Follow TV Tropes

Following

History Characters / ArkhamHorror

Go To

OR

Is there an issue? Send a MessageReason:
Trope was cut/disambiguated due to cleanup


* NunsNRosaries: One of her starting items is a Cross.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* StayingAlive: Even if the Investigators manage to put the Ancient One back to sleep before they can awaken or beat them in the Last Battle, all this does is stall their threat to the world, as they ''will'' stir in their sleep and threaten to awaken again a few thousand years later.

Added: 258

Removed: 258

Is there an issue? Send a MessageReason:
None


* NonStandardGameOver: When the Followers deck runs out, the corresponding Ancient One replaces the Unknown, and the current Doom gets compared to their Doom track; if it exceeds it, the game ends and investigators lose, otherwise the standard rules applies.



* NonStandardGameOver: When the Followers deck runs out, the corresponding Ancient One replaces the Unknown, and the current Doom gets compared to their Doom track; if it exceeds it, the game ends and investigators lose, otherwise the standard rules applies.

Added: 985

Removed: 985

Is there an issue? Send a MessageReason:
None


* SkippableBoss: Baring some specific scenarios and leagues, Ancient Ones are ''never'' mandatory to face in battle; it's quite possible to win long before they awakes.
* SpecialAttack: Almost every Ancient One has three "Sinister plots"; the only ones who never got them are Azathoth (whose entire schtick that there's [[RockFallsEveryoneDies no last battle]]) and Daoloth (who never received them due to being limited print bonus Ancient One, created long before mechanic was introduced). In most cases, it's either even more damaging attacks, some additional penalty for investigators, or some defensive/self-healing options. Sinister plots are only useable with optional "Epic Battle" cards, which are used to enhance the last battle by making each turn less repetitive.
* StalkedByTheBell: Each Ancient One has a Doom threshold. When the current Doom reaches it, the Ancient One immediately awakens, forcing you to face it in battle in order to win (which is not guaranteed at all).



* SkippableBoss: Baring some specific scenarios and leagues, Ancient Ones are ''never'' mandatory to face in battle; it's quite possible to win long before they awakes.
* SpecialAttack: Almost every Ancient One has three "Sinister plots"; the only ones who never got them are Azathoth (whose entire schtick that there's [[RockFallsEveryoneDies no last battle]]) and Daoloth (who never received them due to being limited print bonus Ancient One, created long before mechanic was introduced). In most cases, it's either even more damaging attacks, some additional penalty for investigators, or some defensive/self-healing options. Sinister plots are only useable with optional "Epic Battle" cards, which are used to enhance the last battle by making each turn less repetitive.
* StalkedByTheBell: Each Ancient One has a Doom threshold. When the current Doom reaches it, the Ancient One immediately awakens, forcing you to face it in battle in order to win (which is not guaranteed at all).
Is there an issue? Send a MessageReason:
Moved from Trivia page.

Added DiffLines:

* PromotedToPlayable: Harvey Walters was the sample character in the 5th Edition rulebook of ''TabletopGame/CallOfCthulhu''.

Added: 1074

Changed: 1528

Removed: 594

Is there an issue? Send a MessageReason:
None


* SpecialAttack: Each Ancient One (except for [[RockFallsEveryoneDies Azathoth]] and Daoloth) has three "Sinister plots"; in most cases, it's either even more damaging attacks, some additional penalty for investigators, or some defensive/self-healing options. Sinister plots are only useable with optional "Epic Battle" cards.

to:

* SpecialAttack: Each Almost every Ancient One (except for [[RockFallsEveryoneDies Azathoth]] and Daoloth) has three "Sinister plots"; in the only ones who never got them are Azathoth (whose entire schtick that there's [[RockFallsEveryoneDies no last battle]]) and Daoloth (who never received them due to being limited print bonus Ancient One, created long before mechanic was introduced). In most cases, it's either even more damaging attacks, some additional penalty for investigators, or some defensive/self-healing options. Sinister plots are only useable with optional "Epic Battle" cards.cards, which are used to enhance the last battle by making each turn less repetitive.



** It becomes [[AvertedTrope averted]] during one of its Sinister plots, allowing each investigator to attack it with (-3) battle rating... but they [[BrownNoteBeing must roll a dice and lose that much Sanity]].

to:

** It becomes [[AvertedTrope averted]] {{subverted|trope}} during one of its Sinister plots, allowing each investigator to attack it with (-3) battle rating... but they [[BrownNoteBeing must roll a dice and lose that much Sanity]].



* HopelessBossFight: Quachil Uttaus is intentionally designed to be virtually unkillable, as he [[NoSell has both sets of immunities]], [[NoItemUseForYou takes away your Allies right at the start]], and [[OneHitKill kills one investigator each turn]] with NoSavingThrow. It's still possible to defeat him, and some players did that, but, [[https://docs.google.com/spreadsheets/d/1v_y5tJMBalbjUg5i2kbmfi7QMyXxEpxm82Pcx2DzdTU/edit#gid=7 according to statistics]], games which made it to the Last Battle against him have 94% lose rate.[[note]] Tsathoggua technically has higher rate of 97%, but he's also below him in how many times he was actually awoken, despite being used much more often[[/note]]. You pretty much have to rely on good luck and have some mechanics to abuse.



* DevourTheDragon: Rhan-Tegoth [[VampiricDraining likes to eat his cultists]]. Each cultist he consumes brings his awakening closer.
* MakeMeWannaShout: One of his [[SpecialAttack Sinister plots]] is to use a high-pitched scream; this slightly damages the Sanity of all investigators, which may pose a threat for already weak investigators or dedicated spell-casters.

to:

* DevourTheDragon: Rhan-Tegoth [[VampiricDraining likes to eat his cultists]]. Each cultist he consumes brings speeds up his awakening closer.
* MakeMeWannaShout: One of his [[SpecialAttack Sinister plots]] is to use a high-pitched scream; this slightly damages the Sanity of all investigators, which may pose a threat for already weak investigators or dedicated spell-casters.
awakening.



* ToServeMan: Rhan-Thegoth is worshipped by weird cult which believe that they must awaken him... by sacrificing themselves to him. For this reason, instead of spawning, any Cultists would instantly die, increasing both Doom and Terror level. Then a replacement must be drawn.

to:

* SuperScream: One of his [[SpecialAttack Sinister plots]] is to use a high-pitched scream; this slightly damages the Sanity of all investigators, which may pose a threat for already weak investigators or dedicated spell-casters.
* ToServeMan: Rhan-Thegoth is worshipped by weird cult which believe that they must awaken him... by sacrificing themselves to him. For this reason, instead of spawning, any Cultists would instantly die, die (being put on his list), increasing both Doom and Terror level. Then a replacement must be drawn.



** Each time he consumes a Cultist, it raises Doom and Terror level by 1.

to:

** Each time he consumes a Cultist, it raises Doom and Terror level by 1.1: blood of the followers feeds the monster, while their bodies terrifies the population.



** One of his [[SpecialAttack Sinister plots]] is to draw 10 random monsters and heal 1 Doom token for each Cultist.
* {{Wendigo}}: Rhan-Thegoth favours Gnoph-Keh, who greatly resemble stereotypic Wendigo. Under his guidance, they receives the trait "Nightmarish 1".

to:

** One of his [[SpecialAttack Sinister plots]] is to draw 10 random monsters and heal 1 Doom token for each Cultist.
Cultist, whom he drains of blood.
* {{Wendigo}}: Rhan-Thegoth favours Gnoph-Keh, who greatly resemble stereotypic Wendigo.Wendigos. Under his guidance, they receives the trait "Nightmarish 1".



** Their main form of attack is to grab your hand with a tentacles, then kill you off on the next attack.

to:

** Their main form of attack is to grab your hand with a tentacles, then kill you off on the next attack.



** They can use their tentacles to straight-up smash things; in another Sinister plot, each investigator who fails a Speed check [[OneHitPolykill dies instantly]].

to:

** They can use their tentacles to straight-up smash things; in another one of the Sinister plot, plots, each investigator who fails a Speed check [[OneHitPolykill dies instantly]].



* BossArenaUrgency: Daoloth attacks by drawing Mythos cards. If the card instructs to open a gate in a sealed location, the seal is removed; if it's not sealed, the first player dies. If it does not instruct to open a gate at all, Daoloth instead heals 1 Doom token. It's not hard to guess that the fewer seals you have, the higher chances for somebody to die.



* EarlyInstallmentWeirdness: Daoloth was introduced way before Epic Battles were invented, and thus, lacks his own Sinister plots.
* OneHitKill: Barring some luck with card drawing or attack prevention, he kills one player per turn.

to:

* EarlyInstallmentWeirdness: EldritchAbomination: Daoloth was introduced way before Epic Battles were invented, has one of the most bizarre and thus, lacks his own Sinister plots.
alien bodies amongst all Ancient Ones in the game, being impossible to even describe.
* OneHitKill: Barring During last battle, barring some luck with card drawing or attack prevention, he kills one player per turn.




to:

* TimeLimitBoss: Daoloth attacks by drawing Mythos cards. If the card instructs to open a gate in a sealed location, the seal is removed; if it's not sealed, the first player dies. If it does not instruct to open a gate at all, Daoloth instead heals 1 Doom token. It's not hard to guess that the fewer seals you have, the higher the chance for somebody to die.

Added: 203

Removed: 229

Is there an issue? Send a MessageReason:
None


* GirlsAreReallyScaredOfHorrorMovies: Inverted. She's a ''huge'' fan of horror stories, with Creator/EdgarAllanPoe and ''Literature/{{Dracula}}'' being name-dropped in her backstory. But the Necronomicon is too much even for her.


Added DiffLines:

* NightmareFetishist: She's a ''huge'' fan of horror stories, with Creator/EdgarAllanPoe and ''Literature/{{Dracula}}'' being name-dropped in her backstory. But the Necronomicon is too much even for her.

Added: 126

Changed: 27

Removed: 151

Is there an issue? Send a MessageReason:
None


* EvidenceScavengerHunt: His Personal Story involves him searching for answers on what really happened with his former cellmate [[ManOnFire Brad]]. If he manages to obtain enough information (by collecting clues), he passes; if there are too few clues on the board, he loses the trail and fails.

to:

* EvidenceScavengerHunt: His Personal Story involves him searching for answers on what really happened with his former cellmate [[ManOnFire [[SpontaneousHumanCombustion Brad]]. If he manages to obtain enough information (by collecting clues), he passes; if there are too few clues on the board, he loses the trail and fails.



%%* GoodScarsEvilScars: One under his eye.



* ManOnFire: His motivation to come to Arkham was when his cellmate, Brad, spontaneously combusted one night.


Added DiffLines:

* SpontaneousHumanCombustion: His motivation to come to Arkham was when his cellmate, Brad, spontaneously combusted one night.

Added: 311

Changed: 300

Is there an issue? Send a MessageReason:
None


* MechanicallyUnusualFighter: His stats can't be reduced (including Stamina and Sanity). When they should be reduced, he instead heals 1 Stamina or 1 Sanity. But he starts with reduced maximum Sanity (only 4 instead of the expected 5). He can trade his Stamina and Sanity to another investigators the same way he can trade items.

to:

* MechanicallyUnusualFighter: MechanicallyUnusualFighter:
**
His stats can't be reduced (including maximum Stamina and Sanity). When they should be reduced, he instead heals 1 Stamina or 1 Sanity. But he starts with reduced maximum Sanity (only 4 instead of the expected 5). 5).
**
He can trade his Stamina and Sanity to another investigators investigator the same way he can trade items.
Is there an issue? Send a MessageReason:


* GenderMisdirection: Downplayed, but mentioned in her backstory. The monks who were sent to take her to the monastery were briefly surprised to find out she was a girl, but they took her in and trained her regardless.
Is there an issue? Send a MessageReason:
None


* {{Expy}}: Franchise/IndianaJones, as an [[http://www.yog-sothoth.com/threads/357-Indiana-Jones-DVDs-released-today?p=3136&viewfull=1#post3136 insanely reckless goofball]]. His story in ''Arkham Horror'' also evokes a plot [[Film/IndianaJonesAndTheLastCrusade involving his father...]]

to:

* {{Expy}}: Franchise/IndianaJones, as an [[http://www.yog-sothoth.com/threads/357-Indiana-Jones-DVDs-released-today?p=3136&viewfull=1#post3136 insanely reckless goofball]]. His story in ''Arkham Horror'' also evokes a plot [[Film/IndianaJonesAndTheLastCrusade involving his father...]]father]], and has him start every game armed with a whip.



* NominalHero: His motivation to fight is to [[RoaringRampageOfRevenge avenge his fallen friend, Fast Louie Farrell]]. It just so happens what whatever killed Louie is also related to the current BigBad.

to:

* NominalHero: His motivation to fight is to [[RoaringRampageOfRevenge avenge his fallen friend, Fast Louie Farrell]]. It just so happens what that whatever killed Louie is also related to the current BigBad.



* SmokingIsCool: Has a cigarette ([[CigarChomper or possibly cigar]]) firmly wedged in his mouth on his character portrait.

to:

* SmokingIsCool: Has a cigarette ([[CigarChomper or possibly cigar]]) firmly wedged in his mouth on his character portrait.portrait, as part of his "cool gangster" image.



* TookALevelInBadass: If he passes his Personal Story, his Sanity will raise to 4, and he will heal 1 Sanity each time he beats monsters in combat.

to:

* TookALevelInBadass: If he passes his Personal Story, his Sanity will raise to 4, and he will heal 1 Sanity each time he beats monsters in combat.combat, which helps to resolve one of his greatest downsides.
Is there an issue? Send a MessageReason:
Whip It Good is now a disambiguation.


* WhipItGood: Starts off with a Whip as a starting item.

to:

* WhipItGood: Starts off with a Whip as a starting item.
Is there an issue? Send a MessageReason:
None



to:

* ThirdPartyDealBreaker: In 3rd Edition, his unique ability "Signum Crucis" removes [[HealingHands Wounds]], [[RestorationOfSanity Horror]], or [[StatusEffects Conditions]] from investigators. [[DealWithTheDevil Dark Pacts]] are Conditions, so he can negate them entirely before the investigator has to suffer their cost.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* {{Crossover}}: His granddaughter is Faye Diamond, better known as [[TabletopGame/SentinelsOfTheMultiverse Nightmist]].

Added: 1981

Changed: 433

Is there an issue? Send a MessageReason:
None


Agnes can pay for spells with Stamina instead of Sanity, and amplifies her spells if they takes hands.
----



Akachi gains bonuses when closing the gates. Additionally, she's always capable of sealing the gate, and spends fewer clues when doing so.
----



* MechanicallyUnusualFighter: ''Nothing'' can stop Akachi from sealing the Gates. Even the "Nothing can Help You Now" effect, which normally disables sealing, fails to stop her. And when she does that, she has to pay 1 less Clue for that.

to:

* MechanicallyUnusualFighter: ''Nothing'' can stop Akachi ignores any effects forbidding her to seal the gates (and spends 1 Clue less when doing so). The rules about seal placement still applies, though, so moving gates from sealing ''The Lurker at the Gates. Even Threshold'' still can't be sealed if they moves on the "Nothing can Help You Now" effect, which normally disables sealing, fails to stop her. And when she does that, she has to pay 1 less Clue for that.streets.



Finn is immune to items or money-discarding effects, and sometimes can move like a monster during Mythos phase.
----



One of the investigators specialising in more efficient usage of clues, by improving result of the throw. Additionally, he can bail out arrested investigators.
----



Hank can skip Horror checks in battle (unless he fails the Combat or Evade check).
----



Mihn gains bonuses to all stats when she has an Ally or another investigator in her location, and gives same bonus to whomever sticks around with her.
----



When closing a gate, Norman can chose and exile monsters with different symbol than one on the gate.
----



* MechanicallyUnusualFighter: When closing a Gate, he can choose which symbol it has for the purpose of swiping monster from the board. He can't make it have Moon symbol, though.

to:

* MechanicallyUnusualFighter: When closing a Gate, he can choose which symbol it has for the purpose of swiping monster from the board. He can't make it have It doesn't work with Moon symbol, though.



Patrice allows other investigators to spend her clues, and gains free clues each time a gate opens.
----



Each turn, Roland gains 1 clue and $1, unless he already has 2 or more.
----



Silas can quickly move between aquatic locations, and gains bonuses in them. But he's more likely to discover the Innsmouth Look.
----



* CripplingOverspecialisation: All his abilities are related to aquatic locations. While Innsmouth has fair share of such, not all of them are aquatic -- and even less such locations in Arkham.

to:

* CripplingOverspecialisation: All his abilities are related to aquatic locations. While Innsmouth has fair share of such, not all of them are aquatic -- aquatic. Kingsport and Arkham have even less such locations in Arkham.fewer of them, and Dunwich has none.


Added DiffLines:

One per turn, Skids can roll 2 extra dice for each "1" he throws. But he's unable to take bank loan or become a deputy.
----


Added DiffLines:

Tommy can lure the monsters from nearby locations to himself. Being a cop, he can't be arrested, and easily becomes a deputy.
----


Added DiffLines:

Trish uses non-standard skills tracks, with its own pros and cons.
----


Added DiffLines:

Ursula is allowed to use location's ability and have an encounter on the same turn, and can pick her starting location.
----


Added DiffLines:

William can spend monster trophies as clues, and can remove spent monster trophies from the game ''permanently''.
----


Added DiffLines:

Zoey fully ignores resistances, and partially -- immunities.
----


Added DiffLines:

Special investigator only available in the final scenario of the League. Can trade his Stamina and Sanity to other investigators, and is immune to stats-reducing effects.
----

Added: 1878

Changed: 34

Is there an issue? Send a MessageReason:
None


One of the investigators specialising in more efficient usage of clues.

to:

One of the investigators specialising in more efficient usage of clues.clues, by gaining extra rolls from them.


Added DiffLines:

Diana specialises on Silver Twilight Lodge encounters: she starts with free membership card, and can't lose it. Also gains small bonuses on Doom or Terror level increase.
----


Added DiffLines:

Jacqueline can, once per turn, replace undesirable Mythos card with a random new one.
----


Added DiffLines:

Jim can spend clues to automatically defeat Undead monsters. Additionally, he can play Other World encounter cards as if his world has green encounter symbol.
----


Added DiffLines:

Once per turn, Leo can prevent any investigator from losing 1 point of either Stamina or Sanity.
----


Added DiffLines:

Marie has extra "hand" slot to cast magic, and can, once per game, decrease Doom.
----


Added DiffLines:

Mark can't be arrested or delayed, essentially preventing him from ever getting stuck.
----


Added DiffLines:

Rita has limited control over which Injury and Madness cards she gets, making it easier to avoid undesirable ones. Additionally, she can't be killed by gaining duplicate cards.
----


Added DiffLines:

Wilson has unlimited focus for the purpose of altering his stats. Additionally, he can earn money instead of doing Arkham encounters.
----


Added DiffLines:

Charlie can gain Allies removed from the game, and can spend clues to prevent Terror level increasing.
----


Added DiffLines:

Daisy can read Tomes without losing Sanity, and spend less on spell-casting.
----


Added DiffLines:

Lily can alter her maximum Stamina and Sanity the same way she alters other stats.
----


Added DiffLines:

Lola can discard unneeded Skills to gain new ones.
----


Added DiffLines:

Luke starts with Gate Box which he can't lose, and gains clues whenever he enters any Other World or gets lost in time and space.
----


Added DiffLines:

When Rex gets one or more clue, he gets extra one. However, he always starts with Curse, and can't lose it by normal means.
----


Added DiffLines:

Tony can spend monster trophies to earn money, and his trophies worths extra whenever he spends them.
----


Added DiffLines:

Wendy automatically evades any enemies on the streets, and can't be Cursed or arrested while she carries an Elder Sign, but she's also incapable of taking bank loans.
----

Added: 5190

Changed: 525

Is there an issue? Send a MessageReason:
None


The only investigator capable of directly healing Sanity.
----



* SquishyWizard: She has worst possible Speed and Sneak stats, meaning that she has virtually zero chance to escape from any monster; she wouldn't fare much better when fighting it, either, due to low Stamina. The best way to improve her offensive capabilities is to obtain some spells for her -- she has high Lore stat, and her high Sanity and regeneration allows to throw spells more liberally.



Gloria has limited control over which Other World encounters she gets, making it easier to avoid undesirable ones.
----



Harvey suffers less Sanity damage from any source, excluding voluntary spending.
----



Jenny starts with massive amount of cash, and gains more every turn (while others have to look for it).
----



* JackOfAllTrades: Jenny's stats distribution and tons of cash to spend on items makes her suitable for almost any role (albeit she suffers from limited mobility due to low Speed), with slight preference for encounters.



One of the investigators specialising in more efficient usage of clues.
----



Supportive investigator who can allow other investigators to reroll their dice during any skill checks.
----



Bob has limited control over which Unique Items he gets, making it easier to obtain useful ones.
----



* MechanicallyUnusualFighter: Whenever he draws the Unique Item(s), he draws one card more and discards one, those having more freedom to pick more useful ones. If he passes his Personal Story, it gets upgraded to also give him free clues, if he fails it, he would need to ''spend'' clues to use it instead.

to:

* MechanicallyUnusualFighter: Whenever he draws the Unique Item(s), he draws one card more and discards one, those thus having more freedom to pick more useful ones. If he passes his Personal Story, it gets upgraded to also give him free clues, if he fails it, he would need to ''spend'' clues to use it instead.



The only investigator capable of directly healing Stamina.
----



Amanda has limited control over which Skills she gets, making it easier to obtain useful ones.
----



Pete can look on the bottom of Items and Spells decks, and take cards from there instead of the top when drawing such cards.
----



Bob has limited control over which Common Items he gets, making it easier to obtain useful ones.
----



Darrell has limited control over which Arkham encounters he gets, making it easier to avoid undesirable ones.
----



Dexter has limited control over which Spells he gets, making it easier to obtain useful ones.
----



By simply being presented in location, Kate prevents gates and monsters from spawning there (but not entering from elsewhere).



Michael suffers less Health damage from any source, excluding voluntary spending.
----



Sister Mary can't be lost in time and space, and always starts the game being Blessed.
----



Abhoth replaces standard monster surges with spawning powerful Children of Abhoth monsters. Abhoth completely lacks human worshipping, completely removing Cultists from the game.
----



* {{Cult}}: Abhoth is the only Ancient One to [[AvertedTrope explicitly have none]] (at least amongst humans). When playing against him, you must remove all Cultists from the game.

to:

* {{Cult}}: Abhoth is the only Ancient One to [[AvertedTrope explicitly have none]] no cults worshipping him]] (at least amongst humans). When playing against him, you must remove all Cultists from the game.



Glaaki spawns special monsters, Servants of Glaaki, whenever an Ally gets discarded or removed from the game, which hurts investigators in various ways (and may summon Glaaki preemptively if too many spawns). Additionally, having an investigator devoured greatly increases Doom.
----



Instead of normal monster surges, Shudde M'ell gradually destroys Arkham; if too many locations destroys, the game ends in failure.
----



Tsathoggua completely disables most locations' special abilities. This effect disables "Urban" Mythos cards.
----



Atlach-Nacha makes ''all'' Gates opening count as bursts, which makes sealing the gates almost useless (and makes flying monsters even more dangerous).
----



Whenever investigators kills Cultist or seals the gate, they gets infected with Eihort's brood, risking being immediately devoured and increasing Doom (potentially massively).



Investigators are greatly limited in how many clues they can have, and have much harder times when escaping from any enemies.
----



Y'Golonac makes that any Cultist slain increases Terror level, and advances Doom whenever investigator draws a Tome from any deck (excluding starting equipment).
----



Bokrug spawns four Beings of Ib, which provides permanent debuffs unless destroyed by sacrificing trophies while in the Other World; any undefeated ones would support Bokrug in the Last Battle.
----



Investigators in the same neighborhood with a seal (or those carrying an Elder Sing) suffers penalty to all stats.
----



* HolyIsNotSafe: When playing against him, any investigator carrying an Elder Sign or in the same location as a seal takes a -1 penalty to any skill checks.

to:

* HolyIsNotSafe: When playing against him, any investigator carrying an Elder Sign or in the same location neighborhood as a seal takes a -1 penalty to any skill checks.



Investigators loses Stamina when they spends more than 3 movement points per turn (except on reading books). This effect disables "Weather" Mythos cards.
----



Whenever investigators obtains more than 1 clue at once, they risks immediate death.
----



Whenever monster attacks investigator during encounters, they instead fights special Tendril of Nyogtha enemy, with no way to escape and instant death if not killed under 3 turns.
----



The first player (who never changes unless current one dies) must either spend 2 clues, or draw a card from special deck, with increasingly harsher effects (culminating in death).
----



Rhan-Thegoth consumes any Cultists drawn, increasing both Doom and Terror level.
----



Whenever a gate opens, there's a chance that extra Mythos card would be played.
----



Bonus Ancient One for attenders of ''Arkham Night 2010''

to:

Bonus !!!Bonus Ancient One for attenders of ''Arkham the "Arkham Night 2010''2010".
Whenever monster surge occurs, all gates on the board gets replaced with a random new ones, as well as ceases to count as explored (potentially screwing investigators who're in the Other Worlds, or are about to close the gate).



* EarlyInstallmentWeirdness: Daoloth was introduced way before Epic Battles were invented, and thus, lacks his own Sinister plots.




to:

* StalkerWithoutACrush: Daoloth's Cultists keeps pursuing any investigators on the streets or in unstable locations; it's a step beyond normal "stalker" enemies, who can only attack investigators whom they can reach in one step.



Special "Ancient One" used only in the ''Third Spanish League''. Its unique idea is that investigators ''don't know'' whom they're dealing with, until they either investigates the local cults to find the real culprit, or the Ancient One awakens. It supports all standard Ancient Ones, excluding Daoloth.

to:

Special !!!Special "Ancient One" used only in the ''Third Spanish League''. League''.
Its unique idea is that investigators ''don't know'' whom they're dealing with, until they either investigates the local cults to find the real culprit, or the Ancient One awakens. It supports all standard Ancient Ones, excluding Daoloth.

Added: 1319

Changed: 256

Is there an issue? Send a MessageReason:
It feels wrong that no one has any description, so started adding those. With Ancient Ones, it's supposed to briefly summarise their main gimmick(s), outside of Last Battle.


Comparing to the other Ancient Ones, Azathoth gives the most time, and has neither strong Powers nor dangerous Worshippers -- but also makes the players instantly lose if he ever actually awakens.
----



Cthulhu makes Cultists dangerous for investigators with weak Will and low Sanity (read: most fighters), and makes every investigator weaker by reducing their maximum Stamina and Sanity.
----



Hastur makes Cultists stronger and more mobile, and makes sealing the gates much harder task than usual.
----



Ithaqua punishes investigators for staying on streets, and makes all Cultists much tougher.
----



* {{Wendigo}}: Ithaqua is often associates with wendigos, and the description of his worshippers implies that this is the case behind his Cultists' toughness.

to:

* {{Wendigo}}: Ithaqua is often associates with wendigos, and the description of his worshippers implies that this is the case behind why his Cultists' toughness.
worshippers are so tough: their cannibalism and dark rituals turns them into monsters.



Nyarlathothep makes Cultists "endless" (can't be gained as trophies), and spices up the monster pool with a set of lethal Mask enemies.
----



* {{Cult}}: Nyarlathothep has countless worshippers all around the world. So many of them, in fact, you literally have no chance to wipe them all out: [[GameplayAndStoryIntegration all Cultists under his guidance have the Endless trait.

to:

* {{Cult}}: Nyarlathothep has countless worshippers all around the world. So many of them, in fact, you literally have no chance to wipe them all out: [[GameplayAndStoryIntegration all Cultists under his guidance have the Endless trait.trait]].



Shub-Niggurath makes all monsters significantly tougher, and also makes one of the most lethal of them, the Dark Young, impossible to take as trophy (ensuring that they would come again and again).
----



Yig is one of quickest Ancient Ones to awake, due to shortest Doom track and all his Powers further speeding up the process. His Cultists are notoriously punishing for anyone who gets hurt by them.
----



Yog-Sothoth makes Gates noticeably harder to close, and significantly amplifies the risks of travelling in the Other Worlds, as getting lost in time and space becomes one-way ticket.
----



* BlobMonster: Not himself, but his servants, Formless Spawns. Under his leadership, they receive a bonus to toughness, and becomes Hunters.

to:

* BlobMonster: Not himself, but his servants, Tsathoggua is served by the Formless Spawns.Spawns -- the monsters resembling a twirling mass of some malicious black goo. Under his leadership, they receive a bonus to toughness, and becomes Hunters.



* ThePlague: Tsathoggua's Power. In gameplay terms, it disables the special ability for any location besides Arkham Asylum, St. Mary's Hospital, Train Station, or any of the three shops in Arkham (though random encounters at those locations are not disabled). This also overwrites any Urban mythos cards.

to:

* ThePlague: Tsathoggua's Power.Power is him spreading some sort of disease across Arkham. In gameplay terms, it disables the special ability for any location besides Arkham Asylum, St. Mary's Hospital, Train Station, or any of the three shops in Arkham (though random encounters at those locations are not disabled). This also overwrites any Urban mythos cards.
Is there an issue? Send a MessageReason:
None


* HalfHumanHybrid: Many of his worshippers have the infamous "Innsmouth look" (the sign of Deep One heritage), which makes them so ugly, they become dangerous to investigators' Sanity. When playing against ''Arkham Night'' version, they also becomes "aquatic", which gives them better mobility between any locations which have access to ocean.

to:

* HalfHumanHybrid: Many of his worshippers have the infamous "Innsmouth look" (the sign of Deep One heritage), which makes them so ugly, they become dangerous to investigators' Sanity. When playing against ''Arkham Night'' "Arkham Night" version, they also becomes "aquatic", which gives them better mobility between any locations which have access to ocean.

Added: 826

Changed: 576

Is there an issue? Send a MessageReason:
None


* HalfHumanHybrid: Many of his worshippers have the infamous "Innsmouth look", which makes them so ugly, they become dangerous to investigators' Sanity.

to:

* HalfHumanHybrid: Many of his worshippers have the infamous "Innsmouth look", look" (the sign of Deep One heritage), which makes them so ugly, they become dangerous to investigators' Sanity.Sanity. When playing against ''Arkham Night'' version, they also becomes "aquatic", which gives them better mobility between any locations which have access to ocean.



* MythologyGag: [[SpecialAttack Sinister plot]] which makes him devour 1D6-1 investigators references similar attack he had in the ''TabletopGame/CallOfCthulhu'' rulebook.



* TookALevelInBadass: His ''Arkham Nights'' version.

to:

* TookALevelInBadass: His ''Arkham Nights'' "Arkham Nights" version.



* ContinuingIsPainful: When playing against "Arkham Nights" version of Hastur, each time an investigator gets driven insane or devoured, it increases Terror level by 1, further punishing the players who're falling behind.



* DynamicDifficulty: His battle rating depends on the current Terror level at the start of the battle, and thus may range from (0) to (-10).

to:

* DynamicDifficulty: His battle rating depends on the current Terror level at the start of the battle, and thus may range from (0) to (-10). "Arkham Nights" ditches it in favour of stable (-5) rating.



* MaximumHPReduction: "Arkham Night" version of Hastur replaces his standard Power (sealing the gate costs more clues) with a new one: now, sealing the gate also decreases max Sanity by 1.



* TookALevelInBadass: His ''Arkham Nights'' version.

to:

* TookALevelInBadass: His ''Arkham Nights'' "Arkham Nights" version.



* ArmorPiercingAttack: His "Arkham Nights" versions gains new ability: if an investigator rolls at least 2 "1's" during Yig's attack ("[[StealthPun Snake Eyes]]"), they immediately loses 1 Stamina and 1 Sanity, as if they failed the saving throw.



* TookALevelInBadass: His ''Arkham Night'' version.

to:

* TookALevelInBadass: His ''Arkham Night'' "Arkham Night" version.




to:

** "Arkham Nights" version makes all investigators pass a Sneak check on each opened gate (including starting one) to avoid being Cursed, with difficulty scaling with the number of opened gates. That alone can screw unlucky team over, as well as makes them much more likely to die from Yig's opening attack.
Is there an issue? Send a MessageReason:
Hot Scientist is no longer a trope


* HotScientist: A wispy build, but makes a lab coat look sexy.
Is there an issue? Send a MessageReason:
An Axe To Grind is no longer a trope


* AnAxeToGrind: He starts out with one.
Is there an issue? Send a MessageReason:
None


* The Medic: He move to Arkham from Boston, hoping to work at St. Mary's Hospital. It's also his main role in the team.

to:

* The Medic: TheMedic: He move to Arkham from Boston, hoping to work at St. Mary's Hospital. It's also his main role in the team.

Added: 1591

Changed: 420

Removed: 566

Is there an issue? Send a MessageReason:
None


* KingMook: The [[SandWorm biggest Chtonian]] over there. Under his guidance, they would cause damage to investigators on moving more often.

to:

* KingMook: The biggest [[SandWorm biggest Chtonian]] over there. Under his guidance, they would cause damage to investigators on moving more often.



* DiceRollDeath: Each time you get a Brood token, you must roll a dice; if the number is lower than amount of tokens you have, you're [[{{Permadeath}} devoured]] ([[ChestBurster literally]]).



* DiceRollDeath: When she attacks, you must roll as many dice as the amount of Focus you have, [[RandomNumberGod and if you roll no success, you die]].



* LuckBasedMission: When she attacks, you must roll as many dice as the amount of Focus you have, [[RandomNumberGod and if you roll no success, you die]].



* DiceRollDeath: Her attacks depends on a dice roll, and forces each investigator to sacrifice X Stamina, Sanity, and/or clues, where X is the roll's result. Depending on dice rolls, she will either kill you outright in few turns, or be weaker than some lesser monsters.



* LuckBasedMission: Her attacks depends on a dice roll, and forces each investigator to sacrifice X Stamina, Sanity, and/or clues, where X is the roll's result. Depending on dice rolls, she will either kill you outright in few turns, or be weaker than some lesser monsters.



* LuckBasedMission: In this case, the actual Luck stat is involved. One of his [[SpecialAttack Sinister plots]] is to force each investigator to [[RandomNumberGod pass a Luck check, or be devoured]].

to:

* LuckBasedMission: In this case, DiceRollDeath:
** Whenever investigator gains more than 1 clue at once, they must draw a random Visage token, [[{{Permadeath}} getting devoured]] if they draw
the actual Luck stat is involved. one with Ghatanothoa's face.
**
One of his [[SpecialAttack Sinister plots]] is to force each investigator to [[RandomNumberGod pass a Luck check, or be devoured]].



* DiceRollDeath: Survival of the first player during Nyogtha's attack is only determined by one dice roll. You fail, you die, that's it.



* LuckBasedMission: Survival of the first player during Nyogtha's attack is only determined by one dice roll. You fail, you die, that's it.



* DiceRollDeath: {{Downplayed|Trope}} with the dust deck. Which cards you draw is always random, so depending on your luck, you can either get killed in few turns, or survive till the end of the game; but you can avoid drawing the card altogether by spending clues each turn.



** The "Followers" cards represent the currently suspected Ancient One, and effects they provides to certain monsters. Those cards get discarded each time a new Process mythos card enters play; if they were "investigated" (the way to accomplish this is unique to each card), there's no ill effect, otherwise, there will be some sort of penalty, depending on the card discarded. Once the last card gets reached, The Unknown gets replaced by the corresponding Ancient One; wether the game continues or ends here and now, may vary depending on which Ancient One turns out to be the final one.
** Instead of having one static Power, The Unknown has special "Lethargy" deck, which ''does not'' copy the Powers of any standard Ancient One. New "Lethargy" card enters play on increase of Terror level; the last card stays in play permanently.

to:

** The "Followers" cards represent the currently suspected Ancient One, and effects they provides to certain monsters. Those cards get discarded each time a new Process mythos card enters play; if they were "investigated" (the way to accomplish this is unique to each card), there's no ill effect, otherwise, there will be some sort of penalty, depending on the card discarded. Once the last card gets reached, The Unknown gets replaced by the corresponding Ancient One; wether the game continues or ends here and now, may vary depending in defeat immediately depends on which the current Doom (it must not exceed the Ancient One turns out to be the final one.
One's Doom track, or it's game over).
** Instead of having one static Power, The Unknown has special "Lethargy" deck, which ''does not'' copy the Powers of any standard Ancient One. New "Lethargy" card enters play on increase of Terror level; the last card stays in play permanently.permanently, even if the Unknown leaves play due to being replaced by the other Ancient One.


Added DiffLines:

* NonStandardGameOver: When the Followers deck runs out, the corresponding Ancient One replaces the Unknown, and the current Doom gets compared to their Doom track; if it exceeds it, the game ends and investigators lose, otherwise the standard rules applies.
Is there an issue? Send a MessageReason:
dewicked Ill Girl


* WouldHurtAChild: Fail his Personal Story and he gets to be witness to this, seeing the little girl he wanted to save led away in handcuffs while the cruel loan shark from the local gang who'd been chasing her just watches (with the implication that he did something to get the kid in trouble with the law), and the kid's mom (who was previously showed to be [[IllGirl really ill]], while her dad is [[ParentalAbandonment already dead]]) is nowhere in sight.

to:

* WouldHurtAChild: Fail his Personal Story and he gets to be witness to this, seeing the little girl he wanted to save led away in handcuffs while the cruel loan shark from the local gang who'd been chasing her just watches (with the implication that he did something to get the kid in trouble with the law), and the kid's mom (who was previously showed to be [[IllGirl really ill]], ill, while her dad is [[ParentalAbandonment already dead]]) is nowhere in sight.
Is there an issue? Send a MessageReason:
None


* GoMadFromTheRevalation: Downplayed. Once she finished recreating the landscape of Carcosa in her work, she was obsessed with it.

to:

* GoMadFromTheRevalation: GoMadFromTheRevelation: Downplayed. Once she finished recreating the landscape of Carcosa in her work, she was obsessed with it.
Is there an issue? Send a MessageReason:
None


[[folder: ''Arkham Horror: The Card Game]]

to:

[[folder: ''Arkham Horror: The Card Game]]Game'']]

Top