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* JackOfAllTrades: {{Downplayed|Trope}}, he is not as flexible as his basic version, but Parallel Jim's access to low level allies of other classes through his Spirit Deck do give him more options to play with (and upgrade into once he has the experience), compared to being [[CripplingOverspecialization only limited to level 0 cards of other classes]], and he also can take a (limited) number of Survivor cards, one of the most versatile classes in the game.

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* JackOfAllTrades: {{Downplayed|Trope}}, he is not as flexible as his basic version, but Parallel Jim's access to low level allies of other classes through his Spirit Deck do give him more options to play with (and upgrade into once he has the experience), compared to being [[CripplingOverspecialization only limited to level 0 cards of other classes]], and he also can still take a (limited) number of level 0 Survivor cards, one of the most versatile classes in the game.

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* MagicKnight: {{Downplayed|Trope}}, but Parallel Zoey has access to a limited amount of level 0 Mystic cards, which she can make decent use of given she has high Willpower just like her basic version.



* 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.



* 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.

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* GhastlyGhost: JackOfAllTrades: {{Downplayed|Trope}}, he is not as flexible as his basic version, but Parallel Jim is pursued by Jim's access to low level allies of other classes through his Spirit Deck do give him more options to play with (and upgrade into once he has 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 experience), compared to being [[CripplingOverspecialization only limited place he has for spiritual Allies, to level 0 cards of other classes]], and immediately attack Jim for 2 horror. He he also can attack or evade it as if it's engaged with him, which allows to temporarily get rid take a (limited) number of it, but failing just makes it go into material world.Survivor cards, one of the most versatile classes in the game.



* 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.

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* ActionSurvivor: Compared to his basic version, "parallel" Pete is slightly better as a fighter, having higher Health, Sanity and Combat, as well as some access to all Tactic cards below level 5 and few level 0 Guardian 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.
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* 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.

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* 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.mind given many cards of her class relay on Agility.
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* ReducedManaCost: Amina's main ability is to play assets once per round for 3 less resources [[PowerAtAPrice by putting Doom on it instead]].

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* ReducedManaCost: Amina's main ability is to play assets an asset once per round for 3 less resources [[PowerAtAPrice by putting Doom on it instead]].



* 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).

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* 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).chose) in exchange of raising the other by the same amount .
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* ReducedManaCost: Amina's main ability is to play assets once per round for 3 less resources [[PowerAtAPrice by putting Doom on it instead]].
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* CripplingOverspecialisation: Because of his design as a SupportPartyMember, Carson is at his strongest in a full table of 4 players where he can aid 3 other Investigators while they do "his part" in his stead in return. His effectiveness declines in smaller tables, where Investigators have to fulfil multiple roles at once to make up for the lack of players, to the point of being objectively the worst Investigator in the game when playing solo, as he has a weak statline combined with an ability and a signature card he straight up cannot use [[NoSelfBuffs because they do not work on himself]], and a personal weakness he cannot counter because it is 'also' reliant on him aiding other Investigators.

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* CripplingOverspecialisation: Because of his design as a SupportPartyMember, Carson is at his strongest in a full table of 4 players where he can aid 3 other Investigators while they do "his part" in his stead in return. His effectiveness declines in smaller tables, where Investigators have to fulfil multiple roles at once to make up for the lack of players, to the point of being objectively the worst Investigator in the game when playing solo, as he has a weak statline combined with an ability and a signature card he straight up cannot use [[NoSelfBuffs because they do not work on himself]], and a personal weakness he cannot counter because it is 'also' ''also'' reliant on him aiding other Investigators.
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* CripplingOverspecialisation: Because of his design as a SupportPartyMember, Carson is at his strongest in a full table of 4 players where he can aid 3 other Investigators while they do "his part" in his stead in return. His effectiveness declines in smaller tables, where Investigators have to fulfil multiple roles at once to make up for the lack of players, to the point of being objectively the worst Investigator in the game when playing solo, as he has a weak statline combined with an ability and a signature card he straight up cannot use [[NoSelfBuffs because they do not work on himself]], and a personal weakness he cannot counter because it is 'also' reliant on him aiding other Investigators.

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* 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.

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* ExtremeOmnivore: As may be expected from Blob-themed [[GreyGoo 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, [[GreyGoo 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 setting them aside.



* 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.

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* 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 almost ''any'' cards period, cards, 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 the last scenario).scenario she played). 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 of her choice to its owner's hand.

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** 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 setting 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.



* TokenNonHuman: All the other investigators are humans. Suzi is a sapient human-shaped [[GreyGoo blob]]. Backstory behind her birth is so long, it didn't fit on investigator card (not that there was much place left; instructions how to play her consumed all the space), so it was instead put into a separate section of the ''The Blob That Ate Everything Else'' manual (with extra blurb if you also recovered a Pet Oozling).

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* MonsterAdventurers: Suzi isn't human; she's a sapient human-sized [[GreyGoo blob]], that for some reason decided to fight for this world, rather than take part in consuming it (though she she loses self-control at times). Backstory behind her birth is so long, it didn't fit on investigator card (not that there was much place left; instructions how to play her consumed all the space), so it was instead put into a separate section of the ''The Blob That Ate Everything Else'' manual (with extra blurb if you also recovered a Pet Oozling).
* TokenNonHuman: All the other investigators are humans. Suzi is a sapient human-shaped [[GreyGoo blob]]. Backstory behind her birth is so long, it didn't fit on investigator card (not that there was much place left; instructions how to play her consumed all the space), so it was instead put into a separate section of the ''The Blob That Ate Everything Else'' manual (with extra blurb if you also recovered a Pet Oozling).



The group of heroic dog adventurers who alone stand between the meowing evil that threatens to destroy this world.



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* HpToOne: A variation: Shell Shock can never cause Mark to be defeated by horror as long as he is at full sanity, because he doesn't have enough health to make Shell Shock scale to the point of causing 5 horror at once if Mark took too much damage. The most horror his weakness can inflict at once is 4 if Mark has 8 damage on him.
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* FragileSpeedster: PlayedWith; Rita has 9 Health, which Guardian-level of endurance, so she cannot really be called fragile... Physically at least, because she has only 5 Sanity and average Willpower, which leaves her very vulnerable mentally. However, Rita is much faster than most Guardians, have a perfect 5 in Agility, letting her evade and outrun enemies that would inflict lots of Horror at least.

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* FragileSpeedster: PlayedWith; Rita has 9 Health, which Guardian-level of endurance, so she cannot really be called fragile... Physically at least, because she has only 5 Sanity and average Willpower, which leaves her very vulnerable mentally. mentally vulnerable. However, Rita is much faster than most Guardians, have having a perfect 5 in Agility, letting her evade and outrun enemies that would inflict lots of Horror at least.
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* ExactWords: Much like Carolyn and Vincent before her, the FAQ specifies Zorzi can take any card that mentions "parley" in its text, even if the card ''doesn't'' allow her to parley per se.
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** 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.

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** 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. The advanced version even makes the enemy [[StatusBuff stronger]].
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* Status Buff: The advanced version of her personal weakness, on top of spawning an enemy as normal, also raises its health and fight value, making it harder for Zoey and other Investigators to defeat it.

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* Status Buff: StatusBuff: The advanced version of her personal weakness, on top of spawning an enemy as normal, also raises its health and fight value, making it harder for Zoey and other Investigators to defeat it.
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* Status Buff: The advanced version of her personal weakness, on top of spawning an enemy as normal, also raises its health and fight value, making it harder for Zoey and other Investigators to defeat it.
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* FragileSpeedster: PlayedWith; Rita can't be really called "fragile", having health as high as Guardian, a grand total of 9, same as physically tough characters like Roland and Mark, but just like them she has only 5 sanity and average Willpower, which leaves her as vulnerable to horror. However, unlike Roland and Mark, she is much faster than the two, having a perfect 5 in Agility, letting her at least outrun any enemies that deal lots of horror before they can attack her.

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* FragileSpeedster: PlayedWith; Rita can't be has 9 Health, which Guardian-level of endurance, so she cannot really be called "fragile", having health as high as Guardian, a grand total of 9, same as physically tough characters like Roland and Mark, but just like them fragile... Physically at least, because she has only 5 sanity Sanity and average Willpower, which leaves her as very vulnerable to horror. mentally. However, unlike Roland and Mark, she Rita is much faster than the two, having most Guardians, have a perfect 5 in Agility, letting her at least evade and outrun any enemies that deal would inflict lots of horror before they can attack her.Horror at least.
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* 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.

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* 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 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.



** 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''.

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** His signature, "Ad Hoc" 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''.



* StatusBuff: After placing a clue to activate her signature, each time Kate puts a clue on another Tool or Science asset she gets a bonus to her skill value for the next test she is going to perform.

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* StatusBuff: After placing a clue to activate her signature, each time Kate puts a clue on another Tool or Science asset asset, she gets a bonus to her skill value for the next test she is going to perform.



* 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.

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* 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.
required; it [[ContractualBossImmunity can't target Elites]], however.
* AutoRevive: Once per scenario, if Hank would get defeated by Damage damage or Horror 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 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.

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** Hank stats with an extremely low 5 Health ''and'' Sanity, but but, upon defeat, he also (once per scenario) transforms into one of the two versions geared towards either tanking damage or tanking horror upon defeat.
horror.
** Both his Elder Sign effect and signature card, "Stouthearted", allows him to move some of his damage/sanity damage/horror 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.



* 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).
* DrawExtraCards: The "Assistant" version of Resolute Hank draws a card whenever he suffers horror,

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* CriticalStatusBuff: Unlike the other investigators, once per scenario 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).
* DrawExtraCards: The "Assistant" version of Resolute "Resolute" Hank draws a card whenever he suffers horror,horror.



** 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.

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** By default, Hank has only 5 Health and Sanity ("Ashcan" Pete has the same Sanity, but 6 Health); Sanity; however, if he gets defeated by damage or horror, he can [[AutoRevive get back up]] and [[HeroicSecondWind become resolute]], "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.



* 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)

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* HeroicSpirit: Many aspects of Hank's design {{Invoke|dTrope}} this: he is the only Investigator who can shrug off being defeated on its his 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.
strength.
* LifeDrain: "Stouthearted" lets Hank place a move up to 2 damage/horror total amount of 2 damage and/or horror he has on from himself to an enemy he engages. Notably, because it ''transfers'' damage/horror, it can heal Hank engages, healing himself and damaging them. It works even after he becomes if he's "Resolute", [[WoundThatWillNotHeal Resolute]].
and thus can't heal normally]].
* LightningBruiser: Just like Mark, Hank's Hank is a {{Downplayed|Trope}} version of this, having high Combat (5) and average Agility (3). His "Warden" Resolute version raises primely combat-oriented, but has decent 3 Agility, letting him evade his Combat stat to 6, while his enemies if needed. "Assistant" version [[PlayedStraight plays this more straight]] variant of him, which is geared towards versatility, further reinforces it by giving him equal Combat and boosting the Agility (4)to 4 (at expense of lowering Combat), making him into fairly balanced fighter/evader investigator.



* 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).

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* 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: horror: who knows what these monsters would do to Pa if not rescued in time?
* WoundThatWillNotHeal: After becoming [[HeroicSecondWind Resolute]], "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).alive), or his signature card.
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* FragileSpeedster: PlayedWith; Rita can't be really called "fragile", having health as high as Guardian, a grand total of 9, same as physically tough characters like Roland and Mark, but just like them she has only 5 sanity and average Willpower, which leaves her as vulnerable to horror. However, unlike Roland and Mark, she is much faster than the two, having a perfect 5 in Agility, letting her at least outrun any enemies that deal lots of horror before they can attack her.
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* NonStandardGameOver: As explained by [[ObviousRulePatch additional rulings]]: Luke can only access any ''revealed'' location from his [[{{DreamLand}} Dream-Gate]] and will get kicked out into one of his choice when the gate leaves play. But if there are no revealed locations left when Luke is at his gate and he would be forcibly kicked out, [[OneHitKill he is immediately Defeated instead]].

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* NonStandardGameOver: As explained by [[ObviousRulePatch additional rulings]]: Luke can only access any ''revealed'' location from his [[{{DreamLand}} Dream-Gate]] and will get kicked expelled out into one of his choice when the gate leaves play. But if there are no revealed locations left when Luke is at his gate and he would be forcibly kicked out, [[OneHitKill he is immediately Defeated instead]].
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* 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.

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* 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 either deal extra damage or evade the enemy after a successful attack.attack by exhausting the card (or do both at once with the advanced version). 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.



* 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).

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* 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).
fails). The advanced version is even more punishing as it forces Monterey to pass the Investigation test to leave, and even requires him to spend an additional action to Investigate in the first place.
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** His signature event, "Seeking the Truth", lets him draw 1 card per clue he controls (capping at 5 cards). Parallel version lets to instead drop one clue to get a card from discard pile.

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** His signature event, "Seeking the Truth", lets him draw 1 card per clue he controls (capping at 5 cards). Parallel Advanced version lets gives him the additional option to instead drop one clue up to 3 clues to get a card that many cards from the discard pile.pile back.
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* 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]].

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* 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]].
instead]]. The advanced version is even nastier as it doubles the resource cost of the card (from 2 to 4), leaving Agnes to suffer the horror for longer if she can't pay its prohibitive cost, and worse for wear with less [[TimedMission time left]] and with a huge dent in her resource pool if she can.
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* 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.

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* DespairEventHorizon: Her personal weakness, "Abandoned and Alone", causes her [[ArmorPiercingAttack direct]] horror 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. The advanced version of her weakness is [[FromBadToWorse even worse]], as it reshuffles itself back in the deck if Wendy's discard pile is empty and inflicts even more horror after removing the cards if it isn't.



* 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.

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* 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. While the base version of the Amulet can only let her play the top most event in her discard pile (which means it can be "blocked" if Wendy discards an asset, skill or weakness), the advanced version let's her play ''any'' event in her discard pile.

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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, 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 evidence behind and has to get rid of it. Failure to do so before the scenario ends or Roland resigns/is eliminated will result in mental trauma.

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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, which further amplifies the hybrid fighter/searcher playstyle of his default kit.
kit. The advanced version has the additional benefit of reloading itself when Roland defeats an enemy in a location ''without'' clues.
* SecretWar: Roland is obsessed with keeping his activities hidden from unrelated people; his signature weakness, "Cover Up", is him realising that he left evidence behind and has to get rid of it. Failure to do so before the scenario ends or Roland resigns/is eliminated will result in mental trauma.
trauma. In-game, it requires Roland or other Investigator to use clue-finding effects (like Investigating or playing certain cards) to instead discard a total of 3 clues from the weakness to clear it (4 for the advanced version).



* BoringButPractical: Her signature card, "Daisy's Tote Bag", gives her two additional Hand slots (and doesn't take up any slots itself), which can only be used to hold Tome cards (something she relies upon a great deal); simple, but reliable. She can even dump her weakness, [[TomeOfEldritchLore "The Necronomicon"]], into her bag until she can deal with it.

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* BoringButPractical: Her signature card, "Daisy's Tote Bag", gives her two additional Hand slots (and doesn't take up any slots itself), which can only be used to hold Tome cards (something she relies upon a great deal); simple, but reliable. She can even dump her weakness, [[TomeOfEldritchLore "The Necronomicon"]], into her bag until she can deal with it. Even its advanced upgrade is BoringButPractical compared to other advanced signatures: it turns a Tome Daisy play, once per turn, fast, sparing her an action.



* TomeOfEldritchLore: Her involvement in the plot was kickstarted by her study of [[TropeCodifier The 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 more dangerous if she fails her LoyaltyMission, "Read or Die."

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* TomeOfEldritchLore: Her involvement in the plot was kickstarted by her study of [[TropeCodifier The Necronomicon]]. That same book is also her personal weakness (specifically, the "John Dee" translation of it), preventing turning her from using elder sign tokens while it is in play.[[CriticalHit Elder Sign]] into an [[CriticalFailure Auto-Fail]] token. It becomes even more dangerous if she fails her LoyaltyMission, "Read or Die."
" as the advanced version of her weakness turns her Elder Sign into ''3 negative tokens at once!''



* 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.

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* 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.it (8 for the advanced version). 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.



* StealthExpert: His signature card, "On the Lam", makes non-Elite enemies unable to attack him.

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* StealthExpert: His signature card, "On the Lam", makes non-Elite enemies unable to attack him.
him. Advanced version let's Skids disengage and move two locations away at the end of the round, preventing him from being immediately pinned down by enemies running after him after the effect ends.



* 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.

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* 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.kind, while its advanced version has the additional benefit of absorbing damage and horror inflicted by [[MagicMisfire Agnes' own spells and cards]].


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** The advanced version of "Zoey's Cross" has the additional ability of speding bless tokens from the Chaos Bag to engage an enemy as a free action, which greatly synergises with both the main effect of the cross and the ability of the base version of Zoey.
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* SpeedrunReward: Kate can place clues on certain type of asset to gain a StatusBuff, but she is hard-capped by how many times she can do that by the number of assets she control (and each can only hold 1 clue each). There are 3 ways to clear clues from assets: discarding the assets (which means she needs to find a replacement or replay a copy), using either "Aetheric Current" (and she needs to find an enemies to target with the event) or advance the act and/or spend clues specifically on her assets first. In other words, Kate is encouraged to make progress quickly to gain more uses of her main ability.

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* SpeedrunReward: Kate can place clues on certain type of asset to gain a StatusBuff, but she is hard-capped by how many times she can do that by the number of assets she control (and each can only hold 1 clue each). There are 3 4 ways to clear clues from assets: dropping the clues on her assets back in her lcoation (which means she has to pick them up again), discarding the assets with clues on them (which means she needs to find a replacement or replay a copy), using either "Aetheric Current" (and she needs to find an enemies to target with the event) or advance the act and/or spend clues specifically on her assets first. In other words, Kate is encouraged to make progress quickly to gain more uses of her main ability.

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