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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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* 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.

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* TooAwesomeToUse: His signature allows to permanently kill one enemy for the duration of the 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.
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* Loot-Making Attack: 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.

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* Loot-Making Attack: LootMakingAttack: 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.
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[[folder:Sefina Rouseeau]]

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[[folder:Sefina Rouseeau]]Rousseau]]
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[[folder:Mihn Thi Phan]]

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[[folder:Mihn [[folder:Minh Thi Phan]]



* 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.

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* 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 Minh 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.



* 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.

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* ItemCaddy: While all Investigators can commit their cards to their teammates' tests, Mihn Minh 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.
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* EarlyInstallmentWeirdness: His signature weakness, "Cover Up," is the only card in the whole game that uses clue tokens instead of resource tokens to keep track of its progress towards disabling it.

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* EarlyInstallmentWeirdness: His signature weakness, "Cover Up," is the only card in the whole game that uses clue tokens instead of resource tokens to keep track of its your progress towards disabling it.
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* EarlyInstallmentWeirdness: His signature weakness, "Cover Up," is the only card in the whole game that uses clue tokens instead of resource tokens to keep track of its number of uses.

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* EarlyInstallmentWeirdness: His signature weakness, "Cover Up," is the only card in the whole game that uses clue tokens instead of resource tokens to keep track of its number of uses.progress towards disabling it.

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* 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.


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* Loot-Making Attack: 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.
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* 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.

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* MechanicallyUnusualFighter: She can put her clues on her assets, which gives her various benefits. Such clues still counts as hers, but can't will be directly used until dropped in her location if an asset with a clue gets discarded. Fortunately she returns them, for which she has some tools available, including can return them to her main pool either through her signature events or her Elder Sign effect.



* 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 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 "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.



* 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.

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* WeaponizedTeleportation: "Flux Stabilizer" gives her access to to her 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.
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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.
* 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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** His Elder Sign lets him draw 3 cards, but with drawback: basic version only works if he [[FailureGambit decides to fail the test on purpose]], while parallel one lets him draw 1 card per each cursed token revealed during the test.

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** His Elder Sign lets him draw 3 cards, but with drawback: basic version only works if he [[FailureGambit decides to fail the test on purpose]], while parallel one lets him draw 1 card per each cursed token revealed during the test.



* ChooseAHandicap: When instructed to place his clue into location (whether by an encounter card or his own), he may instead add curse tokens to the Chaos Bag (still fulfilling the condition) and vice versa, he may place a clue instead of drawing token. Either effects are negative, but he can choose which one would cause him less harm.

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* ChooseAHandicap: When instructed to place his clue into location (whether by an encounter card or his own), he may instead add 2 curse tokens to the Chaos Bag (still fulfilling the condition) and vice versa, he may place a clue instead of drawing token.adding tokens. Either effects are negative, but he can choose which one would cause him less harm.

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* UnluckilyLucky: Compared to the basic version, he still suffers from the HereditaryCurse, but now his misfortune can actually work for him. He now has nearly-universal (only missing level 5) access to the Cursed cards, most of which are dedicated to either making it out of hard situation, or tempt fate for various benefits. Additionally, his Elder Sign scales its power with the number of Cursed tokens he revealed, though its stat boost now merely cancels the negative modifier of token(s).

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* IntrepidReporter: Parallel Rex's put emphasis on how far he is willing to go even when the odds are stacked against him: his deckbuilding trades access for 5 level 0 cards of any class for only those belonging to Rogues, the class about taking risks and rubbing elbows with dangerous criminal for their benefit and can get all Gambit cards below level 5, which are all about either making it out of an hard situation, or tempt fate for various benefits.
* UnluckilyLucky: Compared to the basic version, he still suffers from the HereditaryCurse, but now his misfortune can actually work for him. He now has nearly-universal (only missing level 5) access to the Cursed cards, most of which are dedicated to either making it out of hard situation, or tempt fate for various benefits. offer [[PowerAtAPrice great power at an equally great cost]]. Additionally, his Elder Sign scales its power with the number of Cursed tokens he revealed, though its stat boost now merely cancels the negative modifier of token(s).
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* 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.

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* 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 own, being limited to only 5 level-0 cards from all the of other four other classes.class(es).
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* CripplingOverspecialisation: {{Downplayed|Trope}} but compared to his basic version, Parallel Pete cannot use cards above level 3 of his class, however there are very few Survivor cards that are level 4 and 5, so he doesn't lose too much. He is also unable to fully upgrade customisable Survivor cards however because of the level limitation, unlike his base version.
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* ChooseAHandicap: When instructed to place his clue into location, he may instead draw a cursed token (still fulfilling the condition); and vice versa, he may place a clue instead of drawing token. Either effects are negative, but he may pick which one would cause him less harm.

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* ChooseAHandicap: When instructed to place his clue into location, location (whether by an encounter card or his own), he may instead draw a cursed token add curse tokens to the Chaos Bag (still fulfilling the condition); condition) and vice versa, he may place a clue instead of drawing token. Either effects are negative, but he may pick can choose which one would cause him less harm.

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Seeker-class investigator. Can include up to five level 0 cards of other classes. He can't use any "Fortune" cards.

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!!!Both versions
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]]).

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* AwesomenessByAnalysis: BoringButPractical: 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
(at least, its basic version) 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.
* BornUnlucky:
** Rex's main ability Rex 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
suffering from a HereditaryCurse, he also which renders him extremely unlucky and prone to suffering random disasters.
** Basic version
[[GameplayAndStoryIntegration can't include access any "Fortune" cards]]. Parallel version is also barred from using Blessed cards in his deck]] ([[CripplingOverspecialisation not that there are many such cards available for him anyway]]).(though now he is allowed to take either if they also have a Cursed trait).



* 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.



** His signature event, "Seeking the Truth", lets him draw 1 card per clue he controls (capping at 5 cards).
** His Elder Sign lets him draw 3 cards, but only if he [[FailureGambit decides to fail the test on purpose]].
* FailureGambit: His Elder Sign gives a generic "+2" boost, but also allows him to instead automatically fail a skill test and [[DrawExtraCards 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.

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** His signature event, "Seeking the Truth", lets him draw 1 card per clue he controls (capping at 5 cards).
cards). Parallel version lets to instead drop one clue to get a card from discard pile.
** His Elder Sign lets him draw 3 cards, but with drawback: basic version only works if he [[FailureGambit decides to fail the test on purpose]].
* FailureGambit: His Elder Sign gives a generic "+2" boost, but also allows him to instead automatically fail a skill test and [[DrawExtraCards 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
purpose]], while investigating, he finds an extra parallel one for free if he performed lets him draw 1 card per each cursed token revealed during the investigation well enough.
test.
* 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 drew, ignoring its modifier), modifier, and draw an additional token; token (or just draw extra token if using advanced version); 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.


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!!!Basic version
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. Advanced version gives alternative option to drop one clue to reclaim one card from discard pile.
* BoringButPractical: 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).
* 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; with little access to off-class cards, there's little he can do to improve that, either. 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 [[DrawExtraCards 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.
** His [[BornUnlucky extreme misfortune]] makes him unable to field any Fortune cards.


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!!!Parallel version
Has limited (up to level 3) access to his own class, but can include Cursed and Gambit cards (of any class) up to level 4, and up to 5 other level 0 Rogue-class cards. Can't access Fortune or Blessed cards, unless they also have Cursed trait.
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* ChooseAHandicap: When instructed to place his clue into location, he may instead draw a cursed token (still fulfilling the condition); and vice versa, he may place a clue instead of drawing token. Either effects are negative, but he may pick which one would cause him less harm.
* CursedWithAwesome: Parallel Rex embraced being cursed, and while he's now barred from fielding any Blessed cards (excluding those that also counts as Cursed), he now has a huge selection of Cursed cards he couldn't use before, opening new opportunities and synergies (particularly because he may now benefit from having cursed tokens in the bag).
* UnluckilyLucky: Compared to the basic version, he still suffers from the HereditaryCurse, but now his misfortune can actually work for him. He now has nearly-universal (only missing level 5) access to the Cursed cards, most of which are dedicated to either making it out of hard situation, or tempt fate for various benefits. Additionally, his Elder Sign scales its power with the number of Cursed tokens he revealed, though its stat boost now merely cancels the negative modifier of token(s).
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* 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.

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* SkillGateCharacter: SkillGateCharacters: 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.

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* EarlyInstallmentWeirdness: His signature weakness, "Cover Up," is the only card in the whole game that uses clue tokens instead of resource tokens to keep track of its number of uses.



* 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.

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* 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 has to get rid of it. Failure to do so before either the scenario's end scenario ends or Roland's resignment/elimination Roland resigns/is eliminated will result in mental trauma.



* 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.

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* GlassCannon: "Consult Experts" provides Roland with an additional Ally ally slot from the onset, but prevents him from voluntarily assigning incoming damage and horror to Allies, his Ally assets, which leaves Roland vulnerable as it drastically reduces the number of assets that can absorb harm in his stead.



* 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.

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* 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 until 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.



* 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.

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* 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 options 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.



* 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.

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* BoringButPractical: Her signature card, "Daisy's Tote Bag", gives her two additional Hand slots (without taking (and doesn't take up any by slots itself), which can only be used for the to hold Tome cards (something she relies upon a great deal); simple, but reliable. She can also even dump her weakness, [[TomeOfEldritchLore "Necronomicon"]], "The Necronomicon"]], into a her bag until she can deal with it.



* 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.

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* NightmareFetishist: She likes reading the stories exploring the topics of that explore horror, violence and fear (while still abhorring them in real life). But the "[[TomeOfEldritchLore Necronomicon]]" is too much even for her.



* 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.

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* TomeOfEldritchLore: Her involvement in the plot was kickstarted by her study of the [[TropeCodifier The Necronomicon]]. That same book is also her personal weakness (specifically, the John Dee Translation "John Dee" translation of it), preventing her from using elder sign tokens while it is in play. It becomes even worse more dangerous if she fails her LoyaltyMission, ''Read "Read or Die'', becoming a potentially game-ending threat.
Die."



* 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.
** Her Elder Sign effect [[DrawExtraCards lets her draw extra cards]], scaling the effect with amount of Tomes she controls.
** 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.

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* ExtraTurn: She gets Her ability gives her an extra action each turn which can be spent on playing activating her Tomes' abilities (which 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.
gameplay.
* MagicLibrarian: Intentionally designed as one, being a sorceress librarian whose power takes its source in her books:
**
books. She also has access to Mystic cards, most of which are either spells or magic artifacts.
** Her Elder Sign effect [[DrawExtraCards lets her draw extra cards]], scaling the effect with amount of Tomes she controls.
** 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.
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* Heroic Dog: Every Investigator from ''Barkham Horror'' is an anthropomorphic dog trying to stop an [[CatsAreMean evil cult of cats]] from summoning their master.

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* Heroic Dog: HeroicDog: Every Investigator from ''Barkham Horror'' is an anthropomorphic dog trying to stop an [[CatsAreMean evil cult of cats]] from summoning their master.

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[[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.

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[[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.
[[folder:In general]]


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* Heroic Dog: Every Investigator from ''Barkham Horror'' is an anthropomorphic dog trying to stop an [[CatsAreMean evil cult of cats]] from summoning their master.
* PurposelyOverpowered: All Barkham Investigators have insanely strong abilities and signature cards, balanced out by the fact players are only allowed to use them in this standalone
* SelfParody: Each Investigator is more or less a satirical take of the role of each class, with [[PurposelyOverpowered overpowered abilities and signature cards]] and [[CripplingOverspecialisation extremely narrow deckbuilding options that makes them good at only one specific task]]: Bark Barrigan the Guardian is an insane killing machine that can wield an absurd amount of weapons at once and tear apart any enemy with his {{BFG}}, Kate Winthpup is a non-combatant Seeker who can trivialise any skill check with her ability to sniff and has never to worry about enemies thanks to her signature instantly stunning them, "Skids" O'Drool is a Rogue with ludicrous mobility who can go run circle around the entire map without even worrying about enemies engaging him and can even deal damage to them by just running into them, Jacqueline Canine is a Mystic with supreme control on her deck through her ability to "burry" unwanted cards and Duke is a Survivor who is extremely hard to put down in spite of his low Health and Sanity thanks to Pete continiously healing him with treats.
[[/folder]]

[[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.
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* DrawExtraCards: If Monterey ends his turn at least 1 connection away from location where he started it, he can draw 1 card or [[MoneyMultiplier gain 1 resource]]; if he ends up 2 more more connections away, he can do both.


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* DrawExtraCards: If Monterey ends his turn at least 1 connection away from location where he started it, he can draw 1 card or [[MoneyMultiplier gain 1 resource]]; if he ends up 2 more more connections away, he can do both.

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* 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.

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* 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.opportunity. Not the most interesting signature, but useful in almost every situation.


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* ItOnlyWorksOnce: Regardless of which of the two effects you pick, "Mysteries Remain" will remove itself from the game once played, limiting its use once per scenario.

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* MoneyMultiplier: His Elder Sign effect gives him 2 free resources if he succeeds on a test.




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* MoneyMultiplier: His Elder Sign effect gives him 2 free resources if he succeeds on a test.

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* CardCycling: Patrice can't form stable hand, replacing all her cards each turn instead of just discarding the excessive cards. [[DoubleEdgedBuff This may work both for and against her]], as while it makes finding key cards easier, it also puts pressure to use them while she has a chance instead of waiting for best moment, while emptying one's deck causes 1 horror to investigator before deck reshuffles, and can trigger other negative effects, depending on scenario.



* 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.

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* 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 the 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.
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* MoneyMultiplier: When Carolyne heals horror from investigator or their Ally (herself included), she gives them 1 resource.

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* MoneyMultiplier: When Carolyne Carolyn heals horror from investigator an Investigator or their Ally Allies (herself included), she gives them 1 resource.
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* DrawExtraCards: Instead of drawing 5 cards at the start of a scenario like everyone else, Sefina draws [[ThirteenIsUnlucky 13]] when she starts a game, but then her ability also forces her to put 5 events under her, giving her effectively a net gain of 8 (if for any reason she would keep more than 8, in case there are not enough eligible cards to put under her, she would discard the rest).

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* 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.

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* 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), a huge amount), and with it, available cards.cards.
* ReducedManaCost: Lola's signature event "Improvisation" reduced the cost of the next card she plays by 3, but only if it matches her current role.



* DiscountCard: Joe's evetns played from his "Hunch deck" get a cost reduction of -2 resources.



* ReducedManaCost: Joe's events played from his "Hunch deck" get a cost reduction of -2 resources.



* DiscountCard: Once per round, Dexter can play an asset as a free action (so without the risk of provoking attacks of opportunity) with a discount in resources too, but only if he discards another asset from play first.



* ReducedManaCost: Once per round, Dexter can play an asset as a free action (so without the risk of provoking attacks of opportunity) with a discount in resources too, but only if he discards another asset from play first.



* DiscountCard: Norman can play the card at the top of his deck for 1 less resources than he would by playing cards from his hand instead.



* ReducedManaCost: Norman can play the card at the top of his deck for 1 less resources than he would by playing cards from his hand instead.



* 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.



* ReducedManaCost: 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.



* 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.



** 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.

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** 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 [[ReducedManaCost more cheaply]], and playing his own assets under control of the other investigators.


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* ReducedManaCost: "Shrewd Dealings" reduces the cost of item cards Bob's plays (whether in his hand or the hand of another investigator) by one resource.

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* DrawExtraCards: Once per round, when investigator at her location searches a deck (theirs, or encounter deck), she can let them to either look 3 extra cards (making them more likely to find what they want), or draw 1 extra card if they do find something.

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* DrawExtraCards: Once per round, when investigator at her location searches a deck (theirs, or encounter deck), she can let them to either look 3 extra cards (making them more likely to find what they want), or draw 1 extra card if they do find something.that is elegible as the target of their search.



* DrawExtraCards: Amanda draws one additional card when the Investigation phase starts.



* MechanicallyUnusualFighter: Each round, she picks and puts a card beneath her investigator sheet; to make that ability easier to use, she draws 1 extra card during Upkeep phase. 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.

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* MechanicallyUnusualFighter: Each round, she picks and puts a card beneath her investigator sheet; to make that ability easier to use, she draws 1 extra card during Upkeep at the start of the Investigation phase. 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.


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


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* MoneyMultiplier: The "Warden" version of Resolute Hank gains 2 resources each time he takes damage.


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* DrawExtraCards: {{Downplayed|Trope}}:she can draw an extra card as a free action each turn, but it requires her to "bury" one from her hand first. She can recover up to 2 buried cards by taking an action to dig 'em up.


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* DrawExtraCards: One of the potential effects of Pete's dog treats (beside [[TheMedic healing]] or giving [[MoneyMultiplier resources]]) is drawing cards.
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* DrawExtraCards: Both versions of "Aetheric Current" lets Kate draw 1 card, in addition to their prime effects.

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* DrawExtraCards: "Seek the Truth" Directive lets you draw 1 card if you discover a clue in location with an enemy.



* DrawExtraCards: Her Elder Sign effect lets her draw 1 card per each Tome she controls, if she passes the skill test.



** Her Elder Sign effect [[DrawExtraCards lets her draw extra cards]], scaling the effect with amount of Tomes she controls.



* MoneyMultiplier: His Elder Sign effect gives him 2 free resources if he succeeds on a test.



* DrawExtraCards: His Elder Sign lets him return one card from discard pile into hand, but it's restricted to cards below level 3.



* DrawExtraCards: The Heirloom of Hyperborea lets her draw 1 card after playing a Spell.



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

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* DrawExtraCards:
** His signature event, "Seeking the Truth", lets him draw 1 card per clue he controls (capping at 5 cards).
** His Elder Sign lets him draw 3 cards, but only if he [[FailureGambit decides to fail the test on purpose]].
* FailureGambit: His Elder Sign gives a generic "+2" boost, but also allows him to instead automatically fail a skill test and [[DrawExtraCards draw 3 cards.cards]].



* DrawExtraCards: Once per phase, Mark can draw 1 card when any card under his control [[PainAndGain takes damage]].



** Whenever a card under his control takes damage (himself included), he draws extra cards.

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** Whenever When a card under his control takes damage (himself included), he [[DrawExtraCards draws extra cards.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.

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* 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 [[DrawExtraCards draw an additional card card]] when she assigns commits exactly one card to any skill check.



* DrawExtraCards: "Analytical Mind" lets her draw 1 card when she commits exactly 1 card to a skill test.



* DrawExtraCards: His Elder Sign lets him, if he pass a test, put any card from discard pile into his hand.



* DrawExtraCards: "Improvisation", on top of instantly switching her role and giving her temporal discount for next card she plays, lets Lola to draw 1 extra card.



* DrawExtraCards: His Elder Sign lets him search top 3 cards of his deck for an Ally, and draw it.



* DrawExtraCards: Jake Williams lets Ursula draw 1 card when she reveals or puts into play a new location.



* DrawExtraCards: "Smuggled Goods" lets him search either his discard pile, or top 9 cards of his deck, for Illicit card, and draw it; doing the latter isn't guaranteed to work, but lets him shuffle the event back instead of discarding, so he can try that again later.



* DrawExtraCards: His Elder Sign gives him the choice between two options, one of them is to draw 1 card and [[MoneyMultiplier get 1 resource]].



* DrawExtraCards: When she heals someone with "Hypnotherapy", that investigator draws 1 card.



* MoneyMultiplier: Carolyn's main ability lets her give one resource to each Investigator she heals horror from, including herself.

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* MoneyMultiplier: Carolyn's main ability lets her give one resource to each Investigator she When Carolyne heals horror from, including herself. from investigator or their Ally (herself included), she gives them 1 resource.



* DrawExtraCards:
** When Diana puts a card beneath her sheet as result of her ability's effect, she draws 1 card to replace it (and [[MoneyMultiplier gains 1 resource]]).
** Her Elder Sign effect lets her draw 1 card beneath her sheet.



* MoneyMultiplier: When an asset under his control gets defeated, Tommy gains resources, equal to sum of damage and horror on it, compensating the lost card's cost, or even having net profit.



* DrawExtraCards: Once per round, when investigator at her location searches a deck (theirs, or encounter deck), she can let them to either look 3 extra cards (making them more likely to find what they want), or draw 1 extra card if they do find something.



* DrawExtraCards: "Patrice's Violin" lets Patrice to pick investigator (herself included) and discard 1 card from her hand to let the chosen investigator draw 1 card, or [[MoneyMultiplier gain 1 resource]].



* 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.

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* MechanicallyUnusualFighter: Each round, she picks and puts a card beneath her investigator sheet.sheet; to make that ability easier to use, she draws 1 extra card during Upkeep phase. 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.



* DrawExtraCards: His Elder Sign effect lets him return an asset he has in play back into hand, then draw 1 extra card.



*** Her Elder Sign gives her automatic success if she was attacked this round... or a simple "+1" otherwise.



* PainAndGain: Her Elder Sign gives her automatic success if she was attacked this round... or a simple "+1" otherwise.



* DrawExtraCards: If Monterey ends his turn at least 1 connection away from location where he started it, he can draw 1 card or [[MoneyMultiplier gain 1 resource]]; if he ends up 2 more more connections away, he can do both.



* DrawExtraCards: "Quiescence of Thought" Discipline lets her draw cards until she reaches exactly 5, but that counts as breaking it, thus disabling its bonuses.



* DrawExtraCards:
** "As you wish" skill can only be committed to tests performed by the other players, letting either performing investigator (if they succeed) or Carson himself (if they fail) to draw 1 card once it concludes.
** His Elder Sign lets Carson draw 1 card. Main gimmick is that it can trigger when ''anyone'' draws an Elder Sign, not just Carson.



* MultiplayerOnlyItem: None of his abilities can be used on Carson himself (including his signature card), rendering them useless when playing in singleplayer.

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* MultiplayerOnlyItem: None of his abilities can be used on Carson himself (including NoSelfBuffs: Neither Carson's abilities, nor his signature card), card, work on Carson himself, [[MultiplayerOnlyItem rendering them useless when playing in singleplayer.singleplayer]].



* DrawExtraCards:
** His Elder Sign lets him put event cards from discard pile into his hand.
** Randall Cho lets him find and play a Weapon asset either from discard pile or his deck, but only when he enters play.



* 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.

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* 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"; 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.Nathaniel.



* 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.

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* DrawExtraCards: Most Harvey's abilities are related to drawing more cards than it's normally possible, and letting other players do the same.
** Harvey can let any investigator at his location (himself included) draw 1 extra card when they draw a card during Investigation phase (but only once per round).
** After successfully investigating a location, Harvey can exhaust "Vaule of Knowledge" to let any investigator at his location to draw 1 card.
** His Elder Sign effect allows him to draw 1 card.
* ItemCaddy: He's all about stockpiling tons Harvey represents the archetype of cards in hand, Seeker who want to even greater degree than other Seekers:
** His signature card,
maintain massive hand. Not only he has several abilities that let him consistently draw more and more cards, but his signature, "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 boosts his hand size up to 14 (or even up to 16, with certain cards).
** His Elder Sign allows
by 2, which lets him to draw 1 card.go above normal possible maximum handsize achievable by any other investigator.



* DrawExtraCards:
** Once per test, when she commits 2 different (non-weakness) cards to that test, she can draw 1 card.
** Her Elder Sign effect lets her return one card she committed to a test for each 2 points she exceeded the difficulty by.



* DrawExtraCards: She can draw 1 card when she reveals an Elder Sign, if she ignores or cancels it by any means.



* 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]].



* 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]].



* DrawExtraCards:
** "Regurgitation" event lets her to return up to 3 previously-devoured cards into owner's hand, also healing 1 damage and horror for each card she returns. She has multiple copies of it, and she needs them, given how often she devours stuff.
** Her Elder Sign effect lets her to return a previously-devoured card back into owner's hand.



* 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.

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* GlassCannon: Suzi has below average Health and Sanity (both at 6) and unlike other investigators with similar endurance 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.

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