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.
- 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
- Finger in the Mail: How she figures out that she's failed her personal mission...
- Guns Akimbo (in her character art; made official in Mansions Of Madness.)
- Heroic BSOD: Failing Jenny's Personal Story (which results in 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.
- I Will Find You: Looking for her sister, Isabelle. If she passes her personal mission, she finds her in one piece. If not, she technically finds her... Just not in one piece.
- Rich Bitch: 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 Apocalypse Cult has just kidnapped her sister...
- Rich in Dollars, Poor in Sense: Starts out very wealthy (and gains money every turn), but seems to think rushing headlong to a place full of terror is a good idea.
- 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.
Dexter Drake, the Magician
- All Magicians Are Wizards: Interestingly, he was a magician before he was a wizard.
- Be Careful What You Wish For: Always longed to discover real magic, until he found a fragment of the Necronomicon.
- Captain Ersatz: Of Mandrake The Magician. Similar in name, identical in appearance.
Carolyn Fern, the Psychologist
- Healing Factor: Once a turn, she may restore Sanity to herself or someone else.
- Properly Paranoid: 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 quest has her get too close for the villains comfort, and penalizes all her Sneak checks as all of the villains focus their attention on her.
- She Knows Too Much: Essentially what happens when she fails her Personal Story.
- The Shrink: Dr. Fern can help restore her own or others' Sanity.
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
- Evil Is Not a Toy: Probably what the moral is more likely to be, since his Gold Fever is sparked by gold coins inscribed with all sorts of occultic and Eldritch nastiness. Succeeding his personal story has him hit the "Jackpot" of coins, but he now realizes 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 being Blessed if he gets ANY money back.
- Greed: His potentially Fatal Flaw. Giving into it will leave him Cursed.
- Stock Aesop: "There's more to life than money."
- Sweet and Sour Grapes: Of course, after learning the Stock Aesop, he gets super rich and can spend that money on Clue Tokens.
- Traveling Salesman: Is described as such in his bio — the only reason he hasn't already left Arkham is because he's suddenly become interested in some ancient gold coins...
Vincent Lee, the Doctor
- Combat Medic: Although it's not a good idea to delve into this too much: See Heroic BSOD below.
- Healing Factor: Dr. Lee can heal the Stamina of himself or another character once a turn.
- Heroic BSOD: If he kills too many monsters and fails his Personal Story.
- My God, What Have I Done?: His failure title says this almost word for word.
Michael McGlen, the Gangster
- Damn, It Feels Good to Be a Gangster : He's certainly fond of it.
- The Irish Mob: The O'Bannion Gang.
- Justice by Other Legal Means: 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 game.
- Made of Iron: His Strong Body ability gives him reductions to Stamina damage.
- More Dakka: Starts the game with a Tommy Gun. Fitting, considering who he is.
- Roaring Rampage of Revenge: After his pal Fast Louie Farrell is drowned by a Humanoid Abomination, McGlen intends to make each and every one of those monsters sleep with the fishes too...
- Smoking Is Cool: Has a cigarette (or possibly cigar) firmly wedged in his mouth on his character portrait.
- Villain Protagonist: While the monsters & old ones are much worse, he's still a mobster working with allies such as a magician, a student, an archaeologist, and a detective.
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.
- Half-Human Hybrid: The Innsmouth Look, though unlike Silas below, it's not immediately apparent.
- Jack-of-All-Stats: All her stat tracks are the average 1-4 type.
- Metamorphosis: If she fails her personal story, she turns into a Deep One.
- Ordinary High-School Student: Well, ALMOST Ordinary High School Student...
Darrell Simmons, the Photographer
- We Need to Get Proof: His personal quest revolves around proving to his superiors that something big and freaky's going down.
Monterey Jack Terwilliger, the Archaelogist
- Adventurer Archaeologist: Considering who he's an expy of, this is no surprise.
- Expy: Indiana Jones, as an insanely reckless goofball.
- His story in Arkham Horror also evokes a plot involving his father...
- 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
- Screw Destiny: Her successful Personal Story, where her research helps to disrupt the gates that are trying to wake up the Eldritch Abomination, and bring The End of the World as We Know It
- Support Party Member: Her ability allows any player once a round to reroll failed dice in a skill check. It's useful for her as well but she'll be playing support when players are in combat or trying to close gates.
- You Can't Fight Fate: Her failed Personal Story, where the gates keep opening up no matter what she or anybody else does...
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.
- Magic from Technology: An interesting inversion: Kate's flux capacitor is based on magic, but it's purely scientific in nature, made from trial and error. However, it works against magic. Further, nothing stops Kate from casting spells like any other investigator.
- No Sell: Monsters and gates cannot appear in her location. This doesn't allow her to dispel gates just by entering their location, and doesn't prevent monsters from moving from another part of the board to her location though...
Dunwich Horror Characters
Leo Anderson, the Expedition Leader
- 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.
- 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
- Jazz Musician: His story repeatedly mentions how he is one.
- Magic Music: Magic enough to make corpses dance at their own funerals.
- Magical Negro: He is one, but no more than anyone else in the series.
- Must Have Caffeine: Loves his coffee.
- 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
- Screw Destiny: If her personal story succeeds.
- The Power of Friendship: Completing her story involves needing to find 2 Ally cards.
- You Can't Fight Fate: If her personal story fails.
Mark Harrigan, the Soldier
- Determinator: You can't delay him, and he can't be arrested.
- Heroic BSOD: If he fails his story.
- Kill It with Fire: Two items he starts with are a Molotov Cocktail, and the Flamethrower.
- My Girl Back Home: Sophie, who believed him about the monsters he saw in the war. She believed him because one of them was eating her from the inside out.
- No Sell: Only very specific circumstances can stop him from his tasks, and he cannot be stuck in jail
- Preemptive Apology: He starts in the South Church at the Confessional, praying for forgiveness of the MANY sins he's about to commit this night...
- Roaring Rampage of Revenge: His personal story involves fighting a creature in R'yleh, as the one that devoured Sophie was from there.
- Shell-Shocked Veteran: 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 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 Eaten Alive by an Eldritch Abomination that he went over the edge...
- Smoking Is Cool: Knocking back one in his profile. By lighting it with a flamethrower. Also gets a victory smoke if he passes his Personal Story.
- World War 1: Is a veteran of the war.
Marie Lambeau, the Entertainer
- I Just Want to Be Normal: Declares this when failing her quest.
- Music Soothes the Savage Beast: She's able to remove doom tokens from the Ancient One's doom track.
- Southern Belle: From New Orleans.
- Third Eye: Purely spiritual, but it lets her cast more spells.
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.
- Shotguns Are Just Better: Starts with one.
Diana Stanley, the Redeemed Cultist
- 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
- Affirmative Action Girl: Rather blatantly, she complains about racism all the time. It only comes up in her personal story, she's never refused service anyplace.
- The Hunter Becomes The Hunted: At least, that's what she plans to do with the cultist thugs who kept harassing her...
- Police Are Useless: She starts at the Police Station, having just discovered they weren't going to help her out.
Kingsport Horror Characters
Wendy Adams, the Urchin
- Disappeared Dad: He's Lost at Sea...
- I Will Find You: She is searching for her father. If she passes her personal story, she finds him. If she fails, she finds him dead.
- Missing Mom: ...and she's in the asylum.
- Orphan's Plot Trinket: An Elder Sign given to her by her parents.
- Street Urchin: On of her skills is even called Streetwise.
Lily Chen, the Martial Artist
- Action Girl: One of the strongest in the game.
- Armor-Piercing Attack: If the Ancient One awakens, she can immediately remove doom tokens from it without rolls.
- The Chosen One: Unlike everyone else, her birth was heralded.
- Heroic BSOD: If she's Knocked Out or Driven Insane, she undergoes one, thinking that even The Chosen One will be brushed aside like the rest of the Puny Humans when the Eldritch Abomination brings The End of the World as We Know It.
- No Sell: If Azathoth gets all of his doom tokens, she can stop him for one turn.
- Training from Hell: She's had lots of martial arts training.
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
- Corrupt Politician: Granted, he genuinely cares for the people, and his actions and policies are for The Greater Good, but the way to pass his Personal Story is to outright bribe the local newspaper to make a political ad frenzy.
- Landslide Election: Depending on whether he passes or fails his personal quest, Kane can end up on either side of one.
- Reasonable Authority Figure: As the Mayor. And the people recognize this, so he's very good at preventing panic. His leadership is especially effective against Hastur.
- Skewed Priorities: He honestly worries about the election almost as much as the Ancient One about to reawaken, and spell The End of the World as We Know It. Of course, he really does need the power of his position to keep the public calm, and thinks THEY have the Skewed Priorities for trying to push an election at a time like this...
- Ultimate Authority Mayor: ...not quite, but he tries.
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, 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
- Go Mad from the Revelation: Averted. Other characters lose Sanity from reading tomes, but Daisy can never do that.
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.
- Reincarnation: Of a Hyperborean witch.
- Visions of Another Self: She has dreams of her past reincarnation.
Roland Banks, the Fed
- By-the-Book Cop, but becomes a Cowboy Cop if his Personal Story is completed.
- FBI Agent (Well, BI Agent, they weren't the Federal Bureau until 9 years after Arkham Horror's timeframe.)
- Lampshade Hanging: From his personal story: "This case has weird cults, magic spells, and the apparent end of the world. All it needs is some demented fish-men or something, and I'll have all the makings for a best-selling novel."
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.
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
- Damn, It Feels Good to Be a Gangster : 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.
- Best Served Cold: The name of his successful personal mission.
- It's Personal: He notes how hard it is for him to usually hold a grudge, but after being chased through the swamps by mad cultists, he intends to make a violent exception fro them...
- Roaring Rampage of Revenge: Finn was a normal bootlegger until the night some cultists try to sacrifice him to a dark god. Now, he wants revenge.
- Screw This, I'm Outta Here!: His mindset if he fails his personal mission, though he doesn't quit the game.
- Street Smart: Can evade monsters with a special ability, and has a secret stash for holdouts.
- Villain Protagonist: Like Michael McGlen, and perhaps even moreso: McGlen is after the monsters for killing his best pal Louie Farrell, but Edwards is only in it to get even with the Cultists who tried to sacrifice him to a dark god.
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.
- Support Party Member: Even moreso than Mandy. While Mandy's skill allows her to be flexible so she can still fight monsters and seal gates, any character playing Patrice will mostly be running around picking up Clue Tokens.
Silas Marsh, the Sailor
- Badass Beard: Of the Seadog Beard variant.
- Cool Sword: Starts off with a Cavalry Saber - although, considering his sailor shtick, it's probably supposed to be a stand-in for a cutlass...
- 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.
- Metamorphosis: If he fails his personal story, he becomes a Deep One.
- 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 on.
- 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.
- Why Couldn't You Save Them?: Failing his Personal Story has the townsfolk accusing him of this, which drives him mad with guilt.
Akachi Onyele, the Shaman
- Determinator: Nothing can stop Akachi from sealing Gates. Even the "Nothing can Help You Now" effect stops her.
- Gaia's Vengeance: If ANYBODY spends a Gate Token before Akachi can complete her Personal Story, she fails it. She invokes this trope by saying how the Earth has suddenly gone silent, and that "Our actions must have offended it somehow"
- Magical Negro: An Up to Eleven example, what with her Hollywood Voodoo shtick, and her Darkest Africa appearance.
"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
- As Long as It Sounds Foreign: She is ethnically Korean but her name is Vietnamese.
- Sexual Extortion: At first, she's worried her boss might try to pull this sort of thing on her. He's actually a harbinger of a different kind of problem.
- Support Party Member: To the point where she gives a party member a boost to any and all skill checks if she is with them.
Zoey Samaras, the Chef
- Mission from God: Her motivation for coming to Arkham.
- 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 Eldritch Abominations 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