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.
"Ashcan" Pete, the Drifter
- 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
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
- 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
- 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
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
- 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, 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
- 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.
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.
Silas Marsh, the Sailor
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.
Akachi Onyele, the Shaman
"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
- 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
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