility even amongst Mystics).

to:

* MechanicallyUnusualFighter: Her abilities allow her to look When looking into the encounter deck, deck in any way, she can look two cards instead, and either put one drawn cards card back on top, discard them it or put them it beneath her sheet, effectively removing them it from the game for the time being (she can only trap up to three cards this way, however).
however). As Gloria is also able to decide the order in which investigators would draw cards, she can arrange for nasty cards being removed, or dumped on someone who can handle them. She has no means to affect Elite enemies, however.
* {{Seers}}: Gloria's Elder Sign allows her to look top-most encounter card in the deck.
* SupportPartyMember: She'll [[SquishyWizard struggle to survive on her own]], but she's a great addition to the team anyway, due to her ability to interact with the encounter deck and discarding or even temporarily trapping cards from it. She can also choose the order in which players interact with the encounter deck during the Mythos phase.
phase, which synergizes well with her other abilities related to controlling the encounter deck.
** She also has access to few Guardian cards, and while she cannot make use of most of them given her terrible combat skill, there are few support cards that she and her team can benefit from.
* TheSmartGuy: Gloria has an impressive 4 in Intellect (one of the highest in the class), and can try to put it to use by taking some Seeker-class cards.
* SquishyWizard: Not only does she have extremely low Health (5), she also lacks capability in Combat (2) and Agility (1) (in fact, of 5, she has the worst Agility even amongst Mystics).very low 2 Combat ''and'' just 1 Agility, which makes her very vulnerable. She can try to compensate for it by taking some Guardian or Rogue cards, but it would only help her to a degree.



* CrutchCharacter: Beside [[LethalJokeCharacter 5U-21]], all standalone investigators have above average total health and sanity value (15 in total instead of the usual 14), and excell at the assigned role of their class, but sacrifice the [[CripplingOverspecialisation versatily]] of many other investigators sharing their class. {{Downplayed|Trope}} in that they are still considered viable later in the campaign, they just need teammates to cover their blind spots.

to:

* CrutchCharacter: Beside [[LethalJokeCharacter 5U-21]], all standalone investigators have above average total health and sanity value (15 in total instead of the usual 14), 14; 16 for Stella), and excell excel at the assigned role of their class, but sacrifice the [[CripplingOverspecialisation versatily]] of many other investigators sharing their class. {{Downplayed|Trope}} in that they are still considered viable later in the campaign, they just need teammates to cover their blind spots.spots.
* FatalFlaw: Beside their signature weakness, Starter Packs Investigator come with a basic weakness that closely relates to their character and backstory.



** Stats-wise he's a very good fighter (5 Combat)--and that's it. He has poor Intellect and Agility (both at 2) and average Willpower (3), making him unfit for anything other than combat, where he actually excels, even by Guardian standards.

to:

** Stats-wise he's a very good fighter (5 Combat)--and that's it. He has poor Intellect and Agility (both at 2) and average Willpower (3), Willpower, making him unfit for anything other than combat, where he actually excels, even by Guardian standards.



* FatalFlaw: His self-destructive tendencies. Nathaniel pack came with the "Self-Destructive" basic weakness, which causes investigators damage every time they succesfully deal damage, unless it gets discarded. It fits Nathaniel's own character as a vigilante continously putting himself in harm's way antagonising the underworld of Arkham. His brother Randal says it best in his card quote:
-->''"You gotta give this up, Nathaniel. Sooner or later, you're gonna get yourself killed."''



* MechanicallyUnusualFighter: Most fighters equip weapons to boost their damage. Nathaniel in contrast is designed around using damage-dealing event cards, such as combination attacks and counters, whose damage he can boost once per turn with his investigator ability. By equipping boxing gloves he can search out one of these cards every time he knocks out an enemy allowing him to continue his assault, but [[NecessaryDrawback the gloves take up both hand slots preventing him equipping other weapons]] (unless he uses Bandolier to to convert his body slot into more handslots for other weapons, [[CripplingOverspecialization or even for another pair of gloves]]).

to:

* MechanicallyUnusualFighter: ItemCaddy: Most fighters equip weapons to boost their damage. Nathaniel in contrast is designed around using damage-dealing event cards, such as combination attacks and counters, whose damage he can boost once per turn with his investigator ability. By equipping boxing gloves he can search out one of these cards every time he knocks out an enemy allowing him to continue his assault, but [[NecessaryDrawback the gloves take up both hand slots preventing him equipping other weapons]] (unless he uses Bandolier weapons]]. His Elder Sign further amplifies this playstyle, as it allows him to to convert his body slot into more handslots for other weapons, [[CripplingOverspecialization or even for another pair of gloves]]).regain events from discard pile.



** Besides Intellect (5), his only decent stat is Willpower (4), which, without Mystic cards, generally only helps with Treacheries. Otherwise, he has neither combat capabilities (1 Fight) nor agility (2) to escape monsters once they start hunting for him. While this is [[NonActionGuy not uncommon for Seekers]], his colleagues normally have access to some off-class cards to offset this.

to:

** Besides Intellect (5), Harvey's 5 Intellect, his only other decent stat is Willpower (4), his 4 Willpower, which, without Mystic cards, generally only helps with Treacheries. treacheries. Otherwise, he has neither combat capabilities (1 Fight) Combat) nor agility (2) speed to escape the monsters once they start hunting for him.him (2 Agility). While this is [[NonActionGuy not uncommon for Seekers]], his colleagues normally have access to some off-class cards to offset this.



* MechanicallyUnusualFighter: His signature card, "Vault of Knowledge", has a passive effect that increases his maximum hand size by two. When combined with other cards with similar effects (which are helpfully provided in his card-pack), he can bring the limit up to fifteen (the basic limit is 8).

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* MechanicallyUnusualFighter: FatalFlaw: Beside his [[CuriosityKilledTheCast curiosity]], it's obsession: Harvey's pack came with the "Obsessive" basic weakness that makes him discard a card at the end of the round. Given how focused the professor is to sate his curiosity with forbidden knowledge, it is safe to assume his drive does him more harm than good as [[TheseAreThingsManWasNotMeantToKnow said knowledge can be deadly to him.]]
* ItemCaddy: He's all about stockpiling tons of cards in hand, to even greater degree than other Seekers:
**
His signature card, "Vault of Knowledge", has a passive effect that increases his maximum hand size by two. When combined with the other cards with similar effects (which are helpfully provided in his card-pack), he can bring the limit up to fifteen (the basic limit is 8).8).
** His Elder Sign allows him to draw 1 card.



* TheAce: Her signature card, "Anything You Can Do, Better", provides a whopping ''six'' "Wild" icons, which in most cases all but ensures any skill check's success.

to:

* TheAce: TheAce:
** She's the best at anything she does, and she knows it. [[PrideBeforeAFall Sometimes this self-confidence bites her in the ass]].
** Her being not just great, but ''the'' best manifests in her gameplay; she represents the "overachiever" archetype of Rogues, who goes above established goal to get extra benefits.
***
Her signature card, "Anything You Can Do, Better", provides a whopping ''six'' "Wild" icons, which in most cases all but ensures any skill check's success.success, and only truly needed for either really hard checks... or to go above the goal and reap extra rewards.
*** She has easier time to recover from committing multiple cards to the skill tests, as she can draw extra card once per test if she commits at least 2 different non-weakness cards to same test, and her Elder Sign allows her to return committed cards back to hand if she surpasses the goal enough (1 card per 2 successes).



** She has the best Agility in her class (and one of the few investigators to have 5 Agility to begin with), but she has only average Intellect and Combat (both 3), and abysmal Willpower (1), reducing her usefulness when she's in a situation where evasion isn't a good idea (or available).
* EarlyBirdCameo: The ''The Dream Eaters'' Cycle introduced the "Daredevil" skill card, which actually portrayed her plane, and called her by name in flavour text. Soon after, the "Starter Deck" packs were introduced, including Winifred's.
* FatalFlaw: {{Pride}}; she's great and knows it, which sometimes may lead to her overestimating her chances.

to:

** She has the best Agility in her class (and She's one of the few investigators to have 5 Agility to begin with), Agility, even amongst Rogues, which makes her great at neutralising enemies by evading them, but she has having only average 3 Intellect and Combat (both 3), and abysmal Combat, she would often need to rely on committing cards to either search or fight, while pathetic 1 Willpower (1), reducing would leave her usefulness when she's in a situation where evasion isn't a good idea (or available).
at the mercy of treacheries unless she stockpiles cards to boost it somehow.
* EarlyBirdCameo: The ''The Dream Eaters'' Cycle introduced the "Daredevil" skill card, which actually portrayed her Winifred's plane, and called her by name in its flavour text. Soon after, the "Starter Deck" several starter packs were introduced, released, including Winifred's.
* FatalFlaw: {{Pride}}; she's great and knows it, which sometimes may lead to her overestimating her chances. Her signature weakness, "Arrogance", plays into that, being a skill card that reduces her stats by 1 at every skill test she perform, and she is forced to commit it to EVERY test she takes, on top of the card returning to her hand if she passes the tests anyway. The only way to discard it [[HumblePie is by failing once, making her realise she is not invincible and to be more careful]]
** Her pack also came with "Reckless": another basic weakness that takes the form of a skill card. This time though, it doesn't influence an investigator's stat in any way, nor it forces them to commit it to every test they perform, but has no skill icons and ''prevents any other skill card to be committed to a test''. On top of that, the only way to get rid of it is by passing the test you commited "Reckless" to, as failing will return it to your hand, and if it is in your hand at the end of the round it will [[ManaBurn make you lose 2 resources.]] Given the pack also came with a "Daredevil" skill card that portrays Wini pulling some crazy manuver on her plane, it's safe to assume Recklessness is another flaw of her. Annoyingly, if she has both "Arrogance" and "Reckless" as her weaknesses, she can't get rid of the latter until she discards the former if both are in her hand.
* InHarmsWay: She is an Aviatrix that enjoys taking dangerous flights, two of the cards included in her pack are the skills "Daredevil" and "Reckless".



* TheAntiNihilist: In spite of being aware of the [[TheEndOfTheWorldAsWeKnowIt terrible things that will come to pass]], Jacqueline still resolves to fight for a better future [[ScrewDestiny than the ones her visions show.]]



** Has high Willpower (5), which is good for many Mystic cards' effects (and often used to bypass "Treacheries")... and that's it. Her Intellect is average (3) and her Fight and Agility are worse than that(both 2).

to:

** Has high impressive 5 Willpower (5), , which is good for many Mystic cards' effects (and often used to bypass "Treacheries")... treacheries)... and that's it. Her Intellect is average (3) it; she has only 3 Intellect, and 2 Combat and Agility, making her Fight and Agility are worse than that(both 2).struggle to do anything without her magic to boost her stats or manipulate tokens to get better outcome.



* FatalFlaw: Her [[TheFatalist acceptance of fate]] and [[StrawNihilist Nihilism]] make fighting the futures she is trying to prevent even harder than what it already is.
* LuckManipulationMechanic: Once per turn, she can make any investigator to draw 3 chaos token instead of 1, and choose which one to play; in some cases, it may even be beneficial to cancel otherwise-benevolent tokens, including her Elder Sign (which allows her to draw 1 card if she doesn't let it trigger). Her suggested starter deck is built around this mechanic, with cards which either makes it easier to use (e.g. "Scrying Mirror", which "predicts" next token draw), benefits from "bad" tokens (e.g. "Voice of Ra" goes stronger if you draw symbol tokens instead of numerical ones) or have drawbacks on "good" tokens (e.g. "Azure Flame" and "Clairvoyance" deals damage/horror when revealing an Elder Sign or otherwise positive token like +1 or 0).



* StrawNihilist: Her investigator pack came with the "Nihilism" basic weakness, which causes investigators damage and horror every time they draw an [[CriticalFailure Auto-Fail]] token. Given how she has been plagued for who knows how long by visions of the world falling into chaos and destruction, it's no wonder she might be worn down so much to believe nothing she and her companions do will matter or [[YouCantFightFate change the future]]



* WindsOfDestinyChange: Her ability effectively lets her choose between three possible futures for a chaos bag draw once per turn. Her starter deck is built around this mechanic, which either makes it easier to use (e.g. "Scrying Mirror", which "predicts" next token draw), benefits from "bad" tokens (e.g. "Voice of Ra" goes stronger if you draw hard tokens yet still pass) or have drawbacks on "good" tokens (e.g. "Azure Flame" and "Clairvoyance" deals damage/horror).
* YouCantFightFate: Her signature weakness, "Dark Future", disables her signature ability (and any other similar effect she may have), denying her her greatest ability to help her teammates (or herself). At the end of her turn she must reveal 5 chaos tokens; [[LuckBasedMission if one of them was the Elder Sign, she may discard "Dark Future"]], otherwise it remains in effect.

to:

* WindsOfDestinyChange: Her ability effectively lets In story terms, her choose between three possible futures for a chaos bag draw once per turn. Her starter deck is built around this mechanic, which either makes it easier abilities are essentially attempt to use (e.g. "Scrying Mirror", which "predicts" next token draw), benefits from "bad" tokens (e.g. "Voice of Ra" goes stronger if you draw hard tokens yet still pass) or have drawbacks on "good" tokens (e.g. "Azure Flame" manipulate the future she predicted... and "Clairvoyance" deals damage/horror).
sometimes succeeding.
* YouCantFightFate: Her signature weakness, "Dark Future", disables her signature ability (and any other similar effect she may have), denying her her greatest ability to help her teammates (or herself). At the end of her turn she must reveal 5 chaos tokens; [[LuckBasedMission if one of them was the Elder Sign, she may discard "Dark Future"]], otherwise it remains in effect.



* BigGuy: She is ''the'' most durable investigator, simultaneously having 8 Health and 8 Sanity.

to:

* BigGuy: She is ''the'' most durable investigator, simultaneously having 8 Health and 8 Sanity. However, [[StoneWall she's not as good on offense as she's in defence]].



** All her abilities provide their benefits ''only'' when she fails skill checks. While good for making a comeback, they provide no help when she can't afford losing the skill test even once.
** Stat wise, this is [[AvertedTrope averted]] though, as she is [[JackOfAllStats fairly balanced]] compared to the other standalone investigators, which fits nicely with Survivors status as JackOfAllTrades. The only stat inbalance is Survivors' usual low Intellect (2) in favour of slightly better agility (4).
* FailureGambit: Her "Elder Sign" effect allows her to ''intentionally'' fail any skill-check, which also heals a little damage and horror from her. However, her signature weakness, "Called by the Mists", can make this effect too risky to take: whenever she starts skill checks with 4+ difficulty (i.e. those she is most likely to fail), she suffers damage, which not only makes it all but pointless to even bother with her special abilities, but also can bite her in the ass when it shows up during a legitimate skill check at the worst moment possible.

to:

** All She represents the "prevail against all odds" archetype of Survivors; as result, all her abilities provide their benefits ''only'' when she fails skill checks. While good for making a comeback, they provide no help when she can't afford losing the skill test even once.
** Stat wise, this is [[AvertedTrope averted]] though, as she is [[JackOfAllStats fairly balanced]] compared to the * {{Determinator}}: To an even bigger extent than other standalone investigators, which fits nicely with Survivors status as JackOfAllTrades. The only stat inbalance is Survivors' usual low Intellect (2) survivors: Stella's abilities and cards included in favour her pack either give her benefits when failing a skill test or diminish or nullify the negative consequences of slightly better agility (4).
doing so. She '''will''' complete her mission, no matter the setbacks.
* FailureGambit: Her "Elder Sign" effect allows her to ''intentionally'' fail any skill-check, which also heals a little damage and horror from her. However, her.
* FatalFlaw: In quite a surprising display of {{Irony}}, the investigator that benefits the most from [[FailureGambit failing]] seems afraid of failure, given
her signature weakness, "Called by the Mists", can make this effect too risky to take: whenever she starts skill checks pack came with 4+ difficulty (i.e. those the "Atychiphobia" basic weakness.
* JackOfAllStats: She's fairly balanced compared to the other standalone investigators (who tend to boost one stat to the sky and dump the rest to oblivion), fitting into Survivors as a class being meant as JackOfAllTrades. The only truly poor stat
she has is most likely her 2 Intellect, but it's not as much of an issue given her abilities and her class' tendency to fail), she suffers damage, just bruteforce through troubles.
* LightningBruiser: {{Downplayed|Trope}}; she's not very strong offensively, having only 3 Combat, but has good 4 Agility on top of massive 8/8 Health/Sanity, meaning that she's less of a killer, and more of a safety shield
which not only makes it all but pointless to even bother with her special abilities, but also stuns the foes, so the rest can bite her in the ass when it shows up during a legitimate skill check at the worst moment possible.finish them off.



* StoneWall: {{Downplayed|Trope}}. She's the only investigator to have both 8 Health ''and'' 8 Sanity, making her very durable. But she has only average Combat, and, being Survivor with no off-class options, has limited fighting capabilities. She has good Agility (4), but it only helps to stall the monsters, not defeat them.

to:

* ThePerfectionist: In spite of most of Stella's unique abilities focus on turning [[FailureGambit failure into benefits]], her pack came with the "Atychiphobia" basic weakness, which causes investigators horror every time they fail a skill check, implying she doesn't like to fail or make mistakes. This could be attributed to her role as an [[UnstoppableMailman Unstoppable Mailwoman]]: Stella ''cannot'' accept the fact that she failed at her job or task.
* StoneWall: {{Downplayed|Trope}}. She's the only investigator to have both 8 Health ''and'' 8 Sanity, making her very durable. But she has only average Combat, and, being Survivor with no off-class options, has limited fighting capabilities. She has good Agility (4), 4 Agility, but it only helps to stall the monsters, not defeat them.them; at 3 Combat, actually killing foes after neutralising them may take some time.



* UnstoppableMailman: She works as a mailwoman, and she is the biggest {{Determinator}} among Survivor investigators, barring maybe Calvin.



* GatheringSteam: She starts with all stats at 1, but whenever she "devours" cards, they gets put beneath her signature card, "Ravenous: Controlled Hunger", which gives her +1 to all stats per card "devoured". However, actually reaching the maximum can be risky, as it turns her signature into "Ravenous: Uncontrolled Hunger", which starts actively devouring either cards under control of investigators, or those beneath it, now putting them aside.
* GlassCannon: Suzi has below average Health and Sanity (both at 6) and unlike other investigators with similar endurance like Lola and Calvin, she can't just make up for it by buying Charisma to get more allies in play to use as a HumanShield, as she is forbidden from buying any non-story permanents. Her fragility will always be a problem no matter what.



* MagikarpPower:
** She starts with all stats at 1, but whenever she "devours" cards, they gets put beneath her signature card, "Ravenous: Controlled Hunger", which gives her +1 to all stats per card "devoured". However, actually reaching the maximum can be risky, as it turns her signature into "Ravenous: Uncontrolled Hunger", which starts actively devouring either cards under control of investigators, or those beneath it, now putting them aside.
** She's normally restricted to level 0 cards (excluding Neutral ones). However, as she keeps playing and "devouring" cards, she gains ability to purchase cards of higher levels, albeit from just one class at a time (depending on what class had higher count of devoured cards in a last scenario). This allows her to potentially stockpile end-game gear from multiple classes and become quite universal.

to:

* MagikarpPower:
** She starts with all stats at 1, but whenever she "devours" cards, they gets put beneath her signature card, "Ravenous: Controlled Hunger", which gives her +1 to all stats per card "devoured". However, actually reaching the maximum can be risky, as it turns her signature into "Ravenous: Uncontrolled Hunger", which starts actively devouring either cards under control of investigators, or those beneath it, now putting them aside.
**
MagikarpPower: She's normally restricted to level 0 cards (excluding Neutral ones). However, as she keeps playing and "devouring" cards, she gains ability to purchase cards of higher levels, albeit from just one class at a time (depending on what class had higher count of devoured cards in a last scenario). This allows her to potentially stockpile end-game gear from multiple classes and become quite universal.



** Each turn, she "devours" one card from her hand, and her free action ability allows her to devour one card under her or other investigator's control, which then gets put beneath her signature card. Reaching the maximum of 5+ cards makes it putting devoured cards aside, and devouring one card either beneath or under players' control until it empties, at which point it reverts. Fortunately, her signature event "Regurgitation" allows to forcibly revert it (and return up to 3 "devoured" cards), while her Elder Sign returns any 1 "devoured" card at her choice to their owner's hand.

to:

** Each turn, she "devours" one card from her hand, and her free action ability allows her to devour one card under her or other investigator's control, which then gets put beneath her signature card. Reaching the maximum of 5+ cards makes it putting devoured cards aside, and devouring one card either beneath or under players' control until it empties, at which point it reverts. Fortunately, her signature event "Regurgitation" allows to forcibly revert it (and return up to 3 "devoured" cards), while her Elder Sign returns any 1 "devoured" card at of her choice to their its owner's hand.



* ProtagonistWithoutAPast: Her character sheet lacks backstory, as all the space there was consumed by instructions on how to actually play her.

to:

* ProtagonistWithoutAPast: Her character sheet lacks backstory, as all the space there was consumed by instructions on to how to actually play her.



Guardian-class investigator. Has access to any level 0 "Weapon" cards.

to:

->''Bark Harrigan is the best of the best, trained in paw-to-paw combat and barkmanship, he takes pride in being the protector of humanity. A shield agaisnst the feline forces that threaten to invade the world But will his weapons and skills be enough? Or is he all bark and no bite?''
Guardian-class investigator. Has access to any level 0 "Weapon" cards.



* BoisterousWeakling: His backstory implies that in spite of all his training, his bark is worse than his bite. This is referenced by his weakness "More Bark Than Bite", that gives Harrigan a '''massive''' reduction to his Combat skill (-3 in total, bringing his base Fight to a measly 2). The only way he can get rid of it is by succesfully landing an attack to regain his courage, proving he can "bite back".



* MightyGlacier: Has the exact same stats, health and sanity as his prototype with the exception of lower agility, putting him more in line with the usual archetype of a Guardian.



* OneManArmy: Just like his prototype, Mark Harrigan, Bark has huge Health and Fight stats. While he can't amplify his strength by taking damage, he trades it for ridiculous access to "Weapon" cards.

to:

* OneManArmy: Just like his prototype, Mark Harrigan, Bark has huge Health and Fight stats. While he can't amplify his strength by taking damage, he trades it for ridiculous access to "Weapon" cards. His Elder Sign further encourages him into focusing on Weapon-based builds, as it reduces the cost of the next weapon he plays.



->''One of the brightest in Muttskatonic University Obedience School, Kate is an expert in theoretical physics, chemistry and zoology. Thanks to her keen mind and attention to detail, she has concocted a way to defend herself and the others from the machination of cats everywhere. Using her newly constructed Feline Discombulator- and her keen sense of smell- Kate will sniff out evil and defend Barkham from the forces that dwell in the shadows''



* EarlyBirdCameo: The only ''Barkham'' investigator to have lacked an ''Arkham TCG'' counterpart at the time of the release, since Kate Winthrop (a recurring investigator in ''Arkham'' games) has been re-introduced [[TheBusCameBack in a later cycle]].
* TheNoseKnows: All her abilities are related to her super sense of smell. Her signature weakness, "Foul Odor", is smell-related as well; it deals her horror whenever she tries to smell things.

to:

* BrownNote: Her signature weakness, "Foul Odor", is the smell so awful, the mere memory of it causes her to take horror if she tries to sniff anything while it's in play; fittingly, it has "Madness" trait.
* EarlyBirdCameo: The only ''Barkham'' investigator to have lacked an She's based on Kate Winthrop, recurring ''Arkham TCG'' counterpart at Files'' investigator, who was only formally introduced to the time of the release, since Kate Winthrop (a recurring investigator in ''Arkham'' games) has been re-introduced [[TheBusCameBack in a game several Cycles later cycle]].
after release of ''Barkham Horror''.
* ExactlyWhatItSaysOnTheTin: Her "Feline Discombobulator" states in its subtitle that it discombobulates felines.
* FragileSpeedster: Shares the same statline as Ursula (Good Agility and Intellect but awful Combat) but has far worse Health compared to her (5 instead of 7) in favour of more Sanity (9 instead of 7). Kate can get clues easily, and do so quickly, but the second an enemy shows up she needs to get away (which is fairly easy to do with her signature card and ability to [[TheNoseKnows "sniff"]]).
* TheNoseKnows: All her abilities are related to her super sense of smell. smell.
** She can "sniff" her current location, which would reduce the difficulty of any further skill tests she would take there, by taking an action to do so without provoking attacks of opportunity: after all, sniffing things is fast and easy. Her Elder Sign does the same (or even target a connecting location instead), only without costing an action.
**
Her signature weakness, "Foul Odor", is smell-related as well; it deals her horror whenever she tries to smell things.things. The only way to get rid of it is by taking an action to "unsmell" all locations, [[SadisticChoice which will undo all actions you spent smelling around to make skill tests easier.]]
** Her Deckbuilding Options include five level 0 cards that would "smell weird". What that means is up to the player's discretion, but for simplicity's sake it can be treated as working in the same way as the card access for Investigators introduced in Dunwich Legacy (five level 0 cards of any other class).



* TrapMaster: Her signature "Feline Discombobulator" ([[ExactlyWhatItSaysOnTheTin It Discombobulates Felines]]), allows her to automatically evade any enemy "that is a cat, looks like a cat or is a weird cat-person hybrid" spawning in her location. Given the name and that her signature is portrayed as an electrified mouse toy, [[DeliciousDistraction it's not hard to imagine]] how [[StaticStunGun it works...]]



->''"Skids" O'Drool always wanted to be a good boy. But his nose for trouble kept landing him in the pound, where the "bad dogs" go. Usually this was because of his favourite pastime: begging to go for a car ride, then fervently wrenching the wheel away from the hapless human. How this obsession with cars began, we may never know. All we know is that other drivers should be careful when "Skids" is on the loose.''



* AdaptationalVillainy: PlayedForLaughs, the original O'Tool only robbed banks to aid his ailing mother and when she died he became TheAtoner. O'Drool is a crazed hijacker that likes to board cars and wrestle control from the driver [[ThrillSeeker for its own sake.]]
* BackStab: His Elder Sign allows him to ambush the next enemy into whose location he would enter, dealing 1 damage before the fight even starts.
* BitchInSheepsClothing: According to his backstory, he begs humans for a car ride, only to steal the wheel. This is even his printed ability on his investigator card!



* LightningBruiser: With all tools at his disposal, he is ''the'' fastest investigator in the game. He is also just as tough as his prototype, O'Tool, though unlike him he can't access Guardian-class arsenal of weapons and combat-oriented allies.

to:

* DiabolicalDogCatcher: "Skids" O'Drool's [[ArchEnemy nemesis]] (and signature weakness) are a pair of dogcathers trying to bring him back to the [[PoundsAreAnimalPrisons pound]].
* DrivesLikeCrazy: The reason he landed in the [[PoundsAreAnimalPrisons pound]] in the first place is because of his past time of hijacking cars. This even referenced by his signature Event "Take the Wheel"
* HeroicComedicSociopath: Unlike his prototype, his backstory as a criminal is completely PlayedForLaughs
* LightningBruiser: With all tools {{Downplayed|Trope}}. He has ridiculous mobility, having access to off-class movement-related cards and having an ability to, once per round, move up to 3 times at his disposal, he is ''the'' fastest investigator in the game. He is cost of 1 action 1 resource (while ignoring enemies). He's also just as tough as his prototype, O'Tool. But unlike O'Tool, though unlike him he can't lacks access Guardian-class arsenal of weapons to Guardian cards, and combat-oriented allies.his own offensive capabilities aren't that great, with him only having 3 Combat like the original.



* StealthExpert: His ability allows him to quickly sneak past the enemies without them noticing him.
* TokenHuman: His weakness are the only human enemies fought in the scenario.
* YouWillNotEvadeMe: Once the Dogcatchers enter O'Drool's location (or he enter theirs) he cannot move for the rest of the round, shutting down his high mobility. {{Downplayed|Trope}} in that "Skids" ''can'' evade them, he just can't leave their location until next round (and they are "hunters" [[SternChase so they will keep chasing him regardless]]).



Mystic-class investigator. Can access any even remotely cat-related cards.

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->''As a psychic, Jacqueline Canine can always foretell what is buried beneath the earth in any given spot. She knows where to go to find the bones, where to rummage to find the tastiest scraps of food, and where to beg for the best treats. But what will Jacqueline do when these premonitions lead her to real danger?''
Mystic-class investigator. Can access any even remotely cat-related cards.cards (blasphemy!).



* ForgetfulJones: She's so prone to forget where she buried her stuff, even her signature weakness, "No Sense of Space and Time", is built around it, making her either discard buried cards, or take some mental damage in attempt to remember (taking 1 horror for each card she keeps).
* MechanicallyUnusualFighter: She can put cards from her hand beneath her sheet,"burrying" them, and take an action to draw 1 or 2 cards that were "burried". This solves the common issue with cards being drawn faster than the player can use them, resulting in some cards being discarded during upkeep phase. Her signature asset: "Chew Toy of Nightmares", is a relic that takes a handslot but allows her to commit cards beneath her without needing to draw them first, while her Elder Sign allows her to instantly unbury a card and add it to her hand too.



->''Arf. Arf arf arf. BARK! Grrrrrrrr. Woof. Arf arf arf arf arf arf arf. Bark bark. Mrr?... Bark. Bark bark. Arf arf arf arf arf. Borf borf. Woof woof woof! AROOOOOOO--''



* GlassCannon: Much like his owner, Duke is pretty fragile even as an investigator, having below average Health and Sanity. This is less pronounced than when Pete is in the lead though, thanks to his role as TheMedic here (though Pete himself can still hardly take any punishment even as an ally). His low Agility and Willpower leaves him more vulnerable to treacheries too.



* MythologyGag: In all games he ever appeared, Ashcan Pete was accompanied by his faithful dog, Duke, and in ''Arkham TCG'' Duke was core part of his mechanic, allowing him to amplify his most weak stats (Fight and Intellect). Since this time around, it's Duke who is playable, his ally is the "friendly human", Ashcan Pete. They also have their stats reversed, with Duke now having good Intellect and Fight, but low Willpower and Agility.

to:

* MythologyGag: In all games where he ever appeared, Ashcan Pete was accompanied by his faithful dog, Duke, and in ''Arkham TCG'' Duke was the core part of his mechanic, gameplay, allowing him to amplify his most weak stats (Fight and Intellect). Since this time around, it's Duke who is playable, his ally is the "friendly human", Ashcan Pete. They also have their stats reversed, with Duke now having good Intellect and Fight, but low Willpower and Agility.Agility; and Duke's ability and Elder Sign effects are both related to keeping "friendly human" ready for action by supplying him with resources. The original Pete has 6 Health and 5 Sanity, while Duke as an ally has 2 Health and 3 Sanity. As an Investigator of Barkham Horror Duke has 5 Health and 6 Sanity, while Pete as an ally has 3 Health and 2 Sanity.
* SupportPartyMember: While Duke was vital to Pete because it covered the weakspot in his statline, here Pete is vital to Duke for offering him healing, resource generation and card draw every time he succeeds at a skill check by feeding him dog treats. However he only starts with 5 and the only way for Duke to add more on Pete is by either taking 2 actions to put 3 of them on him or revealing his Elder Sign to add 1 (which also readies Pete). Stockpiling on them is unadvised though, because drawing Duke's signature weakness, "Out of Doggie Treats", will immediately remove all dog treats from Pete.
* TokenHuman: While other human allies can be added to any investigator's deck, Duke's "Friendly Human" is specifically the only human ally introduced in Barkham Horror.
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Typo fix on Protagonist Without A Past


* ProtagonistWithoutAPast: Her character sheet lacks backstory, as all the place there was consumed by instructions on how to actually play her.

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* ProtagonistWithoutAPast: Her character sheet lacks backstory, as all the place space there was consumed by instructions on how to actually play her.
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Typo fix on Protagonist Without A Past


* ProtagonistWithoutAPast: Her character sheet lacks backstory, as all the place there was consumed by instructions to how actually play her.

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* ProtagonistWithoutAPast: Her character sheet lacks backstory, as all the place there was consumed by instructions to on how to actually play her.
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* JackOfAllStats: Charlie Kane has poor stats on his own (all at flat "1"), but can easily boost them by exhausting his Allies with matching skill icons. As he has highly increased limit on how many Allies he can field at once (up to 4 by default, up to 8 with both "Charisma" cards), he can easily amass the little army which would cover for his weak points. But he's unlikely to surpass the more specialised investigators, who have high stats ''and'' can use high-level cards.

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* JackOfAllStats: Charlie Kane has poor stats on his own (all at flat "1"), but can easily boost them by exhausting his Allies with matching skill icons. As he has highly increased limit on how many Allies he can field at once (up to 4 by default, up to 8 6 with both "Charisma" cards), he can easily amass the little army which would cover for his weak points. But he's unlikely to surpass the more specialised investigators, who have high stats ''and'' can use high-level cards.
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[[folder:Leon Anderson]]

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[[folder:Leon [[folder:Leo Anderson]]
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[[/folder]]
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[[folder: Guardians]]

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[[folder: Guardians]][[folder:Guardians]]



[[folder: Seekers]]

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[[folder: Seekers]][[folder:Seekers]]



[[folder: Rogues]]

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[[folder: Rogues]][[folder:Rogues]]



[[folder: Mystics]]

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[[folder: Mystics]][[folder:Mystics]]



[[folder: Survivors]]

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[[folder: Survivors]][[folder:Survivors]]



[[folder: Carson Sinclair]]

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[[folder: Carson [[folder:Carson Sinclair]]
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[[folder: Campaign-specific investigators (contains spoilers)]]

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[[folder: Campaign-specific [[folder:Campaign-specific investigators (contains spoilers)]]



[[folder: Campaign-specific investigators (contains spoilers)]]

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[[folder: Campaign-specific [[folder:Campaign-specific investigators (contains spoilers)]]



* JokeCharacter: She's not meant to be taken seriously, and thus has silly lore and abilities, albeit otherwise playable.

to:

* JokeCharacter: She's not LethalJokeCharacter: Suzi has absurd design, very low stats, and strange and confusing deckbuilding rules which makes her build extremely huge deck of low-level cards without easy ways to upgrade them to anything. But her concept isn't just for making another Blob-related joke (even if it ''is'' a Blob-related joke); in truth, [[MagikarpPower she's meant to be taken seriously, grow stronger as she keeps "eating" cards]]: during scenario, she can accumulate extremely high stats, even if it's hard to maintain them for long; and thus has silly lore and abilities, albeit otherwise playable.across campaign, devouring cards also unlocks ability to actually upgrading or replacing them, ''with no regards for level'', which ultimately makes her only investigator who can access ''any'' cards period, only passing on non-story "Permanent" ones.
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Fixed the broken "In general" folder for Edge of the Earth.



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[[/folder]]
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Added DiffLines:

[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_kate.png]]


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[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_hank.png]]


Added DiffLines:

[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_suzi.png]]
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[[folder:Kohaku Narukamia]]

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[[folder:Kohaku Narukamia]]Narukami]]
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** "Charon's Obol" asset provides its wielder with [[ExperienceBooster bonus experience]] at the end of each scenario, but [[PermaDeath kills its wielder]] if they gets defeated by any reason. It's a gamble with the devil, where your bet is your life.

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** "Charon's Obol" asset provides its wielder with [[ExperienceBooster bonus experience]] at the end of each scenario, but [[PermaDeath kills its wielder]] if they gets defeated by any reason.reason; and, being "Permanent", it can't be removed once purchased. It's a gamble with the devil, where your bet is your life.



* ExperienceBooster: "Charon's Obol" gives extra exp to its owner after every scenario. It comes with major drawback, however: [[DeathOrGloryAttack if you get defeated by any means, you would be killed immediately]]. As purchasing it also costs some experience, it may take a couple of scenarios before it even pays for itself.

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* ExperienceBooster: "Charon's Obol" gives extra exp to provides its owner +2 exp after every scenario. scenario, albeit as it costs 2 exp to purchase in the first place, it may take some time to even pay for itself. It comes with major has other, much bigger drawback, however: [[DeathOrGloryAttack if you get defeated by any means, you reason, your investigator would be killed immediately]]. As purchasing it also costs some experience, it may take a couple of scenarios before it even pays for itself.killed]].

Added: 327

Changed: 124

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** "Charon's Obol" asset provides its wielder with [[ExperienceBooster bonus experience]] at the end of each scenario, but [[PermaDeath kills its wielder]] if they gets defeated by any reason. As purchasing it also costs some experience, it may take a couple of scenarios before it even pays for itself.

to:

** "Charon's Obol" asset provides its wielder with [[ExperienceBooster bonus experience]] at the end of each scenario, but [[PermaDeath kills its wielder]] if they gets defeated by any reason. As purchasing it also costs some experience, it may take It's a couple of scenarios before it even pays for itself.gamble with the devil, where your bet is your life.


Added DiffLines:

* ExperienceBooster: "Charon's Obol" gives extra exp to its owner after every scenario. It comes with major drawback, however: [[DeathOrGloryAttack if you get defeated by any means, you would be killed immediately]]. As purchasing it also costs some experience, it may take a couple of scenarios before it even pays for itself.
Is there an issue? Send a MessageReason:
None


** "Charon's Obol" asset provides its wielder with bonus experience at the end of each scenario, but [[PermaDeath kills its wielder]] if they gets defeated by any reason. As purchasing it also costs some experience, it may take a couple of scenarios before it even pays for itself.

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** "Charon's Obol" asset provides its wielder with [[ExperienceBooster bonus experience experience]] at the end of each scenario, but [[PermaDeath kills its wielder]] if they gets defeated by any reason. As purchasing it also costs some experience, it may take a couple of scenarios before it even pays for itself.



* GlassCannon: She has below-average Health and Sanity, making her rather fragile.
* JackOfAllStats: She is average at every stat.

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* GlassCannon: She has below-average Health and Sanity, Sanity (both 6), making her rather fragile.
* JackOfAllStats: She is average at every stat.stat (3).

Added: 48591

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Updated layout, which should improve readability.


!''Cycle'' investigators
[[folder: Introduced in ''Night of the Zealot'' (core game)]]

to:

!''Cycle'' investigators
[[folder: Introduced
!Introduced in ''Night of the Zealot'' (core game)]]game)
[[folder:Roland Banks]]



Guardian-class investigator. Has access to Seeker cards (up to level 2).

to:

!!!Both versions
Guardian-class investigator. Has access to Seeker cards (up to level 2).



* ByTheBookCop: According to his backstory, he used to always follow the rules to the letter--until he got involved in the story. He dropped this mentality when he realised that this would not help him with {{Eldritch Abomination}}s.



* GeniusBruiser: {{Downplayed|Trope}}. While his Intellect is average, he has access to Seeker cards, making him a versatile investigator able to both fight and search for clues. Also, all his abilities are related to finding clues, including through defeating enemies.
* GlassCannon: He's an effective fighter and not bad at getting clues, but his base five sanity is abysmal (a single Rotting Remains encounter can remove up to three) meaning he desperately needs means of soaking and healing horror to avoid being defeated early in the scenario.
* JackOfAllStats: {{Downplayed|Trope}}, his Agility is below average (2) and his Combat above (4), but Roland's Intellect and Willpower are both average (3), meaning that while it's easier to build him as a fighter, Roland's middle of the road stats allow him to also be fairly capable at both clue gathering and resisting treacheries if he goes out of the way to improve his non-combat stats. His access to Seeker cards give him a fair amount of utility unavailable to most Guardians too.
* RevolversAreJustBetter: His signature card is his .38 revolver. Its main gimmick is providing an additional bonus to Combat when used in a location with at least one clue, which further amplifies his hybrid fighter/searcher playstyle.

to:

* GeniusBruiser: {{Downplayed|Trope}}. While his Intellect is average, he has access to Seeker cards, making him a versatile investigator able to both fight and search for clues. Also, all his abilities are related to finding clues, including through defeating enemies.
* GlassCannon: He's an effective fighter and not bad at getting clues, but his base five sanity is abysmal (a single Rotting Remains encounter can remove up to three) meaning he desperately needs means of soaking and healing horror to avoid being defeated early in the scenario.
* JackOfAllStats: {{Downplayed|Trope}}, his Agility is below average (2) and his Combat above (4), but Roland's Intellect and Willpower are both average (3), meaning that while it's easier to build him as a fighter, Roland's middle of the road stats allow him to also be fairly capable at both clue gathering and resisting treacheries if he goes out of the way to improve his non-combat stats. His access to Seeker cards give him a fair amount of utility unavailable to most Guardians too.
* RevolversAreJustBetter: His signature card is his .38 revolver. Its main gimmick is providing an additional bonus to Combat when used in a location with at least one clue, which further amplifies his the hybrid fighter/searcher playstyle.playstyle of his default kit.



!!Daisy Walker, the Librarian
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcgdaisy.png]]
[[caption-width-right:225:''"I know of books so powerful, they can rewrite reality."'']]
->''As a respected librarian at Miskatonic University, Daisy had always felt that books were the most important thing in her life. She explored in fiction what she abhorred in life: horror, violence, fear. Then, she stumbled across the John Dee translation of the Necronomicon. It was blasphemous, unholy, and too awful to be read. But given her studies in obscure and occult subjects, Daisy knew there was more truth than fiction within the book's pages. She began to wonder what other secrets the restricted collection of the Orne Library held...''
Seeker-class investigator. Has access to Mystic cards (up to level 2).

to:

!!Daisy Walker, the Librarian
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcgdaisy.png]]
[[caption-width-right:225:''"I know of books so powerful, they can rewrite reality."'']]
->''As a respected librarian at Miskatonic University, Daisy had always felt that books were the most important thing in her life. She explored in fiction what she abhorred in life: horror, violence, fear. Then, she stumbled across the John Dee translation of the Necronomicon. It was blasphemous, unholy, and too awful to be read. But given her studies in obscure and occult subjects, Daisy knew there was more truth than fiction within the book's pages. She began to wonder what other secrets the restricted collection of the Orne Library held...''
Seeker-class investigator.
!!!Basic version
Has access to Mystic Seeker cards (up to level 2).



* BoringButPractical: Her signature card, "Daisy's Tote Bag", gives her two additional "Hand" slots (without taking any by itself), which can only be used for Tome cards (something she relies upon a great deal); simple, but reliable. She can also dump her weakness, [[TomeOfEldritchLore "Necronomicon"]], into a bag until she can deal with it.
* GoMadFromTheRevelation: Once the "Necronomicon" enters play, the only way to get rid of it is to study it, which drains her sanity.
* MagicLibrarian: While her Willpower is average, she has access to Mystic cards, most of which are either spells or magic artifacts. She can also get additional actions to use on "Tome" assets, and her signature card allows her to carry extra books around.
* NightmareFetishist: She likes reading the stories exploring the topics of horror, violence and fear (while still abhorring them in real life). But the "[[TomeOfEldritchLore Necronomicon]]" is too much even for her.
* SquishyWizard: Has only 5 Health, which is very low even for a Seeker or Mystic.
* TomeOfEldritchLore: Her involvement in the plot was kickstarted by her study of the [[TropeCodifier Necronomicon]]. That same book is also her signature weakness, preventing her from using elder sign tokens while it is in play. It becomes even worse if she fails her LoyaltyMission, ''Read or Die'', becoming a potentially game-ending threat.

!!"Skids" O'Toole, the Ex-Con
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_skids.png]]
[[caption-width-right:225:''"I didn't get out of the joint just to watch the world end"''.]]
->''Skids hadn't planned on a life of crime. But sometimes doing the right thing means getting your hands dirty. The cops didn't care that Skids needed the money for his mother's operation. His mother died of her illness during the second year of his sentence. His cellmate, Brad Hollins, told him there were worse fates than death. He ranted and raved in a quiet voice every evening about the "Old Ones" and told Skids about bizarre adventures he'd had while dreaming. Skids didn't give it much thought until the night he woke to the sight of his cellmate bursting into flames. When Skids was finally released, he returned to Arkham, looking for answers''.
Rogue-class investigator. Has access to Guardian cards (up to level 2).

to:

* BoringButPractical: Her signature card, "Daisy's Tote Bag", gives her two additional "Hand" slots (without taking any by itself), which can only be ByTheBookCop: According to his backstory, he used for Tome cards (something she relies upon a great deal); simple, but reliable. She can also dump her weakness, [[TomeOfEldritchLore "Necronomicon"]], into a bag until she can deal to always follow the rules to the letter--until he got involved in the story. He dropped this mentality when he realised that this would not help him with it.
{{Eldritch Abomination}}s.
* GoMadFromTheRevelation: Once the "Necronomicon" enters play, the only way to get rid of it is to study it, which drains her sanity.
* MagicLibrarian:
GeniusBruiser: {{Downplayed|Trope}}. While her Willpower his Intellect is average, she he has access to Mystic Seeker cards, most of which making him a versatile investigator able to both fight and search for clues. Also, all his abilities are either spells or magic artifacts. She related to finding clues, including through defeating enemies.
* GlassCannon: He's an effective fighter and not bad at getting clues, but his base 5 Sanity is abysmal (a single Rotting Remains encounter
can also get additional actions remove up to use on "Tome" assets, 3), meaning he desperately needs means of soaking and her signature card allows her healing horror to carry extra books around.
* NightmareFetishist: She likes reading the stories exploring the topics of horror, violence and fear (while still abhorring them in real life). But the "[[TomeOfEldritchLore Necronomicon]]" is too much even for her.
* SquishyWizard: Has only 5 Health, which is very low even for a Seeker or Mystic.
* TomeOfEldritchLore: Her involvement
avoid being defeated early in the plot was kickstarted by her study scenario.
* JackOfAllStats: {{Downplayed|Trope}}, his Agility is below average (2) and his Combat above (4), but Roland's Intellect and Willpower are both average (3), meaning that while it's easier to build him as a fighter, Roland's middle
of the [[TropeCodifier Necronomicon]]. That same book is road stats allow him to also her signature weakness, preventing her from using elder sign tokens while it is in play. It becomes even worse be fairly capable at both clue gathering and resisting treacheries if she fails her LoyaltyMission, ''Read or Die'', becoming a potentially game-ending threat.

!!"Skids" O'Toole, the Ex-Con
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_skids.png]]
[[caption-width-right:225:''"I didn't get
he goes out of the joint just way to watch the world end"''.]]
->''Skids hadn't planned on a life of crime. But sometimes doing the right thing means getting your hands dirty. The cops didn't care that Skids needed the money for
improve his mother's operation. non-combat stats. His mother died of her illness during the second year of his sentence. His cellmate, Brad Hollins, told him there were worse fates than death. He ranted and raved in a quiet voice every evening about the "Old Ones" and told Skids about bizarre adventures he'd had while dreaming. Skids didn't access to Seeker cards give it much thought until the night he woke him a fair amount of utility unavailable to the sight of his cellmate bursting into flames. When Skids was finally released, he returned to Arkham, looking for answers''.
Rogue-class investigator.
most Guardians too.

!!!Parallel version
Has access to Guardian off-class "Tactics" and "Insight" cards (up to level 2).3), but can't take the Guardian-class cards above level 3.



* TheAtoner: Skids' subtitle is the "Ex-Convict" and his desire to discover what happened to his cellmate Brad and avenge him is partially fueled by his wish to make his late mother proud of him once more.
* BigGuy: {{Downplayed|Trope}}; his Combat stat is average, but he has access to Guardian-class cards to amplify it. Also, being a Rogue, he can obtain enough resources to fuel his more expensive cards, or use them to buy more actions through his signature ability. All of this makes him fitting candidate for the role of dedicated fighter.
* TheCorpseStopsHere: When his cellmate [[SpontaneousHumanCombustion burst into flames one night]], the cops accused him of causing it, but couldn't get the charge to stick.
* FaceOfAThug: He may look like bandit, but he is a good guy--and what banditry he ''did'' commit was solely to aid his mother with getting through her illness. He also has access to Guardian cards, many of which are related to teamwork.
* HealthcareMotivation: He really was only robbing banks to try to save his mother from her illness; unfortunately, [[AllForNothing she died while he was in prison]] -- and now, he still has to pay up the bills, which [[GameplayAndStoryIntegration works as his signature weakness]], "Hospital Debts"; once they shows up, he has to pay them up until the end of scenario (or his elimination), or suffer penalty to experience earned.
* JackOfAllStats: {{Downplayed|Trope}}, Skids has below average Will (2) but above average agility (4) and average Intellect and Combat (3). His Rogue card pool gives him options to not only boost his high agility further, but also bolster his fight and intellect using his agility, making him an equally good candidate as both as a fighter or clue gatherer; while his options in the Guardian pool not only greatly improve his combat capabilities even more, but also negate his weakpoint through various will-boosting cards. In short, Skids' stats, signature and ability give the player a variety of choices on how to build a deck for him and [[JackOfAllTrades what roles he should fit in any group.]]
* NeverGoingBackToPrison: He served ten years in prison once, and won't allow it to happen again--certainly not when the stakes are now much higher than just his life. Fittingly, his signature card, "On the Lam", [[StealthExpert makes any non-Elite enemies unable to attack him]].
-->''"I ain't going to the pen a second time"''.
* ReformedCriminal: [[DownplayedTrope His main class is Rogue and he has access to illicit assets and criminal allies]], but Skids' motivations to join the invesigation are selfless, wanting to find out why his friend Brad [[SpontaneousHumanCombustion died]], make his mother proud beyond the grave and prevent the end of the world; which contrast heavily with many of the later, far more opportunistic and self-serving rogues introduced in later cycles. Fittingly, he has access to Guardian cards.
* SpontaneousHumanCombustion: His motivation to come to Arkham was when his cellmate, Brad, spontaneously combusted one night.
* StealthExpert: His signature card, "On the Lam", makes non-Elite enemies unable to attack him.

!!Agnes Baker, the Waitress
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_agnes.png]]
[[caption-width-right:225:''"I remember another life, one of sorcery and conquest."'']]
->''Agnes Baker may be just an unassuming waitress in this life, but in a previous life, in a time and age undreamed of in the modern world, she had been a powerful witch. It began when she found a strange artifact -- a key of some kind -- in a dusty collection of family belongings in her attic. When she touched it, the memories came flooding back, along with one word: "Hyperborea." The more she delved into the visions and memories of her former life, the stronger her powers grew... and the more frightened she became''.
Mystic-class investigator. Has access to Survivor cards (up to level 2).

to:

* TheAtoner: Skids' subtitle is the "Ex-Convict" and his desire to discover what happened to his cellmate Brad and avenge him is partially fueled by his wish to make his late mother proud ByTheBookCop: The "parallel" version of him once more.
* BigGuy: {{Downplayed|Trope}}; his Combat stat is average, but he has access to Guardian-class cards to amplify it. Also, being a Rogue, he can obtain enough resources to fuel his more expensive cards, or use them to buy more actions through his signature ability. All of this makes him fitting candidate for the role of dedicated fighter.
* TheCorpseStopsHere: When his cellmate [[SpontaneousHumanCombustion burst into flames one night]], the cops accused him of causing it, but couldn't get the charge to stick.
* FaceOfAThug: He may look like bandit, but he is a good guy--and what banditry he ''did'' commit was solely to aid his mother with getting through her illness. He also has access to Guardian cards, many of which are related to teamwork.
* HealthcareMotivation: He really was only robbing banks to try to save his mother from her illness; unfortunately, [[AllForNothing she died while he was in prison]] -- and now,
Roland [[WhatIf assumes]] that he still has to pay up the bills, which acts as a proper, rules-abiding detective, [[GameplayAndStoryIntegration works as his signature weakness]], "Hospital Debts"; once they shows up, he has to pay them up until the making him restricted by countless regulations]]. The end of his challenge scenario (or directly questions what would happen when those directives [[ToBeLawfulOrGood came into conflict with his elimination), morality]], as a nod to his canon self.
* JackOfAllTrades: "Parallel" Roland lacks access to high-level Guardian cards, being limited only to level 3, but can take any Tactic
or suffer penalty Insight cards up to level 3, making him rather versatile, especially if the right Directives are chosen.
* MechanicallyUnusualFighter: "Parallel" Roland has special cards, unique to him -- the "Directives", which provide him both restrictions (like inability to attack more than twice per round) and additional abilities; he has five available, but only three may be chosen, with the other two becoming permanently inaccessible. If his "parallel" deckbuilding rules are chosen, he also starts with 5 bonus
experience earned.
points.
* JackOfAllStats: {{Downplayed|Trope}}, Skids has below average Will (2) but above average agility (4) and average Intellect and Combat (3). His Rogue card pool gives him options to not only boost his high agility further, but also bolster his fight and intellect using his agility, making him an equally good candidate as both as a fighter or clue gatherer; while his options MightyGlacier: {{Exaggerated|Trope}}. The directive "Leave no doubt" makes Roland THE most durable investigator in the Guardian pool not only greatly improve game, raising his combat capabilities even more, but also negate his weakpoint through various will-boosting cards. In short, Skids' stats, signature Sanity by 3, with a total amount of 9 health and ability give the player a variety of choices on how to build a deck for him and [[JackOfAllTrades what roles he should fit in any group.]]
* NeverGoingBackToPrison: He served ten years in prison once, and won't allow it to happen again--certainly not when the stakes are now much
8 sanity (even higher than just his life. Fittingly, his signature card, "On [[StoneWall Stella's]] 8/8), but has the Lam", [[StealthExpert makes any non-Elite enemies unable drawback of only allowing Roland to attack him]].
-->''"I ain't going to the pen a second time"''.
* ReformedCriminal: [[DownplayedTrope His main class is Rogue and he has access to illicit assets and criminal allies]], but Skids' motivations to join the invesigation are selfless, wanting to find out why his friend Brad [[SpontaneousHumanCombustion died]], make his mother proud beyond the grave and prevent the end of the world;
move twice per round, which contrast heavily with many cripples his movement range in a game where [[TimedMission every move matters]]. Also, Roland will still be driven insane if he accumulates 5 Mental Traumas instead of 8, as the later, far more opportunistic total amount of trauma that kills or drives insane an investigator '''only''' checks against the base value of health and self-serving rogues introduced in later cycles. Fittingly, sanity, rather than the total after any boost or penalty.
* WhatIf: The "parallel" Roland is an alternative version of himself, where
he has access chose not to Guardian cards.
* SpontaneousHumanCombustion: His motivation to come to Arkham was when
abandon his cellmate, Brad, spontaneously combusted one night.
* StealthExpert: His signature card, "On
directives and [[ByTheBookCop still follows the Lam", makes non-Elite enemies unable to attack him.

!!Agnes Baker,
rules]].
[[/folder]]

[[folder:Daisy Walker]]
!!Daisy Walker,
the Waitress
Librarian
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_agnes.png]]
org/pmwiki/pub/images/ahlcgdaisy.png]]
[[caption-width-right:225:''"I remember another life, one know of sorcery and conquest.books so powerful, they can rewrite reality."'']]
->''Agnes Baker may be just an unassuming waitress ->''As a respected librarian at Miskatonic University, Daisy had always felt that books were the most important thing in this life, but her life. She explored in a previous life, fiction what she abhorred in a time life: horror, violence, fear. Then, she stumbled across the John Dee translation of the Necronomicon. It was blasphemous, unholy, and age undreamed of too awful to be read. But given her studies in obscure and occult subjects, Daisy knew there was more truth than fiction within the modern world, she had been a powerful witch. It book's pages. She began when she found a strange artifact -- a key of some kind -- in a dusty to wonder what other secrets the restricted collection of family belongings in her attic. When she touched it, the memories came flooding back, along with one word: "Hyperborea." The more she delved into the visions and memories of her former life, the stronger her powers grew... and the more frightened she became''.
Mystic-class investigator. Has access to Survivor cards (up to level 2).
Orne Library held...''
!!!Both versions
Seeker-class investigator.



* ActionSurvivor: She has strong natural magic power, but otherwise lacks any special training, being a mere waitress in this particular incarnation. Fittingly, she has access to Survivor-class cards.
* CriticalStatusBuff: Her Elder Sign effect gives her +1 to the tested skill for each horror she has.
* {{Reincarnation}}: She was a Hyperborean witch in the past life. All her problems are caused by the past catching up with her.
* GlassCannon: {{Invoked|Trope}}, Agnes main ability is to deal damage when she takes horror, meaning to make the most of it, she must take LOTS of horror regularly, leaving her vulnerable to be overwhelmed by it and defeated. Notably, Shrivelling, one of the main attack spells assets in the game, inflicts horror when revealing some types of chaos tokens: while this can be helpful for Agnes to deal additional damage in one attack it can lead her to [[MutualKill be defeated alongside her enemy if she is particularly low on sanity and unable to dump the horror on another asset]]
* VisionsOfAnotherSelf:
** She has dreams of her past incarnation; this is how she learned magic.
** Her signature weakness, "Dark Memory", [[YourWorstMemory forces her to relive the worst moments of her Hyperborean past self]], either damaging her sanity or increasing the current doom.
* YourWorstMemory: Her signature weakness, "Dark Memory", forces her to relive the worst moments of her [[VisionsOfAnotherSelf past life]], where she was a Hyperborean witch.

!!Wendy Adams, the Urchin
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_wendy.png]]
->''Mama used to let Wendy play with her necklace when she was small. Mama would tell her stories, and Wendy would spin the necklace and watch as it glittered. Then, word came that her father had been lost at sea, and Mama started acting strange, drawing unusual symbols in chalk all over the house. They took Mama to the asylum, and Wendy went to the orphanage. Before they took her away, Mama gave her the necklace, to "protect her." Wendy stayed in the orphanage for several years before running away, deciding that she could take better care of herself on her own''.
Survivor-class investigator. Has access to Rogue cards (up to level 2).

to:

* ActionSurvivor: She has strong natural magic power, but otherwise lacks any special training, being a mere waitress in this particular incarnation. Fittingly, she has access to Survivor-class cards.
* CriticalStatusBuff:
BoringButPractical: Her Elder Sign effect signature card, "Daisy's Tote Bag", gives her +1 to the tested skill for each horror she has.
* {{Reincarnation}}: She was a Hyperborean witch in the past life. All her problems are caused by the past catching up with her.
* GlassCannon: {{Invoked|Trope}}, Agnes main ability is to deal damage when she takes horror, meaning to make the most of it, she must take LOTS of horror regularly, leaving her vulnerable to be overwhelmed by it and defeated. Notably, Shrivelling, one of the main attack spells assets in the game, inflicts horror when revealing some types of chaos tokens: while this can be helpful for Agnes to deal
two additional damage in one attack it "Hand" slots (without taking any by itself), which can lead her to [[MutualKill only be defeated alongside her enemy if used for Tome cards (something she is particularly low on sanity and unable to relies upon a great deal); simple, but reliable. She can also dump her weakness, [[TomeOfEldritchLore "Necronomicon"]], into a bag until she can deal with it.
* GoMadFromTheRevelation: Once
the horror on another asset]]
"Necronomicon" enters play, the only way to get rid of it is to study it, which drains her sanity.
* VisionsOfAnotherSelf:
**
NightmareFetishist: She has dreams likes reading the stories exploring the topics of horror, violence and fear (while still abhorring them in real life). But the "[[TomeOfEldritchLore Necronomicon]]" is too much even for her.
* SquishyWizard: Has only 5 Health, which is very low even for a Seeker or Mystic.
* TomeOfEldritchLore: Her involvement in the plot was kickstarted by
her past incarnation; this study of the [[TropeCodifier Necronomicon]]. That same book is how she learned magic.
** Her
also her signature weakness, "Dark Memory", [[YourWorstMemory forces preventing her to relive the worst moments of from using elder sign tokens while it is in play. It becomes even worse if she fails her Hyperborean past self]], either damaging her sanity LoyaltyMission, ''Read or increasing the current doom.
* YourWorstMemory: Her signature weakness, "Dark Memory", forces her to relive the worst moments of her [[VisionsOfAnotherSelf past life]], where she was
Die'', becoming a Hyperborean witch.

!!Wendy Adams, the Urchin
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_wendy.png]]
->''Mama used to let Wendy play with her necklace when she was small. Mama would tell her stories, and Wendy would spin the necklace and watch as it glittered. Then, word came that her father had been lost at sea, and Mama started acting strange, drawing unusual symbols in chalk all over the house. They took Mama to the asylum, and Wendy went to the orphanage. Before they took her away, Mama gave her the necklace, to "protect her." Wendy stayed in the orphanage for several years before running away, deciding that she could take better care of herself on her own''.
Survivor-class investigator.
potentially game-ending threat.

!!!Basic version
Has access to Rogue Mystic cards (up to level 2).



* DespairEventHorizon: Her signature weakness, "Abandoned and Alone", removes all cards from her discard pile from the game, symbolising her losing the will to keep fighting. And the tinnier the deck becomes, the easier it's to draw this card again, not to mention taking some horror each time the deck resets.
* FragileSpeedster: {{Downplayed|Trope}}, Wendy has good Agility and Willpower (both are 4) and access to Rogue cards, but abysmal Combat (1) and only average Health and Sanity (both at 7). She's ''not'' a fighter, and wouldn't last long if cornered. She is however '''extremely''' resistant to treacheries, as they mostly test against will and agility, Wendy's highest stats, and she is able to reroll an otherwise failed result by discarding a card too. Also, because both her health and sanity are average, she normally wouldn't be more likely to be defeated by either damage or horror unlike most investigators, if it wasn't for her signature weakness dealing her large amount of direct horror.
* KidHero: She is the only minor character in the cast.
* NoSell: She can discard one card from hand to ignore the effects of one chaos token, but she must draw another one instead.
* ObviousRulePatch: Errata for Wendy's Amulet was released, tweaking the rules specifically to counter its weird interaction with certain Events with non-standard mechanics, which was easily abusable; prior to this, she was able to reuse them indefinitely.
* OrphansPlotTrinket: Her signature card, "Wendy's Amulet", is an Elder Sign trinket given to her by her parents. It allows her to play events from her discard pile and, as long as she keeps it in play, her Elder Sign effect allows her to automatically pass any skill-checks.
* ParentalAbandonment: Her father is LostAtSea, while her mother went insane and was put into the [[BedlamHouse asylum]].
* TheSneakyGuy: Has good Agility, which allows her to safely avoid most monsters, temporarily disabling them in the process. She also can use Rogue-class cards.
* StreetUrchin: She was put in an orphanage after her mother went insane, but she escaped and has lived on the streets ever since.
[[/folder]]

[[folder: Introduced in ''The Dunwich Legacy'' expansion]]
!!Tropes applying to all ''The Dunwich Legacy'' investigators

to:

* DespairEventHorizon: Her signature weakness, "Abandoned and Alone", removes all cards from BoringButPractical: She has extra action each turn, which she can only spend to interact with "Tome" assets. Given that those often form the core of her discard pile from the game, symbolising gameplay, it saves her losing the will to keep fighting. And the tinnier the deck becomes, the easier ''a lot'' of time, but it's rather simple and generic ability compared to draw this card again, not to mention taking some horror each time more flashy ones the deck resets.
other investigators have.
* FragileSpeedster: {{Downplayed|Trope}}, Wendy has good Agility and MagicLibrarian: While her Willpower (both are 4) and access to Rogue cards, but abysmal Combat (1) and only average Health and Sanity (both at 7). She's ''not'' a fighter, and wouldn't last long if cornered. She is however '''extremely''' resistant to treacheries, as they mostly test against will and agility, Wendy's highest stats, and she is able to reroll an otherwise failed result by discarding a card too. Also, because both her health and sanity are average, she normally wouldn't be more likely has access to be defeated by Mystic cards, most of which are either damage spells or horror unlike most investigators, if it wasn't for magic artifacts. She can also get additional actions to use on "Tome" assets, and her signature weakness dealing her large amount of direct horror.
* KidHero: She is the only minor character in the cast.
* NoSell: She can discard one
card from hand to ignore the effects of one chaos token, but she must draw another one instead.
* ObviousRulePatch: Errata for Wendy's Amulet was released, tweaking the rules specifically to counter its weird interaction with certain Events with non-standard mechanics, which was easily abusable; prior to this, she was able to reuse them indefinitely.
* OrphansPlotTrinket: Her signature card, "Wendy's Amulet", is an Elder Sign trinket given to her by her parents. It
allows her to play events from her discard pile and, as long as she keeps it in play, her Elder Sign effect allows her carry extra books around.

!!!Parallel version
Has access
to automatically pass off-class "Tome" cards (of any skill-checks.
* ParentalAbandonment: Her father is LostAtSea, while her mother went insane
level), and was put into up to five other level 0 Guardian and/or Mystic cards, but can't take the [[BedlamHouse asylum]].
* TheSneakyGuy: Has good Agility, which allows her to safely avoid most monsters, temporarily disabling them in the process. She also can use Rogue-class cards.
* StreetUrchin: She was put in an orphanage after her mother went insane, but she escaped and has lived on the streets ever since.
[[/folder]]

[[folder: Introduced in ''The Dunwich Legacy'' expansion]]
!!Tropes applying to all ''The Dunwich Legacy'' investigators
non-Tome Seeker-class cards above level 3.



* CripplingOverspecialization: All ''Dunwich Legacy" investigators have very limited access to cards of other classes besides their own: the price of getting five level 0 cards from all the other four other classes.
* JackOfAllTrades: [[DownplayedTrope Downplayed,]] their usefulness in certains roles is still dictated by their stats, but the aviability of level 0 cards from other classes make Dunwich Investigator capabable of covering multiple roles in a pinch. They also have above average endurance, with a total count of 15 total health and sanity combined instead of the usual 14 (with the exception of Pete, [[GlassCannon who has 11]])

!!Zoey Samaras, the Chef
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_zoey.png]]
[[caption-width-right:225:''"God has spoken. I will do His work without hesitation."'']]
->''Zoey had known that she was special ever since God spoke to her one night when she was six years old... the night that terrible fire took away her parents. He told her that He had chosen her from among all the people of the world to be His agent. She would protect the innocent and punish the wicked. Since then, He comes to her in times of trouble, offering guidance and comfort. Zoey now travels from city to city, taking work as a chef to support herself. When she isn't working, she stalks the night, guided by the Lord's voice. Wherever she finds wickedness, she strikes it down without remorse or hesitation''.
Guardian-class investigator. Can include up to five level 0 cards of other classes.

to:

* CripplingOverspecialization: All ''Dunwich Legacy" CripplingOverspecialisation: "Parallel" Daisy, instead of her usual deckbuilding rules, can access any Tome cards (regardless of level or class)... but only up to level 3 other Seeker cards, and loses her access to Mystic cards. Unfortunately, most Tomes are Seeker-class anyway, so she loses more than she gains. This is slightly compensated by her being allowed to take up to five level 0 Guardian and/or Mystic cards.
* MagicLibrarian:
** "Parallel" Daisy amplifies her Willpower by putting "Tome" assets into play. When used in combination with her old deckbuilding rules for access to Mystic cards (rules allows to mix front and back sides as the player sees fit), this may greatly increase her effectiveness as a team's sorceress.
** Once per game, she can activate action abilities on ''all'' of her "Tomes", without actually spending actions, with all the mayhem it can cause.
* MagikarpPower: "Parallel" Daisy starts with only 1 Willpower and 7 Sanity (her default version starts with 3 and 9, respectively), but amplifies both by one point for each Tome asset she puts into play.
* MechanicallyUnusualFighter: "Parallel" Daisy receives +1 Sanity per Tome she controls. Considering that she starts with 7 Sanity, and can have up to 4 Tomes in play thanks to her "Tote Bag", she can end up with 11 Sanity--while the other
investigators normally have very limited access to cards of other classes besides their own: 9 at most (13 when playing the price of getting five level 0 cards from all ''[[LoyaltyMission Read or Die]]'' scenario, thanks to Professor Armitage, as he provides two additional slots).
[[/folder]]

[[folder:"Skids" O'Toole]]
!!"Skids" O'Toole,
the other four other classes.
* JackOfAllTrades: [[DownplayedTrope Downplayed,]] their usefulness in certains roles is still dictated by their stats, but the aviability of level 0 cards from other classes make Dunwich Investigator capabable of covering multiple roles in a pinch. They also have above average endurance, with a total count of 15 total health and sanity combined instead of the usual 14 (with the exception of Pete, [[GlassCannon who has 11]])

!!Zoey Samaras, the Chef
Ex-Con
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_zoey.png]]
[[caption-width-right:225:''"God has spoken. I will do His work without hesitation."'']]
->''Zoey had known
org/pmwiki/pub/images/ahlcg_skids.png]]
[[caption-width-right:225:''"I didn't get out of the joint just to watch the world end"''.]]
->''Skids hadn't planned on a life of crime. But sometimes doing the right thing means getting your hands dirty. The cops didn't care
that she was special ever since God spoke to Skids needed the money for his mother's operation. His mother died of her one night when she was six years old... illness during the second year of his sentence. His cellmate, Brad Hollins, told him there were worse fates than death. He ranted and raved in a quiet voice every evening about the "Old Ones" and told Skids about bizarre adventures he'd had while dreaming. Skids didn't give it much thought until the night that terrible fire took away her parents. He told her that He had chosen her from among all he woke to the people sight of the world to be His agent. She would protect the innocent and punish the wicked. Since then, He comes to her in times of trouble, offering guidance and comfort. Zoey now travels from city to city, taking work as a chef to support herself. his cellmate bursting into flames. When she isn't working, she stalks the night, guided by the Lord's voice. Wherever she finds wickedness, she strikes it down without remorse or hesitation''.
Guardian-class investigator. Can include up
Skids was finally released, he returned to five level 0 cards of other classes.Arkham, looking for answers''.
!!!Both versions
Rogue-class investigator.



* BigGuy: All her abilities are related to fighting monsters, encouraging her to take role of team's main fighter. Also, she's one of the few Guardians to actually have good Willpower (4) stat, negating one of their main weaknesses.
* ChefOfIron: Cooks during the day, kicks asses during the night.
* CripplingOverspecialization: All her abilities are related to fighting monsters, and thus have limited use when her current task ''doesn't'' involve active combat. Besides the common-for-Guardians [[MightyGlacier lack of Agility]], she also has a low Intellect stat (both are 2), making her incapable of searching for clues without the aid of other cards.
* HolyBurnsEvil: Her signature card, "Zoey's Cross", can damage her enemies when they engage with her.
* MaybeMagicMaybeMundane: The setting is deliberately vague as to whether or not benevolent entities like "God" exist within its setting, and with the Lovecraftian tendencies for insanity taken into account, it's never clear whether Zoey actually ''is'' hearing orders from God telling her to kill, or if she's simply mentally ill; either way, it works out, since the ones she's being told to kill in this case happen to be horrible monsters and insane cultists.
* MissionFromGod:
** Her motivation to join the team--because voices in her head (whether they actually belongs to God or not) tell her that she must fight forces of evil.
** Her signature weakness, "Smite the Wicked", spawns an additional monster, to which this card gets attached; if the monster to which this card attached survives until the end of scenario or Zoey's defeat/retreat, she will suffer mental trauma, due to "failing" her "mission". Fortunately, it's not mandatory for her to finish off this monster personally, any investigator may help.
* SerialKiller: An extremely rare ''benevolent'' example. She poses as an ordinary chef at a diner, but she's a zealot who believes she hears the voice of God telling her to kill His enemies; ordinarily a prime recipe for a serial killer, if not for the fact that "His enemies" in this case happen to be the cultists and eldritch monsters trying to awaken an ancient horror.

!!Rex Murphy, the Reporter
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_rex.png]]
[[caption-width-right:225:''"This time, nothing will stop me from getting at the truth!"'']]
->''When disaster strikes, Rex Murphy is usually on hand, suffering the consequences. After spending a day with Rex, even the most hardened skeptic will concede that the man is cursed. Anytime he had a lead on a good story, something would go wrong. That business in Innsmouth with the photographs that had blown out to sea. The tracks in Dunwich that had washed away in the rain just before he'd brought the sheriff. His terrible fortune has more than once exposed him to gruesome beasts and occult conspiracies. To survive, Rex has developed an inquisitive mind, keeping one step ahead of the next disaster''.
Seeker-class investigator. Can include up to five level 0 cards of other classes. He can't use any "Fortune" cards.

to:

* BigGuy: All her abilities are related TheAtoner: Skids' subtitle is the "Ex-Convict" and his desire to fighting monsters, encouraging her discover what happened to take role his cellmate Brad and avenge him is partially fuelled by his wish to make his late mother proud of team's main fighter. Also, she's him once more.
* TheCorpseStopsHere: When his cellmate [[SpontaneousHumanCombustion burst into flames
one of night]], the few Guardians cops accused him of causing it, but couldn't get the charge to actually have stick.
* FaceOfAThug: He may look like bandit, but he is a
good Willpower (4) stat, negating one of their main weaknesses.
* ChefOfIron: Cooks during the day, kicks asses during the night.
* CripplingOverspecialization: All
guy--and what banditry he ''did'' commit was solely to aid his mother with getting through her abilities are related illness. His basic version further nails it by giving him access to fighting monsters, and thus have limited use when her current task ''doesn't'' involve active combat. Besides the common-for-Guardians [[MightyGlacier lack of Agility]], she also has a low Intellect stat (both are 2), making her incapable of searching for clues without the aid of other Guardian-class cards.
* HolyBurnsEvil: Her HealthcareMotivation: He really was only robbing banks to try to save his mother from her illness; unfortunately, [[AllForNothing she died while he was in prison]] -- and now, he still has to pay up the bills, which [[GameplayAndStoryIntegration works as his signature card, "Zoey's Cross", can damage her enemies when weakness]], "Hospital Debts"; once they engage with her.
* MaybeMagicMaybeMundane: The setting is deliberately vague as
shows up, he has to whether or not benevolent entities like "God" exist within its setting, and with the Lovecraftian tendencies for insanity taken into account, it's never clear whether Zoey actually ''is'' hearing orders from God telling her to kill, or if she's simply mentally ill; either way, it works out, since the ones she's being told to kill in this case happen to be horrible monsters and insane cultists.
* MissionFromGod:
** Her motivation to join the team--because voices in her head (whether they actually belongs to God or not) tell her that she must fight forces of evil.
** Her signature weakness, "Smite the Wicked", spawns an additional monster, to which this card gets attached; if the monster to which this card attached survives
pay them up until the end of scenario (or his elimination), or Zoey's defeat/retreat, she will suffer mental trauma, due penalty to "failing" her "mission". Fortunately, it's not mandatory for her experience earned.
* NeverGoingBackToPrison: He served ten years in prison once, and won't allow it
to finish off this monster personally, any investigator may help.
* SerialKiller: An extremely rare ''benevolent'' example. She poses as an ordinary chef at a diner, but she's a zealot who believes she hears the voice of God telling her to kill His enemies; ordinarily a prime recipe for a serial killer, if not for the fact that "His enemies" in this case
happen to be again--certainly not when the cultists and eldritch monsters trying to awaken an ancient horror.

!!Rex Murphy, the Reporter
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_rex.png]]
[[caption-width-right:225:''"This time, nothing will stop me from getting at the truth!"'']]
->''When disaster strikes, Rex Murphy is usually on hand, suffering the consequences. After spending a day with Rex, even the most hardened skeptic will concede that the man is cursed. Anytime he had a lead on a good story, something would go wrong. That business in Innsmouth with the photographs that had blown out to sea. The tracks in Dunwich that had washed away in the rain
stakes are now much higher than just before he'd brought his life. Fittingly, his signature card, "On the sheriff. Lam", [[StealthExpert makes any non-Elite enemies unable to attack him]].
-->''"I ain't going to the pen a second time"''.
* ReformedCriminal: [[DownplayedTrope
His terrible fortune main class is Rogue and he has more than once exposed him access to gruesome beasts illicit assets and occult conspiracies. To survive, Rex has developed an inquisitive mind, keeping one step ahead criminal allies]], but Skids' motivations to join the invesigation are selfless, wanting to find out why his friend Brad [[SpontaneousHumanCombustion died]], make his mother proud beyond the grave and prevent the end of the next disaster''.
Seeker-class investigator. Can include up
world; which contrast heavily with many of the later, far more opportunistic and self-serving rogues introduced in later cycles.
* SpontaneousHumanCombustion: His motivation
to five come to Arkham was when his cellmate, Brad, spontaneously combusted one night.
* StealthExpert: His signature card, "On the Lam", makes non-Elite enemies unable to attack him.

!!!Basic version
Has access to Guardian cards (up to
level 0 cards of other classes. He can't use any "Fortune" cards.2).



* AwesomenessByAnalysis: His signature card, "Search for the Truth", allows him to draw as many cards as he has clues, up to five: he not only gathers the info, but comes up with a plan based on it.
* BornUnlucky: Not only does he suffers from a HereditaryCurse, he also [[GameplayAndStoryIntegration can't include any "Fortune" cards in his deck]] ([[CripplingOverspecialisation not that there are many such cards available for him anyway]]).
* ChewToy: The poor guy just can't catch a break. Something ''always'' goes wrong for him, especially when he seems to find a good story to write about.
* CripplingOverspecialization: All his stats besides Intellect (4) are average or below (3 Agility and Willpower and 2 Fight). He is great clue-searcher, but that's about it.
* {{Determinator}}: It takes a special kind of thickheaded to keep going despite all of his setbacks.
* GameplayAndStoryIntegration: Being a reporter requires knowing how to dig up the truth no matter how deep it's buried. As such, whenever he finds a clue while investigating, he finds an extra one for free.
* HereditaryCurse: His signature weakness, "Rex's Curse". Every time he succeeds on a skill check, he must return the chaos token he previously drew (ignoring its modifier), and draw an additional token; if this causes the skill check to fail, he shuffles the weakness back into his deck, meaning that you can never quite get rid of it.
* IntrepidReporter: He seeks to get all of the information he can. Of course, his curse just makes it difficult.
* ObviousRulePatch: He was the first investigator to receive his own entry at "Taboo rules" list; it limited his signature ability (when he finds a clue, he receives an extra one) to working once per round. Prior to it, he was considered to be ridiculously overpowered, being able to quickly strip any location of clues.

!!Jenny Barnes, the Dilettante
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_jenny.png]]
[[caption-width-right:225:''"No more 'Miss Barnes' from you. My friends call me Jenny".'']]
->''Jenny Barnes has spent the majority of her young life in pursuit of creature comforts, fine dining, and the latest fashions. That all changed when she received a letter from her sister, Isabelle. In this letter, Isabelle confessed that mysterious forces were aligning against her and that she feared she may fall victim to some paranormal threat. It was the last letter Jenny received from her beloved sister. Jenny has since returned to the States to track down and investigate all occult occurrences she can find. Hardly a wilting flower, she has proven herself a crack shot as well as a fearless and clever investigator of the unknown. Until Isabelle's disappearance is explained, Jenny will never relent in her search''.
Rogue-class investigator. Can include up to five level 0 cards of other classes.

to:

* AwesomenessByAnalysis: His BigGuy: {{Downplayed|Trope}}; his Combat stat is average, but he has access to Guardian-class cards to amplify it. Also, being a Rogue, he can obtain enough resources to fuel his more expensive cards, or use them to buy more actions through his signature card, "Search ability. All of this makes him fitting candidate for the Truth", allows role of dedicated fighter.
* JackOfAllStats: {{Downplayed|Trope}}, Skids has below average Will (2) but above average agility (4) and average Intellect and Combat (3). His Rogue card pool gives
him options to draw as many cards as he has clues, up to five: he not only gathers boost his high agility further, but also bolster his fight and intellect using his agility, making him an equally good candidate as both as a fighter or clue gatherer; while his options in the info, but comes up with a plan based on it.
* BornUnlucky: Not
Guardian pool not only does he suffers from a HereditaryCurse, he greatly improve his combat capabilities even more, but also [[GameplayAndStoryIntegration can't include negate his weakpoint through various will-boosting cards. In short, Skids' stats, signature and ability give the player a variety of choices on how to build a deck for him and [[JackOfAllTrades what roles he should fit in any group.]]

!!!Parallel version.
Has access off-class
"Fortune" and "Gambit" cards in his deck]] ([[CripplingOverspecialisation not that there are many such cards available for him anyway]]).
* ChewToy: The poor guy just can't catch a break. Something ''always'' goes wrong for him, especially when he seems
(up to find a good story to write about.
* CripplingOverspecialization: All his stats besides Intellect (4) are average or below (3 Agility and Willpower and 2 Fight). He is great clue-searcher, but that's about it.
* {{Determinator}}: It takes a special kind of thickheaded to keep going despite all of his setbacks.
* GameplayAndStoryIntegration: Being a reporter requires knowing how to dig up the truth no matter how deep it's buried. As such, whenever he finds a clue while investigating, he finds an extra one for free.
* HereditaryCurse: His signature weakness, "Rex's Curse". Every time he succeeds on a skill check, he must return the chaos token he previously drew (ignoring its modifier), and draw an additional token; if this causes the skill check to fail, he shuffles the weakness back into his deck, meaning that you can never quite get rid of it.
* IntrepidReporter: He seeks to get all of the information he can. Of course, his curse just makes it difficult.
* ObviousRulePatch: He was the first investigator to receive his own entry at "Taboo rules" list; it limited his signature ability (when he finds a clue, he receives an extra one) to working once per round. Prior to it, he was considered to be ridiculously overpowered, being able to quickly strip any location of clues.

!!Jenny Barnes, the Dilettante
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_jenny.png]]
[[caption-width-right:225:''"No more 'Miss Barnes' from you. My friends call me Jenny".'']]
->''Jenny Barnes has spent the majority of her young life in pursuit of creature comforts, fine dining, and the latest fashions. That all changed when she received a letter from her sister, Isabelle. In this letter, Isabelle confessed that mysterious forces were aligning against her and that she feared she may fall victim to some paranormal threat. It was the last letter Jenny received from her beloved sister. Jenny has since returned to the States to track down and investigate all occult occurrences she can find. Hardly a wilting flower, she has proven herself a crack shot as well as a fearless and clever investigator of the unknown. Until Isabelle's disappearance is explained, Jenny will never relent in her search''.
Rogue-class investigator. Can include up to five
level 0 cards of other classes.3).



* CrimefightingWithCash: Receives an additional resource each round. More resources means more tools at her disposal to deal with cultists and monsters.
* GameplayAndStoryIntegration: She is a rich heiress, so of course she has better access to resources than other investigators.
* GunsAkimbo: Her signature card is a pair of ''.45s'' pistols. Their main gimmick is [[MoreDakka not having an upper limit]] how much ammo she can put in them when played.
* IWillFindYou: She is looking for her sister, Isabelle "Izzie" Barnes, who went missing.
* JackOfAllStats: All of her stats are average (3) (which, accidentally, puts her above majority of Rogues Willpower-wise), so, if required, she can pick any task, especially if supplied with cards which would [[CrimefightingWithCash put her resources supply to good use]].
* KickingAssInAllHerFinery: As always, she is depicted wearing a fabulous dress and jewelry.
* MoreDakka: Her signature [[GunsAkimbo .45s pistols]] have no upper limit of ammo, as long as she has enough resources to pay for them; and due to [[CrimefightingWithCash receiving free resource each round]], she usually has them.
* SearchingForTheLostRelative: Jenny looking for the traces of her missing sister Isabelle [[GameplayAndStoryIntegration is incorporated into her actual mechanics]]; her signature weakness, "Searching for Izzie", distracts Jenny to try and find the traces of her sister Izzie, who was previously abducted. Dealing with it costs actions, but ignoring it may cause Jenny to suffer mental trauma later due to possibly failing to save her.
* {{Socialite}}: She has no job other than being an heiress and moving about in high society.

!!Jim Culver, the Musician
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_jim.png]]
[[caption-width-right:225:''"No, not quiet at all. Dead folks get downright rambunctious when I play my horn".'']]
->''Jazz has been nothing but trouble for Jim since the day he picked up his daddy's trumpet. There was something weird and otherworldly about the writing on the inside of the bell, but the tones from it were smooth and dark, like good coffee. That trumpet landed Jim a lot of gigs until the time it made Widow Jenkins get up and dance, the day he played at her funeral. After that, it was kind of hard to find work. Since then, Jim has learned a lot about jazz — and the things the graveyard ghouls talk about on cold autumn nights. Lately, they've been talking about The End, as in the end of everything that is and could be. The Final Rhapsody. The fact is, Jim isn't too keen on that idea''.
Mystic-class investigator. Can include up to five level 0 cards of other classes.

to:

* CrimefightingWithCash: Receives an additional resource each round. More resources means more tools at her disposal AscendedMeme: Prior to deal with cultists release of his "parallel" version, there was a popular custom version of Skids, which remade him into a Rogue/Survivor gambler. Comes the "parallel" version, and monsters.
now Skids has gambling-themed abilities, gambling-themed deckbuilding options (many of which just so happen to be Survivor-class), and the challenge scenario set in a casino.
* BornLucky: His "parallel" version trades access to a Guardian class for access to any "Fortune" or "Gambit" cards up to level 3. He also may keep multiple versions of the same card (low- and high-level versions), which is [[MechanicallyUnusualFighter normally forbidden]].
* GameplayAndStoryIntegration: She "Parallel" Skids is essentially a rich heiress, so of course she gambler. As result, his new abilities and deckbuilding options were remade to fit the theme:
** Gamblers always rely on risks and various tricks. As result, he
has better access to resources than other investigators.
* GunsAkimbo: Her signature card is a pair of ''.45s'' pistols. Their main gimmick is [[MoreDakka not having an upper limit]] how much ammo she can put in them when played.
* IWillFindYou: She is looking for her sister, Isabelle "Izzie" Barnes, who went missing.
* JackOfAllStats: All of her stats are average (3) (which, accidentally, puts her above majority of Rogues Willpower-wise), so, if required, she can pick any task, especially if supplied with
"Fortune" and "Gambit" cards which would [[CrimefightingWithCash put her resources supply (up to good use]].
* KickingAssInAllHerFinery: As always, she is depicted wearing a fabulous dress and jewelry.
* MoreDakka: Her signature [[GunsAkimbo .45s pistols]] have no upper limit of ammo, as long as she has enough
level 3).
** "Parallel" Skids trades his usual ability to spend
resources to pay gain more actions for them; ability to actually gamble on his resources and due to [[CrimefightingWithCash receiving free resource each round]], she usually has them.
on success earning much more.
* SearchingForTheLostRelative: Jenny looking for the traces MechanicallyUnusualFighter: The "parallel" version of her missing sister Isabelle [[GameplayAndStoryIntegration is incorporated into her actual mechanics]]; her signature weakness, "Searching for Izzie", distracts Jenny to try and find the traces Skids, while upgrading "Fortune" cards, may, instead of her sister Izzie, who was previously abducted. Dealing just replacing them with the higher level versions, buy them at the full cost... and keep ''both'' the old and new versions, even if it costs actions, but ignoring it may cause Jenny to suffer mental trauma later due to possibly failing to save her.
* {{Socialite}}: She has no job other
would put him at more than being an heiress and moving about in high society.

!!Jim Culver,
two copies of the Musician
same card in his deck, by title, which is normally forbidden. Any old cards he keeps in the deck this way also don't count towards the deck's size.
[[/folder]]

[[folder:Agnes Baker]]
!!Agnes Baker, the Waitress
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_jim.png]]
[[caption-width-right:225:''"No, not quiet at all. Dead folks get downright rambunctious
org/pmwiki/pub/images/ahlcg_agnes.png]]
[[caption-width-right:225:''"I remember another life, one of sorcery and conquest."'']]
->''Agnes Baker may be just an unassuming waitress in this life, but in a previous life, in a time and age undreamed of in the modern world, she had been a powerful witch. It began
when I play my horn".'']]
->''Jazz has been nothing but trouble for Jim since the day he picked up his daddy's trumpet. There was something weird and otherworldly about the writing on the inside
she found a strange artifact -- a key of the bell, but the tones from it were smooth and dark, like good coffee. That trumpet landed Jim a lot of gigs until the time it made Widow Jenkins get up and dance, the day he played at her funeral. After that, it was some kind -- in a dusty collection of hard to find work. Since then, Jim has learned a lot about jazz — family belongings in her attic. When she touched it, the memories came flooding back, along with one word: "Hyperborea." The more she delved into the visions and memories of her former life, the stronger her powers grew... and the things the graveyard ghouls talk about on cold autumn nights. Lately, they've been talking about The End, as in the end of everything that is and could be. The Final Rhapsody. The fact is, Jim isn't too keen on that idea''.
more frightened she became''.
!!!Both versions
Mystic-class investigator. Can include up to five level 0 cards of other classes.



* BrownNote: His signature weakness, "Final Rhapsody". His connection to the dead sometimes results in them answering back; this ''very'' negatively affects his Sanity.
--> ''When the dead start talking about what scares them, that's when it's time to listen''.
* CombatMedic: Can heal horror from himself or from one of his teammates with his trumpet, if he draws a Skull chaos token.
* MagicKnight: {{Downplayed|Trope}}; he isn't ''that'' good a fighter, but he is less fragile than most other Mystics (and has decent Combat), and can add a few non-Mystic cards to amplify his survivability.
* MagicMusic: He is a {{Jazz}} musician who can actually achieve magic through his music. Fittingly, he has the Mystic class.
* MightyGlacier: [[DownplayedTrope Downplayed,]] Jim has average health (7) on top of good sanity (8) and average Combat and Intellect (3), but his Agility is low (2)
* MustHaveCaffeine: Loves his coffee.
* OrphansPlotTrinket: The Golden Trumpet, which belonged to his father.
* StreetMusician: He wasn't always one, but ever since he played at Widow Jenkins's funeral, he hasn't been able to get work. Probably because his magic trumpet [[TheFunInFuneral made the widow get out of the coffin and join in the festivities]].
* TheFunInFuneral: He once caused a dead widow to get up and dance...at her own funeral. After that incident, he has had trouble finding work.

!!"Ashcan" Pete, the Drifter
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_pete.png]]
[[caption-width-right:225:''"C'mere, boy. We got work to do".'']]
->''At night, "Ashcan" Pete sleeps wherever his travels take him: in a field, on a train, or maybe, if he's lucky, in a barn. He bunks with his loyal hound dog, Duke, on one side and his beat-up guitar on the other. And sometimes when Pete sleeps, he dreams. He dreams of haunted, tortured places and of horrible creatures. When he wakes up, he knows that someone needs his help, because his dreams are true. He could not say how long he has been on the road, living by his wits, but he can say for certain no place is too far to go to help someone in need. And as long as Pete can help people, he is not likely to stop wandering any time soon''.
Survivor-class investigator. Can include up to five level 0 cards of other classes.

to:

* BrownNote: His ActionSurvivor: She has strong natural magic power, but otherwise lacks any special training, being a mere waitress in this particular incarnation. Her basic version further nails it, by giving her access to Surivor-class cards.
* {{Reincarnation}}: She was a Hyperborean witch in the past life. All her problems are caused by the past catching up with her.
* VisionsOfAnotherSelf:
** She has dreams of her past incarnation; this is how she learned magic.
** Her
signature weakness, "Final Rhapsody". His connection "Dark Memory", [[YourWorstMemory forces her to relive the dead sometimes results in them answering back; this ''very'' negatively affects his Sanity.
--> ''When the dead start talking about what scares them, that's when it's time to listen''.
* CombatMedic: Can heal horror from himself or from one
worst moments of his teammates with his trumpet, if he draws a Skull chaos token.
* MagicKnight: {{Downplayed|Trope}}; he isn't ''that'' good a fighter, but he is less fragile than most other Mystics (and has decent Combat), and can add a few non-Mystic cards to amplify his survivability.
* MagicMusic: He is a {{Jazz}} musician who can actually achieve magic through his music. Fittingly, he has the Mystic class.
* MightyGlacier: [[DownplayedTrope Downplayed,]] Jim has average health (7) on top of good
her Hyperborean past self]], either damaging her sanity (8) and average Combat and Intellect (3), but his Agility is low (2)
* MustHaveCaffeine: Loves his coffee.
* OrphansPlotTrinket: The Golden Trumpet, which belonged to his father.
* StreetMusician: He wasn't always one, but ever since he played at Widow Jenkins's funeral, he hasn't been able to get work. Probably because his magic trumpet [[TheFunInFuneral made
or increasing the widow get out of current doom.
* YourWorstMemory: Her signature weakness, "Dark Memory", forces her to relive
the coffin and join in the festivities]].
* TheFunInFuneral: He once caused a dead widow to get up and dance...at
worst moments of her own funeral. After that incident, he has had trouble finding work.

!!"Ashcan" Pete, the Drifter
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_pete.png]]
[[caption-width-right:225:''"C'mere, boy. We got work
[[VisionsOfAnotherSelf past life]], where she was a Hyperborean witch.

!!!Basic version
Has access
to do".'']]
->''At night, "Ashcan" Pete sleeps wherever his travels take him: in a field, on a train, or maybe, if he's lucky, in a barn. He bunks with his loyal hound dog, Duke, on one side and his beat-up guitar on the other. And sometimes when Pete sleeps, he dreams. He dreams of haunted, tortured places and of horrible creatures. When he wakes up, he knows that someone needs his help, because his dreams are true. He could not say how long he has been on the road, living by his wits, but he can say for certain no place is too far
Survivor cards (up to go to help someone in need. And as long as Pete can help people, he is not likely to stop wandering any time soon''.
Survivor-class investigator. Can include up to five
level 0 cards of other classes.2).



* CanineCompanion: Duke, his faithful dog. Unfortunately, most of Pete's strength is related to Duke, forcing him to keep Duke active at all costs. While it's normally not that bad, in the ''Dunwich Legacy'' campaign [[spoiler: Duke can be [[PermaDeath sacrificed to Yog-Sothoth]]...[[GameplayAndStorySegregation until the end of campaign]]]].
* CripplingOverspecialization: Of a different kind. Pete can be a very reliable and [[JackOfAllTrades versatile]] fighter and clue gatherer thanks to [[CanineCompanion Duke]], but the second he gets discarded, he will struggle to do much without the proper tools to replace him.
* GlassCannon: [[CanineCompanion Duke]] provides his master with good Combat capabilities, but isn't particularly durable. Pete himself is only slightly less fragile, having only 6 Health and 5 Sanity (11 total, second-worst in the game, including amongst campaign-specific investigators).
* HomelessHero: His backstory shows us he lives on the streets, and has done so for a long time.
* MechanicallyUnusualFighter: Unlike other investigators, who treat their "Allies" as more or less expandable, Pete needs to take everything in his power to keep Duke alive, because Duke covers for his weak points. Duke is also only "Ally" in the game who doesn't take a slot.
** Pete can also discard his own cards to ready assets he controls, allowing him to use cards that would otherwise only be usable once per round. He can only do this once per round though, but that gives him the possibility to activate [[CanineCompanion Duke]] twice per round (or even more that that if he pulls out his Elder Sign) at least as long as he has cards to throw away.
* RecurringDreams: He suffers from regular nightmares, and he just knows, from the past experience, that they signify something bad happening, somewhere. These dreams also act as his signature weakness, denying him the ability to ready his assets--including Duke, which makes him quite vulnerable.
* RoaringRampageOfRevenge: The ''Return to the Dunwich Legacy'' expansion has a special achievement for Ashcan Pete's player: [[spoiler: after [[PermaDeath Duke gets sacrificed to Yog-Sototh]], if Pete still manages to survive until the end of campaign and win, he avenges Duke. Made more awesome by the fact that without Duke, Pete is not particularly strong]].
* WeakButSkilled: Pete has good Willpower (4), average Agility (3) and low Combat and Intellect (2); his total sum of stat points is 11, which is lower than the usual 12 of most other investigators. His Willpower and Agility helps keeping him alive in spite of his abysmal endurance (6 health and 5 Sanity), but he can potentially use them in place of Combat and Intellect to complete some tasks with the right cards. [[CanineCompanion Duke]] also raise his base Combat and Intellect to 4 for fighting and investigation tests, allowing him also to deal +1 damage with the attack and moving to a connecting location before starting looking for clues respectively, which helps him a lot covering the weakspots in his statline. Also, his ability lets him use assets that exhaust (Duke included) a second time per round by readying them again, as long as he is willing to discard a card from hand for them.

to:

* CanineCompanion: Duke, his faithful dog. Unfortunately, most of Pete's strength is related CriticalStatusBuff: Her Elder Sign effect gives her +1 to Duke, forcing him to keep Duke active at all costs. While it's normally not that bad, in the ''Dunwich Legacy'' campaign [[spoiler: Duke can be [[PermaDeath sacrificed to Yog-Sothoth]]...[[GameplayAndStorySegregation until the end of campaign]]]].
* CripplingOverspecialization: Of a different kind. Pete can be a very reliable and [[JackOfAllTrades versatile]] fighter and clue gatherer thanks to [[CanineCompanion Duke]], but the second he gets discarded, he will struggle to do much without the proper tools to replace him.
tested skill for each horror she has.
* GlassCannon: [[CanineCompanion Duke]] provides his master with good Combat capabilities, but isn't {{Invoked|Trope}}, Agnes main ability is to deal damage when she takes horror, meaning to make the most of it, she must take LOTS of horror regularly, leaving her vulnerable to be overwhelmed by it and defeated. Notably, Shrivelling, one of the main attack spells assets in the game, inflicts horror when revealing some types of chaos tokens: while this can be helpful for Agnes to deal additional damage in one attack it can lead her to [[MutualKill be defeated alongside her enemy if she is particularly durable. Pete himself is only slightly less fragile, having only 6 low on sanity and unable to dump the horror on another asset]]

!!!Parallel version
Has access off-class "Spell" and "Occult" cards (up to level 3).
----
* BloodMagic: The "parallel" version of Agnes [[CastFromHitPoints can damage herself in order to fuel her magic]]. It's implied that she achieves this because her blood has magic capabilities.
* CastFromHitPoints: Her "parallel" version, instead of her [[CriticalStatusBuff default ability]], gains the ability to sacrifice her own
Health and 5 Sanity (11 total, second-worst in to decrease the game, including amongst campaign-specific investigators).
* HomelessHero: His backstory shows us he lives on the streets, and has done so for a long time.
cost of "Spell" events she plays (and to keep them in hand instead of discarding them).
* MechanicallyUnusualFighter: Unlike other investigators, who treat their "Allies" as The "parallel" version of Agnes has a reduced deck size (25 instead of normal 30), but she can, while upgrading "Spell" cards, instead of just replacing them with higher level versions, buy them at the full cost, and keep ''both'' old and new versions, even if it would put her at more or less expandable, Pete needs to take everything than two copies of the same card in his power to keep Duke alive, because Duke covers for his weak points. Duke her deck, by title, which is also only "Ally" normally forbidden. Any old cards she keeps in the game who doesn't take a slot.
** Pete can
deck this way also discard his own cards to ready assets he controls, allowing him to use cards that would otherwise only be usable once per round. He can only do this once per round though, but that gives him don't count towards the possibility to activate [[CanineCompanion Duke]] twice per round (or even more that that if he pulls out his Elder Sign) at least as long as he has cards to throw away.
deck's size.
* RecurringDreams: He suffers MythologyGag: The "parallel" version of Agnes basically reuses her abilities from regular nightmares, and he just knows, ''TabletopGame/ArkhamHorror'', adapted to work with the new mechanics. Her challenge scenario also heavily resembles her [[LoyaltyMission personal story]] from the same game, which involved her confrontation with the enemy from her past experience, that they signify something bad happening, somewhere. These dreams also act as his signature weakness, denying him life.
* SquishyWizard: PlayedWith; "parallel" Agnes gains impressive 8 Health (this is Guardian-level toughness) and
the ability to ready his assets--including Duke, which makes him quite vulnerable.
* RoaringRampageOfRevenge: The ''Return to
heal herself whenever she draws the Dunwich Legacy'' expansion has a special achievement Elder Sign, but pays for Ashcan Pete's player: [[spoiler: after [[PermaDeath Duke gets sacrificed to Yog-Sototh]], if Pete still manages to survive until the end of campaign and win, he avenges Duke. Made more awesome by the fact that without Duke, Pete is not particularly strong]].
* WeakButSkilled: Pete has good Willpower (4), average Agility (3) and low Combat and Intellect (2); his total sum of stat points is 11,
it with having only 6 Sanity, which is lower than the usual 12 of most other investigators. His Willpower and Agility helps keeping him alive worst in spite of his abysmal endurance (6 health and 5 Sanity), but he can potentially use them in place of Combat and Intellect to complete some tasks with the right cards. [[CanineCompanion Duke]] also raise his base Combat and Intellect to 4 for fighting and investigation tests, allowing him also to deal +1 damage with the attack and moving to a connecting location before starting looking for clues respectively, which helps him a lot covering the weakspots in his statline. Also, his ability lets him use assets that exhaust (Duke included) a second time per round by readying them again, as long as he is willing to discard a card from hand for them.her class.



[[folder: Introduced in ''The Path to Carcosa'' expansion]]
!!Mark Harrigan, the Soldier
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_mark.png]]
[[caption-width-right:225:''He'd burn the entire town down if necessary, but he wouldn't let those monsters take anyone else.'']]
->''There were plenty who returned from the war broken in body or spirit. But Mark Harrigan had witnessed horrors he could not explain. His beloved Sophie believed him when he wrote her about the things he saw - not the men killing other men, but the other things. The creatures. When he came home and went to visit her, he found the reasons she believed him: she had one of the creatures inside her, eating her from the inside out. As he watched in helpless horror, she faded away into the air, screaming as thing finished its meal. Now everyone thinks Mark Harrigan is crazy. Maybe he's finally lost it, after all. But he knows the monsters are real, and he will not rest until every last one is dead''.
Guardian-class investigator. Can include any level 0 "Tactic" cards, regardless of class.

to:

[[folder: Introduced in ''The Path to Carcosa'' expansion]]
!!Mark Harrigan,
[[folder:Wendy Adams]]
!!Wendy Adams,
the Soldier
Urchin
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_mark.png]]
[[caption-width-right:225:''He'd burn the entire town down if necessary, but he wouldn't
org/pmwiki/pub/images/ahlcg_wendy.png]]
->''Mama used to
let those monsters take anyone else.'']]
->''There were plenty who returned from the war broken in body or spirit. But Mark Harrigan had witnessed horrors he could not explain. His beloved Sophie believed him
Wendy play with her necklace when he wrote she was small. Mama would tell her about stories, and Wendy would spin the things he saw - not the men killing other men, but the other things. The creatures. When he necklace and watch as it glittered. Then, word came home that her father had been lost at sea, and Mama started acting strange, drawing unusual symbols in chalk all over the house. They took Mama to the asylum, and Wendy went to visit her, he found the reasons orphanage. Before they took her away, Mama gave her the necklace, to "protect her." Wendy stayed in the orphanage for several years before running away, deciding that she believed him: she had one could take better care of the creatures inside her, eating herself on her from the inside out. As he watched in helpless horror, she faded away into the air, screaming as thing finished its meal. Now everyone thinks Mark Harrigan is crazy. Maybe he's finally lost it, after all. But he knows the monsters are real, and he will not rest until every last one is dead''.
Guardian-class investigator. Can include any level 0 "Tactic" cards, regardless of class.
own''.
!!!Both versions
Survivor-class investigator.



* BigGuy: Mark has some of the best Health (9) and Combat (5) stats in the game.
* CastFromHitPoints:
** Can deliberately damage himself to increase his stats during skill checks. However, if he suffers too much damage, this ability gets disabled, [[DeathSeeker causing his stats to]] ''[[DeathSeeker decrease]]'' [[DeathSeeker instead]].
** {{Inverted|Trope}} with his signature card, "The Home Front", which allows him to move one of his damage tokens to the attacked enemy.
* CripplingOverspecialization: Outside of the Guardian class, he can only access cards with "Tactic" trait, and even then, only level 0 ones.
* CriticalStatusBuff: His Elder Sign effect gives him +1 to the tested skill for each point of damage he has.
* DeathSeeker: If he suffers too much damage, his signature weakness, "It Was All My Fault", enters play and reduces all his stats by 1, making it easier to be wounded even further. The only way to snap him out of this is to start treating his wounds.
* LightningBruiser: {{Downplayed|Trope}}; his Agility (3) is average, but he is still faster than most other Guardians, who normally have only a 2.
* TheLostLenore: His wife, Sophie, was [[EatenAlive eaten from the inside out by some unknown monster]]. This motivated him to join the team, so he may avenge her.
* MyGirlBackHome: Sophie, who believed him about the monsters he saw in the war. She believed him because [[EatenAlive one of them was eating her from the inside out]].
* ReturningWarVet: A UsefulNotes/WorldWarI veteran who was unlucky enough to find [[MyGirlBackHome his girl back home, Sophie]], killed by some monsters, in [[EatenAlive a rather gruesome way]]. Now, he would put his military experience to use against whatever EldritchAbomination stands behind it all.
* RoaringRampageOfRevenge: His motivation to join the team is to avenge the death of his wife, [[TheLostLenore Sophie]], killed by whatever monsters now threaten the world.
* ShellShockedVeteran:
** Most people think that Mark didn't take the war very well. Ironically, his story makes it clear that it wasn't the war that got to him, thanks to [[MyGirlBackHome Sophie]] believing everything he wrote back to her about the monsters he encountered fighting in the trenches. It was only '''after''' he came home, and found Sophie being EatenAlive by an EldritchAbomination that he went over the edge...
** His (second) signature weakness, "Shell Shock", which, once triggered, causes him to suffer horror if he has suffered too much damage, basically making him sink into flashbacks to traumatic events during the war.
* TragicKeepsake: His signature card, "Sophie", is the last photo of his [[TheLostLenore late wife]], killed by monsters he now fights. It allows him to receive additional resolve ([[CastFromHitPoints at the cost of his health]]), but he may become [[DeathSeeker near-suicidal]] if he uses this effect too much, resulting in the opposite effect.

!!Minh Thi Phan, the Secretary
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_mihn.png]]
[[caption-width-right:225:''"You can depend on me to guide you through the unknown".'']]
->''Minh never quite felt like she belonged in America. Things were even harder for her family before they moved, being Vietnamese in Korea under Japanese rule. She worked hard to get her college degree, reminding herself that her parents had sacrificed much to come to the States. Finally, her father became acquainted with a man from Arkham, Mr. Thomas, who offered Minh a job at his office. he was kind to her, at first - but then he started reading The King in Yellow, and his demeanor changed completely. He'd lent it to Minh, but she dared not read past the first act. Three weeks later, Mr. Thomas was found dead, having taken his own life… And The King in Yellow is the key to the truth''.
Seeker-class investigator. Has access to Survivor cards (up to level 2).

to:

* BigGuy: Mark has some of the best Health (9) and Combat (5) stats in the game.
* CastFromHitPoints:
** Can deliberately damage himself to increase his stats during skill checks. However, if he suffers too much damage, this ability gets disabled, [[DeathSeeker causing his stats to]] ''[[DeathSeeker decrease]]'' [[DeathSeeker instead]].
** {{Inverted|Trope}} with his signature card, "The Home Front", which allows him to move one of his damage tokens to the attacked enemy.
* CripplingOverspecialization: Outside of the Guardian class, he can only access cards with "Tactic" trait, and even then, only level 0 ones.
* CriticalStatusBuff: His Elder Sign effect gives him +1 to the tested skill for each point of damage he has.
* DeathSeeker: If he suffers too much damage, his
DespairEventHorizon: Her signature weakness, "It Was All My Fault", enters play "Abandoned and reduces Alone", removes all his stats by 1, making it easier to be wounded even further. The only way to snap him out of this is to start treating his wounds.
* LightningBruiser: {{Downplayed|Trope}}; his Agility (3) is average, but he is still faster than most other Guardians, who normally have only a 2.
* TheLostLenore: His wife, Sophie, was [[EatenAlive eaten
cards from her discard pile from the inside out by game, symbolising her losing the will to keep fighting. And the tinnier the deck becomes, the easier it's to draw this card again, not to mention taking some unknown monster]]. This motivated him to join horror each time the team, so he may avenge her.
deck resets.
* MyGirlBackHome: Sophie, who believed him about KidHero: She is the monsters he saw only minor character in the war. She believed him because [[EatenAlive one of cast.
* ObviousRulePatch: Errata for Wendy's Amulet was released, tweaking the rules specifically to counter its weird interaction with certain Events with non-standard mechanics, which was easily abusable; prior to this, she was able to reuse
them was eating her from the inside out]].
indefinitely.
* ReturningWarVet: A UsefulNotes/WorldWarI veteran who was unlucky enough to find [[MyGirlBackHome his girl back home, Sophie]], killed by some monsters, in [[EatenAlive a rather gruesome way]]. Now, he would put his military experience to use against whatever EldritchAbomination stands behind it all.
* RoaringRampageOfRevenge: His motivation to join the team is to avenge the death of his wife, [[TheLostLenore Sophie]], killed by whatever monsters now threaten the world.
* ShellShockedVeteran:
** Most people think that Mark didn't take the war very well. Ironically, his story makes it clear that it wasn't the war that got to him, thanks to [[MyGirlBackHome Sophie]] believing everything he wrote back to her about the monsters he encountered fighting in the trenches. It was only '''after''' he came home, and found Sophie being EatenAlive by an EldritchAbomination that he went over the edge...
** His (second) signature weakness, "Shell Shock", which, once triggered, causes him to suffer horror if he has suffered too much damage, basically making him sink into flashbacks to traumatic events during the war.
* TragicKeepsake: His
OrphansPlotTrinket: Her signature card, "Sophie", "Wendy's Amulet", is the last photo of his [[TheLostLenore late wife]], killed an Elder Sign trinket given to her by monsters he now fights. her parents. It allows him her to receive additional resolve ([[CastFromHitPoints at the cost of his health]]), but he may become [[DeathSeeker near-suicidal]] if he uses this play events from her discard pile and, as long as she keeps it in play, her Elder Sign effect too much, resulting allows her to automatically pass any skill-checks.
* ParentalAbandonment: Her father is LostAtSea, while her mother went insane and was put into the [[BedlamHouse asylum]].
* TheSneakyGuy: Has good Agility, which allows her to safely avoid most monsters, temporarily disabling them
in the opposite effect.

!!Minh Thi Phan, the Secretary
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_mihn.png]]
[[caption-width-right:225:''"You can depend on me to guide you through the unknown".'']]
->''Minh never quite felt like she belonged in America. Things were even harder for
process. Her basic version further amplifies this playstyle by giving her family before they moved, being Vietnamese in Korea under Japanese rule. She worked hard access to get her college degree, reminding herself that her parents had sacrificed much to come to the States. Finally, her father became acquainted with a man from Arkham, Mr. Thomas, who offered Minh a job at his office. he was kind to her, at first - but then he started reading The King in Yellow, and his demeanor changed completely. He'd lent it to Minh, but she dared not read past the first act. Three weeks later, Mr. Thomas was found dead, having taken his own life… And The King in Yellow is the key to the truth''.
Seeker-class investigator.
Rogue-class cards.

!!!Basic version.
Has access to Survivor Rogue cards (up to level 2).



* ActionSurvivor: She is neither an occult expert nor a part-time wizard, rather she is a secretary who just happens to be involved in this madness. Fittingly, she has access to Survivor-class cards.
* AwesomenessByAnalysis: Her signature card, "Analytical Mind", allows her to commit her cards to other investigators' skill checks even when they're not in same location. For Minh herself, it allows her to draw an additional card when she assigns exactly one card to any skill check.
* BrownNote: Her boss was DrivenToSuicide by reading ''Literature/TheKingInYellow'', which motivated her to join the team in order to learn more. Now, this book is her signature weakness, which disrupts her ability to use her cards during skill checks.
* ItsPersonal: One of the reasons for her involvement in the plot was finding out just ''what'' caused her [[BenevolentBoss boss's]] insanity and death.
* SupportPartyMember: Her signature card, "Analytical Mind", allows her to commit cards to another investigator's checks even if they are in another location.

!! Sefina Rousseau, the Painter
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_sefina.png]]
->''Even when she was young, Sefina's alluring paintings drew the eyes of many. When an art collector from Paris visited Tahiti and discovered Sefina, he offered to support her work in exchange for her services creating imitations. Her keen eye and steady hand were perfect for the task, and Sefina found the art of forgery to be more engaging and captivating than she'd imagined. Her most recent work came from an anonymous stranger with deep pockets, who'd tasked her with recreating a panorama of a strange, alien city. When she completed the final stroke, she was sent hurtling into the world of the painting. She only barely survived the ordeal, passing out from exhaustion. When she awoke in her gallery, she knew it had been real''.
Rogue-class investigator. Has access to Mystic cards (up to level 2).

to:

* ActionSurvivor: She is neither an occult expert nor a part-time wizard, rather she is a secretary who just happens to be involved in this madness. Fittingly, she FragileSpeedster: {{Downplayed|Trope}}, Wendy has good Agility and Willpower (both are 4) and access to Survivor-class cards.
* AwesomenessByAnalysis: Her signature card, "Analytical Mind", allows her
Rogue cards, but abysmal Combat (1) and only average Health and Sanity (both at 7). She's ''not'' a fighter, and wouldn't last long if cornered. She is however '''extremely''' resistant to commit her cards treacheries, as they mostly test against will and agility, Wendy's highest stats, and she is able to other investigators' skill checks even when they're not in same location. For Minh herself, it allows her to draw reroll an additional otherwise failed result by discarding a card when too. Also, because both her health and sanity are average, she assigns exactly one card normally wouldn't be more likely to any skill check.
* BrownNote: Her boss was DrivenToSuicide
be defeated by reading ''Literature/TheKingInYellow'', which motivated her to join the team in order to learn more. Now, this book is either damage or horror unlike most investigators, if it wasn't for her signature weakness, which disrupts weakness dealing her ability large amount of direct horror.
* NoSell: She can discard one card from hand
to use her cards during skill checks.
* ItsPersonal: One of
ignore the reasons for her involvement in the plot was finding out just ''what'' caused her [[BenevolentBoss boss's]] insanity and death.
* SupportPartyMember: Her signature card, "Analytical Mind", allows her to commit cards to
effects of one chaos token, but she must draw another investigator's checks even if they are one instead.
* StreetUrchin: She was put
in another location.

!! Sefina Rousseau,
an orphanage after her mother went insane, but she escaped and has lived on the Painter
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_sefina.png]]
->''Even when she was young, Sefina's alluring paintings drew the eyes of many. When an art collector from Paris visited Tahiti
streets ever since.

!!!Parallel version
Can pick either Blessed and/or Cursed cards,
and discovered Sefina, he offered to support her work in exchange for her services creating imitations. Her keen eye and steady hand were perfect for the task, and Sefina found the art of forgery to be more engaging and captivating than she'd imagined. Her most recent work came from an anonymous stranger with deep pockets, who'd tasked her with recreating a panorama of a strange, alien city. When she completed the final stroke, she was sent hurtling into the world of the painting. She only barely survived the ordeal, passing out from exhaustion. When she awoke in her gallery, she knew it had been real''.
Rogue-class investigator. Has
access to Mystic any cards (up to level 2).with chosen trait(s), regardless of class and level.



* AnomalousArt: Both her backstory and her abilities are related to her own art, which clearly has some magic in it.
** Her last work turns up to be significantly different from anything she had done before, sucking her into its world, experience she barely survived. Not surprisingly, since it was a painting of [[EldritchLocation Carcosa]].
** Her signature card, "Painted World", can be used as an extra copy of any non-Exceptional event under her sheet (she reserves up to five of them at the beginning of scenario). She starts with three copies of it; each copy may be used only once per scenario, before being removed from the game for the scenario's duration.
* FragileSpeedster: Like most Rogues, she has good Agility, but she has the lowest Health and second lowest Combat in her class, and can't survive a prolonged fight.
* MasterForger: She specialises at creating copies of others' works. Her last work turns out to be...[[AnomalousArt different]].
* NamedAfterSomebodyFamous: She is named after Henri Rousseau, a post-impressionist French painter.
* SquishyWizard: Has access to Mystic cards, and has a high Willpower (4) stat (greatest in her class), but has only 2 Combat and 5 Health.
* StarPower: {{Inverted|Trope}}, stars are her ''bane''. Her signature weakness, "Stars of Hyades" (a constellation strongly associated with [[Literature/TheKingInYellow Hastur]]), forces her to remove one card under her character sheet from the game; if she can't, she suffers 1 damage and 1 horror instead. After that, this card gets shuffled back into deck instead of being discarded.

!!Akachi Onyele, the Shaman
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_akachi.png]]
[[caption-width-right:225:''"I will journey to the lands beyond. I do not fear them".'']]
->''As a young girl in Nigeria, Akachi became used to being set apart. Her habits of chattering away at thin air and secluding herself from other children led her village to believe she was mad. Her village Dibia was the first to see her true potential. He believed Akachi was marked by the spirits for greatness, and he taught her how to commune with them to her advantage. Under his tutelage, Akachi grew into a wise young leader, respected not just in her village, but in every community she aided. Now she meets her destiny head on, seeking out unnatural troubles that only her knowledge can stop''.
Mystic-class investigator. Has access to any card which uses "charges" (read: most spells) up to level 4, and any level 0 "Occult" cards, both regardless of class.

to:

* AnomalousArt: Both her backstory and her abilities are related CooldownManipulation: "Parallel" Wendy can put blessed/cursed tokens on the enemies while evading them (either those drawn during the test, or from the pool), which, thanks to her own art, which clearly has some magic in it.
** Her last work turns up to be significantly different from anything she had done before, sucking her into its world, experience she barely survived. Not surprisingly, since it was a painting of [[EldritchLocation Carcosa]].
** Her
special signature card, "Painted World", can be used as an extra copy of any non-Exceptional event under Asset, "Tidal Memento", allows her sheet (she reserves up to five of lock them at the beginning of scenario). She starts with three copies of it; each copy may be used only once per scenario, before being removed from readying (thus locking them from the game battle) or accumulating Doom tokens for as long as they have those tokens on them. As with all such effects, [[ContractualBossImmunity it doesn't work on Elite enemies]].
* CripplingOverspecialisation: She suffers from
the scenario's duration.
same problem as Father Matteo (another investigator specialising in "Blessed" cards) before her: both Blessed and Cursed cards being very rare (outside of ''The Innsmouth Conspiracy'' expansion; though she's unplayable without it anyway). She has no other off-class options.
* FragileSpeedster: Like most Rogues, she "Parallel" Wendy has the same base stats as the original, meaning good Agility, but she has the lowest Health and second lowest terrible Combat in stats. However, unlike original, "Parallel" Wendy ''must'' risk going near enemies to achieve the full potential of her class, abilities.
* LuckManipulationMechanic:
** Her deckbuilding rules are built around Blessed
and Cursed cards, particularly the cards related to Blessed/Cursed tokens introduced in ''The Innsmouth Conspiracy'' (in fact, she can't survive a prolonged fight.
* MasterForger: She specialises at creating copies of others' works. Her last work turns out
be played without the expansion anyway, due to be...[[AnomalousArt different]].
* NamedAfterSomebodyFamous: She is named after Henri Rousseau, a post-impressionist French painter.
* SquishyWizard: Has access to Mystic cards, and has a high Willpower (4) stat (greatest
using those tokens in her class), but has only 2 Combat and 5 Health.
* StarPower: {{Inverted|Trope}}, stars are her ''bane''.
core mechanic).
**
Her signature weakness, "Stars Elder Sign ability allows to get rid of Hyades" (a constellation strongly associated unwanted Blessed/Cursed tokens in the chaos pool, or use with [[Literature/TheKingInYellow Hastur]]), forces her special ability.
** "Tidal Memento" Asset allows Wendy
to remove one card under her character sheet from use the game; if she can't, she suffers 1 damage and 1 horror instead. After that, this card gets shuffled back into deck tokens previously sealed on the enemies instead of being discarded.

!!Akachi Onyele, the Shaman
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_akachi.png]]
[[caption-width-right:225:''"I will journey to the lands beyond. I do not fear them".'']]
->''As a young girl in Nigeria, Akachi became used to being set apart. Her habits of chattering away at thin air and secluding herself
drawing from other children led her village to believe she was mad. Her village Dibia was the first to see her true potential. He believed Akachi was marked by the spirits for greatness, and he taught her how to commune chaos pool, with them to her advantage. Under his tutelage, Akachi grew into a wise young leader, respected not just all the benefits coming with them.
[[/folder]]

!Introduced
in her village, but in every community she aided. Now she meets her destiny head on, seeking out unnatural troubles that only her knowledge can stop''.
Mystic-class investigator. Has access to any card which uses "charges" (read: most spells) up to level 4, and any level 0 "Occult" cards, both regardless of class.
''The Dunwich Legacy'' expansion
[[folder:In general]]



* BlackMage: Puns aside, she is one of the better choices for combat-oriented builds amongst Mystics, due to being able to consistently keep her combat spells (and other combat-oriented charged cards) ready for use, as her signature card, "Spirit-Speaker", allows to return discharged Spells (and other cards with charges) to her hand, from where she can put them into play again, fully charged.
* EnergyAbsorption:
** She can absorb charges from her assets as resources. This works in reverse as well, since she may directly recharge them with her Elder Sign ability.
** Her signature weakness, "Angered Spirits", requires her to absorb some charges from her assets, and transfer them to this weakness; if she fails to accumulate 4 charges before the scenario ends or she gets defeated/resigns with it in play, she suffers physical trauma.
* EthnicMagician: An explicit version of one, since her dibia powers are the reason for her gifts.
* MagicKnight: One of the more combat-capable Mystics (having 3 Combat), and she has good Agility (4). Also, thanks to being able to use almost any assets with "charges", she can use "Enchanted Blade" (''The Circle Undone''), both in its Mystic and Guardian versions (and can keep it charged thanks to her abilities).
* ReligionIsMagic: Her shamanistic magic is based on her Igbo religion, Ọ̀dị̀nàlà (she's a dibia in her own right).

!!William Yorick, the Gravedigger
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_william.png]]
[[caption-width-right:225:''"I am but a simple player in this drama, but if I am lucky, I'll live to see the curtains fall".'']]
->''William Yorick never wanted to be a gravedigger. He had trained to be an actor and had worked for years in Boston, taking whatever parts were available. Shakespeare was the best stuff, of course, but after many years and hardly any roles, he was forced to admit that the stage was not his destiny. Digging graves was tedious work, but the dead made for an excellent audience, and William always did love a soliloquy. The job took a dark turn when he found degenerate creatures eating the dead in their graves. Ever since that night, Yorick has kept the creatures at bay, using whatever means he can to protect the dead''.
Survivor-class investigator. Has access to Guardian cards (up to level 2).

to:

* BlackMage: Puns aside, she CripplingOverspecialization: All ''Dunwich Legacy" investigators have very limited access to cards of other classes besides their own: the price of getting five level 0 cards from all the other four other classes.
* JackOfAllTrades: [[DownplayedTrope Downplayed,]] their usefulness in certains roles
is one still dictated by their stats, but the aviability of level 0 cards from other classes make Dunwich Investigator capabable of covering multiple roles in a pinch. They also have above average endurance, with a total count of 15 total health and sanity combined instead of the better choices for combat-oriented builds amongst Mystics, due to being able to consistently keep her combat spells (and other combat-oriented charged cards) ready for use, as her signature card, "Spirit-Speaker", allows to return discharged Spells (and other cards with charges) to her hand, from where she can put them into play again, fully charged.
* EnergyAbsorption:
** She can absorb charges from her assets as resources. This works in reverse as well, since she may directly recharge them with her Elder Sign ability.
** Her signature weakness, "Angered Spirits", requires her to absorb some charges from her assets, and transfer them to this weakness; if she fails to accumulate 4 charges before
usual 14 (with the scenario ends or she gets defeated/resigns with it in play, she suffers physical trauma.
* EthnicMagician: An explicit version
exception of one, since her dibia powers are Pete, [[GlassCannon who has 11]])
[[/folder]]

[[folder:Zoey Samaras]]
!!Zoey Samaras,
the reason for her gifts.
* MagicKnight: One of the more combat-capable Mystics (having 3 Combat), and she has good Agility (4). Also, thanks to being able to use almost any assets with "charges", she can use "Enchanted Blade" (''The Circle Undone''), both in its Mystic and Guardian versions (and can keep it charged thanks to her abilities).
* ReligionIsMagic: Her shamanistic magic is based on her Igbo religion, Ọ̀dị̀nàlà (she's a dibia in her own right).

!!William Yorick, the Gravedigger
Chef
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_william.png]]
[[caption-width-right:225:''"I am but a simple player in this drama, but if
org/pmwiki/pub/images/ahlcg_zoey.png]]
[[caption-width-right:225:''"God has spoken.
I am lucky, I'll live will do His work without hesitation."'']]
->''Zoey had known that she was special ever since God spoke
to see her one night when she was six years old... the curtains fall".'']]
->''William Yorick never wanted to be a gravedigger.
night that terrible fire took away her parents. He told her that He had trained chosen her from among all the people of the world to be an actor and had worked for years in Boston, taking whatever parts were available. Shakespeare was the best stuff, of course, but after many years and hardly any roles, he was forced to admit that the stage was not his destiny. Digging graves was tedious work, but the dead made for an excellent audience, and William always did love a soliloquy. The job took a dark turn when he found degenerate creatures eating the dead in their graves. Ever since that night, Yorick has kept the creatures at bay, using whatever means he can to His agent. She would protect the dead''.
Survivor-class
innocent and punish the wicked. Since then, He comes to her in times of trouble, offering guidance and comfort. Zoey now travels from city to city, taking work as a chef to support herself. When she isn't working, she stalks the night, guided by the Lord's voice. Wherever she finds wickedness, she strikes it down without remorse or hesitation''.
Guardian-class
investigator. Has access Can include up to Guardian five level 0 cards (up to level 2).of other classes.



* BewareTheSillyOnes: Yorick loves to talk like a Shakespearean actor and act dramatic, but when push comes to shove, he'll put any horror in the dirt.
* BigGuy:
** William has access to Guardian-class cards, and has Guardian-grade Combat and Health (4 and 8, respectively).
** His ability only works when he defeats enemies, encouraging him to take an active role in combat.
* CreepyMortician: {{Subverted|Trope}}. Yorick himself looks fairly average (although plenty scraggly), and is a hero who puts {{Eldritch Abomination}}s in ''their'' graves.
* DeaderThanDead: Once per scenario he can use his signature card, "Bury Them Deep", to add any defeated non-Elite enemy to the victory display, not only removing it from play for the rest of the scenario, but also earning 1 bonus experience point for the whole team.
* MeaningfulName: He's a [[Theatre/{{Hamlet}} grave digger]]...
* MechanicallyUnusualFighter: He can play cards from his discard pile whenever he kills an enemy (paying their cost).
* OurGhoulsAreCreepier: His signature weakness, "Graveyard Ghouls", is a [[ExactlyWhatItSaysOnTheTin pack of ghouls from a local graveyard]]; as long as they live, he can't retrieve cards from his discard pile.
* ShoutOut: His entire character is one to Theatre/{{Hamlet}} (and [[Creator/WilliamShakespeare its author]]), both in name and profession.
* StarvingArtist: He wanted to be a Shakespearean Actor, but as his backstory attests, "dramatic monologues didn't put bread on the table".

!!Lola Hayes, the Actress
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_lola.png]]
[[caption-width-right:225:''Perhaps this would be her big comeback'']]
->''Lola has performed to sold-out houses worldwide, but no play has been as haunting or as odd as The King in Yellow. Even during rehearsals, everything about it brought calamity and dread. When her co-star, Miriam, was found floating dead in the Seine, she decided she'd had enough, and penned a letter to the director explaining that her next performance would be her last. Now she heads home to Arkham for one final show, hoping she can finally be rid of this dreadful play''.
Neutral-class investigator. Has access to cards of any class (up to level 3).

to:

* BewareTheSillyOnes: Yorick loves BigGuy: All her abilities are related to talk like a Shakespearean actor and act dramatic, but when push comes to shove, he'll put any horror in the dirt.
* BigGuy:
** William has access to Guardian-class cards, and has Guardian-grade Combat and Health (4 and 8, respectively).
** His ability only works when he defeats enemies,
fighting monsters, encouraging him her to take an role of team's main fighter. Also, she's one of the few Guardians to actually have good Willpower (4) stat, negating one of their main weaknesses.
* ChefOfIron: Cooks during the day, kicks asses during the night.
* CripplingOverspecialization: All her abilities are related to fighting monsters, and thus have limited use when her current task ''doesn't'' involve
active role in combat.
combat. Besides the common-for-Guardians [[MightyGlacier lack of Agility]], she also has a low Intellect stat (both are 2), making her incapable of searching for clues without the aid of other cards.
* CreepyMortician: {{Subverted|Trope}}. Yorick himself looks fairly average (although plenty scraggly), and is a hero who puts {{Eldritch Abomination}}s in ''their'' graves.
* DeaderThanDead: Once per scenario he can use his
HolyBurnsEvil: Her signature card, "Bury Them Deep", "Zoey's Cross", can damage her enemies when they engage with her.
* MaybeMagicMaybeMundane: The setting is deliberately vague as
to add any defeated non-Elite enemy to whether or not benevolent entities like "God" exist within its setting, and with the victory display, not only removing it Lovecraftian tendencies for insanity taken into account, it's never clear whether Zoey actually ''is'' hearing orders from play for God telling her to kill, or if she's simply mentally ill; either way, it works out, since the rest of ones she's being told to kill in this case happen to be horrible monsters and insane cultists.
* MissionFromGod:
** Her motivation to join
the scenario, but also earning 1 bonus experience point for the whole team.
* MeaningfulName: He's a [[Theatre/{{Hamlet}} grave digger]]...
* MechanicallyUnusualFighter: He can play cards from his discard pile whenever he kills an enemy (paying their cost).
* OurGhoulsAreCreepier: His
team--because voices in her head (whether they actually belongs to God or not) tell her that she must fight forces of evil.
** Her
signature weakness, "Graveyard Ghouls", is a [[ExactlyWhatItSaysOnTheTin pack "Smite the Wicked", spawns an additional monster, to which this card gets attached; if the monster to which this card attached survives until the end of ghouls from a local graveyard]]; scenario or Zoey's defeat/retreat, she will suffer mental trauma, due to "failing" her "mission". Fortunately, it's not mandatory for her to finish off this monster personally, any investigator may help.
* SerialKiller: An extremely rare ''benevolent'' example. She poses
as long as they live, he can't retrieve cards from his discard pile.
* ShoutOut:
an ordinary chef at a diner, but she's a zealot who believes she hears the voice of God telling her to kill His entire character is one to Theatre/{{Hamlet}} (and [[Creator/WilliamShakespeare its author]]), both enemies; ordinarily a prime recipe for a serial killer, if not for the fact that "His enemies" in name and profession.
* StarvingArtist: He wanted
this case happen to be a Shakespearean Actor, but as his backstory attests, "dramatic monologues didn't put bread on the table".

!!Lola Hayes,
cultists and eldritch monsters trying to awaken an ancient horror.
[[/folder]]

[[folder:Rex Murphy]]
!!Rex Murphy,
the Actress
Reporter
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_lola.png]]
[[caption-width-right:225:''Perhaps this
org/pmwiki/pub/images/ahlcg_rex.png]]
[[caption-width-right:225:''"This time, nothing will stop me from getting at the truth!"'']]
->''When disaster strikes, Rex Murphy is usually on hand, suffering the consequences. After spending a day with Rex, even the most hardened skeptic will concede that the man is cursed. Anytime he had a lead on a good story, something
would be her big comeback'']]
->''Lola has performed
go wrong. That business in Innsmouth with the photographs that had blown out to sold-out houses worldwide, but no play has been as haunting or as odd as sea. The King tracks in Yellow. Even during rehearsals, everything about it Dunwich that had washed away in the rain just before he'd brought calamity the sheriff. His terrible fortune has more than once exposed him to gruesome beasts and dread. When her co-star, Miriam, was found floating dead in occult conspiracies. To survive, Rex has developed an inquisitive mind, keeping one step ahead of the Seine, she decided she'd had enough, and penned a letter to the director explaining that her next performance would be her last. Now she heads home to Arkham for one final show, hoping she can finally be rid of this dreadful play''.
Neutral-class
disaster''.
Seeker-class
investigator. Has access Can include up to five level 0 cards of other classes. He can't use any class (up to level 3)."Fortune" cards.



* GlassCannon: She has below-average Health and Sanity, making her rather fragile.
* JackOfAllStats: She is average at every stat.
* JackOfAllTrades: Can access cards of any class (up to 3 level), making her one of the most versatile investigators in the game. However, it's not recommended to invest in more than 3 classes at once, due to the way her "Roles" system works.
* LossOfIdentity: Her signature weakness, "Identity Crisis", forces her to discard all cards of her current "role" which she currently has in play, and then discard first card of her deck, switching her to its class's "role" (if weakness was discarded, she switches to "neutral" instead, meaning she can't use non-neutral cards).
-->''"I've played so many roles. Madness is to be expected"''.
* MechanicallyUnusualFighter: She's one of the two Neutral investigators (not counting some campaign-specific ones, who are only used in specific circumstances), and has access to every class (although only up to level 3). But she needs to change her "role" during the game to actually use them (though assets already put in play will continue working), and each "role" has access to only one class (besides Neutral). To compensate for this, she has a slightly bigger deck size than usual, allowing her more liberty with deck-building. To prevent CripplingOverspecialisation (and actually put her abilities to use), she is forced to use at least three non-Neutral classes.
* ThePowerOfActing: She can change her character class (or, as her ability calls it, "role") in the middle of the game (either through her signature ability, or via her signature card, "Improvisation", which also decreases the cost of the first card of the new "role" by 3), and with it, available cards.
* SoleSurvivor: If present during the first scenario of ''The Path to Carcosa'', she gains a unique prologue, which shows her as the only person involved in the play who survives it, at least with her sanity intact.
* StanceSystem: She can switch between "roles" (changing her class), with only cards matching her current "role" being playable; Neutral cards are always available, and she can keep the assets she's already put in play.

to:

* GlassCannon: She AwesomenessByAnalysis: His signature card, "Search for the Truth", allows him to draw as many cards as he has below-average Health and Sanity, making her rather fragile.
clues, up to five: he not only gathers the info, but comes up with a plan based on it.
* JackOfAllStats: She is BornUnlucky: Not only does he suffers from a HereditaryCurse, he also [[GameplayAndStoryIntegration can't include any "Fortune" cards in his deck]] ([[CripplingOverspecialisation not that there are many such cards available for him anyway]]).
* ChewToy: The poor guy just can't catch a break. Something ''always'' goes wrong for him, especially when he seems to find a good story to write about.
* CripplingOverspecialization: All his stats besides Intellect (4) are
average at every stat.
or below (3 Agility and Willpower and 2 Fight). He is great clue-searcher, but that's about it.
* JackOfAllTrades: Can access cards {{Determinator}}: It takes a special kind of any class (up thickheaded to 3 level), making her one keep going despite all of his setbacks.
* GameplayAndStoryIntegration: Being a reporter requires knowing how to dig up
the most versatile investigators in the game. However, truth no matter how deep it's not recommended to invest in more than 3 classes at once, due to the way her "Roles" system works.
buried. As such, whenever he finds a clue while investigating, he finds an extra one for free.
* LossOfIdentity: Her HereditaryCurse: His signature weakness, "Identity Crisis", forces her to discard all cards of her current "role" which she currently has in play, "Rex's Curse". Every time he succeeds on a skill check, he must return the chaos token he previously drew (ignoring its modifier), and then discard first card of her deck, switching her draw an additional token; if this causes the skill check to its class's "role" (if fail, he shuffles the weakness was discarded, she switches to "neutral" instead, back into his deck, meaning she can't use non-neutral cards).
-->''"I've played so many roles. Madness is
that you can never quite get rid of it.
* IntrepidReporter: He seeks
to be expected"''.
* MechanicallyUnusualFighter: She's one
get all of the two Neutral investigators (not counting some campaign-specific ones, who are only used in specific circumstances), and has access to every class (although only up to level 3). But she needs to change her "role" during information he can. Of course, his curse just makes it difficult.
* ObviousRulePatch: He was
the game first investigator to actually use them (though assets already put in play will continue working), and each "role" has access to only one class (besides Neutral). To compensate for this, she has a slightly bigger deck size than usual, allowing her more liberty with deck-building. To prevent CripplingOverspecialisation (and actually put her abilities to use), she is forced to use receive his own entry at least three non-Neutral classes.
* ThePowerOfActing: She can change her character class (or, as her ability calls it, "role") in the middle of the game (either through her
"Taboo rules" list; it limited his signature ability, or via her signature card, "Improvisation", which also decreases the cost of the first card of the new "role" by 3), and with ability (when he finds a clue, he receives an extra one) to working once per round. Prior to it, available cards.
* SoleSurvivor: If present during the first scenario of ''The Path
he was considered to Carcosa'', she gains a unique prologue, which shows her as the only person involved in the play who survives it, at least with her sanity intact.
* StanceSystem: She can switch between "roles" (changing her class), with only cards matching her current "role"
be ridiculously overpowered, being playable; Neutral cards are always available, and she can keep the assets she's already put in play.able to quickly strip any location of clues.



[[folder: Introduced in ''The Forgotten Age'' expansion]]
!!Leo Anderson, the Expedition Leader
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_leo2.png]]
[[caption-width-right:225:''"Keep moving. You can die on your own time".'']]
->''Leo Anderson has spent his whole life getting into the deadliest and most obscure corners of the globe. Along the way, he's lost good people. He often questions whether such academic pursuits have been worth the lives lost. His most recent expedition, an ill-fated voyage to Nan Madol to recover Olosopha's Almanac, ended in complete disaster. Mitch was the only one of his people to survive, or at the very least, to remain human. Leo is sick of burying people who trusted him. But now he knows these expeditions aren't purely academic in nature - and he won't quit until the job is done''.
Guardian-class investigator. Has access to Rogue cards (up to level 2).

to:

[[folder: Introduced in ''The Forgotten Age'' expansion]]
!!Leo Anderson,
[[folder:Jenny Barnes]]
!!Jenny Barnes,
the Expedition Leader
Dilettante
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_leo2.png]]
[[caption-width-right:225:''"Keep moving. You can die on your own time".
org/pmwiki/pub/images/ahlcg_jenny.png]]
[[caption-width-right:225:''"No more 'Miss Barnes' from you. My friends call me Jenny".
'']]
->''Leo Anderson ->''Jenny Barnes has spent his whole the majority of her young life getting into in pursuit of creature comforts, fine dining, and the deadliest latest fashions. That all changed when she received a letter from her sister, Isabelle. In this letter, Isabelle confessed that mysterious forces were aligning against her and most obscure corners of the globe. Along the way, he's lost good people. He often questions whether such academic pursuits have been worth the lives lost. His most recent expedition, an ill-fated voyage that she feared she may fall victim to Nan Madol to recover Olosopha's Almanac, ended in complete disaster. Mitch some paranormal threat. It was the only one of his people last letter Jenny received from her beloved sister. Jenny has since returned to survive, or at the very least, States to remain human. Leo is sick of burying people who trusted him. But now he knows these expeditions aren't purely academic in nature - track down and he won't quit until investigate all occult occurrences she can find. Hardly a wilting flower, she has proven herself a crack shot as well as a fearless and clever investigator of the job unknown. Until Isabelle's disappearance is done''.
Guardian-class
explained, Jenny will never relent in her search''.
Rogue-class
investigator. Has access Can include up to Rogue five level 0 cards (up to level 2).of other classes.



* ItemCaddy: His playstyle is entirely built around using a large amount of Allies; compared to the other investigators, he can access them more cheaply and, with the help of his signature card, he can have several Allies in play simultaneously.
* TheLeader:
** He was the leader of an ill-fated Yucatan expedition in his backstory.
** If he is a part of the team during ''The Forgotten Age'' campaign, the campaign guide enforces him into position of the lead investigator (if they're present, he can be replaced by Ursula Downs or Monterey Jack instead).
** All his abilities are related to "Ally" cards, motivating you to include many of them in his deck. He can even put in play several non-unique "Allies" at once, thanks to his signature "Ally", Mitch Brown.
* TheMenFirst: He won't allow any of his friends to die because of him. His signature weakness, "[[SurvivorGuilt Bought in Blood]]", forces him to discard one "Ally" card from play or all "Allies" from hand, leaving him vulnerable.
* MightyGlacier: He's slow even by Guardian standards; he has only 1 Agility, worst in his class and one of the worst in general.
* MyGreatestFailure: He led seven men into Nan Madol. [[DwindlingParty Only he and Mitch made it back alive]]. He ''will'' protect his new team, no matter the cost.
* SurvivorGuilt: Suffers this since the [[MyGreatestFailure ill-fated Nan Madol expedition]], still feeling that he failed his men and let them die, while surviving himself. As result, he developed his [[TheMenFirst "no one gets left behind" mindset]], which may doom ''him'' instead.
* UnscrupulousHero: Has access to Rogue class cards; as long as he can get the job done and protect his friends, he is willing to [[CombatPragmatist fight dirty]] or deal with shady people.

!!Ursula Downs, the Explorer
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_ursula2.png]]
[[caption-width-right:225:''"Discovery is easy. Understanding is the hard part".'']]
->''Not many people can say that they've climbed a mountain on every continent. Fewer still can say they've stolen a golden idol from a tribe of cannibals. Among women in a male-dominated society, Ursula is unique in being able to make these sorts of claims. Ever since she was a small girl, Ursula has broken the rules set down for her, climbing trees, playing in the mud, exploring the woods, and doing plenty of other things that a "proper young lady shouldn't be doing." Since getting a degree in archaeology in Boston, she has been traveling the world searching for forgotten civilizations''.
Seeker-class investigator. Has access to "Relic" cards of any class (up to level 4).

to:

* ItemCaddy: His playstyle CrimefightingWithCash: Receives an additional resource each round. More resources means more tools at her disposal to deal with cultists and monsters.
* GameplayAndStoryIntegration: She
is entirely built around using a large amount rich heiress, so of Allies; compared to the other investigators, he can course she has better access them more cheaply and, with the help of his to resources than other investigators.
* GunsAkimbo: Her
signature card, he can have several Allies in play simultaneously.
* TheLeader:
** He was the leader of an ill-fated Yucatan expedition in his backstory.
** If he
card is a part pair of the team during ''The Forgotten Age'' campaign, the campaign guide enforces him into position of the lead investigator (if they're present, he ''.45s'' pistols. Their main gimmick is [[MoreDakka not having an upper limit]] how much ammo she can be replaced by Ursula Downs or Monterey Jack instead).
** All his abilities are related to "Ally" cards, motivating you to include many of them in his deck. He can even
put in play several non-unique "Allies" at once, thanks them when played.
* IWillFindYou: She is looking for her sister, Isabelle "Izzie" Barnes, who went missing.
* JackOfAllStats: All of her stats are average (3) (which, accidentally, puts her above majority of Rogues Willpower-wise), so, if required, she can pick any task, especially if supplied with cards which would [[CrimefightingWithCash put her resources supply
to his good use]].
* KickingAssInAllHerFinery: As always, she is depicted wearing a fabulous dress and jewelry.
* MoreDakka: Her
signature "Ally", Mitch Brown.
* TheMenFirst: He won't allow any
[[GunsAkimbo .45s pistols]] have no upper limit of his friends ammo, as long as she has enough resources to die because pay for them; and due to [[CrimefightingWithCash receiving free resource each round]], she usually has them.
* SearchingForTheLostRelative: Jenny looking for the traces
of him. His her missing sister Isabelle [[GameplayAndStoryIntegration is incorporated into her actual mechanics]]; her signature weakness, "[[SurvivorGuilt Bought in Blood]]", forces him "Searching for Izzie", distracts Jenny to discard one "Ally" card from play or all "Allies" from hand, leaving him vulnerable.
* MightyGlacier: He's slow even by Guardian standards; he has only 1 Agility, worst in his class
try and one of find the worst in general.
* MyGreatestFailure: He led seven men into Nan Madol. [[DwindlingParty Only he and Mitch made it back alive]]. He ''will'' protect his new team, no matter the cost.
* SurvivorGuilt: Suffers this since the [[MyGreatestFailure ill-fated Nan Madol expedition]], still feeling that he failed his men and let them die, while surviving himself. As result, he developed his [[TheMenFirst "no one gets left behind" mindset]], which may doom ''him'' instead.
* UnscrupulousHero: Has access to Rogue class cards; as long as he can get the job done and protect his friends, he is willing to [[CombatPragmatist fight dirty]] or deal
traces of her sister Izzie, who was previously abducted. Dealing with shady people.

!!Ursula Downs,
it costs actions, but ignoring it may cause Jenny to suffer mental trauma later due to possibly failing to save her.
* {{Socialite}}: She has no job other than being an heiress and moving about in high society.
[[/folder]]

[[folder:Jim Culver]]
!!Jim Culver,
the Explorer
Musician
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_ursula2.png]]
[[caption-width-right:225:''"Discovery is easy. Understanding is the hard part".
org/pmwiki/pub/images/ahlcg_jim.png]]
[[caption-width-right:225:''"No, not quiet at all. Dead folks get downright rambunctious when I play my horn".
'']]
->''Not many people can say that ->''Jazz has been nothing but trouble for Jim since the day he picked up his daddy's trumpet. There was something weird and otherworldly about the writing on the inside of the bell, but the tones from it were smooth and dark, like good coffee. That trumpet landed Jim a lot of gigs until the time it made Widow Jenkins get up and dance, the day he played at her funeral. After that, it was kind of hard to find work. Since then, Jim has learned a lot about jazz — and the things the graveyard ghouls talk about on cold autumn nights. Lately, they've climbed a mountain on every continent. Fewer still can say they've stolen a golden idol from a tribe of cannibals. Among women in a male-dominated society, Ursula is unique in being able to make these sorts of claims. Ever since she was a small girl, Ursula has broken the rules set down for her, climbing trees, playing been talking about The End, as in the mud, exploring the woods, and doing plenty end of other things everything that a "proper young lady shouldn't be doing." Since getting a degree in archaeology in Boston, she has been traveling the world searching for forgotten civilizations''.
Seeker-class
is and could be. The Final Rhapsody. The fact is, Jim isn't too keen on that idea''.
Mystic-class
investigator. Has access Can include up to "Relic" five level 0 cards of any class (up to level 4).other classes.



* ActionGirl: It's mentioned in her backstory that she was always the active, exploring type. She also has 4 Agility (great in general, and certainly best amongst Seekers), making her more able to survive on her own than most of other investigators of her class, as long as she [[FragileSpeedster manages to avoid actually engaging monsters head-on]].
* AdventurerArchaeologist: She has a passion for adventure and archaeology. Perhaps a little too much, because it caused her problems on more than one occasion, and potentially can cause them again, through her signature weakness.
* BlueBlood: She's got a hefty inheritance, but she used it to set up her work.
* CuriosityKilledTheCast: Her signature weakness, "Call of the Unknown", forces her to explore another location until the end of her turn, even if it is detrimental to the current mission; otherwise she suffers horror.
* {{Expy}}: Female AdventurerArchaeologist from rich [[BlueBlood aristocratic family]], who spends her time and money on expeditions in dangerous corners of Earth, in search for long-lost artifacts. [[Franchise/TombRaider Sound familiar]]?
* FragileSpeedster: Has the highest Agility (4) amongst Seekers, but only 1 Combat. She can easily run away from many monsters, but any attempt to engage them head-on isn't likely to end well.
* TheLeader: If she is a part of the team during the ''Forgotten Age'' campaign, the campaign guide forces her into the position of lead investigator (if present, she can be replaced by Leo Anderson or Monterey Jack).

!!Finn Edwards, the Bootlegger
[[quoteright:225: https://static.tvtropes.org/pmwiki/pub/images/ahlcg_finn2.png]]
[[caption-width-right:225:''"Never lose track of the exit. Or the merchandise".'']]
->''Prohibition was the best thing that ever happened to Finn Edwards. Until they banned alcohol, he was just drifting through life, doing odd jobs here and there. But afterward, the demand for alcohol rose to such a fever pitch that he was able to make a living evading the law and giving people what they wanted. His new lifestyle particularly suited his personality, providing him with a taste of danger and plenty of cash. He never got caught and never lost a delivery. Now he's wrapped up in some kind of supernatural conspiracy, but in the end, he adheres to the same principles: Deliver the goods. Don't get caught''.
Rogue-class investigator. Has limited (only up to level 3) access to his own class, but unlimited access to any "Illicit" cards, regardless of class, and up to 5 Seeker/Survivor level 0 cards.

to:

* ActionGirl: It's mentioned in her backstory that she was always the active, exploring type. She also has 4 Agility (great in general, and certainly best amongst Seekers), making her more able to survive on her own than most of other investigators of her class, as long as she [[FragileSpeedster manages to avoid actually engaging monsters head-on]].
* AdventurerArchaeologist: She has a passion for adventure and archaeology. Perhaps a little too much, because it caused her problems on more than one occasion, and potentially can cause them again, through her signature weakness.
* BlueBlood: She's got a hefty inheritance, but she used it to set up her work.
* CuriosityKilledTheCast: Her
BrownNote: His signature weakness, "Call of the Unknown", forces her to explore another location until the end of her turn, even if it is detrimental "Final Rhapsody". His connection to the current mission; otherwise she suffers horror.
dead sometimes results in them answering back; this ''very'' negatively affects his Sanity.
--> ''When the dead start talking about what scares them, that's when it's time to listen''.
* {{Expy}}: Female AdventurerArchaeologist CombatMedic: Can heal horror from rich [[BlueBlood aristocratic family]], who spends her time and money on expeditions in dangerous corners of Earth, in search for long-lost artifacts. [[Franchise/TombRaider Sound familiar]]?
* FragileSpeedster: Has the highest Agility (4) amongst Seekers, but only 1 Combat. She can easily run away
himself or from many monsters, but any attempt to engage them head-on one of his teammates with his trumpet, if he draws a Skull chaos token.
* MagicKnight: {{Downplayed|Trope}}; he
isn't likely ''that'' good a fighter, but he is less fragile than most other Mystics (and has decent Combat), and can add a few non-Mystic cards to end well.
amplify his survivability.
* TheLeader: If she MagicMusic: He is a part {{Jazz}} musician who can actually achieve magic through his music. Fittingly, he has the Mystic class.
* MightyGlacier: [[DownplayedTrope Downplayed,]] Jim has average health (7) on top of good sanity (8) and average Combat and Intellect (3), but his Agility is low (2)
* MustHaveCaffeine: Loves his coffee.
* OrphansPlotTrinket: The Golden Trumpet, which belonged to his father.
* StreetMusician: He wasn't always one, but ever since he played at Widow Jenkins's funeral, he hasn't been able to get work. Probably because his magic trumpet [[TheFunInFuneral made the widow get out
of the team during coffin and join in the ''Forgotten Age'' campaign, festivities]].
* TheFunInFuneral: He once caused a dead widow to get up and dance...at her own funeral. After that incident, he has had trouble finding work.
[[/folder]]

[[folder:"Ashcan" Pete]]
!!"Ashcan" Pete,
the campaign guide forces her into the position of lead investigator (if present, she can be replaced by Leo Anderson or Monterey Jack).

!!Finn Edwards, the Bootlegger
[[quoteright:225: https://static.
Drifter
[[quoteright:225:https://static.
tvtropes.org/pmwiki/pub/images/ahlcg_finn2.png]]
[[caption-width-right:225:''"Never lose track of the exit. Or the merchandise".
org/pmwiki/pub/images/ahlcg_pete.png]]
[[caption-width-right:225:''"C'mere, boy. We got work to do".
'']]
->''Prohibition was the best thing that ever happened to Finn Edwards. Until they banned alcohol, he was just drifting through life, doing odd jobs here and there. But afterward, the demand for alcohol rose to such a fever pitch that he was able to make a living evading the law and giving people what they wanted. His new lifestyle particularly suited ->''At night, "Ashcan" Pete sleeps wherever his personality, providing him with travels take him: in a taste of danger and plenty of cash. He never got caught and never lost field, on a delivery. Now train, or maybe, if he's wrapped up lucky, in some kind a barn. He bunks with his loyal hound dog, Duke, on one side and his beat-up guitar on the other. And sometimes when Pete sleeps, he dreams. He dreams of supernatural conspiracy, haunted, tortured places and of horrible creatures. When he wakes up, he knows that someone needs his help, because his dreams are true. He could not say how long he has been on the road, living by his wits, but he can say for certain no place is too far to go to help someone in the end, need. And as long as Pete can help people, he adheres is not likely to the same principles: Deliver the goods. Don't get caught''.
Rogue-class investigator. Has limited (only up to level 3) access to his own class, but unlimited access to
stop wandering any "Illicit" cards, regardless of class, and up to 5 Seeker/Survivor level 0 cards.time soon''.
!!!Both versions
Survivor-class investigator.



* {{Backstab}}: His .38 "Trusty" deals bonus damage when used against enemies not engaged with you -- particularly, when he attacks the enemies who attacks someone other than him.
* CripplingOverspecialisation: He can't take high-level cards unless they have the "Illicit" trait, which not only gives him very few off-class cards, but also restricts him from many good cards of his own class.
* DamnItFeelsGoodToBeAGangster: He considers his life as a bootlegger to be best thing that ever happened to him.
* KarmaHoudini: His backstory mentions that he never gets caught. In gameplay terms, he has an additional action specifically to evade, which can save him if he's out of normal actions.
* KarmaHoudiniWarranty: His signature weakness, "Caught Red-Handed", causes all enemies in his location to get ready, and all "Hunter" monsters to move one step closer to him, which, if it happens at the worst moment, can lead to him being hopelessly overwhelmed. [[TotalPartyKill Or not only him]].
* TheSneakyGuy:
** He is an (in)famous smuggler who [[KarmaHoudini never gets caught]].
** He is great for stealthy accumulation of clues, due to having good Agility (and a bonus action specifically for Evasion), good Intellect, and access to some Seeker cards.
* StealthExpert: He has one bonus action each round specifically to Evade.
* TokenEvilTeammate: He is trying to save the world (and will do so if he succeeds), but he is still an unrepentant criminal.
* VenturousSmuggler:
** His main "job" is to smuggle goods to whoever is willing to pay for them; he's ''very'' good at it.
** Him being a smuggler [[GameplayAndStoryIntegration manifests as part of his mechanics]]. His signature card, "Smuggled Goods", allows him to quickly find "Illicit" cards in either his deck or discard pile, and draw them.

!! Father Mateo Castile, the Priest
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_03_father_mateo.jpg]]
->''Mateo Castile's life has not been easy since he became a priest. Recent decades in Mexico have been wracked with instability and conflict. Father Mateo struggled to balance his faith with the pragmatic concerns of preaching when the law told him he must not. But this is not what has assaulted Mateo's faith at its core. The nearby murders and kidnappings were not politically motivated, as he had suspected. A gruesome and horrid cult thrives at the heart of the brewing war. How, Mateo wonders, could a kind and loving God allow what he saw that night to exist?''
Mystic-class investigator. Has access to ''Blessed'' cards of any class (up to level 3).

to:

* {{Backstab}}: His .38 "Trusty" deals bonus damage when used against enemies not engaged with you -- particularly, when he attacks the enemies who attacks someone other than him.
* CripplingOverspecialisation: He can't take high-level cards unless they have the "Illicit" trait, which not only gives him very few off-class cards, but also restricts him from many good cards of his own class.
* DamnItFeelsGoodToBeAGangster: He considers his life as a bootlegger to be best thing that ever happened to him.
* KarmaHoudini:
HomelessHero: His backstory mentions that shows us he never gets caught. In gameplay terms, he lives on the streets, and has an additional action specifically to evade, which can save him if he's out of normal actions.
* KarmaHoudiniWarranty: His signature weakness, "Caught Red-Handed", causes all enemies in his location to get ready, and all "Hunter" monsters to move one step closer to him, which, if it happens at the worst moment, can lead to him being hopelessly overwhelmed. [[TotalPartyKill Or not only him]].
* TheSneakyGuy:
** He is an (in)famous smuggler who [[KarmaHoudini never gets caught]].
** He is great
done so for stealthy accumulation of clues, due a long time.

!!!Basic version
Can include up
to having good Agility (and a bonus action specifically for Evasion), good Intellect, and access to some Seeker cards.
* StealthExpert: He has one bonus action each round specifically to Evade.
* TokenEvilTeammate: He is trying to save the world (and will do so if he succeeds), but he is still an unrepentant criminal.
* VenturousSmuggler:
** His main "job" is to smuggle goods to whoever is willing to pay for them; he's ''very'' good at it.
** Him being a smuggler [[GameplayAndStoryIntegration manifests as part of his mechanics]]. His signature card, "Smuggled Goods", allows him to quickly find "Illicit" cards in either his deck or discard pile, and draw them.

!! Father Mateo Castile, the Priest
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_03_father_mateo.jpg]]
->''Mateo Castile's life has not been easy since he became a priest. Recent decades in Mexico have been wracked with instability and conflict. Father Mateo struggled to balance his faith with the pragmatic concerns of preaching when the law told him he must not. But this is not what has assaulted Mateo's faith at its core. The nearby murders and kidnappings were not politically motivated, as he had suspected. A gruesome and horrid cult thrives at the heart of the brewing war. How, Mateo wonders, could a kind and loving God allow what he saw that night to exist?''
Mystic-class investigator. Has access to ''Blessed''
five level 0 cards of any class (up to level 3).other classes.



* BadassPreacher: He decided to take a more proactive role in fighting the forces of evil, and joined the team in their quest to save humanity.
* CripplingOverspecialisation: At the moment of release, he had very few off-class options, due to the "Blessed" trait not being very common. He got a large infusion of new off-class cards with the release of the ''The Innsmouth Conspiracy'' Cycle, however.
* CrisisOfFaith: Mentioned in the backstory, he wonders how a kind God can allow such a horrible cult as Yig's to do horrific things to people.
* MechanicallyUnusualFighter: One of the few investigators to start with free experience points, allowing him to include certain high-level cards right from the start.
* NoSell: Once per scenario he can ignore (or allow other investigators to ignore) the Auto-failure chaos token, and instead treat it as an Elder Sign (which for himself means auto-success).
* SnakePeople: His signature weakness is "Serpents of Yig", a group of Yig-serving serpent people. They work by "sealing" the Elder Sign token, making it unavailable for ''anyone'' until you kill them.
* WhiteMage:
** Has access to "Blessed" cards of any class (up to level 3); most of them are support-related.
** His signature card, "Codex of Ages", allows him to "seal" the Elder Sign token, in order to reveal it at the most crucial moment (discarding "Codex of Ages" in process) instead of revealing a random chaos token.

!! Calvin Wright, the Damned
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_03_calwin_wright.jpg]]
[[caption-width-right:225:''"If you hurt him, I'll kill you".'']]
->''Sometimes, life gives you a choice: accept the lot that is given to you or stand up for who you are and what you believe. Calvin chose the latter. On the edge of death, bleeding out on the side of a dirt road, he received a vision - a terrifying vision of the Earth, sundered, and João, the love of his life, turning to ash in the vortex of a blazing inferno. Then, Calvin made another choice. He reached out to the darkness and pulled it within him. He would not die, not today. The world needed him. João needed him''.
Survivor-class investigator. Has access to level "Spirit" (up to level 3) cards of any class.

to:

* BadassPreacher: He decided CanineCompanion: Duke, his faithful dog. Unfortunately, most of Pete's strength is related to Duke, forcing him to keep Duke active at all costs. While it's normally not that bad, in the ''Dunwich Legacy'' campaign [[spoiler: Duke can be [[PermaDeath sacrificed to Yog-Sothoth]]...[[GameplayAndStorySegregation until the end of campaign]]]].
* CripplingOverspecialization: Pete can be a very reliable and [[JackOfAllTrades versatile]] fighter and clue gatherer thanks to [[CanineCompanion Duke]], but the second he gets discarded, he will struggle to do much without the proper tools to replace him.
* GlassCannon: [[CanineCompanion Duke]] provides his master with good Combat capabilities, but isn't particularly durable. Pete himself is only slightly less fragile, having only 6 Health and 5 Sanity (11 total, second-worst in the game, including amongst campaign-specific investigators).
* MechanicallyUnusualFighter:
** Unlike other investigators, who treat their "Allies" as more or less expandable, Pete needs
to take a more proactive role everything in fighting the forces of evil, and joined the team in their quest his power to save humanity.
* CripplingOverspecialisation: At the moment of release, he had very few off-class options, due to the "Blessed" trait not being very common. He got a large infusion of new off-class cards with the release of the ''The Innsmouth Conspiracy'' Cycle, however.
* CrisisOfFaith: Mentioned
keep Duke alive, because Duke covers for his weak points. Duke is also only "Ally" in the backstory, he wonders how game who doesn't take a kind God slot.
** Pete
can allow such a horrible cult as Yig's discard his own cards to do horrific things to people.
* MechanicallyUnusualFighter: One of the few investigators to start with free experience points,
ready assets he controls, allowing him to include certain high-level use cards right that would otherwise only be usable once per round. This ability itself only works once per round, but it gives him the possibility to activate [[CanineCompanion Duke]] twice per round (or even more than that if he pulls out his Elder Sign) at least as long as he has cards to throw away.
* RecurringDreams: He suffers from regular nightmares, and he just knows,
from the start.
* NoSell: Once per scenario he can ignore (or allow other investigators to ignore) the Auto-failure chaos token, and instead treat it
past experience, that they signify something bad happening, somewhere. These dreams also act as an Elder Sign (which for himself means auto-success).
* SnakePeople: His
his signature weakness is "Serpents of Yig", a group of Yig-serving serpent people. They work by "sealing" weakness, denying him the Elder Sign token, making it unavailable ability to ready his assets--including Duke, which makes him quite vulnerable.
* RoaringRampageOfRevenge: The ''Return to the Dunwich Legacy'' expansion has a special achievement
for ''anyone'' Ashcan Pete's player: [[spoiler: after [[PermaDeath Duke gets sacrificed to Yog-Sototh]], if Pete still manages to survive until you kill them.
the end of campaign and win, he avenges Duke. Made more awesome by the fact that without Duke, Pete is not particularly strong]].
* WhiteMage:
** Has access
WeakButSkilled: Pete has good Willpower (4), average Agility (3) and low Combat and Intellect (2); his total sum of stat points is 11, which is lower than the usual 12 of most other investigators. His Willpower and Agility helps keeping him alive in spite of his abysmal endurance (6 health and 5 Sanity), but he can potentially use them in place of Combat and Intellect to "Blessed" cards of any class (up complete some tasks with the right cards. [[CanineCompanion Duke]] also raise his base Combat and Intellect to 4 for fighting and investigation tests, allowing him also to deal +1 damage with the attack and moving to a connecting location before starting looking for clues respectively, which helps him a lot covering the weakspots in his statline. Also, his ability lets him use assets that exhaust (Duke included) a second time per round by readying them again, as long as he is willing to discard a card from hand for them.

!!!Parallel version
Limited
to level 3); most of them are support-related.
** His signature card, "Codex of Ages", allows him to "seal" the Elder Sign token, in order to reveal it at the most crucial moment (discarding "Codex of Ages" in process) instead of revealing a random chaos token.

!! Calvin Wright, the Damned
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_03_calwin_wright.jpg]]
[[caption-width-right:225:''"If you hurt him, I'll kill you".'']]
->''Sometimes, life gives you a choice: accept the lot that is given to you or stand up for who you are and what you believe. Calvin chose the latter. On the edge of death, bleeding out on the side of a dirt road, he received a vision - a terrifying vision of the Earth, sundered, and João, the love
3 of his life, turning to ash in the vortex of a blazing inferno. Then, Calvin made another choice. He reached out to the darkness and pulled it within him. He would not die, not today. The world needed him. João needed him''.
Survivor-class investigator. Has
own class, but can access "Improvised" and "Tactic" cards (both up to level "Spirit" (up 4), and up to 5 other level 3) cards of any class.0 Guardian cards.



* BoringButPractical: His signature card, "Until the End of Time", has only one function: Calvin may assign damage or horror he receives to it (even direct damage and direct horror, which normally can't be assigned to assets at all). Can be very handy when you have little health or sanity left to spare.
* CripplingOverspecialisation: On original release of ''The Forgotten Age'' expansion, he had very few off-class options, due to "Spirit" not being very common trait. The amount of "Spirit" cards has increased since then, with the largest infusion coming with Nathaniel Cho's starter pack.
* CriticalStatusBuff: His stats increase for each damage/horror he has.
* HeroicWillpower: It takes a great amount of willpower to keep all the darkness Calvin has contained within you. Unfortunately, with most of his strength dedicated to keeping the evil forces inside, Calvin [[GameplayAndStoryIntegration has little left for anything else, thus his abysmal stats]].
* MagikarpPower: He starts with every skill set to zero. He [[CriticalStatusBuff can increase them by suffering damage and horror]] (potentially putting himself above other Survivors stat-wise), but his Health and Sanity are amongst the weakest in the game, too, meaning he can't spare much. It's crucial to supply him with the right set of cards if he plans to survive until the end of campaign.
* MasterOfNone: PlayedWith. He is only investigator to have 0 at ''any'' stat, let alone all of them, yet he is also the only investigator who [[CriticalStatusBuff may bring all his stats to 5 even before applying any cards]].
* MechanicallyUnusualFighter: All his skills are set to zero, [[CriticalStatusBuff but every damage or horror he suffers increases them]], maxing out when he stays at 1 Stamina and Sanity.
* MysteriousPast: His backstory explains very little about him.
* SealedInsideAPersonShapedCan: Calvin deliberately gets possessed by evil, to imprison it within himself with pure willpower. That same evil also acts as his signature weakness, "Voice of the Messenger", gradually destroying him by giving him physical and mental traumas.
* TwoferTokenMinority: Black and gay. Especially notable by the lights of 1920s culture.
* YourDaysAreNumbered: His signature weakness, "Voice of the Messenger", causes him either Physical or Mental trauma (and instantly deals 1 direct damage/horror) whenever it's drawn. Sooner or later, it ''will'' kill him, meaning he must fight on while he still has strength left.

to:

* BoringButPractical: His signature card, "Until ActionSurvivor: Compared to his basic version, "parallel" Pete is slightly better as a figher, having higher Health, Sanity and Combat, as well as some Tactic cards to increase his combat capabilities (which can become even better if he takes [[CanineCompanion Duke]] along). But he's still just a drifter, with no special training, skills or gear, and is unlikely to last for long without support.
* ItemCaddy: "Parallel" Pete can return
the End cards he attached to scenario cards (locations, enemies, etc) to his hand instead of Time", has discarding, albeit only one function: Calvin may assign damage or horror he receives once per round. This encourages him to it (even direct damage and direct horror, actively using Events which normally can't be assigned works by being attached to assets at all). Can be very handy when you have little health or sanity left locations; it's further helped by him having access to spare.
* CripplingOverspecialisation: On original release of ''The Forgotten Age'' expansion, he had very few
off-class options, due Tactic cards, which makes him rather flexible.
* MagicMusic: Whenever Pete uses his guitar
to "Spirit" not being very common trait. The amount of "Spirit" cards lure an enemy, he either heals 1 Sanity, or gains 1 resource.
* MindControlMusic: "Parallel" Pete can use his guitar (available as "replacement" signature) to force a non-Elite enemy in his or connected location to move once in any direction, either luring it away or luring it into a trap.
* TookALevelInBadass: Alternative Pete
has increased since then, with the largest infusion coming with Nathaniel Cho's starter pack.
* CriticalStatusBuff: His stats increase for each damage/horror he has.
* HeroicWillpower: It takes
a great amount normal statline of willpower to keep all the darkness Calvin has contained within you. Unfortunately, with most of his strength dedicated to keeping the evil forces inside, Calvin [[GameplayAndStoryIntegration has little left for anything else, thus his abysmal stats]].
* MagikarpPower: He starts with every
12 skill set to zero. He [[CriticalStatusBuff can increase them by suffering damage points and horror]] (potentially putting himself above other Survivors stat-wise), but his 14 durability sum of Health and Sanity are amongst in total, unlike the weakest in the game, too, meaning he can't spare much. It's crucial to supply him original, with the right set of cards if he plans to survive until the end of campaign.
* MasterOfNone: PlayedWith.
average fight (3) and Health and Sanity (both 7). He is only investigator to have 0 at ''any'' stat, let alone all far more capable of them, yet he is also the only investigator who [[CriticalStatusBuff may bring all achieving his stats to 5 even before applying any cards]].
* MechanicallyUnusualFighter: All
goals on his skills are set to zero, [[CriticalStatusBuff but every damage or horror he suffers increases them]], maxing out when he stays at 1 Stamina own and Sanity.
* MysteriousPast: His backstory explains very little about him.
* SealedInsideAPersonShapedCan: Calvin deliberately gets possessed by evil, to imprison it within himself with pure willpower. That same evil also acts as his signature weakness, "Voice of the Messenger", gradually destroying him by giving him physical and mental traumas.
* TwoferTokenMinority: Black and gay. Especially notable by the lights of 1920s culture.
* YourDaysAreNumbered: His signature weakness, "Voice of the Messenger", causes him either Physical or Mental trauma (and instantly deals 1 direct damage/horror) whenever it's drawn. Sooner or later, it ''will'' kill him, meaning he must fight
far less reliant on while he still has strength left.[[CanineCompanion Duke]]



[[folder: Introduced in ''The Circle Undone'' expansion]]
!!Carolyn Fern, the Psychologist
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_carolyne.png]]
[[caption-width-right:225:''"The mind is fragile, but through understanding, we can protect it".'']]
->''Visiting psychologist Carolyn Fern's newest patient is Josephine Ruggles, an heiress whose nightmares leave glyph-shaped wounds across her back. Miss Ruggles's case is unusual, even for an institution like Arkham Sanatorium. Her case takes an even stranger turn after she claims to have met Malachi - Carolyn's former patient whose treatment was cut short when he was brutally murdered - in her dreams. When Carolyn uses hypnotherapy to address Josephine's trauma, they find themselves both journeying to a strange place Josephine calls "the Dreamlands"''.
Guardian-class investigator. Has limited (only up to level 3) access to her own class, and can't use "Weapon" cards higher than level 0, but has unlimited access to any Sanity-healing cards, regardless of class (though restriction about weapons still applies). She also may include up to 15 other Seeker and Mystic cards (up to level 1).

to:

[[folder: Introduced !Introduced in ''The Circle Undone'' expansion]]
!!Carolyn Fern,
Path to Carcosa'' expansion
[[folder:Mark Harrigan]]
!!Mark Harrigan,
the Psychologist
Soldier
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_carolyne.png]]
[[caption-width-right:225:''"The mind is fragile,
org/pmwiki/pub/images/ahlcg_mark.png]]
[[caption-width-right:225:''He'd burn the entire town down if necessary,
but through understanding, we can protect it".he wouldn't let those monsters take anyone else.'']]
->''Visiting psychologist Carolyn Fern's newest patient is Josephine Ruggles, an heiress whose nightmares leave glyph-shaped wounds across her back. Miss Ruggles's case is unusual, even for an institution like Arkham Sanatorium. Her case takes an even stranger turn after she claims to have met Malachi - Carolyn's former patient whose treatment was cut short ->''There were plenty who returned from the war broken in body or spirit. But Mark Harrigan had witnessed horrors he could not explain. His beloved Sophie believed him when he was brutally murdered - in wrote her dreams. about the things he saw - not the men killing other men, but the other things. The creatures. When Carolyn uses hypnotherapy he came home and went to address Josephine's trauma, they find themselves both journeying to a strange place Josephine calls "the Dreamlands"''.
visit her, he found the reasons she believed him: she had one of the creatures inside her, eating her from the inside out. As he watched in helpless horror, she faded away into the air, screaming as thing finished its meal. Now everyone thinks Mark Harrigan is crazy. Maybe he's finally lost it, after all. But he knows the monsters are real, and he will not rest until every last one is dead''.
Guardian-class investigator. Has limited (only up to Can include any level 3) access to her own class, and can't use "Weapon" cards higher than level 0, but has unlimited access to any Sanity-healing 0 "Tactic" cards, regardless of class (though restriction about weapons still applies). She also may include up to 15 other Seeker and Mystic cards (up to level 1).class.



* CatsAreMagic: Her replacement signature card, DreamLand-born cat Foolishness, provides her with a flat boost to all stats...as long as she keeps it at full Sanity (and it enters play with only 1 Sanity remaining, out of 4); fortunately, any effect which can heal horror on Carolyn herself, can affect Foolishness as well.
* CripplingOverspecialisation:
** She can't access high-level cards of any class (including her own, where she is restricted to level 3), unless they contain words "[[ExactWords heals horror]]", though she can access some cards of Seeker and Mystic classes (up to level 1). She also can't use "Weapon" cards above level 0, which restricts her card pool further.
** She is good for horror-healing...and little else. She has good Intellect, but to put it to good use she must include several Seeker cards in her deck.
* EarlyBirdCameo: She was originally introduced as a bonus investigator (with a set of replacement signature cards and weaknesses) for anyone who bought the novella about her, before being re-introduced in ''The Circle Undone'' Cycle.
* ExactWords: As clarified in the FAQ, she can include cards in her deck as long as they contain words "heals horror", even if it means they heal it on themselves (like Peter Sylvestre, a Survivor-class "Ally"), or in very specific circumstances (like "Cheat Death", a Rogue-class card which triggers on defeat via damage or horror, restoring a portion of health and sanity).
* FlatEarthAtheist: Her signature weakness, "Rational Thought" (which even has the "Flaw" trait) disallows her to heal horror from anything else but this card (it enters play with 4 horror, which may be healed as if it belongs to Carolyn herself); you can't help people whose sanity was damaged by eldritch horrors if you can't truly accept them as something beyond the scope of traditional/current science.
* TheMedic: Her main role in the team is horror healing.
** She may include ''any'' horror-healing card in her deck (regardless of class), though the restriction about high-level "Weapons" still applies.
** Her signature card, "Hypnotic Therapy", is a stable and effective way to heal horror on herself or her teammates.
** Her Elder Sign effect allows her to heal 1 horror from investigator or "Ally" card in her location.
* TheShrink: Her job. Now, she uses her skills as a psychologist to help her friends survive eldritch horrors.
* TheSmartGuy: What she lacks in Combat, she makes up for in Intellect, so when there's nobody to heal, she can investigate for clues. She can also use some Seeker cards (up to level 1).
* SquishyWizard: While she can't access high-level "Weapons" (or any non-neutral cards except for those related to horror healing, even from her own class, for that matter), she can partially compensate for this with access to Mystic cards. Unfortunately, none of her stats except for Intellect are particularly good, with Combat and Agility being the worst, and she also has low Health.
* SupportPartyMember: She is great at healing horror and, being a Guardian, has access to many teamwork-related tools (even if she can't access the high-level ones).
* ThisLooksLikeAJobForAquaman: Her replacement signature weakness, "To Fight the Black Wind", due to the way it works (it increases doom on current agenda as long as ''any'' investigator suffers horror and isn't healed until the end of the round), can potentially make her normally purely-supportive abilities crucial for team's survival. Of course, it was ''her'' weakness which caused this in the first place, but still.
* UtilityPartyMember: Despite being a Guardian, she lacks access to either high-level cards of her class, or any Weapons above level 0, as well as has poor Combat and Health; she has access to some Mystic cards, but it's too limited to make her a good combat mage. Instead, she acts as [[SupportPartyMember dedicated healer]], with unrestricted access to Sanity-healing cards (excluding high-tier Weapons).
* WhiteMage: Support-oriented investigator with access to some Mystic cards.

!!Joe Diamond, the Private Eye
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_joe.png]]
->''Joe Diamond is a private eye with a reputation for handling cases that everyone else regards as supernatural nonsense. He is thorough in his investigations and not one to be trifled with. His services have been employed by the wealthy as well as those down on their luck. No case is too large, too small, too strange, or too dangerous. In Joe's experience, things start getting nasty right when you start reaching the truth, and that is exactly where he likes to be''.
Seeker-class investigator. Has access to Guardian cards (up to level 2).

to:

* CatsAreMagic: Her replacement BigGuy: Mark has some of the best Health (9) and Combat (5) stats in the game.
* CastFromHitPoints:
** Can deliberately damage himself to increase his stats during skill checks. However, if he suffers too much damage, this ability gets disabled, [[DeathSeeker causing his stats to]] ''[[DeathSeeker decrease]]'' [[DeathSeeker instead]].
** {{Inverted|Trope}} with his
signature card, DreamLand-born cat Foolishness, provides her "The Home Front", which allows him to move one of his damage tokens to the attacked enemy.
* CripplingOverspecialization: Outside of the Guardian class, he can only access cards
with a flat boost to all stats...as long as she keeps it at full Sanity (and it enters play with "Tactic" trait, and even then, only 1 Sanity remaining, out of 4); fortunately, any level 0 ones.
* CriticalStatusBuff: His Elder Sign
effect which can heal horror on Carolyn herself, can affect Foolishness as well.
* CripplingOverspecialisation:
** She can't access high-level cards of any class (including her own, where she is restricted
gives him +1 to level 3), unless they contain words "[[ExactWords heals horror]]", though she can access some cards of Seeker and Mystic classes (up to level 1). She also can't use "Weapon" cards above level 0, which restricts her card pool further.
** She is good
the tested skill for horror-healing...and little else. She has good Intellect, but to put it to good use she must include several Seeker cards in her deck.
* EarlyBirdCameo: She was originally introduced as a bonus investigator (with a set
each point of replacement signature cards and weaknesses) for anyone who bought the novella about her, before being re-introduced in ''The Circle Undone'' Cycle.
* ExactWords: As clarified in the FAQ, she can include cards in her deck as long as they contain words "heals horror", even if it means they heal it on themselves (like Peter Sylvestre, a Survivor-class "Ally"), or in very specific circumstances (like "Cheat Death", a Rogue-class card which triggers on defeat via
damage or horror, restoring a portion of health and sanity).
he has.
* FlatEarthAtheist: Her DeathSeeker: If he suffers too much damage, his signature weakness, "Rational Thought" (which even has the "Flaw" trait) disallows her to heal horror from anything else but this card (it "It Was All My Fault", enters play with 4 horror, which and reduces all his stats by 1, making it easier to be wounded even further. The only way to snap him out of this is to start treating his wounds.
* LightningBruiser: {{Downplayed|Trope}}; his Agility (3) is average, but he is still faster than most other Guardians, who normally have only a 2.
* TheLostLenore: His wife, Sophie, was [[EatenAlive eaten from the inside out by some unknown monster]]. This motivated him to join the team, so he
may be healed as if it belongs to Carolyn herself); you can't help people whose sanity was damaged by eldritch horrors if you can't truly accept avenge her.
* MyGirlBackHome: Sophie, who believed him about the monsters he saw in the war. She believed him because [[EatenAlive one of
them as something beyond was eating her from the scope of traditional/current science.
inside out]].
* TheMedic: Her main role ReturningWarVet: A UsefulNotes/WorldWarI veteran who was unlucky enough to find [[MyGirlBackHome his girl back home, Sophie]], killed by some monsters, in [[EatenAlive a rather gruesome way]]. Now, he would put his military experience to use against whatever EldritchAbomination stands behind it all.
* RoaringRampageOfRevenge: His motivation to join
the team is horror healing.
to avenge the death of his wife, [[TheLostLenore Sophie]], killed by whatever monsters now threaten the world.
* ShellShockedVeteran:
** She may include ''any'' horror-healing card in Most people think that Mark didn't take the war very well. Ironically, his story makes it clear that it wasn't the war that got to him, thanks to [[MyGirlBackHome Sophie]] believing everything he wrote back to her deck (regardless of class), though the restriction about high-level "Weapons" still applies.
** Her signature card, "Hypnotic Therapy", is a stable
the monsters he encountered fighting in the trenches. It was only '''after''' he came home, and effective way to heal horror on herself or her teammates.
** Her Elder Sign effect allows her to heal 1 horror from investigator or "Ally" card in her location.
* TheShrink: Her job. Now, she uses her skills as a psychologist to help her friends survive eldritch horrors.
* TheSmartGuy: What she lacks in Combat, she makes up for in Intellect, so when there's nobody to heal, she can investigate for clues. She can also use some Seeker cards (up to level 1).
* SquishyWizard: While she can't access high-level "Weapons" (or any non-neutral cards except for those related to horror healing, even from her own class, for that matter), she can partially compensate for this with access to Mystic cards. Unfortunately, none of her stats except for Intellect are particularly good, with Combat and Agility
found Sophie being EatenAlive by an EldritchAbomination that he went over the worst, and she also has low Health.
* SupportPartyMember: She is great at healing horror and, being a Guardian, has access to many teamwork-related tools (even if she can't access the high-level ones).
* ThisLooksLikeAJobForAquaman: Her replacement
edge...
** His (second)
signature weakness, "To Fight the Black Wind", due "Shell Shock", which, once triggered, causes him to the way it works (it increases doom on current agenda as long as ''any'' investigator suffers suffer horror and isn't healed until if he has suffered too much damage, basically making him sink into flashbacks to traumatic events during the end of war.
* TragicKeepsake: His signature card, "Sophie", is
the round), can potentially make her normally purely-supportive abilities crucial for team's survival. Of course, it was ''her'' weakness which caused last photo of his [[TheLostLenore late wife]], killed by monsters he now fights. It allows him to receive additional resolve ([[CastFromHitPoints at the cost of his health]]), but he may become [[DeathSeeker near-suicidal]] if he uses this effect too much, resulting in the first place, but still.
* UtilityPartyMember: Despite being a Guardian, she lacks access to either high-level cards of her class, or any Weapons above level 0, as well as has poor Combat and Health; she has access to some Mystic cards, but it's too limited to make her a good combat mage. Instead, she acts as [[SupportPartyMember dedicated healer]], with unrestricted access to Sanity-healing cards (excluding high-tier Weapons).
* WhiteMage: Support-oriented investigator with access to some Mystic cards.

!!Joe Diamond,
opposite effect.
[[/folder]]

[[folder:Mihn Thi Phan]]
!!Minh Thi Phan,
the Private Eye
Secretary
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_joe.png]]
->''Joe Diamond is a private eye
org/pmwiki/pub/images/ahlcg_mihn.png]]
[[caption-width-right:225:''"You can depend on me to guide you through the unknown".'']]
->''Minh never quite felt like she belonged in America. Things were even harder for her family before they moved, being Vietnamese in Korea under Japanese rule. She worked hard to get her college degree, reminding herself that her parents had sacrificed much to come to the States. Finally, her father became acquainted
with a reputation for handling cases that everyone else regards as supernatural nonsense. He is thorough in man from Arkham, Mr. Thomas, who offered Minh a job at his investigations office. he was kind to her, at first - but then he started reading The King in Yellow, and his demeanor changed completely. He'd lent it to Minh, but she dared not one to be trifled with. His services have been employed by read past the wealthy as well as those down on their luck. No case first act. Three weeks later, Mr. Thomas was found dead, having taken his own life… And The King in Yellow is too large, too small, too strange, or too dangerous. In Joe's experience, things start getting nasty right when you start reaching the truth, and that is exactly where he likes key to be''.
the truth''.
Seeker-class investigator. Has access to Guardian Survivor cards (up to level 2).



* BigGuy: Unusually for a Seeker, he can be the team's designated fighter, having good Health (8) and Combat (4), and being able to use Guardian-class cards. He pays for it with reduced Willpower (only 2) and Sanity (only 6), however.
* {{Expy}}: Specifically based on [[HardboiledDetective Sam Spade]] from [[{{Film/TheMalteseFalcon1941}} "Maltese Falcon"]], including his name.
* GeniusBruiser: Unlike most Seekers, he can not only investigate for clues, but also kick asses. This is good, since the actual Guardian in this expansion is [[UtilityPartyMember not exactly fit for combat]].
* GunsAkimbo: His signature card is [[RevolversAreJustBetter a pair of "Colts"]].
* GutFeeling: He has a second deck specifically for "Insight" events.
* HardboiledDetective: Joe is tough as nails, and given to taking most risky jobs available. Depending on the team's composition, he can actually take the role of the main fighter.
* MechanicallyUnusualFighter: He has a second deck specifically for "Insight" events, which he can play at reduced cost.
* PathOfMostResistance: Has this approach to his job, thinking that if the danger increases, it means he is on the right track:
-->''"In Joe's experience, things start getting nasty right when you start reaching the truth, and that is exactly where he likes to be"''.
* PrivateDetective: He's working as private detective; his latest case is what got him involved in this mess.
* RevolversAreJustBetter: Uses two Colt revolvers as his signature "Weapon" card. As additional gimmicks, they allow him to use up to 2 "Tool" assets without taking any "Hand" slots, and, if he uses them to defeat a monster, allow him to move one "Insight" event from discard pile into "Hunch deck".
* ThatOneCase: His signature weakness, "Unsolved Case". It is placed in his "Hunch deck" at the start of the game, and once revealed, must be "played" before the end of current round (which would eliminate it from the game), or he will receive two fewer experience points at the end of scenario (symbolising him failing his task and not getting paid).

!! Preston Fairmont, the Millionaire
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_preston.png]]
[[caption-width-right:225:''"My money, my legacy, my problem. Let me handle it in my own way".'']]
->''Preston Fairmont never thought much about where his family's money came from. All he knew was that he had plenty, and he took great advantage of it whenever possible. His father seemed troubled at times, and tried to explain about his grandfather's business and the demands of something called the Hermetic Order of the Silver Twilight, but Preston never paid any mind. Then his father died in a mysterious car accident, and Preston's family fortune has since become his responsibility. Now Carl Sanford, president of the Silver Twilight Lodge, wants to meet with Preston personally. Perhaps for the first time, Preston has begun to really think about where his family's money came from...''
Rogue-class investigator. Has access to Survivor cards (up to level 2). He can't use any "Illicit" cards.

to:

* BigGuy: Unusually for ActionSurvivor: She is neither an occult expert nor a Seeker, he can part-time wizard, rather she is a secretary who just happens to be the team's designated fighter, having good Health (8) and Combat (4), and being able to use Guardian-class cards. He pays for it with reduced Willpower (only 2) and Sanity (only 6), however.
* {{Expy}}: Specifically based on [[HardboiledDetective Sam Spade]] from [[{{Film/TheMalteseFalcon1941}} "Maltese Falcon"]], including his name.
* GeniusBruiser: Unlike most Seekers, he can not only investigate for clues, but also kick asses. This is good, since the actual Guardian in this expansion is [[UtilityPartyMember not exactly fit for combat]].
* GunsAkimbo: His signature card is [[RevolversAreJustBetter a pair of "Colts"]].
* GutFeeling: He has a second deck specifically for "Insight" events.
* HardboiledDetective: Joe is tough as nails, and given to taking most risky jobs available. Depending on the team's composition, he can actually take the role of the main fighter.
* MechanicallyUnusualFighter: He has a second deck specifically for "Insight" events, which he can play at reduced cost.
* PathOfMostResistance: Has this approach to his job, thinking that if the danger increases, it means he is on the right track:
-->''"In Joe's experience, things start getting nasty right when you start reaching the truth, and that is exactly where he likes to be"''.
* PrivateDetective: He's working as private detective; his latest case is what got him
involved in this mess.
madness. Fittingly, she has access to Survivor-class cards.
* RevolversAreJustBetter: Uses two Colt revolvers as his AwesomenessByAnalysis: Her signature "Weapon" card. As card, "Analytical Mind", allows her to commit her cards to other investigators' skill checks even when they're not in same location. For Minh herself, it allows her to draw an additional gimmicks, they allow him card when she assigns exactly one card to use up to 2 "Tool" assets without taking any "Hand" slots, and, if he uses them skill check.
* BrownNote: Her boss was DrivenToSuicide by reading ''Literature/TheKingInYellow'', which motivated her
to defeat a monster, allow him join the team in order to move one "Insight" event from discard pile into "Hunch deck".
* ThatOneCase: His
learn more. Now, this book is her signature weakness, "Unsolved Case". It is placed in his "Hunch deck" at the start which disrupts her ability to use her cards during skill checks.
* ItsPersonal: One
of the game, reasons for her involvement in the plot was finding out just ''what'' caused her [[BenevolentBoss boss's]] insanity and once revealed, must be "played" before death.
* SupportPartyMember: Her signature card, "Analytical Mind", allows her to commit cards to another investigator's checks even if they are in another location.
[[/folder]]

[[folder:Sefina Rouseeau]]
!! Sefina Rousseau,
the end of current round (which would eliminate it from the game), or he will receive two fewer experience points at the end of scenario (symbolising him failing his task and not getting paid).

!! Preston Fairmont, the Millionaire
Painter
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_preston.png]]
[[caption-width-right:225:''"My money, my legacy, my problem. Let me handle it in my own way".'']]
->''Preston Fairmont never thought much about where his family's money came from. All he knew
org/pmwiki/pub/images/ahlcg_sefina.png]]
->''Even when she
was that he had plenty, young, Sefina's alluring paintings drew the eyes of many. When an art collector from Paris visited Tahiti and discovered Sefina, he took great advantage of it whenever possible. His father seemed troubled at times, offered to support her work in exchange for her services creating imitations. Her keen eye and tried to explain about his grandfather's business and the demands of something called the Hermetic Order of the Silver Twilight, but Preston never paid any mind. Then his father died in a mysterious car accident, and Preston's family fortune has since become his responsibility. Now Carl Sanford, president of the Silver Twilight Lodge, wants to meet with Preston personally. Perhaps steady hand were perfect for the first time, Preston has begun task, and Sefina found the art of forgery to really think about where his family's money be more engaging and captivating than she'd imagined. Her most recent work came from...''
from an anonymous stranger with deep pockets, who'd tasked her with recreating a panorama of a strange, alien city. When she completed the final stroke, she was sent hurtling into the world of the painting. She only barely survived the ordeal, passing out from exhaustion. When she awoke in her gallery, she knew it had been real''.
Rogue-class investigator. Has access to Survivor Mystic cards (up to level 2). He can't use any "Illicit" cards.2).



* ActionSurvivor: He is not a trained fighter or expert occultist, he's just very, very rich. He also has access to Survivor cards.
* ArbitrarilyLargeBankAccount: There's no limit how much money he can acquire through his inheritance.
* CoattailRidingRelative: He's a rich boy who lived off of daddy's money, never bothering to care about little things like the Silver Twilight Lodge.
* CrimefightingWithCash:
** He uses his inheritance to fund his operations--[[GameplayAndStoryIntegration and thus has a constant stream of free resources]].
** His Elder Sign ability allows him to spend some resources to automatically succeed on any skill check.
* DarkSecret: Only after his dad's death does he learn ''how'' his family became so rich. Now the Lodge wants him to pay his family's "debts". [[GameplayAndStoryIntegration His "debts" are not just part of his backstory]]; if "Lodge 'Debts'" enters his hand and he doesn't pay them off before the end of the scenario, he suffers mental trauma.
* GameplayAndStoryIntegration:
** Since he is ridiculously rich, he has the best access to resources amongst all investigators.
** His family's "debts" to Silver Twilight Lodge are not just part of his backstory, and serve as his signature weakness; if they ever enter his hand, he must pay them off (paying 10 resources at once) before scenario ends, or he will suffer mental trauma.
* JackOfAllStats: What he is meant to be. He [[MagikarpPower starts with abysmal stats]], but, if supplied with the right set of cards, can adapt to any role thanks to [[CrimefightingWithCash being able to afford even the most expensive cards]].
* MechanicallyUnusualFighter: Instead of gaining resources the normal way, he puts them on his bank account (which acts as a "Permanent" asset), where he can either use them right away, or transfer to his personal supply. Resources in the bank account refreshes each turn.
* MagikarpPower: Preston has only 1 at each skill, making it crucial to find the right set of cards to actually put to good use his [[CrimefightingWithCash never-ending stream of resources]].
* NonActionGuy: Being forbidden to take Illicit cards, Preston can't access any Rogue-class Weapons (and there are not that many Survivor-class ones), and also many of the combat-oriented events. Besides these gaps, he has abysmal basic Combat ''and'' Agility.
* NonIdleRich: He might be wealthy, but he goes around investigating. He wasn't always like this, though.
* UnscrupulousHero: PlayedWith. He can't use "Illicit" cards (despite being a Rogue), but can access the rest of his class' pool, including their [[CombatPragmatist dirty tactics]] and "Allies" with criminal backgrounds.
* UpperClassTwit: At first. He didn't care about the occult, he just liked the money.
* WaistcoatOfStyle: Matches the time period, after all.

!!Diana Stanley, the Redeemed Cultist
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_diana.png]]
->''As a new business owner in Arkham, Diana Stanley was proud to be inducted into the prestigious Silver Twilight Lodge. Her joy has since turned to dread. Her admittance into the organization was fantastic for business, but the weekly meetings have grown more and more disturbing. After witnessing strange rituals and terrible secrets, Diana has become suspicious of the Lodge's true nature. Now she is convinced that there are terrible forces converging on Arkham, and that the Lodge is somehow involved. Diana has resolved to take it down from the inside, regardless of the cost''.
Mystic-class investigator. Has access to Guardian cards (up to level 2).

to:

* ActionSurvivor: He is not a trained fighter or expert occultist, he's just very, very rich. He also AnomalousArt: Both her backstory and her abilities are related to her own art, which clearly has access to Survivor cards.
* ArbitrarilyLargeBankAccount: There's no limit how much money he can acquire through his inheritance.
* CoattailRidingRelative: He's a rich boy who lived off of daddy's money, never bothering to care about little things like the Silver Twilight Lodge.
* CrimefightingWithCash:
** He uses his inheritance to fund his operations--[[GameplayAndStoryIntegration and thus has a constant stream of free resources]].
** His Elder Sign ability allows him to spend
some resources magic in it.
** Her last work turns up
to automatically succeed on any skill check.
* DarkSecret: Only after his dad's death does he learn ''how'' his family became so rich. Now the Lodge wants him to pay his family's "debts". [[GameplayAndStoryIntegration His "debts" are not just part
be significantly different from anything she had done before, sucking her into its world, experience she barely survived. Not surprisingly, since it was a painting of his backstory]]; if "Lodge 'Debts'" enters his hand and he doesn't pay them off before the end of the scenario, he suffers mental trauma.
* GameplayAndStoryIntegration:
[[EldritchLocation Carcosa]].
** Since he is ridiculously rich, he has the best access to resources amongst all investigators.
** His family's "debts" to Silver Twilight Lodge are not just part of his backstory, and serve as his
Her signature weakness; if they ever enter his hand, he must pay card, "Painted World", can be used as an extra copy of any non-Exceptional event under her sheet (she reserves up to five of them off (paying 10 resources at once) before scenario ends, or he will suffer mental trauma.
* JackOfAllStats: What he is meant to be. He [[MagikarpPower
the beginning of scenario). She starts with abysmal stats]], but, if supplied with the right set three copies of cards, can adapt to any role thanks to [[CrimefightingWithCash it; each copy may be used only once per scenario, before being able to afford even removed from the game for the scenario's duration.
* FragileSpeedster: Like
most expensive cards]].
* MechanicallyUnusualFighter: Instead of gaining resources the normal way, he puts them on his bank account (which acts as a "Permanent" asset), where he can either use them right away, or transfer to his personal supply. Resources in the bank account refreshes each turn.
* MagikarpPower: Preston
Rogues, she has only 1 at each skill, making it crucial to find the right set of cards to actually put to good use his [[CrimefightingWithCash never-ending stream of resources]].
* NonActionGuy: Being forbidden to take Illicit cards, Preston
Agility, but she has the lowest Health and second lowest Combat in her class, and can't survive a prolonged fight.
* MasterForger: She specialises at creating copies of others' works. Her last work turns out to be...[[AnomalousArt different]].
* NamedAfterSomebodyFamous: She is named after Henri Rousseau, a post-impressionist French painter.
* SquishyWizard: Has
access any Rogue-class Weapons (and there are not that many Survivor-class ones), to Mystic cards, and also many of the combat-oriented events. Besides these gaps, he has abysmal basic a high Willpower (4) stat (greatest in her class), but has only 2 Combat ''and'' Agility.
and 5 Health.
* NonIdleRich: He might be wealthy, but he goes around investigating. He wasn't always like this, though.
* UnscrupulousHero: PlayedWith. He can't use "Illicit" cards (despite
StarPower: {{Inverted|Trope}}, stars are her ''bane''. Her signature weakness, "Stars of Hyades" (a constellation strongly associated with [[Literature/TheKingInYellow Hastur]]), forces her to remove one card under her character sheet from the game; if she can't, she suffers 1 damage and 1 horror instead. After that, this card gets shuffled back into deck instead of being a Rogue), but can access discarded.
[[/folder]]

[[folder:Akachi Onyele]]
!!Akachi Onyele,
the rest of his class' pool, including their [[CombatPragmatist dirty tactics]] and "Allies" with criminal backgrounds.
* UpperClassTwit: At first. He didn't care about the occult, he just liked the money.
* WaistcoatOfStyle: Matches the time period, after all.

!!Diana Stanley, the Redeemed Cultist
Shaman
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_diana.png]]
org/pmwiki/pub/images/ahlcg_akachi.png]]
[[caption-width-right:225:''"I will journey to the lands beyond. I do not fear them".'']]
->''As a new business owner young girl in Arkham, Diana Stanley Nigeria, Akachi became used to being set apart. Her habits of chattering away at thin air and secluding herself from other children led her village to believe she was proud mad. Her village Dibia was the first to be inducted see her true potential. He believed Akachi was marked by the spirits for greatness, and he taught her how to commune with them to her advantage. Under his tutelage, Akachi grew into the prestigious Silver Twilight Lodge. Her joy has since turned to dread. Her admittance into the organization was fantastic for business, a wise young leader, respected not just in her village, but the weekly meetings have grown more and more disturbing. After witnessing strange rituals and terrible secrets, Diana has become suspicious of the Lodge's true nature. in every community she aided. Now she is convinced meets her destiny head on, seeking out unnatural troubles that there are terrible forces converging on Arkham, and that the Lodge is somehow involved. Diana has resolved to take it down from the inside, regardless of the cost''.
only her knowledge can stop''.
Mystic-class investigator. Has access to Guardian cards (up any card which uses "charges" (read: most spells) up to level 2).4, and any level 0 "Occult" cards, both regardless of class.



* TheAtoner: She feels so much remorse over what the Silver Twilight Lodge has done that she ''will'' undo everything related to them.
* CultDefector: After seeing just '''how''' horrifying some rituals of the Silver Twilight Inner Sanctum were, Diana desperately wants to atone for supporting them.
* DeviousDaggers: As the former cultist, she still carries her old dagger, "Twilight Blade", granted by the Silver Twilight Lodge for her loyalty, as her signature card. It's imbued with magic, and allows to use Willpower instead of Strength when attacking (though she has to find some ways to improve her Willpower first to make it useful), as well as draw the cards from under her sheet as if they're in her hand.
* HeroicBSOD: Her knowledge of the Lodge's dark secrets took a big toll on her sanity and willpower, hence her... not exactly stellar basic stats. What's worse is her signature weakness, appropriately named "Dark Secret", which forces her to either discard the cards under her sheet or suffer horror for each one she chooses to keep.
* MagicKnight: She has decent Combat for a Mystic (3), and can access some Guardian cards, allowing her to stand her ground in non-magic combat as well. The expansion where she appears in also introduced dual-class items, including a Guardian/Mystic magic sword, "Enchanted Blade" (though she can't use the Guardian-only upgrade to it, due to level restrictions).
* MagikarpPower: Average at every stat... except Willpower (crucial stat for any self-respecting Mystic), which is set to 1. She can increase it with her special abilities, as long as she has cards to sacrifice (she can return them with her Elder Sign, or play them directly from there via her signature card, "Twilight Blade").
* NoSell: Her other signature card, the "Dark Insight" event, allows Diana to cancel effects on one Treachery or even Weakness card drawn in her location by any investigator (including herself); they aren't discarded, but get shuffled back into the respective deck, but when used at a good time, this can be life-saving.
* TheMole: She works to destroy the Silver Twilight Lodge from within. During ''The Circle Undone'' campaign, [[spoiler: she may potentially succeed at this, either getting Carl Sanford arrested or replacing him]].

!!Marie Lambeau, the Entertainer
[[quoteright:224:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_marie.png]]
->''Marie Lambeau always had a voice to die for. People called her "the Smoky Velvet." They said she was born to sing jazz, that she had the magic touch — and maybe they were right. After all, the songs she heard in her dreams ever since her Grand-Mère passed away were like nothing she'd ever heard before. The vocals sounded like no language spoken on Earth, the notes twisted and warped. Why her Grand-Mère had moved from New Orleans to Arkham, Marie would never know. People used to call her Grand-Mère a witch. Maybe there's more than just jazz in Marie's blood, after all...''
Mystic-class investigator. Has limited (only up to level 3) access to her own class, but unlimited access to any "Spell" cards, regardless of class. She also can include level 0 "Occult" cards (any class) and up to 5 Seeker/Survivor level 0 cards.

to:

* TheAtoner: She feels so much remorse over what the Silver Twilight Lodge has done that BlackMage: Puns aside, she ''will'' undo everything related to them.
* CultDefector: After seeing just '''how''' horrifying some rituals
is one of the Silver Twilight Inner Sanctum were, Diana desperately wants to atone better choices for supporting them.
* DeviousDaggers: As the former cultist, she still carries
combat-oriented builds amongst Mystics, due to being able to consistently keep her old dagger, "Twilight Blade", granted by the Silver Twilight Lodge combat spells (and other combat-oriented charged cards) ready for her loyalty, use, as her signature card. It's imbued with magic, and card, "Spirit-Speaker", allows to use Willpower instead of Strength when attacking (though she has to find some ways to improve her Willpower first to make it useful), as well as draw the return discharged Spells (and other cards with charges) to her hand, from under where she can put them into play again, fully charged.
* EnergyAbsorption:
** She can absorb charges from
her sheet assets as if they're resources. This works in reverse as well, since she may directly recharge them with her hand.
* HeroicBSOD:
Elder Sign ability.
**
Her knowledge of the Lodge's dark secrets took a big toll on her sanity and willpower, hence her... not exactly stellar basic stats. What's worse is her signature weakness, appropriately named "Dark Secret", which forces "Angered Spirits", requires her to either discard absorb some charges from her assets, and transfer them to this weakness; if she fails to accumulate 4 charges before the cards under scenario ends or she gets defeated/resigns with it in play, she suffers physical trauma.
* EthnicMagician: An explicit version of one, since
her sheet or suffer horror dibia powers are the reason for each one she chooses to keep.
her gifts.
* MagicKnight: She One of the more combat-capable Mystics (having 3 Combat), and she has decent Combat for a Mystic (3), and good Agility (4). Also, thanks to being able to use almost any assets with "charges", she can access some Guardian cards, allowing her to stand her ground in non-magic combat as well. The expansion where she appears in also introduced dual-class items, including a Guardian/Mystic magic sword, use "Enchanted Blade" (though she can't use the Guardian-only upgrade to it, due to level restrictions).
* MagikarpPower: Average at every stat... except Willpower (crucial stat for any self-respecting Mystic), which is set to 1. She
(''The Circle Undone''), both in its Mystic and Guardian versions (and can increase keep it with charged thanks to her special abilities, as long as she has cards to sacrifice (she can return them with abilities).
* ReligionIsMagic: Her shamanistic magic is based on
her Elder Sign, or play them directly from there via her signature card, "Twilight Blade").
* NoSell: Her other signature card, the "Dark Insight" event, allows Diana to cancel effects on one Treachery or even Weakness card drawn
Igbo religion, Ọ̀dị̀nàlà (she's a dibia in her location by any investigator (including herself); they aren't discarded, but get shuffled back into own right).
[[/folder]]

[[folder:William Yorick]]
!!William Yorick,
the respective deck, but when used at a good time, this can be life-saving.
* TheMole: She works to destroy the Silver Twilight Lodge from within. During ''The Circle Undone'' campaign, [[spoiler: she may potentially succeed at this, either getting Carl Sanford arrested or replacing him]].

!!Marie Lambeau, the Entertainer
[[quoteright:224:https://static.
Gravedigger
[[quoteright:225:https://static.
tvtropes.org/pmwiki/pub/images/ahlcg_marie.png]]
->''Marie Lambeau
org/pmwiki/pub/images/ahlcg_william.png]]
[[caption-width-right:225:''"I am but a simple player in this drama, but if I am lucky, I'll live to see the curtains fall".'']]
->''William Yorick never wanted to be a gravedigger. He had trained to be an actor and had worked for years in Boston, taking whatever parts were available. Shakespeare was the best stuff, of course, but after many years and hardly any roles, he was forced to admit that the stage was not his destiny. Digging graves was tedious work, but the dead made for an excellent audience, and William
always had did love a voice to die for. People called her "the Smoky Velvet." They said she was born to sing jazz, that she had soliloquy. The job took a dark turn when he found degenerate creatures eating the magic touch — and maybe they were right. After all, the songs she heard dead in her dreams ever their graves. Ever since her Grand-Mère passed away were like nothing she'd ever heard before. The vocals sounded like no language spoken on Earth, that night, Yorick has kept the notes twisted and warped. Why her Grand-Mère had moved from New Orleans creatures at bay, using whatever means he can to Arkham, Marie would never know. People used to call her Grand-Mère a witch. Maybe there's more than just jazz in Marie's blood, after all...''
Mystic-class
protect the dead''.
Survivor-class
investigator. Has limited (only up to level 3) access to her own class, but unlimited access Guardian cards (up to any "Spell" cards, regardless of class. She also can include level 0 "Occult" cards (any class) and up to 5 Seeker/Survivor level 0 cards.2).



* TheChanteuse: Known as "Smoky Velvet", and has the outfit and personality to match.
* CripplingOverspecialization: She can access any Spells in the game, but otherwise is restricted from high-level cards, even of the Mystic class, though she can use some low-level Seeker or Survivor cards.
* EarlyBirdCameo: She was first introduced as a promo card all the way back into the core game's release, until being re-introduced properly in ''The Circle Undone'' expansion.
* HollywoodVoodoo: [[UsefulNotes/{{Voudoun}} Baron Samedi]] just [[GiantSpaceFleaFromNowhere keeps pursuing her for an unknown reason]]; nothing in her backstory explains just ''why'', besides maybe Marie's heritage. While he's active, he takes up the "Ally" slot and increases any health damage anyone suffers near him; the only way to get rid of him is to put at least 3 doom tokens on him, one by one, [[SadisticChoice which can put the entire mission at risk]].
* InTheBlood: Her magic is in her blood; her Grand-Mère was also an accomplished witch.
* MusicSoothesTheSavageBeast: Her signature card, "Mystifying Song", allows her to stop the Agenda from advancing for one turn, for any reason, but only once per scenario. Sometimes, this can mean the difference between life and death.
* SadisticChoice: Her signature weakness, [[UsefulNotes/{{Voudoun}} Baron Samedi]], takes up the "Ally" slot and increases health damage anyone around him suffers. The only way to get rid of him? Put three doom tokens on him (1 token per round), which can potentially finalize the current agenda, the worst-case scenario being failing the scenario, or even [[RockFallsEverybodyDies the entire campaign]].
* TheSmartGuy: Has good Intellect stat (4)-- the best amongst Mystics.
%%* SouthernBelle: She's from New Orleans.

!!Rita Young, the Athlete
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_rita.png]]
[[caption-width-right:225:''"You got a bone to pick? Fine by me. I don't need your permission to leave you in the dust".'']]
->''Clocks do not lie. In the past, people have said hurtful things to Rita. They have threatened her, deemed her inferior. But ever since she started running competitively, Rita has only cared about the clock. The clock says that Rita is faster then the rest. It says she is stronger and has trained harder. Now, she may have to fight for her life. Someone is after her. That much she's sure of. She has no idea who it is or why they want her, but there have been several strange men hanging around her dorm. They plan to make an example of her. But they will have to catch her, and the clock says they cannot''.
Survivor-class investigator. Has access to "Trick" cards (up to level 3) of any class.
----
* AffirmativeActionGirl: She's faced racism all her life.
* BigGuy: One of the few investigators to have 9 Health. While her Combat is average, she can use her great Agility to temporarily neutralise them instead--or even to actually fight them.
* TheHunterBecomesTheHunted: She's fed up with cultists harassing her; now, it's time for her to fight back.
* TheKlan: Her signature weakness, the "Hoods" enemy, look suspiciously like group of KKK members in signature hoods. But in truth they are something even worse than just a bunch of cruel racists...
* LightningBruiser: She has 5 basic Agility, and she also has high Health (9) and decent Combat (3), making her versatile combatant. She can even use her high Agility offensively by damaging enemies after successfully evading them.
* TiredOfRunning: Her signature card is named "I'm done runnin'"; it keeps her from actually running away from enemies for one round, instead allowing her to deal additional damage whenever she evades them.
* WrongGenreSavvy: She thinks that the hooded thugs harassing her and her friends are part of TheKlan. Unfortunately, [[ApocalypseCult these guys are way worse]] than your usual PoliticallyIncorrectVillain...

to:

* TheChanteuse: Known as "Smoky Velvet", BewareTheSillyOnes: Yorick loves to talk like a Shakespearean actor and act dramatic, but when push comes to shove, he'll put any horror in the dirt.
* BigGuy:
** William has access to Guardian-class cards,
and has the outfit Guardian-grade Combat and personality Health (4 and 8, respectively).
** His ability only works when he defeats enemies, encouraging him
to match.
* CripplingOverspecialization: She can access any Spells
take an active role in the game, but otherwise combat.
* CreepyMortician: {{Subverted|Trope}}. Yorick himself looks fairly average (although plenty scraggly), and
is restricted from high-level cards, even of the Mystic class, though she a hero who puts {{Eldritch Abomination}}s in ''their'' graves.
* DeaderThanDead: Once per scenario he
can use some low-level Seeker or Survivor cards.
* EarlyBirdCameo: She was first introduced as a promo card all the way back into the core game's release, until being re-introduced properly in ''The Circle Undone'' expansion.
* HollywoodVoodoo: [[UsefulNotes/{{Voudoun}} Baron Samedi]] just [[GiantSpaceFleaFromNowhere keeps pursuing her for an unknown reason]]; nothing in her backstory explains just ''why'', besides maybe Marie's heritage. While he's active, he takes up the "Ally" slot and increases any health damage anyone suffers near him; the only way to get rid of him is to put at least 3 doom tokens on him, one by one, [[SadisticChoice which can put the entire mission at risk]].
* InTheBlood: Her magic is in her blood; her Grand-Mère was also an accomplished witch.
* MusicSoothesTheSavageBeast: Her
his signature card, "Mystifying Song", allows her "Bury Them Deep", to stop add any defeated non-Elite enemy to the Agenda victory display, not only removing it from advancing play for one turn, the rest of the scenario, but also earning 1 bonus experience point for any reason, but only once per scenario. Sometimes, this the whole team.
* MeaningfulName: He's a [[Theatre/{{Hamlet}} grave digger]]...
* MechanicallyUnusualFighter: He
can mean the difference between life and death.
play cards from his discard pile whenever he kills an enemy (paying their cost).
* SadisticChoice: Her OurGhoulsAreCreepier: His signature weakness, [[UsefulNotes/{{Voudoun}} Baron Samedi]], takes up the "Ally" slot and increases health damage anyone around him suffers. The only way to get rid "Graveyard Ghouls", is a [[ExactlyWhatItSaysOnTheTin pack of him? Put three doom tokens on him (1 token per round), which can potentially finalize the current agenda, the worst-case scenario being failing the scenario, or even [[RockFallsEverybodyDies the ghouls from a local graveyard]]; as long as they live, he can't retrieve cards from his discard pile.
* ShoutOut: His
entire campaign]].
character is one to Theatre/{{Hamlet}} (and [[Creator/WilliamShakespeare its author]]), both in name and profession.
* TheSmartGuy: Has good Intellect stat (4)-- StarvingArtist: He wanted to be a Shakespearean Actor, but as his backstory attests, "dramatic monologues didn't put bread on the best amongst Mystics.
%%* SouthernBelle: She's from New Orleans.

!!Rita Young, the Athlete
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_rita.png]]
[[caption-width-right:225:''"You got a bone to pick? Fine by me. I don't need your permission to leave you in the dust".'']]
->''Clocks do not lie. In the past, people have said hurtful things to Rita. They have threatened her, deemed her inferior. But ever since she started running competitively, Rita has only cared about the clock. The clock says that Rita is faster then the rest. It says she is stronger and has trained harder. Now, she may have to fight for her life. Someone is after her. That much she's sure of. She has no idea who it is or why they want her, but there have been several strange men hanging around her dorm. They plan to make an example of her. But they will have to catch her, and the clock says they cannot''.
Survivor-class investigator. Has access to "Trick" cards (up to level 3) of any class.
----
* AffirmativeActionGirl: She's faced racism all her life.
* BigGuy: One of the few investigators to have 9 Health. While her Combat is average, she can use her great Agility to temporarily neutralise them instead--or even to actually fight them.
* TheHunterBecomesTheHunted: She's fed up with cultists harassing her; now, it's time for her to fight back.
* TheKlan: Her signature weakness, the "Hoods" enemy, look suspiciously like group of KKK members in signature hoods. But in truth they are something even worse than just a bunch of cruel racists...
* LightningBruiser: She has 5 basic Agility, and she also has high Health (9) and decent Combat (3), making her versatile combatant. She can even use her high Agility offensively by damaging enemies after successfully evading them.
* TiredOfRunning: Her signature card is named "I'm done runnin'"; it keeps her from actually running away from enemies for one round, instead allowing her to deal additional damage whenever she evades them.
* WrongGenreSavvy: She thinks that the hooded thugs harassing her and her friends are part of TheKlan. Unfortunately, [[ApocalypseCult these guys are way worse]] than your usual PoliticallyIncorrectVillain...
table".



[[folder: Introduced in ''The Dream Eaters'' expansion]]
!!Tommy Muldoon, the Rookie Cop
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_tommy2.png]]
[[caption-width-right:225:''"Eyes up, Tommy".'']]
->''Most members of the Muldoon family are part of the Boston police force in some way or another. Not long ago, the youngest Muldoon brother, Tommy, got his badge. Armed with an eye for detail, fierce courage, and his trusty rifle, Becky, Tommy is dedicated to law enforcement... but when he was loaned out to the Sheriff's Department in Arkham, he found that he was not prepared for the bizarre crimes cropping up in this strange town. Even so, whether the crime scene is a smoky speakeasy or a bloodstained altar, Tommy will not rest until he can bring the culprit to justice''.
Guardian-class investigator. Has access to Survivor cards (up to level 2).

to:

[[folder: Introduced in ''The Dream Eaters'' expansion]]
!!Tommy Muldoon,
[[folder:Lola Hayes]]
!!Lola Hayes,
the Rookie Cop
Actress
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_tommy2.png]]
[[caption-width-right:225:''"Eyes up, Tommy".'']]
->''Most members of
org/pmwiki/pub/images/ahlcg_lola.png]]
[[caption-width-right:225:''Perhaps this would be her big comeback'']]
->''Lola has performed to sold-out houses worldwide, but no play has been as haunting or as odd as The King in Yellow. Even during rehearsals, everything about it brought calamity and dread. When her co-star, Miriam, was found floating dead in
the Muldoon family are part of the Boston police force in some way or another. Not long ago, the youngest Muldoon brother, Tommy, got his badge. Armed with an eye for detail, fierce courage, Seine, she decided she'd had enough, and his trusty rifle, Becky, Tommy is dedicated to law enforcement... but when he was loaned out penned a letter to the Sheriff's Department in Arkham, he found director explaining that he was not prepared her next performance would be her last. Now she heads home to Arkham for the bizarre crimes cropping up in one final show, hoping she can finally be rid of this strange town. Even so, whether the crime scene is a smoky speakeasy or a bloodstained altar, Tommy will not rest until he can bring the culprit to justice''.
Guardian-class
dreadful play''.
Neutral-class
investigator. Has access to Survivor cards of any class (up to level 2).3).



* ActionSurvivor: He is not very experienced, but compensates for this with his savviness. He also has access to Survivor-class cards.
* EarlyBirdCameo: His dog version was amongst investigators in the ''Dogwich Legacy'' fake announcement. All other investigators were just "dogified" versions of pre-existing ''Arkham TCG'' investigators, but Tommy had perfectly new (and functional, even if described in the silly way) abilities and stats. Soon enough, he was amongst the first investigators announced for ''The Dream Eaters'' Cycle, with all the stats and mechanics being intact.
* FamilyHonor: Many members of Muldoon family serve in the police, and Tommy is not an exception.
* HumanShield: Unlike other investigators, he can afford to use his "Allies" to soak up damage; if they get defeated, he receives additional resources, which he can spend either on [[WeHaveReserves more "Allies"]], or [[MoreDakka to reload "Becky"]]; and instead of being discarded, they are shuffled back into his deck (they don't "die", they just retreat). But he must be careful, since his signature weakness, if drawn, forces him to discard '''all''' assets with damage on them.
* ICallItVera: Calls his rifle "Becky".
* OfficerOHara: Like the majority of other Boston cops at the time, he is of Irish descent.

!!Mandy Thompson, the Researcher
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_mandy2.png]]
->''Ever since she was a child, Mandy would read whenever she could not sleep. Such has been the case on many nights. Her remarkable memory and ability to correlate facts have landed her a highly valued job as a researcher for Miskatonic University. She has spent hours poring over the profane pages of ancient, forbidden texts. In doing so, she has discovered a pattern indicating an impending cataclysm. Has paranoia finally caught up to her? Or is a disaster of truly epic proportions on the horizon?''
Seeker-class investigator. Can include up to 10 level 0-1 Rogue, Mystic or Survivor events/skills (she can only choose one extra class).

to:

* ActionSurvivor: He is not very experienced, but compensates for this with his savviness. He also GlassCannon: She has below-average Health and Sanity, making her rather fragile.
* JackOfAllStats: She is average at every stat.
* JackOfAllTrades: Can
access cards of any class (up to Survivor-class cards.
* EarlyBirdCameo: His dog version was amongst
3 level), making her one of the most versatile investigators in the ''Dogwich Legacy'' fake announcement. All other investigators were just "dogified" versions of pre-existing ''Arkham TCG'' investigators, but Tommy had perfectly new (and functional, even if described in the silly way) abilities and stats. Soon enough, he was amongst the first investigators announced for ''The Dream Eaters'' Cycle, with all the stats and mechanics being intact.
* FamilyHonor: Many members of Muldoon family serve in the police, and Tommy is
game. However, it's not an exception.
* HumanShield: Unlike other investigators, he can afford
recommended to use his "Allies" to soak up damage; if they get defeated, he receives additional resources, which he can spend either on [[WeHaveReserves invest in more "Allies"]], or [[MoreDakka than 3 classes at once, due to reload "Becky"]]; and instead of being discarded, they are shuffled back into his deck (they don't "die", they just retreat). But he must be careful, since his the way her "Roles" system works.
* LossOfIdentity: Her
signature weakness, if drawn, "Identity Crisis", forces him her to discard '''all''' all cards of her current "role" which she currently has in play, and then discard first card of her deck, switching her to its class's "role" (if weakness was discarded, she switches to "neutral" instead, meaning she can't use non-neutral cards).
-->''"I've played so many roles. Madness is to be expected"''.
* MechanicallyUnusualFighter: She's one of the two Neutral investigators (not counting some campaign-specific ones, who are only used in specific circumstances), and has access to every class (although only up to level 3). But she needs to change her "role" during the game to actually use them (though
assets already put in play will continue working), and each "role" has access to only one class (besides Neutral). To compensate for this, she has a slightly bigger deck size than usual, allowing her more liberty with damage on them.
deck-building. To prevent CripplingOverspecialisation (and actually put her abilities to use), she is forced to use at least three non-Neutral classes.
* ICallItVera: Calls his rifle "Becky".
* OfficerOHara: Like
ThePowerOfActing: She can change her character class (or, as her ability calls it, "role") in the majority middle of other Boston cops at the time, he is of Irish descent.

!!Mandy Thompson,
game (either through her signature ability, or via her signature card, "Improvisation", which also decreases the Researcher
cost of the first card of the new "role" by 3), and with it, available cards.
* SoleSurvivor: If present during the first scenario of ''The Path to Carcosa'', she gains a unique prologue, which shows her as the only person involved in the play who survives it, at least with her sanity intact.
* StanceSystem: She can switch between "roles" (changing her class), with only cards matching her current "role" being playable; Neutral cards are always available, and she can keep the assets she's already put in play.
[[/folder]]

!Introduced in ''The Forgotten Age'' expansion
[[folder:Leon Anderson]]
!!Leo Anderson, the Expedition Leader
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_mandy2.png]]
->''Ever since she was a child, Mandy would read whenever she could not sleep. Such has been the case
org/pmwiki/pub/images/ahlcg_leo2.png]]
[[caption-width-right:225:''"Keep moving. You can die
on many nights. Her remarkable memory and ability to correlate facts have landed her a highly valued job as a researcher for Miskatonic University. She your own time".'']]
->''Leo Anderson
has spent hours poring over his whole life getting into the profane pages deadliest and most obscure corners of ancient, forbidden texts. In doing so, she has discovered a pattern indicating an impending cataclysm. Has paranoia finally caught up to her? Or is a disaster of truly epic proportions on the horizon?''
Seeker-class
globe. Along the way, he's lost good people. He often questions whether such academic pursuits have been worth the lives lost. His most recent expedition, an ill-fated voyage to Nan Madol to recover Olosopha's Almanac, ended in complete disaster. Mitch was the only one of his people to survive, or at the very least, to remain human. Leo is sick of burying people who trusted him. But now he knows these expeditions aren't purely academic in nature - and he won't quit until the job is done''.
Guardian-class
investigator. Can include up Has access to 10 Rogue cards (up to level 0-1 Rogue, Mystic or Survivor events/skills (she can only choose one extra class).2).



* CripplingOverspecialisation: {{Downplayed|Trope}}. She can access up to 10 Rogue, Mystic or Survivor level 0-1 cards, but only events or skills, not assets, and she must choose only ''one'' secondary class at the deck creation, making other two unavailable. This limit becomes more noticeable when using an increased deck size, due to sheer difference between number of Seeker and non-Seeker cards.
* GoMadFromTheRevelation: Her signature weakness, "Shocking Discovery". If she finds this card during a search action, not only this action (and all related effects) is cancelled, she is also forced to draw an encounter card.
* MechanicallyUnusualFighter: Before the start of campaign, she may choose her deck size. Apart from the usual 30-card deck, she can also construct 40- or 50-card decks; when playing with increased decks, she receives additional copies of her signature card, "Occult Evidence", which allows her to find clues for free as long as she grabs it during "Search" effects.
* SquishyWizard: Even by Seekers standards; she has only 5 Health and 1 Combat, making her chances at prolonged combat...slim at best.
* SupportPartyMember: Her ability helps other investigators with searching their decks for specific cards.

!!Tony Morgan, the Bounty Hunter
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_tony.png]]
[[caption-width-right:225:''"When I find that beast, I'll put it down for good".'']]
->''Tony's tracked down low-life scum in every lousy corner of the world, but nothing could have prepared him for the thing he killed in Innsmouth. It had the form of a man, more or less, but it was covered in loathsome scales and slime, like some horrid creature of the deep. It stank of salt water, rotten fish, and blood. He should've let it go when it dove into the river, but he'd never let a bounty escape before, and he wasn't about to start then. Ever since, he's found a new kind of dirtbag to hunt. Ordinary mobster or otherworldly monster, Tony will take it down... if someone is willing to pay him for it''.
Rogue-class investigator. Can include up to 10 level 0-1 Guardian, Seeker or Survivor events/skills (he can only choose one extra class).

to:

* CripplingOverspecialisation: {{Downplayed|Trope}}. She ItemCaddy: His playstyle is entirely built around using a large amount of Allies; compared to the other investigators, he can access up them more cheaply and, with the help of his signature card, he can have several Allies in play simultaneously.
* TheLeader:
** He was the leader of an ill-fated Yucatan expedition in his backstory.
** If he is a part of the team during ''The Forgotten Age'' campaign, the campaign guide enforces him into position of the lead investigator (if they're present, he can be replaced by Ursula Downs or Monterey Jack instead).
** All his abilities are related
to 10 Rogue, Mystic or Survivor level 0-1 "Ally" cards, but only events or skills, not assets, and she must choose only ''one'' secondary class motivating you to include many of them in his deck. He can even put in play several non-unique "Allies" at the deck creation, making other two unavailable. This limit becomes more noticeable when using an increased deck size, due once, thanks to sheer difference between number his signature "Ally", Mitch Brown.
* TheMenFirst: He won't allow any
of Seeker and non-Seeker cards.
* GoMadFromTheRevelation: Her
his friends to die because of him. His signature weakness, "Shocking Discovery". If she finds "[[SurvivorGuilt Bought in Blood]]", forces him to discard one "Ally" card from play or all "Allies" from hand, leaving him vulnerable.
* MightyGlacier: He's slow even by Guardian standards; he has only 1 Agility, worst in his class and one of the worst in general.
* MyGreatestFailure: He led seven men into Nan Madol. [[DwindlingParty Only he and Mitch made it back alive]]. He ''will'' protect his new team, no matter the cost.
* SurvivorGuilt: Suffers
this card during a search action, not only this action (and all related effects) is cancelled, she is also forced to draw an encounter card.
* MechanicallyUnusualFighter: Before
since the start of campaign, she may choose her deck size. Apart from the usual 30-card deck, she can also construct 40- or 50-card decks; when playing with increased decks, she receives additional copies of her signature card, "Occult Evidence", [[MyGreatestFailure ill-fated Nan Madol expedition]], still feeling that he failed his men and let them die, while surviving himself. As result, he developed his [[TheMenFirst "no one gets left behind" mindset]], which allows her may doom ''him'' instead.
* UnscrupulousHero: Has access
to find clues for free Rogue class cards; as long as she grabs it during "Search" effects.
* SquishyWizard: Even by Seekers standards; she has only 5 Health
he can get the job done and 1 Combat, making her chances at prolonged combat...slim at best.
* SupportPartyMember: Her ability helps other investigators
protect his friends, he is willing to [[CombatPragmatist fight dirty]] or deal with searching their decks for specific cards.

!!Tony Morgan,
shady people.
[[/folder]]

[[folder:Ursula Downs]]
!!Ursula Downs,
the Bounty Hunter
Explorer
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_tony.png]]
[[caption-width-right:225:''"When I find that beast, I'll put it down for good".
org/pmwiki/pub/images/ahlcg_ursula2.png]]
[[caption-width-right:225:''"Discovery is easy. Understanding is the hard part".
'']]
->''Tony's tracked down low-life scum in ->''Not many people can say that they've climbed a mountain on every lousy corner continent. Fewer still can say they've stolen a golden idol from a tribe of the world, but nothing could have prepared him for the thing he killed cannibals. Among women in Innsmouth. It had the form a male-dominated society, Ursula is unique in being able to make these sorts of a man, more or less, but it was covered in loathsome scales and slime, like some horrid creature of the deep. It stank of salt water, rotten fish, and blood. He should've let it go when it dove into the river, but he'd never let a bounty escape before, and he wasn't about to start then. claims. Ever since, he's found since she was a new kind of dirtbag to hunt. Ordinary mobster or otherworldly monster, Tony will take it down... if someone is willing to pay him small girl, Ursula has broken the rules set down for it''.
Rogue-class
her, climbing trees, playing in the mud, exploring the woods, and doing plenty of other things that a "proper young lady shouldn't be doing." Since getting a degree in archaeology in Boston, she has been traveling the world searching for forgotten civilizations''.
Seeker-class
investigator. Can include up Has access to 10 "Relic" cards of any class (up to level 0-1 Guardian, Seeker or Survivor events/skills (he can only choose one extra class).4).



* ArchEnemy: His signature weakness is one particularly sneaky [[Literature/TheShadowOverInnsmouth Deep One]], which he keeps pursuing. Main problem with it is that it enters play with 1 Doom on it.
* BigGuy: Has 9 Health, and he is one of the few investigators with 5 Combat. He also can use some of the Guardian-class cards.
* BountyHunter: The game explicitly calls him bounty hunter. [[GameplayAndStoryIntegration This also works as his signature mechanic]], allowing him to receive resources as reward for hunting monsters. The harder the target, the bigger the reward is. Number of bounties available is limited (6 by default), may only be restored either through use of his signature "Weapon" or through his Elder Sign, and he only completes them if he deals killing blow [[KillSteal personally]].
* CripplingOverspecialisation: {{Downplayed|Trope}}. He can access up to 10 Guardian, Seeker or Survivor level 0-1 cards, but only events or skills, not assets, and he must choose only ''one'' secondary class at the deck creation, making other two unavailable.
* GunsAkimbo: Has two "Colt" revolvers. Whenever he uses one of them, he can use second copy from his "hand" with no additional cost.
* KillSteal: Tony only gets reward if he kills the target personally; this may come up as a problem if he's no the only fighter in the team: if somebody tries to "[[UnwantedAssistance help]]", it would waste (limited) bounties.
* MightyGlacier: He has one of the best Health (9) and Combat (5) in the game, let alone amongst Rogues, but compensates for it with low Agility (2)--second worst in the class.
* NominalHero: His main motivation is to [[OnlyInItForTheMoney get paid]], and, maybe, hunt down [[ArchEnemy that Deep One which just keeps running away]]. The job also involving saving the world is a coincidence.
* PunchClockHero: He is OnlyInItForTheMoney. And maybe revenge on the [[ArchEnemy Deep One]]. Otherwise, he couldn't care less about common goals or his teammates.
* RevolversAreJustBetter: He is armed with dual "Colt" revolvers; unlike other dual weapons in the game, they are presented as separate cards (meaning they can be used either separately or [[GunsAkimbo together]]. Besides this, they're also integral to his signature ability: using them to kill enemies is the only way to receive additional bounties, besides his Elder Sign effect.
* TokenEvilTeammate: One of the few outright criminals amongst (mostly heroic) investigators, even if he's usually bringing in [[PayEvilUntoEvil more dangerous criminals]].

!!Luke Robinson, the Dreamer
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_luke2.png]]
[[caption-width-right:225:''"The key to the Dreamlands lies within us all".'']]
->''It was many years ago when Luke discovered the entrance to the Dreamlands. Through the gift of an unusual box his uncle had left him, he learned of a way to travel to and from the Gates of Sleep. He has since spent his the majority of his days wandering the land of dreams in search of adventure. From the streets of Celephaïs to the Enchanted Wood with its endless mysteries he wanders, unraveling the secrets of the land and of the myriad dreamers who reside there. Now an ancient chaos threatens to annihilate not only the waking world but the world of his dreams as well. This is something Luke cannot allow''.
Mystic-class investigator. Has access to Seeker cards (up to level 2).

to:

* ArchEnemy: His signature weakness is one particularly sneaky [[Literature/TheShadowOverInnsmouth Deep One]], which he keeps pursuing. Main problem with it is ActionGirl: It's mentioned in her backstory that it enters play with 1 Doom on it.
* BigGuy: Has 9 Health,
she was always the active, exploring type. She also has 4 Agility (great in general, and he is one certainly best amongst Seekers), making her more able to survive on her own than most of the few other investigators with 5 Combat. He also of her class, as long as she [[FragileSpeedster manages to avoid actually engaging monsters head-on]].
* AdventurerArchaeologist: She has a passion for adventure and archaeology. Perhaps a little too much, because it caused her problems on more than one occasion, and potentially
can use some of the Guardian-class cards.
* BountyHunter: The game explicitly calls him bounty hunter. [[GameplayAndStoryIntegration This also works as his
cause them again, through her signature mechanic]], allowing him weakness.
* BlueBlood: She's got a hefty inheritance, but she used it
to receive resources as reward for hunting monsters. The harder the target, the bigger the reward is. Number of bounties available is limited (6 by default), may only be restored either through use of his set up her work.
* CuriosityKilledTheCast: Her
signature "Weapon" or through his Elder Sign, and he only completes them if he deals killing blow [[KillSteal personally]].
* CripplingOverspecialisation: {{Downplayed|Trope}}. He can access up to 10 Guardian, Seeker or Survivor level 0-1 cards, but only events or skills, not assets, and he must choose only ''one'' secondary class at the deck creation, making other two unavailable.
* GunsAkimbo: Has two "Colt" revolvers. Whenever he uses one of them, he can use second copy from his "hand" with no additional cost.
* KillSteal: Tony only gets reward if he kills the target personally; this may come up as a problem if he's no the only fighter in the team: if somebody tries to "[[UnwantedAssistance help]]", it would waste (limited) bounties.
* MightyGlacier: He has one
weakness, "Call of the best Health (9) and Combat (5) in Unknown", forces her to explore another location until the game, let alone amongst Rogues, but compensates for it with low Agility (2)--second worst in the class.
* NominalHero: His main motivation is to [[OnlyInItForTheMoney get paid]], and, maybe, hunt down [[ArchEnemy that Deep One which just keeps running away]]. The job also involving saving the world is a coincidence.
* PunchClockHero: He is OnlyInItForTheMoney. And maybe revenge on the [[ArchEnemy Deep One]]. Otherwise, he couldn't care less about common goals or his teammates.
* RevolversAreJustBetter: He is armed with dual "Colt" revolvers; unlike other dual weapons in the game, they are presented as separate cards (meaning they can be used either separately or [[GunsAkimbo together]]. Besides this, they're also integral to his signature ability: using them to kill enemies is the only way to receive additional bounties, besides his Elder Sign effect.
* TokenEvilTeammate: One
end of the few outright criminals amongst (mostly heroic) investigators, her turn, even if he's usually bringing it is detrimental to the current mission; otherwise she suffers horror.
* {{Expy}}: Female AdventurerArchaeologist from rich [[BlueBlood aristocratic family]], who spends her time and money on expeditions
in [[PayEvilUntoEvil more dangerous criminals]].

!!Luke Robinson,
corners of Earth, in search for long-lost artifacts. [[Franchise/TombRaider Sound familiar]]?
* FragileSpeedster: Has
the Dreamer
[[quoteright:225:https://static.
highest Agility (4) amongst Seekers, but only 1 Combat. She can easily run away from many monsters, but any attempt to engage them head-on isn't likely to end well.
* TheLeader: If she is a part of the team during the ''Forgotten Age'' campaign, the campaign guide forces her into the position of lead investigator (if present, she can be replaced by Leo Anderson or Monterey Jack).
[[/folder]]

[[folder:Finn Edwards]]
!!Finn Edwards, the Bootlegger
[[quoteright:225: https://static.
tvtropes.org/pmwiki/pub/images/ahlcg_luke2.png]]
[[caption-width-right:225:''"The key to
org/pmwiki/pub/images/ahlcg_finn2.png]]
[[caption-width-right:225:''"Never lose track of
the Dreamlands lies within us all".exit. Or the merchandise".'']]
->''It ->''Prohibition was many years ago when Luke discovered the entrance best thing that ever happened to Finn Edwards. Until they banned alcohol, he was just drifting through life, doing odd jobs here and there. But afterward, the demand for alcohol rose to such a fever pitch that he was able to make a living evading the law and giving people what they wanted. His new lifestyle particularly suited his personality, providing him with a taste of danger and plenty of cash. He never got caught and never lost a delivery. Now he's wrapped up in some kind of supernatural conspiracy, but in the end, he adheres to the Dreamlands. Through same principles: Deliver the gift of an unusual box his uncle had left him, he learned of a way to travel to and from the Gates of Sleep. He has since spent his the majority of his days wandering the land of dreams in search of adventure. From the streets of Celephaïs to the Enchanted Wood with its endless mysteries he wanders, unraveling the secrets of the land and of the myriad dreamers who reside there. Now an ancient chaos threatens to annihilate not only the waking world but the world of his dreams as well. This is something Luke cannot allow''.
Mystic-class
goods. Don't get caught''.
Rogue-class
investigator. Has limited (only up to level 3) access to Seeker cards (up his own class, but unlimited access to any "Illicit" cards, regardless of class, and up to 5 Seeker/Survivor level 2).0 cards.



* {{Dreamland}}:
** Being an experienced Dreamer, if Luke is presented during ''The Dream Quest'' campaign, intros for several scenarios will change, to reflect that this isn't his first time in the Dreamlands.
** His signature card, "Gate Box", allows him to escape into [[PocketDimension a secluded part of the Dreamlands]], for various purposes. His signature weakness, however, traps him there.
* LongRangeFighter: He can use one event per turn as if he's in a connecting location and engaged with each enemy in it. When combined with the "Gate Box", it means he can interact with ''any'' location.
* PocketDimension: His signature card, the "Gate Box", forms a portal (called "Dream-Gate") Luke may use to gain shelter from monsters until the end of round, while also being able to interact with the other locations, or even moving there. However, if his weakness, "Detached from Reality", kicks in, the portal becomes malevolent, trapping Luke there and forcing him to quickly investigate a high-shroud location or suffer horror.
* TheSmartGuy: {{Downplayed|Trope}}; while he has average Intellect, he has access to Seeker cards, and can use some of the Mystic cards to replace Intellect with Willpower during Investigate actions; this makes him a potential choice for the team's clue-searcher: fitting, as the expansion he's introduced in takes place in the Dreamlands, which he knows better than anyone else.
* SquishyWizard: One of the squishiest in the game; he only has 5 Health and unimpressive Combat and Agility, meaning his first close combat may very well become his last.

!!Patrice Hathaway, the Violinist
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_patrice2.png]]
->''All her life, Patrice has lived for music. The soaring sonatas, the graceful arias, and the booming marches have always been her closest companions. But sometimes when she plays, she can sense some alien intelligence at the edge of her awareness. Something that watches her and waits. Something that hungers. The presence has been growing over the last month and her increasing nervousness is starting to spoil her ability to play the violin. That's not something she can tolerate. After her last concert at the Ward Theatre in Arkham, she finally decided to take action''.
Survivor-class investigator. Has access to Mystic cards (up to level 2).

to:

* {{Dreamland}}:
** Being an experienced Dreamer, if Luke is presented during ''The Dream Quest'' campaign, intros for several scenarios will change,
{{Backstab}}: His .38 "Trusty" deals bonus damage when used against enemies not engaged with you -- particularly, when he attacks the enemies who attacks someone other than him.
* CripplingOverspecialisation: He can't take high-level cards unless they have the "Illicit" trait, which not only gives him very few off-class cards, but also restricts him from many good cards of his own class.
* DamnItFeelsGoodToBeAGangster: He considers his life as a bootlegger
to reflect be best thing that this isn't his first time in the Dreamlands.
**
ever happened to him.
* KarmaHoudini:
His signature card, "Gate Box", allows backstory mentions that he never gets caught. In gameplay terms, he has an additional action specifically to evade, which can save him to escape into [[PocketDimension a secluded part if he's out of the Dreamlands]], for various purposes. normal actions.
* KarmaHoudiniWarranty:
His signature weakness, however, traps "Caught Red-Handed", causes all enemies in his location to get ready, and all "Hunter" monsters to move one step closer to him, which, if it happens at the worst moment, can lead to him there.
being hopelessly overwhelmed. [[TotalPartyKill Or not only him]].
* LongRangeFighter: TheSneakyGuy:
**
He can use is an (in)famous smuggler who [[KarmaHoudini never gets caught]].
** He is great for stealthy accumulation of clues, due to having good Agility (and a bonus action specifically for Evasion), good Intellect, and access to some Seeker cards.
* StealthExpert: He has
one event per turn as bonus action each round specifically to Evade.
* TokenEvilTeammate: He is trying to save the world (and will do so
if he succeeds), but he is still an unrepentant criminal.
* VenturousSmuggler:
** His main "job" is to smuggle goods to whoever is willing to pay for them;
he's in ''very'' good at it.
** Him being
a connecting location and engaged with each enemy in it. When combined with the "Gate Box", it means he can interact with ''any'' location.
* PocketDimension:
smuggler [[GameplayAndStoryIntegration manifests as part of his mechanics]]. His signature card, the "Gate Box", forms a portal (called "Dream-Gate") Luke may use to gain shelter from monsters until the end of round, while also being able to interact with the other locations, or even moving there. However, if his weakness, "Detached from Reality", kicks in, the portal becomes malevolent, trapping Luke there and forcing "Smuggled Goods", allows him to quickly investigate a high-shroud location or suffer horror.
* TheSmartGuy: {{Downplayed|Trope}}; while he has average Intellect, he has access to Seeker cards, and can use some of the Mystic
find "Illicit" cards to replace Intellect with Willpower during Investigate actions; this makes him a potential choice for in either his deck or discard pile, and draw them.
[[/folder]]

[[folder:Father Mateo]]
!! Father Mateo Castile,
the team's clue-searcher: fitting, as the expansion he's introduced in takes place in the Dreamlands, which he knows better than anyone else.
* SquishyWizard: One of the squishiest in the game; he only has 5 Health and unimpressive Combat and Agility, meaning his first close combat may very well become his last.

!!Patrice Hathaway, the Violinist
Priest
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_patrice2.png]]
->''All her life, Patrice
org/pmwiki/pub/images/ahlcg_03_father_mateo.jpg]]
->''Mateo Castile's life
has lived for music. The soaring sonatas, the graceful arias, and the booming marches not been easy since he became a priest. Recent decades in Mexico have always been her closest companions. But sometimes wracked with instability and conflict. Father Mateo struggled to balance his faith with the pragmatic concerns of preaching when she plays, she can sense some alien intelligence the law told him he must not. But this is not what has assaulted Mateo's faith at its core. The nearby murders and kidnappings were not politically motivated, as he had suspected. A gruesome and horrid cult thrives at the edge heart of her awareness. Something the brewing war. How, Mateo wonders, could a kind and loving God allow what he saw that watches her and waits. Something that hungers. The presence has been growing over the last month and her increasing nervousness is starting night to spoil her ability to play the violin. That's not something she can tolerate. After her last concert at the Ward Theatre in Arkham, she finally decided to take action''.
Survivor-class
exist?''
Mystic-class
investigator. Has access to Mystic ''Blessed'' cards of any class (up to level 2).3).



* ActionSurvivor: She's not a trained mage, all her powers are related to her magic violin, and without it, she's just a normal musician. Fittingly, she's classified as a Survivor rather than a Mystic, and her card pool reflects it.
* CursedWithAwesome: Her violin is connected to a certain hostile EldritchAbomination, which can (and will) attack her if given a chance, but its magic also allows her to help her teammates in their world-saving quest.
* DifficultButAwesome: Her unique gimmick means she can't form a stable hand and plan around it, but also that she can rotate her deck very quickly (even more quickly if she puts assets in play, since they're now removed from the card rotation), accessing certain cards much more often than she would have otherwise. However, fast rotation also means more issues with managing horror (each time deck resets, investigator takes 1 horror).
* MagicMusic: She can use her violin to allow any investigator to draw cards or acquire resources. She also has access to some Mystic cards.
* MasterOfNone: {{Downplayed|Trope}}. She has 4 Willpower, but only 2 in every other stat; since most Willpower-based cards belong to the Mystic class, from which she can't use high-level ones, the usefulness of having high Willpower stat gets somewhat limited.
* MechanicallyUnusualFighter: She has a lower maximum hand size (5 instead of the normal 8), and during the Upkeep phase, she discards all non-weakness cards from her hand, drawing a new set of 5.
* SquishyWizard: Has access to Mystic cards and has a high Willpower stat, but she is neither durable nor powerful nor fast, meaning it's not in her best interest to fight monsters directly.
* SupportPartyMember: She can allow any investigator to draw additional cards or resources by discarding her own cards.

to:

* ActionSurvivor: She's not a trained mage, all her powers are related BadassPreacher: He decided to her magic violin, take a more proactive role in fighting the forces of evil, and without it, she's just a normal musician. Fittingly, she's classified as a Survivor rather than a Mystic, and her card pool reflects it.
* CursedWithAwesome: Her violin is connected to a certain hostile EldritchAbomination, which can (and will) attack her if given a chance, but its magic also allows her to help her teammates
joined the team in their world-saving quest.
quest to save humanity.
* DifficultButAwesome: Her unique gimmick means she can't form a stable hand and plan around it, but also that she can rotate her deck CripplingOverspecialisation: At the moment of release, he had very quickly (even more quickly if she puts assets in play, since they're now removed from the card rotation), accessing certain cards much more often than she would have otherwise. However, fast rotation also means more issues with managing horror (each time deck resets, investigator takes 1 horror).
* MagicMusic: She can use her violin to allow any investigator to draw cards or acquire resources. She also has access to some Mystic cards.
* MasterOfNone: {{Downplayed|Trope}}. She has 4 Willpower, but only 2 in every other stat; since most Willpower-based cards belong
few off-class options, due to the Mystic class, from which she can't use high-level ones, "Blessed" trait not being very common. He got a large infusion of new off-class cards with the usefulness release of having high Willpower stat gets somewhat limited.
the ''The Innsmouth Conspiracy'' Cycle, however.
* CrisisOfFaith: Mentioned in the backstory, he wonders how a kind God can allow such a horrible cult as Yig's to do horrific things to people.
* MechanicallyUnusualFighter: She has a lower maximum hand size (5 One of the few investigators to start with free experience points, allowing him to include certain high-level cards right from the start.
* NoSell: Once per scenario he can ignore (or allow other investigators to ignore) the Auto-failure chaos token, and
instead treat it as an Elder Sign (which for himself means auto-success).
* SnakePeople: His signature weakness is "Serpents
of Yig", a group of Yig-serving serpent people. They work by "sealing" the normal 8), and during the Upkeep phase, she discards all non-weakness cards from her hand, drawing a new set of 5.
Elder Sign token, making it unavailable for ''anyone'' until you kill them.
* SquishyWizard: WhiteMage:
**
Has access to Mystic "Blessed" cards and has a high Willpower stat, but she is neither durable nor powerful nor fast, meaning it's not in her best interest to fight monsters directly.
* SupportPartyMember: She can allow
of any investigator class (up to draw additional cards or resources by discarding her own cards.level 3); most of them are support-related.
** His signature card, "Codex of Ages", allows him to "seal" the Elder Sign token, in order to reveal it at the most crucial moment (discarding "Codex of Ages" in process) instead of revealing a random chaos token.



[[folder: Introduced in ''The Innsmouth Conspiracy'' expansion]]
!!Sister Mary, The Nun
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_mary.jpg]]
[[caption-width-right:225:''"The Lord watches over my path. I am armored in faith".'']]
->''The more Sister Mary learns of the strange and arcane forces that sometimes manifest in this world, the more certain she is that she has been set upon a path to ward off these forces and protect the innocent wherever possible. Armed only with the trappings of her church and an unshakable faith, Sister Mary seeks out every supernatural threat she hears of through her fellow priests and nuns. Other members of her church may dismiss such things as medieval nonsense, but Sister Mary knows the real evils that exist in the shadows - and she knows that if such evils are left unchecked, they will bring ruin and horror to all of creation.''
Guardian-class investigators. Has access to Mystic cards (up to level 2).

to:

[[folder: Introduced in ''The Innsmouth Conspiracy'' expansion]]
!!Sister Mary, The Nun
[[folder:Calvin Wright]]
!! Calvin Wright, the Damned
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_mary.org/pmwiki/pub/images/ahlcg_03_calwin_wright.jpg]]
[[caption-width-right:225:''"The Lord watches over my path. I am armored in faith".[[caption-width-right:225:''"If you hurt him, I'll kill you".'']]
->''The more Sister Mary learns ->''Sometimes, life gives you a choice: accept the lot that is given to you or stand up for who you are and what you believe. Calvin chose the latter. On the edge of death, bleeding out on the side of a dirt road, he received a vision - a terrifying vision of the strange Earth, sundered, and arcane forces that sometimes manifest in this world, João, the more certain she is that she has been set upon a path love of his life, turning to ward off these forces and protect the innocent wherever possible. Armed only with the trappings of her church and an unshakable faith, Sister Mary seeks out every supernatural threat she hears of through her fellow priests and nuns. Other members of her church may dismiss such things as medieval nonsense, but Sister Mary knows the real evils that exist ash in the shadows - vortex of a blazing inferno. Then, Calvin made another choice. He reached out to the darkness and she knows that if such evils are left unchecked, they will bring ruin and horror to all of creation.''
Guardian-class investigators.
pulled it within him. He would not die, not today. The world needed him. João needed him''.
Survivor-class investigator.
Has access to Mystic cards level "Spirit" (up to level 2).3) cards of any class.



* CrisisOfFaith: At times, her faith takes heavy blowws; when her signature weakness, "Crisis of Faith", enters play, she must either replace all "Blessed" tokens with "Cursed" ones (putting her whole team's work at risk), or suffer (potentially fatal) horror.
* FragileSpeedster: {{Downplayed|Trope}}; compared to other Guardians, she has decent Agility (3, instead of the usual 2), giving her an adequate chance to escape unneeded combat--which may end not that well, considering her low Health.
* GlassCannon: PlayedWith. She has ''very'' low Health (only 5). While, being a Guardian, she has some good options to soak up damage, putting those in play requires time and resources. But on the bright side, she has very high Sanity (9), so against the enemies dealing horror instead of damage, she would be ''more'' resilient than average Guardians. She has average Combat (lower than most other Guardians), but it's less of issue due to sheer amount of combat-oriented cards he class has.
* HoistByHisOwnPetard: She can add additional "Blessed" tokens into chaos pool each round. If she then draws her signature weakness, all these tokens will revert to "Cursed" ones, potentially making the situation worse than if she never bothered.
* LuckManipulationMechanic: She is the only investigator who can directly add "Blessed" tokens without the use of other cards.
* MagicKnight: She is a Guardian who can use Mystic cards, and has good Willpower and at least decent Combat.
* SadisticChoice: Her signature weakness, "Crisis of Faith", forces her to either revert "Blessed" tokens in the pool to "Cursed" ones (endangering her and her friends), or suffer massive, potentially fatal, horror to preserve them. The more such tokens in the pool, the worse this effect becomes.
* SquishyWizard: Stats-wise, she's closer to Mystic than a Guardian, having only 5 Health and 3 Combat and Agility. But she comes with high Willpower and access to Mystic-class cards, allowing her to compensate for weak points with magic.
* SupportPartyMember: Her abilities are related to supplying team with a constant stream of "Blessed" tokens to increase their chances at success.
* WhiteMage: Besides her [[LuckManipulationMechanic chaos pool-manipulating abilities]], she has access to Mystic cards. Due to already having adequate combat capabilities thanks to Guardian cards, she may instead concentrate on support-oriented magic.

!!Amanda Sharpe, The Student
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_amanda.jpg]]
->''Amanda Sharpe was on track to become one of Miskatonic University's most accomplished graduates. However, ever since she saw a strange painting of an enormous creature's emergence from the depths of the ocean, her classwork has suffered. Her dreams are overwhelmed by images of a vast submerged city and whispers in a language she does not understand. She remains dedicated to her studies, but her goal is no longer to graduate at the top of her class; rather, she seeks to discover the meaning behind the occult secrets concealed between the lines of reality.''
Seeker-class investigator. Has access to "Practiced" skills of any class (up to level 3).

to:

* CrisisOfFaith: At times, her faith takes heavy blowws; when her BoringButPractical: His signature weakness, "Crisis card, "Until the End of Faith", enters play, she must either replace all "Blessed" tokens Time", has only one function: Calvin may assign damage or horror he receives to it (even direct damage and direct horror, which normally can't be assigned to assets at all). Can be very handy when you have little health or sanity left to spare.
* CripplingOverspecialisation: On original release of ''The Forgotten Age'' expansion, he had very few off-class options, due to "Spirit" not being very common trait. The amount of "Spirit" cards has increased since then,
with "Cursed" ones (putting her whole team's work at risk), or suffer the largest infusion coming with Nathaniel Cho's starter pack.
* CriticalStatusBuff: His stats increase for each damage/horror he has.
* HeroicWillpower: It takes a great amount of willpower to keep all the darkness Calvin has contained within you. Unfortunately, with most of his strength dedicated to keeping the evil forces inside, Calvin [[GameplayAndStoryIntegration has little left for anything else, thus his abysmal stats]].
* MagikarpPower: He starts with every skill set to zero. He [[CriticalStatusBuff can increase them by suffering damage and horror]]
(potentially fatal) horror.
* FragileSpeedster: {{Downplayed|Trope}}; compared to
putting himself above other Guardians, she has decent Agility (3, instead of Survivors stat-wise), but his Health and Sanity are amongst the usual 2), giving her an adequate chance weakest in the game, too, meaning he can't spare much. It's crucial to escape unneeded combat--which may supply him with the right set of cards if he plans to survive until the end not that well, considering her low Health.
of campaign.
* GlassCannon: MasterOfNone: PlayedWith. She has ''very'' low Health (only 5). While, being a Guardian, she has some good options He is only investigator to soak up damage, putting those in play requires time and resources. But on the bright side, she has very high Sanity (9), so against the enemies dealing horror instead of damage, she would be ''more'' resilient than average Guardians. She has average Combat (lower than most other Guardians), but it's less of issue due to sheer amount of combat-oriented cards he class has.
* HoistByHisOwnPetard: She can add additional "Blessed" tokens into chaos pool each round. If she then draws her signature weakness,
have 0 at ''any'' stat, let alone all these tokens will revert to "Cursed" ones, potentially making the situation worse than if she never bothered.
* LuckManipulationMechanic: She
of them, yet he is also the only investigator who can directly add "Blessed" tokens without the use of other cards.
[[CriticalStatusBuff may bring all his stats to 5 even before applying any cards]].
* MagicKnight: She is a Guardian who can use Mystic cards, MechanicallyUnusualFighter: All his skills are set to zero, [[CriticalStatusBuff but every damage or horror he suffers increases them]], maxing out when he stays at 1 Stamina and has good Willpower and at least decent Combat.
Sanity.
* SadisticChoice: Her MysteriousPast: His backstory explains very little about him.
* SealedInsideAPersonShapedCan: Calvin deliberately gets possessed by evil, to imprison it within himself with pure willpower. That same evil also acts as his
signature weakness, "Crisis "Voice of Faith", forces her to the Messenger", gradually destroying him by giving him physical and mental traumas.
* TwoferTokenMinority: Black and gay. Especially notable by the lights of 1920s culture.
* YourDaysAreNumbered: His signature weakness, "Voice of the Messenger", causes him
either revert "Blessed" tokens in the pool to "Cursed" ones (endangering her and her friends), Physical or suffer massive, potentially fatal, horror to preserve them. The more such tokens in the pool, the worse this effect becomes.
* SquishyWizard: Stats-wise, she's closer to Mystic than a Guardian, having only 5 Health and 3 Combat and Agility. But she comes with high Willpower and access to Mystic-class cards, allowing her to compensate for weak points with magic.
* SupportPartyMember: Her abilities are related to supplying team with a constant stream of "Blessed" tokens to increase their chances at success.
* WhiteMage: Besides her [[LuckManipulationMechanic chaos pool-manipulating abilities]], she
Mental trauma (and instantly deals 1 direct damage/horror) whenever it's drawn. Sooner or later, it ''will'' kill him, meaning he must fight on while he still has access to Mystic cards. Due to already having adequate combat capabilities thanks to Guardian cards, she may instead concentrate on support-oriented magic.

!!Amanda Sharpe, The Student
strength left.
[[/folder]]

[[folder: Campaign-specific investigators (contains spoilers)]]
!!Body of Yithian
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_amanda.jpg]]
->''Amanda Sharpe
org/pmwiki/pub/images/ahlcg_yithian2.png]]
->''And then the morbid temptation to look down at myself became greater and greater, till one night I could not resist it. At first my downward glance revealed nothing whatsoever. A moment later I perceived that this
was on track to become one because my head lay at the end of Miskatonic University's most accomplished graduates. However, ever since she saw a strange painting flexible neck of an enormous creature's emergence from length. Retracting this neck and gazing down very sharply, I saw the depths of the ocean, her classwork has suffered. Her dreams are overwhelmed by images scale, rugose, iridescent bulk of a vast submerged city cone ten feet tall and whispers in a language she does not understand. She remains dedicated to her studies, but her goal is no longer to graduate ten feet wide at the top base. That was when I waked half of her class; rather, she seeks to discover Arkham with my screaming as I plunged madly up from the meaning behind abyss of sleep''.\\
- Creator/HPLovecraft, Literature/TheShadowOutOfTime
Temporal alien body to which
the occult secrets concealed between investigator got their memory transferred for the lines duration of reality.''
Seeker-class investigator. Has access to "Practiced" skills
the ''The City of any class (up to level 3).Archives'' scenario.



* EarlyBirdCameo: She was originally portrayed on the "Encyclopedia" card from core game, long before her introduction in "The Innsmouth Conspiracy".
* JackOfAllStats: When supplied with the right set of skills, she can become an all-rounder, who can adapt to any role.
* MasterOfNone: PlayedWith. Stats-wise, she is one of the worst investigators (only 2 at every one, which is below average), and certainly has the worst Intellect amongst Seekers (all of whom have 4-5). However, her abilities allows her to quickly rotate through all her available cards, nearly always having something useful at her disposal. Also, any cards she has under her sheet can be applied to tests without needing to discard them afterwards.
* MechanicallyUnusualFighter: Cards under her investigator sheet can be applied to skill checks as usual, but ''won't'' be discarded afterwards. She must discard them at the end of round, however, whether she used them or not. This works particularly well with Skill cards (which must be applied to a skill check in order to work anyway), though she can do this only once per skill check. He signature weakness, "Whispers from the Deep", also uses this mechanic, working as a Skill with ''negative'' stats (which she can't refuse to use).
* RecurringDreams: She keeps seeing weird dreams about some submerged city (i.e. [[Literature/TheShadowOverInnsmouth Y'ha-nthlei). They actually bother her so much, she can't concentrate on her studies any more. Besides being her main motivation to join the team (she wants to learn more about that city and why she keeps seeing it), these dreams also act as her signature weakness, "Whispers from the Deep".

!!Trish Scarborough, The Spy
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_trish.jpg]]
->''Trish had always excelled in both body and mind, her unwavering focus on excellence and her fearless disposition a winning combination. Given her stellar academic and athletic records, everyone expected to see her become something great. Instead, Trish took a job at a commercial code company. The initial shock of her humble work eventually wore off, and the exceptional Trish Scarborough faded into obscurity. This suited Trish just fine, as it made it harder for anyone to realize the truth: her job was a cover for her true work as a spy with the Black Chamber, the Bureau's code-breaking agency.''
Rogue-class investigator. Has access to Seeker cards (up to level 2).

to:

* EarlyBirdCameo: She was originally portrayed FreakyFridayFlip: Investigators temporarily get placed in Yithian bodies instead of their own for the duration of scenario, and [[LaserGuidedAmnesia lose most of their memories]]. Depending on the "Encyclopedia" card from core game, long before her introduction scenarios's outcome, they may restore their original bodies, get stuck in "The Innsmouth Conspiracy".
alien bodies for duration of campaign, or [[RocksFallEveryoneDies lose their memories entirely]].
* JackOfAllStats: When supplied GameplayAndStoryIntegration: Due to being trapped outside of their time and even their body, investigators can't use their signature abilities; they also can't use any unique assets with "Item" trait, including their signature ones. If they have any "Ally" cards, they are considered to have Yithian bodies (with the right set of skills, she can become an all-rounder, who can adapt to any role.
corresponding trait), too, but this one is just for flavour.
* MasterOfNone: PlayedWith. Stats-wise, she Has average Health and Sanity (7 at both), and 2 in all skills (which is one of below average). It also has no particularly impressive abilities to replace original ones, though they ''do'' make sense for the worst specific scenario where this "investigator" is playable.
* StarfishAliens: Like all [[Literature/TheShadowOutOfTime Yithians]], these beings have an absolutely weird shape by human lights, not even vaguely resembling anything Earth-born. If the
investigators (only 2 at every one, which is below average), and certainly has the worst Intellect amongst Seekers (all of whom have 4-5). However, her abilities allows her fail to quickly rotate through all her available cards, nearly always having something useful at her disposal. Also, any cards she has under her sheet can restore their original bodies, they may be applied to tests without needing to discard them afterwards.
* MechanicallyUnusualFighter: Cards under her investigator sheet can be applied to skill checks as usual, but ''won't'' be discarded afterwards. She must discard them at
trapped in these bodies until the end of round, however, whether she used campaign, barring them or not. This works particularly well with Skill cards (which must be applied to a skill check in order to work anyway), though she can do this only once per skill check. He from using their own signature weakness, "Whispers from abilities.
* WalkingSpoiler: Its mere presence is a spoiler for
the Deep", also uses this mechanic, working as a Skill with ''negative'' stats (which she can't refuse to use).
* RecurringDreams: She keeps seeing weird dreams about some submerged city (i.e. [[Literature/TheShadowOverInnsmouth Y'ha-nthlei). They actually bother her so much, she can't concentrate on her studies any more. Besides being her main motivation to join
''The City of Archives'' scenario.
[[/folder]]

!Introduced in ''The Circle Undone'' expansion
[[folder:Carolyn Fern]]
!!Carolyn Fern,
the team (she wants to learn more about that city and why she keeps seeing it), these dreams also act as her signature weakness, "Whispers from the Deep".

!!Trish Scarborough, The Spy
Psychologist
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_trish.jpg]]
->''Trish had always excelled
org/pmwiki/pub/images/ahlcg_carolyne.png]]
[[caption-width-right:225:''"The mind is fragile, but through understanding, we can protect it".'']]
->''Visiting psychologist Carolyn Fern's newest patient is Josephine Ruggles, an heiress whose nightmares leave glyph-shaped wounds across her back. Miss Ruggles's case is unusual, even for an institution like Arkham Sanatorium. Her case takes an even stranger turn after she claims to have met Malachi - Carolyn's former patient whose treatment was cut short when he was brutally murdered -
in her dreams. When Carolyn uses hypnotherapy to address Josephine's trauma, they find themselves both body and mind, her unwavering focus on excellence and her fearless disposition a winning combination. Given her stellar academic and athletic records, everyone expected journeying to see her become something great. Instead, Trish took a job at a commercial code company. The initial shock of her humble work eventually wore off, and the exceptional Trish Scarborough faded into obscurity. This suited Trish just fine, as it made it harder for anyone to realize the truth: her job was a cover for her true work as a spy with the Black Chamber, the Bureau's code-breaking agency.''
Rogue-class
strange place Josephine calls "the Dreamlands"''.
Guardian-class
investigator. Has limited (only up to level 3) access to her own class, and can't use "Weapon" cards higher than level 0, but has unlimited access to any Sanity-healing cards, regardless of class (though restriction about weapons still applies). She also may include up to 15 other Seeker and Mystic cards (up to level 2).1).



* EarlyBirdCameo: She was originally portrayed on the "Manual Dexterity" Skill card from core game, but wasn't actually introduced until "The Innsmouth Conspiracy".
* FragileSpeedster: {{Downplayed|Trope}}. While she has good Health (8), with her poor Combat (2), she'll have a hard time actually fighting anyone. Instead, she prefers to evade enemies via her good Agility stat (4), and discovering clues right under their noses.
* TheMenInBlack: Her signature weakness, "Shadow Agents", is represented by the group of shadowy guys (working for the dark cult behind the current BigBad) who keep pursuing her and prevent her from discovering clues by any means except by investigating. Fortunately, they can be dealt with by successfully evading them...which won't be easy, though, considering their high Evade rating.
* TheSmartGuy: She has a good Intellect stat (4), and can access Seeker cards, making her a good clue-gatherer. This is good, since the actual Seeker this time around is more of an [[JackOfAllStats all-rounder]].
* TheSneakyGuy: She combines the best traits of both Rogues and Seekers, resulting in an agile, hard-to-catch clue gatherer who can steal clues right under her enemies' noses. As additional bonus, once per round, when she finds a clue in a location occupied by an enemy, she can discover an additional one for free.
* StealthExpert:
** After discovering a clue in a location occupied by enemies, she can automatically evade one of those enemies.
** Her signature card, "In the Shadows", allows her to sneakily disengage from all enemies and avoid engaging with anyone until the end of round. As a downside, she can't deal damage to them, either.

!!Dexter Drake, The Magician
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_dexter.jpg]]
[[caption-width-right:225:''"Do you want to see true magic?"'']]
->''For Dexter Drake, the magic of fairy tales and myths has been a lifelong fascination. The chance discovery of an old book page during the Great War opened Drake's eyes to the possibility that magic might truly exist. Years later, the promise of arcane tomes locked away in Miskatonic University's special collection draws the successful stage magician to the quiet town of Arkham. Lured to an auction of occult items, "Drake the Great" and his assistant, Molly Maxwell, find themselves targeted by the depraved servants of an otherworldly force of disease and corruption. To save Molly, Arkham and perhaps the world from a horrific transformation, Drake needs more than his wits and quick hands. He must turn to real magic, even if it risks his mind, body and spirit''.
Mystic-class investigator. Has access to Rogue cards (up to level 2).

to:

* CatsAreMagic: Her replacement signature card, DreamLand-born cat Foolishness, provides her with a flat boost to all stats...as long as she keeps it at full Sanity (and it enters play with only 1 Sanity remaining, out of 4); fortunately, any effect which can heal horror on Carolyn herself, can affect Foolishness as well.
* CripplingOverspecialisation:
** She can't access high-level cards of any class (including her own, where she is restricted to level 3), unless they contain words "[[ExactWords heals horror]]", though she can access some cards of Seeker and Mystic classes (up to level 1). She also can't use "Weapon" cards above level 0, which restricts her card pool further.
** She is good for horror-healing...and little else. She has good Intellect, but to put it to good use she must include several Seeker cards in her deck.
* EarlyBirdCameo: She was originally portrayed on the "Manual Dexterity" Skill card from core game, but wasn't actually introduced until "The Innsmouth Conspiracy".
as a bonus investigator (with a set of replacement signature cards and weaknesses) for anyone who bought the novella about her, before being re-introduced in ''The Circle Undone'' Cycle.
* FragileSpeedster: {{Downplayed|Trope}}. While ExactWords: As clarified in the FAQ, she has good Health (8), with can include cards in her poor Combat (2), she'll have deck as long as they contain words "heals horror", even if it means they heal it on themselves (like Peter Sylvestre, a hard time actually fighting anyone. Instead, she prefers to evade enemies Survivor-class "Ally"), or in very specific circumstances (like "Cheat Death", a Rogue-class card which triggers on defeat via her good Agility stat (4), damage or horror, restoring a portion of health and discovering clues right under their noses.
sanity).
* TheMenInBlack: FlatEarthAtheist: Her signature weakness, "Shadow Agents", is represented by "Rational Thought" (which even has the group of shadowy guys (working for the dark cult behind the current BigBad) who keep pursuing "Flaw" trait) disallows her and prevent her to heal horror from discovering clues by any means except by investigating. Fortunately, they can be dealt anything else but this card (it enters play with by successfully evading them...4 horror, which won't may be easy, though, considering their high Evade rating.
healed as if it belongs to Carolyn herself); you can't help people whose sanity was damaged by eldritch horrors if you can't truly accept them as something beyond the scope of traditional/current science.
* TheSmartGuy: TheMedic: Her main role in the team is horror healing.
**
She has a good Intellect stat (4), and can access Seeker cards, making may include ''any'' horror-healing card in her a good clue-gatherer. This is good, since deck (regardless of class), though the actual Seeker this time around is more of an [[JackOfAllStats all-rounder]].
* TheSneakyGuy: She combines the best traits of both Rogues and Seekers, resulting in an agile, hard-to-catch clue gatherer who can steal clues right under her enemies' noses. As additional bonus, once per round, when she finds a clue in a location occupied by an enemy, she can discover an additional one for free.
* StealthExpert:
** After discovering a clue in a location occupied by enemies, she can automatically evade one of those enemies.
restriction about high-level "Weapons" still applies.
** Her signature card, "In the Shadows", "Hypnotic Therapy", is a stable and effective way to heal horror on herself or her teammates.
** Her Elder Sign effect
allows her to sneakily disengage heal 1 horror from all enemies and avoid engaging investigator or "Ally" card in her location.
* TheShrink: Her job. Now, she uses her skills as a psychologist to help her friends survive eldritch horrors.
* TheSmartGuy: What she lacks in Combat, she makes up for in Intellect, so when there's nobody to heal, she can investigate for clues. She can also use some Seeker cards (up to level 1).
* SquishyWizard: While she can't access high-level "Weapons" (or any non-neutral cards except for those related to horror healing, even from her own class, for that matter), she can partially compensate for this
with anyone access to Mystic cards. Unfortunately, none of her stats except for Intellect are particularly good, with Combat and Agility being the worst, and she also has low Health.
* SupportPartyMember: She is great at healing horror and, being a Guardian, has access to many teamwork-related tools (even if she can't access the high-level ones).
* ThisLooksLikeAJobForAquaman: Her replacement signature weakness, "To Fight the Black Wind", due to the way it works (it increases doom on current agenda as long as ''any'' investigator suffers horror and isn't healed
until the end of round. As the round), can potentially make her normally purely-supportive abilities crucial for team's survival. Of course, it was ''her'' weakness which caused this in the first place, but still.
* UtilityPartyMember: Despite being
a downside, Guardian, she can't deal damage lacks access to them, either.

!!Dexter Drake, The Magician
either high-level cards of her class, or any Weapons above level 0, as well as has poor Combat and Health; she has access to some Mystic cards, but it's too limited to make her a good combat mage. Instead, she acts as [[SupportPartyMember dedicated healer]], with unrestricted access to Sanity-healing cards (excluding high-tier Weapons).
* WhiteMage: Support-oriented investigator with access to some Mystic cards.
[[/folder]]

[[folder:Joe Diamond]]
!!Joe Diamond, the Private Eye
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_dexter.jpg]]
[[caption-width-right:225:''"Do you want to see true magic?"'']]
->''For Dexter Drake, the magic of fairy tales
org/pmwiki/pub/images/ahlcg_joe.png]]
->''Joe Diamond is a private eye with a reputation for handling cases that everyone else regards as supernatural nonsense. He is thorough in his investigations
and myths has not one to be trifled with. His services have been a lifelong fascination. The chance discovery of an old book page during the Great War opened Drake's eyes to the possibility that magic might truly exist. Years later, the promise of arcane tomes locked away in Miskatonic University's special collection draws the successful stage magician to the quiet town of Arkham. Lured to an auction of occult items, "Drake the Great" and his assistant, Molly Maxwell, find themselves targeted employed by the depraved servants of an otherworldly force of disease wealthy as well as those down on their luck. No case is too large, too small, too strange, or too dangerous. In Joe's experience, things start getting nasty right when you start reaching the truth, and corruption. To save Molly, Arkham and perhaps the world from a horrific transformation, Drake needs more than his wits and quick hands. He must turn that is exactly where he likes to real magic, even if it risks his mind, body and spirit''.
Mystic-class
be''.
Seeker-class
investigator. Has access to Rogue Guardian cards (up to level 2).



* EarlyBirdCameo: He was first introduced as a bonus investigator (with a set of replacement signature cards and weaknesses) for anyone who bought the novella about him, before being re-introduced in the ''The Innsmouth Conspiracy''.
* {{Expy}}: Of ComicStrip/MandrakeTheMagician, down to the name.
* FatalFlaw: His obsession with learning "real" magic is quite possibly the main reason behind all his problems.

to:

* EarlyBirdCameo: He was first introduced as BigGuy: Unusually for a bonus investigator (with a set of replacement signature cards Seeker, he can be the team's designated fighter, having good Health (8) and weaknesses) for anyone who bought the novella about him, before Combat (4), and being re-introduced in the ''The Innsmouth Conspiracy''.
able to use Guardian-class cards. He pays for it with reduced Willpower (only 2) and Sanity (only 6), however.
* {{Expy}}: Of ComicStrip/MandrakeTheMagician, down to the Specifically based on [[HardboiledDetective Sam Spade]] from [[{{Film/TheMalteseFalcon1941}} "Maltese Falcon"]], including his name.
* FatalFlaw: GeniusBruiser: Unlike most Seekers, he can not only investigate for clues, but also kick asses. This is good, since the actual Guardian in this expansion is [[UtilityPartyMember not exactly fit for combat]].
* GunsAkimbo:
His obsession with learning "real" magic signature card is quite possibly [[RevolversAreJustBetter a pair of "Colts"]].
* GutFeeling: He has a second deck specifically for "Insight" events.
* HardboiledDetective: Joe is tough as nails, and given to taking most risky jobs available. Depending on the team's composition, he can actually take the role of
the main reason behind all fighter.
* MechanicallyUnusualFighter: He has a second deck specifically for "Insight" events, which he can play at reduced cost.
* PathOfMostResistance: Has this approach to
his problems. job, thinking that if the danger increases, it means he is on the right track:
-->''"In Joe's experience, things start getting nasty right when you start reaching the truth, and that is exactly where he likes to be"''.
* PrivateDetective: He's working as private detective; his latest case is what got him involved in this mess.
* RevolversAreJustBetter: Uses two Colt revolvers as his signature "Weapon" card. As additional gimmicks, they allow him to use up to 2 "Tool" assets without taking any "Hand" slots, and, if he uses them to defeat a monster, allow him to move one "Insight" event from discard pile into "Hunch deck".
* ThatOneCase: His signature weakness, "Unsolved Case". It is placed in his "Hunch deck" at the start of the game, and once revealed, must be "played" before the end of current round (which would eliminate it from the game), or he will receive two fewer experience points at the end of scenario (symbolising him failing his task and not getting paid).
[[/folder]]

[[folder:Preston Fairmont]]
!! Preston Fairmont, the Millionaire
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_preston.png]]
[[caption-width-right:225:''"My money, my legacy, my problem. Let me handle it in my own way".'']]
->''Preston Fairmont never thought much about where his family's money came from. All he knew was that he had plenty, and he took great advantage of it whenever possible. His father seemed troubled at times, and tried to explain about his grandfather's business and the demands of something called the Hermetic Order of the Silver Twilight, but Preston never paid any mind. Then his father died in a mysterious car accident, and Preston's family fortune has since become his responsibility. Now Carl Sanford, president of the Silver Twilight Lodge, wants to meet with Preston personally. Perhaps for the first time, Preston has begun to really think about where his family's money came from...''
Rogue-class investigator. Has access to Survivor cards (up to level 2). He can't use any "Illicit" cards.
----
* ActionSurvivor: He is not a trained fighter or expert occultist, he's just very, very rich. He also has access to Survivor cards.
* ArbitrarilyLargeBankAccount: There's no limit how much money he can acquire through his inheritance.
* CoattailRidingRelative: He's a rich boy who lived off of daddy's money, never bothering to care about little things like the Silver Twilight Lodge.
* CrimefightingWithCash:
** He uses his inheritance to fund his operations--[[GameplayAndStoryIntegration and thus has a constant stream of free resources]].
** His Elder Sign ability allows him to spend some resources to automatically succeed on any skill check.
* DarkSecret: Only after his dad's death does he learn ''how'' his family became so rich. Now the Lodge wants him to pay his family's "debts". [[GameplayAndStoryIntegration His "debts" are not just part of his backstory]]; if "Lodge 'Debts'" enters his hand and he doesn't pay them off before the end of the scenario, he suffers mental trauma.



** His magician background is reflected by his signature ability: he can quickly exchange assets in play with different ones, just like magicians would do during their performances. And his signature asset is outright named "Showmanship"; it gives bonuses to whatever cards he recently put into play.
** His obsession with learning "real magic" manifests as his signature weakness, "Occult Scraps", which is whatever fragments of occult books he managed to get his hands on; it drains his Willpower until he manages to get rid of it, which, ironically, reduces his effectiveness as an ''actual'' mage.
* LovelyAssistant: His promo-card provides his assistant, Molly Maxwell, as an alternative signature card. Her main role is providing an opportunity to quickly find and draw assets with a specific trait. To discourage abusing her ability, she takes horror each time she uses it, and has only 4 Sanity.
* MagiciansAreWizards:
** Used to be normal StageMagician until he learned ''real'' magic.
** He is a Mystic-class investigator, who uses his magician skills to actually amplify his performance as a wizard.
* PickACard: [[LovelyAssistant Molly Maxwell, his assistant]] (and alternative signature card) allows him to pick one trait and then search his deck for cards with this trait, until he finds the first one with it; all other cards must be shuffled back; the fewer cards with the chosen trait his deck has, the better chance of finding a specific card (if you know what to search for).
* TheSneakyGuy: Has access to Rogue-class cards, which allows him to stockpile resources he needs to constantly swap his assets. This also allows him to compensate for below-average Agility (2).
* StageMagician: His profession before he learned ''real'' magic. He still dresses like one.

!Silas Marsh, the Sailor
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_silas.jpg]]
[[caption-width-right:225:''"Leave your fears on the docks, lads".'']]
->''Silas Marsh has always felt called to the sea. As a young lad, he left his family in fear-shadowed Innsmouth and made a name for himself sailing the seven seas. But after the death of his parents, the sea's call has only grown stronger. Silas has dreams - nightmares - of pointed teeth grinning, webbed hands reaching, and eyes glowing in the darkness of the ocean deeps. No one in his family is able to offer an explanation for his dreams, or at least, no one is willing. So when desperate librarian Abigail Foreman comes to Silas with questions of her own, he cannot turn her away. Her ancient and mysterious tome, the Profesiae Profana, points to a stellar event foretelling the end of the world, and painted in its margins are the very same creatures that haunt Silas's nightmares...''
Survivor-class investigator. Has access to "Innate" skills of any class (up to level 2).

to:

** Since he is ridiculously rich, he has the best access to resources amongst all investigators.
** His magician background is reflected by his signature ability: he can quickly exchange assets in play with different ones, family's "debts" to Silver Twilight Lodge are not just like magicians would do during their performances. And part of his signature asset is outright named "Showmanship"; it gives bonuses to whatever cards he recently put into play.
** His obsession with learning "real magic" manifests
backstory, and serve as his signature weakness, "Occult Scraps", which is whatever fragments of occult books he managed to get weakness; if they ever enter his hands on; it drains his Willpower until hand, he manages must pay them off (paying 10 resources at once) before scenario ends, or he will suffer mental trauma.
* JackOfAllStats: What he is meant
to get rid be. He [[MagikarpPower starts with abysmal stats]], but, if supplied with the right set of it, which, ironically, reduces his effectiveness as an ''actual'' mage.
* LovelyAssistant: His promo-card provides his assistant, Molly Maxwell, as an alternative signature card. Her main
cards, can adapt to any role is providing an opportunity thanks to quickly find and draw assets with [[CrimefightingWithCash being able to afford even the most expensive cards]].
* MechanicallyUnusualFighter: Instead of gaining resources the normal way, he puts them on his bank account (which acts as
a specific trait. To discourage abusing her ability, she takes horror "Permanent" asset), where he can either use them right away, or transfer to his personal supply. Resources in the bank account refreshes each time she uses it, and turn.
* MagikarpPower: Preston
has only 4 Sanity.
* MagiciansAreWizards:
** Used
1 at each skill, making it crucial to be normal StageMagician until he learned ''real'' magic.
** He is a Mystic-class investigator, who uses his magician skills
find the right set of cards to actually amplify put to good use his performance as a wizard.
[[CrimefightingWithCash never-ending stream of resources]].
* PickACard: [[LovelyAssistant Molly Maxwell, his assistant]] (and alternative signature card) allows him NonActionGuy: Being forbidden to pick one trait and then search his deck for cards with this trait, until he finds the first one with it; all other cards must be shuffled back; the fewer cards with the chosen trait his deck has, the better chance of finding a specific card (if you know what to search for).
* TheSneakyGuy: Has
take Illicit cards, Preston can't access to any Rogue-class cards, which allows him to stockpile resources he needs to constantly swap his assets. This Weapons (and there are not that many Survivor-class ones), and also allows him to compensate for below-average Agility (2).
* StageMagician: His profession before
many of the combat-oriented events. Besides these gaps, he learned ''real'' magic. has abysmal basic Combat ''and'' Agility.
* NonIdleRich:
He still dresses might be wealthy, but he goes around investigating. He wasn't always like one.

!Silas Marsh,
this, though.
* UnscrupulousHero: PlayedWith. He can't use "Illicit" cards (despite being a Rogue), but can access
the Sailor
rest of his class' pool, including their [[CombatPragmatist dirty tactics]] and "Allies" with criminal backgrounds.
* UpperClassTwit: At first. He didn't care about the occult, he just liked the money.
* WaistcoatOfStyle: Matches the time period, after all.
[[/folder]]

[[folder:Diana Stanley]]
!!Diana Stanley, the Redeemed Cultist
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_silas.jpg]]
[[caption-width-right:225:''"Leave your fears on
org/pmwiki/pub/images/ahlcg_diana.png]]
->''As a new business owner in Arkham, Diana Stanley was proud to be inducted into
the docks, lads".'']]
->''Silas Marsh
prestigious Silver Twilight Lodge. Her joy has always felt called since turned to dread. Her admittance into the sea. As a young lad, he left his family in fear-shadowed Innsmouth and made a name organization was fantastic for himself sailing business, but the seven seas. But after the death of his parents, the sea's call has only weekly meetings have grown stronger. Silas more and more disturbing. After witnessing strange rituals and terrible secrets, Diana has dreams - nightmares - of pointed teeth grinning, webbed hands reaching, and eyes glowing in the darkness become suspicious of the ocean deeps. No one in his family Lodge's true nature. Now she is able to offer an explanation for his dreams, or at least, no one is willing. So when desperate librarian Abigail Foreman comes to Silas with questions of her own, he cannot turn her away. Her ancient convinced that there are terrible forces converging on Arkham, and mysterious tome, that the Profesiae Profana, points Lodge is somehow involved. Diana has resolved to a stellar event foretelling take it down from the end inside, regardless of the world, and painted in its margins are the very same creatures that haunt Silas's nightmares...''
Survivor-class
cost''.
Mystic-class
investigator. Has access to "Innate" skills of any class Guardian cards (up to level 2).



* BigGuy: Has high Combat (4) and Health (9). Besides being impressive by itself, this also makes him most durable investigator in ''The Innsmouth Conspiracy'' expansion.
* BoringButPractical: His replacement signature card, "Nautical Prowess" Skill, does nothing flashy, but instead just provides rather stable, albeit minor, bonuses: when applied to a skill check with a negative chaos token modifier, it provides two "wild" (fit for any type) skill icons, which somewhat offsets the negative effect of the chaos token. Alternatively, it has the rather standard effect of allowing him to draw a card.
* CripplingOverspecialization: Granted that he specializes in having more cards to pass tests with than normal, but "Innate" cards are typically ''only'' usable for skill tests. "Assets" and such are still restricted to the Survivor pool for him.
* EarlyBirdCameo:
** He firstly appeared on the "Overpower" Skill from core game, long before actually becoming playable.
** He was originally introduced as a bonus investigator (with a set of replacement signature cards and weaknesses) for anyone who bought the novella about him, before being re-introduced in the ''The Innsmouth Conspiracy''.
* HalfHumanHybrid: Like all members of the Marsh family, he has the Innsmouth Look, marking him as half-human, half-Deep One. This doesn't make him any less heroic, though.
* InTheBlood: As a member of the Marsh family, he has [[HalfHumanHybrid the Innsmouth Look]].
* {{Irony}}: He's the only investigator who has a card portraying him (upgraded "Overpower", Guardian-class Skill), which he can't take as it's off-class for him.
* ItemCaddy: His playstyle relies on using skills (he can access a large amount of the off-class ones), and him easily regaining the skills spent on skill checks (or adding new ones).
* LightningBruiser: Besides being very tough, he also has good Agility (4), making him able to either fight or evade monsters, depending on the situation.
* RecurringDreams:
** He keeps seeing dreams about the depths of the ocean; this is a bad sign, indicating that his [[HalfHumanHybrid Innsmouth heritage]] is beginning to force him into becoming a full Deep One.
** His (replacement) signature weakness, "Dreams of the Deep", acts as a skill card which ''subtracts'' from his total skill value, and returns to his hand if the skill check is failed, instead of being discarded. If he ends the turn with it still in his hand, he suffers damage.
* WhiteSheep: Unlike most members of the [[HalfHumanHybrid Marsh family]], he is a good guy.

to:

* BigGuy: Has high Combat (4) and Health (9). Besides being impressive TheAtoner: She feels so much remorse over what the Silver Twilight Lodge has done that she ''will'' undo everything related to them.
* CultDefector: After seeing just '''how''' horrifying some rituals of the Silver Twilight Inner Sanctum were, Diana desperately wants to atone for supporting them.
* DeviousDaggers: As the former cultist, she still carries her old dagger, "Twilight Blade", granted
by itself, this also makes him most durable investigator in ''The Innsmouth Conspiracy'' expansion.
* BoringButPractical: His replacement
the Silver Twilight Lodge for her loyalty, as her signature card, "Nautical Prowess" Skill, does nothing flashy, but card. It's imbued with magic, and allows to use Willpower instead just provides rather stable, albeit minor, bonuses: of Strength when applied attacking (though she has to a skill check with a negative chaos token modifier, find some ways to improve her Willpower first to make it provides two "wild" (fit for any type) skill icons, which somewhat offsets useful), as well as draw the negative effect cards from under her sheet as if they're in her hand.
* HeroicBSOD: Her knowledge
of the chaos token. Alternatively, it has the rather standard effect of allowing him to draw Lodge's dark secrets took a card.
* CripplingOverspecialization: Granted that he specializes in having more cards to pass tests with than normal, but "Innate" cards are typically ''only'' usable for skill tests. "Assets"
big toll on her sanity and such are still restricted to the Survivor pool for him.
* EarlyBirdCameo:
** He firstly appeared on the "Overpower" Skill from core game, long before actually becoming playable.
** He was originally introduced as a bonus investigator (with a set of replacement signature cards and weaknesses) for anyone who bought the novella about him, before being re-introduced in the ''The Innsmouth Conspiracy''.
* HalfHumanHybrid: Like all members of the Marsh family, he has the Innsmouth Look, marking him as half-human, half-Deep One. This doesn't make him any less heroic, though.
* InTheBlood: As a member of the Marsh family, he has [[HalfHumanHybrid the Innsmouth Look]].
* {{Irony}}: He's the only investigator who has a card portraying him (upgraded "Overpower", Guardian-class Skill), which he can't take as it's off-class for him.
* ItemCaddy: His playstyle relies on using skills (he can access a large amount of the off-class ones), and him easily regaining the skills spent on skill checks (or adding new ones).
* LightningBruiser: Besides being very tough, he also has good Agility (4), making him able to either fight or evade monsters, depending on the situation.
* RecurringDreams:
** He keeps seeing dreams about the depths of the ocean; this
willpower, hence her... not exactly stellar basic stats. What's worse is a bad sign, indicating that his [[HalfHumanHybrid Innsmouth heritage]] is beginning to force him into becoming a full Deep One.
** His (replacement)
her signature weakness, "Dreams of the Deep", acts as a skill card appropriately named "Dark Secret", which ''subtracts'' forces her to either discard the cards under her sheet or suffer horror for each one she chooses to keep.
* MagicKnight: She has decent Combat for a Mystic (3), and can access some Guardian cards, allowing her to stand her ground in non-magic combat as well. The expansion where she appears in also introduced dual-class items, including a Guardian/Mystic magic sword, "Enchanted Blade" (though she can't use the Guardian-only upgrade to it, due to level restrictions).
* MagikarpPower: Average at every stat... except Willpower (crucial stat for any self-respecting Mystic), which is set to 1. She can increase it with her special abilities, as long as she has cards to sacrifice (she can return them with her Elder Sign, or play them directly
from his total skill value, and returns to his hand if there via her signature card, "Twilight Blade").
* NoSell: Her other signature card,
the skill check is failed, instead of being discarded. If he ends "Dark Insight" event, allows Diana to cancel effects on one Treachery or even Weakness card drawn in her location by any investigator (including herself); they aren't discarded, but get shuffled back into the turn with it still in his hand, he suffers damage.
* WhiteSheep: Unlike most members of the [[HalfHumanHybrid Marsh family]], he is
respective deck, but when used at a good guy.time, this can be life-saving.
* TheMole: She works to destroy the Silver Twilight Lodge from within. During ''The Circle Undone'' campaign, [[spoiler: she may potentially succeed at this, either getting Carl Sanford arrested or replacing him]].



[[folder: Introduced in ''Edge of the Earth'' expansion]]

!!Tropes applying to all ''Edge of the Earth'' investigators

to:

[[folder: Introduced in ''Edge of [[folder:Marie Lambeau]]
!!Marie Lambeau,
the Earth'' expansion]]

!!Tropes applying
Entertainer
[[quoteright:224:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_marie.png]]
->''Marie Lambeau always had a voice
to all ''Edge of die for. People called her "the Smoky Velvet." They said she was born to sing jazz, that she had the Earth'' investigatorsmagic touch — and maybe they were right. After all, the songs she heard in her dreams ever since her Grand-Mère passed away were like nothing she'd ever heard before. The vocals sounded like no language spoken on Earth, the notes twisted and warped. Why her Grand-Mère had moved from New Orleans to Arkham, Marie would never know. People used to call her Grand-Mère a witch. Maybe there's more than just jazz in Marie's blood, after all...''
Mystic-class investigator. Has limited (only up to level 3) access to her own class, but unlimited access to any "Spell" cards, regardless of class. She also can include level 0 "Occult" cards (any class) and up to 5 Seeker/Survivor level 0 cards.



* MagikarpPower: Since ''Edge of the Earth'' investigators start out with very limited access to cards of their "de facto" class, they get badly outperformed in their intended roles by full members of those classes. But once they get the experience to buy upgraded cards, their powerful built-in abilities start to shine.
* MechanicallyUnusualFighter: All ''Edge of the Earth'' investigators only have access to level 0 cards of their own class, but can also use any level 1-5 cards and up to 5 level 0 cards of another class. This causes them to effectively change class over the course of a campaign as they replace their level 0 cards with upgraded cards of their secondary class.

!!Daniela Reyes, the Mechanic
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/daniela.JPG]]
[[caption-width-right:225:''"Relax, tough guy. I'll handle this. You stand over there and look pretty".'']]
->''Daniela always figured she had a good life. She had a loving, boisterous family. She had a steady job that used her brains and her hands. She had enough money to spend on fast cars, pretty girls, and her motorcycle, Gabriel. Then her brother, Ramon, got caught up in some trouble. Her mother warned her to be careful, that darkness lay ahead. Daniela set a glass of water behind the door for her mother's sake, to catch evil spirits - just as she's been taught as a child. When Daniela awoke to find it shattered, she was determined to figure out what happened and fix it. Just like she always did.''
Guardian-class investigator, who can only access level 0 cards of her own class, but can include unlimited number of level 1-5 and up to 5 level 0 Survivor cards.

to:

* MagikarpPower: Since ''Edge TheChanteuse: Known as "Smoky Velvet", and has the outfit and personality to match.
* CripplingOverspecialization: She can access any Spells in the game, but otherwise is restricted from high-level cards, even
of the Earth'' investigators start out with very limited access to cards of their "de facto" Mystic class, they though she can use some low-level Seeker or Survivor cards.
* EarlyBirdCameo: She was first introduced as a promo card all the way back into the core game's release, until being re-introduced properly in ''The Circle Undone'' expansion.
* HollywoodVoodoo: [[UsefulNotes/{{Voudoun}} Baron Samedi]] just [[GiantSpaceFleaFromNowhere keeps pursuing her for an unknown reason]]; nothing in her backstory explains just ''why'', besides maybe Marie's heritage. While he's active, he takes up the "Ally" slot and increases any health damage anyone suffers near him; the only way to
get badly outperformed rid of him is to put at least 3 doom tokens on him, one by one, [[SadisticChoice which can put the entire mission at risk]].
* InTheBlood: Her magic is
in their intended roles by full members of those classes. But her blood; her Grand-Mère was also an accomplished witch.
* MusicSoothesTheSavageBeast: Her signature card, "Mystifying Song", allows her to stop the Agenda from advancing for one turn, for any reason, but only
once they get per scenario. Sometimes, this can mean the experience to buy upgraded cards, their powerful built-in abilities start to shine.
difference between life and death.
* MechanicallyUnusualFighter: All ''Edge of SadisticChoice: Her signature weakness, [[UsefulNotes/{{Voudoun}} Baron Samedi]], takes up the Earth'' investigators "Ally" slot and increases health damage anyone around him suffers. The only have access way to level 0 cards get rid of their own class, but him? Put three doom tokens on him (1 token per round), which can also use any level 1-5 cards and up to 5 level 0 cards of another class. This causes them to effectively change class over potentially finalize the course of a campaign as they replace their level 0 cards with upgraded cards of their secondary class.

!!Daniela Reyes,
current agenda, the Mechanic
worst-case scenario being failing the scenario, or even [[RockFallsEverybodyDies the entire campaign]].
* TheSmartGuy: Has good Intellect stat (4)-- the best amongst Mystics.
%%* SouthernBelle: She's from New Orleans.
[[/folder]]

[[folder:Rita Young]]
!!Rita Young, the Athlete
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/daniela.JPG]]
[[caption-width-right:225:''"Relax, tough guy. I'll handle this. You stand over there and look pretty".
org/pmwiki/pub/images/ahlcg_rita.png]]
[[caption-width-right:225:''"You got a bone to pick? Fine by me. I don't need your permission to leave you in the dust".
'']]
->''Daniela always figured ->''Clocks do not lie. In the past, people have said hurtful things to Rita. They have threatened her, deemed her inferior. But ever since she had a good life. She had a loving, boisterous family. She had a steady job started running competitively, Rita has only cared about the clock. The clock says that used her brains Rita is faster then the rest. It says she is stronger and her hands. She had enough money has trained harder. Now, she may have to spend on fast cars, pretty girls, and her motorcycle, Gabriel. Then her brother, Ramon, got caught up in some trouble. Her mother warned her to be careful, that darkness lay ahead. Daniela set a glass of water behind the door fight for her mother's sake, to catch evil spirits - just as life. Someone is after her. That much she's sure of. She has no idea who it is or why they want her, but there have been taught as a child. When Daniela awoke several strange men hanging around her dorm. They plan to find it shattered, she was determined make an example of her. But they will have to figure out what happened catch her, and fix it. Just like she always did.''
Guardian-class investigator, who can only
the clock says they cannot''.
Survivor-class investigator. Has
access to "Trick" cards (up to level 0 cards 3) of her own class, but can include unlimited number of level 1-5 and up to 5 level 0 Survivor cards.any class.



* ArmourPiercingAttack:
** Daniela's ability allows her to deal damage to an attacking enemy without bothering with any skill checks, which can help a lot against enemies with high Combat rating.
** Daniella's signature weakness, "Mob Goons", is a couple of, well, [[ExactlyWhatItSaysOnTheTin mob goons]], whose attacks can't be cancelled by any means, and whose damage and horror are always treated as direct (so they can't be assigned to assets).
* BigGuy: Like all Guardians, she's very tough and strong, and remains so even after dual-classing to Survivor. She's also encouraged to stay on the frontline, as all her abilities trigger only when she gets attacked (regardless of whether she actually gets hit or not). This does not work on attacks of opportunity, however.
* BookDumb: She has a low Intellect stat, making her completely rely on Survivor cards for finding clues. However, where she really shines is thinking on her feet and finding non-standard solutions to seemingly impossible problems...just like a true Survivor.
* EarlyBirdCameo: Daniela was portrayed on several cards released prior to her announcement.
* MechanicallyUnusualFighter: She's the only investigator to actually ''benefit'' from being attacked, as she can either immediately retaliate and deal 1 damage to attacking enemy, or automatically evade them (which either exhausts them, or triggers other effects). Her signature card, "Mechanic's Wrench", further reinforces this, as it can make the enemies attack her on demand.
* RevengeByProxy: Daniella's signature weakness, "Mob Goons", is literally a couple of bandits sent after her by some loan sharks after her brother got into troubles. The card's flavour text even states that "debt is a family affair".
* TwoferTokenMinority: Being both Hispanic and lesbian makes her stand out in the 1920s setting.
* WrenchWench: A strong, sturdy woman who's very good with a wrench, both for fixing cars and clobbering monsters.
* WrenchWhack: Her signature card, "Mechanic's Wrench", is not only a useful tool which reinforces her mechanics, but can also be used as a weapon against enemies who previously hit Daniela.

!!Norman Withers, the Astronomer
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/norman.JPG]]
->''Nobody believes him, and why should they? How could six stars vanish from sight all at once, never to reappear? Astronomer and Miskatonic University professor Norman Withers had all but given up on regaining his colleagues' esteem when a protege of the renowned Albert Einstein comes to speak on campus. The visiting physicist, with unsettling theories about the curvature of space-time, may hold the key to helping Norman explain the phenomenon of the vanishing stars...''
Seeker-class investigator, who can only access level 0 cards of his own class. Instead, he can include unlimited number of level 1-5 and up to 5 level 0 Mystic cards.

to:

* ArmourPiercingAttack:
** Daniela's ability allows
AffirmativeActionGirl: She's faced racism all her life.
* BigGuy: One of the few investigators to have 9 Health. While her Combat is average, she can use her great Agility to temporarily neutralise them instead--or even to actually fight them.
* TheHunterBecomesTheHunted: She's fed up with cultists harassing her; now, it's time for
her to deal damage to an attacking enemy without bothering with any skill checks, which can help a lot against enemies with high Combat rating.
** Daniella's
fight back.
* TheKlan: Her
signature weakness, "Mob Goons", is a couple of, well, [[ExactlyWhatItSaysOnTheTin mob goons]], whose attacks can't be cancelled by any means, and whose damage and horror are always treated as direct (so the "Hoods" enemy, look suspiciously like group of KKK members in signature hoods. But in truth they can't be assigned to assets).
* BigGuy: Like all Guardians, she's very tough and strong, and remains so
are something even after dual-classing to Survivor. She's also encouraged to stay on the frontline, as all her abilities trigger only when she gets attacked (regardless worse than just a bunch of whether she actually gets hit or not). This does not work on attacks of opportunity, however.
cruel racists...
* BookDumb: LightningBruiser: She has a low Intellect stat, 5 basic Agility, and she also has high Health (9) and decent Combat (3), making her completely rely on Survivor cards for finding clues. However, where she really shines is thinking on versatile combatant. She can even use her feet and finding non-standard solutions to seemingly impossible problems...just like a true Survivor.
high Agility offensively by damaging enemies after successfully evading them.
* EarlyBirdCameo: Daniela was portrayed on several cards released prior to her announcement.
* MechanicallyUnusualFighter: She's the only investigator to actually ''benefit'' from being attacked, as she can either immediately retaliate and deal 1 damage to attacking enemy, or automatically evade them (which either exhausts them, or triggers other effects).
TiredOfRunning: Her signature card, "Mechanic's Wrench", further reinforces this, as card is named "I'm done runnin'"; it can make the keeps her from actually running away from enemies attack for one round, instead allowing her on demand.
to deal additional damage whenever she evades them.
* RevengeByProxy: Daniella's signature weakness, "Mob Goons", is literally a couple of bandits sent after her by some loan sharks after her brother got into troubles. The card's flavour text even states WrongGenreSavvy: She thinks that "debt is a family affair".
* TwoferTokenMinority: Being both Hispanic
the hooded thugs harassing her and lesbian makes her stand out in the 1920s setting.
* WrenchWench: A strong, sturdy woman who's very good with a wrench, both for fixing cars and clobbering monsters.
* WrenchWhack: Her signature card, "Mechanic's Wrench", is not only a useful tool which reinforces her mechanics, but can also be used as a weapon against enemies who previously hit Daniela.

!!Norman Withers, the Astronomer
friends are part of TheKlan. Unfortunately, [[ApocalypseCult these guys are way worse]] than your usual PoliticallyIncorrectVillain...
[[/folder]]

[[folder: Campaign-specific investigators (contains spoilers)]]
!!Gavriella Mizrah
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/norman.JPG]]
->''Nobody believes him, and why should they? How could six stars vanish from sight all at once, never to reappear? Astronomer and Miskatonic University professor Norman Withers had all but given up on regaining his colleagues' esteem when a protege
org/pmwiki/pub/images/ahlcg_gavriella.jpg]]
->''A former member
of the renowned Albert Einstein comes Haganah, Gavriella Mizrah now works private security for wealthy homeowners. Josef Meiger -- a man who takes confidentiality quite seriously -- has retained Gavriella to speak on campus. The visiting physicist, make sure there are no problems during tonight's event. But even she is not prepared for what is to come''.
Josef Meiger's private security. Starts
with unsettling theories about the curvature fixed set of space-time, may hold the key to helping Norman explain the phenomenon of the vanishing stars...''
Seeker-class investigator, who can only access level 0
cards of his own class. Instead, he can include unlimited number of level 1-5 and up to 5 level 0 Mystic cards.(most are Guardian-class).



* BadassBookworm: Despite being an astronomer ([[SquishyWizard and not a physically strong one at that]]), Norman is willing to stand up against the {{Eldritch Abomination}}s as much as the other heroes.
* TheCassandra: No one believes him when he claims that six stars suddenly disappeared from the sky, all at once.
* ClockRoaches: Whatever he did, he attracted the attention of [[Literature/TheHoundsOfTindalos Hounds of Tindalos]], who now hunt for him for meddling with the space-time continuum. His (replacement) signature weakness, "The Vengeful Hound", hunts for him (and him specifically), and as long as it's engaged with him, he can't use any player cards to reveal or draw cards, effectively disabling his signature asset, "Split the Angle".
* EarlyBirdCameo: Like several investigators before him, he was originally released as a promotional character alongside a novella before becoming part of a full expansion. He later served as template for other investigators with similar deckbuilding rules.
* MechanicallyUnusualFighter: The top card of his deck is always revealed, and he can play cards from there, at reduced cost. However, if it's a weakness, he must immediately draw it. Both his signature card, "Livre d'Eibon", and his personal weakness, "The Harbinger", also interact with this ability, providing him with more benefits, or disabling any interactions with the deck, respectively.
* ObviousRulePatch: Errata was released for Norman's promo card, which slightly tweaked the rulings for his deckbuilding specifically to address an issue with him interacting with low-level multiclass cards, which otherwise would consume limited slots for level 0 Mystic cards in his deck.
* OmniscientHero:
** He always plays with top card of his deck revealed (allowing him to know what he may expect).
** His replacement signature card, "Split the Angle", allows him to spend an action to reveal the top card of the encounter deck. He then may exhaust ''Split the Angle'' (and sacrifice the top card of his deck) to discard the top card of the encounter deck, potentially avoiding something nasty, like "Ancient Evils".
* SquishyWizard: He has high Willpower and even higher Intellect, and eventually learns how to use powerful magic spells, but he's physically frail, resulting in his low Health, Combat, and especially Agility stats.
* TheStarsAreGoingOut: Being an astronomer, he was first to notice that stars were starting to disappear en masse; none of his colleagues believed him, leading Norman to try and find help elsewhere, resulting in him joining the team.

!!Monterey Jack, the Archaeologist
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/jack_3.JPG]]
->''Young Jack traveled the world with his father's archaeological expeditions. Now a globe-trotting treasure hunter and an accomplished archaeologist in his own right, "Monterey" follows in his father's footsteps, securing the treasures of ancient civilizations and lost cultures. But after discovering a silver pendant with a familiar symbol on it, Monterey must explore his own past. Years ago, his father was found murdered with the very same sigil carved in his forehead. The image has haunted Monterey's dreams ever since. But he's getting close. He won't stop until he solves the mystery of his father's murder... no matter what it takes. ''
Rogue-class investigator, who can only access level 0 cards of his own class, but can include unlimited number of level 1-5 and up to 5 level 0 Seeker cards.

to:

* BadassBookworm: Despite being an astronomer ([[SquishyWizard and not a physically strong one at that]]), Norman is willing to stand up against the {{Eldritch Abomination}}s as much as the other heroes.
* TheCassandra: No one believes him when he claims that six stars suddenly disappeared from the sky, all at once.
* ClockRoaches: Whatever he did, he attracted the attention of [[Literature/TheHoundsOfTindalos Hounds of Tindalos]], who now hunt for him for meddling
ArbitraryEquipmentRestriction: Starts with the space-time continuum. His (replacement) signature weakness, "The Vengeful Hound", hunts for him (and him specifically), and as long as it's engaged with him, he a fixed set of cards (most are Guardian-class), which she can't use any player cards replace once discarded. Most likely it was done to reveal or draw cards, effectively disabling his signature asset, "Split speed up your demise, [[ForegoneConclusion since the Angle".
* EarlyBirdCameo: Like several
prologue only ends with all investigators before him, he was originally released as a promotional character alongside a novella before becoming part being defeated]].
* BadassIsraeli: Former member
of [[{{UsefulNotes/IsraelisWithInfraredMissiles}} Haganah]].
* BigGuy: PlayedWith.
** She is closest the prologue team has to
a full expansion. He later served as template Guardian. She has the best Health and Combat stats in the team (comparable to Guardians), but pays for other it with [[GlassCannon the absolute worst Sanity in the game]], in a scenario which provides a lot of horror-based dangers.
** She may find clues by being attacked by a monster (whether she gets damaged or not), which adds additional benefits to acting like the team's "tank".
* CanineCompanion: Always starts with a "Guard Dog" Ally in play.
* CripplingOverspecialisation: All Prologue
investigators have 4-3-2-1 stat distribution, making them good at one specific thing, but worse at the others, with similar deckbuilding rules.
* MechanicallyUnusualFighter: The top card of his deck is always revealed, and he can play cards from there, at reduced cost. However, if it's a weakness, he must immediately draw it. Both his signature card, "Livre d'Eibon", and his personal weakness, "The Harbinger", also interact
one stat acting as their definitive weak point. Gavriella concentrates on fighting enemies head-on, but pays for it with this ability, providing him with more benefits, or disabling any interactions with the deck, respectively.
* ObviousRulePatch: Errata was released for Norman's promo card, which slightly tweaked the rulings for his deckbuilding specifically to address an issue with him interacting with low-level multiclass cards, which otherwise
having only 2 Intellect and 1 Agility, meaning she would consume limited slots for level 0 Mystic cards in his deck.
* OmniscientHero:
** He always plays with top card of his deck revealed (allowing him to know what he may expect).
** His replacement signature card, "Split the Angle", allows him to spend an action to reveal the top card of the encounter deck. He then may exhaust ''Split the Angle'' (and sacrifice the top card of his deck) to discard the top card of the encounter deck, potentially avoiding something nasty, like "Ancient Evils".
* SquishyWizard: He has high Willpower
not be a good clue-gatherer, and even higher Intellect, and eventually learns how she certainly won't be able to use powerful magic spells, but he's physically frail, resulting avoid enemies.
* GlassCannon: Just as she's tough
in his low Health, Combat, and especially Agility stats.
* TheStarsAreGoingOut: Being an astronomer, he was first to notice that stars were starting to disappear en masse; none of his colleagues believed him, leading Norman to try and find help elsewhere, resulting
she's weak in him joining Sanity, being the team.

!!Monterey Jack, the Archaeologist
only investigator to have it below 5.

!!Jerome Davids
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/jack_3.JPG]]
->''Young Jack traveled
org/pmwiki/pub/images/ahlcg_jerome.jpg]]
->''Jerome is Josef Meiger's personal assistant and secretary. He is a close friend of Josef's and is also an upstanding member of
the world Silver Twilight Lodge. He helps keep the Meiger estate's vast finances in order and manages Josef's time, which has become increasingly precious of late''.
Josef Meiger's personal assistant. Starts
with his father's archaeological expeditions. Now a globe-trotting treasure hunter and an accomplished archaeologist in his own right, "Monterey" follows in his father's footsteps, securing the treasures fixed set of ancient civilizations and lost cultures. But after discovering a silver pendant with a familiar symbol on it, Monterey must explore his own past. Years ago, his father was found murdered with the very same sigil carved in his forehead. The image has haunted Monterey's dreams ever since. But he's getting close. He won't stop until he solves the mystery of his father's murder... no matter what it takes. ''
Rogue-class investigator, who can only access level 0
cards of his own class, but can include unlimited number of level 1-5 and up to 5 level 0 Seeker cards.(most are Seeker-class).



* AdventurerArchaeologist: Monterey was never one of those archaeologists who work from the office; he's the man of action, who goes on the dangerous expeditions personally, ready to face--and survive--any dangers life can throw at him.
* EarlyBirdCameo: In a bit of futureproofing, he was mentioned several cycles back in the campaign guide for ''The Forgotten Age'' as one of the investigators who must take the role of the lead investigator if present at the start of the campaign.
* {{Expy}}: He's based on Franchise/IndianaJones, complete with a hat and a bullwhip.
* FragileSpeedster: With access to both Seeker and Rogue cards, very high Agility and an ability that rewards staying on the move, he's got the means and the incentive to zip around the map collecting clues and evading enemies, but his pitiful Sanity and Willpower combined with low Combat and limited combat options cause him to get crushed by any threat he can't outrun. His unique card, Trusty Bullwhip, somewhat compensates for it, allowing to fight using his Agility instead, and even evade the enemy after successful attack.
* TheLeader: If he is the part of the team during the ''Forgotten Age'' campaign, the campaign guide forces him into the position of lead investigator (if present, the other possible candidates are Leo Anderson or Ursula Dawns).

!!Lily Chen, the Martial Artist
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/lily_8.JPG]]
[[caption-width-right:225:''"I have been preparing to confront this evil for my entire life. My focus must be absolute".'']]
->''Chen Li speaks rarely. When she does, her words are measured and wise. After a lifetime of disciplined training, every gesture is graceful, uncluttered by hesitation. The monks who raised her said that she was born for a special purpose, to face a great evil. Now, they believe that evil is at hand, and she is the only one who can stop it.''
Mystic-class investigator, who can only access level 0 cards of her own class, but can include unlimited number of level 1-5 and up to 5 level 0 Guardian cards. She can't access any "Firearms" cards.

to:

* AdventurerArchaeologist: Monterey ActionSurvivor: He is Josef Meiger's personal assistant, and good at investigating, but lacks any combat skills.
* ArbitraryEquipmentRestriction: Starts with a fixed set of cards (most are Seeker-class), which he can't replace once discarded. Most likely it
was never one of those archaeologists who work from done to speed up your demise, [[ForegoneConclusion since the office; he's the man of action, who goes on the dangerous expeditions personally, ready to face--and survive--any dangers life can throw at him.
* EarlyBirdCameo: In a bit of futureproofing, he was mentioned several cycles back in the campaign guide for ''The Forgotten Age'' as one of the
prologue only ends with all investigators who must take the role of the lead investigator if present being defeated]].
* CripplingOverspecialisation: All Prologue investigators have 4-3-2-1 stat distribution, making them good at one specific thing, but worse
at the start of the campaign.
* {{Expy}}: He's based on Franchise/IndianaJones, complete
others, with one stat acting as their definitive weak point. Jerome is the best clue-gatherer, but he has the worst Combat (he's ''not'' a hat fighter), and a bullwhip.
just slightly better Willpower (meaning he would be hit hard by treacheries as well).
* FragileSpeedster: With access to both Seeker and Rogue cards, very high Has the second-highest Agility in the team--which is his only chance of survival if he ever gets caught, since he has abysmal Health and an ability that rewards staying on the move, he's got the means and the incentive to zip around the map collecting clues and evading enemies, but his pitiful Sanity and Willpower combined with low Combat stats, and limited combat options cause him no Weapons to get crushed by any threat he can't outrun. His unique card, Trusty Bullwhip, somewhat compensates for it, allowing to fight using his Agility instead, and even evade defend himself with.
* NonActionGuy: Jerome has ''the'' lowest Health in game, period (being
the enemy after successful attack.
* TheLeader: If he is the part of the team during the ''Forgotten Age'' campaign, the campaign guide forces him into the position of lead
only investigator (if present, to have it below 5). In combination with his poor stats (other than Intellect) and lack of Weapon options, he must avoid combat like fire.
* TheSmartGuy: He's closest
the other possible candidates are Leo Anderson or Ursula Dawns).

!!Lily Chen,
prologue team has to a Seeker. He also has the Martial Artist
best Intellect of the four.

!!Penny White
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/lily_8.JPG]]
[[caption-width-right:225:''"I have
org/pmwiki/pub/images/ahlcg_penny.jpg]]
->''Penny White is the Meiger estate's head housekeeper. She has
been preparing to confront this evil working in the Meiger estate for my entire life. My focus must be absolute".'']]
->''Chen Li speaks rarely. When
several years. Though she does, has only spoken with Josef a few times, his overly fastidious nature has kept her words are measured and wise. After a lifetime of disciplined training, every gesture is graceful, uncluttered by hesitation. The monks who raised her said that she was born for a special purpose, to face a great evil. Now, they believe that evil is at hand, and quite busy. Tonight, she is tasked with keeping the only one who can stop it.''
Mystic-class investigator, who can only access level 0
manor spotless, the food hot, and the hooch flowing''.
Josef Meiger's housekeeper. Starts with fixed set of
cards of her own class, but can include unlimited number of level 1-5 and up to 5 level 0 Guardian cards. She can't access any "Firearms" cards.(most are Survivor-class)



* AllAsiansKnowMartialArts: Not only is she one of the few investigators of an Asian ethnicity, she was also raised by kung-fu monks. Given that the Mythos is derived from 1920s pulps, this isn't much of a surprise.
* BigGuy: She has better Health than most Mystics, and has access to Guardian-class cards to increase her survivability and combat effectiveness even further.
* TheChosenOne: As per her backstory, she was raised by monks who thought her destiny was to fight against whatever horror the investigators oppose in a given campaign.
* DoesNotLikeGuns: Even as she dual-classes into Guardian, she can't use "Firearms", possibly due to her training as a martial artist. Bows and grenades are still valid, however.
* ItSucksToBeTheChosenOne: Her unique weakness, which forces her to either take damage and horror or flip her Discipline assets to their "broken" side, is titled "Burden of Destiny". The number of copies of this card increases as she learns more Disciplines.
* KungFuWizard: Literally; she was raised by monks, and is adept in both martial arts and magic, though she's better at the former rather than the latter.
* MagicKnight: She can access both Mystic and Guardian cards, and has good enough stats to succeed in both roles, though eventually she's likely to drop a large chunk of her magic completely, due to all her high-level cards belonging to the Guardian class.
* MechanicallyUnusualFighter: When creating her deck, she gets to choose from four different unique Discipline assets which boost one of her stats and provide her with a powerful ability, which has the cost of forcing her to flip the card over to its "broken" side, disabling it until specific conditions are met to turn it back. She can pick only one Discipline right away, but will gain another for every 15 experience points earned in total across the campaign.

!!Bob Jenkins, the Salesman
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/bob_0.JPG]]
->''According to Bob, the secret to success as a salesman is persistence. People just need to be told what it is that they want. Repeatedly. Recently, Bob came into possession of a handful of "cursed" golden coins, and he hopes the same persistence he so famously advocates will help him to uncover their origin and purpose. If he plays his cards right, maybe this will be his big score. Maybe he'll finally be able to retire and buy that boat he's had his eye on and spend the rest of his days fishing in a tropical paradise. Or maybe Bob will finally come to see all that glitters is not gold.''
Survivor-class investigator, who can only access level 0 cards of his own class, but can include unlimited number of level 1-5 and up to 5 level 0 Rogue cards.

to:

* AllAsiansKnowMartialArts: Not only is she one of ActionSurvivor: She's closest the few investigators of an Asian ethnicity, she was prologue team has to a Survivor. She also raised by kung-fu monks. Given that the Mythos is derived from 1920s pulps, this isn't much lacks any special skills or training, being just a humble maid.
* ArbitraryEquipmentRestriction: Starts with a fixed set
of a surprise.
* BigGuy: She has better Health than most Mystics, and has access to Guardian-class
cards to increase her survivability and combat effectiveness even further.
* TheChosenOne: As per her backstory, she was raised by monks who thought her destiny was to fight against whatever horror the investigators oppose in a given campaign.
* DoesNotLikeGuns: Even as she dual-classes into Guardian,
(most are Survivor-class), which she can't use "Firearms", possibly due replace once discarded. Most likely it was done to her training speed up your demise, [[ForegoneConclusion since the prologue only ends with all investigators being defeated]].
* CripplingOverspecialisation: All Prologue investigators have 4-3-2-1 stat distribution, making them good at one specific thing, but worse at the others, with one stat acting
as a martial artist. Bows and grenades are still valid, however.
* ItSucksToBeTheChosenOne: Her unique weakness, which forces her to either take damage and horror or flip her Discipline assets to
their "broken" side, definitive weak point. Penny has the best Willpower, making her the most resistant to treacheries, but has the worst Intellect stat, meaning that investigating normally is titled "Burden of Destiny". The number of copies of this card increases as usually not the best choice.
* JackOfAllTrades: Penny has no set "role" in the team, but can provide at least some help with any task, making her similar to a Survivor:
** She has the second-best Health and Combat stats after Gavriella. She also starts with two Knifes (one active and one in reserve), which, while weak, are the only Weapons at the team's disposal with no need for ammo (which her teammates ''can't'' re-obtain once it runs out).
** Penny has the lowest Intellect, but may use the "Flashlight" to slightly compensate for it, and automatically finds clues every time
she learns more Disciplines.
passes ''any'' skill check.
* KungFuWizard: Literally; she was raised by monks, and is adept in both martial arts and magic, though LuckBasedSearchTechnique: With her Intellect stat, she's better at the former rather than the latter.
* MagicKnight: She can access both Mystic and Guardian cards, and has good enough stats
unlikely to succeed in both roles, though eventually she's likely to drop a large chunk of her magic completely, due to all her high-level cards belonging to the Guardian class.
* MechanicallyUnusualFighter: When creating her deck,
find any clues while investigating, but she gets to choose from four different unique Discipline assets which boost one of her stats and provide her with a powerful ability, which has the cost of forcing her to flip the card over to its "broken" side, disabling it until specific conditions are met to turn it back. She can pick only one Discipline right away, but will gain another discovers them for every 15 experience points earned in total across the campaign.

!!Bob Jenkins, the Salesman
free whenever she succeeds at ''any'' skill check, regardless of type.

!!Valentino Rivas
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/bob_0.JPG]]
->''According to Bob, the secret to success as a salesman
org/pmwiki/pub/images/ahlcg_valentino.jpg]]
->''"Tino"
is persistence. People just need to be told what it is that they want. Repeatedly. Recently, Bob came into possession a wealthy philanthropist and one of tonight's most esteemed guests. The recipient of a handful fortuitous windfall, Valentino lives a life of "cursed" golden coins, luxury and recreation. Despite his wealth, he remains connected to his community, and he hopes the same persistence he so famously advocates will help him takes great joy in giving large sums of money to uncover their origin good causes''.
Josef Meiger's guest of honour
and purpose. If he plays his a well-known philanthropist. Starts with fixed set of cards right, maybe this will be his big score. Maybe he'll finally be able to retire and buy that boat he's had his eye on and spend the rest of his days fishing in a tropical paradise. Or maybe Bob will finally come to see all that glitters is not gold.''
Survivor-class investigator, who can only access level 0 cards of his own class, but can include unlimited number of level 1-5 and up to 5 level 0 Rogue cards.
(most are Rogue-class).



* GameplayAndStoryIntegration: He's a salesman; all his abilities are related to his career in one way or another:
** Bob has a bonus action specifically to play "Item" assets.
** Bob can ask another investigator in his location to reveal an "Item" asset in their hand, and pay the price for them, fully or partially. His signature asset, "Shrewd Dealings", further reinforces this mechanic, by allowing him to play "Items" more cheaply, and playing his own assets under control of the other investigators.
* {{Greed}}: It's the name of his unique weakness, which causes him to take horror if he isn't holding plenty of resources at the moment he draws it.
* OnlyInItForTheMoney: Most investigators might be putting their health and sanity on the line to save humanity, but for Bob it's all about making profit.
-->''You say the 'end of the world.' I hear 'business opportunity.' ''
* SupportPartyMember: His abilities let him pay for his allies' Item cards or even gift other investigators cards from his own deck. Guardians who rely on expensive Item assets to do their job are particularly happy to have him around.

to:

* GameplayAndStoryIntegration: He's a salesman; all ActionSurvivor: He lacks any special skills or training, and relies on his abilities natural savviness and sneakiness to survive.
* ArbitraryEquipmentRestriction: Starts with a fixed set of cards (most
are related to his career in one way or another:
** Bob has a bonus action specifically to play "Item" assets.
** Bob can ask another investigator in his location to reveal an "Item" asset in their hand, and pay the price for them, fully or partially. His signature asset, "Shrewd Dealings", further reinforces this mechanic, by allowing him to play "Items" more cheaply, and playing his own assets under control of the other investigators.
* {{Greed}}: It's the name of his unique weakness,
Rogue-class), which causes him to take horror if he isn't holding plenty of resources at the moment he draws it.
* OnlyInItForTheMoney:
can't replace once discarded. Most likely it was done to speed up your demise, [[ForegoneConclusion since the prologue only ends with all investigators might be putting being defeated]].
* CrimefightingWithCash: Starts with twice the normal amount of resources (especially noticeable since everyone else has ''less'' than normal at the start), and can spend them during skill checks to reduce
their health and sanity on the line to save humanity, but for Bob it's all about making profit.
-->''You say the 'end of the world.' I hear 'business opportunity.' ''
difficulty.
* SupportPartyMember: His abilities let him pay for his allies' Item cards or even gift other CripplingOverspecialisation: All Prologue investigators cards from his own deck. Guardians who rely on expensive Item assets to do have 4-3-2-1 stat distribution, making them good at one specific thing, but worse at the others, with one stat acting as their job are particularly happy definitive weak point. Valentino comes with good Agility and just slightly worse Intellect stats, but will be completely obliterated by Willpower-testing treacheries.
* FragileSpeedster: Valentino pays for his high Agility with low Health and low Combat. It's just not in his best interests
to have fight enemies directly.
* TheSneakyGuy: The closest the prologue team has to a Rogue. He has the highest Agility (4) and second highest Intellect (3), making
him around.a better fit for investigating than fighting.



[[folder: Introduced in ''The Scarlet Keys'' expansion]]
!!Carson Sinclair, the Butler
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/carson_sinclair.png]]
->''Carson Sinclair has served three generations of the Webb family in Arkham. Always proper, Carson watched with disapproval as his most recent employer, Hercule Webb, began bringing bizarre artifacts and profane tomes into the house, aided in these endeavors by Webb's business manager, Dupuis. When Mr. Webb was swallowed by a dimensional rift, no one believed Carson's description of the harrowing event. Carson has devoted himself to proving Dupuis's guilt, and to restoring the children as the rightful heirs to the Webb fortune.''
Guardian-class investigator. Can include up to 10 level 0-1 Seeker, Mystic or Survivor events/skills (he can only choose one extra class).

to:

[[folder: Introduced !Introduced in ''The Scarlet Keys'' expansion]]
!!Carson Sinclair,
Dream Eaters'' expansion
[[folder:Tommy Maldoon]]
!!Tommy Muldoon,
the Butler
Rookie Cop
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/carson_sinclair.org/pmwiki/pub/images/ahlcg_tommy2.png]]
->''Carson Sinclair has served three generations [[caption-width-right:225:''"Eyes up, Tommy".'']]
->''Most members
of the Webb Muldoon family are part of the Boston police force in Arkham. Always proper, Carson watched some way or another. Not long ago, the youngest Muldoon brother, Tommy, got his badge. Armed with disapproval as an eye for detail, fierce courage, and his most recent employer, Hercule Webb, began bringing trusty rifle, Becky, Tommy is dedicated to law enforcement... but when he was loaned out to the Sheriff's Department in Arkham, he found that he was not prepared for the bizarre artifacts and profane tomes into crimes cropping up in this strange town. Even so, whether the house, aided in these endeavors by Webb's business manager, Dupuis. When Mr. Webb was swallowed by crime scene is a dimensional rift, no one believed Carson's description of smoky speakeasy or a bloodstained altar, Tommy will not rest until he can bring the harrowing event. Carson has devoted himself culprit to proving Dupuis's guilt, and to restoring the children as the rightful heirs to the Webb fortune.''
justice''.
Guardian-class investigator. Can include up Has access to 10 level 0-1 Seeker, Mystic or Survivor events/skills (he can only choose one extra class).cards (up to level 2).



* BattleButler: {{Downplayed|Trope}}. While he's not very strong on his own, due to low stats, he can compensate for it with the tools the Guardians have access to, being able to stand his ground and protect his friends.
* ExtraTurn: His special ability allows him to trade his actions to the other players.
* MasterOfNone: He has no stat above 2, so he has to either rely on the other players, or stockpile cards which can boost his stats, and he's unlikely to be very strong in any particular field.
* MultiplayerOnlyItem: None of his abilities can be used on Carson himself (including his signature card), rendering them useless when playing in singleplayer.
* SupportPartyMember: All his abilities are related to supporting his team, while Carson himself isn't very strong, having no stats above 2.
** He [[ExtraTurn can spend actions to give extra actions to the other investigators]]; he has an extra action himself each turn specifically for that purpose.
** His signature card, "As you wish" skill, can ''only'' be assigned to the tests performed by the other investigators, giving them huge stat boost, and allowing to draw 1 card on success (on a failure, Carson draws it instead).
** His signature weakness, "Selfless to a Fault", actually ''punishes'' him for not committing cards to other players' tests, causing him horror if he ends the turn without helping anyone.
* UndyingLoyalty: His motivation to join the adventure is to help the children of his master, and prove his murderer's fault. ''Nothing'' would stop him at that.

!!Vincent Lee, the Doctor
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahtcg_vincent.png]]
[[caption-width-right:225:''"I will find the answers, even if it kills me."'']]
->''After the third or fourth mutilated body showed up during his time at St. Mary's Hospital in Arkham, Vincent Lee begun to suspect that these were not mere wild animal attacks. When a young man died screaming in his sleep from a burst heart, Vincent knew for a fact that dark times were ahead. Taking a leave of absence from his position at the hospital, he has set out to ease the suffering of those afflicted by the spreading chaos, hoping that the trail of bodies will lead him to the answers he craves.''
Seeker-class investigator. Has limited (only up to level 3) access to his own class, but has unlimited access to any Health-healing cards, regardless of class. He also may include up to 15 other Guardian and Survivor cards (up to level 1).

to:

* BattleButler: {{Downplayed|Trope}}. While he's ActionSurvivor: He is not very strong on his own, due to low stats, he can compensate experienced, but compensates for it this with the tools the Guardians have his savviness. He also has access to, being able to stand his ground and protect his friends.
Survivor-class cards.
* ExtraTurn: EarlyBirdCameo: His special ability allows him to trade his actions to dog version was amongst investigators in the ''Dogwich Legacy'' fake announcement. All other players.
* MasterOfNone: He has no stat above 2, so he has to either rely on
investigators were just "dogified" versions of pre-existing ''Arkham TCG'' investigators, but Tommy had perfectly new (and functional, even if described in the other players, or stockpile cards which can boost his stats, and he's unlikely to be very strong in any particular field.
* MultiplayerOnlyItem: None of his
silly way) abilities can be used on Carson himself (including his signature card), rendering them useless when playing in singleplayer.
* SupportPartyMember: All his abilities are related to supporting his team, while Carson himself isn't very strong, having no
and stats. Soon enough, he was amongst the first investigators announced for ''The Dream Eaters'' Cycle, with all the stats above 2.
** He [[ExtraTurn can spend actions to give extra actions to
and mechanics being intact.
* FamilyHonor: Many members of Muldoon family serve in
the other investigators]]; he has police, and Tommy is not an extra action himself each turn specifically for that purpose.
** His signature card, "As you wish" skill, can ''only'' be assigned to the tests performed by the
exception.
* HumanShield: Unlike
other investigators, giving them huge stat boost, he can afford to use his "Allies" to soak up damage; if they get defeated, he receives additional resources, which he can spend either on [[WeHaveReserves more "Allies"]], or [[MoreDakka to reload "Becky"]]; and allowing to draw 1 card on success (on a failure, Carson draws it instead).
** His
instead of being discarded, they are shuffled back into his deck (they don't "die", they just retreat). But he must be careful, since his signature weakness, "Selfless to a Fault", actually ''punishes'' if drawn, forces him for not committing cards to discard '''all''' assets with damage on them.
* ICallItVera: Calls his rifle "Becky".
* OfficerOHara: Like the majority of
other players' tests, causing him horror if he ends Boston cops at the turn without helping anyone.
* UndyingLoyalty: His motivation to join
time, he is of Irish descent.
[[/folder]]

[[folder:Mandy Thompson]]
!!Mandy Thompson,
the adventure is to help the children of his master, and prove his murderer's fault. ''Nothing'' would stop him at that.

!!Vincent Lee, the Doctor
Researcher
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahtcg_vincent.org/pmwiki/pub/images/ahlcg_mandy2.png]]
[[caption-width-right:225:''"I will find ->''Ever since she was a child, Mandy would read whenever she could not sleep. Such has been the answers, even if it kills me."'']]
->''After
case on many nights. Her remarkable memory and ability to correlate facts have landed her a highly valued job as a researcher for Miskatonic University. She has spent hours poring over the third or fourth mutilated body showed profane pages of ancient, forbidden texts. In doing so, she has discovered a pattern indicating an impending cataclysm. Has paranoia finally caught up during his time at St. Mary's Hospital in Arkham, Vincent Lee begun to suspect that these were not mere wild animal attacks. When her? Or is a young man died screaming in his sleep from a burst heart, Vincent knew for a fact that dark times were ahead. Taking a leave disaster of absence from his position at truly epic proportions on the hospital, he has set out to ease the suffering of those afflicted by the spreading chaos, hoping that the trail of bodies will lead him to the answers he craves.''
horizon?''
Seeker-class investigator. Has limited (only up to level 3) access to his own class, but has unlimited access to any Health-healing cards, regardless of class. He also may Can include up to 15 other Guardian and 10 level 0-1 Rogue, Mystic or Survivor cards (up to level 1).events/skills (she can only choose one extra class).



* CombatMedic: He's the team's designated medic, who also can stand his ground in a fight (and has some Guardian-class tools to do so), though he wouldn't replace actual Guardians. He can even use his "Bonesaw" as a Weapon, gaining much-needed bonus to Combat ([[CastFromHitpoints and can sacrifice a point of health for extra damage]]).
* CripplingOverspecialisation: He can't access high-level cards of any class (including his own, where he is restricted to level 3), unless they contain words "[[ExactWords heals damage]]", though he can access some cards of Guardian and Survivor classes (up to level 1).
* ExactWords: As clarified in the FAQ, he can include cards in his deck as long as they contain words "heals damage", even if it means they heal it on themselves.
* GeniusBruiser: He has access to both Seeker and Guardian cards, and has both great Health and above-average (for his class) Combat, while still having good Intellect. However, he faces the typical problem the Guardians tend to have (high Health, low Sanity), making him highly vulnerable to horror-based attacks, and he can't even hit hard enough to qualify as GlassCannon.
* HarmfulHealing: Once per game, he can use his "Bonesaw" to heal up to 5 damage at once from any investigator, but must then pass hard Intellect test, or cause that investigator a physical trauma (which causes ''permanent'' damage and can kill the investigator if too many traumas gets accumulated).
* HeroicBSOD: Vincent's signature weakness, "Innocent Bystander", acts like a (slotless) Ally card which enters play with most of its health missing, and receives further damage whenever Vincent suffers some (excluding direct damage). It can be cured, and leaves play if Vincent does so, but if it actually runs out of health, Vincent suffers a mental trauma, for letting his patient die.
* SupportPartyMember: Whenever he heals damage from any investigator, he also provides them with a copy of "On the Mend" Skill, which acts as a free stats boost. The amount of such cards is equal to the number of players.

!!Kymani Jones, the Security Consultant
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahtcg_kymani.png]]
[[caption-width-right:225:''"This doesn't belong to you."'']]
->''When the Talno artifacts went missing from the Miskatonic Museum, Kymani was hired to assess the museum's liability. Of course, Kymani already knew who the thief was -- it had been their own heist, all along. But Kymani had no interest in selling the relics. As far as Kymani was concerned, they weren't the one who ''really'' stole them. No; Kymani had sent the historical artifacts back home, where they truly belonged. The museum and the insurance company see only a villain to catch, but Kymani is faster, smarter, and better.''
Rogue-class investigator. Can access Tool cards of any class (up to level 4).

to:

* CombatMedic: He's the team's designated medic, who also can stand his ground in a fight (and has some Guardian-class tools to do so), though he wouldn't replace actual Guardians. He can even use his "Bonesaw" as a Weapon, gaining much-needed bonus to Combat ([[CastFromHitpoints and can sacrifice a point of health for extra damage]]).
* CripplingOverspecialisation: He can't access high-level cards of any class (including his own, where he is restricted to level 3), unless they contain words "[[ExactWords heals damage]]", though he {{Downplayed|Trope}}. She can access some cards of Guardian and up to 10 Rogue, Mystic or Survivor classes (up to level 1).
* ExactWords: As clarified in
0-1 cards, but only events or skills, not assets, and she must choose only ''one'' secondary class at the FAQ, he can include cards in his deck as long as they contain words "heals damage", even if it means they heal it on themselves.
* GeniusBruiser: He has access
creation, making other two unavailable. This limit becomes more noticeable when using an increased deck size, due to both sheer difference between number of Seeker and Guardian cards, and has both great Health and above-average (for his class) Combat, while still having good Intellect. However, he faces the typical problem the Guardians tend to have (high Health, low Sanity), making him highly vulnerable to horror-based attacks, and he can't even hit hard enough to qualify as GlassCannon.
non-Seeker cards.
* HarmfulHealing: Once per game, he can use his "Bonesaw" to heal up to 5 damage at once from any investigator, but must then pass hard Intellect test, or cause that investigator a physical trauma (which causes ''permanent'' damage and can kill the investigator if too many traumas gets accumulated).
* HeroicBSOD: Vincent's
GoMadFromTheRevelation: Her signature weakness, "Innocent Bystander", acts like a (slotless) Ally "Shocking Discovery". If she finds this card which enters play during a search action, not only this action (and all related effects) is cancelled, she is also forced to draw an encounter card.
* MechanicallyUnusualFighter: Before the start of campaign, she may choose her deck size. Apart from the usual 30-card deck, she can also construct 40- or 50-card decks; when playing
with most of its health missing, and increased decks, she receives further damage whenever Vincent suffers some (excluding direct damage). It can be cured, additional copies of her signature card, "Occult Evidence", which allows her to find clues for free as long as she grabs it during "Search" effects.
* SquishyWizard: Even by Seekers standards; she has only 5 Health
and leaves play if Vincent does so, but if it actually runs out of health, Vincent suffers a mental trauma, for letting his patient die.
1 Combat, making her chances at prolonged combat...slim at best.
* SupportPartyMember: Whenever he heals damage from any investigator, he also provides them Her ability helps other investigators with a copy of "On searching their decks for specific cards.
[[/folder]]

[[folder:Tony Morgan]]
!!Tony Morgan,
the Mend" Skill, which acts as a free stats boost. The amount of such cards is equal to the number of players.

!!Kymani Jones, the Security Consultant
Bounty Hunter
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahtcg_kymani.png]]
[[caption-width-right:225:''"This doesn't belong to you."'']]
->''When
org/pmwiki/pub/images/ahlcg_tony.png]]
[[caption-width-right:225:''"When I find that beast, I'll put it down for good".'']]
->''Tony's tracked down low-life scum in every lousy corner of
the Talno artifacts went missing from world, but nothing could have prepared him for the Miskatonic Museum, Kymani thing he killed in Innsmouth. It had the form of a man, more or less, but it was hired to assess covered in loathsome scales and slime, like some horrid creature of the museum's liability. Of course, Kymani already knew who deep. It stank of salt water, rotten fish, and blood. He should've let it go when it dove into the thief was -- it had been their own heist, all along. But Kymani had no interest in selling the relics. As far as Kymani was concerned, they weren't the one who ''really'' stole them. No; Kymani had sent the historical artifacts back home, where they truly belonged. The museum river, but he'd never let a bounty escape before, and the insurance company see only a villain he wasn't about to catch, but Kymani start then. Ever since, he's found a new kind of dirtbag to hunt. Ordinary mobster or otherworldly monster, Tony will take it down... if someone is faster, smarter, and better.''
willing to pay him for it''.
Rogue-class investigator. Can access Tool cards of any class (up include up to 10 level 4).0-1 Guardian, Seeker or Survivor events/skills (he can only choose one extra class).



* FragileSpeedster: {{Downplayed|Trope}}. While Kymani has high Health, they lack Combat to actually fight without proper preparations (basic Combat is only 2); not to mention that some enemies target Sanity instead. Instead, they have great Agility (one of the few characters to have basic 5 Agility) and have an additional ability which allows them to discard exhausted enemies when evading them again.
* GrapplingHookPistol: Fitting for a thief, Kymani uses a Grappling Hook as their signature asset, which allows (without risks of attacks of opportunity) to engage, move, evade or investigate; when performing the latter, they also uses their Agility instead of Intellect, which is much higher by default, and much easier to boost given that they're Rogue.
* IronicName: Their family name is Jones, but instead of [[Franchise/IndianaJones looking to bring artifacts to foreign museums]], they instead ''extricate'' artifacts from there.
* JustifiedCriminal: Kymani is a thief, but the reason why they steal relics isn't for profit; they return them to the original lands where they belong, seeing the ones who originally put them into museums as "thieves" instead.
* MechanicallyUnusualFighter: Kymani gains a bonus (based on their Intellect) when evading exhausted enemies; if they succeed, they automatically discard those enemies (but not defeat, so no free victory points, for example). They have free action ability specifically to engage such enemies. This ability has much less chance to work on their signature weakness, Agent Fletcher, as he prevents Kymani from gaining Intellect-based bonuses during Evasion.
* TwoferTokenMinority: Jamaican and non-binary.

!!Amina Zidane, the Operator
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/amina_zidane.png]]
[[caption-width-right:225:''"What is it trying to tell me?"'']]
->''A refugee from French-occupied Algeria, Amina arrived in Arkham with nothing more than she could carry. Six years later, Amina's sharp mind and technical skill placed her at the switchboard for the Miskatonic Valley Telephone Company. Soon after, she began to catch snippets of something strange while at work - distorted words in an unrecognizable language, out-of-place noises, calls that connected to nowhere at all and dropped almost immediately. As the phantom calls grew in frequency, Amina sought answers. She found the right extension, connected to the line, and listened in. Despite not understanding a word of the alien language on the other side, she could tell the eldritch words held real power.''
Mystic-class investigator. Can access Charm cards of any class (up to level 4).

to:

* FragileSpeedster: ArchEnemy: His signature weakness is one particularly sneaky [[Literature/TheShadowOverInnsmouth Deep One]], which he keeps pursuing. Main problem with it is that it enters play with 1 Doom on it.
* BigGuy: Has 9 Health, and he is one of the few investigators with 5 Combat. He also can use some of the Guardian-class cards.
* BountyHunter: The game explicitly calls him bounty hunter. [[GameplayAndStoryIntegration This also works as his signature mechanic]], allowing him to receive resources as reward for hunting monsters. The harder the target, the bigger the reward is. Number of bounties available is limited (6 by default), may only be restored either through use of his signature "Weapon" or through his Elder Sign, and he only completes them if he deals killing blow [[KillSteal personally]].
* CripplingOverspecialisation:
{{Downplayed|Trope}}. While Kymani has high Health, they lack Combat He can access up to actually fight without proper preparations (basic Combat is 10 Guardian, Seeker or Survivor level 0-1 cards, but only 2); events or skills, not to mention that some enemies target Sanity instead. Instead, they have great Agility (one of assets, and he must choose only ''one'' secondary class at the few characters to have basic 5 Agility) and have an deck creation, making other two unavailable.
* GunsAkimbo: Has two "Colt" revolvers. Whenever he uses one of them, he can use second copy from his "hand" with no
additional ability which allows them cost.
* KillSteal: Tony only gets reward if he kills the target personally; this may come up as a problem if he's no the only fighter in the team: if somebody tries
to discard exhausted enemies when evading them again.
"[[UnwantedAssistance help]]", it would waste (limited) bounties.
* GrapplingHookPistol: Fitting MightyGlacier: He has one of the best Health (9) and Combat (5) in the game, let alone amongst Rogues, but compensates for a thief, Kymani uses a Grappling Hook as their signature asset, which allows (without risks of attacks of opportunity) to engage, move, evade or investigate; when performing the latter, they also uses their it with low Agility instead of Intellect, (2)--second worst in the class.
* NominalHero: His main motivation is to [[OnlyInItForTheMoney get paid]], and, maybe, hunt down [[ArchEnemy that Deep One
which just keeps running away]]. The job also involving saving the world is much higher by default, and much easier to boost given that a coincidence.
* PunchClockHero: He is OnlyInItForTheMoney. And maybe revenge on the [[ArchEnemy Deep One]]. Otherwise, he couldn't care less about common goals or his teammates.
* RevolversAreJustBetter: He is armed with dual "Colt" revolvers; unlike other dual weapons in the game, they are presented as separate cards (meaning they can be used either separately or [[GunsAkimbo together]]. Besides this,
they're Rogue.
* IronicName: Their family name is Jones, but instead of [[Franchise/IndianaJones looking
also integral to bring artifacts to foreign museums]], they instead ''extricate'' artifacts from there.
* JustifiedCriminal: Kymani is a thief, but the reason why they steal relics isn't for profit; they return them to the original lands where they belong, seeing the ones who originally put them into museums as "thieves" instead.
* MechanicallyUnusualFighter: Kymani gains a bonus (based on their Intellect) when evading exhausted enemies; if they succeed, they automatically discard those enemies (but not defeat, so no free victory points, for example). They have free action ability specifically to engage such enemies. This ability has much less chance to work on their
his signature weakness, Agent Fletcher, as he prevents Kymani from gaining Intellect-based bonuses during Evasion.
* TwoferTokenMinority: Jamaican and non-binary.

!!Amina Zidane,
ability: using them to kill enemies is the Operator
only way to receive additional bounties, besides his Elder Sign effect.
* TokenEvilTeammate: One of the few outright criminals amongst (mostly heroic) investigators, even if he's usually bringing in [[PayEvilUntoEvil more dangerous criminals]].
[[/folder]]

[[folder:Luke Robinson]]
!!Luke Robinson, the Dreamer
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/amina_zidane.org/pmwiki/pub/images/ahlcg_luke2.png]]
[[caption-width-right:225:''"What is it trying [[caption-width-right:225:''"The key to tell me?"'']]
->''A refugee from French-occupied Algeria, Amina arrived in Arkham with nothing more than she could carry. Six
the Dreamlands lies within us all".'']]
->''It was many
years later, Amina's sharp mind ago when Luke discovered the entrance to the Dreamlands. Through the gift of an unusual box his uncle had left him, he learned of a way to travel to and technical skill placed her at from the switchboard for Gates of Sleep. He has since spent his the Miskatonic Valley Telephone Company. Soon after, she began majority of his days wandering the land of dreams in search of adventure. From the streets of Celephaïs to catch snippets the Enchanted Wood with its endless mysteries he wanders, unraveling the secrets of the land and of the myriad dreamers who reside there. Now an ancient chaos threatens to annihilate not only the waking world but the world of his dreams as well. This is something strange while at work - distorted words in an unrecognizable language, out-of-place noises, calls that connected to nowhere at all and dropped almost immediately. As the phantom calls grew in frequency, Amina sought answers. She found the right extension, connected to the line, and listened in. Despite not understanding a word of the alien language on the other side, she could tell the eldritch words held real power.''
Luke cannot allow''.
Mystic-class investigator. Can Has access Charm to Seeker cards of any class (up to level 4).2).



* JackOfAllStats: All her stats are average (including Willpower). She has to rely on her Doom-manipulating mechanics to make things done. {{Justified|Trope}} as she has neither prior training nor knowledge of the arcane; she got involved with the occult essentially by accident.
* MechanicallyUnusualFighter: She's the only investigator, even amongst Mystics, who can put Doom on her assets directly (and not as effect of the other cards). In addition, her Elder Sign allows her to ''remove'' Doom from the cards, and not just hers, but any cards in her location.
* PowerAtAPrice: To even greater degree than other Mystics. All her abilities are built upon accumulating Doom on her cards for various boons, like playing them "for free". Fortunately, her Elder Sign ability allows to move all Doom from any of her cards to another card at her location, even if it's not hers (like the enemies). As with any Doom, it takes away the [[TimedMission time the team has to finish their goal]], and her signature weakness, "Deafening Silence", may move some Doom from her cards straight to the current Agenda, making it permanent.
* TokenMinority: She's an Algerian refugee.

!!Darrell Simmons, the Photographer
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahtcg_darrell.png]]
[[caption-width-right:225:''The truth is darker than any of us know.'']]
->''Even while growing up in Arkham, Darrell always knew that there something not quite right about the strange little town. After graduating from high school, he went to work for the ''Arkham Advertiser'' as a photographer, and in the years since, he's scoured every inch of the city. But on one fateful night, he saw something truly indescribable -- a horror that shook his world to the core. His editor says he was just seeing things, but he knows the truth. With his trusty camera in tow, he would not rest until he has captured photographic evidence of the horrors that dwell in the shadows of his hometown and beyond. Just one good shot is all he needs.''
Survivor-class investigator. Has access to Seeker cards (up to level 2).

to:

* JackOfAllStats: All her stats are average (including Willpower). She has {{Dreamland}}:
** Being an experienced Dreamer, if Luke is presented during ''The Dream Quest'' campaign, intros for several scenarios will change,
to rely on her Doom-manipulating mechanics reflect that this isn't his first time in the Dreamlands.
** His signature card, "Gate Box", allows him
to make things done. {{Justified|Trope}} as she has neither prior training nor knowledge escape into [[PocketDimension a secluded part of the arcane; she got involved with the occult essentially by accident.
* MechanicallyUnusualFighter: She's the only investigator, even amongst Mystics, who can put Doom on her assets directly (and not as effect of the other cards). In addition, her Elder Sign allows her to ''remove'' Doom from the cards, and not just hers, but any cards in her location.
* PowerAtAPrice: To even greater degree than other Mystics. All her abilities are built upon accumulating Doom on her cards
Dreamlands]], for various boons, like playing them "for free". Fortunately, her Elder Sign ability allows to move all Doom from any of her cards to another card at her location, even if it's not hers (like the enemies). As with any Doom, it takes away the [[TimedMission time the team has to finish their goal]], and her purposes. His signature weakness, "Deafening Silence", however, traps him there.
* LongRangeFighter: He can use one event per turn as if he's in a connecting location and engaged with each enemy in it. When combined with the "Gate Box", it means he can interact with ''any'' location.
* PocketDimension: His signature card, the "Gate Box", forms a portal (called "Dream-Gate") Luke
may move use to gain shelter from monsters until the end of round, while also being able to interact with the other locations, or even moving there. However, if his weakness, "Detached from Reality", kicks in, the portal becomes malevolent, trapping Luke there and forcing him to quickly investigate a high-shroud location or suffer horror.
* TheSmartGuy: {{Downplayed|Trope}}; while he has average Intellect, he has access to Seeker cards, and can use
some Doom from her of the Mystic cards straight to replace Intellect with Willpower during Investigate actions; this makes him a potential choice for the current Agenda, making it permanent.
* TokenMinority: She's an Algerian refugee.

!!Darrell Simmons,
team's clue-searcher: fitting, as the Photographer
expansion he's introduced in takes place in the Dreamlands, which he knows better than anyone else.
* SquishyWizard: One of the squishiest in the game; he only has 5 Health and unimpressive Combat and Agility, meaning his first close combat may very well become his last.
[[/folder]]

[[folder:Patrice Hathaway]]
!!Patrice Hathaway, the Violinist
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahtcg_darrell.png]]
[[caption-width-right:225:''The truth is darker than any
org/pmwiki/pub/images/ahlcg_patrice2.png]]
->''All her life, Patrice has lived for music. The soaring sonatas, the graceful arias, and the booming marches have always been her closest companions. But sometimes when she plays, she can sense some alien intelligence at the edge
of us know.'']]
->''Even while
her awareness. Something that watches her and waits. Something that hungers. The presence has been growing up over the last month and her increasing nervousness is starting to spoil her ability to play the violin. That's not something she can tolerate. After her last concert at the Ward Theatre in Arkham, Darrell always knew that there something not quite right about the strange little town. After graduating from high school, he went she finally decided to work for the ''Arkham Advertiser'' as a photographer, and in the years since, he's scoured every inch of the city. But on one fateful night, he saw something truly indescribable -- a horror that shook his world to the core. His editor says he was just seeing things, but he knows the truth. With his trusty camera in tow, he would not rest until he has captured photographic evidence of the horrors that dwell in the shadows of his hometown and beyond. Just one good shot is all he needs.''
take action''.
Survivor-class investigator. Has access to Seeker Mystic cards (up to level 2).



* EarlyBirdCameo: He was portrayed on several cards long before becoming playable.
* GoingForTheBigScoop: He actively risks his life to gather information. Fittingly, his main class is Survivor, with access to Seeker cards.
* IntrepidReporter: Darrel knows that something strange is going on, and believes that it's up to him to uncover the truth. Armed with his trusty camera, he goes on the quest to reveal it -- or die trying.
* TheSmartGuy: He's the only Survivor to have 5 Intellect, and has access to some Seeker cards to put it to good use. However, all the other stats are average or below.
* WeNeedToGetProof: Presented in both his backstory and actual gameplay:
** Finding some evidences of the supernatural activities is his motivation to join the quest.
** His signature card, "Darrell's Kodak", allows to put some resources on enemies and treacheries, as "evidences", and then gather them when he finds clues in their location and puts on his assets. He can then spend them to decrease the difficulty of his tests (compensating for weak stats). He should take care to keep at least some in reserve, though: his signature weakness, "Ruined Film", forces him to remove 4 evidences from his cards, and punishes with Horror for inability to do so, taking up to half of his Sanity supply in one hit at max power: failing to bring back proof may as well spell doom on him and his career.

!!Charlie Kane, the Politician
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/charliekane.JPG]]
[[caption-width-right:225:''"It can be arranged. It's just a matter of acceptable terms."'']]
->''Charlie Kane promised the people of Arkham a safer future. He made a lot of promises--lower taxes, better schools, less crime. It was part of the job, after all. And although he sometimes had to do things he wasn't proud of, Charlie always did work for the greater good. So when he started hearing the reports, he put the people first. Of course, he couldn't tell anyone. Widespread panic would not serve the public good. Besides, who'd believe him? Still, Charlie has always had connections in town. So he made a few calls, put a task force together, and went to work.''
Neutral-class investigator who can take level 0-5 Ally cards from any class, any Neutral cards and cards level 0-2 from any two classes chosen at deck creation.

to:

* EarlyBirdCameo: He was portrayed on several cards long before becoming playable.
* GoingForTheBigScoop: He actively risks his life
ActionSurvivor: She's not a trained mage, all her powers are related to gather information. her magic violin, and without it, she's just a normal musician. Fittingly, his main class is Survivor, with access to Seeker cards.
* IntrepidReporter: Darrel knows that something strange is going on, and believes that it's up to him to uncover the truth. Armed with his trusty camera, he goes on the quest to reveal it -- or die trying.
* TheSmartGuy: He's the only
she's classified as a Survivor rather than a Mystic, and her card pool reflects it.
* CursedWithAwesome: Her violin is connected
to a certain hostile EldritchAbomination, which can (and will) attack her if given a chance, but its magic also allows her to help her teammates in their world-saving quest.
* DifficultButAwesome: Her unique gimmick means she can't form a stable hand and plan around it, but also that she can rotate her deck very quickly (even more quickly if she puts assets in play, since they're now removed from the card rotation), accessing certain cards much more often than she would
have 5 Intellect, and otherwise. However, fast rotation also means more issues with managing horror (each time deck resets, investigator takes 1 horror).
* MagicMusic: She can use her violin to allow any investigator to draw cards or acquire resources. She also
has access to some Seeker Mystic cards.
* MasterOfNone: {{Downplayed|Trope}}. She has 4 Willpower, but only 2 in every other stat; since most Willpower-based
cards belong to put it to good use. However, all the other stats are average or below.
Mystic class, from which she can't use high-level ones, the usefulness of having high Willpower stat gets somewhat limited.
* WeNeedToGetProof: Presented in both his backstory and actual gameplay:
** Finding some evidences
MechanicallyUnusualFighter: She has a lower maximum hand size (5 instead of the supernatural activities is his motivation to join normal 8), and during the quest.
** His signature card, "Darrell's Kodak", allows
Upkeep phase, she discards all non-weakness cards from her hand, drawing a new set of 5.
* SquishyWizard: Has access
to put some Mystic cards and has a high Willpower stat, but she is neither durable nor powerful nor fast, meaning it's not in her best interest to fight monsters directly.
* SupportPartyMember: She can allow any investigator to draw additional cards or
resources on enemies and treacheries, as "evidences", and then gather them when he finds clues by discarding her own cards.
[[/folder]]

!Introduced
in their location and puts on his assets. He can then spend them to decrease the difficulty of his tests (compensating for weak stats). He should take care to keep at least some in reserve, though: his signature weakness, "Ruined Film", forces him to remove 4 evidences from his cards, and punishes with Horror for inability to do so, taking up to half of his Sanity supply in one hit at max power: failing to bring back proof may as well spell doom on him and his career.

!!Charlie Kane, the Politician
''The Innsmouth Conspiracy'' expansion
[[folder:Sister Mary]]
!!Sister Mary, The Nun
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/charliekane.JPG]]
[[caption-width-right:225:''"It can be arranged. It's just a matter of acceptable terms."'']]
->''Charlie Kane promised the people of Arkham a safer future. He made a lot of promises--lower taxes, better schools, less crime. It was part
org/pmwiki/pub/images/ahlcg_mary.jpg]]
[[caption-width-right:225:''"The Lord watches over my path. I am armored in faith".'']]
->''The more Sister Mary learns
of the job, after all. And although he strange and arcane forces that sometimes had manifest in this world, the more certain she is that she has been set upon a path to do ward off these forces and protect the innocent wherever possible. Armed only with the trappings of her church and an unshakable faith, Sister Mary seeks out every supernatural threat she hears of through her fellow priests and nuns. Other members of her church may dismiss such things he wasn't proud of, Charlie always did work for as medieval nonsense, but Sister Mary knows the greater good. So when he started hearing real evils that exist in the reports, he put the people first. Of course, he couldn't tell anyone. Widespread panic would not serve the public good. Besides, who'd believe him? Still, Charlie has always had connections in town. So he made a few calls, put a task force together, shadows - and went she knows that if such evils are left unchecked, they will bring ruin and horror to work.all of creation.''
Neutral-class investigator who can take Guardian-class investigators. Has access to Mystic cards (up to level 0-5 Ally cards from any class, any Neutral cards and cards level 0-2 from any two classes chosen at deck creation.2).



* ActionPolitician: {{Downplayed|Trope}}. While he does put himself in harm's way for the sake of Arkham, he is almost helpless without his Allies. His backstory also implies that he only chooses to involve himself personally in the investigation because going public with his findings would either cause mass panic or have him thrown into the loony bin.
* CripplingOverspecialisation: Charlie is entirely dependant on his Allies (and has all his abilities associated with them), and becomes extremely weak and vulnerable if he loses them. Naturally, his signature weakness, "Burden of Leadership", targets them, by forcing him either exhaust them (losing access to their benefits for a turn) or deal direct damage and horror to them.
* EarlyBirdCameo: Charlie was originally portrayed on the "Charisma" asset (by itself a neutral card), introduced in the ''Dunwich Legacy'' expansion (and later copied into the second edition of the Core).
* GameplayAndStoryIntegration: As a portly elderly politician, Charlie isn't well-suited to combat the eldritch forces on his own, but he is able to call on his connections to get things done, represented by the skill boosts he gets from his Ally cards.
* ItemCaddy: His playstyle is entirely built around amassing large number of Allies, gaining stat bonuses from them. For that, he's given unrestricted access to any such cards, and three additional "Ally" slots, as well as a set of abilities dedicated to always keeping them ready.
* JackOfAllStats: Charlie Kane has poor stats on his own (all at flat "1"), but can easily boost them by exhausting his Allies with matching skill icons. As he has highly increased limit on how many Allies he can field at once (up to 4 by default, up to 8 with both "Charisma" cards), he can easily amass the little army which would cover for his weak points. But he's unlikely to surpass the more specialised investigators, who have high stats ''and'' can use high-level cards.
* MagikarpPower: Charlie only starts shining when he gathers up his team, and puts all those Allies in play; before then, he has to somehow stay afloat with his abysmal basic stats.
* MechanicallyUnusualFighter: In addition to being a Neutral investigator who essentially gets to choose his class when creating his deck, he's a got a flat "1" in every single stat and a special ability that lets him boost his skill values during tests by exhausting Ally cards (for which he has 4 slots by default) with icons matching the skill being tested. His massive card pool and his unique approach to passing skill tests mean he needs to be built in a way that's entirely different from any other investigator.
* ShoutOut: He's named after Charles Foster Kane from ''Film/CitizenKane'', who's also a politician.
* SleazyPolitician: {{Subverted|Trope}}. He looks like the very image of a [[FatBastard fat]], [[GoodSmokingEvilSmoking cigar-chomping]] career politician and he isn't above employing underhanded methods to get ahead, but his ultimate aim is to serve and protect Arkham's residents.

to:

* ActionPolitician: {{Downplayed|Trope}}. While he does put himself in harm's way for the sake of Arkham, he is almost helpless without his Allies. His backstory also implies that he only chooses to involve himself personally in the investigation because going public with his findings would either cause mass panic or have him thrown into the loony bin.
* CripplingOverspecialisation: Charlie is entirely dependant on his Allies (and has all his abilities associated with them), and becomes extremely weak and vulnerable if he loses them. Naturally, his
CrisisOfFaith: At times, her faith takes heavy blowws; when her signature weakness, "Burden "Crisis of Leadership", targets them, by forcing him Faith", enters play, she must either exhaust them (losing access replace all "Blessed" tokens with "Cursed" ones (putting her whole team's work at risk), or suffer (potentially fatal) horror.
* FragileSpeedster: {{Downplayed|Trope}}; compared
to their benefits for other Guardians, she has decent Agility (3, instead of the usual 2), giving her an adequate chance to escape unneeded combat--which may end not that well, considering her low Health.
* GlassCannon: PlayedWith. She has ''very'' low Health (only 5). While, being
a turn) or deal direct damage Guardian, she has some good options to soak up damage, putting those in play requires time and resources. But on the bright side, she has very high Sanity (9), so against the enemies dealing horror to them.
* EarlyBirdCameo: Charlie was originally portrayed on the "Charisma" asset (by itself a neutral card), introduced in the ''Dunwich Legacy'' expansion (and later copied into the second edition
instead of the Core).
* GameplayAndStoryIntegration: As a portly elderly politician, Charlie isn't well-suited to combat the eldritch forces on his own,
damage, she would be ''more'' resilient than average Guardians. She has average Combat (lower than most other Guardians), but it's less of issue due to sheer amount of combat-oriented cards he is able to call on his connections to get things done, represented by the skill boosts he gets from his Ally cards.
class has.
* ItemCaddy: His playstyle is entirely built around amassing large number of Allies, gaining stat bonuses from them. For that, he's given unrestricted access to any such cards, and three HoistByHisOwnPetard: She can add additional "Ally" slots, as well as a set of abilities dedicated "Blessed" tokens into chaos pool each round. If she then draws her signature weakness, all these tokens will revert to always keeping them ready.
* JackOfAllStats: Charlie Kane has poor stats on his own (all at flat "1"), but can easily boost them by exhausting his Allies with matching skill icons. As he has highly increased limit on how many Allies he can field at once (up to 4 by default, up to 8 with both "Charisma" cards), he can easily amass
"Cursed" ones, potentially making the little army which would cover for his weak points. But he's unlikely to surpass situation worse than if she never bothered.
* LuckManipulationMechanic: She is
the more specialised investigators, who have high stats ''and'' can use high-level cards.
* MagikarpPower: Charlie
only starts shining when he gathers up his team, and puts all those Allies in play; before then, he has to somehow stay afloat with his abysmal basic stats.
* MechanicallyUnusualFighter: In addition to being a Neutral
investigator who essentially gets to choose his class when creating his deck, he's a got a flat "1" in every single stat and a special ability that lets him boost his skill values during tests by exhausting Ally cards (for which he has 4 slots by default) with icons matching can directly add "Blessed" tokens without the skill being tested. His massive card pool and his unique approach to passing skill tests mean he needs to be built in a way that's entirely different from any use of other investigator.
cards.
* ShoutOut: He's named after Charles Foster Kane from ''Film/CitizenKane'', who's also MagicKnight: She is a politician.
Guardian who can use Mystic cards, and has good Willpower and at least decent Combat.
* SleazyPolitician: {{Subverted|Trope}}. He looks like SadisticChoice: Her signature weakness, "Crisis of Faith", forces her to either revert "Blessed" tokens in the very image of a [[FatBastard fat]], [[GoodSmokingEvilSmoking cigar-chomping]] career politician pool to "Cursed" ones (endangering her and he isn't above employing underhanded methods her friends), or suffer massive, potentially fatal, horror to get ahead, but his ultimate aim is preserve them. The more such tokens in the pool, the worse this effect becomes.
* SquishyWizard: Stats-wise, she's closer
to serve Mystic than a Guardian, having only 5 Health and protect Arkham's residents.3 Combat and Agility. But she comes with high Willpower and access to Mystic-class cards, allowing her to compensate for weak points with magic.
* SupportPartyMember: Her abilities are related to supplying team with a constant stream of "Blessed" tokens to increase their chances at success.
* WhiteMage: Besides her [[LuckManipulationMechanic chaos pool-manipulating abilities]], she has access to Mystic cards. Due to already having adequate combat capabilities thanks to Guardian cards, she may instead concentrate on support-oriented magic.



[[folder: Introduced in ''A Feast of Hemlock Vale'' expansion]]
!!Wilson Richards, The Handyman
Guardian-class investigator.

to:

[[folder: Introduced in ''A Feast of Hemlock Vale'' expansion]]
!!Wilson Richards,
[[folder:Amanda Sharpe]]
!!Amanda Sharpe,
The Handyman
Guardian-class investigator.
Student
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_amanda.jpg]]
->''Amanda Sharpe was on track to become one of Miskatonic University's most accomplished graduates. However, ever since she saw a strange painting of an enormous creature's emergence from the depths of the ocean, her classwork has suffered. Her dreams are overwhelmed by images of a vast submerged city and whispers in a language she does not understand. She remains dedicated to her studies, but her goal is no longer to graduate at the top of her class; rather, she seeks to discover the meaning behind the occult secrets concealed between the lines of reality.''
Seeker-class investigator. Has access to "Practiced" skills of any class (up to level 3).



* JackOfAllStats: All his stats are average. While he loses some offensive capabilities, he gains better Agility and Intellect than most of his colleagues, making him more flexible.

!! Kate Winthrop, The Scientist
Seeker-class investigator.

to:

* EarlyBirdCameo: She was originally portrayed on the "Encyclopedia" card from core game, long before her introduction in "The Innsmouth Conspiracy".
* JackOfAllStats: All his stats are average. While he loses some offensive capabilities, he gains better Agility When supplied with the right set of skills, she can become an all-rounder, who can adapt to any role.
* MasterOfNone: PlayedWith. Stats-wise, she is one of the worst investigators (only 2 at every one, which is below average),
and certainly has the worst Intellect than most amongst Seekers (all of his colleagues, making him whom have 4-5). However, her abilities allows her to quickly rotate through all her available cards, nearly always having something useful at her disposal. Also, any cards she has under her sheet can be applied to tests without needing to discard them afterwards.
* MechanicallyUnusualFighter: Cards under her investigator sheet can be applied to skill checks as usual, but ''won't'' be discarded afterwards. She must discard them at the end of round, however, whether she used them or not. This works particularly well with Skill cards (which must be applied to a skill check in order to work anyway), though she can do this only once per skill check. He signature weakness, "Whispers from the Deep", also uses this mechanic, working as a Skill with ''negative'' stats (which she can't refuse to use).
* RecurringDreams: She keeps seeing weird dreams about some submerged city (i.e. [[Literature/TheShadowOverInnsmouth Y'ha-nthlei). They actually bother her so much, she can't concentrate on her studies any more. Besides being her main motivation to join the team (she wants to learn
more flexible.

!! Kate Winthrop,
about that city and why she keeps seeing it), these dreams also act as her signature weakness, "Whispers from the Deep".
[[/folder]]

[[folder:Trish Scarborough]]
!!Trish Scarborough,
The Scientist
Seeker-class investigator.
Spy
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_trish.jpg]]
->''Trish had always excelled in both body and mind, her unwavering focus on excellence and her fearless disposition a winning combination. Given her stellar academic and athletic records, everyone expected to see her become something great. Instead, Trish took a job at a commercial code company. The initial shock of her humble work eventually wore off, and the exceptional Trish Scarborough faded into obscurity. This suited Trish just fine, as it made it harder for anyone to realize the truth: her job was a cover for her true work as a spy with the Black Chamber, the Bureau's code-breaking agency.''
Rogue-class investigator. Has access to Seeker cards (up to level 2).



* CastFromMoney: Flux Stabilizer only works if Kate puts at least one clue on it, but it gives her access to powerful offensive events and, once active, gives her one-time boost for next test for each clue she puts on it.
* EarlyBirdCameo:
** She was depicted on several Seeker-class cards long before appearing as a playable investigator.
** ''Barkham Horror'' featured Kate Wintrhop-based investigator long before actual Kate was introduced.
* FragileSpeedster: Kate has impressive 4 Agility, but only 2 Combat, as well as rather low 6 Health. This generally means that while she can easily disable enemies by evading them, actually fighting them can be problematic.
* HoistByHisOwnPetard: "Failed Experiment" weakness forces Kate to pass a Willpower test, the difficulty of which starts at 3 (she has only 2 by default) and quickly scales with the number of clues on her assets (which, given her abilities, she's likely to have quite a few). Fail it, and she would be forced to drop 1 clue into her location for each point of failure... or, if she can't, take horror.
* MechanicallyUnusualFighter: She can directly put her clues on her assets, which gives her various benefits. Fortunately, she also has the means to get them back.
* ScienceHero: Kate aims to defeat the eldritch abominations with the power of science and her own inventions.
* WeaponizedTeleportation: "Flux Stabilizer" gives her access to to signature events, both of which, on top of their normal effects, helps her to get rid of her enemies by teleporting them elsewhere; as may be expected, neither work on Elite enemies.
** "Aetheric Current (Yuggoth)", on top of enhancing Kate's offensive capabilities, allows to also exhaust attacked enemy and teleport it into any location on Kate's choice.
** "Aetheric Current (Yoth)", on top of helping Kate to evade an enemy, allows to get rid of it altogether, by shuffling it back into encounter deck, implication being that they were put on a trip to some ''very'' remote location. It doesn't count as actually defeating them, though, so you wouldn't receive any associated rewards (or penalties, for that matter).

!!Alessandra Zorzi, The Countess
Rogue-class investigator.

to:

* CastFromMoney: Flux Stabilizer only works if Kate puts at least one clue on it, but it gives her access to powerful offensive events and, once active, gives her one-time boost for next test for each clue she puts on it.
* EarlyBirdCameo:
**
EarlyBirdCameo: She was depicted originally portrayed on several Seeker-class cards long before appearing as a playable investigator.
** ''Barkham Horror'' featured Kate Wintrhop-based investigator long before actual Kate was introduced.
the "Manual Dexterity" Skill card from core game, but wasn't actually introduced until "The Innsmouth Conspiracy".
* FragileSpeedster: Kate {{Downplayed|Trope}}. While she has impressive 4 Agility, but only 2 Combat, as well as rather low 6 Health. This generally means that while she can easily disable enemies by evading them, good Health (8), with her poor Combat (2), she'll have a hard time actually fighting them can be problematic.
* HoistByHisOwnPetard: "Failed Experiment" weakness forces Kate
anyone. Instead, she prefers to pass a Willpower test, the difficulty of which starts at 3 (she has only 2 by default) evade enemies via her good Agility stat (4), and quickly scales with the number of discovering clues on right under their noses.
* TheMenInBlack: Her signature weakness, "Shadow Agents", is represented by the group of shadowy guys (working for the dark cult behind the current BigBad) who keep pursuing
her assets (which, given and prevent her abilities, she's likely to have quite a few). Fail it, and she would be forced to drop 1 clue into her location for each point of failure... or, if she can't, take horror.
* MechanicallyUnusualFighter: She can directly put her
from discovering clues on her assets, which gives her various benefits. by any means except by investigating. Fortunately, she also has the means to get them back.
* ScienceHero: Kate aims to defeat the eldritch abominations
they can be dealt with the power of science by successfully evading them...which won't be easy, though, considering their high Evade rating.
* TheSmartGuy: She has a good Intellect stat (4),
and her own inventions.
* WeaponizedTeleportation: "Flux Stabilizer" gives her
can access to to signature events, Seeker cards, making her a good clue-gatherer. This is good, since the actual Seeker this time around is more of an [[JackOfAllStats all-rounder]].
* TheSneakyGuy: She combines the best traits of
both of which, on top of their normal effects, helps Rogues and Seekers, resulting in an agile, hard-to-catch clue gatherer who can steal clues right under her to get rid enemies' noses. As additional bonus, once per round, when she finds a clue in a location occupied by an enemy, she can discover an additional one for free.
* StealthExpert:
** After discovering a clue in a location occupied by enemies, she can automatically evade one
of her enemies by teleporting them elsewhere; as may be expected, neither work on Elite those enemies.
** "Aetheric Current (Yuggoth)", on top of enhancing Kate's offensive capabilities, Her signature card, "In the Shadows", allows her to also exhaust attacked enemy sneakily disengage from all enemies and teleport it into any location on Kate's choice.
** "Aetheric Current (Yoth)", on top
avoid engaging with anyone until the end of helping Kate round. As a downside, she can't deal damage to evade an enemy, allows to get rid of it altogether, by shuffling it back into encounter deck, implication being that they were put on a trip to some ''very'' remote location. It doesn't count as actually defeating them, though, so either.
[[/folder]]

[[folder:Dexter Drake]]
!!Dexter Drake, The Magician
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_dexter.jpg]]
[[caption-width-right:225:''"Do
you wouldn't receive any associated rewards (or penalties, for want to see true magic?"'']]
->''For Dexter Drake, the magic of fairy tales and myths has been a lifelong fascination. The chance discovery of an old book page during the Great War opened Drake's eyes to the possibility
that matter).

!!Alessandra Zorzi, The Countess
Rogue-class investigator.
magic might truly exist. Years later, the promise of arcane tomes locked away in Miskatonic University's special collection draws the successful stage magician to the quiet town of Arkham. Lured to an auction of occult items, "Drake the Great" and his assistant, Molly Maxwell, find themselves targeted by the depraved servants of an otherworldly force of disease and corruption. To save Molly, Arkham and perhaps the world from a horrific transformation, Drake needs more than his wits and quick hands. He must turn to real magic, even if it risks his mind, body and spirit''.
Mystic-class investigator. Has access to Rogue cards (up to level 2).



* FragileSpeedster: She has average Health and Sanity (both 7), good Agility (4) but pretty low Combat (only 2), which makes dealing with enemies by evading them preferable to open fights.
* TheSocialExpert: She has an extra action each turn specifically for Parleying. She also has good Intellect (4) and decent (for a Rogue) Willpower (3), which are the stats most commonly used during Parley tests.
* StealthExpert: Her Elder Sign allows to automatically evade any non-Elite enemy in her or (revealed) connected location.
* TokenMinority: The only Italian in the cast.

!!Kohaku Narukami, The Folklorist
Mystic-class investigator.

to:

* FragileSpeedster: She has average Health EarlyBirdCameo: He was first introduced as a bonus investigator (with a set of replacement signature cards and Sanity (both 7), good Agility (4) but pretty low Combat (only 2), weaknesses) for anyone who bought the novella about him, before being re-introduced in the ''The Innsmouth Conspiracy''.
* {{Expy}}: Of ComicStrip/MandrakeTheMagician, down to the name.
* FatalFlaw: His obsession with learning "real" magic is quite possibly the main reason behind all his problems.
* GameplayAndStoryIntegration:
** His magician background is reflected by his signature ability: he can quickly exchange assets in play with different ones, just like magicians would do during their performances. And his signature asset is outright named "Showmanship"; it gives bonuses to whatever cards he recently put into play.
** His obsession with learning "real magic" manifests as his signature weakness, "Occult Scraps",
which makes dealing with enemies by evading them preferable is whatever fragments of occult books he managed to open fights.
* TheSocialExpert: She has an extra action each turn specifically for Parleying. She also has good Intellect (4) and decent (for a Rogue)
get his hands on; it drains his Willpower (3), which are the stats most commonly used during Parley tests.
until he manages to get rid of it, which, ironically, reduces his effectiveness as an ''actual'' mage.
* StealthExpert: LovelyAssistant: His promo-card provides his assistant, Molly Maxwell, as an alternative signature card. Her Elder Sign allows main role is providing an opportunity to automatically evade any non-Elite enemy in quickly find and draw assets with a specific trait. To discourage abusing her or (revealed) connected location.
* TokenMinority: The
ability, she takes horror each time she uses it, and has only Italian in the cast.

!!Kohaku Narukami, The Folklorist
4 Sanity.
* MagiciansAreWizards:
** Used to be normal StageMagician until he learned ''real'' magic.
** He is a
Mystic-class investigator.investigator, who uses his magician skills to actually amplify his performance as a wizard.
* PickACard: [[LovelyAssistant Molly Maxwell, his assistant]] (and alternative signature card) allows him to pick one trait and then search his deck for cards with this trait, until he finds the first one with it; all other cards must be shuffled back; the fewer cards with the chosen trait his deck has, the better chance of finding a specific card (if you know what to search for).
* TheSneakyGuy: Has access to Rogue-class cards, which allows him to stockpile resources he needs to constantly swap his assets. This also allows him to compensate for below-average Agility (2).
* StageMagician: His profession before he learned ''real'' magic. He still dresses like one.
[[/folder]]

[[folder:Silas Marsh]]
!!Silas Marsh, the Sailor
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_silas.jpg]]
[[caption-width-right:225:''"Leave your fears on the docks, lads".'']]
->''Silas Marsh has always felt called to the sea. As a young lad, he left his family in fear-shadowed Innsmouth and made a name for himself sailing the seven seas. But after the death of his parents, the sea's call has only grown stronger. Silas has dreams - nightmares - of pointed teeth grinning, webbed hands reaching, and eyes glowing in the darkness of the ocean deeps. No one in his family is able to offer an explanation for his dreams, or at least, no one is willing. So when desperate librarian Abigail Foreman comes to Silas with questions of her own, he cannot turn her away. Her ancient and mysterious tome, the Profesiae Profana, points to a stellar event foretelling the end of the world, and painted in its margins are the very same creatures that haunt Silas's nightmares...''
Survivor-class investigator. Has access to "Innate" skills of any class (up to level 2).



* GeniusBruiser: {{Downplayed|Trope}}, his Intellect is as high as his Willpower (4), but he also has average Combat (3)
* TokenMinority: He's the only Japanese in the cast.

!! Hank Samson, The Farmhand
Survivor-class investigator.

to:

* GeniusBruiser: {{Downplayed|Trope}}, his Intellect is as BigGuy: Has high as his Willpower (4), but he also has average Combat (3)
(4) and Health (9). Besides being impressive by itself, this also makes him most durable investigator in ''The Innsmouth Conspiracy'' expansion.
* TokenMinority: BoringButPractical: His replacement signature card, "Nautical Prowess" Skill, does nothing flashy, but instead just provides rather stable, albeit minor, bonuses: when applied to a skill check with a negative chaos token modifier, it provides two "wild" (fit for any type) skill icons, which somewhat offsets the negative effect of the chaos token. Alternatively, it has the rather standard effect of allowing him to draw a card.
* CripplingOverspecialization: Granted that he specializes in having more cards to pass tests with than normal, but "Innate" cards are typically ''only'' usable for skill tests. "Assets" and such are still restricted to the Survivor pool for him.
* EarlyBirdCameo:
** He firstly appeared on the "Overpower" Skill from core game, long before actually becoming playable.
** He was originally introduced as a bonus investigator (with a set of replacement signature cards and weaknesses) for anyone who bought the novella about him, before being re-introduced in the ''The Innsmouth Conspiracy''.
* HalfHumanHybrid: Like all members of the Marsh family, he has the Innsmouth Look, marking him as half-human, half-Deep One. This doesn't make him any less heroic, though.
* InTheBlood: As a member of the Marsh family, he has [[HalfHumanHybrid the Innsmouth Look]].
* {{Irony}}:
He's the only Japanese in investigator who has a card portraying him (upgraded "Overpower", Guardian-class Skill), which he can't take as it's off-class for him.
* ItemCaddy: His playstyle relies on using skills (he can access a large amount of
the cast.

!! Hank Samson, The Farmhand
Survivor-class investigator.
off-class ones), and him easily regaining the skills spent on skill checks (or adding new ones).
* LightningBruiser: Besides being very tough, he also has good Agility (4), making him able to either fight or evade monsters, depending on the situation.
* RecurringDreams:
** He keeps seeing dreams about the depths of the ocean; this is a bad sign, indicating that his [[HalfHumanHybrid Innsmouth heritage]] is beginning to force him into becoming a full Deep One.
** His (replacement) signature weakness, "Dreams of the Deep", acts as a skill card which ''subtracts'' from his total skill value, and returns to his hand if the skill check is failed, instead of being discarded. If he ends the turn with it still in his hand, he suffers damage.
* WhiteSheep: Unlike most members of the [[HalfHumanHybrid Marsh family]], he is a good guy.
[[/folder]]

!Introduced in ''Edge of the Earth'' expansion
[[folder:In general]]



* AutoRevive: Once per scenario, if Hank would get defeated by Damage or Horror he can instead choose to become [[HeroicSecondWind resolute]], which allows him to keep playing, albeit with different stats and no longer being able to heal by normal means.
* TheBigGuy: PlayedWith.
** Hank stats with extremely low 5 Health ''and'' Sanity, but he also transforms into one of the two versions geared towards either tanking damage or tanking horror upon defeat.
** Both his Elder Sign and signature card, "Stouthearted", allows him to move some of his damage/sanity to the other cards (in "Stouthearted" case, even to the other investigators or enemies), further prolonging his survival. This works even for "Resolute" versions, which can't be healed by conventional means.
** Hank can take damage and horror intended for the Ally cards or other investigators.
* CastFromHitpoints: {{Inverted|Trope}}; "Stouthearted" event allows him to dump some of his damage/horror onto enemies (as damage).
* GlassCannon: PlayedWith.
** By default, Hank has only 5 Health and Sanity ("Ashcan" Pete has the same Sanity, but 6 Health); however, if he gets defeated by damage or horror, he can [[AutoRevive get back up]] and [[HeroicSecondWind become resolute]], which gives him a second chance and readjusts his Health and Sanity to better tank either damage or horror, at expense of other stat; if counting both "lives", he becomes the most durable investigator in the game.
** Out of two "Resolute" versions, "Warden" is the most combat-oriented, gaining extra basic Combat (bringing him to 6, highest in the game) and Health, but his Sanity gets decreased even further, making horror-based attacks even more dangerous; at least, he gains some extra Will to not get eliminated by the single failed treachery.
* JackOfAllTrades: Changing to the "Assistant" form boosts Intellect (from 1 to 3) and Agility (from 3 to 4), at expense of small loss in Combat (from 5 to 4). This makes him more versatile.
* HeroicSecondWind: If he runs out of either Health or Sanity, once per game, he can [[AutoRevive fully heal and adjust his stats to continue the struggle]], turning into one of the two "Resolute" versions; the second defeat would eliminate him, however.
* LightningBruiser: Just like Mark, Hank's is a {{Downplayed|Trope}} version of this, having high Combat (5) and average Agility (3). His "Warden" Resolute version raises his Combat stat to 6, while his "Assistant" version [[PlayedStraight plays this more straight]] by giving him equal Combat and Agility (4)
* SearchingForTheLostRelative: Like in other ''Arkham Files'' games, Hank's motivation is to find his lost Pa. [[GameplayAndStoryIntegration This quest manifests as his signature weakness]], "Where's Pa?", which spawns an enemy in connected location, and makes it "elusive", forcing Hank to abandon everything and go on a hunt, as each turn he fails to kill it, he takes 1 direct Horror: who knows what these monsters would do to Pa if not rescued in time?
* WoundThatWillNotHeal: After becoming [[HeroicSecondWind Resolute]], Hank can no longer be healed by conventional means. Effects which moves damage/horror elsewhere still work, however.
[[/folder]]

!Other investigators
[[folder: Novella investigators]]

!!Gloria Goldberg, the Writer
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_gloria.jpg]]
->''Nightmares and apocalyptic visions have plagued novelist Gloria Goldberg her entire life. Although she learned to exorcise her terrors onto the page, she has never revealed the inspiration for her weird tales, not even to fellow author Jamie Galbraith. One day, she is struck by a vision of Jamie begging her to help finish what he started. Moments later, she receives word of his sudden death. As Gloria reads Jamie's unfinished book, the story takes hold of her, and the words on the page begin to bleed into reality.''
Mystic-class investigator. Can include up to 10 level 0-1 Guardian, Seeker and/or Rogue events and/or skills (she can only choose one extra class)

to:

* AutoRevive: Once per scenario, if Hank would get defeated by Damage or Horror he can instead choose to become [[HeroicSecondWind resolute]], which allows him to keep playing, albeit with different stats and no longer being able to heal by normal means.
* TheBigGuy: PlayedWith.
** Hank stats with extremely low 5 Health ''and'' Sanity, but he also transforms into one
MagikarpPower: Since ''Edge of the two versions geared towards either tanking damage or tanking horror upon defeat.
** Both his Elder Sign and signature card, "Stouthearted", allows him to move some of his damage/sanity to the other cards (in "Stouthearted" case, even to the other
Earth'' investigators or enemies), further prolonging his survival. This works even for "Resolute" versions, which can't be healed by conventional means.
** Hank can take damage and horror
start out with very limited access to cards of their "de facto" class, they get badly outperformed in their intended for the Ally cards or other investigators.
* CastFromHitpoints: {{Inverted|Trope}}; "Stouthearted" event allows him to dump some
roles by full members of his damage/horror onto enemies (as damage).
* GlassCannon: PlayedWith.
** By default, Hank has only 5 Health and Sanity ("Ashcan" Pete has the same Sanity, but 6 Health); however, if he gets defeated by damage or horror, he can [[AutoRevive get back up]] and [[HeroicSecondWind become resolute]], which gives him a second chance and readjusts his Health and Sanity to better tank either damage or horror, at expense of other stat; if counting both "lives", he becomes the most durable investigator in the game.
** Out of two "Resolute" versions, "Warden" is the most combat-oriented, gaining extra basic Combat (bringing him to 6, highest in the game) and Health, but his Sanity gets decreased even further, making horror-based attacks even more dangerous; at least, he gains some extra Will to not get eliminated by the single failed treachery.
* JackOfAllTrades: Changing to the "Assistant" form boosts Intellect (from 1 to 3) and Agility (from 3 to 4), at expense of small loss in Combat (from 5 to 4). This makes him more versatile.
* HeroicSecondWind: If he runs out of either Health or Sanity,
those classes. But once per game, he can [[AutoRevive fully heal and adjust his stats to continue they get the struggle]], turning into one experience to buy upgraded cards, their powerful built-in abilities start to shine.
* MechanicallyUnusualFighter: All ''Edge
of the two "Resolute" versions; the second defeat would eliminate him, however.
* LightningBruiser: Just like Mark, Hank's is a {{Downplayed|Trope}} version
Earth'' investigators only have access to level 0 cards of this, having high Combat (5) their own class, but can also use any level 1-5 cards and average Agility (3). His "Warden" Resolute version raises his Combat stat up to 6, while his "Assistant" version [[PlayedStraight plays this more straight]] by giving him equal Combat and Agility (4)
* SearchingForTheLostRelative: Like in other ''Arkham Files'' games, Hank's motivation is to find his lost Pa. [[GameplayAndStoryIntegration
5 level 0 cards of another class. This quest manifests as his signature weakness]], "Where's Pa?", which spawns an enemy in connected location, and makes it "elusive", forcing Hank causes them to abandon everything and go on a hunt, as each turn he fails to kill it, he takes 1 direct Horror: who knows what these monsters would do to Pa if not rescued in time?
* WoundThatWillNotHeal: After becoming [[HeroicSecondWind Resolute]], Hank can no longer be healed by conventional means. Effects which moves damage/horror elsewhere still work, however.
[[/folder]]

!Other investigators
[[folder: Novella investigators]]

!!Gloria Goldberg,
effectively change class over the Writer
course of a campaign as they replace their level 0 cards with upgraded cards of their secondary class.

[[folder:Daniella Rayes]]
!!Daniela Reyes, the Mechanic
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_gloria.jpg]]
->''Nightmares
org/pmwiki/pub/images/daniela.JPG]]
[[caption-width-right:225:''"Relax, tough guy. I'll handle this. You stand over there
and apocalyptic visions have plagued novelist Gloria Goldberg her entire look pretty".'']]
->''Daniela always figured she had a good
life. Although she learned to exorcise She had a loving, boisterous family. She had a steady job that used her terrors onto brains and her hands. She had enough money to spend on fast cars, pretty girls, and her motorcycle, Gabriel. Then her brother, Ramon, got caught up in some trouble. Her mother warned her to be careful, that darkness lay ahead. Daniela set a glass of water behind the page, she has never revealed the inspiration door for her weird tales, not even mother's sake, to fellow author Jamie Galbraith. One day, catch evil spirits - just as she's been taught as a child. When Daniela awoke to find it shattered, she is struck by a vision of Jamie begging her was determined to help finish figure out what he started. Moments later, happened and fix it. Just like she receives word of his sudden death. As Gloria reads Jamie's unfinished book, the story takes hold of her, and the words on the page begin to bleed into reality.always did.''
Mystic-class investigator. Can include up to 10 level 0-1 Guardian, Seeker and/or Rogue events and/or skills (she Guardian-class investigator, who can only choose one extra class)access level 0 cards of her own class, but can include unlimited number of level 1-5 and up to 5 level 0 Survivor cards.



* GratuitousLatin: Her replacement weakness' title is in Latin. "Liber Omnium Finium" roughly translates to [[ApocalypseHow "A Book about the End of Everything"]]
* HoistByHerOwnPetard: Her replacement signature weakness, "Liber Omnium Finium", when drawn, forces Gloria to take a random encounter card from beneath her sheet--one of those she put there herself in attempt to disable something dangerous--adds the "Peril" keyword to it (which means no help from teammates) and forces her to deal with it immediately, unable to cancel it by any means and with a -2 skill penalty. If it's an enemy, it will also make an immediate attack.
* MechanicallyUnusualFighter: Her abilities allow her to look into the encounter deck, and either put drawn cards back on top, discard them or put them beneath her sheet, effectively removing them from the game for the time being (she can only trap up to three cards this way, however).
* SupportPartyMember: She'll [[SquishyWizard struggle to survive on her own]], but she's a great addition to the team anyway, due to her ability to interact with the encounter deck and discarding or even temporarily trapping cards from it. She can also choose the order in which players interact with the encounter deck during the Mythos phase.
* SquishyWizard: Not only does she have extremely low Health (5), she also lacks capability in Combat (2) and Agility (1) (in fact, she has the worst Agility even amongst Mystics).

to:

* GratuitousLatin: Her replacement weakness' title is in Latin. "Liber Omnium Finium" roughly translates ArmourPiercingAttack:
** Daniela's ability allows her
to [[ApocalypseHow "A Book about the End of Everything"]]
* HoistByHerOwnPetard: Her replacement
deal damage to an attacking enemy without bothering with any skill checks, which can help a lot against enemies with high Combat rating.
** Daniella's
signature weakness, "Liber Omnium Finium", when drawn, forces Gloria to take "Mob Goons", is a random encounter card from beneath her sheet--one of those she put there herself in attempt to disable something dangerous--adds the "Peril" keyword to it (which means no help from teammates) and forces her to deal with it immediately, unable to cancel it couple of, well, [[ExactlyWhatItSaysOnTheTin mob goons]], whose attacks can't be cancelled by any means means, and with a -2 skill penalty. If it's an enemy, it will whose damage and horror are always treated as direct (so they can't be assigned to assets).
* BigGuy: Like all Guardians, she's very tough and strong, and remains so even after dual-classing to Survivor. She's
also make an immediate attack.
encouraged to stay on the frontline, as all her abilities trigger only when she gets attacked (regardless of whether she actually gets hit or not). This does not work on attacks of opportunity, however.
* BookDumb: She has a low Intellect stat, making her completely rely on Survivor cards for finding clues. However, where she really shines is thinking on her feet and finding non-standard solutions to seemingly impossible problems...just like a true Survivor.
* EarlyBirdCameo: Daniela was portrayed on several cards released prior to her announcement.
* MechanicallyUnusualFighter: Her abilities allow her to look into She's the encounter deck, and only investigator to actually ''benefit'' from being attacked, as she can either put drawn cards back on top, discard immediately retaliate and deal 1 damage to attacking enemy, or automatically evade them (which either exhausts them, or put them beneath triggers other effects). Her signature card, "Mechanic's Wrench", further reinforces this, as it can make the enemies attack her sheet, effectively removing them from on demand.
* RevengeByProxy: Daniella's signature weakness, "Mob Goons", is literally a couple of bandits sent after her by some loan sharks after her brother got into troubles. The card's flavour text even states that "debt is a family affair".
* TwoferTokenMinority: Being both Hispanic and lesbian makes her stand out in
the game 1920s setting.
* WrenchWench: A strong, sturdy woman who's very good with a wrench, both
for the time being (she can fixing cars and clobbering monsters.
* WrenchWhack: Her signature card, "Mechanic's Wrench", is not
only trap up to three cards this way, however).
* SupportPartyMember: She'll [[SquishyWizard struggle to survive on
a useful tool which reinforces her own]], mechanics, but she's a great addition to the team anyway, due to her ability to interact with the encounter deck and discarding or even temporarily trapping cards from it. She can also choose the order in which players interact with the encounter deck during the Mythos phase.
* SquishyWizard: Not only does she have extremely low Health (5), she also lacks capability in Combat (2) and Agility (1) (in fact, she has the worst Agility even amongst Mystics).
be used as a weapon against enemies who previously hit Daniela.



[[folder: Standalone investigators]]
!!Tropes applying to all standalone investigators
* CrutchCharacter: Beside [[LethalJokeCharacter 5U-21]], all standalone investigators have above average total health and sanity value (15 in total instead of the usual 14), and excell at the assigned role of their class, but sacrifice the [[CripplingOverspecialisation versatily]] of many other investigators sharing their class. {{Downplayed|Trope}} in that they are still considered viable later in the campaign, they just need teammates to cover their blind spots.
* SkillGateCharacter: Standalone Investigators sold in their own packs are designed to be easy to understand, build a deck for and play, with simple but strong abilities and a statline optimised to do [[CripplingOverspecialisation one task]], on top of being slightly more durable than many other investigators. But they have zero access to cards outside their class beside Neutral ones, meaning they lose on many cards synergies other investigators of their same class enjoy with their off-class deckbuilding options.

to:

[[folder: Standalone investigators]]
!!Tropes applying to
[[folder:Norman Withers]]
!!Norman Withers, the Astronomer
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/norman.JPG]]
->''Nobody believes him, and why should they? How could six stars vanish from sight
all standalone investigators
* CrutchCharacter: Beside [[LethalJokeCharacter 5U-21]],
at once, never to reappear? Astronomer and Miskatonic University professor Norman Withers had all standalone investigators have above average total health and sanity value (15 in total instead but given up on regaining his colleagues' esteem when a protege of the usual 14), and excell at renowned Albert Einstein comes to speak on campus. The visiting physicist, with unsettling theories about the assigned role curvature of their class, but sacrifice space-time, may hold the [[CripplingOverspecialisation versatily]] key to helping Norman explain the phenomenon of many other investigators sharing their the vanishing stars...''
Seeker-class investigator, who can only access level 0 cards of his own
class. {{Downplayed|Trope}} in that they are still considered viable later in the campaign, they just need teammates to cover their blind spots.
* SkillGateCharacter: Standalone Investigators sold in their own packs are designed to be easy to understand, build a deck for
Instead, he can include unlimited number of level 1-5 and play, with simple but strong abilities and a statline optimised up to do [[CripplingOverspecialisation one task]], on top of being slightly more durable than many other investigators. But they have zero access to cards outside their class beside Neutral ones, meaning they lose on many cards synergies other investigators of their same class enjoy with their off-class deckbuilding options.5 level 0 Mystic cards.



!!Nathaniel Cho, the Boxer
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_nathaniel.JPG]]
[[caption-width-right:225:''"I must fight on".'']]
->''When up-and-coming boxer Nathaniel Cho was offered lots of dough for a title fight, he thoughts he'd finally hit the big time. But his promoter turned out to be part of the notorious O'Bannion gang, and Nathaniel was pressured to fix fights by taking a dive every now and then. His refusal led to his brother Randall's "accident." Nathaniel is rightly fed up with the mobsters endangering Arkham's citizens on a nightly basis. Now he puts his fists to better use, patrolling the streets and defending others from harm. But he's about to find out there are much more dangerous things that lurk in the shadows of Arkham than simple gangsters...''
Guardian-class investigator. Has no access to cards of other classes.

to:

!!Nathaniel Cho, * BadassBookworm: Despite being an astronomer ([[SquishyWizard and not a physically strong one at that]]), Norman is willing to stand up against the Boxer
{{Eldritch Abomination}}s as much as the other heroes.
* TheCassandra: No one believes him when he claims that six stars suddenly disappeared from the sky, all at once.
* ClockRoaches: Whatever he did, he attracted the attention of [[Literature/TheHoundsOfTindalos Hounds of Tindalos]], who now hunt for him for meddling with the space-time continuum. His (replacement) signature weakness, "The Vengeful Hound", hunts for him (and him specifically), and as long as it's engaged with him, he can't use any player cards to reveal or draw cards, effectively disabling his signature asset, "Split the Angle".
* EarlyBirdCameo: Like several investigators before him, he was originally released as a promotional character alongside a novella before becoming part of a full expansion. He later served as template for other investigators with similar deckbuilding rules.
* MechanicallyUnusualFighter: The top card of his deck is always revealed, and he can play cards from there, at reduced cost. However, if it's a weakness, he must immediately draw it. Both his signature card, "Livre d'Eibon", and his personal weakness, "The Harbinger", also interact with this ability, providing him with more benefits, or disabling any interactions with the deck, respectively.
* ObviousRulePatch: Errata was released for Norman's promo card, which slightly tweaked the rulings for his deckbuilding specifically to address an issue with him interacting with low-level multiclass cards, which otherwise would consume limited slots for level 0 Mystic cards in his deck.
* OmniscientHero:
** He always plays with top card of his deck revealed (allowing him to know what he may expect).
** His replacement signature card, "Split the Angle", allows him to spend an action to reveal the top card of the encounter deck. He then may exhaust ''Split the Angle'' (and sacrifice the top card of his deck) to discard the top card of the encounter deck, potentially avoiding something nasty, like "Ancient Evils".
* SquishyWizard: He has high Willpower and even higher Intellect, and eventually learns how to use powerful magic spells, but he's physically frail, resulting in his low Health, Combat, and especially Agility stats.
* TheStarsAreGoingOut: Being an astronomer, he was first to notice that stars were starting to disappear en masse; none of his colleagues believed him, leading Norman to try and find help elsewhere, resulting in him joining the team.
[[/folder]]

[[folder:Monterey Jack]]
!!Monterey Jack, the Archaeologist
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_nathaniel.JPG]]
[[caption-width-right:225:''"I
org/pmwiki/pub/images/jack_3.JPG]]
->''Young Jack traveled the world with his father's archaeological expeditions. Now a globe-trotting treasure hunter and an accomplished archaeologist in his own right, "Monterey" follows in his father's footsteps, securing the treasures of ancient civilizations and lost cultures. But after discovering a silver pendant with a familiar symbol on it, Monterey
must fight on".'']]
->''When up-and-coming boxer Nathaniel Cho
explore his own past. Years ago, his father was offered lots of dough for a title fight, he thoughts he'd finally hit the big time. But his promoter turned out to be part of the notorious O'Bannion gang, and Nathaniel was pressured to fix fights by taking a dive every now and then. His refusal led to his brother Randall's "accident." Nathaniel is rightly fed up found murdered with the mobsters endangering Arkham's citizens on a nightly basis. Now he puts very same sigil carved in his fists to better use, patrolling the streets and defending others from harm. forehead. The image has haunted Monterey's dreams ever since. But he's about to find out there are much more dangerous things that lurk in getting close. He won't stop until he solves the shadows mystery of Arkham than simple gangsters...his father's murder... no matter what it takes. ''
Guardian-class investigator. Has no Rogue-class investigator, who can only access to level 0 cards of other classes.his own class, but can include unlimited number of level 1-5 and up to 5 level 0 Seeker cards.



* BoxingBattler: Before joining the team, he was a professional boxer. The card-pack he comes with also includes actual boxing gloves to further improve his combat skills.
* CripplingOverspecialisation:
** Can't use non-Neutral cards outside of his class.
** Stats-wise he's a very good fighter (5 Combat)--and that's it. He has poor Intellect and Agility (both at 2) and average Willpower (3), making him unfit for anything other than combat, where he actually excels, even by Guardian standards.
** Using his boxing gloves (which synergise extremely well with his investigator ability) will fill both his hand slots, preventing him equipping any conventional weapons or investigation tools (e.g. a torch).
* HeroesFightBarehanded: Nathaniel is a heroic vigilante that left his career as boxer behind to clean the streets of Arkham from the gangsters, mobster and other assorted scumbags plaguing them, and while he can use weapons as well as any other Guardians, he specialises in dealing additional damage with events, many of which showcase him or other people engaging in GoodOldFisticuffs.
* ImplacableMan: His signature weakness, Tommy Malloy, is [[TheBrute a big and intimidating O'Bannion thug]] who keeps pursuing him and his brother Randall. He has no flashy special abilities, he is just very hard to put down, due to [[DamageReduction decreasing any damage he receives to 1]], and always returning some time later. On the bright side, Tommy isn't immune to damage from other investigators, has a surprisingly low fight of 2 and is particularly vulnerable to cards that hit multiple times in one action, like "One-Two Punch" or "Butterfly Swords".
* MechanicallyUnusualFighter: Most fighters equip weapons to boost their damage. Nathaniel in contrast is designed around using damage-dealing event cards, such as combination attacks and counters, whose damage he can boost once per turn with his investigator ability. By equipping boxing gloves he can search out one of these cards every time he knocks out an enemy allowing him to continue his assault, but [[NecessaryDrawback the gloves take up both hand slots preventing him equipping other weapons]] (unless he uses Bandolier to to convert his body slot into more handslots for other weapons, [[CripplingOverspecialization or even for another pair of gloves]]).
* TheMedic: Not Nathaniel himself (though he can be a CombatMedic as much as any other Guardian if the player builds him to be so), but his brother Randall, who acts as his signature "Ally"; when he enters play, he can heal up to 3 damage from Nathaniel, or allow him to quickly find and grab a "Weapon" asset.
* NecessaryDrawback: Even if he equips a weapon (by eschewing his boxing gloves or gaining more hand slots to use both) his combat events typically use his base stats and not any bonus accuracy or damage granted by the weapon.
* OneManArmy: Besides having one of the best Combat stats in the game, his abilities also allow him to quickly deal with most monsters by chewing through their health.
* RevengeByProxy: His brother Randall's disability is the "punishment" for Nathaniel refusing to throw the fight.
* ThrowingTheFight: His backstory mentions that his promoter tried to convince him to throw some fights when everyone bet against Nathaniel. When he refused, the "promoter" (actually an O'Bannion gangster) didn't take it well, [[RevengeByProxy leading to his brother Randall suffering an "accident" that left him wheelchair-bound]]. After this, he cut all ties with them and became a vigilante.
* VigilanteMan: After the O'Bannion gang ruined his brother's life, he became a vigilante in order to protect those who can't protect themselves.

!!Harvey Walters, the Professor
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_harvey.JPG]]
[[caption-width-right:225:''"I have experience dealing with these sorts of horrors".'']]
->''Professor Walters began as a devotee of the archaic and obscure, but over the years he has discovered that his knowledge of ancient languages, profane relics, and strange rituals is vital to addressing dangers in the modern day. He is both an avid collector of prehistoric ephemera and a fount of knowledge regarding the bizarre primordial religions that worshipped nightmarish gods eons ago. There is perhaps no sane person alive who knows more about the occult than Harvey. When a supernatural event occurs, Professor Walters brings his considerable resources and experience to bear''.
Seeker-class investigator. Has no access to cards of other classes.

to:

* BoxingBattler: Before joining AdventurerArchaeologist: Monterey was never one of those archaeologists who work from the team, he was a professional boxer. The card-pack he comes with also includes actual boxing gloves to further improve his combat skills.
* CripplingOverspecialisation:
** Can't use non-Neutral cards outside of his class.
** Stats-wise
office; he's a very good fighter (5 Combat)--and that's it. He has poor Intellect and Agility (both the man of action, who goes on the dangerous expeditions personally, ready to face--and survive--any dangers life can throw at 2) and average Willpower (3), making him unfit him.
* EarlyBirdCameo: In a bit of futureproofing, he was mentioned several cycles back in the campaign guide
for anything other than combat, where he actually excels, even by Guardian standards.
** Using his boxing gloves (which synergise extremely well with his
''The Forgotten Age'' as one of the investigators who must take the role of the lead investigator ability) will fill if present at the start of the campaign.
* {{Expy}}: He's based on Franchise/IndianaJones, complete with a hat and a bullwhip.
* FragileSpeedster: With access to
both his hand slots, preventing him equipping any conventional weapons or investigation tools (e.g. a torch).
* HeroesFightBarehanded: Nathaniel is a heroic vigilante
Seeker and Rogue cards, very high Agility and an ability that left his career as boxer behind to clean rewards staying on the streets of Arkham from move, he's got the gangsters, mobster means and other assorted scumbags plaguing them, and while he can use weapons as well as any other Guardians, he specialises in dealing additional damage with events, many of which showcase him or other people engaging in GoodOldFisticuffs.
* ImplacableMan: His signature weakness, Tommy Malloy, is [[TheBrute a big and intimidating O'Bannion thug]] who keeps pursuing him and his brother Randall. He has no flashy special abilities, he is just very hard to put down, due to [[DamageReduction decreasing any damage he receives to 1]], and always returning some time later. On
the bright side, Tommy isn't immune incentive to damage from other investigators, has a surprisingly low fight of 2 and is particularly vulnerable to cards that hit multiple times in one action, like "One-Two Punch" or "Butterfly Swords".
* MechanicallyUnusualFighter: Most fighters equip weapons to boost their damage. Nathaniel in contrast is designed
zip around the map collecting clues and evading enemies, but his pitiful Sanity and Willpower combined with low Combat and limited combat options cause him to get crushed by any threat he can't outrun. His unique card, Trusty Bullwhip, somewhat compensates for it, allowing to fight using damage-dealing event cards, such as combination attacks his Agility instead, and counters, whose damage even evade the enemy after successful attack.
* TheLeader: If
he can boost once per turn with his is the part of the team during the ''Forgotten Age'' campaign, the campaign guide forces him into the position of lead investigator ability. By equipping boxing gloves he can search out one of these cards every time he knocks out an enemy allowing him to continue his assault, but [[NecessaryDrawback (if present, the gloves take up both hand slots preventing him equipping other weapons]] (unless he uses Bandolier to to convert his body slot into more handslots for other weapons, [[CripplingOverspecialization possible candidates are Leo Anderson or even for another pair of gloves]]).
* TheMedic: Not Nathaniel himself (though he can be a CombatMedic as much as any other Guardian if
Ursula Dawns).
[[/folder]]

[[folder:Lily Chen]]
!!Lily Chen,
the player builds him to be so), but his brother Randall, who acts as his signature "Ally"; when he enters play, he can heal up to 3 damage from Nathaniel, or allow him to quickly find and grab a "Weapon" asset.
* NecessaryDrawback: Even if he equips a weapon (by eschewing his boxing gloves or gaining more hand slots to use both) his combat events typically use his base stats and not any bonus accuracy or damage granted by the weapon.
* OneManArmy: Besides having one of the best Combat stats in the game, his abilities also allow him to quickly deal with most monsters by chewing through their health.
* RevengeByProxy: His brother Randall's disability is the "punishment" for Nathaniel refusing to throw the fight.
* ThrowingTheFight: His backstory mentions that his promoter tried to convince him to throw some fights when everyone bet against Nathaniel. When he refused, the "promoter" (actually an O'Bannion gangster) didn't take it well, [[RevengeByProxy leading to his brother Randall suffering an "accident" that left him wheelchair-bound]]. After this, he cut all ties with them and became a vigilante.
* VigilanteMan: After the O'Bannion gang ruined his brother's life, he became a vigilante in order to protect those who can't protect themselves.

!!Harvey Walters, the Professor
Martial Artist
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_harvey.JPG]]
org/pmwiki/pub/images/lily_8.JPG]]
[[caption-width-right:225:''"I have experience dealing with these sorts of horrors".been preparing to confront this evil for my entire life. My focus must be absolute".'']]
->''Professor Walters began as a devotee of the archaic ->''Chen Li speaks rarely. When she does, her words are measured and obscure, but over the years he has discovered wise. After a lifetime of disciplined training, every gesture is graceful, uncluttered by hesitation. The monks who raised her said that his knowledge of ancient languages, profane relics, and strange rituals is vital she was born for a special purpose, to addressing dangers in the modern day. He is both an avid collector of prehistoric ephemera and face a fount of knowledge regarding the bizarre primordial religions great evil. Now, they believe that worshipped nightmarish gods eons ago. There evil is perhaps no sane person alive at hand, and she is the only one who knows more about the occult than Harvey. When a supernatural event occurs, Professor Walters brings his considerable resources and experience to bear''.
Seeker-class investigator. Has no
can stop it.''
Mystic-class investigator, who can only
access to level 0 cards of other classes.her own class, but can include unlimited number of level 1-5 and up to 5 level 0 Guardian cards. She can't access any "Firearms" cards.



* CripplingOverspecialisation:
** Can't use non-Neutral cards outside of his class.
** Besides Intellect (5), his only decent stat is Willpower (4), which, without Mystic cards, generally only helps with Treacheries. Otherwise, he has neither combat capabilities (1 Fight) nor agility (2) to escape monsters once they start hunting for him. While this is [[NonActionGuy not uncommon for Seekers]], his colleagues normally have access to some off-class cards to offset this.
* CuriosityKilledTheCast: His signature card, "Thrice-Damned Curiosity" (which fittingly has the "Flaw" trait), punishes him for delving too deep into the world of occult, by dealing him 1 damage for every three cards in his hand. Considering all the ways he may increase his hand's size, this can potentially accumulate into a OneHitKill.
* MechanicallyUnusualFighter: His signature card, "Vault of Knowledge", has a passive effect that increases his maximum hand size by two. When combined with other cards with similar effects (which are helpfully provided in his card-pack), he can bring the limit up to fifteen (the basic limit is 8).
* OccultDetective: He specialised in researching occultism and the activities of {{Eldritch Abomination}}s even before he joined the team. Now, he can actually put all those skills and knowledge to stop the world's ruin.
* TheProfessor: Professor at the Miskatonic University, and one of the team's greatest occult experts.
* SupportPartyMember: His abilities allows him or his teammates to draw additional cards during the Investigators phase, quickly resupplying themselves with fresh cards.

!!Winifred Habbamock, the Aviatrix
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_winifred.JPG]]
[[caption-width-right:225:''"I can top that".'']]
->''Winifred - Weethao as her parents know her, Wini to her friends - was one of the smartest kids in her reservation school. However, her reckless attitude and lack of respect for authority meant she often got herself into trouble. The course of her life changed forever when she found an old biplane in a farmer's garage and decided to "take it out for a spin." The owner, a former pilot in the Great War, was awestruck by her natural talent and offered to teach her what he knew. Now Wini is know as the "woman without fear," showing off her skills in barnstormers all across the country. That nickname would be tested when, during one of her shows, she spotted a creature she could scarcely describe: a thing with leathery wings and a single, mutated, pus-filled eye''.
Rogue-class investigator. Has no access to cards of other classes.

to:

* CripplingOverspecialisation:
** Can't use non-Neutral cards outside of his class.
** Besides Intellect (5), his
AllAsiansKnowMartialArts: Not only decent stat is Willpower (4), which, without Mystic cards, generally only helps with Treacheries. Otherwise, he has neither combat capabilities (1 Fight) nor agility (2) to escape monsters once they start hunting for him. While she one of the few investigators of an Asian ethnicity, she was also raised by kung-fu monks. Given that the Mythos is derived from 1920s pulps, this is [[NonActionGuy not uncommon for Seekers]], his colleagues normally have isn't much of a surprise.
* BigGuy: She has better Health than most Mystics, and has
access to some off-class Guardian-class cards to offset this.
* CuriosityKilledTheCast: His signature card, "Thrice-Damned Curiosity" (which fittingly has the "Flaw" trait), punishes him for delving too deep into the world of occult, by dealing him 1 damage for every three cards in his hand. Considering all the ways he may
increase his hand's size, her survivability and combat effectiveness even further.
* TheChosenOne: As per her backstory, she was raised by monks who thought her destiny was to fight against whatever horror the investigators oppose in a given campaign.
* DoesNotLikeGuns: Even as she dual-classes into Guardian, she can't use "Firearms", possibly due to her training as a martial artist. Bows and grenades are still valid, however.
* ItSucksToBeTheChosenOne: Her unique weakness, which forces her to either take damage and horror or flip her Discipline assets to their "broken" side, is titled "Burden of Destiny". The number of copies of
this card increases as she learns more Disciplines.
* KungFuWizard: Literally; she was raised by monks, and is adept in both martial arts and magic, though she's better at the former rather than the latter.
* MagicKnight: She
can potentially accumulate into access both Mystic and Guardian cards, and has good enough stats to succeed in both roles, though eventually she's likely to drop a OneHitKill.
large chunk of her magic completely, due to all her high-level cards belonging to the Guardian class.
* MechanicallyUnusualFighter: His signature card, "Vault of Knowledge", has a passive effect that increases his maximum hand size by two. When combined with other cards with similar effects (which are helpfully provided in his card-pack), he can bring the limit up creating her deck, she gets to fifteen (the basic limit is 8).
* OccultDetective: He specialised in researching occultism and the activities of {{Eldritch Abomination}}s even before he joined the team. Now, he can actually put all those skills and knowledge to stop the world's ruin.
* TheProfessor: Professor at the Miskatonic University, and
choose from four different unique Discipline assets which boost one of the team's greatest occult experts.
* SupportPartyMember: His abilities allows him or his teammates to draw additional cards during the Investigators phase, quickly resupplying themselves
her stats and provide her with fresh cards.

!!Winifred Habbamock,
a powerful ability, which has the Aviatrix
cost of forcing her to flip the card over to its "broken" side, disabling it until specific conditions are met to turn it back. She can pick only one Discipline right away, but will gain another for every 15 experience points earned in total across the campaign.
[[/folder]]

[[folder:Bob Jenkins]]
!!Bob Jenkins, the Salesman
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_winifred.JPG]]
[[caption-width-right:225:''"I can top that".'']]
->''Winifred - Weethao as her parents know her, Wini
org/pmwiki/pub/images/bob_0.JPG]]
->''According
to her friends - was one of Bob, the smartest kids in her reservation school. However, her reckless attitude and lack of respect for authority meant she often got herself secret to success as a salesman is persistence. People just need to be told what it is that they want. Repeatedly. Recently, Bob came into trouble. The course possession of her life changed forever when she found an old biplane a handful of "cursed" golden coins, and he hopes the same persistence he so famously advocates will help him to uncover their origin and purpose. If he plays his cards right, maybe this will be his big score. Maybe he'll finally be able to retire and buy that boat he's had his eye on and spend the rest of his days fishing in a farmer's garage and decided tropical paradise. Or maybe Bob will finally come to "take it out for a spin." The owner, a former pilot in the Great War, was awestruck by her natural talent and offered to teach her what he knew. Now Wini is know as the "woman without fear," showing off her skills in barnstormers see all across the country. That nickname would be tested when, during one of her shows, she spotted a creature she could scarcely describe: a thing with leathery wings and a single, mutated, pus-filled eye''.
Rogue-class investigator. Has no
that glitters is not gold.''
Survivor-class investigator, who can only
access to level 0 cards of other classes.his own class, but can include unlimited number of level 1-5 and up to 5 level 0 Rogue cards.



* TheAce: Her signature card, "Anything You Can Do, Better", provides a whopping ''six'' "Wild" icons, which in most cases all but ensures any skill check's success.
* AcePilot: Natural-born pilot, who showed great skills even before being properly trained.
* CripplingOverspecialisation:
** Can't use non-Neutral cards outside of her class.
** She has the best Agility in her class (and one of the few investigators to have 5 Agility to begin with), but she has only average Intellect and Combat (both 3), and abysmal Willpower (1), reducing her usefulness when she's in a situation where evasion isn't a good idea (or available).
* EarlyBirdCameo: The ''The Dream Eaters'' Cycle introduced the "Daredevil" skill card, which actually portrayed her plane, and called her by name in flavour text. Soon after, the "Starter Deck" packs were introduced, including Winifred's.
* FatalFlaw: {{Pride}}; she's great and knows it, which sometimes may lead to her overestimating her chances.
* PrideBeforeAFall: She's very skilled, but also arrogant, which can spell her doom. [[GameplayAndStoryIntegration It manifests as her signature weakness]], "Arrogance", which works as a "skill" card which ''deduces'' one point from any skill she checks; she ''must'' appoint it to every eligible skill check as long as she has it in her hand, and only gets rid of it for the time being when it actually causes her to fail something.
* RedBaron: Known amongst other pilots as the "woman without fear".
* TokenMinority: The only Native American amongst the cast, specifically a Wampanoag.

!!Jacqueline Fine, the Psychic
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_jacqueline.JPG]]
[[caption-width-right:225:''"The future can be rewritten".'']]
->''Blood. Fire. Destruction. Every night, Jacqueline's dreams are filled with things that have not yet come to pass. At first, she thought of these dreams as a terrible curse. However, as she began to control her visions and observe the events within in greater detail, she now understands they are no curse, but a calling. The world is about to be plunged into a thousand years of indescribable chaos, and only she knows the warning signs. Her dreams have never been wrong, but she cannot let the nightmares that haunt them become a reality''.
Mystic-class investigator. Has no access to cards of other classes.

to:

* TheAce: Her GameplayAndStoryIntegration: He's a salesman; all his abilities are related to his career in one way or another:
** Bob has a bonus action specifically to play "Item" assets.
** Bob can ask another investigator in his location to reveal an "Item" asset in their hand, and pay the price for them, fully or partially. His
signature card, "Anything You Can Do, Better", provides a whopping ''six'' "Wild" icons, which in most cases all but ensures any skill check's success.
* AcePilot: Natural-born pilot, who showed great skills even before being properly trained.
* CripplingOverspecialisation:
** Can't use non-Neutral cards outside of her class.
** She has the best Agility in her class (and one
asset, "Shrewd Dealings", further reinforces this mechanic, by allowing him to play "Items" more cheaply, and playing his own assets under control of the few other investigators.
* {{Greed}}: It's the name of his unique weakness, which causes him to take horror if he isn't holding plenty of resources at the moment he draws it.
* OnlyInItForTheMoney: Most
investigators might be putting their health and sanity on the line to save humanity, but for Bob it's all about making profit.
-->''You say the 'end of the world.' I hear 'business opportunity.' ''
* SupportPartyMember: His abilities let him pay for his allies' Item cards or even gift other investigators cards from his own deck. Guardians who rely on expensive Item assets to do their job are particularly happy
to have 5 Agility to begin with), but she has only average Intellect and Combat (both 3), and abysmal Willpower (1), reducing her usefulness when she's him around.
[[/folder]]

!Introduced
in a situation where evasion isn't a good idea (or available).
* EarlyBirdCameo: The
''The Dream Eaters'' Cycle introduced Scarlet Keys'' expansion
[[folder: Carson Sinclair]]
!!Carson Sinclair,
the "Daredevil" skill card, which actually portrayed her plane, and called her by name in flavour text. Soon after, the "Starter Deck" packs were introduced, including Winifred's.
* FatalFlaw: {{Pride}}; she's great and knows it, which sometimes may lead to her overestimating her chances.
* PrideBeforeAFall: She's very skilled, but also arrogant, which can spell her doom. [[GameplayAndStoryIntegration It manifests as her signature weakness]], "Arrogance", which works as a "skill" card which ''deduces'' one point from any skill she checks; she ''must'' appoint it to every eligible skill check as long as she has it in her hand, and only gets rid of it for the time being when it actually causes her to fail something.
* RedBaron: Known amongst other pilots as the "woman without fear".
* TokenMinority: The only Native American amongst the cast, specifically a Wampanoag.

!!Jacqueline Fine, the Psychic
Butler
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_jacqueline.JPG]]
[[caption-width-right:225:''"The future can be rewritten".'']]
->''Blood. Fire. Destruction. Every night, Jacqueline's dreams are filled
org/pmwiki/pub/images/carson_sinclair.png]]
->''Carson Sinclair has served three generations of the Webb family in Arkham. Always proper, Carson watched
with things that have not yet come to pass. At first, she thought of disapproval as his most recent employer, Hercule Webb, began bringing bizarre artifacts and profane tomes into the house, aided in these dreams as endeavors by Webb's business manager, Dupuis. When Mr. Webb was swallowed by a terrible curse. However, as she began dimensional rift, no one believed Carson's description of the harrowing event. Carson has devoted himself to control her visions proving Dupuis's guilt, and observe to restoring the events within in greater detail, she now understands they are no curse, but a calling. The world is about to be plunged into a thousand years of indescribable chaos, and only she knows children as the warning signs. Her dreams have never been wrong, but she cannot let rightful heirs to the nightmares that haunt them become a reality''.
Mystic-class
Webb fortune.''
Guardian-class
investigator. Has no access Can include up to cards of other classes.10 level 0-1 Seeker, Mystic or Survivor events/skills (he can only choose one extra class).



* AttackBackfire: Her prediction ability triples the odds of pulling the autofail token and if this happens she'll have to either let it resolve or cancel it and let the two other (statistically likely to be negative) tokens resolve instead, which may leave the player worse off than if they'd just drawn a single token normally.
* BoringButPractical: The only effect her signature card has is allowing her to use her special ability twice per round. Considering that this kind of effect can easily save her and her fellows, it's really all she needs.
* CripplingOverspecialisation:
** Can't use non-Neutral cards outside of her class.
** Has high Willpower (5), which is good for many Mystic cards' effects (and often used to bypass "Treacheries")... and that's it. Her Intellect is average (3) and her Fight and Agility are worse than that(both 2).
* DreamingOfThingsToCome: In her dreams, she can see visions of future yet to come...and they aren't pretty. Her main motivation for joining the team was to prevent these visions from becoming reality.
* NoSell: Once per round she (or another investigator at her location) can draw three tokens for a test and ignore two of them or one auto-failure. Her signature card, "Arbiter of Fates", allows her to do this ''twice'' per round.
* ScrewDestiny: She knows that her visions always become reality, but she can't just sit and wait until world burns; if there's even smallest chance to prevent it, she ''must'' try.
* SupportPartyMember: Her signature ability is great for protecting her teammates, but by herself, Jacqueline has no good stats other than high Willpower, which at least lets her fight with spells.
* WindsOfDestinyChange: Her ability effectively lets her choose between three possible futures for a chaos bag draw once per turn. Her starter deck is built around this mechanic, which either makes it easier to use (e.g. "Scrying Mirror", which "predicts" next token draw), benefits from "bad" tokens (e.g. "Voice of Ra" goes stronger if you draw hard tokens yet still pass) or have drawbacks on "good" tokens (e.g. "Azure Flame" and "Clairvoyance" deals damage/horror).
* YouCantFightFate: Her signature weakness, "Dark Future", disables her signature ability (and any other similar effect she may have), denying her her greatest ability to help her teammates (or herself). At the end of her turn she must reveal 5 chaos tokens; [[LuckBasedMission if one of them was the Elder Sign, she may discard "Dark Future"]], otherwise it remains in effect.

!!Stella Clark, the Letter Carrier
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_stella.JPG]]
[[caption-width-right:225:''"I can hear it. Can it hear me?"'']]
->''"Before Stella began working for the postal service in Arkham, she knew two things with certainty. First, her parents made a mistake when they called her their son and gave her a boy's name. Second, the house on the cliff in Kingsport whispered her true name - the name she chose for herself - late at night: "Stella." Delivering the mail six days a week in all kinds of weather wasn't an easy job, but Stella loved knowing that she was helping people connect with one another. Then she started finding the letters. At the end of her route, there was always one extra envelope in her bag. It was always addressed to her. It was always postmarked from Kingsport. And it always contained a letter with one typed word: Stella"''.
Survivor-class investigator. Has no access to cards of other classes.

to:

* AttackBackfire: Her prediction ability triples BattleButler: {{Downplayed|Trope}}. While he's not very strong on his own, due to low stats, he can compensate for it with the odds of pulling tools the autofail token and if this happens she'll Guardians have access to, being able to either let it resolve or cancel it stand his ground and let the two other (statistically likely to be negative) tokens resolve instead, which may leave the player worse off than if they'd just drawn a single token normally.
protect his friends.
* BoringButPractical: The only effect her signature card has is allowing her to use her ExtraTurn: His special ability twice per round. Considering that this kind of effect can easily save her and her fellows, it's really all she needs.
allows him to trade his actions to the other players.
* CripplingOverspecialisation:
** Can't use non-Neutral
MasterOfNone: He has no stat above 2, so he has to either rely on the other players, or stockpile cards outside of her class.
** Has high Willpower (5),
which is good for many Mystic cards' effects (and often can boost his stats, and he's unlikely to be very strong in any particular field.
* MultiplayerOnlyItem: None of his abilities can be
used to bypass "Treacheries")... and that's it. Her Intellect is average (3) and her Fight and Agility are worse than that(both 2).
* DreamingOfThingsToCome: In her dreams, she can see visions of future yet to come...and they aren't pretty. Her main motivation for joining the team was to prevent these visions from becoming reality.
* NoSell: Once per round she (or another investigator at her location) can draw three tokens for a test and ignore two of them or one auto-failure. Her
on Carson himself (including his signature card, "Arbiter of Fates", allows her to do this ''twice'' per round.
* ScrewDestiny: She knows that her visions always become reality, but she can't just sit and wait until world burns; if there's even smallest chance to prevent it, she ''must'' try.
card), rendering them useless when playing in singleplayer.
* SupportPartyMember: Her All his abilities are related to supporting his team, while Carson himself isn't very strong, having no stats above 2.
** He [[ExtraTurn can spend actions to give extra actions to the other investigators]]; he has an extra action himself each turn specifically for that purpose.
** His
signature ability is great for protecting her teammates, but card, "As you wish" skill, can ''only'' be assigned to the tests performed by herself, Jacqueline has no good stats the other than high Willpower, which at least lets her fight with spells.
* WindsOfDestinyChange: Her ability effectively lets her choose between three possible futures for a chaos bag
investigators, giving them huge stat boost, and allowing to draw once per turn. Her starter deck is built around this mechanic, which either makes 1 card on success (on a failure, Carson draws it easier to use (e.g. "Scrying Mirror", which "predicts" next token draw), benefits from "bad" tokens (e.g. "Voice of Ra" goes stronger if you draw hard tokens yet still pass) or have drawbacks on "good" tokens (e.g. "Azure Flame" and "Clairvoyance" deals damage/horror).
* YouCantFightFate: Her
instead).
** His
signature weakness, "Dark Future", disables her signature ability (and any "Selfless to a Fault", actually ''punishes'' him for not committing cards to other similar effect she may have), denying her her greatest ability players' tests, causing him horror if he ends the turn without helping anyone.
* UndyingLoyalty: His motivation to join the adventure is
to help her teammates (or herself). At the end children of her turn she must reveal 5 chaos tokens; [[LuckBasedMission if one of them was his master, and prove his murderer's fault. ''Nothing'' would stop him at that.

[[folder:Vincent Lee]]
!!Vincent Lee,
the Elder Sign, she may discard "Dark Future"]], otherwise it remains in effect.

!!Stella Clark, the Letter Carrier
Doctor
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_stella.JPG]]
org/pmwiki/pub/images/ahtcg_vincent.png]]
[[caption-width-right:225:''"I can hear it. Can it hear me?"'']]
->''"Before Stella began working for
will find the postal service answers, even if it kills me."'']]
->''After the third or fourth mutilated body showed up during his time at St. Mary's Hospital
in Arkham, she Vincent Lee begun to suspect that these were not mere wild animal attacks. When a young man died screaming in his sleep from a burst heart, Vincent knew two things with certainty. First, her parents made a mistake when they called her their son and gave her a boy's name. Second, the house on the cliff in Kingsport whispered her true name - the name she chose for herself - late at night: "Stella." Delivering the mail six days a week in all kinds of weather wasn't an easy job, but Stella loved knowing fact that she was helping people connect with one another. Then she started finding the letters. At the end dark times were ahead. Taking a leave of her route, there was always one extra envelope in her bag. It was always addressed to her. It was always postmarked absence from Kingsport. And it always contained a letter with one typed word: Stella"''.
Survivor-class
his position at the hospital, he has set out to ease the suffering of those afflicted by the spreading chaos, hoping that the trail of bodies will lead him to the answers he craves.''
Seeker-class
investigator. Has no limited (only up to level 3) access to his own class, but has unlimited access to any Health-healing cards, regardless of class. He also may include up to 15 other Guardian and Survivor cards of other classes.(up to level 1).



* BigGuy: She is ''the'' most durable investigator, simultaneously having 8 Health and 8 Sanity.
* BoringButPractical: Her signature card, when applied to a skill check, provides three "Wild" (suitable for any check) icons to the test, and protects her from consequences of failing tests for particularly nasty "Treacheries" (and she has several copies of it); nothing flashy, but depending on the situation it may be life-saving.
* CripplingOverspecialisation:
** Can't use non-Neutral cards outside of her class.
** All her abilities provide their benefits ''only'' when she fails skill checks. While good for making a comeback, they provide no help when she can't afford losing the skill test even once.
** Stat wise, this is [[AvertedTrope averted]] though, as she is [[JackOfAllStats fairly balanced]] compared to the other standalone investigators, which fits nicely with Survivors status as JackOfAllTrades. The only stat inbalance is Survivors' usual low Intellect (2) in favour of slightly better agility (4).
* FailureGambit: Her "Elder Sign" effect allows her to ''intentionally'' fail any skill-check, which also heals a little damage and horror from her. However, her signature weakness, "Called by the Mists", can make this effect too risky to take: whenever she starts skill checks with 4+ difficulty (i.e. those she is most likely to fail), she suffers damage, which not only makes it all but pointless to even bother with her special abilities, but also can bite her in the ass when it shows up during a legitimate skill check at the worst moment possible.
* NoSell: Her signature card, the "Neither Rain Nor Snow" skill, allows her to cancel all effects caused by a skill check's failure (both positive and negative) as long as it was appointed to this check. In some cases it may be life-saving.
* StoneWall: {{Downplayed|Trope}}. She's the only investigator to have both 8 Health ''and'' 8 Sanity, making her very durable. But she has only average Combat, and, being Survivor with no off-class options, has limited fighting capabilities. She has good Agility (4), but it only helps to stall the monsters, not defeat them.
* TwoferTokenMinority: Black and a trans woman. Definitely not someone Lovecraft would have come up with for a protagonist.

!!Subject 5U-21, the Anomaly
Bonus investigator introduced for upcoming enhanced version of ''The Blob That Ate Everything'' scenario. She's a Neutral investigator who normally can't access non-Neutral cards above level 0, but gains access to specific classes' high-level cards via her unique mechanic.

to:

* BigGuy: She CombatMedic: He's the team's designated medic, who also can stand his ground in a fight (and has some Guardian-class tools to do so), though he wouldn't replace actual Guardians. He can even use his "Bonesaw" as a Weapon, gaining much-needed bonus to Combat ([[CastFromHitpoints and can sacrifice a point of health for extra damage]]).
* CripplingOverspecialisation: He can't access high-level cards of any class (including his own, where he
is ''the'' most durable restricted to level 3), unless they contain words "[[ExactWords heals damage]]", though he can access some cards of Guardian and Survivor classes (up to level 1).
* ExactWords: As clarified in the FAQ, he can include cards in his deck as long as they contain words "heals damage", even if it means they heal it on themselves.
* GeniusBruiser: He has access to both Seeker and Guardian cards, and has both great Health and above-average (for his class) Combat, while still having good Intellect. However, he faces the typical problem the Guardians tend to have (high Health, low Sanity), making him highly vulnerable to horror-based attacks, and he can't even hit hard enough to qualify as GlassCannon.
* HarmfulHealing: Once per game, he can use his "Bonesaw" to heal up to 5 damage at once from any
investigator, simultaneously having 8 Health and 8 Sanity.
* BoringButPractical: Her signature card, when applied to a skill check, provides three "Wild" (suitable for any check) icons to the test, and protects her from consequences of failing tests for particularly nasty "Treacheries" (and she has several copies of it); nothing flashy,
but depending on the situation it may be life-saving.
* CripplingOverspecialisation:
** Can't use non-Neutral cards outside of her class.
** All her abilities provide their benefits ''only'' when she fails skill checks. While good for making a comeback, they provide no help when she can't afford losing the skill test even once.
** Stat wise, this is [[AvertedTrope averted]] though, as she is [[JackOfAllStats fairly balanced]] compared to the other standalone investigators, which fits nicely with Survivors status as JackOfAllTrades. The only stat inbalance is Survivors' usual low
must then pass hard Intellect (2) in favour of slightly better agility (4).
* FailureGambit: Her "Elder Sign" effect allows her to ''intentionally'' fail any skill-check, which also heals
test, or cause that investigator a little physical trauma (which causes ''permanent'' damage and horror from her. However, her can kill the investigator if too many traumas gets accumulated).
* HeroicBSOD: Vincent's
signature weakness, "Called by the Mists", can make this effect too risky to take: "Innocent Bystander", acts like a (slotless) Ally card which enters play with most of its health missing, and receives further damage whenever she starts skill checks with 4+ difficulty (i.e. those she is most likely to fail), she Vincent suffers damage, some (excluding direct damage). It can be cured, and leaves play if Vincent does so, but if it actually runs out of health, Vincent suffers a mental trauma, for letting his patient die.
* SupportPartyMember: Whenever he heals damage from any investigator, he also provides them with a copy of "On the Mend" Skill,
which not acts as a free stats boost. The amount of such cards is equal to the number of players.
[[/folder]]

[[folder:Kymani Jones]]
!!Kymani Jones, the Security Consultant
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahtcg_kymani.png]]
[[caption-width-right:225:''"This doesn't belong to you."'']]
->''When the Talno artifacts went missing from the Miskatonic Museum, Kymani was hired to assess the museum's liability. Of course, Kymani already knew who the thief was -- it had been their own heist, all along. But Kymani had no interest in selling the relics. As far as Kymani was concerned, they weren't the one who ''really'' stole them. No; Kymani had sent the historical artifacts back home, where they truly belonged. The museum and the insurance company see
only makes it all a villain to catch, but pointless to even bother with her special abilities, but also can bite her in the ass when it shows up during a legitimate skill check at the worst moment possible.
* NoSell: Her signature card, the "Neither Rain Nor Snow" skill, allows her to cancel all effects caused by a skill check's failure (both positive
Kymani is faster, smarter, and negative) as long as it was appointed to this check. In some cases it may be life-saving.
* StoneWall: {{Downplayed|Trope}}. She's the only investigator to have both 8 Health ''and'' 8 Sanity, making her very durable. But she has only average Combat, and, being Survivor with no off-class options, has limited fighting capabilities. She has good Agility (4), but it only helps to stall the monsters, not defeat them.
* TwoferTokenMinority: Black and a trans woman. Definitely not someone Lovecraft would have come up with for a protagonist.

!!Subject 5U-21, the Anomaly
Bonus investigator introduced for upcoming enhanced version of ''The Blob That Ate Everything'' scenario. She's a Neutral investigator who normally can't
better.''
Rogue-class investigator. Can
access non-Neutral Tool cards above of any class (up to level 0, but gains access to specific classes' high-level cards via her unique mechanic.4).



* ArbitraryEquipmentRestriction: She's forbidden from taking any "Permanent" cards, excluding story assets and her own signatures.
* ExtremeOmnivore: As may be expected from Blob-themed investigator, all her mechanics are built around her "devouring" cards, regardless of what they represent. She can't devour story cards, but almost anything else is a free game (albeit most frequently, she targets player cards), with her signature weakness, "Reality Acid", specifically existing to make her actively devour her and teammates' cards, with a table of possible results. There's a very small chance that she would devour some enemies instead, but enemies killed that way don't award victory points.
* GameplayAndStoryIntegration: Investigator based on the Blob, as may be expected, has all her mechanics built around hunger and her being ExtremeOmnivore.
* InSeriesNickname: "Subject 5U-21" is also known as Suzi.
* JackOfAllStats: She starts with abysmal stats, but quickly rises them to average or above, making her rather universal. It's ''keeping'' her at adequate stats which is the challenge.
* JackOfAllTrades: She can access every class, and can potentially gain high-level cards from multiple classes, allowing her to be quite universal and adapt to any role... as long as she manages to avoid being screwed by her own eternal hunger.
* JokeCharacter: She's not meant to be taken seriously, and thus has silly lore and abilities, albeit otherwise playable.
* MagikarpPower:
** She starts with all stats at 1, but whenever she "devours" cards, they gets put beneath her signature card, "Ravenous: Controlled Hunger", which gives her +1 to all stats per card "devoured". However, actually reaching the maximum can be risky, as it turns her signature into "Ravenous: Uncontrolled Hunger", which starts actively devouring either cards under control of investigators, or those beneath it, now putting them aside.
** She's normally restricted to level 0 cards (excluding Neutral ones). However, as she keeps playing and "devouring" cards, she gains ability to purchase cards of higher levels, albeit from just one class at a time (depending on what class had higher count of devoured cards in a last scenario). This allows her to potentially stockpile end-game gear from multiple classes and become quite universal.
* MechanicallyUnusualFighter:
** Suzi's deck's size is 50 cards, instead of standard 30; as she has to include at least 7 cards from every non-Neutral class (to make her mechanic work), it leaves her 15 cards she can take from any class she wants, including Neutral. She also includes 2 basic weaknesses, instead of standard 1. Having a deck so big significantly alters her gameplay, sometimes to her boon, sometimes to her bane.
** Each turn, she "devours" one card from her hand, and her free action ability allows her to devour one card under her or other investigator's control, which then gets put beneath her signature card. Reaching the maximum of 5+ cards makes it putting devoured cards aside, and devouring one card either beneath or under players' control until it empties, at which point it reverts. Fortunately, her signature event "Regurgitation" allows to forcibly revert it (and return up to 3 "devoured" cards), while her Elder Sign returns any 1 "devoured" card at her choice to their owner's hand.
** By default, she can only access level 0 non-Neutral cards, but when the game ends, she gains access to upgrading or purchasing cards from the class which has the largest amount of devoured cards (eg, if she devoured mostly Guardian cards, she can upgrade Guardian cards), of any level.
* ProtagonistWithoutAPast: Her character sheet lacks backstory, as all the place there was consumed by instructions to how actually play her.
* TokenNonHuman: All the other investigators are humans. Suzi is a sapient human-shaped [[GreyGoo blob]].

to:

* ArbitraryEquipmentRestriction: She's forbidden FragileSpeedster: {{Downplayed|Trope}}. While Kymani has high Health, they lack Combat to actually fight without proper preparations (basic Combat is only 2); not to mention that some enemies target Sanity instead. Instead, they have great Agility (one of the few characters to have basic 5 Agility) and have an additional ability which allows them to discard exhausted enemies when evading them again.
* GrapplingHookPistol: Fitting for a thief, Kymani uses a Grappling Hook as their signature asset, which allows (without risks of attacks of opportunity) to engage, move, evade or investigate; when performing the latter, they also uses their Agility instead of Intellect, which is much higher by default, and much easier to boost given that they're Rogue.
* IronicName: Their family name is Jones, but instead of [[Franchise/IndianaJones looking to bring artifacts to foreign museums]], they instead ''extricate'' artifacts
from taking any "Permanent" cards, excluding story assets and her own signatures.
there.
* ExtremeOmnivore: As may be expected from Blob-themed investigator, all her mechanics are built around her "devouring" cards, regardless of what JustifiedCriminal: Kymani is a thief, but the reason why they represent. She can't devour story cards, but almost anything else is steal relics isn't for profit; they return them to the original lands where they belong, seeing the ones who originally put them into museums as "thieves" instead.
* MechanicallyUnusualFighter: Kymani gains
a bonus (based on their Intellect) when evading exhausted enemies; if they succeed, they automatically discard those enemies (but not defeat, so no free game (albeit most frequently, she targets player cards), with her victory points, for example). They have free action ability specifically to engage such enemies. This ability has much less chance to work on their signature weakness, "Reality Acid", specifically existing to make her actively devour her and teammates' cards, with a table of possible results. There's a very small chance that she would devour some enemies instead, but enemies killed that way don't award victory points.
* GameplayAndStoryIntegration: Investigator based on the Blob,
Agent Fletcher, as may be expected, has all her mechanics built around hunger and her being ExtremeOmnivore.
* InSeriesNickname: "Subject 5U-21" is also known as Suzi.
* JackOfAllStats: She starts with abysmal stats, but quickly rises them to average or above, making her rather universal. It's ''keeping'' her at adequate stats which is the challenge.
* JackOfAllTrades: She can access every class, and can potentially gain high-level cards
he prevents Kymani from multiple classes, allowing her to be quite universal gaining Intellect-based bonuses during Evasion.
* TwoferTokenMinority: Jamaican
and adapt to any role... as long as she manages to avoid being screwed by her own eternal hunger.
* JokeCharacter: She's not meant to be taken seriously, and thus has silly lore and abilities, albeit otherwise playable.
* MagikarpPower:
** She starts with all stats at 1, but whenever she "devours" cards, they gets put beneath her signature card, "Ravenous: Controlled Hunger", which gives her +1 to all stats per card "devoured". However, actually reaching the maximum can be risky, as it turns her signature into "Ravenous: Uncontrolled Hunger", which starts actively devouring either cards under control of investigators, or those beneath it, now putting them aside.
** She's normally restricted to level 0 cards (excluding Neutral ones). However, as she keeps playing and "devouring" cards, she gains ability to purchase cards of higher levels, albeit from just one class at a time (depending on what class had higher count of devoured cards in a last scenario). This allows her to potentially stockpile end-game gear from multiple classes and become quite universal.
* MechanicallyUnusualFighter:
** Suzi's deck's size is 50 cards, instead of standard 30; as she has to include at least 7 cards from every non-Neutral class (to make her mechanic work), it leaves her 15 cards she can take from any class she wants, including Neutral. She also includes 2 basic weaknesses, instead of standard 1. Having a deck so big significantly alters her gameplay, sometimes to her boon, sometimes to her bane.
** Each turn, she "devours" one card from her hand, and her free action ability allows her to devour one card under her or other investigator's control, which then gets put beneath her signature card. Reaching the maximum of 5+ cards makes it putting devoured cards aside, and devouring one card either beneath or under players' control until it empties, at which point it reverts. Fortunately, her signature event "Regurgitation" allows to forcibly revert it (and return up to 3 "devoured" cards), while her Elder Sign returns any 1 "devoured" card at her choice to their owner's hand.
** By default, she can only access level 0 non-Neutral cards, but when the game ends, she gains access to upgrading or purchasing cards from the class which has the largest amount of devoured cards (eg, if she devoured mostly Guardian cards, she can upgrade Guardian cards), of any level.
* ProtagonistWithoutAPast: Her character sheet lacks backstory, as all the place there was consumed by instructions to how actually play her.
* TokenNonHuman: All the other investigators are humans. Suzi is a sapient human-shaped [[GreyGoo blob]].
non-binary.



! "Parallel" investigators
Tropes shared by both "main" and "parallel" versions aren't listed.

[[folder: Roland Banks]]
!!Roland Banks, the Fed
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_roland.png]]
[[caption-width-right:225:''Everything by the book: every "i" dotted, every "t" crossed. It has worked, until now.'']]
-> ''Roland had always taken comfort in procedure and rules. As an agent in the Bureau, he was relieved to have guidelines to follow in any given situation. But lately, his Federal Agent's Handbook had been entirely unhelpful given the cases he'd been assigned. Try as he might, Roland could find no mention of what to do when confronted with strange creatures, gates through time and space, or magic spells. If he hadn't seen it with his own eyes, he would never have believed it... and there's no way his superiors would understand. Roland knew he would have to handle this one himself''.
Guardian-class investigator. Has access to off-class "Tactics" and "Insight" cards (up to level 3), but can't take the Guardian-class cards above level 3.

to:

! "Parallel" investigators
Tropes shared by both "main" and "parallel" versions aren't listed.

[[folder: Roland Banks]]
!!Roland Banks,
[[folder:Amina Zidane]]
!!Amina Zidane,
the Fed
Operator
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_roland.png]]
[[caption-width-right:225:''Everything by the book: every "i" dotted, every "t" crossed. It has worked, until now.'']]
-> ''Roland had always taken comfort
org/pmwiki/pub/images/amina_zidane.png]]
[[caption-width-right:225:''"What is it trying to tell me?"'']]
->''A refugee from French-occupied Algeria, Amina arrived
in procedure and rules. As an agent in the Bureau, he was relieved to have guidelines to follow in any given situation. But lately, his Federal Agent's Handbook had been entirely unhelpful given the cases he'd been assigned. Try as he might, Roland Arkham with nothing more than she could find no mention carry. Six years later, Amina's sharp mind and technical skill placed her at the switchboard for the Miskatonic Valley Telephone Company. Soon after, she began to catch snippets of what to do when confronted with something strange creatures, gates through time while at work - distorted words in an unrecognizable language, out-of-place noises, calls that connected to nowhere at all and space, or magic spells. If he hadn't seen it with his own eyes, he would never have believed it... dropped almost immediately. As the phantom calls grew in frequency, Amina sought answers. She found the right extension, connected to the line, and there's no way his superiors would understand. Roland knew he would have to handle this one himself''.
Guardian-class
listened in. Despite not understanding a word of the alien language on the other side, she could tell the eldritch words held real power.''
Mystic-class
investigator. Has Can access to off-class "Tactics" and "Insight" Charm cards of any class (up to level 3), but can't take the Guardian-class cards above level 3.4).



* ByTheBookCop: The "parallel" version of Roland [[WhatIf assumes]] that he still acts as a proper, rules-abiding detective, [[GameplayAndStoryIntegration making him restricted by countless regulations]]. The end of his challenge scenario directly questions what would happen when those directives [[ToBeLawfulOrGood came into conflict with his morality]], as a nod to his canon self.
* JackOfAllTrades: "Parallel" Roland lacks access to high-level Guardian cards, being limited only to level 3, but can take any Tactic or Insight cards up to level 3, making him rather versatile, especially if the right Directives are chosen.
* MechanicallyUnusualFighter: "Parallel" Roland has special cards, unique to him -- the "Directives", which provide him both restrictions (like inability to attack more than twice per round) and additional abilities; he has five available, but only three may be chosen, with the other two becoming permanently inaccessible. If his "parallel" deckbuilding rules are chosen, he also starts with 5 bonus experience points.
* MightyGlacier: {{Exaggerated|Trope}}. The directive "Leave no doubt" makes Roland THE most durable investigator in the game, raising his Sanity by 3, with a total amount of 9 health and 8 sanity (even higher than [[StoneWall Stella's]] 8/8), but has the drawback of only allowing Roland to move twice per round, which cripples his movement range in a game where [[TimedMission every move matters]]. Also, Roland will still be driven insane if he accumulates 5 Mental Traumas instead of 8, as the total amount of trauma that kills or drives insane an investigator '''only''' checks against the base value of health and sanity, rather than the total after any boost or penalty.
* WhatIf: The "parallel" Roland is an alternative version of himself, where he chose not to abandon his directives and [[ByTheBookCop still follows the rules]].

to:

* ByTheBookCop: The "parallel" version JackOfAllStats: All her stats are average (including Willpower). She has to rely on her Doom-manipulating mechanics to make things done. {{Justified|Trope}} as she has neither prior training nor knowledge of Roland [[WhatIf assumes]] that he still acts as a proper, rules-abiding detective, [[GameplayAndStoryIntegration making him restricted by countless regulations]]. The end of his challenge scenario directly questions what would happen when those directives [[ToBeLawfulOrGood came into conflict the arcane; she got involved with his morality]], as a nod to his canon self.
* JackOfAllTrades: "Parallel" Roland lacks access to high-level Guardian cards, being limited only to level 3, but can take any Tactic or Insight cards up to level 3, making him rather versatile, especially if
the right Directives are chosen.
occult essentially by accident.
* MechanicallyUnusualFighter: "Parallel" Roland has special cards, unique to him -- She's the "Directives", which provide him both restrictions (like inability to attack more than twice per round) and additional abilities; he has five available, but only three may be chosen, with investigator, even amongst Mystics, who can put Doom on her assets directly (and not as effect of the other two becoming permanently inaccessible. If his "parallel" deckbuilding rules are chosen, he also starts with 5 bonus experience points.
* MightyGlacier: {{Exaggerated|Trope}}. The directive "Leave no doubt" makes Roland THE most durable investigator in
cards). In addition, her Elder Sign allows her to ''remove'' Doom from the game, raising his Sanity by 3, with a total amount of 9 health cards, and 8 sanity (even higher not just hers, but any cards in her location.
* PowerAtAPrice: To even greater degree
than [[StoneWall Stella's]] 8/8), but has the drawback of only allowing Roland other Mystics. All her abilities are built upon accumulating Doom on her cards for various boons, like playing them "for free". Fortunately, her Elder Sign ability allows to move twice per round, which cripples his movement range in a game where all Doom from any of her cards to another card at her location, even if it's not hers (like the enemies). As with any Doom, it takes away the [[TimedMission every time the team has to finish their goal]], and her signature weakness, "Deafening Silence", may move matters]]. Also, Roland will still be driven insane if he accumulates 5 Mental Traumas instead of 8, as some Doom from her cards straight to the total amount of trauma that kills or drives insane current Agenda, making it permanent.
* TokenMinority: She's
an investigator '''only''' checks against the base value of health and sanity, rather than the total after any boost or penalty.
* WhatIf: The "parallel" Roland is an alternative version of himself, where he chose not to abandon his directives and [[ByTheBookCop still follows the rules]].
Algerian refugee.



[[folder: Daisy Walker]]
!!Daisy Walker, the Librarian
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcgdaisy.png]]
[[caption-width-right:225:''"I can shut the book, but I can never unread its words."'']]
->''As a respected librarian at Miskatonic University, Daisy had always felt that books were the most important thing in her life. She explored in fiction what she abhorred in life: horror, violence, fear. Then, she stumbled across the John Dee translation of the Necronomicon. It was blasphemous, unholy, and too awful to be read. But given her studies in obscure and occult subjects, Daisy knew there was more truth than fiction within the book's pages. She began to wonder what other secrets the restricted collection of the Orne Library held...''
Seeker-class investigator. Has access to off-class "Tome" cards (of any level), and up to five other level 0 Guardian and/or Mystic cards, but can't take the non-Tome Seeker-class cards above level 3.

to:

[[folder: Daisy Walker]]
!!Daisy Walker,
[[folder:Darrel Simmons]]
!!Darrell Simmons,
the Librarian
Photographer
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcgdaisy.png]]
[[caption-width-right:225:''"I can shut the book, but I can never unread its words."'']]
->''As a respected librarian at Miskatonic University, Daisy had
org/pmwiki/pub/images/ahtcg_darrell.png]]
[[caption-width-right:225:''The truth is darker than any of us know.'']]
->''Even while growing up in Arkham, Darrell
always felt knew that books were there something not quite right about the most important thing in her life. She explored in fiction what she abhorred in life: horror, violence, fear. Then, she stumbled across strange little town. After graduating from high school, he went to work for the John Dee translation ''Arkham Advertiser'' as a photographer, and in the years since, he's scoured every inch of the Necronomicon. It city. But on one fateful night, he saw something truly indescribable -- a horror that shook his world to the core. His editor says he was blasphemous, unholy, and too awful to be read. But given her studies in obscure and occult subjects, Daisy knew there was more truth than fiction within just seeing things, but he knows the book's pages. She began to wonder what other secrets the restricted collection truth. With his trusty camera in tow, he would not rest until he has captured photographic evidence of the Orne Library held...horrors that dwell in the shadows of his hometown and beyond. Just one good shot is all he needs.''
Seeker-class Survivor-class investigator. Has access to off-class "Tome" Seeker cards (of any level), and up (up to five other level 0 Guardian and/or Mystic cards, but can't take the non-Tome Seeker-class cards above level 3.2).



* CripplingOverspecialisation: "Parallel" Daisy, instead of her usual deckbuilding rules, can access any Tome cards (regardless of level or class)... but only up to level 3 other Seeker cards, and loses her access to Mystic cards. And most Tomes are Seeker-class anyway. This is slightly compensated by her being allowed to take up to five level 0 Guardian and/or Mystic cards.
* MagicLibrarian: "Parallel" Daisy amplifies her Willpower by putting "Tome" assets into play. When used in combination with her old deckbuilding rules for access to Mystic cards (rules allows to mix front and back sides as the player sees fit), this may greatly increase her effectiveness as a team's sorceress.
* MagikarpPower: "Parallel" Daisy starts with only 1 Willpower and 7 Sanity (her default version starts with 3 and 9, respectively), but amplifies both by one point for each Tome asset she puts into play.
* MechanicallyUnusualFighter: "Parallel" Daisy receives +1 Sanity per Tome she controls. Considering that she starts with 7 Sanity, and can have up to 4 Tomes in play thanks to her "Tote Bag", she can end up with 11 Sanity--while the other investigators normally have 9 at most (13 when playing the ''[[LoyaltyMission Read or Die]]'' scenario, thanks to Professor Armitage, as he provides two additional slots).

to:

* CripplingOverspecialisation: "Parallel" Daisy, instead of her usual deckbuilding rules, can EarlyBirdCameo: He was portrayed on several cards long before becoming playable.
* GoingForTheBigScoop: He actively risks his life to gather information. Fittingly, his main class is Survivor, with
access any Tome cards (regardless of level or class)... but only up to level 3 other Seeker cards.
* IntrepidReporter: Darrel knows that something strange is going on, and believes that it's up to him to uncover the truth. Armed with his trusty camera, he goes on the quest to reveal it -- or die trying.
* TheSmartGuy: He's the only Survivor to have 5 Intellect, and has access to some Seeker cards to put it to good use. However, all the other stats are average or below.
* WeNeedToGetProof: Presented in both his backstory and actual gameplay:
** Finding some evidences of the supernatural activities is his motivation to join the quest.
** His signature card, "Darrell's Kodak", allows to put some resources on enemies and treacheries, as "evidences", and then gather them when he finds clues in their location and puts on his assets. He can then spend them to decrease the difficulty of his tests (compensating for weak stats). He should take care to keep at least some in reserve, though: his signature weakness, "Ruined Film", forces him to remove 4 evidences from his
cards, and loses her access punishes with Horror for inability to Mystic cards. And most Tomes are Seeker-class anyway. This is slightly compensated by her being allowed to take do so, taking up to five level 0 Guardian and/or Mystic cards.
* MagicLibrarian: "Parallel" Daisy amplifies her Willpower by putting "Tome" assets into play. When used in combination with her old deckbuilding rules for access to Mystic cards (rules allows to mix front and back sides as the player sees fit), this may greatly increase her effectiveness as a team's sorceress.
* MagikarpPower: "Parallel" Daisy starts with only 1 Willpower and 7
half of his Sanity (her default version starts with 3 supply in one hit at max power: failing to bring back proof may as well spell doom on him and 9, respectively), but amplifies both by one point for each Tome asset she puts into play.
* MechanicallyUnusualFighter: "Parallel" Daisy receives +1 Sanity per Tome she controls. Considering that she starts with 7 Sanity, and can have up to 4 Tomes in play thanks to her "Tote Bag", she can end up with 11 Sanity--while the other investigators normally have 9 at most (13 when playing the ''[[LoyaltyMission Read or Die]]'' scenario, thanks to Professor Armitage, as he provides two additional slots).
his career.



[[folder: Skids O'Toole]]
!!"Skids" O'Toole, the Ex-Con
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_skids.png]]
[[caption-width-right:225:''"I didn't get out of the joint just to watch the world end"''.]]
->''Skids hadn't planned on a life of crime. But sometimes doing the right thing means getting your hands dirty. The cops didn't care that Skids needed the money for his mother's operation. His mother died of her illness during the second year of his sentence. His cellmate, Brad Hollins, told him there were worse fates than death. He ranted and raved in a quiet voice every evening about the "Old Ones" and told Skids about bizarre adventures he'd had while dreaming. Skids didn't give it much thought until the night he woke to the sight of his cellmate bursting into flames. When Skids was finally released, he returned to Arkham, looking for answers''.
Rogue-class investigator. Has access off-class "Fortune" and "Gambit" cards (up to level 3).

to:

[[folder: Skids O'Toole]]
!!"Skids" O'Toole,
[[folder:Charlie Kane]]
!!Charlie Kane,
the Ex-Con
Politician
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_skids.png]]
[[caption-width-right:225:''"I didn't get out
org/pmwiki/pub/images/charliekane.JPG]]
[[caption-width-right:225:''"It can be arranged. It's just a matter of acceptable terms."'']]
->''Charlie Kane promised the people of Arkham a safer future. He made a lot of promises--lower taxes, better schools, less crime. It was part
of the joint just to watch the world end"''.]]
->''Skids hadn't planned on a life of crime. But
job, after all. And although he sometimes doing had to do things he wasn't proud of, Charlie always did work for the right thing means getting your hands dirty. The cops didn't care that Skids needed greater good. So when he started hearing the money for his mother's operation. His mother died of her illness during reports, he put the second year of his sentence. His cellmate, Brad Hollins, told him there were worse fates than death. He ranted people first. Of course, he couldn't tell anyone. Widespread panic would not serve the public good. Besides, who'd believe him? Still, Charlie has always had connections in town. So he made a few calls, put a task force together, and raved in a quiet voice every evening about the "Old Ones" and told Skids about bizarre adventures he'd had while dreaming. Skids didn't give it much thought until the night he woke went to the sight of his cellmate bursting into flames. When Skids was finally released, he returned to Arkham, looking for answers''.
Rogue-class investigator. Has access off-class "Fortune" and "Gambit"
work.''
Neutral-class investigator who can take level 0-5 Ally
cards (up to from any class, any Neutral cards and cards level 3).0-2 from any two classes chosen at deck creation.



* AscendedMeme: Prior to release of his "parallel" version, there was a popular custom version of Skids, which remade him into a Rogue/Survivor gambler. Comes the "parallel" version, and now Skids has gambling-themed abilities, gambling-themed deckbuilding options (many of which just so happen to be Survivor-class), and the challenge scenario set in a casino.
* BornLucky: His "parallel" version trades access to a Guardian class for access to any "Fortune" or "Gambit" cards up to level 3. He also may keep multiple versions of the same card (low- and high-level versions), which is [[MechanicallyUnusualFighter normally forbidden]].
* GameplayAndStoryIntegration: "Parallel" Skids is essentially a gambler. As result, his new abilities and deckbuilding options were remade to fit the theme:
** Gamblers always rely on risks and various tricks. As result, he has access to "Fortune" and "Gambit" cards (up to level 3).
** "Parallel" Skids trades his usual ability to spend resources to gain more actions for ability to actually gamble on his resources and on success earning much more.
* MechanicallyUnusualFighter: The "parallel" version of Skids, while upgrading "Fortune" cards, may, instead of just replacing them with the higher level versions, buy them at the full cost... and keep ''both'' the old and new versions, even if it would put him at more than two copies of the same card in his deck, by title, which is normally forbidden. Any old cards he keeps in the deck this way also don't count towards the deck's size.

to:

* AscendedMeme: Prior to release ActionPolitician: {{Downplayed|Trope}}. While he does put himself in harm's way for the sake of Arkham, he is almost helpless without his "parallel" version, there was a popular custom version of Skids, which remade Allies. His backstory also implies that he only chooses to involve himself personally in the investigation because going public with his findings would either cause mass panic or have him thrown into a Rogue/Survivor gambler. Comes the "parallel" version, loony bin.
* CripplingOverspecialisation: Charlie is entirely dependant on his Allies (and has all his abilities associated with them),
and now Skids has gambling-themed abilities, gambling-themed deckbuilding options (many of which just so happen to be Survivor-class), becomes extremely weak and the challenge scenario set in a casino.
* BornLucky: His "parallel" version trades
vulnerable if he loses them. Naturally, his signature weakness, "Burden of Leadership", targets them, by forcing him either exhaust them (losing access to a Guardian class their benefits for access a turn) or deal direct damage and horror to any "Fortune" or "Gambit" cards up to level 3. He also may keep multiple versions them.
* EarlyBirdCameo: Charlie was originally portrayed on the "Charisma" asset (by itself a neutral card), introduced in the ''Dunwich Legacy'' expansion (and later copied into the second edition
of the same card (low- and high-level versions), which is [[MechanicallyUnusualFighter normally forbidden]].
Core).
* GameplayAndStoryIntegration: "Parallel" Skids is essentially a gambler. As result, a portly elderly politician, Charlie isn't well-suited to combat the eldritch forces on his new own, but he is able to call on his connections to get things done, represented by the skill boosts he gets from his Ally cards.
* ItemCaddy: His playstyle is entirely built around amassing large number of Allies, gaining stat bonuses from them. For that, he's given unrestricted access to any such cards, and three additional "Ally" slots, as well as a set of
abilities and deckbuilding options were remade dedicated to fit the theme:
** Gamblers
always rely keeping them ready.
* JackOfAllStats: Charlie Kane has poor stats
on risks and various tricks. his own (all at flat "1"), but can easily boost them by exhausting his Allies with matching skill icons. As result, he has access to "Fortune" and "Gambit" cards highly increased limit on how many Allies he can field at once (up to level 3).
** "Parallel" Skids trades
4 by default, up to 8 with both "Charisma" cards), he can easily amass the little army which would cover for his usual ability weak points. But he's unlikely to spend resources to gain surpass the more actions for ability to actually gamble on specialised investigators, who have high stats ''and'' can use high-level cards.
* MagikarpPower: Charlie only starts shining when he gathers up
his resources team, and on success earning much more.
puts all those Allies in play; before then, he has to somehow stay afloat with his abysmal basic stats.
* MechanicallyUnusualFighter: The "parallel" version of Skids, while upgrading "Fortune" cards, may, instead of just replacing them with the higher level versions, buy them at the full cost... and keep ''both'' the old and new versions, even if it would put him at more than two copies of the same card in In addition to being a Neutral investigator who essentially gets to choose his class when creating his deck, he's a got a flat "1" in every single stat and a special ability that lets him boost his skill values during tests by title, exhausting Ally cards (for which is normally forbidden. Any old cards he keeps in has 4 slots by default) with icons matching the deck this skill being tested. His massive card pool and his unique approach to passing skill tests mean he needs to be built in a way that's entirely different from any other investigator.
* ShoutOut: He's named after Charles Foster Kane from ''Film/CitizenKane'', who's
also don't count towards a politician.
* SleazyPolitician: {{Subverted|Trope}}. He looks like
the deck's size.very image of a [[FatBastard fat]], [[GoodSmokingEvilSmoking cigar-chomping]] career politician and he isn't above employing underhanded methods to get ahead, but his ultimate aim is to serve and protect Arkham's residents.



[[folder: Agnes Baker]]
!!Agnes Baker, the Waitress
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_agnes.png]]
[[caption-width-right:225:''"The magic is in my blood. Coursing through my veins. Pumping through my heart."'']]
->''Agnes Baker may be just an unassuming waitress in this life, but in a previous life, in a time and age undreamed of in the modern world, she had been a powerful witch. It began when she found a strange artifact -- a key of some kind -- in a dusty collection of family belongings in her attic. When she touched it, the memories came flooding back, along with one word: "Hyperborea." The more she delved into the visions and memories of her former life, the stronger her powers grew... and the more frightened she became''.
Mystic-class investigator. Has access off-class "Spell" and "Occult" cards (up to level 3).

to:

[[folder: Agnes Baker]]
!!Agnes Baker, the Waitress
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_agnes.png]]
[[caption-width-right:225:''"The magic is
!Introduced in my blood. Coursing through my veins. Pumping through my heart."'']]
->''Agnes Baker may be just an unassuming waitress in this life, but in a previous life, in a time and age undreamed
''A Feast of in the modern world, she had been a powerful witch. It began when she found a strange artifact -- a key of some kind -- in a dusty collection of family belongings in her attic. When she touched it, the memories came flooding back, along with one word: "Hyperborea." Hemlock Vale'' expansion
[[folder:Wilson Richards]]
!!Wilson Richards,
The more she delved into the visions and memories of her former life, the stronger her powers grew... and the more frightened she became''.
Mystic-class investigator. Has access off-class "Spell" and "Occult" cards (up to level 3).
Handyman
Guardian-class investigator.



* BloodMagic: The "parallel" version of Agnes [[CastFromHitPoints can damage herself in order to fuel her magic]]. It's implied that she achieves this because her blood has magic capabilities.
* CastFromHitPoints: Her "parallel" version, instead of her [[CriticalStatusBuff default ability]], gains the ability to sacrifice her own Health to decrease the cost of "Spell" events she plays (and to keep them in hand instead of discarding them).
* MechanicallyUnusualFighter: The "parallel" version of Agnes has a reduced deck size (25 instead of normal 30), but she can, while upgrading "Spell" cards, instead of just replacing them with higher level versions, buy them at the full cost, and keep ''both'' old and new versions, even if it would put her at more than two copies of the same card in her deck, by title, which is normally forbidden. Any old cards she keeps in the deck this way also don't count towards the deck's size.
* MythologyGag: The "parallel" version of Agnes basically reuses her abilities from ''TabletopGame/ArkhamHorror'', adapted to work with the new mechanics. Her challenge scenario also heavily resembles her [[LoyaltyMission personal story]] from the same game, which involved her confrontation with the enemy from her past life.
* SquishyWizard: PlayedWith; "parallel" Agnes gains impressive 8 Health (this is Guardian-level toughness) and the ability to heal herself whenever she draws the Elder Sign, but pays for it with having only 6 Sanity, which is the worst in her class.

to:

* BloodMagic: The "parallel" version of Agnes [[CastFromHitPoints can damage herself in order to fuel her magic]]. It's implied that she achieves this because her blood has magic capabilities.
* CastFromHitPoints: Her "parallel" version, instead of her [[CriticalStatusBuff default ability]],
JackOfAllStats: All his stats are average. While he loses some offensive capabilities, he gains the ability to sacrifice her own Health to decrease the cost of "Spell" events she plays (and to keep them in hand instead of discarding them).
* MechanicallyUnusualFighter: The "parallel" version of Agnes has a reduced deck size (25 instead of normal 30), but she can, while upgrading "Spell" cards, instead of just replacing them with higher level versions, buy them at the full cost,
better Agility and keep ''both'' old and new versions, even if it would put her at Intellect than most of his colleagues, making him more than two copies of the same card in her deck, by title, which is normally forbidden. Any old cards she keeps in the deck this way also don't count towards the deck's size.
* MythologyGag: The "parallel" version of Agnes basically reuses her abilities from ''TabletopGame/ArkhamHorror'', adapted to work with the new mechanics. Her challenge scenario also heavily resembles her [[LoyaltyMission personal story]] from the same game, which involved her confrontation with the enemy from her past life.
* SquishyWizard: PlayedWith; "parallel" Agnes gains impressive 8 Health (this is Guardian-level toughness) and the ability to heal herself whenever she draws the Elder Sign, but pays for it with having only 6 Sanity, which is the worst in her class.
flexible.



[[folder: Wendy Adams]]
!!Wendy Adams, the Urchin
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_wendy.png]]
[[caption-width-right:225:''"The little things are important. Grown-ups don’t see that."'']]
->''Mama used to let Wendy play with her necklace when she was small. Mama would tell her stories, and Wendy would spin the necklace and watch as it glittered. Then, word came that her father had been lost at sea, and Mama started acting strange, drawing unusual symbols in chalk all over the house. They took Mama to the asylum, and Wendy went to the orphanage. Before they took her away, Mama gave her the necklace, to "protect her." Wendy stayed in the orphanage for several years before running away, deciding that she could take better care of herself on her own''.
Survivor-class investigator. Can pick either Blessed and/or Cursed cards, and access any cards with chosen trait(s), regardless of class and level.

to:

[[folder: Wendy Adams]]
!!Wendy Adams, the Urchin
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_wendy.png]]
[[caption-width-right:225:''"The little things are important. Grown-ups don’t see that."'']]
->''Mama used to let Wendy play with her necklace when she was small. Mama would tell her stories, and Wendy would spin the necklace and watch as it glittered. Then, word came that her father had been lost at sea, and Mama started acting strange, drawing unusual symbols in chalk all over the house. They took Mama to the asylum, and Wendy went to the orphanage. Before they took her away, Mama gave her the necklace, to "protect her." Wendy stayed in the orphanage for several years before running away, deciding that she could take better care of herself on her own''.
Survivor-class investigator. Can pick either Blessed and/or Cursed cards, and access any cards with chosen trait(s), regardless of class and level.
[[folder:Kate Winthrop]]
!! Kate Winthrop, The Scientist
Seeker-class investigator.



* CooldownManipulation: "Parallel" Wendy can put blessed/cursed tokens on the enemies while evading them (either those drawn during the test, or from the pool), which, thanks to her special signature Asset, "Tidal Memento", allows her to lock them from readying (thus locking them from the battle) or accumulating Doom tokens for as long as they have those tokens on them. As with all such effects, [[ContractualBossImmunity it doesn't work on Elite enemies]].
* CripplingOverspecialisation: She suffers from the same problem as Father Matteo (another investigator specialising in "Blessed" cards) before her: both Blessed and Cursed cards being very rare (outside of ''The Innsmouth Conspiracy'' expansion; though she's unplayable without it anyway). She has no other off-class options.
* FragileSpeedster: "Parallel" Wendy has the same base stats as the original, meaning good Agility, and terrible Combat stats. However, unlike original, "Parallel" Wendy ''must'' risk going near enemies to achieve the full potential of her abilities.
* LuckManipulationMechanic:
** Her deckbuilding rules are built around Blessed and Cursed cards, particularly the cards related to Blessed/Cursed tokens introduced in ''The Innsmouth Conspiracy'' (in fact, she can't be played without the expansion anyway, due to using those tokens in her core mechanic).
** Her Elder Sign ability allows to get rid of unwanted Blessed/Cursed tokens in the chaos pool, or use with her special ability.
** "Tidal Memento" Asset allows Wendy to use the tokens previously sealed on the enemies instead of drawing from the chaos pool, with all the benefits coming with them.

to:

* CooldownManipulation: "Parallel" Wendy can put blessed/cursed tokens CastFromMoney: Flux Stabilizer only works if Kate puts at least one clue on the enemies while evading them (either those drawn during the test, or from the pool), which, thanks to it, but it gives her special signature Asset, "Tidal Memento", allows access to powerful offensive events and, once active, gives her to lock them from readying (thus locking them from the battle) or accumulating Doom tokens one-time boost for as next test for each clue she puts on it.
* EarlyBirdCameo:
** She was depicted on several Seeker-class cards
long before appearing as they have those tokens on them. As with all such effects, [[ContractualBossImmunity it doesn't work on Elite enemies]].
* CripplingOverspecialisation: She suffers from the same problem as Father Matteo (another
a playable investigator.
** ''Barkham Horror'' featured Kate Wintrhop-based
investigator specialising in "Blessed" cards) long before her: both Blessed and Cursed cards being very rare (outside of ''The Innsmouth Conspiracy'' expansion; though she's unplayable without it anyway). She has no other off-class options.
actual Kate was introduced.
* FragileSpeedster: "Parallel" Wendy Kate has the same base stats as the original, meaning good impressive 4 Agility, and terrible Combat stats. However, unlike original, "Parallel" Wendy ''must'' risk going near but only 2 Combat, as well as rather low 6 Health. This generally means that while she can easily disable enemies by evading them, actually fighting them can be problematic.
* HoistByHisOwnPetard: "Failed Experiment" weakness forces Kate
to achieve pass a Willpower test, the full potential difficulty of which starts at 3 (she has only 2 by default) and quickly scales with the number of clues on her assets (which, given her abilities, she's likely to have quite a few). Fail it, and she would be forced to drop 1 clue into her location for each point of failure... or, if she can't, take horror.
* MechanicallyUnusualFighter: She can directly put her clues on her assets, which gives her various benefits. Fortunately, she also has the means to get them back.
* ScienceHero: Kate aims to defeat the eldritch abominations with the power of science and her own inventions.
* WeaponizedTeleportation: "Flux Stabilizer" gives her access to to signature events, both of which, on top of their normal effects, helps her to get rid
of her abilities.
* LuckManipulationMechanic:
enemies by teleporting them elsewhere; as may be expected, neither work on Elite enemies.
** Her deckbuilding rules are built around Blessed "Aetheric Current (Yuggoth)", on top of enhancing Kate's offensive capabilities, allows to also exhaust attacked enemy and Cursed cards, particularly the cards related teleport it into any location on Kate's choice.
** "Aetheric Current (Yoth)", on top of helping Kate
to Blessed/Cursed tokens introduced in ''The Innsmouth Conspiracy'' (in fact, she can't be played without the expansion anyway, due to using those tokens in her core mechanic).
** Her Elder Sign ability
evade an enemy, allows to get rid of unwanted Blessed/Cursed tokens in the chaos pool, or use with her special ability.
** "Tidal Memento" Asset allows Wendy
it altogether, by shuffling it back into encounter deck, implication being that they were put on a trip to use the tokens previously sealed on the enemies instead of drawing from the chaos pool, with all the benefits coming with them.some ''very'' remote location. It doesn't count as actually defeating them, though, so you wouldn't receive any associated rewards (or penalties, for that matter).



[[folder: Ashcan Pete]]
!!"Ashcan" Pete, the Drifter
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_pete.png]]
[[caption-width-right:225:''"C'mere, boy. We got work to do".'']]
->''At night, "Ashcan" Pete sleeps wherever his travels take him: in a field, on a train, or maybe, if he's lucky, in a barn. He bunks with his loyal hound dog, Duke, on one side and his beat-up guitar on the other. And sometimes when Pete sleeps, he dreams. He dreams of haunted, tortured places and of horrible creatures. When he wakes up, he knows that someone needs his help, because his dreams are true. He could not say how long he has been on the road, living by his wits, but he can say for certain no place is too far to go to help someone in need. And as long as Pete can help people, he is not likely to stop wandering any time soon''.
Survivor-class investigator. Limited to level 3 of his own class, but can access "Improvised" and "Tactic" cards (both up to level 4), and up to 5 other level 0 Guardian cards.

to:

[[folder: Ashcan Pete]]
!!"Ashcan" Pete, the Drifter
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_pete.png]]
[[caption-width-right:225:''"C'mere, boy. We got work to do".'']]
->''At night, "Ashcan" Pete sleeps wherever his travels take him: in a field, on a train, or maybe, if he's lucky, in a barn. He bunks with his loyal hound dog, Duke, on one side and his beat-up guitar on the other. And sometimes when Pete sleeps, he dreams. He dreams of haunted, tortured places and of horrible creatures. When he wakes up, he knows that someone needs his help, because his dreams are true. He could not say how long he has been on the road, living by his wits, but he can say for certain no place is too far to go to help someone in need. And as long as Pete can help people, he is not likely to stop wandering any time soon''.
Survivor-class investigator. Limited to level 3 of his own class, but can access "Improvised" and "Tactic" cards (both up to level 4), and up to 5 other level 0 Guardian cards.
[[folder:Alessandra Zorzi]]
!!Alessandra Zorzi, The Countess
Rogue-class investigator.



* ActionSurvivor: Compared to his basic version, "parallel" Pete is slightly better as a figher, having higher Health, Sanity and Combat, as well as some Tactic cards to increase his combat capabilities (which can become even better if he takes [[CanineCompanion Duke]] along). But he's still just a drifter, with no special training, skills or gear, and is unlikely to last for long without support.
* ItemCaddy: "Parallel" Pete can return the cards he attached to scenario cards (locations, enemies, etc) to his hand instead of discarding, albeit only once per round. This encourages him to actively using Events which works by being attached to locations; it's further helped by him having access to off-class Tactic cards, which makes him rather flexible.
* MagicMusic: Whenever Pete uses his guitar to lure an enemy, he either heals 1 Sanity, or gains 1 resource.
* MindControlMusic: "Parallel" Pete can use his guitar (available as "replacement" signature) to force a non-Elite enemy in his or connected location to move once in any direction, either luring it away or luring it into a trap.
* TookALevelInBadass: Alternative Pete has a normal statline of 12 skill points and 14 durability sum of Health and Sanity in total, unlike the original, with average fight (3) and Health and Sanity (both 7). He is far more capable of achieving his goals on his own and far less reliant on [[CanineCompanion Duke]]

to:

* ActionSurvivor: Compared to his basic version, "parallel" Pete is slightly better as a figher, having higher Health, Sanity and Combat, as well as some Tactic cards to increase his combat capabilities (which can become even better if he takes [[CanineCompanion Duke]] along). But he's still just a drifter, with no special training, skills or gear, and is unlikely to last for long without support.
* ItemCaddy: "Parallel" Pete can return the cards he attached to scenario cards (locations, enemies, etc) to his hand instead of discarding, albeit only once per round. This encourages him to actively using Events which works by being attached to locations; it's further helped by him having access to off-class Tactic cards, which makes him rather flexible.
* MagicMusic: Whenever Pete uses his guitar to lure an enemy, he either heals 1 Sanity, or gains 1 resource.
* MindControlMusic: "Parallel" Pete can use his guitar (available as "replacement" signature) to force a non-Elite enemy in his or connected location to move once in any direction, either luring it away or luring it into a trap.
* TookALevelInBadass: Alternative Pete
FragileSpeedster: She has a normal statline of 12 skill points and 14 durability sum of Health and Sanity in total, unlike the original, with average fight (3) and Health and Sanity (both 7). He is far more capable of achieving his goals on his own 7), good Agility (4) but pretty low Combat (only 2), which makes dealing with enemies by evading them preferable to open fights.
* TheSocialExpert: She has an extra action each turn specifically for Parleying. She also has good Intellect (4)
and far less reliant on [[CanineCompanion Duke]]decent (for a Rogue) Willpower (3), which are the stats most commonly used during Parley tests.
* StealthExpert: Her Elder Sign allows to automatically evade any non-Elite enemy in her or (revealed) connected location.
* TokenMinority: The only Italian in the cast.



!Campaign-specific investigators (spoiler alert!)
[[folder: ''The Forgotten Age'' investigators]]
!!Body of Yithian
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_yithian2.png]]
->''And then the morbid temptation to look down at myself became greater and greater, till one night I could not resist it. At first my downward glance revealed nothing whatsoever. A moment later I perceived that this was because my head lay at the end of a flexible neck of enormous length. Retracting this neck and gazing down very sharply, I saw the scale, rugose, iridescent bulk of a vast cone ten feet tall and ten feet wide at the base. That was when I waked half of Arkham with my screaming as I plunged madly up from the abyss of sleep''.\\
- Creator/HPLovecraft, Literature/TheShadowOutOfTime
Temporal alien body to which the investigator got their memory transferred for the duration of the ''The City of Archives'' scenario.

to:

!Campaign-specific investigators (spoiler alert!)
[[folder: ''The Forgotten Age'' investigators]]
!!Body of Yithian
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_yithian2.png]]
->''And then the morbid temptation to look down at myself became greater and greater, till one night I could not resist it. At first my downward glance revealed nothing whatsoever. A moment later I perceived that this was because my head lay at the end of a flexible neck of enormous length. Retracting this neck and gazing down very sharply, I saw the scale, rugose, iridescent bulk of a vast cone ten feet tall and ten feet wide at the base. That was when I waked half of Arkham with my screaming as I plunged madly up from the abyss of sleep''.\\
- Creator/HPLovecraft, Literature/TheShadowOutOfTime
Temporal alien body to which the investigator got their memory transferred for the duration of the ''The City of Archives'' scenario.
[[folder:Kohaku Narukamia]]
!!Kohaku Narukami, The Folklorist
Mystic-class investigator.



* FreakyFridayFlip: Investigators temporarily get placed in Yithian bodies instead of their own for the duration of scenario, and [[LaserGuidedAmnesia lose most of their memories]]. Depending on the scenarios's outcome, they may restore their original bodies, get stuck in alien bodies for duration of campaign, or [[RocksFallEveryoneDies lose their memories entirely]].
* GameplayAndStoryIntegration: Due to being trapped outside of their time and even their body, investigators can't use their signature abilities; they also can't use any unique assets with "Item" trait, including their signature ones. If they have any "Ally" cards, they are considered to have Yithian bodies (with the corresponding trait), too, but this one is just for flavour.
* MasterOfNone: Has average Health and Sanity (7 at both), and 2 in all skills (which is below average). It also has no particularly impressive abilities to replace original ones, though they ''do'' make sense for the specific scenario where this "investigator" is playable.
* StarfishAliens: Like all [[Literature/TheShadowOutOfTime Yithians]], these beings have an absolutely weird shape by human lights, not even vaguely resembling anything Earth-born. If the investigators fail to restore their original bodies, they may be trapped in these bodies until the end of campaign, barring them from using their own signature abilities.
* WalkingSpoiler: Its mere presence is a spoiler for the ''The City of Archives'' scenario.

to:

* FreakyFridayFlip: Investigators temporarily get placed in Yithian bodies instead of their own for the duration of scenario, and [[LaserGuidedAmnesia lose most of their memories]]. Depending on the scenarios's outcome, they may restore their original bodies, get stuck in alien bodies for duration of campaign, or [[RocksFallEveryoneDies lose their memories entirely]].
* GameplayAndStoryIntegration: Due to being trapped outside of their time and even their body, investigators can't use their signature abilities; they also can't use any unique assets with "Item" trait, including their signature ones. If they have any "Ally" cards, they are considered to have Yithian bodies (with the corresponding trait), too,
GeniusBruiser: {{Downplayed|Trope}}, his Intellect is as high as his Willpower (4), but this one is just for flavour.
* MasterOfNone: Has average Health and Sanity (7 at both), and 2 in all skills (which is below average). It
he also has no particularly impressive abilities to replace original ones, though they ''do'' make sense for average Combat (3)
* TokenMinority: He's
the specific scenario where this "investigator" is playable.
* StarfishAliens: Like all [[Literature/TheShadowOutOfTime Yithians]], these beings have an absolutely weird shape by human lights, not even vaguely resembling anything Earth-born. If
only Japanese in the investigators fail to restore their original bodies, they may be trapped in these bodies until the end of campaign, barring them from using their own signature abilities.
* WalkingSpoiler: Its mere presence is a spoiler for the ''The City of Archives'' scenario.
cast.



[[folder: ''The Circle Undone'' prologue investigators]]
!!Gavriella Mizrah
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_gavriella.jpg]]
->''A former member of the Haganah, Gavriella Mizrah now works private security for wealthy homeowners. Josef Meiger -- a man who takes confidentiality quite seriously -- has retained Gavriella to make sure there are no problems during tonight's event. But even she is not prepared for what is to come''.
Josef Meiger's private security. Starts with fixed set of cards (most are Guardian-class).

to:

[[folder: ''The Circle Undone'' prologue investigators]]
!!Gavriella Mizrah
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_gavriella.jpg]]
->''A former member of the Haganah, Gavriella Mizrah now works private security for wealthy homeowners. Josef Meiger -- a man who takes confidentiality quite seriously -- has retained Gavriella to make sure there are no problems during tonight's event. But even she is not prepared for what is to come''.
Josef Meiger's private security. Starts with fixed set of cards (most are Guardian-class).
[[folder:Hank Samson]]
!! Hank Samson, The Farmhand
Survivor-class investigator.



* ArbitraryEquipmentRestriction: Starts with a fixed set of cards (most are Guardian-class), which she can't replace once discarded. Most likely it was done to speed up your demise, [[ForegoneConclusion since the prologue only ends with all investigators being defeated]].
* BadassIsraeli: Former member of [[{{UsefulNotes/IsraelisWithInfraredMissiles}} Haganah]].
* BigGuy: PlayedWith.
** She is closest the prologue team has to a Guardian. She has the best Health and Combat stats in the team (comparable to Guardians), but pays for it with [[GlassCannon the absolute worst Sanity in the game]], in a scenario which provides a lot of horror-based dangers.
** She may find clues by being attacked by a monster (whether she gets damaged or not), which adds additional benefits to acting like the team's "tank".
* CanineCompanion: Always starts with a "Guard Dog" Ally in play.
* CripplingOverspecialisation: All Prologue investigators have 4-3-2-1 stat distribution, making them good at one specific thing, but worse at the others, with one stat acting as their definitive weak point. Gavriella concentrates on fighting enemies head-on, but pays for it with having only 2 Intellect and 1 Agility, meaning she would not be a good clue-gatherer, and she certainly won't be able to avoid enemies.
* GlassCannon: Just as she's tough in Health, she's weak in Sanity, being the only investigator to have it below 5.

!!Jerome Davids
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_jerome.jpg]]
->''Jerome is Josef Meiger's personal assistant and secretary. He is a close friend of Josef's and is also an upstanding member of the Silver Twilight Lodge. He helps keep the Meiger estate's vast finances in order and manages Josef's time, which has become increasingly precious of late''.
Josef Meiger's personal assistant. Starts with fixed set of cards (most are Seeker-class).

to:

* ArbitraryEquipmentRestriction: Starts with a fixed set of cards (most are Guardian-class), AutoRevive: Once per scenario, if Hank would get defeated by Damage or Horror he can instead choose to become [[HeroicSecondWind resolute]], which she can't replace once discarded. Most likely it was done allows him to speed up your demise, [[ForegoneConclusion since the prologue only ends keep playing, albeit with all investigators different stats and no longer being defeated]].
able to heal by normal means.
* BadassIsraeli: Former member of [[{{UsefulNotes/IsraelisWithInfraredMissiles}} Haganah]].
* BigGuy:
TheBigGuy: PlayedWith.
** She is closest the prologue team has to a Guardian. She has the best Hank stats with extremely low 5 Health ''and'' Sanity, but he also transforms into one of the two versions geared towards either tanking damage or tanking horror upon defeat.
** Both his Elder Sign
and Combat stats in signature card, "Stouthearted", allows him to move some of his damage/sanity to the team (comparable other cards (in "Stouthearted" case, even to Guardians), but pays for it with [[GlassCannon the absolute worst Sanity in the game]], in a scenario which provides a lot of horror-based dangers.
** She may find clues by being attacked by a monster (whether she gets damaged or not), which adds additional benefits to acting like the team's "tank".
* CanineCompanion: Always starts with a "Guard Dog" Ally in play.
* CripplingOverspecialisation: All Prologue
other investigators have 4-3-2-1 stat distribution, making them good at one specific thing, but worse at or enemies), further prolonging his survival. This works even for "Resolute" versions, which can't be healed by conventional means.
** Hank can take damage and horror intended for
the others, with one stat acting as their definitive weak point. Gavriella concentrates on fighting Ally cards or other investigators.
* CastFromHitpoints: {{Inverted|Trope}}; "Stouthearted" event allows him to dump some of his damage/horror onto
enemies head-on, but pays for it with having only 2 Intellect and 1 Agility, meaning she would not be a good clue-gatherer, and she certainly won't be able to avoid enemies.
(as damage).
* GlassCannon: Just as she's tough in Health, she's weak in PlayedWith.
** By default, Hank has only 5 Health and Sanity ("Ashcan" Pete has the same
Sanity, being but 6 Health); however, if he gets defeated by damage or horror, he can [[AutoRevive get back up]] and [[HeroicSecondWind become resolute]], which gives him a second chance and readjusts his Health and Sanity to better tank either damage or horror, at expense of other stat; if counting both "lives", he becomes the only most durable investigator in the game.
** Out of two "Resolute" versions, "Warden" is the most combat-oriented, gaining extra basic Combat (bringing him
to have 6, highest in the game) and Health, but his Sanity gets decreased even further, making horror-based attacks even more dangerous; at least, he gains some extra Will to not get eliminated by the single failed treachery.
* JackOfAllTrades: Changing to the "Assistant" form boosts Intellect (from 1 to 3) and Agility (from 3 to 4), at expense of small loss in Combat (from 5 to 4). This makes him more versatile.
* HeroicSecondWind: If he runs out of either Health or Sanity, once per game, he can [[AutoRevive fully heal and adjust his stats to continue the struggle]], turning into one of the two "Resolute" versions; the second defeat would eliminate him, however.
* LightningBruiser: Just like Mark, Hank's is a {{Downplayed|Trope}} version of this, having high Combat (5) and average Agility (3). His "Warden" Resolute version raises his Combat stat to 6, while his "Assistant" version [[PlayedStraight plays this more straight]] by giving him equal Combat and Agility (4)
* SearchingForTheLostRelative: Like in other ''Arkham Files'' games, Hank's motivation is to find his lost Pa. [[GameplayAndStoryIntegration This quest manifests as his signature weakness]], "Where's Pa?", which spawns an enemy in connected location, and makes
it below 5.

!!Jerome Davids
"elusive", forcing Hank to abandon everything and go on a hunt, as each turn he fails to kill it, he takes 1 direct Horror: who knows what these monsters would do to Pa if not rescued in time?
* WoundThatWillNotHeal: After becoming [[HeroicSecondWind Resolute]], Hank can no longer be healed by conventional means. Effects which moves damage/horror elsewhere still work, however.
[[/folder]]

!Novella investigators
[[folder:Gloria Goldberg]]
!!Gloria Goldberg, the Writer
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_jerome.jpg]]
->''Jerome is Josef Meiger's personal assistant
org/pmwiki/pub/images/ahlcg_gloria.jpg]]
->''Nightmares
and secretary. He apocalyptic visions have plagued novelist Gloria Goldberg her entire life. Although she learned to exorcise her terrors onto the page, she has never revealed the inspiration for her weird tales, not even to fellow author Jamie Galbraith. One day, she is struck by a close friend vision of Josef's Jamie begging her to help finish what he started. Moments later, she receives word of his sudden death. As Gloria reads Jamie's unfinished book, the story takes hold of her, and is also an upstanding member of the Silver Twilight Lodge. He helps keep words on the Meiger estate's vast finances in order and manages Josef's time, which has become increasingly precious of late''.
Josef Meiger's personal assistant. Starts with fixed set of cards (most are Seeker-class).
page begin to bleed into reality.''
Mystic-class investigator. Can include up to 10 level 0-1 Guardian, Seeker and/or Rogue events and/or skills (she can only choose one extra class)



* ActionSurvivor: He is Josef Meiger's personal assistant, and good at investigating, but lacks any combat skills.
* ArbitraryEquipmentRestriction: Starts with a fixed set of cards (most are Seeker-class), which he can't replace once discarded. Most likely it was done to speed up your demise, [[ForegoneConclusion since the prologue only ends with all investigators being defeated]].
* CripplingOverspecialisation: All Prologue investigators have 4-3-2-1 stat distribution, making them good at one specific thing, but worse at the others, with one stat acting as their definitive weak point. Jerome is the best clue-gatherer, but he has the worst Combat (he's ''not'' a fighter), and just slightly better Willpower (meaning he would be hit hard by treacheries as well).
* FragileSpeedster: Has the second-highest Agility in the team--which is his only chance of survival if he ever gets caught, since he has abysmal Health and Combat stats, and no Weapons to defend himself with.
* NonActionGuy: Jerome has ''the'' lowest Health in game, period (being the only investigator to have it below 5). In combination with his poor stats (other than Intellect) and lack of Weapon options, he must avoid combat like fire.
* TheSmartGuy: He's closest the prologue team has to a Seeker. He also has the best Intellect of the four.

!!Penny White
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_penny.jpg]]
->''Penny White is the Meiger estate's head housekeeper. She has been working in the Meiger estate for several years. Though she has only spoken with Josef a few times, his overly fastidious nature has kept her quite busy. Tonight, she is tasked with keeping the manor spotless, the food hot, and the hooch flowing''.
Josef Meiger's housekeeper. Starts with fixed set of cards (most are Survivor-class)

to:

* ActionSurvivor: He GratuitousLatin: Her replacement weakness' title is Josef Meiger's personal assistant, in Latin. "Liber Omnium Finium" roughly translates to [[ApocalypseHow "A Book about the End of Everything"]]
* HoistByHerOwnPetard: Her replacement signature weakness, "Liber Omnium Finium", when drawn, forces Gloria to take a random encounter card from beneath her sheet--one of those she put there herself in attempt to disable something dangerous--adds the "Peril" keyword to it (which means no help from teammates)
and good at investigating, but lacks forces her to deal with it immediately, unable to cancel it by any combat skills.
* ArbitraryEquipmentRestriction: Starts
means and with a fixed set of -2 skill penalty. If it's an enemy, it will also make an immediate attack.
* MechanicallyUnusualFighter: Her abilities allow her to look into the encounter deck, and either put drawn
cards (most are Seeker-class), back on top, discard them or put them beneath her sheet, effectively removing them from the game for the time being (she can only trap up to three cards this way, however).
* SupportPartyMember: She'll [[SquishyWizard struggle to survive on her own]], but she's a great addition to the team anyway, due to her ability to interact with the encounter deck and discarding or even temporarily trapping cards from it. She can also choose the order in
which he can't replace once discarded. Most likely it was done to speed up your demise, [[ForegoneConclusion since players interact with the prologue encounter deck during the Mythos phase.
* SquishyWizard: Not
only ends with does she have extremely low Health (5), she also lacks capability in Combat (2) and Agility (1) (in fact, she has the worst Agility even amongst Mystics).
[[/folder]]

!Standalone investigators
[[folder:In general]]
* CrutchCharacter: Beside [[LethalJokeCharacter 5U-21]],
all investigators being defeated]].
* CripplingOverspecialisation: All Prologue
standalone investigators have 4-3-2-1 stat distribution, making them good at one specific thing, but worse above average total health and sanity value (15 in total instead of the usual 14), and excell at the others, with one stat acting as assigned role of their definitive weak point. Jerome is class, but sacrifice the best clue-gatherer, but he has [[CripplingOverspecialisation versatily]] of many other investigators sharing their class. {{Downplayed|Trope}} in that they are still considered viable later in the worst Combat (he's ''not'' a fighter), and campaign, they just need teammates to cover their blind spots.
* SkillGateCharacter: Standalone Investigators sold in their own packs are designed to be easy to understand, build a deck for and play, with simple but strong abilities and a statline optimised to do [[CripplingOverspecialisation one task]], on top of being
slightly better Willpower (meaning he would be hit hard by treacheries as well).
* FragileSpeedster: Has the second-highest Agility in the team--which is his only chance of survival if he ever gets caught, since he has abysmal Health and Combat stats, and no Weapons to defend himself with.
* NonActionGuy: Jerome has ''the'' lowest Health in game, period (being the only investigator to
more durable than many other investigators. But they have it below 5). In combination zero access to cards outside their class beside Neutral ones, meaning they lose on many cards synergies other investigators of their same class enjoy with his poor stats (other than Intellect) and lack of Weapon options, he must avoid combat like fire.
* TheSmartGuy: He's closest
their off-class deckbuilding options.
[[/folder]]

[[folder:Nathaniel Cho]]
!!Nathaniel Cho,
the prologue team has to a Seeker. He also has the best Intellect of the four.

!!Penny White
Boxer
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_penny.jpg]]
->''Penny White is
org/pmwiki/pub/images/ahlcg_nathaniel.JPG]]
[[caption-width-right:225:''"I must fight on".'']]
->''When up-and-coming boxer Nathaniel Cho was offered lots of dough for a title fight, he thoughts he'd finally hit
the Meiger estate's head housekeeper. She has been working big time. But his promoter turned out to be part of the notorious O'Bannion gang, and Nathaniel was pressured to fix fights by taking a dive every now and then. His refusal led to his brother Randall's "accident." Nathaniel is rightly fed up with the mobsters endangering Arkham's citizens on a nightly basis. Now he puts his fists to better use, patrolling the streets and defending others from harm. But he's about to find out there are much more dangerous things that lurk in the Meiger estate for several years. Though she has only spoken with Josef a few times, his overly fastidious nature has kept her quite busy. Tonight, she is tasked with keeping the manor spotless, the food hot, and the hooch flowing''.
Josef Meiger's housekeeper. Starts with fixed set
shadows of Arkham than simple gangsters...''
Guardian-class investigator. Has no access to
cards (most are Survivor-class)of other classes.



* ActionSurvivor: She's closest the prologue team has to a Survivor. She also lacks any special skills or training, being just a humble maid.
* ArbitraryEquipmentRestriction: Starts with a fixed set of cards (most are Survivor-class), which she can't replace once discarded. Most likely it was done to speed up your demise, [[ForegoneConclusion since the prologue only ends with all investigators being defeated]].
* CripplingOverspecialisation: All Prologue investigators have 4-3-2-1 stat distribution, making them good at one specific thing, but worse at the others, with one stat acting as their definitive weak point. Penny has the best Willpower, making her the most resistant to treacheries, but has the worst Intellect stat, meaning that investigating normally is usually not the best choice.
* JackOfAllTrades: Penny has no set "role" in the team, but can provide at least some help with any task, making her similar to a Survivor:
** She has the second-best Health and Combat stats after Gavriella. She also starts with two Knifes (one active and one in reserve), which, while weak, are the only Weapons at the team's disposal with no need for ammo (which her teammates ''can't'' re-obtain once it runs out).
** Penny has the lowest Intellect, but may use the "Flashlight" to slightly compensate for it, and automatically finds clues every time she passes ''any'' skill check.
* LuckBasedSearchTechnique: With her Intellect stat, she's unlikely to find any clues while investigating, but she discovers them for free whenever she succeeds at ''any'' skill check, regardless of type.

!!Valentino Rivas
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_valentino.jpg]]
->''"Tino" is a wealthy philanthropist and one of tonight's most esteemed guests. The recipient of a fortuitous windfall, Valentino lives a life of luxury and recreation. Despite his wealth, he remains connected to his community, and he takes great joy in giving large sums of money to good causes''.
Josef Meiger's guest of honour and a well-known philanthropist. Starts with fixed set of cards (most are Rogue-class).
----
* ActionSurvivor: He lacks any special skills or training, and relies on his natural savviness and sneakiness to survive.
* ArbitraryEquipmentRestriction: Starts with a fixed set of cards (most are Rogue-class), which he can't replace once discarded. Most likely it was done to speed up your demise, [[ForegoneConclusion since the prologue only ends with all investigators being defeated]].
* CrimefightingWithCash: Starts with twice the normal amount of resources (especially noticeable since everyone else has ''less'' than normal at the start), and can spend them during skill checks to reduce their difficulty.
* CripplingOverspecialisation: All Prologue investigators have 4-3-2-1 stat distribution, making them good at one specific thing, but worse at the others, with one stat acting as their definitive weak point. Valentino comes with good Agility and just slightly worse Intellect stats, but will be completely obliterated by Willpower-testing treacheries.
* FragileSpeedster: Valentino pays for his high Agility with low Health and low Combat. It's just not in his best interests to fight enemies directly.
* TheSneakyGuy: The closest the prologue team has to a Rogue. He has the highest Agility (4) and second highest Intellect (3), making him a better fit for investigating than fighting.

to:

* ActionSurvivor: She's closest the prologue team has to a Survivor. She also lacks any special skills or training, being just a humble maid.
* ArbitraryEquipmentRestriction: Starts with a fixed set of cards (most are Survivor-class), which she can't replace once discarded. Most likely it was done to speed up your demise, [[ForegoneConclusion since the prologue only ends with all investigators being defeated]].
* CripplingOverspecialisation: All Prologue investigators have 4-3-2-1 stat distribution, making them good at one specific thing, but worse at the others, with one stat acting as their definitive weak point. Penny has the best Willpower, making her the most resistant to treacheries, but has the worst Intellect stat, meaning that investigating normally is usually not the best choice.
* JackOfAllTrades: Penny has no set "role" in
BoxingBattler: Before joining the team, but can provide at least some help with any task, making her similar to he was a Survivor:
** She has the second-best Health and Combat stats after Gavriella. She also starts with two Knifes (one active and one in reserve), which, while weak, are the only Weapons at the team's disposal with no need for ammo (which her teammates ''can't'' re-obtain once it runs out).
** Penny has the lowest Intellect, but may use the "Flashlight" to slightly compensate for it, and automatically finds clues every time she passes ''any'' skill check.
* LuckBasedSearchTechnique: With her Intellect stat, she's unlikely to find any clues while investigating, but she discovers them for free whenever she succeeds at ''any'' skill check, regardless of type.

!!Valentino Rivas
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_valentino.jpg]]
->''"Tino" is a wealthy philanthropist and one of tonight's most esteemed guests.
professional boxer. The recipient of a fortuitous windfall, Valentino lives a life of luxury and recreation. Despite his wealth, card-pack he remains connected to his community, and he takes great joy in giving large sums of money to good causes''.
Josef Meiger's guest of honour and a well-known philanthropist. Starts with fixed set of cards (most are Rogue-class).
----
* ActionSurvivor: He lacks any special skills or training, and relies on his natural savviness and sneakiness to survive.
* ArbitraryEquipmentRestriction: Starts with a fixed set of cards (most are Rogue-class), which he can't replace once discarded. Most likely it was done to speed up your demise, [[ForegoneConclusion since the prologue only ends with all investigators being defeated]].
* CrimefightingWithCash: Starts with twice the normal amount of resources (especially noticeable since everyone else has ''less'' than normal at the start), and can spend them during skill checks to reduce their difficulty.
* CripplingOverspecialisation: All Prologue investigators have 4-3-2-1 stat distribution, making them good at one specific thing, but worse at the others, with one stat acting as their definitive weak point. Valentino
comes with also includes actual boxing gloves to further improve his combat skills.
* CripplingOverspecialisation:
** Can't use non-Neutral cards outside of his class.
** Stats-wise he's a very
good Agility and just slightly worse fighter (5 Combat)--and that's it. He has poor Intellect stats, but will be completely obliterated by Willpower-testing treacheries.
* FragileSpeedster: Valentino pays for his high
and Agility with low Health (both at 2) and low Combat. It's just not in his best interests to fight enemies directly.
* TheSneakyGuy: The closest the prologue team has to a Rogue. He has the highest Agility (4) and second highest Intellect
average Willpower (3), making him a better fit unfit for investigating anything other than fighting.combat, where he actually excels, even by Guardian standards.
** Using his boxing gloves (which synergise extremely well with his investigator ability) will fill both his hand slots, preventing him equipping any conventional weapons or investigation tools (e.g. a torch).
* HeroesFightBarehanded: Nathaniel is a heroic vigilante that left his career as boxer behind to clean the streets of Arkham from the gangsters, mobster and other assorted scumbags plaguing them, and while he can use weapons as well as any other Guardians, he specialises in dealing additional damage with events, many of which showcase him or other people engaging in GoodOldFisticuffs.
* ImplacableMan: His signature weakness, Tommy Malloy, is [[TheBrute a big and intimidating O'Bannion thug]] who keeps pursuing him and his brother Randall. He has no flashy special abilities, he is just very hard to put down, due to [[DamageReduction decreasing any damage he receives to 1]], and always returning some time later. On the bright side, Tommy isn't immune to damage from other investigators, has a surprisingly low fight of 2 and is particularly vulnerable to cards that hit multiple times in one action, like "One-Two Punch" or "Butterfly Swords".
* MechanicallyUnusualFighter: Most fighters equip weapons to boost their damage. Nathaniel in contrast is designed around using damage-dealing event cards, such as combination attacks and counters, whose damage he can boost once per turn with his investigator ability. By equipping boxing gloves he can search out one of these cards every time he knocks out an enemy allowing him to continue his assault, but [[NecessaryDrawback the gloves take up both hand slots preventing him equipping other weapons]] (unless he uses Bandolier to to convert his body slot into more handslots for other weapons, [[CripplingOverspecialization or even for another pair of gloves]]).
* TheMedic: Not Nathaniel himself (though he can be a CombatMedic as much as any other Guardian if the player builds him to be so), but his brother Randall, who acts as his signature "Ally"; when he enters play, he can heal up to 3 damage from Nathaniel, or allow him to quickly find and grab a "Weapon" asset.
* NecessaryDrawback: Even if he equips a weapon (by eschewing his boxing gloves or gaining more hand slots to use both) his combat events typically use his base stats and not any bonus accuracy or damage granted by the weapon.
* OneManArmy: Besides having one of the best Combat stats in the game, his abilities also allow him to quickly deal with most monsters by chewing through their health.
* RevengeByProxy: His brother Randall's disability is the "punishment" for Nathaniel refusing to throw the fight.
* ThrowingTheFight: His backstory mentions that his promoter tried to convince him to throw some fights when everyone bet against Nathaniel. When he refused, the "promoter" (actually an O'Bannion gangster) didn't take it well, [[RevengeByProxy leading to his brother Randall suffering an "accident" that left him wheelchair-bound]]. After this, he cut all ties with them and became a vigilante.
* VigilanteMan: After the O'Bannion gang ruined his brother's life, he became a vigilante in order to protect those who can't protect themselves.



[[folder: ''Barkham Horror'' investigators]]
!!Bark Harrigan
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_barkham_mark.jpg]]
Guardian-class investigator. Has access to any level 0 "Weapon" cards.

to:

[[folder: ''Barkham Horror'' investigators]]
!!Bark Harrigan
[[folder:Harvey Walters]]
!!Harvey Walters, the Professor
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_barkham_mark.jpg]]
Guardian-class
org/pmwiki/pub/images/ahlcg_harvey.JPG]]
[[caption-width-right:225:''"I have experience dealing with these sorts of horrors".'']]
->''Professor Walters began as a devotee of the archaic and obscure, but over the years he has discovered that his knowledge of ancient languages, profane relics, and strange rituals is vital to addressing dangers in the modern day. He is both an avid collector of prehistoric ephemera and a fount of knowledge regarding the bizarre primordial religions that worshipped nightmarish gods eons ago. There is perhaps no sane person alive who knows more about the occult than Harvey. When a supernatural event occurs, Professor Walters brings his considerable resources and experience to bear''.
Seeker-class
investigator. Has no access to any level 0 "Weapon" cards.cards of other classes.



* {{BFG}}: His signature card isn't just another kind of revolver, or even a riffle. It's freaking ''gatling gun''!
* CripplingOverspecialisation: He is ridiculously overpowered in open combat, but his Intellect and Agility have a lot to desire for. He also traded his prototype's access to "Tactic" cards for off-class "Weapons", leaving him out of many cards which were useful to amplify his prototype's weak points.
* GatlingGood: His signature card is a huge "[[PunnyName Catling Gun]]". It's very strong and has tons of ammo, but has one major downside -- it requires two actions to use (and investigators normally have three per turn).
* MoreDakka: His "Catling Gun" starts with 12 ammo, and can spend up to three per shot, increasing in damage output with each ammo spent this way. With just one "shot".
* OneManArmy: Just like his prototype, Mark Harrigan, Bark has huge Health and Fight stats. While he can't amplify his strength by taking damage, he trades it for ridiculous access to "Weapon" cards.
* PunnyName:
** His name is an obvious dog-related pun on his prototype's name, Mark Harrigan.
** His gun is called [[GatlingGood "Catling Gun"]].
* WalkingArmory: He has two additional "Hand" slots specifically for "Weapon" cards, and can include level 0 "Weapons" of other classes in his deck. This may be increased to whopping ''six'' "Weapons" equipped at once through "Bandolier" asset. Armed to the teeth, indeed.

!!Kate Winthpup
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_barkham_kate.jpg]]
Seeker-class investigator. She can access up to five level 0 cards of other classes which she thinks "would smell weird".

to:

* {{BFG}}: CripplingOverspecialisation:
** Can't use non-Neutral cards outside of his class.
** Besides Intellect (5), his only decent stat is Willpower (4), which, without Mystic cards, generally only helps with Treacheries. Otherwise, he has neither combat capabilities (1 Fight) nor agility (2) to escape monsters once they start hunting for him. While this is [[NonActionGuy not uncommon for Seekers]], his colleagues normally have access to some off-class cards to offset this.
* CuriosityKilledTheCast:
His signature card isn't just another kind card, "Thrice-Damned Curiosity" (which fittingly has the "Flaw" trait), punishes him for delving too deep into the world of revolver, or even a riffle. It's freaking ''gatling gun''!
* CripplingOverspecialisation: He is ridiculously overpowered in open combat, but his Intellect and Agility have a lot to desire for. He also traded his prototype's access to "Tactic"
occult, by dealing him 1 damage for every three cards for off-class "Weapons", leaving him out of many cards which were useful to amplify in his prototype's weak points.
hand. Considering all the ways he may increase his hand's size, this can potentially accumulate into a OneHitKill.
* GatlingGood: MechanicallyUnusualFighter: His signature card is a huge "[[PunnyName Catling Gun]]". It's very strong and card, "Vault of Knowledge", has tons of ammo, but has one major downside -- it requires two actions to use (and investigators normally have three per turn).
* MoreDakka: His "Catling Gun" starts
a passive effect that increases his maximum hand size by two. When combined with 12 ammo, and other cards with similar effects (which are helpfully provided in his card-pack), he can spend bring the limit up to three per shot, increasing fifteen (the basic limit is 8).
* OccultDetective: He specialised
in damage output with each ammo spent this way. With just researching occultism and the activities of {{Eldritch Abomination}}s even before he joined the team. Now, he can actually put all those skills and knowledge to stop the world's ruin.
* TheProfessor: Professor at the Miskatonic University, and
one "shot".
of the team's greatest occult experts.
* OneManArmy: Just like SupportPartyMember: His abilities allows him or his prototype, Mark Harrigan, Bark has huge Health and Fight stats. While he can't amplify his strength by taking damage, he trades it for ridiculous access teammates to "Weapon" cards.
* PunnyName:
** His name is an obvious dog-related pun on his prototype's name, Mark Harrigan.
** His gun is called [[GatlingGood "Catling Gun"]].
* WalkingArmory: He has two
draw additional "Hand" slots specifically for "Weapon" cards, and can include level 0 "Weapons" of other classes in his deck. This may be increased to whopping ''six'' "Weapons" equipped at once through "Bandolier" asset. Armed to cards during the teeth, indeed.

!!Kate Winthpup
Investigators phase, quickly resupplying themselves with fresh cards.
[[/folder]]

[[folder:Winifred Habbamock]]
!!Winifred Habbamock, the Aviatrix
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_barkham_kate.jpg]]
Seeker-class
org/pmwiki/pub/images/ahlcg_winifred.JPG]]
[[caption-width-right:225:''"I can top that".'']]
->''Winifred - Weethao as her parents know her, Wini to her friends - was one of the smartest kids in her reservation school. However, her reckless attitude and lack of respect for authority meant she often got herself into trouble. The course of her life changed forever when she found an old biplane in a farmer's garage and decided to "take it out for a spin." The owner, a former pilot in the Great War, was awestruck by her natural talent and offered to teach her what he knew. Now Wini is know as the "woman without fear," showing off her skills in barnstormers all across the country. That nickname would be tested when, during one of her shows, she spotted a creature she could scarcely describe: a thing with leathery wings and a single, mutated, pus-filled eye''.
Rogue-class
investigator. She can Has no access up to five level 0 cards of other classes which she thinks "would smell weird".classes.



* EarlyBirdCameo: The only ''Barkham'' investigator to have lacked an ''Arkham TCG'' counterpart at the time of the release, since Kate Winthrop (a recurring investigator in ''Arkham'' games) has been re-introduced [[TheBusCameBack in a later cycle]].
* TheNoseKnows: All her abilities are related to her super sense of smell. Her signature weakness, "Foul Odor", is smell-related as well; it deals her horror whenever she tries to smell things.
* PunnyName: Obvious dog-related pun on her prototype's name, Kate Winthrop.

!!"Skids" O'Drool
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_barkham_skids.jpg]]
Rogue-class investigator. Can access up to five level 0 cards of other classes which may move him in one way or another.

to:

* TheAce: Her signature card, "Anything You Can Do, Better", provides a whopping ''six'' "Wild" icons, which in most cases all but ensures any skill check's success.
* AcePilot: Natural-born pilot, who showed great skills even before being properly trained.
* CripplingOverspecialisation:
** Can't use non-Neutral cards outside of her class.
** She has the best Agility in her class (and one of the few investigators to have 5 Agility to begin with), but she has only average Intellect and Combat (both 3), and abysmal Willpower (1), reducing her usefulness when she's in a situation where evasion isn't a good idea (or available).
* EarlyBirdCameo: The only ''Barkham'' investigator to have lacked an ''Arkham TCG'' counterpart at ''The Dream Eaters'' Cycle introduced the time of "Daredevil" skill card, which actually portrayed her plane, and called her by name in flavour text. Soon after, the release, since Kate Winthrop (a recurring investigator in ''Arkham'' games) has been re-introduced [[TheBusCameBack in a later cycle]].
"Starter Deck" packs were introduced, including Winifred's.
* TheNoseKnows: All her abilities are related FatalFlaw: {{Pride}}; she's great and knows it, which sometimes may lead to her super sense of smell. Her overestimating her chances.
* PrideBeforeAFall: She's very skilled, but also arrogant, which can spell her doom. [[GameplayAndStoryIntegration It manifests as her
signature weakness, "Foul Odor", is smell-related weakness]], "Arrogance", which works as well; a "skill" card which ''deduces'' one point from any skill she checks; she ''must'' appoint it deals to every eligible skill check as long as she has it in her horror whenever she tries to smell things.
* PunnyName: Obvious dog-related pun on
hand, and only gets rid of it for the time being when it actually causes her prototype's name, Kate Winthrop.

!!"Skids" O'Drool
to fail something.
* RedBaron: Known amongst other pilots as the "woman without fear".
* TokenMinority: The only Native American amongst the cast, specifically a Wampanoag.
[[/folder]]

[[folder:Jacqueline Fine]]
!!Jacqueline Fine, the Psychic
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_barkham_skids.jpg]]
Rogue-class
org/pmwiki/pub/images/ahlcg_jacqueline.JPG]]
[[caption-width-right:225:''"The future can be rewritten".'']]
->''Blood. Fire. Destruction. Every night, Jacqueline's dreams are filled with things that have not yet come to pass. At first, she thought of these dreams as a terrible curse. However, as she began to control her visions and observe the events within in greater detail, she now understands they are no curse, but a calling. The world is about to be plunged into a thousand years of indescribable chaos, and only she knows the warning signs. Her dreams have never been wrong, but she cannot let the nightmares that haunt them become a reality''.
Mystic-class
investigator. Can Has no access up to five level 0 cards of other classes which may move him in one way or another.classes.



* CarFu: His signature card, "Take the Wheel", allows him to damage enemies whenever he enters locations.
-->''[[PunctuatedForEmphasis What? No. Stop. That's bad. Bad dog]]''.
* CripplingOverspecialisation: His deck-building options provide him with best mobility in the game... and little else, outside of standard Rogue card pool.
* LightningBruiser: With all tools at his disposal, he is ''the'' fastest investigator in the game. He is also just as tough as his prototype, O'Tool, though unlike him he can't access Guardian-class arsenal of weapons and combat-oriented allies.
* PunnyName: Obvious dog-related pun on his prototype's name, "Skids" O'Tool.

!!Jacqueline Canine
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_barkham_jacqueline.jpg]]
Mystic-class investigator. Can access any even remotely cat-related cards.

to:

* CarFu: His AttackBackfire: Her prediction ability triples the odds of pulling the autofail token and if this happens she'll have to either let it resolve or cancel it and let the two other (statistically likely to be negative) tokens resolve instead, which may leave the player worse off than if they'd just drawn a single token normally.
* BoringButPractical: The only effect her signature card has is allowing her to use her special ability twice per round. Considering that this kind of effect can easily save her and her fellows, it's really all she needs.
* CripplingOverspecialisation:
** Can't use non-Neutral cards outside of her class.
** Has high Willpower (5), which is good for many Mystic cards' effects (and often used to bypass "Treacheries")... and that's it. Her Intellect is average (3) and her Fight and Agility are worse than that(both 2).
* DreamingOfThingsToCome: In her dreams, she can see visions of future yet to come...and they aren't pretty. Her main motivation for joining the team was to prevent these visions from becoming reality.
* NoSell: Once per round she (or another investigator at her location) can draw three tokens for a test and ignore two of them or one auto-failure. Her
signature card, "Take the Wheel", "Arbiter of Fates", allows him her to damage enemies whenever he enters locations.
-->''[[PunctuatedForEmphasis What? No. Stop. That's bad. Bad dog]]''.
do this ''twice'' per round.
* CripplingOverspecialisation: His deck-building options provide him with best mobility in the game... and little else, outside of standard Rogue card pool.
* LightningBruiser: With all tools at his disposal, he is ''the'' fastest investigator in the game. He is also just as tough as his prototype, O'Tool, though unlike him he
ScrewDestiny: She knows that her visions always become reality, but she can't access Guardian-class arsenal of weapons just sit and combat-oriented allies.
wait until world burns; if there's even smallest chance to prevent it, she ''must'' try.
* PunnyName: Obvious dog-related pun SupportPartyMember: Her signature ability is great for protecting her teammates, but by herself, Jacqueline has no good stats other than high Willpower, which at least lets her fight with spells.
* WindsOfDestinyChange: Her ability effectively lets her choose between three possible futures for a chaos bag draw once per turn. Her starter deck is built around this mechanic, which either makes it easier to use (e.g. "Scrying Mirror", which "predicts" next token draw), benefits from "bad" tokens (e.g. "Voice of Ra" goes stronger if you draw hard tokens yet still pass) or have drawbacks
on his prototype's name, "Skids" O'Tool.

!!Jacqueline Canine
"good" tokens (e.g. "Azure Flame" and "Clairvoyance" deals damage/horror).
* YouCantFightFate: Her signature weakness, "Dark Future", disables her signature ability (and any other similar effect she may have), denying her her greatest ability to help her teammates (or herself). At the end of her turn she must reveal 5 chaos tokens; [[LuckBasedMission if one of them was the Elder Sign, she may discard "Dark Future"]], otherwise it remains in effect.
[[/folder]]

[[folder:Stella Clark]]
!!Stella Clark, the Letter Carrier
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_barkham_jacqueline.jpg]]
Mystic-class
org/pmwiki/pub/images/ahlcg_stella.JPG]]
[[caption-width-right:225:''"I can hear it. Can it hear me?"'']]
->''"Before Stella began working for the postal service in Arkham, she knew two things with certainty. First, her parents made a mistake when they called her their son and gave her a boy's name. Second, the house on the cliff in Kingsport whispered her true name - the name she chose for herself - late at night: "Stella." Delivering the mail six days a week in all kinds of weather wasn't an easy job, but Stella loved knowing that she was helping people connect with one another. Then she started finding the letters. At the end of her route, there was always one extra envelope in her bag. It was always addressed to her. It was always postmarked from Kingsport. And it always contained a letter with one typed word: Stella"''.
Survivor-class
investigator. Can Has no access any even remotely cat-related cards.to cards of other classes.



* BadPowersGoodPeople: In this verse, cats are AlwaysChaoticEvil... yet Jacqueline specialises in using them to fight the forces of evil. This mirrors how "normal" Mystics deal with forbidden magic to fight back {{Eldritch Abomination}}s.
* CripplingOverspecialisation: There are not that many cats in the game, so she can't access all that many non-Mystic cards anyway.
* PunnyName: Obvious dog-related pun on her prototype, Jacqueline Fine.

!!Duke
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_duke.jpg]]
Survivor-class investigator. Can access up to five level 0 off-class "Allies", assuming they are either dogs or humans. Only investigator to being specifically forbidden to include anything cat-related.

to:

* BadPowersGoodPeople: In BigGuy: She is ''the'' most durable investigator, simultaneously having 8 Health and 8 Sanity.
* BoringButPractical: Her signature card, when applied to a skill check, provides three "Wild" (suitable for any check) icons to the test, and protects her from consequences of failing tests for particularly nasty "Treacheries" (and she has several copies of it); nothing flashy, but depending on the situation it may be life-saving.
* CripplingOverspecialisation:
** Can't use non-Neutral cards outside of her class.
** All her abilities provide their benefits ''only'' when she fails skill checks. While good for making a comeback, they provide no help when she can't afford losing the skill test even once.
** Stat wise,
this verse, cats are AlwaysChaoticEvil... yet Jacqueline specialises in using them is [[AvertedTrope averted]] though, as she is [[JackOfAllStats fairly balanced]] compared to fight the forces of evil. This mirrors how "normal" Mystics deal other standalone investigators, which fits nicely with forbidden magic Survivors status as JackOfAllTrades. The only stat inbalance is Survivors' usual low Intellect (2) in favour of slightly better agility (4).
* FailureGambit: Her "Elder Sign" effect allows her
to fight back {{Eldritch Abomination}}s.
* CripplingOverspecialisation: There are
''intentionally'' fail any skill-check, which also heals a little damage and horror from her. However, her signature weakness, "Called by the Mists", can make this effect too risky to take: whenever she starts skill checks with 4+ difficulty (i.e. those she is most likely to fail), she suffers damage, which not that many cats only makes it all but pointless to even bother with her special abilities, but also can bite her in the game, so ass when it shows up during a legitimate skill check at the worst moment possible.
* NoSell: Her signature card, the "Neither Rain Nor Snow" skill, allows her to cancel all effects caused by a skill check's failure (both positive and negative) as long as it was appointed to this check. In some cases it may be life-saving.
* StoneWall: {{Downplayed|Trope}}. She's the only investigator to have both 8 Health ''and'' 8 Sanity, making her very durable. But
she has only average Combat, and, being Survivor with no off-class options, has limited fighting capabilities. She has good Agility (4), but it only helps to stall the monsters, not defeat them.
* TwoferTokenMinority: Black and a trans woman. Definitely not someone Lovecraft would have come up with for a protagonist.
[[/folder]]

[[folder:"Suzi"]]
!!Subject 5U-21, the Anomaly
Bonus investigator introduced for upcoming enhanced version of ''The Blob That Ate Everything'' scenario. She's a Neutral investigator who normally
can't access all that many non-Mystic non-Neutral cards anyway.
* PunnyName: Obvious dog-related pun on her prototype, Jacqueline Fine.

!!Duke
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_duke.jpg]]
Survivor-class investigator. Can
above level 0, but gains access up to five level 0 off-class "Allies", assuming they are either dogs or humans. Only investigator to being specifically forbidden to include anything cat-related.specific classes' high-level cards via her unique mechanic.



* CatDogDichotomy: Taken a step further than with other investigators. While for others, taking cats into your deck isn't forbidden, just frowned upon from narrative standpoint, Duke is the only one for whom it's explicitly forbidden.
-->''[[BoldInflation ABSOLUTELY NO CATS UNDER ANY CIRCUMSTANCES]]!''
* CripplingOverspecialisation: The only off-class cards he can take are level 0 Allies. The problem is that any investigator has only 1 Ally slot by default, and the card which gives more, "Charisma", requires spending experience to obtain.
* TheMedic: Pretty much Pete's role as Duke's ally; instead of just amplifying his stats, this time he acts as the easy way to heal damage and horror, and to gain free resources and cards.
* MythologyGag: In all games he ever appeared, Ashcan Pete was accompanied by his faithful dog, Duke, and in ''Arkham TCG'' Duke was core part of his mechanic, allowing him to amplify his most weak stats (Fight and Intellect). Since this time around, it's Duke who is playable, his ally is the "friendly human", Ashcan Pete. They also have their stats reversed, with Duke now having good Intellect and Fight, but low Willpower and Agility.

to:

* CatDogDichotomy: Taken a step further than with other investigators. While for others, ArbitraryEquipmentRestriction: She's forbidden from taking cats into your deck isn't forbidden, just frowned upon any "Permanent" cards, excluding story assets and her own signatures.
* ExtremeOmnivore: As may be expected
from narrative standpoint, Duke Blob-themed investigator, all her mechanics are built around her "devouring" cards, regardless of what they represent. She can't devour story cards, but almost anything else is a free game (albeit most frequently, she targets player cards), with her signature weakness, "Reality Acid", specifically existing to make her actively devour her and teammates' cards, with a table of possible results. There's a very small chance that she would devour some enemies instead, but enemies killed that way don't award victory points.
* GameplayAndStoryIntegration: Investigator based on the Blob, as may be expected, has all her mechanics built around hunger and her being ExtremeOmnivore.
* InSeriesNickname: "Subject 5U-21" is also known as Suzi.
* JackOfAllStats: She starts with abysmal stats, but quickly rises them to average or above, making her rather universal. It's ''keeping'' her at adequate stats which
is the only one for whom it's explicitly forbidden.
-->''[[BoldInflation ABSOLUTELY NO CATS UNDER ANY CIRCUMSTANCES]]!''
challenge.
* CripplingOverspecialisation: The only off-class JackOfAllTrades: She can access every class, and can potentially gain high-level cards he can take are level 0 Allies. The problem is that from multiple classes, allowing her to be quite universal and adapt to any investigator role... as long as she manages to avoid being screwed by her own eternal hunger.
* JokeCharacter: She's not meant to be taken seriously, and thus
has only 1 Ally slot by default, silly lore and the card abilities, albeit otherwise playable.
* MagikarpPower:
** She starts with all stats at 1, but whenever she "devours" cards, they gets put beneath her signature card, "Ravenous: Controlled Hunger",
which gives more, "Charisma", requires spending experience her +1 to obtain.
* TheMedic: Pretty much Pete's role
all stats per card "devoured". However, actually reaching the maximum can be risky, as Duke's ally; it turns her signature into "Ravenous: Uncontrolled Hunger", which starts actively devouring either cards under control of investigators, or those beneath it, now putting them aside.
** She's normally restricted to level 0 cards (excluding Neutral ones). However, as she keeps playing and "devouring" cards, she gains ability to purchase cards of higher levels, albeit from just one class at a time (depending on what class had higher count of devoured cards in a last scenario). This allows her to potentially stockpile end-game gear from multiple classes and become quite universal.
* MechanicallyUnusualFighter:
** Suzi's deck's size is 50 cards,
instead of just amplifying his stats, this time he acts standard 30; as the easy way she has to heal damage include at least 7 cards from every non-Neutral class (to make her mechanic work), it leaves her 15 cards she can take from any class she wants, including Neutral. She also includes 2 basic weaknesses, instead of standard 1. Having a deck so big significantly alters her gameplay, sometimes to her boon, sometimes to her bane.
** Each turn, she "devours" one card from her hand,
and horror, and to gain her free resources action ability allows her to devour one card under her or other investigator's control, which then gets put beneath her signature card. Reaching the maximum of 5+ cards makes it putting devoured cards aside, and cards.
* MythologyGag: In all games he ever appeared, Ashcan Pete was accompanied by his faithful dog, Duke, and in ''Arkham TCG'' Duke was core part of his mechanic, allowing him
devouring one card either beneath or under players' control until it empties, at which point it reverts. Fortunately, her signature event "Regurgitation" allows to amplify his most weak stats (Fight and Intellect). Since this time around, it's Duke who is playable, his ally is the "friendly human", Ashcan Pete. They also have forcibly revert it (and return up to 3 "devoured" cards), while her Elder Sign returns any 1 "devoured" card at her choice to their stats reversed, with Duke now having good Intellect and Fight, owner's hand.
** By default, she can only access level 0 non-Neutral cards,
but low Willpower and Agility.when the game ends, she gains access to upgrading or purchasing cards from the class which has the largest amount of devoured cards (eg, if she devoured mostly Guardian cards, she can upgrade Guardian cards), of any level.
* ProtagonistWithoutAPast: Her character sheet lacks backstory, as all the place there was consumed by instructions to how actually play her.
* TokenNonHuman: All the other investigators are humans. Suzi is a sapient human-shaped [[GreyGoo blob]].


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!''Barkham Horror'' investigators
[[folder:Bark Harrigan]]
!!Bark Harrigan
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_barkham_mark.jpg]]
Guardian-class investigator. Has access to any level 0 "Weapon" cards.
----
* {{BFG}}: His signature card isn't just another kind of revolver, or even a riffle. It's freaking ''gatling gun''!
* CripplingOverspecialisation: He is ridiculously overpowered in open combat, but his Intellect and Agility have a lot to desire for. He also traded his prototype's access to "Tactic" cards for off-class "Weapons", leaving him out of many cards which were useful to amplify his prototype's weak points.
* GatlingGood: His signature card is a huge "[[PunnyName Catling Gun]]". It's very strong and has tons of ammo, but has one major downside -- it requires two actions to use (and investigators normally have three per turn).
* MoreDakka: His "Catling Gun" starts with 12 ammo, and can spend up to three per shot, increasing in damage output with each ammo spent this way. With just one "shot".
* OneManArmy: Just like his prototype, Mark Harrigan, Bark has huge Health and Fight stats. While he can't amplify his strength by taking damage, he trades it for ridiculous access to "Weapon" cards.
* PunnyName:
** His name is an obvious dog-related pun on his prototype's name, Mark Harrigan.
** His gun is called [[GatlingGood "Catling Gun"]].
* WalkingArmory: He has two additional "Hand" slots specifically for "Weapon" cards, and can include level 0 "Weapons" of other classes in his deck. This may be increased to whopping ''six'' "Weapons" equipped at once through "Bandolier" asset. Armed to the teeth, indeed.
[[/folder]]

[[folder:Kate Winthpup]]
!!Kate Winthpup
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_barkham_kate.jpg]]
Seeker-class investigator. She can access up to five level 0 cards of other classes which she thinks "would smell weird".
----
* EarlyBirdCameo: The only ''Barkham'' investigator to have lacked an ''Arkham TCG'' counterpart at the time of the release, since Kate Winthrop (a recurring investigator in ''Arkham'' games) has been re-introduced [[TheBusCameBack in a later cycle]].
* TheNoseKnows: All her abilities are related to her super sense of smell. Her signature weakness, "Foul Odor", is smell-related as well; it deals her horror whenever she tries to smell things.
* PunnyName: Obvious dog-related pun on her prototype's name, Kate Winthrop.
[[/folder]]

[[folder:"Skids" O'Drool]]
!!"Skids" O'Drool
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_barkham_skids.jpg]]
Rogue-class investigator. Can access up to five level 0 cards of other classes which may move him in one way or another.
----
* CarFu: His signature card, "Take the Wheel", allows him to damage enemies whenever he enters locations.
-->''[[PunctuatedForEmphasis What? No. Stop. That's bad. Bad dog]]''.
* CripplingOverspecialisation: His deck-building options provide him with best mobility in the game... and little else, outside of standard Rogue card pool.
* LightningBruiser: With all tools at his disposal, he is ''the'' fastest investigator in the game. He is also just as tough as his prototype, O'Tool, though unlike him he can't access Guardian-class arsenal of weapons and combat-oriented allies.
* PunnyName: Obvious dog-related pun on his prototype's name, "Skids" O'Tool.
[[/folder]]

[[folder:Jacqueline Canine]]
!!Jacqueline Canine
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_barkham_jacqueline.jpg]]
Mystic-class investigator. Can access any even remotely cat-related cards.
----
* BadPowersGoodPeople: In this verse, cats are AlwaysChaoticEvil... yet Jacqueline specialises in using them to fight the forces of evil. This mirrors how "normal" Mystics deal with forbidden magic to fight back {{Eldritch Abomination}}s.
* CripplingOverspecialisation: There are not that many cats in the game, so she can't access all that many non-Mystic cards anyway.
* PunnyName: Obvious dog-related pun on her prototype, Jacqueline Fine.
[[/folder]]

[[folder:Duke]]
!!Duke
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/ahlcg_duke.jpg]]
Survivor-class investigator. Can access up to five level 0 off-class "Allies", assuming they are either dogs or humans. Only investigator to being specifically forbidden to include anything cat-related.
----
* CatDogDichotomy: Taken a step further than with other investigators. While for others, taking cats into your deck isn't forbidden, just frowned upon from narrative standpoint, Duke is the only one for whom it's explicitly forbidden.
-->''[[BoldInflation ABSOLUTELY NO CATS UNDER ANY CIRCUMSTANCES]]!''
* CripplingOverspecialisation: The only off-class cards he can take are level 0 Allies. The problem is that any investigator has only 1 Ally slot by default, and the card which gives more, "Charisma", requires spending experience to obtain.
* TheMedic: Pretty much Pete's role as Duke's ally; instead of just amplifying his stats, this time he acts as the easy way to heal damage and horror, and to gain free resources and cards.
* MythologyGag: In all games he ever appeared, Ashcan Pete was accompanied by his faithful dog, Duke, and in ''Arkham TCG'' Duke was core part of his mechanic, allowing him to amplify his most weak stats (Fight and Intellect). Since this time around, it's Duke who is playable, his ally is the "friendly human", Ashcan Pete. They also have their stats reversed, with Duke now having good Intellect and Fight, but low Willpower and Agility.
[[/folder]]

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As his combat capabilities don't change (only durability), they probably shouldn't be mentioned in this example, as it's already lengthy.


* TokenNonHuman: All the other investigators are humans. Suzi is a sapient human-shaped [[GreyGoo blob]].



Unless otherwise specified, the "parallel" versions of investigators share all the tropes their "main" version has.

to:

Unless otherwise specified, the Tropes shared by both "main" and "parallel" versions of investigators share all the tropes their "main" version has.
aren't listed.



* MightyGlacier: [[ExaggeratedTrope The directive "Leave no doubt" makes Roland THE most durable investigator in the game]] raising, his sanity by 3, with a total amount of 9 health and 8 sanity (even higher than [[StoneWall Stella's]] 8/8) and he remains capable of combat as much as his base version, but has the drawback of only allowing Roland to move twice per round, which cripples his movement range in a game where [[TimedMission every move matters]]. Also, Roland will still be driven insane if he accumulates 5 Mental Traumas instead of 8, as the total amount of trauma that kills or drives insane an investigator '''only''' checks against the base value of health and sanity, rather than the total after any boost or penalty.

to:

* MightyGlacier: [[ExaggeratedTrope {{Exaggerated|Trope}}. The directive "Leave no doubt" makes Roland THE most durable investigator in the game]] raising, game, raising his sanity Sanity by 3, with a total amount of 9 health and 8 sanity (even higher than [[StoneWall Stella's]] 8/8) and he remains capable of combat as much as his base version, 8/8), but has the drawback of only allowing Roland to move twice per round, which cripples his movement range in a game where [[TimedMission every move matters]]. Also, Roland will still be driven insane if he accumulates 5 Mental Traumas instead of 8, as the total amount of trauma that kills or drives insane an investigator '''only''' checks against the base value of health and sanity, rather than the total after any boost or penalty.


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* CripplingOverspecialisation: The only off-class cards he can take are level 0 Allies. The problem is that any investigator has only 1 Ally slot by default, and the card which gives more, "Charisma", requires spending experience to obtain.
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* FragileSpeedster: She has average Health and Sanity, good Agility (4) but pretty low Combat (only 2), which makes dealing with enemies by evading them preferable to open fights.
* TheSocialExpert: She has extra action each turn specifically for Parleying. She also has good Intellect (4) and decent (for a Rogue) Willpower (3), which are the stats most commonly used during Parley tests.

to:

* FragileSpeedster: She has average Health and Sanity, Sanity (both 7), good Agility (4) but pretty low Combat (only 2), which makes dealing with enemies by evading them preferable to open fights.
* TheSocialExpert: She has an extra action each turn specifically for Parleying. She also has good Intellect (4) and decent (for a Rogue) Willpower (3), which are the stats most commonly used during Parley tests.

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* RevolversAreJustBetter: His signature card is his .38 revolver. Its main gimmick is providing an additional bonus to Combat when used in a location with at least one clue.

to:

* RevolversAreJustBetter: His signature card is his .38 revolver. Its main gimmick is providing an additional bonus to Combat when used in a location with at least one clue.clue, which further amplifies his hybrid fighter/searcher playstyle.



* FragileSpeedster:{{Downplayed|Trope}}, Wendy has good Agility and Willpower (both are 4) and access to Rogue cards, but abysmal Combat (1) and only average Health and Sanity (both at 7). She's ''not'' a fighter, and wouldn't last long if cornered. She is however '''extremely''' resistant to treacheries, as they mostly test against will and agility, Wendy's highest stats, and she is able to reroll an otherwise failed result by discarding a card too. Also, because both her health and sanity are average, she normally wouldn't be more likely to be defeated by either damage or horror unlike most investigators, if it wasn't for her signature weakness dealing her large amount of direct horror.

to:

* FragileSpeedster:{{Downplayed|Trope}}, FragileSpeedster: {{Downplayed|Trope}}, Wendy has good Agility and Willpower (both are 4) and access to Rogue cards, but abysmal Combat (1) and only average Health and Sanity (both at 7). She's ''not'' a fighter, and wouldn't last long if cornered. She is however '''extremely''' resistant to treacheries, as they mostly test against will and agility, Wendy's highest stats, and she is able to reroll an otherwise failed result by discarding a card too. Also, because both her health and sanity are average, she normally wouldn't be more likely to be defeated by either damage or horror unlike most investigators, if it wasn't for her signature weakness dealing her large amount of direct horror.



* GlassCannon: [[CanineCompanion Duke]] provides his master with good Combat capabilities, but isn't particularly durable. Pete himself is only slightly less fragile, having only 6 Health and 5 Sanity (11 total, the absolute nadir amongst ''all'' investigators, including campaign-specific ones).

to:

* GlassCannon: [[CanineCompanion Duke]] provides his master with good Combat capabilities, but isn't particularly durable. Pete himself is only slightly less fragile, having only 6 Health and 5 Sanity (11 total, second-worst in the absolute nadir amongst ''all'' investigators, game, including amongst campaign-specific ones).investigators).



* DoesNotLikeGuns: Even as she dual-classes into Guardian, she can't use "Firearms", possibly due to her training as a martial artist. Bows are still valid, however.

to:

* DoesNotLikeGuns: Even as she dual-classes into Guardian, she can't use "Firearms", possibly due to her training as a martial artist. Bows and grenades are still valid, however.



* JackOfAllStats: All his stats are average.

to:

* JackOfAllStats: All his stats are average.
average. While he loses some offensive capabilities, he gains better Agility and Intellect than most of his colleagues, making him more flexible.




to:

* WeaponizedTeleportation: "Flux Stabilizer" gives her access to to signature events, both of which, on top of their normal effects, helps her to get rid of her enemies by teleporting them elsewhere; as may be expected, neither work on Elite enemies.
** "Aetheric Current (Yuggoth)", on top of enhancing Kate's offensive capabilities, allows to also exhaust attacked enemy and teleport it into any location on Kate's choice.
** "Aetheric Current (Yoth)", on top of helping Kate to evade an enemy, allows to get rid of it altogether, by shuffling it back into encounter deck, implication being that they were put on a trip to some ''very'' remote location. It doesn't count as actually defeating them, though, so you wouldn't receive any associated rewards (or penalties, for that matter).
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* GratuitousLatin: Her replacement weakness' title is in Latin. "Liber Omnium Finium" roughly translates to [[ApocalypseHow "A Book about the End of Everything"]]
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* FragileSpeedster: She has average Health and Sanity, but pretty low Combat (only 2), which makes dealing with enemies by evading them preferable to open fights.
* TheSocialExpert: She has extra action each turn specifically for Parleying. She also has good Intellect and decent (for a Rogue) Willpower, which are the stats most commonly used during Parley tests.

to:

* FragileSpeedster: She has average Health and Sanity, good Agility (4) but pretty low Combat (only 2), which makes dealing with enemies by evading them preferable to open fights.
* TheSocialExpert: She has extra action each turn specifically for Parleying. She also has good Intellect (4) and decent (for a Rogue) Willpower, Willpower (3), which are the stats most commonly used during Parley tests.

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* JackOfAllTrades: Changing to "Assistant" form sacrifices some Combat, but boosts Intellect (from 1 to 3) and Agility (from 3 to 4), at expense of small loss in Combat (from 5 to 4). This makes him more versatile.

to:

* JackOfAllTrades: Changing to the "Assistant" form sacrifices some Combat, but boosts Intellect (from 1 to 3) and Agility (from 3 to 4), at expense of small loss in Combat (from 5 to 4). This makes him more versatile.


Added DiffLines:

* LightningBruiser: Just like Mark, Hank's is a {{Downplayed|Trope}} version of this, having high Combat (5) and average Agility (3). His "Warden" Resolute version raises his Combat stat to 6, while his "Assistant" version [[PlayedStraight plays this more straight]] by giving him equal Combat and Agility (4)

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* CastFromMoney: Flux Stabilizer only works if Kate puts at least one clue on it, but it gives her access to powerful offensive events and, once active, gives her one-time boost for next test for each clue she puts on it.



* HoistByHisOwnPetard: "Failed Experiment" weakness forces Kate to pass a Willpower test, the difficulty of which starts at 3 (she has only 2 by default) and quickly scales with the number of clues on her assets (which, given her abilities, she's likely to have quite a few). Fail it, and she would be forced to drop 1 clue into her location for each point of failure... or, if she can't, take horror.
* MechanicallyUnusualFighter: She can directly put her clues on her assets, which gives her various benefits. Fortunately, she also has the means to get them back.



* {{Socialite}}: She has extra action each turn specifically for Parleying.

to:

* {{Socialite}}: TheSocialExpert: She has extra action each turn specifically for Parleying.Parleying. She also has good Intellect and decent (for a Rogue) Willpower, which are the stats most commonly used during Parley tests.



* AutoRevive: Once per scenario, if Hank would get defeated by Damage or Horror he can instead choose to become [[HeroicSecondWind resolute]]

to:

* AutoRevive: Once per scenario, if Hank would get defeated by Damage or Horror he can instead choose to become [[HeroicSecondWind resolute]]resolute]], which allows him to keep playing, albeit with different stats and no longer being able to heal by normal means.



** Hank stats with extremely low 5 Health ''and'' sanity, but he also transforms into one of the two versions geared towards either tanking damage or tanking horror upon defeat.

to:

** Hank stats with extremely low 5 Health ''and'' sanity, Sanity, but he also transforms into one of the two versions geared towards either tanking damage or tanking horror upon defeat.



* JackOfAllTrades: Changing to "Assistant" form sacrifices some Combat, but boosts Intellect (from 1 to 3) and Agility (from 3 to 4), at expense of small loss in Combat. This makes him more versatile.

to:

* JackOfAllTrades: Changing to "Assistant" form sacrifices some Combat, but boosts Intellect (from 1 to 3) and Agility (from 3 to 4), at expense of small loss in Combat.Combat (from 5 to 4). This makes him more versatile.
Is there an issue? Send a MessageReason:
It has nothing to do with them being Glass Cannons (it's already covered under different trope which describes its quirk better), plus it breaks example indentation.


** The permanent asset "Charon's Obol" takes this trope to its logical conclusion: it gives you [[ExperienceBooster 2 additional exp at the end of a scenario]], allowing you to improve your deck at a far faster pace, but get Defeated once and [[PermaDeath you are dead]]
Is there an issue? Send a MessageReason:
Updating Kate Winthpup's trope


* EarlyBirdCameo: She is the only ''Barkham'' investigator to lack an ''Arkham TCG'' counterpart thus far, since Kate Winthrop (a recurring investigator in ''Arkham'' games) is yet to be re-introduced.

to:

* EarlyBirdCameo: She is the The only ''Barkham'' investigator to lack have lacked an ''Arkham TCG'' counterpart thus far, at the time of the release, since Kate Winthrop (a recurring investigator in ''Arkham'' games) is yet to be re-introduced.has been re-introduced [[TheBusCameBack in a later cycle]].
Is there an issue? Send a MessageReason:
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Added DiffLines:

** The permanent asset "Charon's Obol" takes this trope to its logical conclusion: it gives you [[ExperienceBooster 2 additional exp at the end of a scenario]], allowing you to improve your deck at a far faster pace, but get Defeated once and [[PermaDeath you are dead]]

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