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1%% Administrivia/ZeroContextExample entries are not allowed on wiki pages. All such entries have been commented out. Add context to the entries before uncommenting them.
2
3A list of all of the Investigators that appear in the ''Arkham Horror'' series of board games created by Fantasy Flight Games, including the ''TabletopGame/EldritchHorror'' and ''Mansions of Madness'' series, which shares characters and themes.
4
5[[foldercontrol]]
6! Investigators
7[[folder: Tropes common to all investigators]]
8* ActionSurvivor: Some of the investigators have some training for what they are dealing with. But mostly, as is common for these types of horror stories, they are woefully out of their depth.
9* EveryoneHasASpecialMove: Every investigator has at least one active and/or passive ability, which makes playing as them different from any other. Characters in the basic game mostly have generic abilities like DamageReduction or the ability to choose between several cards of a specific type, but expansions introduced more exotic ones.
10* LoyaltyMission: Each investigator has a Personal Story related to their backstory and their personal problems and insecurities. If the story is successfully cleared, they receive various boons, often quite strong, which makes them even more effective; but if failed, they receive various penalties, up to and including being totally screwed, sometimes even in fatal ways.
11* MagicKnight: Some are better at one than the other, but any character can wield weapons, cast spells, or both.
12* RagtagBunchOfMisfits: The characters come from varying occupations, social statuses, and different parts of the world. The only thing they have in common is that they are in the same place and are arrayed against the forces of darkness.
13[[/folder]]
14
15!! Introduced in ''Arkham Horror''
16[[folder: ''Arkham Horror'' (1987)]]
17!!Carolyn Fern, the Psychologist
18The only investigator capable of directly healing Sanity.
19----
20* BadassBookworm: She's a learned woman, and is well suited for Lore and Will checks.
21* CashGate: Her Personal Story requires her to collect $15, and spend them at Arkham Asylum (as a bribe to receive the specific information that she needs).
22* HealingFactor: Once a turn, she may restore a point of Sanity to herself or someone sharing her location.
23* HeKnowsTooMuch: The reason behind her patient's murder. And if she is too careless in her search for answers (by accumulating 6 or more clues at once), she will fail her Personal Story and her patient's murderers would start hunting for ''her'', forcing her to lay low (penalizing all her Sneak checks).
24* ProperlyParanoid: After her patient was brutally murdered for sharing his dreams, Carolyn knows that people ''will'' come after her if she isn't careful with how she proceeds in her investigation. Failing her Personal Story has her [[HeKnowsTooMuch get too close for the villains' comfort]], and penalises all her Sneak checks [[BigBrotherIsWatching as all of the villains focus their attention on her]].
25* TheShrink: Her job. Now, she uses her skills to help her friends survive eldritch horrors.
26* SmartPeopleWearGlasses: She'd have to be intelligent to be a psychologist, and she sports a pair of frames.
27* SquishyWizard: She has worst possible Speed and Sneak stats, meaning that she has virtually zero chance to escape from any monster; she wouldn't fare much better when fighting it, either, due to low Stamina. The best way to improve her offensive capabilities is to obtain some spells for her -- she has high Lore stat, and her high Sanity and regeneration allows to throw spells more liberally.
28* SupportPartyMember: Can heal Sanity of other investigators in her location.
29
30!!Gloria Goldberg, the Author
31Gloria has limited control over which Other World encounters she gets, making it easier to avoid undesirable ones.
32----
33* CollectionSidequest: Her Personal Story requires her to accumulate 5 or more clues.
34* DreamingOfThingsToCome: She'd been plagued by visions since she was a girl. She actually put this to use to become a bestseller.
35* MechanicallyUnusualFighter: Each time she enters an encounter in Other Worlds, she takes 1 encounter card more (with matching colour) than required, and then drops 1 of the cards taken, granting her a limited ability to choose which encounter to take. This also indirectly makes her good Gate closer.
36* ScrewDestiny: Succeeding her Personal Story has her take this attitude, boosting her Fight skill.
37* WriteWhatYouKnow[[invoked]]: Her ideas for her books came from her visions; she started writing to cope with said visions.
38* YouCantFightFate: Failing her Personal Story leads to her developing this mentality, hurting her ability to make Will checks. This happens if she ever gets driven insane.
39
40!!Harvey Walters, the Professor
41Harvey suffers less Sanity damage from any source, excluding voluntary spending.
42----
43* BadassBookworm: He has one of the best Lore stats in the game (up to 6, tied with Diana Stanly and Agnes Baker), decent Sneak skills, and a ''lot'' of Sanity points. His standard ability also reduces Sanity losses, making trips to the Asylum highly unlikely. It also makes him being [[{{Permadeath}} Devoured]] even less likely, as that ([[NonStandardGameOver generally]]) requires losing all [[HitPoints Stamina]] and [[SanityMeter Sanity]] at the same time.
44* CollectionSidequest: To pass his Personal Story, he must acquire 1 Unique item, 1 clue, 1 gate, and 1 monster trophy (he has the first two at the start, though he may potentially lose them).
45* DamageReduction: Any Sanity damage he receives gets reduced by 1 point (up to 0).
46* HeroicBSOD: If he ever gets lost in time and space and fails his Personal Story, this experience breaks his spirit, restricting him to having no more than 5 clues at once. Of course, it has no effect when playing against Yibb-Tstll, which limits him to 5 clues anyway.
47-->''Slowly, numbly, Harvey pushed his chair back away from the desk. If this were true — but no, it couldn't be!''
48* PromotedToPlayable: Harvey Walters was the sample character in the 5th Edition rulebook of ''TabletopGame/CallOfCthulhu''.
49* ShoutOut: "Harvey Walters" is the name of the sample character in ''TabletopGame/CallOfCthulhu''. The two are even similar in stats (good mental stats, bad physical).
50* SquishyWizard: He's generally built around spell-casting, but those high Lore, Sneak, and Sanity ratings come with low stats in HitPoints, [[HeroicResolve Willpower]], and [[GoodOldFisticuffs combat power]].
51* TookALevelInBadass: Under normal conditions, his passive ability only reduces involuntary Sanity losses, not voluntary ones (e.g. from spells). However, if he successfully completes his Personal Story, this expands to cover ''all Sanity losses'', allowing him to use [[TomeOfEldritchLore books]] and [[MagicMissileStorm spells all over the place]] with few (if any) penalties at all. Built correctly, he can [[DualWielding dual-wield]] Shrivelling spells and [[CurbStompBattle curbstomp]] almost any enemy that doesn't possess the Magical Immunity trait.
52
53!!Jenny Barnes, the Dilettante
54Jenny starts with massive amount of cash, and gains more every turn (while others have to look for it).
55----
56* CrimefightingWithCash: Her whole idea. While she has no particularly good stats in any of the games she appears in, she can compensate for it by buying some good items, or helping her teammates to acquire them.
57* FetchQuest: Her Personal Story requires her to accumulate 5 clues and spend them at Unvisited Isle.
58* FingerInTheMail: If she fails her Personal Story, she receives her sister back... piece by piece.
59--> "The last envelope had contained a finger. The one before that, a toe. When she [[DeadMansChest saw the box]] sitting outside her door, Jenny started [[TheScream wailing in horror]]."
60* GunsAkimbo: In almost all games she appears in, she's depicted with a pair of "Colt" revolvers.
61* HeroicBSOD: Failing Jenny's Personal Story (which results in [[DeadMansChest Isabelle's corpse being dumped on her doorstep in a box]]) hits her with this ''BIG-TIME'', where she either takes a Madness card or loses 2 Max Sanity.
62* JackOfAllTrades: Jenny's stats distribution and tons of cash to spend on items makes her suitable for almost any role (albeit she suffers from limited mobility due to low Speed), with slight preference for encounters.
63* KickingAssInAllHerFinery: She's always depicted wearing fabulous dresses and jewelry. The 2018 re-release even gives her an optional "Dressed to the Nines" ability that boosts the effects of her HeroicWillpower.
64* IWillFindYou: Looking for her sister, Isabelle. If she passes her Personal Story, she finds her in one piece and gains her as an Ally card. If not, she ''technically'' finds her… [[FingerInTheMail just not in one piece]].
65* RichBitch: Her backstory has her turn her nose up when she's not in places like Paris. Granted, this may be a side effect of going to a place where an ApocalypseCult has just kidnapped her sister…
66* RichInDollarsPoorInSense: Starts out very wealthy (and gains money every turn), but she seems to think that rushing headlong to a place full of terror is a good idea.
67* SiblingTeam: If she passes her Personal Story, Isabelle actually joins her as an Ally, boosting her Speed and Lore.
68* {{Socialite}}: She has no job other than being an heiress. And she moves in high society.
69* TimedMission: She must complete her Personal Story before the Terror level reaches 3.
70
71!!Joe Diamond, the Private Eye
72One of the investigators specialising in more efficient usage of clues, by gaining extra rolls from them.
73----
74* BigGuy: Has good Fight and Stamina, and his [[GutFeeling signature ability]] allows him to use clues in the fight with much better effectiveness.
75* CareerEndingInjury: {{Downplayed|Trope}}. If he fails his Personal Story, he gets violently injured by Carl Sanford's enforcers, lowering his maximum Stamina by 2; while he can still be played, this ''significantly'' reduces his effectiveness, since he is mainly a physical fighter.
76* {{Crossover}}: His granddaughter is Faye Diamond, better known as [[TabletopGame/SentinelsOfTheMultiverse Nightmist]].
77* {{Expy}}: He's based on [[HardboiledDetective Sam Spade]] from ''Film/{{The Maltese Falcon|1941}}''.
78* GutFeeling: His special ability is hunches:
79** In ''Arkham Horror'', whenever he tries to spend a Clue Token for a die roll, he gets two dice instead of one.
80** In ''Mansions of Madness'', his clues convert two successes instead of one.
81* FetchQuest: His Personal Story involves searching for a stolen MacGuffin for Carl Sanford from Silver Twilight Lodge... and its thieves. To succeed, he must accumulate monster trophies worthing 5 toughness total, along with a Unique Item, and bring them to Sanford.
82* LightningBruiser: Has good Fight and the best Speed stat in the game (up to 6, tied with Rita Young and Finn Edwards).
83* MechanicallyUnusualFighter: Unlike any other investigator, he gains two extra dices instead of one whenever he spends a Clue during skill checks.
84* PoliceAreUseless: Before proceeding with investigation himself, he tried to get the help from Sheriff. According to him, "that flatfoot was worse than useless".
85* PrivateDetective: That's his job, and how he got involved in this whole mess, as he was hired by Carl Sanford of Silver Twilight Lodge to retrieve a statue which is very valuable for him (not by itself, but due to what it's containing).
86
87!!Mandy Thompson, the Researcher
88Supportive investigator who can allow other investigators to reroll their dice during any skill checks.
89----
90* TheFatalist: If she fails her Personal Story, she loses hope in that the battle against the forces of Mythos can be won. The worst part is that now, one less gate is required to allow the Ancient One to awake.
91--> "No matter what we do, the prophecies keep coming to pass. I'm afraid that the sequence of events is already unalterable".
92* HotLibrarian: Her job is a researcher, and her outfits show off her cleavage.
93* LuckBasedMission: Her Personal Story depends on gates opening on top of sealed gates, which means the right mythos cards have to be drawn, and players have very limited ability to control the mythos cards.
94* ScrewDestiny: Her successful Personal Story, where her research helps to disrupt the [[CoolGate gates]] that are trying to wake up the EldritchAbomination and bring TheEndOfTheWorldAsWeKnowIt.
95* SupportPartyMember: Her ability allows any player once a round to reroll all failed dice in a skill check at any time. She can use it herself, but her average stats makes it a better choice for someone with more dice, as it affects all failed dice.
96* TimedMission: She must complete her Personal Story before the Terror level reaches 5.
97* YouCantFightFate: Her failed Personal Story, where the [[CoolGate gates]] keep opening up, no matter what she or anybody else does...
98
99!!Monterey Jack [[AllThereInTheManual Terwilliger]], the Archaeologist
100Bob has limited control over which Unique Items he gets, making it easier to obtain useful ones.
101----
102* AdventurerArchaeologist: He travels around the world in search for lost treasures. His latest search brought him to Arkham, where he also gained a chance to find his father's killers.
103* AllForNothing: If he concentrates too much on researching ''why'' his father was killed (by collecting clues), he would miss his only opportunity to find his father's killers (and his father's antiquity collection they stole) before they lay low and fail his Personal Story; instead, he's supposed to hunt for monsters and collect trophies.
104* CloudCuckooLander: He once used his whip as a weapon. He ended up getting dynamite.
105* CollectionSidequest: His Personal Story requires him to accumulate 3 or more monster trophies (their toughness does not matter).
106* {{Expy}}: Franchise/IndianaJones, as an [[http://www.yog-sothoth.com/threads/357-Indiana-Jones-DVDs-released-today?p=3136&viewfull=1#post3136 insanely reckless goofball]]. His story in ''Arkham Horror'' also evokes a plot [[Film/IndianaJonesAndTheLastCrusade involving his father]], and has him start every game armed with a whip.
107* MechanicallyUnusualFighter: Whenever he draws the Unique Item(s), he draws one card more and discards one, thus having more freedom to pick more useful ones. If he passes his Personal Story, it gets upgraded to also give him free clues, if he fails it, he would need to ''spend'' clues to use it instead.
108
109!!Vincent Lee, the Doctor
110The only investigator capable of directly healing Stamina.
111----
112* FetchQuest: His Personal Story requires him to accumulate 5 clues and spend them on any street.
113* HealingFactor: Dr. Lee can heal a point of Stamina to himself or another character in his location once a turn. If he passes his Personal Story, it will work for any investigator in the same neighbourhood.
114* TheMedic: He move to Arkham from Boston, hoping to work at St. Mary's Hospital. It's also his main role in the team.
115* MyGodWhatHaveIDone: If he fails his Personal Story, by killing too many monsters and accumulating at least 3 Monster Trophies, he would go into HeroicBSOD state and permanently lose 1 point of max Stamina, due to realisation that he just [[ThouShaltNotKill just broke his Hippocratic oath]].
116* NonActionGuy: With 3 max Fight and 4 Will, he's not the best fighter in the team by any standards. The risk of failing his Personal Story (by accumulating more than two monster trophies) further discourages his players from taking active role in combat. Fortunately, he has good Sneak (up to 5), allowing him to easily avoid most monsters.
117* SupportPartyMember: He is [[NonActionGuy not very good at fighting]], and acquiring more than 2 monster trophies will fail his Personal Story, so it's better to avoid fighting if possible. But his ability to heal other players can be crucial to team survival.
118* ThouShaltNotKill: Due to his Hippocratic oath, he should be healer, not the killer. If he recognise that he broke this oath, he [[MyGodWhatHaveIDone would not react well]].
119[[/folder]]
120
121[[folder: ''Arkham Horror'' (2005)]]
122!!Amanda Sharpe, the Student
123Amanda has limited control over which Skills she gets, making it easier to obtain useful ones.
124----
125* AndThenJohnWasAZombie: If she fails her Personal Story, she will become a Deep One.
126* BodyHorror: Her failure story specifically mentions her ''skin'' slipping off.
127* CollectionSidequest: Her Personal Story requires her to find at least 3 Unique items total (including one she starts with, so really she must find just 2); it's not mandatory to keep them, just ''find'' them is enough. Items received from the other investigators do not count.
128* FaceHeelTurn: Should she fail her story and turn into a Deep One, she becomes an enemy on the board that's hostile to the other investigators. What's worse, it also contributes towards uprising meter, which can awake the Ancient One prematurely.
129* FindTheCure: In her Personal Story, she has to find Unique Items that will help her cure herself of The Innsmouth Look, and prevent her from becoming a Deep One.
130* HalfHumanHybrid: The Innsmouth Look, though unlike Silas, it's not immediately apparent.
131* JackOfAllStats: ''All'' her stat tracks are the average 1-4 type. With her high Focus as well, she can adapt very quickly to game situations. She also starts with one Common and Unique Items, one Spell, and two Skills, which further serves diversity of her playstyle.
132* LuckBasedMission: The failure condition of her Personal Story is two opened gates to R'lyeh on a board at once; unfortunately, she has almost no control over this.
133* MechanicallyUnusualFighter: Whenever she gains Skills, she draws one additional card and discards one of the drawn cards, giving her limited ability to pick which Skills she wants. She also starts with two Skills instead of one.
134* OrdinaryHighSchoolStudent: Well, [[HalfHumanHybrid ALMOST Ordinary High School Student...]]
135* RecurringDreams: She dreams about R'lyeh. There's [[HalfHumanHybrid a good reason]] for this.
136* TomatoInTheMirror: Her Personal Story is all about averting this. Botch it and [[AndThenJohnWasAZombie she permanently becomes a Deep One]].
137
138!!"Ashcan" Pete, the Drifter
139Pete can look on the bottom of Items and Spells decks, and take cards from there instead of the top when drawing such cards.
140----
141* CanineCompanion: Duke, his faithful dog. Pete always starts with Duke and Duke will stick by him no matter what.
142* HomelessHero: His backstory shows us that he lives on the streets, and has done so for a long time.
143* IneffectualLoner: If he fails his Personal Story, he permanently loses ability to gain Allies, and all the benefits they provide. He can keep Duke if he's still with him, but if he loses him, too, he can't re-gain him.
144* LuckBasedMission: The goal of his Personal Story is to get a Dreamlands trophy, with the failure condition being if the [[TimedMission Doom track hits 5]]. The problem is that opening gates typically ''advance the doom track'', which means that absent somebody starting with the Control Gate spell or fortunately-timed monster surges, Pete's only real hope for passing his objective is if (a) the Dreamlands can be reached by one of the first two gates (very low chance), and (b) he can ''get'' to that gate quickly (not easy with his maximum base speed of 3)...
145* MechanicallyUnusualFighter: He can take cards not only from the top, but also from the bottom of items/spells decks (and he can check what lies beneath those decks at any time).
146* MightyGlacier: He's good fighter, but has only 3 Speed.
147* RecurringDreams: He's keep seeing nightmares, which are related to what's about to happen in Arkham. If he passes his Personal Story, they cleans up, otherwise, they would break him, and make him unable to come along with anyone, robbing him of ability to gain Allies, and even takes away existing ones (excluding Duke).
148* TheSneakyGuy: Has the best Sneak stat in the game (up to 6, tied with Wendy Adams and Trish Scarborough). Its usefulness is somewhat limited by his abysmal Speed, which makes him choose between avoiding monsters or being actually able to move around the map.
149* TimedMission: His Personal Story must be completed before the Doom track reaches 5.
150* TookALevelInBadass: If he passes his Personal Story, he permanently gains +1 to Speed and Luck.
151* UndyingLoyalty: Even if Pete loses all his other allies and companions (by failing his Personal Story), ol' Duke'll stick by his side to the end.
152
153!!Bob Jenkins, the Salesman
154Bob has limited control over which Common Items he gets, making it easier to obtain useful ones.
155----
156* AtLeastIAdmitIt: Bob is not a villain, but he freely admits that the only reason he looks into these things is for the top dollar swag he can sell, and the fact that these cult folks have lots and lots of gold. As he puts it, nobility costs extra.
157* BoringButPractical: Bob gets to draw extra cards from the common deck. Items in that deck aren't as flashy as the tomes and fancy items in the Unique Item deck, but they're cheap and, nine times out of ten, he'll be able to solve whatever problem comes the player's way with them.
158* CollectionSidequest: His Personal Story requires him to accumulate 5 or more clues.
159* EvilIsNotAToy: Probably what the moral is more likely to be, since his GoldFever is sparked by [[ArtifactOfDoom gold coins inscribed with all sorts of occultic and Eldritch nastiness]]. Succeeding in his Personal Story has him hit the "Jackpot" of coins, but he now realises just what danger they represent. Not wising up in time makes him Cursed if he has ''any'' money on him, prevents him from being Blessed with ''any'' money on him, and he'll immediately lose his Blessing if he gets ''any'' money back.
160* GoldFever: Having this excites him enough to get into the story. And it will bite him if he fails his Personal Story.
161* {{Greed}}: His FatalFlaw. This is what [[GoldFever motivated him to join the investigation in the first place]], and what may lead to his undoing if starts aggressively fighting for this gold (accumulating monster trophies in the process), instead of learning about its origin (by accumulating clues): he will fail his Personal Story, and be Cursed.
162* MechanicallyUnusualFighter: Whenever her gains Common Items, he can draw additional card, then discard one of the drawn cards; this gives him limited ability to choose which items he gets.
163* NervesOfSteel: Has the best Will stat in the game (up to 6, tied with Luke Robinson and William Yorick).
164* NominalHero: His whole motivation to join the team? He sees an opportunity to [[GoldFever earn a lot of money]]. Saving the world? Just an additional bonus.
165* StockAesop: "There's more to life than money."
166* SweetAndSourGrapes: Of course, after learning the StockAesop, he gets [[WealthyEverAfter super rich]] and can spend that money on Clue Tokens.
167* TravelingSalesman: Is described as such in his bio — the only reason he hasn't already left Arkham is because [[GoldFever he's suddenly become interested in some ancient gold coins]]…
168
169!!Darrell Simmons, the Photographer
170Darrell has limited control over which Arkham encounters he gets, making it easier to avoid undesirable ones.
171----
172* AllForNothing: If he fails his Personal Story, all the evidence he accumulated would be damaged to the point of uselessness, and he will irreparably ruin his reputation (to the point that he will be forbidden to acquire Retainer or Bank Loan cards for the duration of this game). Darrel would even question if he would find a job ever again.
173* CameraFiend: He's seen with an antique camera, and his job is to get evidence of all of these goings-on in Arkham.
174* GoingForTheBigScoop: Would risk his life and sanity for his only chance to acquire real proof of anomalous activities in Arkham: those photos are just ''that'' important.
175* IntrepidReporter: Well, photo-journalist. For the good scoop, he's willing to put his own life at risk.
176* LightningBruiser: Has good Speed and Fight stats.
177* MechanicallyUnusualFighter: Whenever he does city encounters, he draws one card more than required, and discards one of the drawn cards, giving him limited freedom in picking which encounters to deal with.
178* WeNeedToGetProof: His Personal Story revolves around proving to his superiors that something big and freaky's going down. Accumulating at least 2 gate trophies means success, but becoming too greedy with collecting clues will lead to all evidence being destroyed, resulting in failure.
179
180!!Dexter Drake, the Magician
181Dexter has limited control over which Spells he gets, making it easier to obtain useful ones.
182----
183* AllMagiciansAreWizards: Interestingly, he was a magician ''before'' he was a wizard.
184* BeCarefulWhatYouWishFor: Always longed to discover ''real'' magic, until he found a fragment of the Necronomicon.
185* CollectionSidequest: His Personal Story requires him to find at least 2 Tomes total; it's not mandatory to keep them, just ''find'' them is enough. Items received from other investigators do not count.
186* EvilIsNotAToy: If he fails his Personal Story, he stops hunting for "real" magic, seeing it as too dangerous. The actual punishment isn't that big, however, only costing him 1 Spell; it's the missed chance that hurts the most.
187-->''"Is it really magic?" The boy gazed up, his eyes wide''.\
188''"You don't want to see real magic, kid. No one does"''.
189* {{Expy}}: He's based on ComicStrip/MandrakeTheMagician. Similar in name, identical in appearance.
190* MechanicallyUnusualFighter: Whenever he gains Spells, he can draw one more card, and discard one drawn card of his choice, giving him limited ability to pick the ones he likes the most.
191* StageMagician: His career after serving in World War I.
192* TookALevelInBadass: If he succeeds in his Personal Story, the Sanity cost for all spells will be reduced by 1 (to a minimum of 0).
193
194!!Kate Winthrop, the Scientist
195By simply being presented in location, Kate prevents gates and monsters from spawning there (but not entering from elsewhere).
196* BadassBookworm: She's built for spells moreso than combat. But she's perfectly fine using that magic to destroy her enemies.
197* BoringButPractical: In some games, she may provide massive help by just... staying in high-priority unstable locations and preventing the gates from spawning there, until the already existing gates gets dealt with by her teammates.
198* CollectionSidequest: Her Personal Story requires her to find at least 2 gate trophies.
199* GadgeteerGenius: Constructing a Flux Capacitor that can stop a monster or a Gate from spawning in her location? That's certainly something.
200* HistoryRepeats: Her story was kickstarted by death of her friend and mentor, Professor Young.
201* HumbleHero: Her backstory mentions she's very shy and is quite happy with the fact that none of her co-workers even know her name.
202* MagicFromTechnology: An interesting inversion: Kate's flux capacitor is based on magic, but it's purely scientific in nature, created through experimentation and the scientific method. However, it works against magic. Furthermore, nothing stops Kate from casting spells like any other investigator; in fact, she starts the game with spells.
203* NoSell: Monsters and gates cannot appear in her location. This only applies to the initial spawning, though; monsters can move into her locations, and Kate will get pulled through gates if she walks into places with them.
204* ScienceHero: She assists the team through her inventions.
205** One of them prevents the gates from spawning in her location.
206** She's working on invention which would help to stabilise the barrier. If she pass her Personal story, it would work and increase amount of gates needed to summon the Ancient One by 1. If she fails, it wouldn't work, and damage her resolve, making her unable to use Clues when passing a check to close or seal the gate.
207* TimedMission: Her Personal Story must be completed before the doom track reaches 6.
208
209!!Michael [=McGlen=], the Gangster
210Michael suffers less Health damage from any source, excluding voluntary spending.
211----
212* BigGuy: Has the best Fight stat in the game (up to 6, tied with Mark Harrigan and Silas Marsh), and can [[MadeOfIron tank tons of damage]].
213* CripplingOverspecialization: While he is one of the best fighters, he has [[GlassCannon only 3 Sanity]]. And if you heavily invest in his Fight, you will end up with few points of Will -- and some of the most dangerous monsters are horror-based.
214* DamageReduction: Any Stamina damage he receives gets reduced by 1 point (up to 0).
215* DamnItFeelsGoodToBeAGangster: He's certainly fond of it.
216* EvenEvilHasLovedOnes: His buddy Louie was a pal, and Michael will do what it takes to avenge him.
217* GlassCannon: He's very tough, has one of the best Fight stats in the game, and starts with Tommy Gun (which provides another +6 bonus), but all of that wouldn't matter if he he gets driven insane by a single huge blow to his pathetic 3 Sanity -- and Horror checks occurs ''before'' the fight proper.
218* TheIrishMob: He is a member of the O'Bannion Gang, one of the two major gangs of Arkham.
219* JusticeByOtherLegalMeans: Making more than $5 in one go has him fail his Personal Story, as he gets accused of Tax Evasion. He permanently loses all the money he has and is prevented from making any more money for the remainder of the game. (This also means that taking a loan before passing his Personal Story [[PressXToDie is a spectacularly bad idea]].)
220* MadeOfIron: His Strong Body ability gives him [[DamageReduction reductions to Stamina damage]].
221* MoreDakka: Starts the game with a Tommy Gun. [[DamnItFeelsGoodToBeAGangster Fitting, considering who he is.]]
222* NominalHero: His motivation to fight is to [[RoaringRampageOfRevenge avenge his fallen friend, Fast Louie Farrell]]. It just so happens that whatever killed Louie is also related to the current BigBad.
223* RoaringRampageOfRevenge: After his pal, Fast Louie Farrell, is drowned by a HumanoidAbomination, [=McGlen=] intends to make each and every one of those monsters sleep with the fishes, too...
224* SmokingIsCool: Has a cigarette ([[CigarChomper or possibly cigar]]) firmly wedged in his mouth on his character portrait, as part of his "cool gangster" image.
225* TokenEvilTeammate: [[EvilVersusEvil While the monsters & old ones are much worse]], he's still a mobster (and an unrepentant one at that) working with allies such as a magician, a student, an archaeologist, and a detective.
226* TookALevelInBadass: If he passes his Personal Story, his Sanity will raise to 4, and he will heal 1 Sanity each time he beats monsters in combat, which helps to resolve one of his greatest downsides.
227* TwentyBearAsses: His Personal Story requires him to accumulate 5 or more monster trophies (their toughness does not matter), to avenge his dead pal, Louie.
228
229!!Sister Mary, the Nun
230Sister Mary can't be lost in time and space, and always starts the game being Blessed.
231----
232* BadassPreacher: Being a woman of God in a CosmicHorrorStory, she makes no bones about how the {{Eldritch Abomination}}s are no match for the One, True God.
233* BornLucky: She has the best Luck stat in the game (up to 6, tied with Tony Morgan and Tommy Muldoon).
234* BeingGoodSucks: While she doesn't develop the attitude outright, failing her Personal Story has her start to suffer crisis of faith.
235* ChurchMilitant: Nothing stops her from wielding heavy weapons like everyone else.
236* {{Determinator}}: When she fails her Personal Story, even though she realises just how bad this world really is, she still finds enough strength to get going (and even lift that Curse which caused that failure, replacing it with A Blessing).
237* FetchQuest: One of the ways to pass her Personal Story is to accumulate enough trophies and just "buy" blessings in South Church, which is not exactly cheap (this may be done by any investigator, since it does not matter ''which'' investigator gets blessed); otherwise, you must rely on [[LuckBasedMission random encounters]].
238* HeadsIWinTailsYouLose: Sister Mary has an extremely forgiving Personal Story, which is won by two people in the game being Blessed, and is lost by her being cursed (which is less likely to happen to her, because she starts the game as Blessed). If she succeeds, she gets Blessed again if she's not already and gets ''[[NoSell total immunity to Curses]].'' If she somehow loses (by being Cursed), she outright {{No Sell}}s the Curse and becomes Blessed instead (but only that one time).
239* MechanicallyUnusualFighter: She's the only character who can't be lost in time and space; instead, she will instantly return to Arkham (the specific location varies depending on the reason why this happened). This comes in handy when playing against Yog-Sototh, since this allows her to [[NoSell survive his signature ability]].
240* NoSell:
241** She can't be lost in time and space; she would return to Arkham instead.
242** If she passes her Personal Story, she gain immunity to being Cursed. If she gets Cursed before passing it (which fails it), she gets one-time free removal of it.
243[[/folder]]
244
245[[folder: ''Dunwich Horror'']]
246!!Diana Stanley, the Redeemed Cultist
247Diana specialises on Silver Twilight Lodge encounters: she starts with free membership card, and can't lose it. Also gains small bonuses on Doom or Terror level increase.
248----
249* TheAtoner: She feels so much remorse over what the Silver Twilight Lodge has done.
250* CultDefector: After seeing just ''how'' horrifying some rituals of the Silver Twilight Inner Sanctum were, Diana desperately wants to atone for them.
251* FetchQuest: Her Personal Story requires her to accumulate 5 clues and bring them to the Police.
252* HealingFactor: She restores 1 point of Stamina or Sanity whenever Doom rises.
253* MechanicallyUnusualFighter: She restores some Stamina or Sanity on each Doom increase, and gains free Clues when Terror level rises.
254* TheMole: She starts with a Silver Twilight Lodge membership, and can't lose; the Lodge trusts her, not realising that she works from within to dismantle them. Her Personal Story requires her to collect enough evidence (Clues) for the police to finally interfere, implying that she becomes an official one.
255* SquishyWizard: Interesting variant. She has the best Lore stat in the game (up to 6, tied with Harvey Walters and Agnes Baker) and good Stamina (6)... but low Sanity (4), which makes her vulnerable to horror-based attacks (unless you sacrifice most of her Fight stat in favour of more Will), and generally reduces her effectiveness as a spellcaster.
256* TimedMission: Her Personal Story must be completed before the Terror level reaches 4.
257* TookALevelInBadass: Passing her Personal Story gives her much needed +1 to Focus, and allows her to grab one extra encounter card when doing encounters in the Inner Circle, playing one and discarding the rest.
258
259!!Jacqueline Fine, the Psychic
260Jacqueline can, once per turn, replace undesirable Mythos card with a random new one.
261----
262* DreamingOfThingsToCome: Has RecurringDreams about the future... and [[BadFuture they are not pretty]].
263* PsychicPowers: She has innate precognition powers.
264* ScrewDestiny: If her Personal Story succeeds, she realises there is still hope, and permanently increases Stamina by 1. She also reduces the Doom track by 1, which sometimes may mean the difference between a win and a loss.
265* ThePowerOfFriendship: Completing her Personal Story involves finding 2 Ally cards. She must discard one of them afterwards, though.
266* TimedMission: Her Personal Story must be completed before the Terror level reaches 3.
267* YouCantFightFate: If she fails her Personal Story, she loses faith in being able to withstand against coming darkness, and loses 1 point of maximum Sanity.
268--> "There's no way out. We're doomed".
269
270!!Jim Culver, the Musician
271Jim can spend clues to automatically defeat Undead monsters. Additionally, he can play Other World encounter cards as if his world has green encounter symbol.
272----
273* BrownNote: Averted at first; his music raises the dead, but it's not inherently evil, and in fact, if he succeeds in his Personal Story, he manages to turn it around and use it to his advantage. [[DemonicPossession Played horribly straight]] if he fails, though...
274* DemonicPossession: Fail his Personal Story, and this happens every time he goes insane or falls unconscious, raising the Terror level.
275* TheFunInFuneral: He accidentally raised the corpse of a dead widow at her own funeral with [[MagicMusic his music]]. After that incident, finding a new job became problematic.
276* {{Jazz}} Musician: His story repeatedly mentions how he is one.
277* MagicMusic: [[TheFunInFuneral Magic enough to make corpses dance at their own funerals.]]
278* MustHaveCaffeine: Loves his coffee.
279* MechanicallyUnusualFighter:
280** He may instantly defeat Undead monsters by spending one Clue.
281** When he does otherworldly encounters, they always have a green colour in addition to their normal ones, for better or for worse.[[note]] There are four colours: blue, green, red and yellow; each Other World has two colours, and only encounter card of matching colour may be played.[[/note]]
282* MusicSoothesTheSavageBeast: He can use his music to instantly defeat any monster with Undead trait. If he passes his Personal Story, any such monsters would simply fail to spawn on the board at all, automatically transferring to him as monster trophies.
283* OrphansPlotTrinket: The Golden Trumpet, which belonged to his father.
284* StreetMusician: He wasn't always one. But ever since he played at Widow Jenkins's funeral, he hasn't been able to get work. Probably because his magic trumpet [[TheFunInFuneral made the widow get out of the coffin and join in the festivities]].
285* TimedMission: His Personal Story must be completed before the Terror level reaches 4.
286* TwentyBearAsses: His Personal Story requires him to accumulate 3 or more monster trophies, amongst them at least 1 trophy of the monster with Undead trait.
287
288!!Leo Anderson, the Expedition Leader
289Once per turn, Leo can prevent any investigator from losing 1 point of either Stamina or Sanity.
290----
291* DrivenToSuicide: {{Implied|Trope}}. If he fails his Personal Story, by allowing Terror level to rise too high (which permanently drives several Allies out of Arkham) or one of the other investigators [[{{Permadeath}} be devoured]], he develops "never again" mindset; if he still gets to discard an Ally after that, he get devoured himself.
292* EscortMission: He must ensure the survival of ''all'' other investigators besides himself until he succeeds in his Personal Story, otherwise he will fail it.
293* MagneticHero: His Personal Story requires him assembling a large enough party to investigate the horrors in Arkham.
294* MyGreatestFailure: Led seven men into the Yucatan. [[DwindlingParty Only two made it back]], unless you count the guy who's now insane.
295* ThePowerOfFriendship: His Personal Story requires him to find at least 3 ally cards (he starts with 1 by default).
296* SurvivorGuilt: Goes into this if another investigator gets devoured or too many Allies leaves due to Terror level rising. This may potentially lead to his own death.
297* TimedMission: His Personal Story has ''two'' failure conditions; besides one of the investigators being devoured, he also fails if the terror level reaches 4.
298
299!!Marie Lambeau, the Entertainer
300Marie has extra "hand" slot to cast magic, and can, once per game, decrease Doom.
301----
302* TheChanteuse: Known as "Smoky Velvet", and has the outfit and personality to match.
303* CollectionSidequest: Her Personal Story requires her to find at least 2 spells (wether she keeps them or not). She must find them by herself, spells received from other investigators do not count.
304* IJustWantToBeNormal: Declares this when failing her Personal Story.
305* InTheBlood: Her magic is in the blood; her grand-mere was also an accomplished witch.
306* MechanicallyUnusualFighter: She's the only investigator who has a "third arm", specifically for the purpose of wielding Spells.
307* MusicSoothesTheSavageBeast: She's able to remove Doom tokens from the Ancient One's doom track once per game. If she passes her Personal Story, she can do it twice.
308* SouthernBelle: From New Orleans.
309* TimedMission: Her Personal Story must be completed before the Doom track reaches 5.
310
311!!Mark Harrigan, the Soldier
312Mark can't be arrested or delayed, essentially preventing him from ever getting stuck.
313----
314* BigGuy: Has the best Fight stat in the game (up to 6, tied with Michael [=McGlenn=] and Silas Marsh).
315* {{Determinator}}: You can't delay him, and he can't be arrested.
316* HeroicBSOD: He already has nightmares about his wife's death, but it becomes even worse if he fails his Personal Story:
317--> ''He could still hear her screaming. It used to be every night, but it was worse, now. He could hear it sometimes when he was awake''.
318* KillItWithFire: Two items he starts with; a MolotovCocktail, and the [[FireBreathingWeapon Flamethrower]].
319* ItsAllMyFault: If he ever fails his Personal Story, he would start blaming himself for inability to neither protect nor avenge Sophie. From that point, any visit to Graveyard would cost him 1 Sanity.
320* LuckBasedMission: His Personal Story requires him to collect a R'lyeh gate trophy. Problem is, there's no guarantee that one would spawn at all in the current game (or that he would succeed in closing that gate), while the failure condition is for him to be reduced to 0 Sanity (and Mark only has 3 at both Sanity and Will, making him rather vulnerable).
321* TheLostLenore: His wife, Sophie, was [[EatenAlive eaten from inside by some unknown monsters]]. He… doesn't take it well.
322* MyGirlBackHome: Sophie, who believed him about the monsters he saw in the war. She believed him because [[EatenAlive one of them was eating her from the inside out]].
323* NoSell: Outside of some effects which specifically bypasses such immunities, he can't be Delayed or Arrested.
324* PreemptiveApology: He starts in the South Church at the {{Confessional}}, praying for forgiveness for [[RoaringRampageOfRevenge the MANY sins he's about to commit this night…]]
325* RoaringRampageOfRevenge: His Personal Story involves fighting a creature in R'yleh, as the one that devoured Sophie was from there. To pass his Personal Story, he must acquire at least 1 gate trophy of R'lyeh.
326* ShellShockedVeteran: Most people think that Mark didn't take the war very well. Ironically, his story makes it clear that it wasn't the war that got to him, thanks to [[MyGirlBackHome Sophie]] believing everything he wrote back to her about the monsters he encountered fighting in the trenches. It was only ''after'' he came home, and found Sophie being EatenAlive by an EldritchAbomination [[GoMadFromTheRevelation that he went over the edge...]]
327* SmokingIsCool: Knocking back one in his profile. By lighting it with a flamethrower. Also gets a victory smoke if he passes his Personal Story.
328* TookALevelInBadass: If he passes his Personal Story, he gains much-needed point of maximum Sanity.
329
330!!Rita Young, the Athlete
331Rita has limited control over which Injury and Madness cards she gets, making it easier to avoid undesirable ones. Additionally, she can't be killed by gaining duplicate cards.
332----
333* AffirmativeActionGirl: She's faced racism all her life. [[GameplayAndStorySegregation It only comes up in her Personal Story; she's never refused service anyplace.]]
334* TheHunterBecomesTheHunted: At least, that's what she plans to do with the cultist thugs who kept harassing her...
335* LightningBruiser: Has the best Speed stat in the game (up to 6, tied with Joe Diamond and Finn Edwards), and (similarly to Joe Diamond) she also has a good Fight stat.
336* LuckBasedMission: Her Personal Story requires not just random monster trophies, but specifically at least 1 Cultist (or an enemy counted as a Cultist) amongst them. All enemies (at least those she may claim as a trophy) spawn randomly, and if the Ancient One or some other gameplay factor grants Cultists the ''Endless'' ability (preventing them from being claimed as trophies), [[{{Unwinnable}} she's screwed]].
337* MechanicallyUnusualFighter: Whenever she gains Injury or Madness, she draws one extra card and discards one drawn card, giving her limited ability to choose which to suffer. Additionally, she can't be devoured by gaining both copies of the same Injury or Madness cards.
338* NormallyIWouldBeDeadNow: He special ability allows her to ignore a second copy of any injury/madness she has. For any other investigator, having two matching injuries/madnesses would be fatal.
339* PoliceAreUseless: She starts at the Police Station, having just discovered they weren't going to help her out.
340* SuperToughness: She can ignore the results of getting two copies of the same Injury/Madness card (which would normally kill the investigator).
341* TwentyBearAsses: To pass her Personal Story, she must accumulate 3 or more monster trophies, including at least 1 trophy of a Cultist.
342* {{Unwinnable}}:
343** Her Personal Story can't be completed while playing against Abhoth (because he removes Cultists from the game) or Rhan-Tegoth (because with him, they never spawn on the board).
344** Downplayed with Nyarlathothep. There ''are'' ways to ignore the Endless keyword, but they are very hard to obtain [[LuckBasedMission and would rarely come into play]].
345* WrongGenreSavvy: She thinks that the hooded thugs harassing her and her friends are part of TheKlan. Unfortunately, [[ApocalypseCult these guys are WAY worse]] than [[PoliticallyIncorrectVillain a bunch of racists]]...
346
347!!Wilson Richards, the Handyman
348Wilson has unlimited focus for the purpose of altering his stats. Additionally, he can earn money instead of doing Arkham encounters.
349----
350* BadassBiker: Starts off with the Motorcycle card.
351* CashGate: To pass his Personal Story, you must spend $15 during Upkeep; and no, you must not have an active Bank Loan, so you must have done that legitimately.
352* GameplayAndStoryIntegration: Being a handyman, he can take jobs to do money, albeit not much, instead of city encounters.
353* JackOfAllTrades: He can do odd jobs for money and has unlimited focus, so he can switch his stats around to prepare for anything.
354* FriendToAllChildren: Wilson has a soft spot for kids. His Personal Story involves saving a little girl from a {{loan shark}} from O'Bannion's gang and get her out of town. Unfortunately, [[TimedMission he has limited time to do so]]...
355* MechanicallyUnusualClass: He has unlimited focus (for the purpose of other game effects, his focus is set to 4, which is still more than for any other investigator).
356* RenaissanceMan: He picks up work around town for money.
357* ShotgunsAreJustBetter: He always starts with a shotgun, and is depicted with one on his card.
358* TheTramp: He drifts from one place to another, and survives by taking whatever job he can find.
359* TimedMission: His Personal Story must be completed before the Doom track reaches 6.
360* WouldHurtAChild: Fail his Personal Story and he gets to be witness to this, seeing the little girl he wanted to save led away in handcuffs while the cruel loan shark from the local gang who'd been chasing her just watches (with the implication that he did something to get the kid in trouble with the law), and the kid's mom (who was previously showed to be really ill, while her dad is [[ParentalAbandonment already dead]]) is nowhere in sight.
361[[/folder]]
362
363[[folder: ''Kingsport Horror'']]
364!!Charlie Kane, the Politician
365Charlie can gain Allies removed from the game, and can spend clues to prevent Terror level increasing.
366----
367* CashGate: To pass his Personal Story, he must spend $15 during Upkeep while being in Newspaper. Most likely, it gets spent on his re-election campaign.
368* CorruptPolitician: Granted, he genuinely cares for the people, and his actions and policies are for the greater good, but he's implied to be willing to do some unsavoury things to remain in power, and this is demonstrated in-game; the way to pass his Personal Story is to [[BribingYourWayToVictory outright bribe the local newspaper to make a political ad frenzy]].
369* LandslideElection: Depending on the outcome of his Personal Story, Kane can end up on either side of one, to the point that even his personal assistant Bonnie would lose hope in him:
370-->''Bonnie couldn't meet his face. "Sir, I have a confession. [[WhamLine I didn't vote for you.]]"''
371* MechanicallyUnusualFighter: He's the only investigator who can gain Allies which were already sent to the box.
372* ReasonableAuthorityFigure: As the Mayor. And the people recognise this, so he's very good at preventing panic.
373* SkewedPriorities: He honestly worries about the election almost as much as the Ancient One about to reawaken and spell TheEndOfTheWorldAsWeKnowIt. Of course, he really does need the power of his position to keep the public calm, and thinks ''they'' have the SkewedPriorities for trying to push an election at a time like this…
374* SupportPartyMember: He an spend 2 Clues to prevent increase of Terror level by 1, with no limit. Passing his Personal story lowers the price by 1, while failing rises it by 1. This ability is especially effective when dealing with the Ancient Ones or other effects which can rise Terror quickly, like Rhan-Thegoth or Y'Golonak.
375* TimedMission: His Personal Story must be completed before the Terror level reaches 4. Fortunately, his ability actually allows him to stall for time.
376%%* UltimateAuthorityMayor: ...not quite, but he tries.
377
378!!Daisy Walker, the Librarian
379Daisy can read Tomes without losing Sanity, and spend less on spell-casting.
380----
381* BadassBookworm: She is built around using a TomeOfEldritchLore, but Daisy's stats make her extremely capable of destruction when it comes to spells.
382* CollectionSidequest: To pass her Personal Story, she must accumulate 6 or more clues. Conversely, if she loses all her Tomes, fails it.
383* GoMadFromTheRevelation: Subversion. Other characters lose Sanity from reading tomes, but [[NoSell Daisy can avoid all such Sanity losses]]. It gets a [[DoubleSubverted double subversion]] if she fails her Personal Story, with her mind getting permanently shattered after she recklessly reads the TomeOfEldritchLore she's been looking for. However, this only reduces her maximum Sanity; she retains her ability to NoSell Sanity losses from tomes.
384* MagicLibrarian: Not more than anyone else in the game, but she is one of a few who starts with spells. She also loses less Sanity from spellcasting by default (compare to Walters, who needs to pass his Personal Story to obtain a similar ability).
385* NightmareFetishist: She's a ''huge'' fan of horror stories, with Creator/EdgarAllanPoe and ''Literature/{{Dracula}}'' being name-dropped in her backstory. But the Necronomicon is too much even for her.
386* NoSell: She's the only investigator who doesn't suffer Sanity losses when reading Tomes, even the most nasty ones.
387* TomeOfEldritchLore: Her involvement in Arkham is kicked off by the Necronomicon, and her Personal Story revolves around recovering an unnamed tome before [[ArtifactOfDoom it can cause any mischief]].
388* {{Unwinnable}}: Her Personal Story can't be completed when playing against Yibb-Tstll, because she can't wield more than 5 clues.
389
390!!Lily Chen, the Martial Artist
391Lily can alter her maximum Stamina and Sanity the same way she alters other stats.
392----
393* ActionGirl: One of the strongest in the game.
394* ArmorPiercingAttack: If the Ancient One awakens, she passes her personal story and she can immediately remove two Doom tokens from it without rolls (as long as she hasn't been knocked out or driven insane before it happens). She does that even if it's Azathoth, though agains him, she only removes one token (but he doesn't awake, giving the team one last chance).
395* TheChosenOne: Unlike everyone else, her birth was heralded. The only requirement for her Personal Story is to survive until the Ancient One's awakening and meet it face to face (without ever being defeated beforehand).
396* HeroicBSOD: If she's knocked unconscious or driven insane, she undergoes one, thinking that even TheChosenOne [[CosmicHorrorStory will be brushed aside]] like the rest of the PunyHumans when the EldritchAbomination brings TheEndOfTheWorldAsWeKnowIt. This also fails her Personal Story, permanently lowering her maximum Sanity by 1.
397* MechanicallyUnusualFighter: She can spend focus to change the balance of her Stamina/Sanity.
398* TrainingFromHell: She's had lots of martial arts training that encompassed arts from all over the world.
399* WarriorMonk: Was trained by ones to become the defender of our world against the forces of evil.
400
401!!Lola Hayes, the Actress
402Lola can discard unneeded Skills to gain new ones.
403----
404* LaserGuidedAmnesia: An Inversion — she ''knows'' that she starred as the leading lady for a play, but can't find anybody else who remembers seeing the play -- the fact that every other member of the cast and staff of that play was either dead or simply vanished wasn't helping her case. Probably because [[BrownNote the play in question was]] ''Literature/TheKingInYellow''...
405* LuckBasedMission: She has [[TimedMission kind of the same problem that Pete has]] (although even less time — her fail condition is the doom track reaching ''four''). In her case, she needs to get an Ally to pass her Personal Story. The problem is that short of getting a nice amount of monster/gate trophies (not likely to happen in the short span of time she has to pass), she needs to get lucky with whichever location encounters can elicit the current game's Allies. Oh — whereas Pete's fail penalty is pretty minor (he can't get any more Allies, besides Duke), Lola's fail penalty is ''losing a point of maximum Sanity''. Suffice to say, she ''never'' wants the Herald to be Ghroth.
406* ThePowerOfActing: She can change her Skills once per round. The ability is called "Improv".
407* ThePowerOfFriendship: Lola loves an audience, and having an Ally makes her pass her Personal Story and nets her a boost to any skill once per round.
408* TimedMission: With the strictest time limit in the game. Her Personal Story must be completed before the doom track reaches 4.
409* WistfulAmnesia: Her goal is to find her "biggest fan" to confirm that she ''did'' star in ''Literature/TheKingInYellow'', and that she didn't just imagine the whole thing.
410
411!!Luke Robinson, the Dreamer
412Luke starts with Gate Box which he can't lose, and gains clues whenever he enters any Other World or gets lost in time and space.
413----
414* AllJustADream: If he fails his Personal Story (this happens when there's at least 4 seals on the board), he starts doubting if his long-lost friend ever existed in the first place, or it was just a dream. Unfortunately, he also starts doubting the reality of "real" allies, too, restricting him from acquiring any more.
415* ClingyMacGuffin: He always starts with Gate Box (a Unique Item which allows to exit from any gate, even if it doesn't match the Other World you just leaved), and can't be forced to discard it against his wish.
416* CollectionSidequest: His Personal Story requires him to accumulate at least 3 gate trophies.
417* CoolGate: One of the investigators made specifically to deal with Gates. Firstly, he gets free Clues when going into Other Worlds or becoming lost in time and space. Secondly, he starts with Gate Box, which removes the risk of being lost in time and space due to exit gates not matching his current Other World.
418* DoWellButNotPerfect: While putting seals on the board often buys more time before the Ancient One awakens, by preventing the opening of new Gates, having more than 3 seals before he passes his Personal Story would lead to it being failed.
419* DreamLand: Starts off in the Dream Lands.
420* NervesOfSteel: Has the best Will stat in the game (up to 6, tied with Bob Jenkins and William Yorick).
421* SquishyWizard: Has very low Stamina (only 3), and bad Strength (up to 3), but always starts with two Spells.
422* WistfulAmnesia: Is searching for an old friend he vaguely remembers from before he entered The Dreamlands. If he gathers enough Gate Trophies, he finds them (gaining a free Ally ''of his choice''), but if he goes overzealous with sealing the gates, he would start doubting wether they even existed, and loses ability to gain Allies ever again (he can keep the ones he already has).
423
424!!Rex Murphy, the Reporter
425When Rex gets one or more clue, he gets extra one. However, he always starts with Curse, and can't lose it by normal means.
426----
427* BlessedWithSuck: His signature ability becomes his bane when playing against Ghathanothoa, since ''each'' time he would receive clues, he will trigger the Ancient One's ability, practically guaranteeing that he will be [[{{Permadeath}} devoured]] sooner or later.
428* BornUnlucky: Is given a Cursed card at the start. Unlike other investigators, he can only get rid of it by getting Blessed.
429* ChewToy: Nothing ever goes well for poor Rex.
430* {{Determinator}}: It takes a special kind of thickheaded to keep going despite all of his setbacks.
431* DespairEventHorizon: He will pass this if his investigation comes to a dead-end and he fails his Personal Story. He no longer can be Blessed (which is the only way he can lose the Curse), and if he ever gets Cursed while already being Cursed, he will be [[{{Permadeath}} devoured]].
432* HereditaryCurse: The ability which disables losing Curse the usual way is explicitly called "Family Curse", indicating that it's innate.
433* IntrepidReporter: He seeks to get all of the information he can. Of course, his curse just makes it difficult.
434* JackOfAllStats: Rex gets a lot of weapons, spells, and other useful tools right out of the gate, and has some decent stats. But the Curse makes it difficult to properly use, making finding a Bless a top-priority task.
435* {{Unwinnable}}: His Personal Story can't be completed when playing against Yibb-Tstll, because he can't wield more than 5 clues.
436* WeNeedToGetProof: Has never been able to hold onto proof long enough before. Now, to pass his Personal Story, he must bring at least 10 clues to Newspaper (fortunately, each time he receives one clue, he receives an additional one for free), which would give him immediate free Blessing and permanent supply of free Clues each turn for first player. But if he ever loses all his clues, his Personal Story will end in failure.
437
438!!Tony Morgan, the Bounty Hunter
439Tony can spend monster trophies to earn money, and his trophies worths extra whenever he spends them.
440----
441* BornLucky: Has the best Luck stat in the game (up to 6, tied with Sister Mary and Tommy Muldoon).
442* BountyHunter: Outright stated to be one, though instead of humans, he hunts for monsters.
443* {{Determinator}}: He went after his bounty (which was implied to be ''[[HumanoidAbomination a friggin' Deep One!!]]'') straight into the river, armed with only a knife, and wrestled with it until he passed out.
444* FetchQuest: His Personal Story requires him to ''either'' [[TwentyBearAsses accumulate 4 or more monster trophies]] and get paid for this, or to accumulate at least 5 clues (and realize that this deal is not worth it); depending on the way his Personal Story was done, he receives different rewards.
445* FissionMailed: His "failed" Personal Story is the only one beside Sister Mary's with a benefit to it (gain 1 Clue Token for each monster killed), and the narrative makes this seem like the better option — it's clear that Morgan's client probably isn't up to any good with the monster corpses, but if Tony goes through with the deal, he's none the wiser about the EvilPlan said client is about to use them for...
446* GunsAkimbo: On his art, he's depicted with two guns.
447* HuntingTheMostDangerousGame: Only this time, he's hunting creatures far more dangerous than mere humans...
448* NominalHero: He's in this for revenge against the Deep One who nearly killed him, and for profit. It just so happened that he and the other investigators have a common enemy.
449* TokenEvilTeammate: One of the few outright criminals amongst the investigators, and feels zero remorse about it.
450* UnwittingPawn: In his Personal Story, getting enough clue tokens makes him realise this, "[[FissionMailed failing]]" it. However, ''both'' outcomes for his story involve losing all of his current monster trophies in exchange for a boon (and the pass strips him of his Clue tokens as well), so whether this is really a failure depends on whether you want money right away ("pass") or more clue tokens in the future (the alleged "fail").
451
452!!Wendy Adams, the Urchin
453Wendy automatically evades any enemies on the streets, and can't be Cursed or arrested while she carries an Elder Sign, but she's also incapable of taking bank loans.
454----
455* DespairEventHorizon: If she loses her Elder Sign, she finds her father dead, and loses all hope, receiving permanent -1 penalty to her Focus.
456* FragileSpeedster: She has one of the best Sneak stat in the game, and on the streets she can evade enemies without even bothering with checks, but if she actually gets caught, she has ''no'' fighting capabilities (having 3 at both Fight and Will, 4 at both Stamina and Sanity -- worst in the game -- and only 4 at Lore, with no starting Spells).
457* GameplayAndStoryIntegration: ZigzaggedTrope. She can't take a Bank Loan, explicitly cause she's minor, but nothing prevents her from becoming a Deputy of Arkham.
458* IWillFindYou: She is searching for her father. If she passes her Personal Story, she finds him -- and gains large sum of money from him, as well as one-time ability to purge all monsters from the Outskirts. If she fails, she finds him dead.
459* KidHero: She's the only minor in the cast.
460* NoSell: As long as she is in a street area, Wendy succeeds at evasion checks automatically. And as long as she keeps her Elder Sign, she also can't become cursed or arrested.
461* OrphansPlotTrinket: An Elder Sign given to her by her parents. This is not merely some toy; it contains actual magic, and may protect her from being cursed or arrested, and in dire situations, may be used to seal any gate ([[PressXToDie but unless she wants to fail her Personal Story, she must keep it intact until her dad is found]]).
462* ParentalAbandonment: He dad is LostAtSea, and mother is in the [[BedlamHouse asylum]]. Her Personal Story involves her searching for the father, and if she succeeds, he turns out to be alive; if not...
463* TheSneakyGuy: Not only does she have the best Sneak stat in the game (up to 6, tied with Ashcan Pete and Trish Scarborough), she can automatically avoid any monster on a street, without even bothering to do Evade checks.
464* StreetUrchin: She's an orphan, surviving on the street. One of her skills is even called Streetwise.
465[[/folder]]
466
467[[folder: ''Innsmouth Horror'']]
468!!Agnes Baker, the Waitress
469Agnes can pay for spells with Stamina instead of Sanity, and amplifies her spells if they takes hands.
470----
471* BlackMage:
472** Used to be a great Hyperborean witch back in her past incarnation. Now, when her old enemies [[HistoryRepeats are after her again]], her only chance of survival is to put her old power to use.
473** In gameplay terms, she has the best Lore stat in the game (up to 6, tied with Harvey Walters and Diana Stanley), combined with reasonable Fight. Additionally, combat Spells receives a boost to their Combat bonus equal to a number of hands required to maintain them.
474** If she passes her Personal Story, she gains an ability to freely retry a failed skill check on any Spell once per turn -- which, naturally, she would use on combat spells.
475* CastFromHitPoints: If she wants, she can substitute Stamina for Sanity when casting spells.
476* EasyAmnesia: {{Inverted|Trope}}; falling and hitting her head jogged memories of her past life.
477* HistoryRepeats: In her past life, she fought against 'the creature' and lost. Now it has come for her again. Whether she manages to [[ScrewDestiny defy this]] or not depends on the success of her Personal Story. Defeating enough monsters would make her magic stronger, while if she ever gets knocked out or drive insane, she would suffer permanent penalty to maximum Stamina.
478* {{Reincarnation}}: Of a Hyperborean witch.
479* TwentyBearAsses: To pass her Personal Story, she must collect 3 monster trophies.
480* VisionsOfAnotherSelf: She has dreams of her past incarnation.
481
482!!Akachi Onyele, the Shaman
483Akachi gains bonuses when closing the gates. Additionally, she's always capable of sealing the gate, and spends fewer clues when doing so.
484----
485* CollectionSidequest: Her Personal Story requires her to accumulate 3 or more gate trophies.
486* EthnicMagician: An explicit version of one, since her shamanistic powers are the reason for her gifts.
487* GaiasVengeance: If a Gate Token is spent before Akachi can complete her Personal Story (regardless of who spends it), she fails it. She invokes this trope by saying how the Earth has suddenly gone silent, and that "[[NiceJobBreakingItHero Our actions must have offended it somehow]]".
488* MagicalNegro: An exaggerated example, what with her HollywoodVoodoo shtick, and her DarkestAfrica appearance.
489* MechanicallyUnusualFighter: Akachi ignores any effects forbidding her to seal the gates (and spends 1 Clue less when doing so). The rules about seal placement still applies, though, so moving gates from ''The Lurker at the Threshold'' still can't be sealed if they moves on the streets.
490* PressXToDie: Until she passes her Personal Story, if any investigators (including her) spend any Gate Trophy for any reason, she instantly fails it.
491* ReligionIsMagic: Played with. Her shamanic magic is based on her ethnic religion, although aside from her special talent of always sealing gates and her Personal Story, Akachi uses the same spells as everyone else.
492* SquishyWizard: She's great Gate-closer (thanks to her good Lore and +1 bonus when closing a Gate), and starts with 2 Spells, but she has average Fight, and very low Stamina.
493
494!!Finn Edwards, the Bootlegger
495Finn is immune to items or money-discarding effects, and sometimes can move like a monster during Mythos phase.
496----
497* DamnItFeelsGoodToBeAGangster: Well, more like Bootlegger, but Finn Edwards is just about as happy with his current take in life as Michael [=McGlen=] is with being a mobster.
498* FragileSpeedster: Downplayed. He has good Stamina, but abysmal Fight ''and'' Will. Fortunately, he has the best Speed stat in the game (up to 6, tied with Joe Diamond and Rita Young). He gets somewhat slower if he fails his Personal Story, as he suffers permanent -1 movement point penalty (but not actual Speed stat).
499* MechanicallyUnusualFighter:
500** He can move like a Moon-symbol monster whenever such monsters move (without need to pass Evade checks). If he passes his Personal Story, he gains ability to move like a Circle-symbol monster as well (though not simultaneously).
501** Nothing can force him to discard his items or money against his will.
502* NominalHero: He only joined the team for revenge against the cultists who tried to kill him. Otherwise, he couldn't care less about their common goal or his teammates.
503* ItsPersonal: He notes how hard it is for him to usually hold a grudge, but he makes an exception for a cult that intends to use him as a HumanSacrifice.
504* RoaringRampageOfRevenge: Finn was a normal bootlegger until the night some cultists tried to sacrifice him to a dark god. Now, he wants revenge.
505* ScrewThisImOuttaHere: His mindset if he fails his Personal Story, though he doesn't quit the game.
506* TheSneakyGuy: Can evade monsters with a special ability, and has a secret stash for holdouts. He also has a good Sneak stat.
507* TimedMission: His Personal Story must be completed before the Terror level reaches 3.
508* TokenEvilTeammate: He is trying to save the world (and will do so if he succeeds), but he is still a bootlegger, only getting involved for personal reasons. Even the other VillainProtagonist, [[EvenEvilHasLovedOnes McGlen, is after the monsters for killing his best pal Louie Farrell]], but [[ItsPersonal Edwards is only in it to get even with the Cultists who tried to sacrifice him to a dark god]].
509* TwentyBearAsses: His Personal Story requires him to accumulate 3 or more monster trophies, including at least 1 Cultist.
510* {{Unwinnable}}:
511** His Personal Story can't be completed while playing against Abhoth (because he removes Cultists from the game) or Rhan-Tegoth (because with him, they never spawn on the board).
512** Downplayed with Nyarlathothep. There ''are'' ways to ignore the "Endless" keyword, but they are very hard to obtain [[LuckBasedMission and will rarely come into play]].
513
514!!George Barnaby, the Lawyer
515One of the investigators specialising in more efficient usage of clues, by improving result of the throw. Additionally, he can bail out arrested investigators.
516----
517* AmoralAttorney: Downplayed; although he can get a genuine crook out of jail, the people he's against are worse by far.
518* MechanicallyUnusualFighter: Unlike the other investigators, when he spends a Clue during skill check, he can improve result of one of the previous throws instead of making new one.
519* NonActionGuy: He has very low Stamina and Fight, and will fail his Personal Story if he ever gets defeated. Unfortunately, to ''pass'' his Personal Story, he must acquire at least one monster trophy – specifically, of a Cultist enemy. Fortunately, they are usually [[TheGoomba relatively weak, too]]. ''Usually''.
520* {{Retirony}}: He planned to stop practicing law, buy a boat, and sail around the world with his beloved Maria. Plans changed.
521* RoaringRampageOfRevenge: His motivation to join the team involves killing the men who burned down his home and killed his wife, Maria. To pass his Personal Story, he must acquire a monster trophy of a Cultist enemy.
522* {{Unwinnable}}:
523** His Personal Story can't be completed while playing against Abhoth (because he removes Cultists from the game) or Rhan-Tegoth (because with him, they never spawn on board).
524** Downplayed with Nyarlathothep. There ''are'' ways to ignore the "Endless" keyword, but they are very hard to obtain [[LuckBasedMission and will rarely come into play]].
525* TookALevelInBadass: He gains permanent +1 Stamina if he passes his Personal Story.
526
527!!Hank Samson, the Farmhand
528Hank can skip Horror checks in battle (unless he fails the Combat or Evade check).
529----
530* BigGuy: Other investigators summarily have 10 Stamina/Sanity (with the exception of Wendy Adams, who has only 8, with both stats at 4); Hank has 11 (6 Stamina and 5 Sanity). On top of that, he has good Fight, and can skip Horror checks in most circumstances.
531* DisappearedDad: "Pa" Samson goes missing at the start of the game, as he went to complain about how his luggage went missing. Hank finds him if he passes his Personal Story, and gains him as an Ally, which boosts his Will and Lore stats.
532* DumbMuscle: Well, more foolhardy than downright stupid.
533* FarmBoy: No heritage, though, he really is just a boy from a farm...
534* FearlessFool: Makes horror checks ''after'' fights — and then only if he loses or runs — because he's too thick to realise something is an EldritchAbomination until he's had time to mull it over.
535* FetchQuest: To pass his Personal Story, he must collect 5 clues and bring them to Train Station.
536* HeroicBSOD: If he ever has to pass the Horror check -- and then fails it -- he fails his Personal Story and suffers permanent -1 to his Sanity.
537* LeeroyJenkins: In his backstory, Hank is explicitly noted to act before he thinks (which is the primary source of his FearlessFool status).
538* MechanicallyUnusualFighter: Unlike the other investigators, he doesn't need to pass a Horror check at the start of the battle. He only has to pass it if he fails the Combat check.
539* WhatHappenedToTheMouse: "Pa" Samson's fate if Hank fails his Personal Story remains unknown.
540
541!!Minh Thi Phan, the Secretary
542Mihn gains bonuses to all stats when she has an Ally or another investigator in her location, and gives same bonus to whomever sticks around with her.
543----
544* AsLongAsItSoundsForeign: She is ethnically Korean, but her name is Vietnamese. This is finally explained [[https://www.fantasyflightgames.com/en/news/2015/11/18/stronger-together/ in her bio in]] ''TabletopGame/EldritchHorror'' (which was released over six years after her first appearance) — her father was Vietnamese (back when it was just Indochina under French Occupation), and he moved to Korea while it was occupied by the Japanese.
545* ThePowerOfFriendship: She gains +1 to all skill checks if she has another investigator in her location, or an Ally.
546* SexualExtortion: She's worried her boss might try to pull this sort of thing on her. He's actually a harbinger of a [[Literature/TheKingInYellow different kind of problem.]]
547* SupportPartyMember: She may choose any investigator in her location (other than herself) and give them +1 to all skill checks this round.
548* TheseAreThingsManWasNotMeantToKnow: If she ever gets driven insane and fails her Personal Story, she develops this mindset, and refuses to read any [[TomeOfEldritchLore weird books]] ever again.
549* TomeOfEldritchLore: What previously killed her boss. Now, to pass her Personal Story, she must read it herself, to learn more; in gameplay terms, she must read any tome(s) at least 3 times in total; doing so gives her a free Ally of her choice.
550
551!!Norman Withers, the Astronomer
552When closing a gate, Norman can chose and exile monsters with different symbol than one on the gate.
553----
554* ArmorPiercingAttack: Similar to Lily Chen, as he can immediately remove doom tokens from the Ancient One if it awakens. However, Norman's is luck-based and requires die rolls (although he can potentially do more damage). Also unlike Lily's, his power does nothing if [[RocksFallEveryoneDies Azathoth awakens]].
555* BadassBookworm: Despite being an astronomer ([[SquishyWizard and not a physically strong one at that]]), Norman is willing to stand up against the {{Eldritch Abomination}}s as much as the other heroes.
556* CollectionSidequest: To pass his Personal Story, he must accumulate at least 3 gate trophies.
557* HeroicBSOD: If he ever gets lost in time and space and fails his Personal Story, he is so terrified of this experience, he loses faith in his ability to ever understand the Ancient One, lowering his Focus by 1.
558* MechanicallyUnusualFighter: When closing a Gate, he can choose which symbol it has for the purpose of swiping monster from the board. It doesn't work with Moon symbol, though.
559
560!!Patrice Hathaway, the Violinist
561Patrice allows other investigators to spend her clues, and gains free clues each time a gate opens.
562----
563* CollectionSidequest: Her Personal Story requires her to find at least 2 Unique items total; it's not mandatory to keep them, just ''find'' them is enough. Items received from other investigators do not count. If she passes it, she gains 5 Clues for free.
564* CursedWithAwesome: Her violin allows her to help out the other party members, but it's heavily implied that the power of an EldritchAbomination is responsible for this...
565* MagicMusic: Her music can allow other Investigators to spend her Clue tokens, even if they're not in the same location as she is.
566* MechanicallyUnusualFighter:
567** Her Clues can be spent by other investigators, even if they don't share location. Normally it's not possible to even exchange those. If she fails her Personal Story (by being knocked unconscious or driven insane), that ability would start costing her Stamina or Sanity, however.
568** She gains free Clue on each Gate opening. When Doom reaches 9, she gains 5 free Clues.
569* PowerAtAPrice: What happens if she fails her Personal Story; any time she uses her power, [[CastFromHitPoints she has to sacrifice either her Stamina or Sanity to do so]].
570* SupportPartyMember: Even moreso than Mandy. Mandy's reroll applies to everyone, including herself. While there may be someone else more suited than her, she can still use it. Contrariwise, Patrice's ability is only useful for others, as all investigators can spend their own clue tokens.
571
572!!Roland Banks, the Fed
573Each turn, Roland gains 1 clue and $1, unless he already has 2 or more.
574----
575* BoringButPractical: He gains $1 when he's beneath $2, and 1 Clue when he's beneath 2. While money in such small amount wouldn't make a difference, being able to spar some Clues, knowing that you would get them back, is always useful. If he passes his Personal Story, limit gets upped to 4 Clues.
576* ByTheBookCop: Was this his whole life... but becomes a CowboyCop if his Personal Story is completed.
577* CollectionSidequest: To pass his Personal Story, he must accumulate at least 5 clues.
578* CowboyCop: Not at first, but if he passes his Personal Story, he throws out the rulebook and just goes with his gut instead. This makes his special ability even more effective.
579* FBIAgent: Well, BI Agent; they weren't the ''Federal'' Bureau until 9 years after ''Arkham Horror''[='=]s timeframe.
580* LampshadeHanging: From his Personal Story: "This case has [[ApocalypseCult weird cults]], [[BlackMagic magic spells]], and [[TheEndOfTheWorldAsWeKnowIt the apparent end of the world]]. [[TemptingFate All it needs is some demented fish-men or something]], and [[Literature/TheShadowOverInnsmouth I'll have all the makings for a best-selling novel]]."
581* ReassignedToAntarctica: Fail his Personal Story by being driven insane or arrested, and his boss forces him to take a vacation, costing him access to his Expense Account [[note]]free money every turn if he's broke[[/note]] ability for six turns (which often means "until the end of the game").
582
583!!Silas Marsh, the Sailor
584Silas can quickly move between aquatic locations, and gains bonuses in them. But he's more likely to discover the Innsmouth Look.
585----
586* AndThenJohnWasAZombie:
587** If he fails his Personal Story, he would become a Deep One.
588** He has a greater risk of this happening via the Innsmouth look mechanic than other investigators, because of his ancestry: every time he must draw such cards, he must draw an additional one.
589* TheBigGuy: Has the best Fight stat in the game (up to 6, tied with Michael [=McGlenn=] and Mark Harrigan).
590* CoolSword: Starts off with a Cavalry Saber — although, considering his sailor shtick, it's probably supposed to be a stand-in for a [[CutlassBetweenTheTeeth cutlass…]]
591* CripplingOverspecialisation: All his abilities are related to aquatic locations. While Innsmouth has fair share of such, not all of them are aquatic. Kingsport and Arkham have even fewer of them, and Dunwich has none.
592* DyingAsYourself: Should he succeed in his personal story, he will choose to die while he's still a man, and seal a gate in the process, rather than let himself be turned into a Deep One.
593* FaceHeelTurn: Failing his personal story results in Silas turning into a Deep One, which becomes an enemy on the board that will attack other investigators. It also increases the rising track, which, if filled, awakens the Ancient One immediately.
594* GameplayAndStoryIntegration:
595** He's an experienced sailor. As result, he can quickly move between aquatic locations, and gains +2 to all skill checks while there.
596** He's descendant of the infamous Marsh family, and thus, has increased chance to discover Innsmouth look: whenever he has to draw the Innsmouth look cards, he must draw an additional one.
597* HalfHumanHybrid: The Innsmouth Look, as if his name wasn't a big honking clue.
598* HeroicSacrifice: If he succeeds with his Personal Story, he's sacrificed, but he will permanently seal any opened gate.
599* InTheBlood: As a member of the Marsh family, he has [[HalfHumanHybrid the Innsmouth Look]]. He views this as a HereditaryCurse when he passes his Personal Story. It can happen normally through Innsmouth Look events too, and in fact, Silas is more likely than anyone else to fail these events.
600* MeaningfulName: His surname hints as to his secret, amphibious nature, being linked to both people of the land and people of the sea. Just like his ancestor, [[Literature/TheShadowOverInnsmouth Obed Marsh]].
601* TomatoInTheMirror: Though it's pretty obvious to the player that he's a Deep One.
602* WalkingShirtlessScene: Appears bare chested on his player card, a trait that also applies to other incarnations of him.
603* WhiteSheep: He's the only member of the accursed Marsh family who is disturbed by his ancestry and rejects his connection to the Deep Ones.
604
605!!"Skids" O'Toole, the Ex-Convict
606One per turn, Skids can roll 2 extra dice for each "1" he throws. But he's unable to take bank loan or become a deputy.
607----
608* CollectionSidequest: To pass his Personal Story, he must collect 5 clues total (it's not mandatory to keep them, it's just collecting them that matters).
609* TheCorpseStopsHere: When his cellmate Brad burst into flames one night, the cops accused him of causing it, but couldn't get the charge to stick.
610* EvidenceScavengerHunt: His Personal Story involves him searching for answers on what really happened with his former cellmate [[SpontaneousHumanCombustion Brad]]. If he manages to obtain enough information (by collecting clues), he passes; if there are too few clues on the board, he loses the trail and fails.
611* GameplayAndStoryIntegration: Due to being a former criminal, he can't become a Deputy of Arkham, or take out a Loan from the Bank of Arkham.
612* LuckBasedMission: The failure condition of his Personal Story is if there's less than 3 clues on the board. Considering that clues only spawn in unstable locations (where gates may spawn), and every time a gate opens in locations with clues, they get discarded, the more aggressively he pursues the answers, the easier it is for him to accidentally leave himself without the means to progress.
613* MechanicallyUnusualFighter: Once a round, he can re-roll two dice for all "1" that were rolled; it may be done either before or after spending Clues.
614* ReformedCriminal: He really was only robbing banks to try to save his mother from her illness. Since she passed, he gave up on that life.
615* SpontaneousHumanCombustion: His motivation to come to Arkham was when his cellmate, Brad, spontaneously combusted one night.
616* TookALevelInBadass: If he passes his Personal Story, he gains +1 Lore, making him able spellcaster (albeit very low Sanity wouldn't allow him to go overboard with it); he also gains one Spell for free.
617
618!!Tommy Muldoon, the Rookie Cop
619Tommy can lure the monsters from nearby locations to himself. Being a cop, he can't be arrested, and easily becomes a deputy.
620----
621* BornLucky: Has the best Luck stat in the game (up to 6, tied with Sister Mary and Tony Morgan).
622* GameplayAndStoryIntegration: Being a cop on duty, he can't be arrested, at least not as casually as it gets done in Arkham or Innsmouth. It's also twice cheaper to become a Deputy of Arkham.
623* HeroicSacrifice: The only way to pass his Personal Story is to perform one, by being [[{{Permadeath}} devoured]]. It immediately decreases Doom by one, and gives one-time ability to prevent increase of Terror level.
624* IAmYourOpponent: One of his powers involves calling over monsters to his position on the board.
625* ICallItVera: Calls his rifle Becky.
626* OfficerOHara: He's portrayed like this in his brief appearance in ''Ghouls of the Miskatonic''. Not surprising, given his overtly Irish name.
627* TimedMission: His Personal Story must be completed before the Terror level reaches 5.
628* WeirdnessMagnet: He reflects on this, saying he always finds the oddballs.
629* WhyCouldntYouSaveThem: Failing his Personal Story has the townsfolk accusing him of being too late to help the ones who needed it, [[MyGreatestFailure which drives him mad with guilt]], suffering permanent -1 Sanity penalty.
630
631!!Trish Scarborough, the Spy
632Trish uses non-standard skills tracks, with its own pros and cons.
633----
634* ActionGirl: As a spy, she's like this.
635* DeadlyUpgrade: One of her special abilities allows her to raise her stats by one additional point at the cost of one point of stamina or one point of sanity. This ability becomes stronger if she passes her Personal Story (she may make one additional move for free), and becomes ''weaker'' if she fails it.
636* LuckBasedMission:
637** The only way to pass her Personal Story is to acquire 2 or more clues at once; besides some specific encounters, this only happens after lucky clues spawn in a location where there is already a clue.
638** The failing condition of her Personal Story is when 2 or more clues gets removed from the board at once – which most likely happens if a gate opens in any location where clues have previously spawned, something she has no means to predict or stop.
639* MechanicallyUnusualFighter: Normally, you must choose which stat from each pair (Speed and Sneak, Fight and Will, Lore and Luck) you want higher, while another stat would be lower (the better is one of them, the worse is another). In Trish's case, each pair will raise together (Fight ''and'' Will, for example). But each round, at the beginning of Upkeep, they will reset to the far-left positions, to their lowest value. From here, you can upgrade chosen stats as if you have 5 focus (the actual focus is 1). And, if it's not enough, [[DeadlyUpgrade you can spend your stamina or sanity to gain up to 3 more upgrades]]. Her Personal Story directly affects this mechanic: failing makes it even more restrictive, by reducing free moves to 4, and passing gives an extra free move.
640* RogueAgent: From an agency that led her to believe it was part of the U.S. government, but appears to be nothing of the kind.
641* TheSneakyGuy: As befits her occupation, she has the best Sneak stat in the game (up to 6, tied with Ashcan Pete and Wendy Adams).
642
643!!Ursula Downs, the Explorer
644Ursula is allowed to use location's ability and have an encounter on the same turn, and can pick her starting location.
645----
646* ActionGirl: It's mentioned in her backstory that she was always the active, exploring type.
647* AdventurerArchaeologist: She has a passion for adventure and archaeology.
648* BlueBlood: She's got a hefty inheritance, but she used it to set up her work. [[GameplayAndStoryIntegration Notably, she starts with some of the lowest money in the game.]]
649* CollectionSidequest: To pass her Personal Story, she must collect 3 [[TwentyBearAsses monster trophies]] and 3 clues.
650* {{Expy}}: Of [[Franchise/TombRaider Lara Croft]], being female AdventurerArchaeologist of aristocratic origin, prone to search for various mystic treasures.
651* IntrepidReporter: Downplayed when compared to Rex or Darrell, but she writes for magazines.
652* MechanicallyUnusualFighter:
653** She may start in any location or street of her choice (excluding Other Worlds), instead of starting in fixed location.
654** She may use location's ability, and then still do an encounter; normally, those are mutually exclusive. It's not possible to do that in reverse, however.
655** When she draws city encounter, she may spend Clues to cancel it, but only if she didn't throw any dice yet.
656* TimedMission: He Personal Story must be completed before the Terror level reaches 3 or she gets driven insane; otherwise, she would be Cursed. But if she succeeds, she draws 5 Unique Items, and keeps 2 of them.
657
658!!William Yorick, the Gravedigger
659William can spend monster trophies as clues, and can remove spent monster trophies from the game ''permanently''.
660----
661* BewareTheSillyOnes: Yorick loves to talk like a Shakespearean actor and act dramatic, but when push comes to shove, he'll put any horror in the dirt.
662* CreepyMortician: Subverted. Yorick himself looks fairly average (although plenty scraggly), and is a hero who puts {{Eldritch Abomination}}s in ''their'' graves.
663* DeaderThanDead: Yorick's special ability revolves around monster trophies. When he spends them, he can remove them from play instead of returning them to the monster cup when he spends them. This doesn't apply to monsters that aren't taken as trophies, such as Spawn type monsters. But particularly nasty monsters like the Hound of Tindalos can be permanently removed. Be aware, however, that if a monster tries to spawn and none are available in the cup, [[HoistByHisOwnPetard the Ancient One will awaken immediately]].
664* FetchQuest: To pass his Personal Story, he must become Blessed. Unless you want to rely on [[LuckBasedMission random encounters]], that only way to do so is to accumulate enough trophies to spend in South Church. Be aware that either way, if he gets knocked unconscious or driven insane, his Personal Story will be failed.
665* MeaningfulName: He's a [[Theatre/{{Hamlet}} grave digger]], and he aspired to be an actor (specializing in Shakespeare's plays) before finding that [[StarvingArtist he couldn't support himself with that job]]…
666* MechanicallyUnusualFighter: He's able to spend Monster Trophies as Clues; however, most of the time, there's better way to use them than this.
667* NervesOfSteel: Has the best Will stat in the game (up to 6, tied with Bob Jenkins and Luke Robinson). [[StealthPun Now take another look at his name.]]
668* StarvingArtist: He wanted to be a Shakespearean Actor, but as his backstory attests, "dramatic monologues didn't put bread on the table."
669* TookALevelInBadass: If he passes his Personal Story, he gets much needed boost to his Focus.
670
671!!Zoey Samaras, the Chef
672Zoey fully ignores resistances, and partially -- immunities.
673----
674* ArmorPiercingAttack: Her attacks treats Immunities are Resistances, while proper Resistances are ignored outright. It works even on the Ancient Ones. She has no way to deal with Weapon Immunity of Lloigor monster, however.
675* ChefOfIron: Cooks during a day, kicks asses during a night. While she's [[WeakButSkilled not very strong]], she compensates for it with her unique ability, which becomes handy when she faces some specially dangerous enemies.
676* DespairEventHorizon: If she gets arrested or loses her Cross (thus failing her Personal Story), she falls in despair, thinking that God abandoned her, and gains permanent -1 penalty to all Luck checks.
677* HearingVoices: Is driven by what she believes to be God's orders to kill. Understandably, [[GameplayAndStoryIntegration her Sanity starts at merely 3]]. She actually gets ''saner'' if she passes her Personal Story, gaining an extra point of Sanity in addition to a Fight check bonus.
678* MaybeMagicMaybeMundane: The setting is deliberately vague as to whether or not benevolent entities like "God" exist within its setting, and with the Lovecraftian tendencies for insanity taken into account, it's never clear whether Zoey actually ''is'' hearing orders from God telling her to kill, or if she's simply mentally ill; either way, it works out, since the ones she's being told to kill in this case happen to be horrible monsters and insane cultists.
679* MissionFromGod: Her motivation for coming to Arkham is because she hears the orders from God who orders her to cleans the word of monsters.
680* SerialKiller: An extremely rare ''benevolent'' example. She poses as an ordinary chef at a diner, but she's a zealot who believes she hears the voice of God telling her to kill His enemies; ordinarily a prime recipe for a serial killer, if not for the fact that "His enemies" in this case happen to be cultists and eldritch monsters trying to awaken an ancient evil.
681* TookALevelInBadass: She gains +1 to Sanity if she passes her Personal Story.
682* TwentyBearAsses: To pass her Personal Story, she must accumulate 5 monster trophies.
683* WeakButSkilled: She is not as physically strong as some of the other fighters, but she can ignore physical/magical Resistance and brings Immunity down to Resistance, which is much more useful when facing certain enemies.
684[[/folder]]
685
686!! Introduced in ''Arkham Leagues''
687[[folder: Second Arkham League]]
688!! Calvin Wright, the Damned
689Special investigator only available in the final scenario of the League. Can trade his Stamina and Sanity to other investigators, and is immune to stats-reducing effects.
690----
691* AllThereInTheManual: When originally introduced, the backside of his investigator sheet was blank, and he lacked Personal Story; instead, his backstory was told in League's prologue and subsequent scenarios' intros.
692* AwesomeButImpractical: Calvin has his basic Fight capped at a whopping ''seven''. Cool? Cool. But his basic Will is capped at ''3'', which, combined with him having only 4 Sanity, makes him [[GlassCannon very vulnerable to horror-based monsters]], like the infamous [[SuperPersistentPredator Hound of Tindalos]].
693* EarlyInstalmentWeirdness: Calvin is portrayed differently than in subsequent games:
694** Calvin is caucasian; [[RaceLift he would be black in all subsequent games]].
695** Calvin has a wife Ella and (unnamed) son, the loss of whom is his motivation to participate in the adventure. Subsequent games would portray him as gay, albeit the basic premise (avenging the lost love) would remain the same.
696* EleventhHourRanger: After spending entirety of the League as an Ally, he joins the team as a playable investigator in the last scenario.
697* GlassCannon: Most investigators have their basic stats capped at 5 at most. Several investigators have one stat being capped at 6. Calvin can set his basic Fight ''to 7''. Unfortunately, he has only 4 Sanity and 5 Stamina, and with his 3 Will, it's very easy for him to be driven insane by the very first Horror check he fails.
698* IWillFindYou: His motivation for much of the League is to find his wife Ella and (unnamed) son.
699* MechanicallyUnusualFighter:
700** His stats can't be reduced (including maximum Stamina and Sanity). When they should be reduced, he instead heals 1 Stamina or 1 Sanity. But he starts with reduced maximum Sanity (only 4 instead of the expected 5).
701** He can trade his Stamina and Sanity to another investigator the same way he can trade items.
702* ObviousRulePatch: His ability is not supposed to [[NoSell protect him]] from [[FinalBoss Cthulhu’s]] attacks. Later errata specified this.
703* RequiredPartyMember: In scenario where he originally appears, one of the players must choose him as their investigator. Him actually surviving isn't necessary, however.
704[[/folder]]
705
706[[folder: Second Spanish League]]
707!! Bernard Nawas, The Scientist
708* AgentScully: Doesn't believe in paranormal activities, thinking there's always some scientific explanation for it.
709* AwesomenessByAnalysis: His signature ability, "Pure Logic", allows him to analyse eldritch events in Arkham from a scientific point of view — and ''succeed''.
710* DoingInTheWizard:
711** His main motivation is to explain everything happening in Arkham [[AgentScully from a scientific point of view]].
712** His ability, called "Pure Logic", allows him once per turn to attempt a Lore check. On a success, he receives a free clue. On failure, [[GoMadFromTheRevelation he damages his Sanity]].
713* TheSmartGuy: He can, actually, put his scientistic skills to good use, and obtain additional clues. He also has a good Lore stat.
714
715!! Francis Sailor, The Lord
716* CrimefightingWithCash: He starts with $10, and receives free $1 each turn.
717* MechanicallyUnusualFighter: Whenever he gains an Ally, he also gains free Skill.
718* SelfInsertFic: He is a writer, who bases his heroes on himself and his adventures throughout the world. At first, his heroes were miserable, just like himself. Then he moved to [[LovecraftCountry New England]] and switched to mystery stories. Now, he joined the team in hopes to receive an interesting plot for a brand new story.
719
720!! Hanna [=McKinley=], The Antiquarian (and ex-cultist)
721* BigBrotherIsWatching: The Silver Twilight Lodge is after her, meaning there's no place where she is safe in Arkham — they would find her everywhere. In gameplay terms, this works by penalising all her skill checks in Arkham.
722* CultDefector: Former member of Silver Twilight Lodge. Now, when she is the Lodge's enemy, there's no place safe for her in Arkham, so she receives a penalty to all skill checks while in the main map; this is compensated by her receiving bonuses to all skill checks while in Other Worlds.
723* ScrewThisImOuttaHere: The moment when she decided that she no longer wants anything to do with Lodge was when she saw one particularly ugly monster they just summoned.
724
725!! Lizzy Oswald, The Maid
726* BornLucky: Can raise her basic Luck stat up to 6.
727* GameplayAndStoryIntegration: Her kleptomania isn't just a piece of backstory; whenever she gains Common or Unique items, she also gains additional one "for free", though at the risk of being arrested.
728* StickyFingers:
729** She is kleptomaniac. This is what caused her to lose her previous job, and what motivated her to stay in Arkham even when weird things started to happen.
730** Each time she receives Common or Unique items, she must receive an additional one, but then pass a Sneak check. If she fails, she is arrested and loses half of her items.
731
732!! Lonny T. West, The Psychopath
733* GollumMadeMeDoIt: Lonny is schizophrenic, which previously led to him killing many innocent people, including his own mother. This same schizophrenia now threatens to destroy what little sanity he has.
734* MechanicallyUnusualFighter: Lonny starts with two Skills (one random and one fixed), but each turn must discard and replace one of them with a new one from either the top or the bottom of the deck (he may check what lies on the bottom any time he wishes). If the deck is empty, he is devoured.
735* SanitySlippage: He's a schizophrenic in the Cthulhu Mythos. Madness is to be expected.
736* SelfMadeOrphan: He's killed his own mother due to his growing insanity.
737
738!! Lydia Guver, Bookstore owner
739* BadassBookworm: Her abilities are specifically attributed to her erudition. She also receives 1 bonus clue each time she successfully reads Tomes (in addition to their usual effect). To put that ability to best use, she may replace a random Unique or Exhibit item she receives with a random Tome from corresponding deck.
740* CrusadingWidower: Carl Sanford from the Silver Twilight Lodge is somehow related to her husband's disappearance, and she ''will'' find out how — and avenge him.
741* MagicLibrarian: Bookstore owner with good Lore stat (which makes her good spellcaster and gate-closer).
742
743!! Paul J. Red, The Accomplice
744* BaldOfEvil: He is [[TokenEvilTeammate an unrepentant gangster]] who is completely bald (and rather ugly).
745* BigGuy: Can raise his basic Fight stat up to 6.
746* MechanicallyUnusualFighter: When he closes a gate, instead of discarding the monster with corresponding symbol, he can take them as trophies.
747* NominalHero: Only reason why he bothered to join the team is because some random beast grabbed one of his fellow gangsters, and unless he kills it, no one would believe him. It's not even for revenge.
748* RevolversAreJustBetter: Always starts with a revolver.
749* TokenEvilTeammate: He is an unrepentant gangster, who only joined the team for selfish reasons.
750* VerticalKidnapping: His involvement in the story started when some flying beast (implied to be Night Gaunt, [[GameplayAndStoryIntegration who actually may do this to investigators]]) abducted one of the members of his gang. He wants to find and kill it, cause otherwise no one would believe him.
751
752!! Peggy Green, The Inheritor
753* BookWorm: Since she obtained her grandfather's hidden library, she spent most of her time reading. Because of that, she has good Will and Lore stats, but bad Fight.
754* CrimefightingWithCash:
755** She starts with $10 and receives free $1 each turn.
756** Once per game, she can receive free $10 in Bank of Arkham.
757* NonIdleRich: Decided to put her inheritance to good use and help save Arkham — and the world.
758* NoSocialSkills: Because she spent most of her free time reading books, she rarely interacted with other people and has no friends to relate on.
759
760!! Tony Harding, The Bounty Hunter
761* AgentScully: Doesn't believe that there's something paranormal in Arkham — even though the guy he just shot in the leg ran away from him like nothing happened, without leaving any blood behind.
762* ArmorPiercingAttack: He can ignore Physical Resistance.
763* BountyHunter: He makes money by catching runaway criminals and delivering them to the police.
764* GoodCounterpart: To Tony Morgan, another BountyHunter... who ''kills'' humans for money.
765* NoSell: He is immune to Nightmare effect.
766* PunchPackingPistol: As long as he uses his starting pistol during Combat checks, he may pass them on 4-6 result, not just 5-6.
767
768!! Warren Kulidge, The Mad Cultist
769* CastFromExperiencePoints: He can pay for spells (with fixed price) with 1 monster or gate trophy (which you receive from defeating monsters / closing gates respectively) instead of spending his Sanity (he has only 3 points of it).
770* CultDefector: He is a member of the Silver Twilight Lodge, but, due to visions of the terrible future he saw, he realised that he must oppose the Lodge's schemes.
771* DreamingOfThingsToCome: He keeps seeing weird dreams ever since he ended up in asylum after Lodge's ritual going wrong, which shows him terrible future. Now, he knows what he has to do to prevent it.
772* GoMadFromTheRevelation: Whatever he saw during that ill-fated ritual, it resulted in him ending up in asylum. He got out since then, but still has very fragile sanity -- hence, him only having 3 max Sanity.
773* NoSell: When he is driven insane, his Spells don't count when considering how many items he has, decreasing amount of stuff he must drop (or even allowing him to avoid losing any altogether).
774[[/folder]]
775
776!! Introduced in other games
777[[folder: ''Mansions of Madness'']]
778!! Agatha Crane, the Parapsychologist
779* BadassBookworm: Her Lore skill is very high, and she's willing to do what it takes for her field.
780* ForScience: Or Parapsychology, at least.
781* FriendlessBackground: Her field isn't considered "respectable", so she's got few friends. She's working to change that.
782* InsistentTerminology: She dabbles in the occult, but calls it "parapsychology" to remove the stigma of associating with a socially distasteful field.
783* LittleOldLadyInvestigates: Her whole shtick. Particularly since her Observation and Lore are so high.
784
785!! Carson Sinclair, the Butler
786* BattleButler: He's going to have to be to handle what horrors the Lovecraftian world has in store.
787* FriendToAllChildren: His wards were cheated out of their inheritance, and for their sake, Carson seeks to investigate.
788* SupportPartyMember: He can grant an extra action to another investigator.
789* UndyingLoyalty: To the Webb family. He served as a footman, then as a butler.
790* YouHaveToBelieveMe: As it turns out, no one believed Carson when he said Master Webb disappeared into a temporal vortex.
791* WhenEldersAttack: He's at least sixty years old, enough to be a grandfather to his wards, and he can fight hard if pressed.
792
793!! Father Mateo Castile, the Priest
794* BadassBookworm: Downplayed. He is better at spells than fighting, but he can fight if needed.
795* BadassPreacher: He'll fight and fight hard.
796* ChurchMilitant: He can wield weapons and occult magic like anyone else. In fact, he's one of the best-suited for it.
797* CrisisOfFaith: Mentioned in the backstory, he wonders how a kind God can allow such a horrible cult to do terrible things to people.
798* NextTierPowerUp: He can invoke this to give other characters a power-up.
799* SexyPriest: He is one attractive man.
800* SupportPartyMember: Downplayed. His special ability allows characters to get a power-up, but his high Lore and decent strength make him no slouch when fighting his own monsters.
801* ThirdPartyDealBreaker: In 3rd Edition, his unique ability "Signum Crucis" removes [[HealingHands Wounds]], [[RestorationOfSanity Horror]], or [[StatusEffects Conditions]] from investigators. [[DealWithTheDevil Dark Pacts]] are Conditions, so he can negate them entirely before the investigator has to suffer their cost.
802
803!! Preston Fairmount, the Millionaire
804* BeCarefulWhatYouWishFor: Preston eagerly accepted the invitation of a young lady who promised him "an experience of a lifetime." Then he got to meet his father's ghost.
805* CoattailRidingRelative: He's a rich boy who lived off of daddy's money, never bothering to care about little things like the Silver Twilight Lodge.
806* NonIdleRich: He might be wealthy, but he goes around investigating. He wasn't always like this, though.
807* ScrewTheRulesIHaveConnections: Notable inversion. Because he has so many connections, he's actually very scrupulous about the rules.
808* UpperClassTwit: At first. He didn't care about the occult, he just liked the money.
809* WaistcoatOfStyle: Matches the time period, after all.
810[[/folder]]
811
812[[folder: ''EldritchHorror'']]
813!! Daniela Reyes, The Mechanic
814* BigGuy: Has good Health and Strength.
815* WrenchWench: She is a professional mechanic.
816[[/folder]]
817
818[[folder: ''Arkham Horror: The Card Game'']]
819!! Sefina Rosseau, the Painter
820* ALighterShadeOfBlack: Sefina's work was typically used for forgeries. However, she's far less thuggish than Michael or Finn.
821* ArtAttacker: She can do this to another Investigator if she goes insane, making them more skillful
822* GoMadFromTheRevelation: Downplayed. Once she finished recreating the landscape of Carcosa in her work, she was obsessed with it.
823* MeaningfulName: Rosseau is also the last name of famed painter Jean-Jacques Rosseau.
824* PortalPicture: Her recreation of an artwork known as Carcosa whisked her away to that dark place. Notably, Sefina never had any intention to do such a thing, and she has never had the ability since.
825* UnskilledButStrong: If she does well on skill tests, she can improve herself.
826[[/folder]]
827
828! The Ancient Ones
829[[folder:Tropes common for all Ancient Ones]]
830* BigBad: The current Ancient One is the force behind all {{Cult}}s you face, monsters you fight, and Gates which tears up the barriers between worlds. Each of them also favours either Cultists or other monsters with additional buffs, and has some Powers they use to alter gameplay in a specific way.
831* FinalBoss: The Ancient One is the last and toughest enemy you can face, but defeating one will award the whole team with victory. However, it is possible to prevent the Ancient One from awakening and win the game before they show up (and it is downright necessary when playing against Azathoth).
832* IncreasinglyLethalEnemy:
833** All Ancient Ones in the core game (sans for [[TimeLimitBoss Cthulhu]] and [[RockFallsEveryoneDies Azathoth]]) increases the difficulty of their saving throws, until it eventually becomes impossible to pass them whatsoever.
834** Several Ancient Ones increases their damage (or chances to OneHitKill investigators) on every round.
835* NoSell: Almost all Ancient Ones have either Immunities (prevents the use of specific cards against them) or Resistances (halves bonuses from those cards). They can be Physical or Magic; the Weapon Immunity exists, but isn't used on any standard Ancient One.
836* PointOfNoContinues: Once the Ancient One awakens, any investigator who gets reduced to zero stamina or sanity gets devoured and eliminated from the battle. If everyone gets devoured, it's game over.
837* SkippableBoss: Baring some specific scenarios and leagues, Ancient Ones are ''never'' mandatory to face in battle; it's quite possible to win long before they awakes.
838* SpecialAttack: Almost every Ancient One has three "Sinister plots"; the only ones who never got them are Azathoth (whose entire schtick that there's [[RockFallsEveryoneDies no last battle]]) and Daoloth (who never received them due to being limited print bonus Ancient One, created long before mechanic was introduced). In most cases, it's either even more damaging attacks, some additional penalty for investigators, or some defensive/self-healing options. Sinister plots are only useable with optional "Epic Battle" cards, which are used to enhance the last battle by making each turn less repetitive.
839* StalkedByTheBell: Each Ancient One has a Doom threshold. When the current Doom reaches it, the Ancient One immediately awakens, forcing you to face it in battle in order to win (which is not guaranteed at all).
840* StayingAlive: Even if the Investigators manage to put the Ancient One back to sleep before they can awaken or beat them in the Last Battle, all this does is stall their threat to the world, as they ''will'' stir in their sleep and threaten to awaken again a few thousand years later.
841* TimeLimitBoss:
842** Almost all Ancient Ones have some way to limit the number of turns you may survive fighting them. Specific ways vary, but usually it may be put under one of the following categories:
843*** Explicit time limit; defeat them under a set number of turns or die (though anything that may prevent the Ancient One from attacking also prevents time from advancing).
844*** OneHitKill attacks with limited possibilities to pass the saving throws (usually by discarding some of your limited resources you can't restore in the combat).
845*** OneHitKill attacks with [[NoSavingThrow No Saving Throws]] whatsoever; it is a question of who will die first, your whole team or the Ancient One.
846** There are optional "Epic Battle" cards which will make the battle even harder by altering conditions on every round of battle. There're two sets of cards, green and red ones (red are usually more dangerous, but wouldn't enter play until green ones runs out); one of the red cards is appropriately named "End of Everything", which [[RockFallsEveryoneDies instantly ends the battle in defeat]]. The deck has exactly 8 green and 8 red cards, meaning that no battle can last for longer than 16 turns, though it's very rare for any battle to last that long.
847[[/folder]]
848
849[[folder:''Arkham Horror'' (2005)]]
850!!Azathoth
851Comparing to the other Ancient Ones, Azathoth gives the most time, and has neither strong Powers nor dangerous Worshippers -- but also makes the players instantly lose if he ever actually awakens.
852----
853* AxCrazy: Since Azathoth does not promise his followers anything but utter destruction, only madmen would worship him. Fittingly, he boosts Maniacs, by increasing their toughness.
854* MechanicallyUnusualFighter: Azathoth is the only Ancient One whom you can't meet in the Last Battle — because letting him awaken is an instant NonstandardGameOver.
855* NonstandardGameOver: Unlike other Ancient Ones, if Azathoth ever awakens, [[RockFallsEveryoneDies it's an instant Game Over]].
856* PressXToDie: It goes without saying that the "Call Ancient One" spell must ''not'' be used against Azathoth [[TooDumbToLive under any circumstances]]. Yet nothing in the game actually prevents you from trying it.
857* RockFallsEveryoneDies: If Azathoth ever awakens, this means TheEndOfTheWorldAsWeKnowIt.
858* TimedMission: Azathoth is the only Ancient One to not have the Last Battle. You either prevent his awakening, or you lose.
859* UnskilledButStrong: Azathoth lacks any flashy gameplay-altering mechanic, and has the biggest Doom track in the game, but any game against him is a TimedMission, since his awakening means instant game over. Almost all expansions, especially ''Innsmouth Horror'', introduce some ways to accelerate Doom increasing, which significantly boosts his danger.
860
861!!Cthulhu
862Cthulhu makes Cultists dangerous for investigators with weak Will and low Sanity (read: most fighters), and makes every investigator weaker by reducing their maximum Stamina and Sanity.
863----
864* CriticalHit: One of his [[SpecialAttack Sinister plots]] allows him to [[VampiricDraining restore 3 Doom tokens after his attack instead of 1]]. Another one replaces his usual attack with a dice roll, with the result being his current damage (it may be divided between Stamina and Sanity).
865* TheDragon: Cthulhu has special rules when paired with Dagon and/or Hydra, who serves him.
866* HalfHumanHybrid: Many of his worshippers have the infamous "Innsmouth look" (the sign of Deep One heritage), which makes them so ugly, they become dangerous to investigators' Sanity. When playing against "Arkham Night" version, they also becomes "aquatic", which gives them better mobility between any locations which have access to ocean.
867* MaximumHPReduction:
868** For duration of the game, each investigator has their maximum Sanity and Stamina both reduced the by 1.
869** When Cthulhu attacks, each investigator must reduce either their max Sanity or max Stamina by 1.
870* MythologyGag: [[SpecialAttack Sinister plot]] which makes him devour 1D6-1 investigators references similar attack he had in the ''TabletopGame/CallOfCthulhu'' rulebook.
871* OneHitPolykill: One of his [[SpecialAttack Sinister plots]] is to [[MythologyGag devour (in the literal sense) 1D6-1 investigators in one attack]].
872* TimeLimitBoss: Unless you defeat him first, each investigator ''will'' eventually be reduced to either 0 max Sanity or 0 max Stamina, both of which are fatal, because there's no way to restore this loss back, let alone during a fight.
873* TookALevelInBadass: His "Arkham Nights" version.
874** Each Cultist, in addition to default effects, are now also aquatic, which gives them better mobility between certain locations.
875** In addition to [[MaximumHPReduction default Power]], each time an investigator gets reduced to zero Stamina or zero Sanity, their ''max'' Stamina/Sanity gets reduced by 1, averting DeathIsASlapOnTheWrist as usually presented in the game.
876* VampiricDraining: Cthulhu restores 1 Doom token whenever he successfully attacks at least one investigator.
877
878!!Hastur
879Hastur makes Cultists stronger and more mobile, and makes sealing the gates much harder task than usual.
880----
881* AirborneMook: All his Cultists rides on Byakhee, becoming Flying monsters. They also gains increase to their combat rating.
882* ContinuingIsPainful: When playing against "Arkham Nights" version of Hastur, each time an investigator gets driven insane or devoured, it increases Terror level by 1, further punishing the players who're falling behind.
883* CoolGate: When playing against him, all Gates becomes more resistant to sealing, requiring 3 clues more than usual (eight instead of the normal five). His Arkham Nights version is even worse, as, rather than increasing the price in clues, it makes investigators [[MaximumHPReduction pay in maximum Sanity]].
884* CriticalHit: One of his [[SpecialAttack Sinister plots]] doubles his damage for one attack.
885* DynamicDifficulty: His battle rating depends on the current Terror level at the start of the battle, and thus may range from (0) to (-10). "Arkham Nights" ditches it in favour of stable (-5) rating.
886* IncreasinglyLethalEnemy: With each turn, the saving throw (Luck check) to avoid damage from him becomes harder.
887* MaximumHPReduction: "Arkham Night" version of Hastur replaces his standard Power (sealing the gate costs more clues) with a new one: now, sealing the gate also decreases max Sanity by 1.
888* OneHitPolykill: One of his [[SpecialAttack Sinister plots]] allows him to [[NoSavingThrow instantly kill]] any investigator with less than 3 Sanity left. This does not affect investigators who have more.
889* TookALevelInBadass: His "Arkham Nights" version.
890** Instead of increasing the cost of sealing a gate in clues, Hastur now forces investigators to sacrifice 1 point of their [[MaximumHPReduction max Sanity]] (even if it would kill them).
891** Each time an investigator is driven insane or devoured, the Terror level gets raised by 1.
892** Instead of dynamic battle rating, now Hastur starts with stable (-5). Though the old version potentially can have a higher rating (up to (-10)), it was rarely an achievable outcome.
893
894!!Ithaqua
895Ithaqua punishes investigators for staying on streets, and makes all Cultists much tougher.
896----
897* CriticalHit: One of his [[SpecialAttack Sinister plots]] doubles his damage for one attack.
898* GeoEffects: When playing against him, if you finish your turn on a street, in Mythos phase your investigator receives 1 point of Stamina damage (due to deadly frost).
899* HostileWeather: When playing against him, Arkham gets hit with deadly frost, damaging any investigator who stays on the streets during Mythos phase. This effect prevents any other Weather effect from taking place.
900* ImAHumanitarian: His cultists are explicitly cannibals. Somehow, it makes them tougher, upping their toughness to 3.
901* IncreasinglyLethalEnemy: With each turn, the saving throw (Fight check) to avoid damage from him becomes harder.
902* NoItemUseForYou: At the start of the battle, each investigator must roll one die for each of their items; on a loss, this item must be discarded. One of his [[SpecialAttack Sinister plots]] allows him to repeat this effect.
903* OneHitPolykill: One of his [[SpecialAttack Sinister plots]] allows him to [[NoSavingThrow instantly kill]] any investigator with less than 3 Stamina left. This does not affect investigators who have more.
904* {{Wendigo}}: Ithaqua is often associates with wendigos, and the description of his worshippers implies that this is why his worshippers are so tough: their cannibalism and dark rituals turns them into monsters.
905
906!!Nyarlathothep
907Nyarlathothep makes Cultists "endless" (can't be gained as trophies), and spices up the monster pool with a set of lethal Mask enemies.
908----
909* ArmorPiercingAttack: One of his [[SpecialAttack Sinister plots]] allows him to instantly remove [[HPToOne all but 1 clues]] from each investigator, ignoring the usual saving throw.
910* {{Cult}}: Nyarlathothep has countless worshippers all around the world. So many of them, in fact, you literally have no chance to wipe them all out: [[GameplayAndStoryIntegration all Cultists under his guidance have the Endless trait]].
911* EliteMooks: While playing against him, you must add all Mask enemies in the monster pool. They are often very dangerous, and some of them have OneHitKill abilities.
912* FaceHeelTurn: One of his [[SpecialAttack Sinister plots]] is to suggest investigators (one by one, starting from the first player) to join him; only one may agree. The traitor would be removed from the battle, and Nyarlathothep will become stronger. If Nyarlathothep crushes the investigators, [[TheBadGuyWins the traitor will win]]; otherwise, [[KarmicDeath they will be the only one to lose]].
913* HPToOne: One of his [[SpecialAttack Sinister plots]] is to [[ArmorPiercingAttack instantly]] remove all but 1 clue from each investigator.
914* IncreasinglyLethalEnemy: With each turn, the saving throw (Lore check) to avoid damage from him becomes harder.
915* OneHitPolykill: One of his [[SpecialAttack Sinister plots]] forces investigators to draw 1 random monster for each Doom token on Nyarlathothep's list. For each ''Mask'' they draw, one investigator will die, up to [[TotalPartyKill all of them]] if you're especially unlucky.
916* TimeLimitBoss: Instead of dealing damage, Nyarlathothep removes 1 clue from each investigator who fails their saving throw; investigators without them dies instead. As investigators have no means to gain more during battle, they must defeat Nyarlathothep before they run out of them.
917
918!!Shub-Niggurath
919Shub-Niggurath makes all monsters significantly tougher, and also makes one of the most lethal of them, the Dark Young, impossible to take as trophy (ensuring that they would come again and again).
920----
921* ArmorPiercingAttack: One of her [[SpecialAttack Sinister plots]] allows her to instantly remove 1 monster trophy from each investigator, ignoring the usual saving throw. If they have no trophies to discard, they die.
922* {{Cult}}: With ''The Black Goat from the Woods'' expansion, you may infiltrate her cult in hope to find something valuable.
923* IncreasinglyLethalEnemy: With each turn, the saving throw (Sneak check) to avoid damage from her becomes harder.
924* MotherOfAThousandYoung:
925** When playing against her, [[EliteMooks Dark Young]] becomes endless, meaning you can never kill them off for good. She also raises the toughness of every monster in the game, making them harder to defeat.
926** One of her [[SpecialAttack Sinister plots]] forces each investigator to fight Dark Young (they can't evade them) until they either kills them, or dies themselves. Each killed Dark Young damages Shub-Niggurath by 1 Doom token.
927* TimeLimitBoss: Instead of dealing damage, Shub-Niggurath removes 1 monster trophy from each investigator who fails their saving throw; investigators without them dies instead. As investigators have no means to gain more during battle, they must defeat Shub-Niggurath before they run out of them.
928
929!!Yig
930Yig is one of quickest Ancient Ones to awake, due to shortest Doom track and all his Powers further speeding up the process. His Cultists are notoriously punishing for anyone who gets hurt by them.
931----
932* ArmorPiercingAttack: His "Arkham Nights" versions gains new ability: if an investigator rolls at least 2 "1's" during Yig's attack ("[[StealthPun Snake Eyes]]"), they immediately loses 1 Stamina and 1 Sanity, as if they failed the saving throw.
933* CriticalHit: One of his [[SpecialAttack Sinister plots]] allows him to roll 4 dice per investigator, dealing 1 damage (to either Stamina or Sanity) on each success.
934* IncreasinglyLethalEnemy: With each turn, the saving throw (Speed check) to avoid damage from him becomes harder.
935* LuckManipulationMechanic: At the start of the battle, Yig puts a Curse on all investigators; while being Cursed, they only succeeds at any skill check if they roll "6". Investigators who enters the battle while already Cursed, dies instantly. One of his [[SpecialAttack Sinister plots]] allows him to repeat this attack, with potentially even more devastating effect.
936* OneHitPolykill:
937** Yig instantly kills any Cursed investigator at the start of the battle. This may potentially happen again thanks to one of his [[SpecialAttack Sinister plots]], which allows him to repeat his "Start of battle" ability – by Cursing all players and killing each already Cursed (and lifting Curse before that is already a LuckBasedMission by itself).
938** One of the [[SpecialAttack Sinister plots]] allows him to [[NoSavingThrow instantly kill]] any investigator with less than 2 Stamina and/or Sanity. This does not affect investigators who have more.
939* SnakePeople: All his Cultists are actually disguised snake people. Thanks to their poison, they are four times more damaging than regular cultists.
940* TookALevelInBadass: His "Arkham Night" version.
941** Each time a Gate opens (including starting one), investigators must pass a Sneak check, or be Cursed. The Sneak check becomes harder for each already opened Gate.
942** If an investigator rolls at least 2 "1's" during Yig's attack ("[[StealthPun Snake Eyes]]"), they immediately loses 1 Stamina and 1 Sanity (even if they ''pass'' that skill check).
943* WeakButSkilled: While he is often considered to be one of the weaker Ancient Ones, he has some notable traits which actually may become fatal for ill-prepared (or simply unlucky) investigators.
944** He has the shortest Doom track, which means he has the lowest "health", but also the shortest time until awakening, and it gets only shorter when any cultist gets defeated, or an investigator gets lost in time and space.
945** All investigators starts the battle being Cursed (which means, only ''"6"'' on any dice counts as success), and those who were already Cursed instead gets immediately devoured.
946** "Arkham Nights" version makes all investigators pass a Sneak check on each opened gate (including starting one) to avoid being Cursed, with difficulty scaling with the number of opened gates. That alone can screw unlucky team over, as well as makes them much more likely to die from Yig's opening attack.
947
948!!Yog-Sothoth
949Yog-Sothoth makes Gates noticeably harder to close, and significantly amplifies the risks of travelling in the Other Worlds, as getting lost in time and space becomes one-way ticket.
950----
951* ArmorPiercingAttack: One of his [[SpecialAttack Sinister plots]] allows him to instantly remove 1 gate trophy from each investigator, ignoring the usual saving throw. If they have no trophies to discard, they die.
952* CoolGate: When playing against him, every gate requires 1 success more than usual to close, and in the Last Battle, your gate trophies [[TimeLimitBoss are used to protect you from his attacks]].
953* IncreasinglyLethalEnemy: With each turn, the saving throw (Will check) to avoid damage from him becomes harder.
954* NoSavingThrow: Any investigator who's ''lost in time and space'' instead gets [[{{Permadeath}} devoured]].
955* NoSell:
956** His Cultists, just as Yog-Sothoth himself, have Magic Immunity.
957** One of his [[SpecialAttack Sinister plots]] gives him Physical Immunity for one round, before investigators have a chance to attack, reducing them to bare fists.
958* TimeLimitBoss: Instead of dealing damage, Yog-Sothoth removes 1 gate trophy from each investigator who fails their saving throw; investigators without them dies instead. As investigators have no means to gain more during battle, they must defeat Yog-Sothoth before they run out of them.
959[[/folder]]
960
961[[folder:''Dunwich Horror'']]
962!!Abhoth
963Abhoth replaces standard monster surges with spawning powerful Children of Abhoth monsters. Abhoth completely lacks human worshipping, completely removing Cultists from the game.
964----
965* BlobMonster: Abhoth is a big, amorphous mass of some grey slime, resistant to physical damage. His Children qualifies too, since they actually used to be part of him.
966* CriticalHit: One of his [[SpecialAttack Sinister plots]] forces an investigator to discard ''exactly'' 3 clues, 3 trophies, ''or'' 3 items; no combining is allowed.
967* {{Cult}}: Abhoth is the only Ancient One to [[AvertedTrope explicitly have no cults worshipping him]] (at least amongst humans). When playing against him, you must remove all Cultists from the game.
968* EliteMooks: During each Monster Surge, the gate which caused the Surge would spawn one of the three Children of Abhoth – a quite nasty (both to look at and to deal with) BlobMonster. If there's no none left to spawn, instead Doom would increase by 2 and Terror level by 1.
969* EyesDoNotBelongThere: Both Abhoth himself and his "children" have countless eyes, often in weird places.
970* NoSell: One of his [[SpecialAttack Sinister plots]] provides him with Physical Immunity for one round.
971* TimeLimitBoss: In the Last Battle against him, when Abhoth attacks, each investigator must discard in total 3 clues, items, or trophies (of any kind), otherwise they would instantly die (he deals no actual damage). Actual time is limited by amount of resources you can spare, and there's no way to obtain more during the Last Battle.
972
973!!Glaaki
974Glaaki spawns special monsters, Servants of Glaaki, whenever an Ally gets discarded or removed from the game, which hurts investigators in various ways (and may summon Glaaki preemptively if too many spawns). Additionally, having an investigator devoured greatly increases Doom.
975----
976* BigCreepyCrawlies: Glaaki resembles an enormous black snail, with [[SpikesOfVillainy big, sharp spikes]].
977* CriticalHit: One of his [[SpecialAttack Sinister plots]] doubles the amount by which Terror level raises on this attack.
978* HeroicSacrifice: One of his Sinister plots allows the first player to, instead of attacking, sacrifice themself and roll one dice. On success, this lowers the Terror level by 3, on failure only by 1.
979* NoItemUseForYou: {{Downplayed|Trope}}. Each Servant of Glaaki forces you to only discard ''one'' card (specific type differs between Servants)... but this may include even (hard to obtain) Skills. One of Glaaki's [[SpecialAttack Sinister plots]] allows each currently active Servant to activate their spawn ability once again.
980* TimeLimitBoss: Glaaki has no actual attack, but instead increases Terror level by 1. If it ever reaches 10, [[RockFallsEveryoneDies it's over]]. Depending on your performance, your time supply at start of the battle may vary, [[HopelessBossFight up to and including starting on 10 right away]].
981* TheUndead: All his Cultists are undead. And each time any Ally gets discarded or leaves the game, Glaaki spawns one of his undead Servants, who, on their spawn, debuffs investigators in different ways. If all Servants are already on the board, instead of spawning another one, Glaaki immediately awakens.
982
983!!Shudde M'ell
984Instead of normal monster surges, Shudde M'ell gradually destroys Arkham; if too many locations destroys, the game ends in failure.
985----
986* KingMook: The biggest [[SandWorm Chtonian]] over there. Under his guidance, they would cause damage to investigators on moving more often.
987* NonstandardGameOver: If you ever must discard a Rubble token, but can't, Arkham instantly gets destroyed and all investigators dies. This may happen either during normal play or during the Last Battle.
988* NoSell: Two of his [[SpecialAttack Sinister plots]] provides him with either Physical or Magical Immunity for one round.
989* RegeneratingHealth: One of his [[SpecialAttack Sinister plots]] allows him to restore 1 Doom token after each attack (but not during the attack where it activates).
990* SandWorm: He's the massive Chtonian, the worm-like creature dwelling underground. If smaller ones, when moving, can injure investigators all across Arkham, a worm of this size can (and would) ruin the whole town...
991* TimeLimitBoss: In the Last Battle against him, instead of dealing damage, he discards 1 unused Rubble token on each attack. There's exactly 7 of them, and if he ever can't discard one, [[RockFallsEveryoneDies he destroys Arkham in a massive earthquake]].
992
993!!Tsathoggua
994Tsathoggua completely disables most locations' special abilities. This effect disables "Urban" Mythos cards.
995----
996* BlobMonster: Tsathoggua is served by the Formless Spawns -- the monsters resembling a twirling mass of some malicious black goo. Under his leadership, they receive a bonus to toughness, and becomes Hunters.
997* LazyBum: In two of his [[SpecialAttack Sinister plots]] he... simply does nothing and allows investigator to freely attack him. [[BewareTheSillyOnes The third one]], [[NoSavingThrow however]]...
998* MixAndMatchCreatures: He is a big fat [[BuffySpeak toad/bat-thing]].
999* NoItemUseForYou: At the start of battle, you must discard all your clues.
1000* NoSavingThrow: One of his [[SpecialAttack Sinister plots]] is to [[SwallowedWhole instantly swallow the first player]] before they have a chance to attack.
1001* ThePlague: Tsathoggua's Power is him spreading some sort of disease across Arkham. In gameplay terms, it disables the special ability for any location besides Arkham Asylum, St. Mary's Hospital, Train Station, or any of the three shops in Arkham (though random encounters at those locations are not disabled). This also overwrites any Urban mythos cards.
1002* TimeLimitBoss: In the Last Battle against him, each time he attacks, you must discard two monster trophies and 1 gate trophy – which are in limited supply – or be devoured (in his case, in [[SwallowedWhole the literal sense]]). Once resources run out, the next attack will be fatal. There's no way to gain more during Last Battle.
1003[[/folder]]
1004
1005[[folder:''Kingsport Horror'']]
1006!!Atlach-Nacha
1007Atlach-Nacha makes ''all'' Gates opening count as bursts, which makes sealing the gates almost useless (and makes flying monsters even more dangerous).
1008----
1009* CoolGate: When playing against her, Gates will always breach seals, making it virtually impossible to win by seals. Though if you intend to use the Epic Battle rules, it's better to seal at least some gates, [[OneHitPolykill just in case]].
1010* GiantSpider: Atlach-Nacha resembles a massive spider with human-like face. Her minions, Leng Spiders, are smaller, but still huge and deadly.
1011* KingMook: Under her guidance, [[GiantSpider Leng Spiders]] becomes Fast, and doubles their toughness.
1012* NoItemUseForYou: One of her [[SpecialAttack Sinister plots]] is to kill all Allies in play, by eating them. This is particularly bad, since discarding one ally prevents her from killing one of the investigators during her attack.
1013* NoSavingThrow: One of her [[SpecialAttack Sinister plots]] allows her to kill the investigator with most items. If there's a tie, [[SadisticChoice the first player must decide]].
1014* OneHitKill: Each turn, she kills one investigator, unless anyone discards one Ally.
1015* OneHitPolykill: One of her [[SpecialAttack Sinister plots]] forces each investigator to roll as many dices as there are seals on the board. Unless they roll at least one success, they will die. If they never bothered to seal any gates or were unlucky enough to lose all seals to breaches, [[TotalPartyKill well]]...
1016* RealityBleed: Atlach-Nacha draws a web between our world and DreamLand, which damages barriers between worlds (and makes seals nearly useless, since they would not protect against gates' openings). If she ever finishes, she would invade Earth directly. This also prevents any Mystic mythos from playing.
1017* TimeLimitBoss: Since she [[OneHitKill kills one investigator per attack]], the battle must be won before she kills everyone. You may buy more time by bringing Allies, since one of them may be discarded instead of an investigator being devoured.
1018
1019!!Eihort
1020Whenever investigators kills Cultist or seals the gate, they gets infected with Eihort's brood, risking being immediately devoured and increasing Doom (potentially massively).
1021* ChestBurster: Each time an investigator defeats a Cultist or seals a gate, they receives 1 Brood token. Each time an investigator receives such tokens, they must roll a dice, and if the result is lower than the number of tokens they've accumulated, they gets [[{{Permadeath}} devoured]]. The seventh token is always fatal. What's worse, any time an investigator gets [[{{Permadeath}} devoured]], their Brood tokens gets moved on Eihort's list, where they're equal to Doom tokens – even if this would exceed his normal Doom threshold.
1022* CriticalHit: One of his [[SpecialAttack Sinister plots]] allows him to attack every investigator at once, not just the current first player.
1023* CruelAndUnusualDeath: Anyone who dies from Brood is explicitly eaten alive from inside out. This may happen to your Allies because of one of Eihort's [[SpecialAttack Sinister plots]]; this completely removes all of them from the battle.
1024* DiceRollDeath: Each time you get a Brood token, you must roll a dice; if the number is lower than amount of tokens you have, you're [[{{Permadeath}} devoured]] ([[ChestBurster literally]]).
1025* IncreasinglyLethalEnemy: At the start of the battle, each investigator receives 1 Brood token. Each time an investigator receives such tokens, they must roll a dice, and if the result is lower than the number of tokens, they're [[{{Permadeath}} devoured]]. Since the game uses 6-sided dice, the 7th token will be [[TimeLimitBoss instantly fatal]]. Fortunately, outside of the start of battle and his Sinister plots, he only attacks investigators one at a time.
1026* NoItemUseForYou: One of his [[SpecialAttack Sinister plots]] is to kill all ''allies'' in play, by [[ChestBurster injecting them with his Brood]]. For each ''ally'' discarded this way, he receives 1 Brood token.
1027* NoSavingThrow:
1028** Any investigator who accumulates 7 or more Brood tokens dies instantly (because there's no way to counter ''that'' with one 6-sided dice).
1029** One of his [[SpecialAttack Sinister plots]] allows him to instantly kill the first player; however, because he simply crushes them, this does not allow him to add their Brood tokens to his list.
1030* TimeLimitBoss: No investigator may survive more than 6 Brood tokens (and this if they're extremely lucky), and Eihort adds 1 token with each successive attack to the current first player (plus everyone receives one right at the start of the Last Battle).
1031
1032!!Yibb-Tstll
1033Investigators are greatly limited in how many clues they can have, and have much harder times when escaping from any enemies.
1034----
1035* BlobMonster: Yibb-Tstll is a formless black mass of... something, coupled with [[EyesDoNotBelongThere countless eyes]].
1036* BrownNoteBeing: Under her guidance, Night Gaunts deals thrice as much Sanity damage as usual.
1037* DiceRollDeath: When she attacks, you must roll as many dice as the amount of Focus you have, [[RandomNumberGod and if you roll no success, you die]].
1038* DynamicDifficulty: Her battle rating depends on the number of clues on the board at the start of the Last Battle.
1039* EyesDoNotBelongThere: Countless eyes all around her... [[BlobMonster body]].
1040* NoItemUseForYou:
1041** At the start of the Last Battle, investigators must discard all their clues.
1042** To a lesser degree, during normal gameplay as well; investigators are limited to only having up to 5 clues at once.
1043* NoSavingThrow: One of her [[SpecialAttack Sinister plots]] is to [[OneHitPolykill kill all non-Blessed investigators]]. Fortunately, her own attack mechanic allows investigators to receive Blessing right in the combat... but it won't work for investigators with only 1 Focus.
1044* TheOmniscient: Yibb-Tstl is all-seeing, and you have no place to hide. All Evade checks requires one success more to pass than usual.
1045
1046!!Y'Golonac
1047Y'Golonac makes that any Cultist slain increases Terror level, and advances Doom whenever investigator draws a Tome from any deck (excluding starting equipment).
1048----
1049* DemonicPossession: Y'Golonac can possess his followers, [[BodyHorror altering their forms to fit his tastes]]. [[ThisWasHisTrueForm They returns to default form once they die]].
1050* FatBastard: Extremely fat, extremely vile.
1051* HeroicSacrifice: In one of his Sinister plots, the first player may choose to be [[{{Permadeath}} devoured]] instead of attack. This [[IncreasinglyLethalEnemy resets Y'Golonac's damage]] back to just 1.
1052* IncreasinglyLethalEnemy: On attack, he deals progressively more damage, which can be divided between health and sanity at will.
1053* NoSavingThrow: One of his [[SpecialAttack Sinister plots]] allows him to instantly kill the first player after their attack.
1054* SpeakOfTheDevil: Y'Golonak's name, when written, can summon him. Because of that, when playing against him, each time an investigator draws a Tome (no matter if they keep it or not), the doom track gets increased by 1. This does not include starting equipment. One of his [[SpecialAttack Sinister plots]] allows him to deal 1 Sanity damage to each investigator for each Tome or Spell they have.
1055* ThisWasHisTrueForm: Y'Golonac [[DemonicPossession possesses his cultists]], [[BodyHorror deforming them in his image]], but when they dies, they returns to their true, human form. This scares citizens, raising the Terror level by 1 each time this happens.
1056[[/folder]]
1057
1058[[folder:''Innsomouth Horror'']]
1059!!Bokrug
1060Bokrug spawns four Beings of Ib, which provides permanent debuffs unless destroyed by sacrificing trophies while in the Other World; any undefeated ones would support Bokrug in the Last Battle.
1061----
1062* BackFromTheDead: One of Bokrug's [[SpecialAttack Sinister plots]] is to resurrect one previously defeated Being of Ib, instantly restoring its bonuses.
1063* DynamicDifficulty: His battle rating depends on the number of Beings of Ib alive (it would be twice as high).
1064* FrogMen: Beings of Ib resemble some extremely ugly and deformed toad-like humanoids.
1065* NoSell: Two out of four Beings of Ib, if still alive when Bokrug awakes, provides him with Immunities to either physical or magical damage (by default, he has only Resistances, which are weaker versions), easily making him impervious to any weapons or spells investigators could have.
1066* RockFallsEveryoneDies: Besides [[TimeLimitBoss the inevitable loss after his usual time limit of 8 turns runs out]], one of his [[SpecialAttack Sinister plots]] forces players to discard 4 Epic Battle cards; if "End of Everything" is among them, the game ends in defeat immediately.
1067* ScrewThisImOuttaHere: When playing against Bokrug with use of Epic Battle cards, one of his [[SpecialAttack Sinister plots]] is... to just leave Arkham alone. This is considered to be a win for the investigators, but in case they use the scoring system, they are penalized by 4 points, since it is unknown if it was a genuine retreat, some scheme, or Bokrug just considered the investigators to be NotWorthKilling.
1068* TimeLimitBoss: Instead of dealing damage, he adds 1 clue on his list. If there's 8 clues, [[RockFallsEveryoneDies you lose]]. Any Being of Ib still alive counts as 1 clue, there's 4 of them, and they can't be killed when Bokruge is awake.
1069* TheUndead: Whoever those "Beings of Ib" were in life, now they are dead, resurrected with their god's will. While Bokrug still sleeps, each Being of Ib provides a different permanent debuff for investigators... until you kill it. Once he awakes, they amplifies his strength.
1070
1071!!Chaugnar Faugn
1072Investigators in the same neighborhood with a seal (or those carrying an Elder Sing) suffers penalty to all stats.
1073----
1074* {{Cult}}: He's worshipped by Tcho-Thchos, who receives a bonus to their toughness.
1075* DamageReduction: He can't lose more than 3 Doom tokens in one turn; all further damage is ignored. This is a particularly nasty ability, considering his OneHitKill attacks.
1076* HolyIsNotSafe: When playing against him, any investigator carrying an Elder Sign or in the same neighborhood as a seal takes a -1 penalty to any skill checks.
1077* NoSavingThrow:
1078** One of his [[SpecialAttack Sinister plots]] allows him to kill the investigator with the most gate trophies. If theres's a tie, [[SadisticChoice the first player must decide]].
1079** One of his [[SpecialAttack Sinister plots]] allows him to instantly kill the first player, ''and'' improve his battle rating by (-1).
1080* OneHitKill: When he attacks, unless you discard some clues or an Ally, you will die.
1081* TimeLimitBoss: The only way to prevent him from [[OneHitKill killing you]] is to discard 3 clues or an Ally, and both are limited resources. Once they run out (there's no way to gain more mid-battle), he will quickly kill the investigators one by one.
1082
1083!!Cthugha
1084Investigators loses Stamina when they spends more than 3 movement points per turn (except on reading books). This effect disables "Weather" Mythos cards.
1085----
1086* CriticalHit: One of her [[SpecialAttack Sinister plots]] doubles the number of dices she throws during this attack (they determine the damage she deals).
1087* DiceRollDeath: Her attacks depends on a dice roll, and forces each investigator to sacrifice X Stamina, Sanity, and/or clues, where X is the roll's result. Depending on dice rolls, she will either kill you outright in few turns, or be weaker than some lesser monsters.
1088* EnergyBeing: Cthugha herself and her servants, Fire Vampires, are both made out of living fire.
1089* HostileWeather: When playing against her, Arkham gets hit with deadly heat, damaging any investigator who spends too many move points in one turn (move points spent on reading books does not count). This effect prevents any other Weather effect from taking place.
1090* ItOnlyWorksOnce: Any Weapon used against her gets destroyed after use, and must be discarded.
1091* KingMook: For [[EnergyBeing Fire Vampires]]. Under her guidance, they doubles their toughness and deals +1 Stamina damage.
1092* NoItemUseForYou: One of her [[SpecialAttack Sinister plots]] allows her to instantly vaporise ''all'' Weapons in the investigators' possession, not just those they used against her.
1093* OneHitPolykill: One of her [[SpecialAttack Sinister plots]] allows her to [[NoSavingThrow instantly kill]] any investigator with only 1 Stamina, Sanity, and/or clue.
1094* PlayingWithFire: An enormous sphere of fiery death who came to Arkham from distant stars.
1095** Her powers cause extreme, near fatal heat in Arkham, and if she ever awakens, she will use them to incinerate those who opposes her.
1096** Any weapon used against her gets destroyed after use, because of sheer heat; after the skill check is finished, any such weapon [[ItOnlyWorksOnce must be discarded]].
1097
1098!!Ghatanothoa
1099Whenever investigators obtains more than 1 clue at once, they risks immediate death.
1100----
1101* BrownNoteBeing: Just by seeing Ghatanothoa's true form, you would be [[AndIMustScream damned forever]]. Even a sufficiently similar image may be dangerous, so by acquiring more than 1 clue at once, an investigator puts themselves at risk. In gameplay terms, this works by forcing the investigator to reveal one of the several Visage tokens. All of them except for one are safe; but if you reveal that one, you're [[{{Permadeath}} devoured]]. One of his [[SpecialAttack Sinister plots]] is to force ''each'' investigator to reveal Visage tokens one by one until only 1 token is left.
1102* DamageReduction: Ghatanothoa ignores the first success from each attack.
1103* DiceRollDeath:
1104** Whenever investigator gains more than 1 clue at once, they must draw a random Visage token, [[{{Permadeath}} getting devoured]] if they draw the one with Ghatanothoa's face.
1105** One of his [[SpecialAttack Sinister plots]] is to force each investigator to [[RandomNumberGod pass a Luck check, or be devoured]].
1106* StarfishAlien: Ghatanothoa is worshipped by Lloigor and Mi-Go; in return, he increases their toughness.
1107* TakenForGranite: Every time an investigator receives 2 or more clues at once, they must reveal one of the Visage tokens, potentially risking seeing Ghatanothoa's true form. The fate of any unfortunate victim who has seen the gaze of Ghatanothoa is to forever become a half-petrified mummy. [[AndIMustScream All of this while being perfectly alive and aware.]]
1108* TimeLimitBoss: In the last battle against him, each turn, investigators must spend some move points; the longer the battle goes, the more points are required. The specific number of turns you have may vary depending on your maximum Speed, but on average, investigators can set it to 4-5 at most.
1109
1110!!Nyogtha
1111Whenever monster attacks investigator during encounters, they instead fights special Tendril of Nyogtha enemy, with no way to escape and instant death if not killed under 3 turns.
1112----
1113* BlobMonster: A black formless mass of... something.
1114* CombatTentacles: Tendril of Nyogtha replaces all other monsters during RandomEncounters.
1115* DiceRollDeath: Survival of the first player during Nyogtha's attack is only determined by one dice roll. You fail, you die, that's it.
1116* DuelBoss:
1117** For the first player, Nyogtha has a Battle rating of (-3), but for all other players, it's a whopping ''(-8)'', making it hard to even scratch it. The first player is also the only one to be in danger when Nyogtha attacks.
1118** It becomes {{subverted|trope}} during one of its Sinister plots, allowing each investigator to attack it with (-3) battle rating... but they [[BrownNoteBeing must roll a dice and lose that much Sanity]].
1119** Any investigator who faces Nyogtha's Tendril must fight it on their own -- or die trying.
1120* TimeLimitBoss: Not Nyogtha itself, but its Tendril. It must be defeated in less than 3 turns, or the investigator who fights it will be instantly killed. You can't run from it once the battle actually starts, because of its Ambush keyword.
1121
1122!!Quachil Uttaus
1123The first player (who never changes unless current one dies) must either spend 2 clues, or draw a card from special deck, with increasingly harsher effects (culminating in death).
1124----
1125* DiceRollDeath: {{Downplayed|Trope}} with the dust deck. Which cards you draw is always random, so depending on your luck, you can either get killed in few turns, or survive till the end of the game; but you can avoid drawing the card altogether by spending clues each turn.
1126* HopelessBossFight: Quachil Uttaus is intentionally designed to be virtually unkillable, as he [[NoSell has both sets of immunities]], [[NoItemUseForYou takes away your Allies right at the start]], and [[OneHitKill kills one investigator each turn]] with NoSavingThrow. It's still possible to defeat him, and some players did that, but, [[https://docs.google.com/spreadsheets/d/1v_y5tJMBalbjUg5i2kbmfi7QMyXxEpxm82Pcx2DzdTU/edit#gid=7 according to statistics]], games which made it to the Last Battle against him have 94% lose rate.[[note]] Tsathoggua technically has higher rate of 97%, but he's also below him in how many times he was actually awoken, despite being used much more often[[/note]]. You pretty much have to rely on good luck and have some mechanics to abuse.
1127* NoSavingThrow: If he attacks you, you die. The one and only way to prevent it is to either prevent him from attacking (this is hard to do and has limited uses), or to somehow finish him in one turn. One of his [[SpecialAttack Sinister plots]] is to kill a random ''other'' investigator in the same way.
1128* NoItemUseForYou: At the start of the Last Battle, you must discard all your Allies. Also, since he has both Magical ''and'' Physical Immunity, all of your weapons and spells [[NoSell are useless]], so you may as well not bother to bring them at all.
1129* NoSell: Notably the only enemy to have ''both'' Physical ''and'' Magical Immunity by default.
1130* ReducedToDust:
1131** Dust deck. Each turn, the first player must discard 2 clues, or draw the top-most card of the Dust deck. The Dust deck has 3 levels, with progressively harsher effects; the first two levels contains cards which either allows the deck to be restored, or drops the current level entirely. The third one contains a card which will outright kill the investigator, and can't be restored, meaning you ''would'' be killed unless you spend clues. For obvious reasons, changing of the first player is disabled until the current one dies.
1132** When Quachil Uttaus attacks during Last Battle, [[NoSavingThrow he instatly kills the current first player with each attack without any chance to survive]], unless his attacks somehow gets prevented.
1133* TimeLimitBoss: Like [[GiantSpider Atlach-Nacha]], Quachil Uttaus [[NoSavingThrow kills one investigator per attack]]. Unlike her, there's no way to buy more time by sacrificing Allies, limiting you to eight turns at best (not counting any attack prevention items), depending on the number of players. It can become even shorter when playing with Epic Battle cards, as two of his [[SpecialAttack Sinister plots]] works by discarding all green cards; and one of the red cards is [[RockFallsEveryoneDies "End of Everything"]].
1134
1135!!Rhan-Thegoth
1136Rhan-Thegoth consumes any Cultists drawn, increasing both Doom and Terror level.
1137----
1138* DevourTheDragon: Rhan-Tegoth [[VampiricDraining likes to eat his cultists]]. Each cultist he consumes speeds up his awakening.
1139* NoSavingThrow: If Rhan-Tegoth actually manages to attack at all, you can't reduce or prevent his damage by any means.
1140* SuperScream: One of his [[SpecialAttack Sinister plots]] is to use a high-pitched scream; this slightly damages the Sanity of all investigators, which may pose a threat for already weak investigators or dedicated spell-casters.
1141* ToServeMan: Rhan-Thegoth is worshipped by weird cult which believe that they must awaken him... by sacrificing themselves to him. For this reason, instead of spawning, any Cultists would instantly die (being put on his list), increasing both Doom and Terror level. Then a replacement must be drawn.
1142* VampiricDraining: Rhan-Tegoth sucks the blood of his victims (or followers, it does not matter for him).
1143** Each time he consumes a Cultist, it raises Doom and Terror level by 1: blood of the followers feeds the monster, while their bodies terrifies the population.
1144** He attacks by sucking out blood from investigators. The more he sucks out, the harder it would be to kill him, as each point of Stamina drained counts as one additional hit point (albeit removable by just one success, regardless of number of players).
1145** One of his [[SpecialAttack Sinister plots]] is to draw 10 random monsters and heal 1 Doom token for each Cultist, whom he drains of blood.
1146* {{Wendigo}}: Rhan-Thegoth favours Gnoph-Keh, who greatly resemble stereotypic Wendigos. Under his guidance, they receives the trait "Nightmarish 1".
1147
1148!!Zhar
1149Whenever a gate opens, there's a chance that extra Mythos card would be played.
1150----
1151* BarrierChangeBoss: At first, you must face Zhar, who has Magical Immunity. Then you must face [[ConjoinedTwins his brother Lloigor]], who has Physical Immunity instead. They ''do not'' share a Doom track, which means that you actually must remove 22 Doom tokens total.
1152* CombatTentacles:
1153** Their main form of attack is to grab your hand with tentacles, then kill you off on the next attack.
1154** In one of their [[SpecialAttack Sinister plots]], they use their tentacles to [[NoSavingThrow instantly kill the first player in one strike]].
1155** They can use their tentacles to straight-up smash things; in one of the Sinister plots, each investigator who fails a Speed check [[OneHitPolykill dies instantly]].
1156* ConjoinedTwins: Zhar and Lloigor are conjoined twin monsters. The second brother is never called by name, likely to avoid mistaking him with the [[OneSteveLimit "Lloigor" enemy]] from the same expansion.
1157* {{Cult}}: They are worshipped by Tcho-Tcho, who receives the trait "Overwhelming 1".
1158* MechanicallyUnusualFighter: The only Ancient One who must be defeated ''[[BarrierChangeBoss twice]]''.
1159* NoSavingThrow: Unless you prevent them from attacking, they disables one hand of the first player, then kill them outright on the next attack.
1160* NumerologicalMotif: '''Two'''. They're ConjoinedTwins ('''two''' monsters merged together), must be killed '''twice''' (each time with [[BarrierChangeBoss different immunities]], and with total life meter of '''22'''), kills you on the '''second''' attack (first they grab, then they kill), and their Power is to roll '''two''' dice each time a Gate opens, and if both have the same result, play '''two''' mythos cards.
1161* OneSteveLimit: "Zhar" is actually ConjoinedTwins – Zhar and Lloigor. But since there's also unrelated "Lloigor" monster (introduced in the same expansion), the second brother's name is [[EnforcedTrope omitted from the description]].
1162[[/folder]]
1163
1164[[folder:Other Ancient Ones]]
1165!!Daoloth
1166!!!Bonus Ancient One for attenders of the "Arkham Night 2010".
1167Whenever monster surge occurs, all gates on the board gets replaced with a random new ones, as well as ceases to count as explored (potentially screwing investigators who're in the Other Worlds, or are about to close the gate).
1168----
1169* CoolGate: After each Monster Surge, he replaces ''all'' opened gates with new ones. While this does not count as new openings (for the purpose of either sucking investigators inside, or increasing Doom), those gates no longer counts as explored, and if investigator currently is in the Other World, they can't return to the gate which does not correspond with the World they're currently in.
1170* EldritchAbomination: Daoloth has one of the most bizarre and alien bodies amongst all Ancient Ones in the game, being impossible to even describe.
1171* OneHitKill: During last battle, barring some luck with card drawing or attack prevention, he kills one player per turn.
1172* StalkerWithoutACrush: Daoloth's Cultists keeps pursuing any investigators on the streets or in unstable locations; it's a step beyond normal "stalker" enemies, who can only attack investigators whom they can reach in one step.
1173* TimeLimitBoss: Daoloth attacks by drawing Mythos cards. If the card instructs to open a gate in a sealed location, the seal is removed; if it's not sealed, the first player dies. If it does not instruct to open a gate at all, Daoloth instead heals 1 Doom token. It's not hard to guess that the fewer seals you have, the higher the chance for somebody to die.
1174
1175!!The Unknown
1176!!!Special "Ancient One" used only in the ''Third Spanish League''.
1177Its unique idea is that investigators ''don't know'' whom they're dealing with, until they either investigates the local cults to find the real culprit, or the Ancient One awakens. It supports all standard Ancient Ones, excluding Daoloth.
1178----
1179* EliteMooks: If Nyarlathothep's "Followers" card gets discarded while not investigated, you must add all Mask enemies in the pool for the rest of the game.
1180* HPToOne: If Quachil Uttaus's "Followers" card gets discarded while not investigated, the current Stamina of all investigators drops to 1.
1181* LuckBasedMission: How quickly "Followers" cards get replaced depends on the order in which Process cards enter play; normally, you have no control over it. And when the Ancient One awakens (or there's only one card left), ''which'' card is currently active may mean difference between life and death, since if the current Doom is higher than the Doom threshold for the Ancient One which must enter play, it's instant game over.
1182* MechanicallyUnusualFighter:
1183** The "Followers" cards represent the currently suspected Ancient One, and effects they provides to certain monsters. Those cards get discarded each time a new Process mythos card enters play; if they were "investigated" (the way to accomplish this is unique to each card), there's no ill effect, otherwise, there will be some sort of penalty, depending on the card discarded. Once the last card gets reached, The Unknown gets replaced by the corresponding Ancient One; wether the game continues or ends in defeat immediately depends on the current Doom (it must not exceed the Ancient One's Doom track, or it's game over).
1184** Instead of having one static Power, The Unknown has special "Lethargy" deck, which ''does not'' copy the Powers of any standard Ancient One. New "Lethargy" card enters play on increase of Terror level; the last card stays in play permanently, even if the Unknown leaves play due to being replaced by the other Ancient One.
1185* NoItemUseForYou:
1186** If Atlach-Nacha's "Followers" card gets discarded while not investigated, all Allies get removed from the game.
1187** If Ithaqua's "Followers" card gets discarded while not investigated, his start-of-battle ability activates, putting you at risk of losing most or all your items.
1188* NonStandardGameOver: When the Followers deck runs out, the corresponding Ancient One replaces the Unknown, and the current Doom gets compared to their Doom track; if it exceeds it, the game ends and investigators lose, otherwise the standard rules applies.
1189* NoSavingThrow: Certain "Lethargy" cards may result in investigators being instantly devoured.
1190** "Path of the Madness" card instantly kills any investigator who [[TimedMission fails to discard a Curse under 4 turns from gaining it]].
1191** "Dreadful Whisper" card instantly kills any investigator who gets "lost in time and space" while in Dreamlands, Abyss, or Leng Plateau.
1192** "Sleeping Musk" card forces investigators to move each turn; they can't stay in same location for two or more turns. If they can't leave, they die.
1193** "Soul Destroyer" card; each time an investigator gets Cursed, ''another'' investigator (to the left from him) gets devoured.
1194* RockFallsEveryoneDies: If you reach the last "Followers" card or the Ancient One awakens, The Unknown gets replaced by one of the original Ancient Ones, depending on which "Followers" is currently in play. If the current Doom is lower than the Doom threshold for that Ancient One, the game continues, if equal, it awakens as normal, but if it's '''higher''', [[TotalPartyKill all investigators gets devoured]], and the game ends.
1195* TimedMission:
1196** In order to avoid penalties for discarding a "Followers" card, you must "investigate" it, by completing a specific task first.
1197** One of the "Lethargy" cards makes discarding a Curse a matter of life or death. In Upkeep phase, a cursed investigator must put 1 clue on their Curse card; if there's 4 clues, the investigator is devoured.
1198[[/folder]]

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