Characters / Arkham Horror

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    Arkham Horror Characters 

Sister Mary, the Nun

  • Badass Preacher: Being a woman of God in a Cosmic Horror Story, she makes no bones about how the Eldritch Abominations are no match for the One, True God.
  • Being Good Sucks: While she doesn't develop the attitude outright, failing her personal story has her start to suffer doubts of this kind.
  • Church Militant: Nothing stops her from wielding heavy weapons like everyone else.
  • Determinator: As seen in her losing condition.
  • Heads I Win, Tails You Lose: 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 total immunity to curses. If she somehow loses, she outright No Sells the curse and becomes blessed instead.
  • Nuns N' Rosaries: One of a starting items is a cross.

"Ashcan" Pete, the Drifter

  • A Boy and His X: Duke, his faithful dog. Pete always starts with Duke and Duke will stick by him no matter what.
  • Luck-Based Mission: The goal of his personal story is to get a Dreamlands trophy, with the fail condition being if the 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...
  • Undying Loyalty: Even if Pete loses all his other allies and companions (by failing his personal mission), ol' Duke'll stick by his side to the end.

Jenny Barnes, the Dilettante

  • Timed Mission: Automatically fails once the terror level reaches at least 3.

Joe Diamond, the Private Eye

  • Guns Akimbo: Seen in his character profile.
  • Gut Feeling: His special ability is hunches: Whenever he tries to spend a Clue Token for a die roll, he gets two dice instead of one.
  • Hardboiled Detective: Everything about him makes him as one of these.

Dexter Drake, the Magician

Carolyn Fern, the Psychologist

Gloria Goldberg, the Author

  • Rewriting Reality: She aims to do this by defeating the Ancient One.
  • Screw Destiny: Succeeding her personal mission has her take this attitude, boosting her Fight skill.
  • You Can't Fight Fate: Failing her personal mission leads to her developing this mentality, hurting her ability to make Will checks.

Bob Jenkins, the Salesman

Vincent Lee, the Doctor

Michael McGlen, the Gangster

Amanda Sharpe, the Student

  • Final Death: Gameplay-wise, this is effectively what happens if she fails her personal story.
  • Find the Cure: 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.

Darrell Simmons, the Photographer

Monterey Jack Terwilliger, the Archaelogist

  • What an Idiot: In-Universe, this was quickly adopted as the explanation for his player's horrific luck with die rolls. As well as one very defining event. As the above thread says, just because you can use a bullwhip to snatch something out of a cultist's hands, doesn't mean you should. The something? Dynamite. Lit dynamite... It also became the reason for a 1st edition Arkham Horror house rule by the campaign master — Jack is always SAN 3 and STA 7 at the beginning. Come 2nd Edition, it became official for him...
  • Whip It Good: Starts off with a Whip as a starting item.

Mandy Thompson, the Researcher

Harvey Walters, the Professor

  • Badass Bookworm: He has a high Lore stat, decent Sneak skills, and a lot of Sanity points. His standard ability also reduces Sanity losses, making trips to the Asylum highly unlikelynote .
  • The Professor: Although it doesn't exactly take another Professor to figure that out.
  • Squishy Wizard: He's generally built around spell-casting, but those high Lore, Sneak, and Sanity ratings come with low stats in Hit Points, Willpower, and combat power.
  • Took a Level in Badass: 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 quest, this expands to cover all Sanity losses, allowing him to use books and spells all over the place with few (if any) penalties at all. Built correctly, he can dual-wield Shrivelling spells and curbstomp almost any enemy that doesn't possess the Magical Immunity trait.

Kate Winthrop, the Scientist

  • Gadgeteer Genius: Well, she's come up with a flux capacitor that keeps gates or monsters from spawning on her position, so that's gotta count for something.

    Dunwich Horror Characters 

Leo Anderson, the Expedition Leader

  • Heroic Sacrifice: Fail his personal story and he'll do this the next time he would lose an Ally...except that, since the player loses the Allies anyway once he does so, it's more of a Senseless Sacrifice.
  • Magnetic Hero: His Personal Story depends on him being this, by assembling a large enough party to investigate the horrors in Arkham.
  • My Greatest Failure: Led seven men into the Yucatan. Only two made it back, unless you count the guy who Came Back Wrong.
  • Senseless Sacrifice: Does this if an Ally is lost after failing his personal story. Though he makes a Heroic Sacrifice to save them, by game rules his death means the player loses the advantage of the allies anyway, so from the player's perspective it's this.
  • Survivor Guilt: Goes into this if an ally gets devoured.
  • The Men First: He develops this tendency with suicidal results, if he fails his personal story.

Jim Culver, the Musician

  • Orphan's Plot Trinket: The Golden Trumpet, which belonged to his father.
  • Street Musician: 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 made the widow get out of the coffin and join in the festivities.
  • The Fun in Funeral: The aforementioned dancing dead widow.

Jacqueline Fine, the Psychic

Mark Harrigan, the Soldier

Marie Lambeau, the Entertainer

Wilson Richards, the Handyman

  • Badass Biker: Starts off with the Motorcycle card.
  • Jack-of-All-Trades: He can do odd jobs for money, and has unlimited focus, so he can switch his stats around to prepare for anything.
  • Friend to All Children: Wilson has a soft spot for kids, and getting a kid out of town is his personal story.

Diana Stanley, the Redeemed Cultist

  • The Atoner: She feels so much remorse from what the Silver Twilight Lodge has done.
  • Defector from Decadence: After seeing just HOW horrifying some rituals of the Silver Twilight Inner Sanctum were, Diana desperately wants to attone for them.
  • The Mole: A trusted one. In fact, she cannot lose her Silver Twilight Membership, ever. Her successful personal story is titled this, and it's implied she becomes an official one for the police department regarding the Silver Twilight cult

Rita Young, the Athlete

    Kingsport Horror Characters 

Wendy Adams, the Urchin

Lily Chen, the Martial Artist

Lola Hayes, the Actress

  • Laser-Guided Amnesia: 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 the play in question was The King in Yellow...
  • Luck-Based Mission: She has 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.
  • The Power of Acting: She can change skills whenever she wants.
  • The Power of Friendship: Lola loves an audience, and having an Ally makes her pass her Personal story and nets her a boost to any skill.
  • Wistful Amnesia: Her goal is to find her "biggest fan" to confirm that she DID star in The King in Yellow, and that she didn't just delude the whole thing

Charlie Kane, the Politician

Tony Morgan, the Bounty Hunter

  • Bounty Hunter: A VERY descriptive term for his line of work.
  • The Determinator: He went after his bounty (which was implied to be a friggin' Deep One!!) straight into the river, armed with only a knife, and wrestled with it until he passed out.
  • Fission Mailed: His "failed" personal story is the only one 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 Evil Plan said client is about to use them for...
  • Guns Akimbo: In his art.
  • Hunting the Most Dangerous Game: Only this time, he's hunting creatures far more dangerous than mere humans...
  • Unwitting Pawn: In his personal story, getting enough clue tokens makes him realize this, "failing" it. However, both outcomes for his story involve losing all his current monster trophies in exchange for a boon, 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").

Rex Murphy, the Reporter

  • Born Unlucky: Is given a Cursed card at the start.
  • Chew Toy: Just read his personal story...
  • The Determinator: It takes a special kind of thickheaded to keep going despite all of his setbacks.
  • Hereditary Curse: Family Curse is the name of his bane, after all.
  • Jack-of-All-Stats: Rex gets a lot of weapons, spells, and other useful tools right out of the gate. But the curse makes it difficult.
  • We Need to Get Proof: Has never been able to hold onto proof long enough before...

Luke Robinson, the Dreamer

  • Dream Land: Starts off in the Dream Lands.
  • Wistful Amnesia: Is searching for an old friend he vaguely remembers from before he entered The Dreamlands.

Daisy Walker, the Librarian

    Innsmouth Horror Characters 

Agnes Baker, the Waitress

  • Cast from Hit Points: If she wants, she can cast spells from Stamina points instead of just Sanity.
  • Easy Amnesia: Inverted; falling and hitting her head jogged memories of her past life.
  • History Repeats: In her past life, she fought against 'the creature' and lost. Getting knocked out or driven insane fails her personal quest.
    • Screw Destiny: He succesful personal quest "Not This Time", where she blasts the creature that killed her in her past life.

Roland Banks, the Fed

George Barnaby, the Lawyer

  • Amoral Attorney: Downplayed, although he can get a genuine crook out of jail, the people he's against are worse by far.
  • Badass Grandpa: Unlike the other characters, he's quite aged.
  • Retirony: Planned to stop practicing law, buy a boat, and sail around the world with his beloved Maria. Plans changed.
  • Roaring Rampage of Revenge: His involvement in the story involves killing the men who burned down his home and killed his wife, Maria.

Ursula Downs, the Explorer

  • Adventurer Archaeologist: Rare female version of one.
  • Blue Blood: She's got a hefty inheritance, but she used it to set up her work.
  • Glasses Girl: You can see her holding them in her artwork.
  • Intrepid Reporter: Downplayed when compared to Rex or Darrell, but she writes for magazines.
  • Spirited Young Lady: It's not certain whether she's in the usual age range now (she looks like she could easily be in her late 20s), but she was definitely this during that age range (and before), and she hasn't lost her passion for adventure.

Finn Edwards, the Bootlegger

Patrice Hathaway, the Violinest

  • Cursed with Awesome: Her violin allows her to help out the other party members, but it's heavily implied that the power of an Eldritch Abomination is responsible for this...
  • Magic Music: Her music can allow other Investigators to spend her Clue tokens, even if they're not in the same location as she is.

Silas Marsh, the Sailor

  • Half-Human Hybrid: The Innsmouth Look, as if his name wasn't a big honking clue.
  • Heroic Sacrifice: If he succeeds with his personal story, he's sacrificed, but he will permanently seal an opened gate.
  • In the Blood: As a member of the Marsh family, he has the Innsmouth Look. Views this as a Hereditary Curse when he passes his story.
    • It can happen normally through Innsmouth Look events too, and in fact Silas is more likely than anyone else to fail these events.
  • Metamorphosis: If he fails his personal story, he becomes a Deep One; from a gameplay perspective, he's Killed Off for Real, a powerful monster spawns in his location, and the Deep One Uprising track increases, bringing the game closer to a Non-Standard Game Over.
  • Tomato in the Mirror: Though it's pretty obvious to the player that he's a Deep One.

Tommy Muldoon, the Rookie Cop

  • Heroic Sacrifice: His story revolves around him pulling one.
  • I Am Your Opponent: One of his powers involves calling over monsters to his position on the board.
  • I Call It "Vera": Call his rifle Becky.
  • Officer O'Hara: He's portrayed like this in his brief appearance in Ghouls of the Miskatonic. Not surprising, given his overtly Irish name.

Akachi Onyele, the Shaman

  • Determinator: Nothing can stop Akachi from sealing Gates. Even the "Nothing can Help You Now" effect fails to stop her.

"Skids" O'Toole, the Ex-Convict

  • An Axe to Grind: He starts out with one.
  • The Corpse Stops Here: When his cellmate burst into flames one night, the cops accused him of causing it, but couldn't get the charge to stick.
  • Face of a Thug: Thanks to his "Criminal Record" ability, he can't become a Deputy of Arkham, or take out a Loan from the Bank of Arkham.
  • Good Scars, Evil Scars: One under his eye.
  • Man on Fire: His motivation to come to Arkham was when his cellmate, Brad, spontaneously combusted one night.
  • Reformed Criminal: He really was only robbing banks to try to save his mother from her illness.

Minh Thi Phan, the Secretary

Zoey Samaras, the Chef

  • Knight Templar: A modern example. She's an unassuming chef who is actually a killer working under the orders of God.
  • Maybe Magic, Maybe Mundane: 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.
  • Mission from God: Her motivation for coming to Arkham.
  • Serial Killer: 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.
  • Weak, but Skilled: Not the strongest fighter in the cast, but she ignores all resistances and bumps immunity down to resistance.

Hank Samson, the Farmhand

  • Disappeared Dad: "Pa" Samson goes missing from the start of the game, as he went to complain about how his luggage went missing...
  • Dumb Muscle: Well, more foolhardy than downright stupid.
  • Farm Boy: No heritage, though, he really is just a boy from a farm...
  • Fearless Fool: Makes horror checks after fights — and then only if he loses or runs — because he's too thick to realize something is an Eldritch Abomination until he's had time to mull it over.

Trish Scarborough, the Spy

  • Action Girl: As a spy, she's like this.
  • Deadly Upgrade: One of her special abilities allows her to raise her stats by one point at the cost of one point of stamina and one point of sanity.
  • Rogue Agent: From an agency that led her to believe was part of the U.S. government, but appears to be nothing of the kind.

Norman Withers, the Astronomer

William Yorick, the Gravedigger

  • Creepy Mortician: Subverted. Yorick himself looks fairly average (although plenty scraggly), and is a hero who puts EldritchAbominations in their graves.
  • Deader Than Dead: Monsters Yorick kills and spends as trophies don't have to be recycled back into play. Mind you, if the game runs out of monsters, the Ancient One awakens on the spot...Although if you have enough critters (i.e. from every single expansion that contained monsters), that's not likely to happen.
  • Meaningful Name: He's a grave digger...
  • Starving Artist: He wanted to be a Shakespearean Actor, but as his backstory attests, "dramatic monologues didn't put bread on the table."

    Penny Arcade Adventures Characters 

Jonathan "Gabe" Gabriel

  • Bare-Fisted Monk: The highest Fight score in the game, but he can't equip Weapons (see below).
  • Noodle Incident: He fought the Devil. And Tycho no longer allows him to use weapons.

Tycho Erasmus Brahe