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Characters / Arkham Horror: The Card Game

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This is a list of characters in Arkham Horror: TCG and its expansions. Investigators currently available only as promo cards are put separately, as well as any campaign-specific ones.

Tropes related to "original" Arkham Horror and Mansion of Madness can be seen here.

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     Introduced in Night of the Zealot 

Roland Banks, the Fed

Everything by the book: every "i" dotted, every "t" crossed. It has worked, until now.
Guardian-class investigator. Has access to Seeker cards (up to level 2).
  • Awesomeness by Analysis: The more clues his location has, the easier it for him to find them.
  • Big Guy: Like most Guardians, he is good at defending his teammates from monsters, and has good Combat (4) and Health (9).
  • By-the-Book Cop: According to his backstory, he used to be this before he gets involved in the story. He dropped this when he realised what this would not help him with EldritchAbominations.
  • FBI Agent: Well, BI Agent; they weren't the Federal Bureau until 9 years after Arkham Horror's timeframe.
  • Genius Bruiser: He is good at both fighting and searching. He also has access to Seeker cards.
    • All his abilities related to finding clues, including through defeating of enemies.
  • The Paranoiac: His signature weakness, "Cover Up", is essentially this. He must destroy evidences of his activities before the end of scenario (or his elimination/resignment), and if he fails, he would suffer mental trauma.

Daisy Walker, the Librarian

"I know of books so powerful, they can rewrite reality."
Seeker-class investigator. Has access to Mystic cards (up to level 2).
  • Boring, but Practical: Her signature card gives her additional "Hand" slot, which can only be used for Book cards. Including her weakness, "Necronomicon", which only effect is taking "Hand" slot.
  • Girls Are Really Scared of Horror Movies: Inverted. She's a huge fan of horror stories. But the Necronomicon is too much even for her.
  • Go Mad from the Revelation: Once "Necronomicon" enters play, only way to get rid of it is study it, which would damage her sanity.
  • Magic Librarian: She has access to Mystic cards, most of which are either spells or magic artefacts.
  • Smart Guy: Like all Seekers, she is good at searching for clues.
  • Tome of Eldritch Lore: Her involvement in the plot was kickstarted by her study of "Necronomicon". That same book also acts like her signature weakness.

"Skids" O'Toole, the Ex-Con

"I didn't get out of the joint just to watch the world end".

Rogue-class investigator. Has access to Guardian cards (up to level 2).
  • Big Guy: Has access to Guardian cards. While his Combat is average, he can compensate for this with buying additional actions with resources.
  • 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: He may look like bandit, but he is a good guy. He also has access to Guardian cards, many of which are related to teamwork.
  • 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.
  • Never Going Back to Prison: His signature card, "On the Lam", makes any non-Elite enemies unable to attack him.
    "Skids" O'Toole: I ain't going to the pen a second time.
  • Reformed Criminal: He really was only robbing banks to try to save his mother from her illness. Since she passed, he gave up on that life.
  • The Sneaky Guy: Like most Rogues, he has good Agility and has arsenal of dirty tricks in his sleeve.
    • His signature card, "On the Lam", makes non-Elite enemies unable to attack him.

Agnes Baker, the Waitress

"I remember another life, one of sorcery and conquest."
Mystic-class investigator. Has access to Survivor cards (up to level 2).
  • Action Survivor: Has access to Survivor cards.
  • Critical Status Buff: Her Elder Sign effect gives her +1 to tested skill for each horror she has.
  • Magical Girl Warrior: She was one, in a past life. If she wants to survive this one, she'd better become one.
  • Reincarnation: Of a Hyperborean witch.
  • Squishy Wizard: Like most Mystics, she has weak Health.
  • Visions of Another Self: She has dreams of her past incarnation; this is, actually, how she learned magic.
    • Her signature weakness, "Dark Memory", forces her to reliving worst moments of her past self.

Wendy Adams, the Urchin

Survivor-class investigator. Has access to Rogue cards (up to level 2).
  • Action Survivor: She is not battle-hardened veteran, or great magician, or sneaky contrabandist, she is kid orphan, but she is capable of survive none the less than them.
  • Despair Event Horizon: Her signature weakness, "Abandoned and Alone", deletes all cards from her discard pile from the game.
  • Kid Hero: She is only minor character in the cast.
  • No-Sell: Can discard one card from hand to ignore effects of 1 chaos token. But she must take another one instead.
  • Orphan's Plot Trinket: An Elder Sign trinket given to her by her parents is her signature card. It allows her to play Events from discard pile.
  • Parental Abandonment: Her father is Lost at Sea, while mother went insane and was put into asylum.
  • The Sneaky Guy: Has good Agility and can access Rogue cards.
  • Street Urchin: She was put to orphanage after her mother went insane, but escaped from here and lives on street ever since.

     Introduced in The Dunwich Legacy 

Zoey Samaras, the Chef

"God has spoken. I will do His work without hesitation."

Guardian-class investigator. Can include up to five level 0 cards of other classes.
  • Big Guy: Like most Guardians, she is good at defending her teammates from monsters.
    • All her abilities are related to fighting monsters.
  • Chef of Iron: Cooks during a day, kicks asses during a night.
  • Crippling Overspecialization: Like all "Dunwich Legacy" characters, she has very limited access to cards of other classes besides her own.
  • Holy Burns Evil: Her signature card, "Zoe's Cross", can damage her enemies when they engage with her.
  • 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 to join the team.
  • 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.

Rex Murphy, the Reporter

"This time, nothing will stop me from getting at the truth!"
Seeker-class investigator. Can include up to five level 0 cards of other classes. He can't use any Fortune cards.
  • Awesomeness by Analysis: If he find a clue during investigation, he can find additional one.
    • His signature card, Search for the Truth, allows him to draw as many cards, as many clues he has.
  • Born Unlucky: Not only is he suffers from Hereditary Curse, he also can't include any Fortune cards in his deck (not that there many such cards available for him anyway).
  • Chew Toy: Guy just can't catch a break:
    When disaster strikes, Rex Murphy is usually on hand, suffering the consequences. After spending a day with Rex, even the most hardened skeptic will concede that the man is cursed. Anytime he had a lead on a good story, something would go wrong. That business in Innsmouth with the photographs that had blown out to sea. The tracks in Dunwich that had washed away in the rain just before he'd brought the sheriff. His terrible fortune has more than once exposed him to gruesome beasts and occult conspiracies.
  • Crippling Overspecialization: Like all "Dunwich Legacy" characters, he has very limited access to cards of other classes besides his own.
  • Determinator: It takes a special kind of thickheaded to keep going despite all of his setbacks.
  • Hereditary Curse: His signature weakness. Every time he succeeds at skill check, he must return chaos token he previously draw (ignoring it's modifier), and draw additional token; if this cause skill check to failure, he may discard this weakness.
  • Intrepid Reporter: He seeks to get all of the information he can. Of course, his curse just makes it difficult.
  • Smart Guy: Like all Seekers, he is good at searching for clues.

Jenny Barnes, the Dilettante

"No more 'Miss Barnes' from you. My friends call me Jenny".
Rogue-class investigator. Can include up to five level 0 cards of other classes.

Jim Culver, the Musician

"No, not quiet at all. Dead folks get downright rambunctious when I play my horn".

Mystic-class investigator. Can include up to five level 0 cards of other classes.

"Ashcan" Pete, the Drifter

"C'mere, boy. We got work to do".
Survivor-class investigator. Can include up to five level 0 cards of other classes.

     Introduced in The Path to Carcosa 

Mark Harrigan, the Soldier

He'd burn the entire town down if necessary, but he wouldn't let those monsters take anyone else.
Guardian-class investigator. Can include any level 0 Tactic cards, regardless of class.

Minh Thi Phan, the Secretary

"You can depend on me to guide you through the unknown".
Seeker-class investigator. Has access to Survivor cards (up to level 2).
  • Action Survivor: She is not occult expert or part-time wizard, she is secretary who just happens to be involved in this madness. She also has access to Survivor cards.
  • Awesomeness by Analysis: Her signature card, "Analytical Mind".
  • Brown Note: Her boss was Driven to Suicide by reading The King in Yellow. Now, this book acts as her signature weakness, which would disrupt her ability to use her cards during skill checks.
  • Smart Guy: Like all Seekers, she is good at searching for clues.
  • Support Party Member: Her signature card, "Analytical Mind", allows her commit cards to another investigators' checks even if they in another location.

Sefina Rousseau, the Painter

Rogue-class investigator. Has access to Mystic cards (up to level 2).
  • Anomalous Art: Her last work turns up to be this. Not surprisingly, since its was painting of Carcosa.
  • Fragile Speedster: Being Rogue, she is rather fast, but she is also Squishy Wizard, and can't survive prolonged fight.
  • Master Forger: Her specialisation. Last one turns out to be... different.
  • Named After Somebody Famous: She is named after Henri Rousseau, a post-impressionist French painter.
  • Non-Action Guy: She has only 2 Combat, lowest amongst Rogue investigators (only Preston has less) and absolute worst Health (even Preston has more). On the other hand, she has best Willpower and Sanity amongst all Rogues.
  • The Sneaky Guy: Like most Rogues, she has good Agility and have arsenal of dirty tricks in her sleeve. This is good, since she is also Fragile Speedster.
  • Squishy Wizard: Has access to Mystic cards, and has good Willpower stat, but can't survive prolonged fight.

Akachi Onyele, the Shaman

"I will journey to the lands beyond. I do not fear them".
Mystic-class investigator. Has access to any card which uses charges (read: most spells) up to level 4, and any level o Occult cards, both regardless of class.
  • Energy Absorption: Can absorb charges from her actives as resources. This may work in reverse as well, since she may recharge them without discarding them beforehand.
    • Her signature weakness, Angered Spirits, requires her to absorb some charges from her assets, and transfer them to this weakness; if she fails to accumulate 4 charges before scenario ends or she gets defeated/resigns, she would suffer physical trauma.
  • Ethnic Magician: An explicit version of one, since her shamanistic powers are the reason for her gifts.
  • Religion Is Magic: Her shamanic magic is based on her ethnic religion.
  • Squishy Wizard: Like most Mystics, she has low Health, though she's amongst Mystics with better Combat.

William Yorick, the Gravedigger

"I am but a simple player in this drama, but if I am lucky, I'll live to see the curtains fall".
Survivor-class investigator. Has access to Guardian cards (up to level 2).

Lola Hayes, the Actress

Perhaps this would be her big comeback
Neutral-class investigator. Has access to cards of any class (up to level 3).
  • Jack-of-All-Stats: She is average at every stats, and has access to every class' cards (up to 3 level).
  • The Last of These Is Not Like the Others: Has unique prologue in The Last Call scenario, if you play as her, because she was part of the play.
  • Mechanically Unusual Class: She is only "Neutral"-class investigator (if not counting some campaign-specific, which are only used in specific circumstances), and has access to every other class (although only up to 3 level). But she need to change her "role" during a game to actually use them (though assets already put in play would still work), and each "role" has access to only one class (besides Neutral). To compensate for this, she has slightly bigger deck size than usually, allowing her more liberty with deckbuilding. To defy Crippling Overspecialisation]] (and actually put her abilities to use), she is forced to use at least 3 not-Neutral classes.
  • The Power of Acting: She can change her character class (or, as her ability calls it, "role"), and with it available cards.

     Introduced in The Forgotten Age 

Leo Anderson, the Expedition Leader

"Keep moving. You can die on your own time".
Guardian-class investigator. Has access to Rogue cards (up to level 2).
  • Big Guy: Like most Guardians, he is good at defending his teammates from monsters.
  • The Leader: He was leader of ill-fated Yucatan expedition. If he is part of the team during Forgotten Age campaign, he must be leading investigator (other possible candidates are Ursula Downs and Monterey Jack).
    • All his abilities are related to Ally cards, motivating him to include many of them in his deck. He even may put in play several Allies at once, thanks to his signature Ally, Mitch Brown.
  • The Men First: He wont allow any of his friends to die because of him. His signature weakness forces him to discard one ally from play or all allies from hand, leaving him vulnerable.
  • Mighty Glacier: Has worst (only 1) Agility amongst all Guardians.
  • My Greatest Failure: Led seven men into the Yucatan. Only he and Mitch made it back alive.
    • All his abilities are allies-related. His signature card, "Mitch Brown" ally, allows him to put in play up to 2 additional non-unique allies.
  • Survivor Guilt: Suffers this since ill-fated Yucatan expedition This is also his signature weakness, "Bought in Blood".

Ursula Downs, the Explorer

"Discovery is easy. Understanding is the hard part".
Seeker-class investigator. Has access to Relic cards of any class (up to level 4).
  • Action Girl: It's mentioned in her backstory that she was always the active, exploring type.
  • Adventurer Archaeologist: She has a passion for adventure and archaeology.
  • Blue Blood: She's got a hefty inheritance, but she used it to set up her work.
  • Curiosity Killed the Cast: Her signature weakness forces her to explore another location until the end of her turn, even if it's detrimental to current mission, otherwise she would suffer horror.
  • Fragile Speedster: Has best Agility amongst Seekers, but only 1 Combat, so her chances of survival in prolonged combat are low.
  • The Leader: If she is part of the team during Forgotten Age campaign, she must be leading investigator (other possible candidates are Leo Anderson and Monterey Jack).
  • Smart Guy: Like all Seekers, she is good at searching for clues. She also has degree in Archeology.

Finn Edwards, the Bootlegger

"Never lose track of the exit. Or the merchandise".
Rogue-class investigator. Has limited (only up to level 3) access to his own class, but unlimited to any Illicit cards, regardless of class, and up to 5 Seeker/Survivor level 0 cards.
  • Crippling Overspecialisation: Downplayed. He can't access high-level cards of his own class (unless they are illicit), and has very limited access to Survivor or Seeker cards. He has access to any illicit cards, regardless of level, but theres few of them outside of Rogue card pool anyway.
  • Damn, It Feels Good to Be a Gangster!: He considers his life as bootlegger to be best thing what ever happened to him.
  • Karma Houdini: His backstory mention what he never gets caught. In gameplay terms, he has additional action specifically for evade, which can save his ass if he wastes all normal actions.
  • Karma Houdini Warranty: His signature weakness, Caught Red-Handed, causes all enemies in his location to get ready, and all hunters to move one step closer to him, which, if happens at the worst moment, can lead to him being hopelessly overwhelmed.
  • Punch-Clock Hero: He doesn't care about some "greater good", he was just hired by somebody for this mission.
  • The Sneaky Guy: Like most Rogues, he has good Agility and have arsenal of dirty tricks in his sleeve. This is also integral part of his backstory, since he is (in)famous smuggler, who never gets caught.
    • He has one bonus action each round specifically for evasions.
  • Token Evil Teammate: He is trying to save the world (and will do so if he succeeds), but he is still an unrepentant criminal.

Father Mateo Castile, the Priest

Mystic-class investigator. Has access to Blessed cards of any class (up to level 3).
  • Church Militant: He can wield weapons and occult magic like other Mystic.
  • Crisis of Faith: Mentioned in the backstory, he wonders how a kind God can allow such a horrible cult to do terrible things to people.
  • No-Sell: Once per scenario he can ignore (or allow other investigator to do this) auto-failure chaos token, and instead thread it as Elder Sign (which for himself means auto-success).
  • Snake People: His signature weakness is "Serpents of Yig". They work by sealing Elder Sign token, making it unavailable until you kill them.
  • White Mage: Has access to Blessed cards of any class (up to level 3).

Calvin Wright, the Damned

"If you hurt him, I'll kill you".
Survivor-class investigator. Has access to level Spirit (up to level 3) cards of any class.

     Introduced in The Circle Undone 

Carolyn Fern, the Psychologist

"The mind is fragile, but through understanding, we can protect it".
Guardian-class investigator. Has limited (only up to level 3) access to her own class, and can't use Weapons higher than level 0, but has unlimited access to any Sanity-healing cards, regardless of class (unless they also weapons). She also may include up to 15 other cards of Seeker/Mystic cards (up to level 1).
  • Mechanically Unusual Class: She is Guardian, but she is Non-Action Guy (she's even unable to include weapons of level 1 or higher in her deck). Instead of fighting, she protects her teammates from horror.
  • The Medic: She can heal herself or other investigators from horror, and receive
  • Non-Action Guy: Despite being Guardian, she is not a fighter (she can't even access high-level weapons), and must be protected herself.
  • The Shrink: Her job. Now, she uses her skills to help her friends survive eldritch horrors.
  • Smart Guy: Where she lacks in Combat, she makes in Intellect, so when theres nobody to heal, she can search for clues.
  • Support Party Member: She is great at healing horror and, being Guardian, has access to many teamwork-related tools, but she is not capable to survive prolonged combat on her own.

Joe Diamond, the Private Eye

Seeker-class investigator. Has access to Guardian cards (up to level 2).

Preston Fairmount, the Millionaire

"My money, my legacy, my problem. Let me handle it in my own way".
Rogue-class investigator. Has access to Survivor cards (up to level 2). He can't use any Illicit cards.

Diana Stanley, the Redeemed Cultist

Mystic-class investigator. Has access to Guardian cards (up to level 2).
  • The Atoner: She feels so much remorse over what the Silver Twilight Lodge has done.
  • Cult Defector: After seeing just HOW horrifying some rituals of the Silver Twilight Inner Sanctum were, Diana desperately wants to atone for them.
  • Magic Knight: Can become this, having access not only to Mystic, but also to Guardian (up to level 2) cards. Expansion where she appears in also introduced dual-class items, including Guardian/Mystic magic sword.
  • Master of None: Average at every stat... except Willpower, which is set to 1 (that one stat which . But she can increase it with her special abilities.
  • Reverse Mole: She works on destroying Silver Twilight Lodge from inside.

Marie Lambeau, the Entertainer

Mystic-class investigator. Has limited (only up to level 3) access to her own class, but unlimited to any Spell cards, regardless of class. She also can include level 0 Occult cards (any class) and up to 5 Seeker/Survivor level 0 cards.
  • The Chanteuse: Known as "Smoky Velvet", and has the outfit and personality to match.
  • Crippling Overspecialization: Downplayed. She can't access high-level non-Spell cards of her own class. But she has access to level 0 Seeker and/or Survivor class, and level 0 Occult cards of any class.
  • Music Soothes the Savage Beast: Her signature card, Mystifying Song, allows her to stop Agenda from advancing for one turn, for any reason, but only once per scenario. Sometimes this may mean difference between life or death.
  • Smart Guy: Has best Intellect stat amongst Mystics.
  • Southern Belle: From New Orleans.
  • Squishy Wizard: She has very low Combat and Health, and so can't survive prolonged fight.
  • Witch Species: Her magic is in the blood; her grand-mere was also an accomplished witch.

Rita Young, the Athlete

"You got a bone to pick? Fine by me. I don't need your permission to leave you in the dust".
Survivor-class investigator. Has access to Trick cards (up to level 3) of any class.

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     Introduced in The Dream Eaters 

Tommy Muldoon, the Rookie Cop

"Eyes up, Tommy".
Guardian-class investigator. Has access to Survivor cars (up to level 2).
  • Action Survivor: He is not very experienced, but compensates for this with his savviness. He also has access to Survivor-class cards.
  • Big Guy: Like most Guardians, he is good at defending his teammates from monsters.
  • Human Shield: Unlike other investigators, he can afford to use his allies as this; if they gets defeated, he receives additional resources, which he can spend either on more allies, or to reload "Becky"; and instead of being discarded, they are placed back in his deck. But he must be careful, since his signature weakness, once triggered, would force him to discard ALL assets with damage on them.
  • I Call It "Vera": Calls his rifle "Becky".

Mandy Thompson, the Researcher

Seeker-class investigator. Can include up to 10 level 0-1 Rogue, Mystic or Survivor Events/Skills (she can chose only one extra class).
  • Dug Too Deep: Her signature weakness, Shocking Discovery. If she finds this card during Search action, not only this action (and all related effects) is cancelled, she also forced to draw encounter card.
  • Mechanically Unusual Class: Before start of campaign, she may chose her deck's size. Apart from usual 30-cards deck, she can also construct 40- or 50-cards decks.
  • None Action Guy: Has only 5 Health and 1 Combat, making her chances at prolonged combat... slim at best.
  • Support Party Member: Her ability helps other investigators with searching their decks for specific cards.

Tony Morgan, the Bounty Hunter

"When I find that beast, I'll put it down for good".
Rogue-class investigator. Can include up to 10 level 0-1 Guardian, Seeker or Survivor Events/Skills (he can chose only one extra class).
  • Anti-Hero: Nominal Hero; his main motivation is to get paid, and, maybe, hunt down that Deep One.
  • Arch-Enemy: His signature weakness is a Deep One, which he keeps pursuing.
  • Big Guy: Has 9 Health, and he is one of the two (second one is Mark Harrigan) characters with 5 Combat. He also can use some of Guardian-class cards.
  • Bounty Hunter: His actual "profession". This also works as his signature mechanic, allowing him to receive resources as reward for hunting monsters. The harder the target, the bigger reward is.
  • Hunting the Most Dangerous Game: Only this time, he's hunting creatures far more dangerous than mere humans...
  • Kill Steal: Major problem when he is not the only Big Guy in the team, since Tony receives bounties only if he deals the killing blow himself; if somebody else tries to "help", it would waste (limited) bounties.
  • Punch-Clock Hero: He is Only in It for the Money. And maybe revenge on this Deep One.

Luke Robinson, the Dreamer

"The key to the Dreamlands lies within us all".
Mystic-class investigator. Has access to Seeker cards (up to level 2).
  • Cloudcuckoolander: His signature weakness is called "Detached from Reality". Fitting, since this guy spend lots of time in Dreamland.
  • The Last of These Is Not Like the Others: If he's included in the team during The Dream Quest campaign, intros would slightly change, since this is not the first time he visits Dreamland.
  • Pocket Dimension: His signature card works like this; no other monsters can find him here, while he may interact with all different locations and monsters from here.
    • His signature weakness is also this, but it's more malevolent.
  • Smart Guy: While he has average Intellect, he has access to Seeker cards, and can use some of the Mystic cards to replace Intellect with Willpower during Research actions.

Patrice Hathaway, the Violinist

Survivor-class investigator. Has access to Mystic cards (up to level 2).
  • Action Survivor: She is just normal musician who gets caught in all this madness.
  • Crippling Overspecialization: She has 4 Willpower... and only 2 at every other stat. Most Willpower-based cards are Mystic-class, not Survivor; she has limited access to this class, but can't use high-level ones.
  • 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: She can use her violin to allow any investigator to draw cards or acquire resources.
  • Mechanically Unusual Class: She has lower limit of cards in her hand (5 instead of normal 8), and every round drops every non-weakness cards from her hand, replacing them by new cards.
  • Squishy Wizard: Has access to Mystic cards and good Willpower stat, but she is neither very durable nor powerful.
  • Support Party Member: She can allow any investigators to draw additional cards or resources.

Other investigators

     Promo investigators 

Norman Withers, the Astronomer

Seeker-class investigator, but can only include level 0 cards. Instead, he can include unlimited number of level 1-5 and up to 5 level 0 Mystic cards.
  • Badass Bookworm: Despite being an astronomer (and not a physically strong one at that), Norman is willing to stand up against the Eldritch Abominations as much as the other heroes.
  • Badass Beard: By far the longest beard of the cast.
  • Cassandra: No one believes him when he claims what six stars suddenly disappeared from the sky, all at once.
  • Mechanically Unusual Class: Top card of his deck is always revealed, and he can play cards from here, with lower cost.
    • Despite being a Seeker, he has limited access to his class' cards (he gets Mystic cards instead). Still, he has one of the best Intellect stats in the game.
  • Smart Guy: Like all Seekers, he is good at searching for clues.
  • Squishy Wizard: Has good Willpower and Intellect stats, and access to great magic arsenal, but has low Combat, Agility and Health.

Silas Marsh, the Sailor

"Leave your fears on the docks, lads".
Survivor-class investigator. Has access to Innate skills on any class (up to level 2).

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Campaign-specific investigators (spoiler alert!)

     The Forgotten Age investigators 

Body of Yithian


  • "Freaky Friday" Flip: Investigators temporarily gets placed in Yithian bodies instead of their own for duration of scenario, and lost most of their memories. Depending of scenarios's outcome, they may restore their original bodies, gets stack in alien bodies for duration of campaign, or lost their memories entirely.
  • Master of None: Has 7 at both Sanity and Health, and only 2 at all skills. It's also can't edit its deck, and has not particularly impressive abilities.
  • Starfish Aliens: Like all Yithians. And if investigators fails to restore their original bodies, they may become like this until the end of campaign, barring them from using their own signature abilities and change their decks in any way.
  • Walking Spoiler: Its mere presence is spoiler for The City of Archives scenario.

     The Circle Undone prologue investigators 

Gavriella Mizrah

Josef Meiger's private security.
  • Badass Israeli: Former member of Haganah.
  • Big Guy: Designated fighter of prologue investigators team. She has best Health (8) and Combat (4), and second best Willpower (3); while she has worst Sanity in the game, period (only 4), she somewhat compensates for this with 3 Willpower.
    • She may find clues by being attacked by monster (no matter is she gets damaged or not), which add additional benefits to acting like team's "tank".
  • Crippling Overspecialisation: She is good at surviving monsters or horrors, but thats it; her Agility is worst and Intellect is second-to-last.
    • While she has best Health and Combat, she has worst Sanity in the game, period (4), which only somewhat compensated by having 3 Willpower.
  • Failure Is the Only Option: Your defeat is question of not "if", but "when", since prologue only ends once whole team gets defeated; your goal is not to survive, but to leave some help for "real" investigators in the future. However, how she gets defeated may affect her fate in subsequent scenarios.

Jerome Davids

Josef Meiger's personal assistant.
  • Action Survivor: He is Josef Meiger personal assistant, and good at searching clues, but lacks any combat skills.
  • Crippling Overspecialisation: He is best clues searcher in the team... and thats it. If stays unprotected, he would not survive for long.
  • Failure Is the Only Option: Your defeat is question of not "if", but "when", since prologue only ends once whole team gets defeated; your goal is not to survive, but to leave some help for "real" investigators in the future. However, how he gets defeated may affect his fate in subsequent scenarios.
  • Non-Action Guy: Has the lowest Health in game, period (only 4), and only 1 Combat. His Willpower is only slightly better (2), forcing him to rely on Agility (3) to survive.
  • Smart Guy: Designated researcher of prologue investigators team.

Penny White

Josef Meiger's housekeeper.
  • Action Survivor: Closest team has to Survivor. She also lacks any special skills, being simple humble maid.
  • Failure Is the Only Option: Your defeat is question of not "if", but "when", since prologue only ends once whole team gets defeated; your goal is not to survive, but to leave some help for "real" investigators in the future. However, how she gets defeated may affect her fate in subsequent scenarios.
  • Jack-of-All-Stats: Aside from having best Willpower (4) and second best Combat (3) amongst prologue investigators, she has no specific "role", but can provide some help with any. She has worst Intellect (1), but may automatically find clues every time she pass any skill check.

Valentino Rivas

Josef Meiger's guest of honour and well-known philanthropist.
  • Action Survivor: He lacks any special skills, and relies on his natural savviness and sneakiness to survive.
  • Crimefighting with Cash: Starts with twice normal amount of resources, and can spend them during skill checks to reduce their difficulty.
  • Failure Is the Only Option: Your defeat is question of not "if", but "when", since prologue only ends once whole team gets defeated; your goal is not to survive, but to leave some help for "real" investigators in the future. However, how her gets defeated may affect his fate in subsequent scenarios.
  • Fragile Speedster: Has best Agility, but worst Willpower (1), and second worst Health (5) and Combat (2), making it preferable to avoid combat if possible.
  • The Sneaky Guy: Closest the team has to Rogue. He also has best Agility (4) second best Intellect (3), making him better fit for search than for fight.

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