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* AntiDebuff: He can remove Debt or Detained conditions from other players. [[NoSelfBuffs He can't help himself, however]].



* AntiDebuff: She adds 1 to result of every die while trying to get rid of Bane conditions.



* AntiDebuff: Once per round, he may reroll 1 die when resolving effects of the Deal or Pursuit conditions.



* ItemCaddy: She can discard any Talents she no longer need to improve equal number of skills (of her choice). She can also replace improving a skill with gaining a Talent (can be used when improvement would be wasted otherwise, as no skill can be improved more than twice).

to:

* ItemCaddy: She can discard any Talents she no longer need to improve equal number of skills (of her choice). She can also replace improving a skill with gaining a Talent (can be used useful when improvement would be wasted otherwise, as no skill can be improved more than twice).



* HeroicBSOD: She suffers this if she allows another investigator to be defeated by sanity loss; her Sanity gets reduced by 2, and from now on she can only restore Health ''OR'' Sanity during rest.

to:

* HeroicBSOD: She suffers this breakdown if she allows another investigator to be defeated by sanity loss; her Sanity gets reduced by 2, and from now on she can only restore Health ''OR'' '''or''' Sanity during rest.rest (but not both).



* MultiplayerOnlyItem: Her personal story can't be neither resolved nor failed if she's the sole player, as both require other player(s).



** One of her starting cards allows her to spawn Clues when she Rests. And her personal story also makes her spawn Clues when ''she'' Rests, too. Unfortunately, her Observation would likely make her unable to actually collect those Clues on her own.
* {{Unwinnable}}: Her personal story requires ''another'' investigator to Rest in her location as a trigger. Even if all other conditions are fulfilled, if she's playing solo, for one reason or another, she's out of luck. On the bright side, she can't fail it either, as the failure condition is ''also'' related to other investigators.

to:

** One of her starting cards allows her to spawn Clues when she Rests. And Rests (with her personal story also makes her spawn Clues story's in-progress effect doing the same when ''she'' Rests, too. Unfortunately, other players Resting at her space), but, unfortunately, her low Observation would likely make her unable to actually collect those Clues on her own.
* {{Unwinnable}}: Her personal story requires ''another'' investigator to Rest in her location as a trigger. Even if all other conditions are fulfilled, if she's playing solo, for one reason or another, she's out of luck. On the bright side, she can't fail it either, as the failure condition is ''also'' related to other investigators.



* GeoEffects: He rolls extra die when performing location or research encounters in cities. Unlike most such abilities, it doesn't help him during fights or Other World encounters, nor it affects his teammates.



* TheSmartGuy: He has great Observation, and can roll an extra die during any Location or Research encounters on City spaces (which he would likely do either to search for clues, or buy supplies).

to:

* TheSmartGuy: He has great Observation, and can roll an extra die during any Location or Research encounters making him good clue-searcher, with further bonus if he does that on the City spaces (which he would likely do either to search for clues, or buy supplies).space.



* WeNeedToGetProof: His personal story requires him to gather enough evidences of his claims. If he succeeds (by gathering enough Clues during Research encounters), he acquires the proofs he needs; otherwise they get destroyed and he ruins his reputation.

to:

* WeNeedToGetProof: His personal story requires him to gather enough evidences of his claims. If he succeeds (by gathering enough Clues during Research encounters), he acquires the proofs he needs; otherwise they get gets destroyed and he ruins his reputation.



* SupportPartyMember: By just sticking around, she makes any investigator in her location to roll an extra die during Other World encounters (read: attempts to close the Gate).

to:

* SupportPartyMember: By just sticking around, SquishyWizard: Gloria has good overall stats in all fields except combat, making her good at both looking for clues, and closing the gates, relying on magic whenever she makes any investigator in her location to roll can't avoid battle. In particular, she has an extra die during Other World encounters (read: attempts roll whenever she tries to close the Gate).a Gate (the buff that she applies to everyone else at same space).



* HeroicBSOD: If another investigator dies, she suffers a mental breakdown, and her Sanity gets reduced by 2.

to:

* HeroicBSOD: If another investigator dies, she suffers a mental breakdown, and her max Sanity gets reduced by 2.



* NoSell: If a Gate would spawn on her place, it would be instantly discarded instead.
* OneHitKill: She can instantly destroy one monster in a location with a Gate, assuming its toughness is less than her Observation.
* SquishyWizard: Her good Lore makes her good pick for a spell-caster, but she has low Health and Strength, which may end with her being killed if not careful.

to:

* NoSell: If a Gate would spawn on her place, it would be instantly discarded instead.
instead, with no harm being done, while she gets a free Clue.
* OneHitKill: She can instantly destroy one monster in on a location space with a Gate, assuming its toughness is less than her Observation.
* SquishyWizard: Her good high Lore makes her good pick for a spell-caster, but she has low Health and Strength, which may end with her being killed if not careful.



** Once per round, he can spend 1 Focus or 1 Sanity to interact with Gate as if there's no monster, bypassing the combat [[SquishyWizard which he's unlikely to survive]].

to:

** Once per round, he can spend 1 Focus or 1 Sanity to interact with a Gate as if there's no monster, bypassing the combat [[SquishyWizard which he's unlikely to survive]].



* TimedMission: He fails his personal story (she must solve a Mystery) if there's at least 5 Gates on the map at once. To buy more time, he has to close the Gates which are already spawned.

to:

* TimedMission: He fails his personal story (she (he must solve a Mystery) if there's at least 5 Gates on the map at once. To buy more time, he has to close the Gates which are already spawned.



** When he defeats a monster with toughness above 1, he can gain a free non-Service card from reserve. It synergises with his active ability, which helps him to "farm" for better weapon.

to:

** When he defeats a monster with toughness above 1, he can gain a free non-Service card from reserve. It synergises with his active action ability, which helps him to "farm" for better weapon.



* HeroicRROD: He fails his personal story if he gets reduced to 1 Health or 1 Sanity prior to solving a Mistery, and suffers permanent reduction of maximum Health by 2, as well as starts throwing 1 fewer die when performing Will tests. Both effects essentially cripples him, as without Health, he can't be a good fighter, and without Will, he can't be good Gate-closer.

to:

* HeroicRROD: He fails his personal story if he gets reduced to 1 Health or 1 Sanity prior to solving a Mistery, Mystery, and suffers permanent reduction of maximum Health by 2, as well as starts throwing rolling 1 fewer die when performing Will tests. Both effects essentially cripples him, as without Health, he can't be a good fighter, and without Will, he can't be good Gate-closer.



** His personal story is named "To be or not to be", and consequence of a failure is "Alas, poor Yorick".

to:

** His personal story is named "To be or not to be", and consequence of a failure is "Alas, poor Yorick".Yorick"; both are quotes from the play.



** As may be expected from a homeless, he performs poorly when it comes to using money or connections, as he obviously lacks either.

to:

** As may be expected from a homeless, he performs poorly when it comes to using money or connections, as he obviously lacks either. Hence, abysmal Influence stat.



* ItemCaddy: To compensate for abysmal Influence, he can gain Items or Trinkets with total cost lower than his Observation; he takes the cards from discard pile, not the deck.

to:

* ItemCaddy: To compensate for abysmal Influence, he can gain Items or Trinkets with total cost lower than his Observation; he takes the cards from discard pile, not the deck. This lets him obtain cards that were previously lost, spent or thrown out by the other players, or which were removed from reserve by some effects.




to:

* MechanicallyUnusualFighter: Pete has next to zero chances to get anything from the reserve normally, but is allowed to draw stuff from discard pile for free, as long as total value is below his Observation.



* ItemCaddy: He has good Influence, and can buy cards for reduced price. Additionally, he can trade Items and Trinkets regardless of wether other investigators are in same location, or not.

to:

* ItemCaddy: He has good Influence, and can buy cards for reduced price. Additionally, he can trade Items and Trinkets regardless of wether whether other investigators are in same location, or not.not.
* MultiplayerOnlyItem: His action ability is useless if he's the sole player, as it's built around helping the other player.



** He's one of the go-to choices for the dedicated supplier, due to good Influence stat, ability to reduce prices on the cards he buys, and being able to trade with other investigators even if they don't share a location.
** If he runs out of sanity, he joins some "society" which makes him put all his possessions on sell for the minimal possible price, as well as everything that was in reserve (save for Service cards). While him stopping participating in adventuring (and general behaviour) isn't appreciated, the investigator who checks on him reluctantly agrees that he's beneficial to the team's efforts.

to:

** He's one of the go-to choices for the dedicated supplier, due to good Influence stat, ability to reduce prices on of the cards he buys, and being able to trade with other investigators even if they don't share a location.
** If he runs out of sanity, he joins some "society" which makes him put all his possessions on sell for the minimal possible price, as well as everything that was in reserve (save for Service cards). While him stopping participating in adventuring (and general behaviour) isn't appreciated, the investigator who checks on him reluctantly agrees that he's this sell is beneficial to the team's efforts.



* AntiDebuff: She adds 1 to result of any die while trying to get rid of Injury, Madness or Illness conditions.



* CastFromHitpoints: She can spends Health or Sanity to gain Talents.

to:

* CastFromHitpoints: She can spends spend Health or Sanity to gain Talents.



* SupportPartyMember: One of his greatest contribution is ability to set aside Services for further use. Additionally, he can spawn Clues, or make someone else spawn.

to:

* SupportPartyMember: One of his greatest contribution is ability to He can set aside Services for further use. use (by any player, not just him), making those way more useful for entire team. Additionally, he can spawn Clues, or make someone else spawn.Clues.



* GameplayAndStoryIntegration: Due to containing the evil inside himself, he starts with Corruption condition.



* TheLostLenore: His backstory mentions what his LoveInterest was [[ReducedToDust killed]] by an unknown evil force (likely that one he [[SealedInsideAPersonShapedCan contains inside himself]]).
* MechanicallyUnusualFighter: He can trade his Health and Sanity with others, and is unaffected by stats impairment reduction mechanic.

to:

* TheLostLenore: His backstory mentions what that his LoveInterest was [[ReducedToDust killed]] by an unknown evil force (likely that one he [[SealedInsideAPersonShapedCan contains inside himself]]).
* MechanicallyUnusualFighter: He can trade his Health and Sanity with others, and is unaffected by stats skills impairment reduction mechanic.



* NotEnoughToBury: No details are provided (likely for the better), but it's stated that if he gets discovered by another investigator after running of health, little remains of Calvin himself.

to:

* NotEnoughToBury: No details are provided (likely for the better), best), but it's stated that if he gets discovered by another investigator after running out of health, little remains of Calvin himself.



* ItemCaddy: His action ability allows him to perform "Acquire asset" action, and then do another action. This allows him to always being ready to buy new cards, without fear of wasting limited number of actions on it.



* SupportPartyMember: Whenever he or other investigator in his location performs "Prepare for travel" action, one of them gains extra ticket on their choice.

to:

* SupportPartyMember: SupportPartyMember:
** His action ability lets him trade with other player(s) and then do another action, thus preserving precious actions.
**
Whenever he or the other investigator in his location performs "Prepare for travel" action, one of them gains extra ticket on their choice.



* ItemCaddy: She can spend Resources to gain Clues; with her extremely low Observation, it's likely the only way she would gain Clues at all. Once per round, after spending a Resource while acquiring asset or resting, she regains one.

to:

* ItemCaddy: She can spend Resources to gain Clues; with her extremely low Observation, it's likely the only way she would gain Clues at all. Once per round, she may gain 1 resource for free after spending a Resource while acquiring asset Acquiring Assets, or resting, she regains one.Resting.



* MultiplayerOnlyItem: His action ability doesn't work if he's the sole player.



* {{Greed}}: Succumbs to it if he fails his personal story; once it kicks in, he longer can give any of his assets to another investigator (making him useless at the one thing he's doing the best), and would lose 1 Sanity when any other investigator would ''Acquire Assets''.

to:

* {{Greed}}: Succumbs He succumbs to it pathologic greed if he fails his personal story; once it kicks in, he no longer can give any of his assets to another investigator (making him useless at the one thing he's doing the best), and would lose 1 Sanity when any other investigator would ''Acquire Assets''.Assets'', quickly driving him insane.
* ItemCaddy: He's all about buying stuff. His action ability allows him to Acquire Assets ''and'' gain Resources simultaneously, and let anyone else at same space do the same, giving him more opportunity to supply himself without burning all his actions. Additionally, gaining cards from reserve or discard pile heals his Sanity.

Added: 1539

Changed: 931

Removed: 280

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* CollectionSidequest: First time she passes a skill check, she puts a matching improvement token on her personal story card. Once she gathers all five tokens, she passes.

to:

* CollectionSidequest: First time she passes a skill check, test, she puts a matching improvement token on her personal story card. Once she gathers all five tokens, she passes.



* BigDamnHeroes: Investigators who comes to check on Mark after her runs out of health comes ''just'' in time to carry him out when the fire starts... assuming they pass a check, otherwise he suffocates due to smoke.

to:

* BigDamnHeroes: Investigators who comes to check on Mark after her runs out of health comes ''just'' in time to carry him out when the fire starts... assuming they pass a check, test, otherwise he suffocates due to smoke.



* AngstComa: If he runs out of sanity, he falls into catatonic state, failing to respond to anything. The investigator who comes to check on him may pass a check to try and bring him into a room with visible night sky, which slightly improves his condition (he would be able to communicate again), otherwise, it would only decline.

to:

* AngstComa: If he runs out of sanity, he falls into catatonic state, failing to respond to anything. The investigator who comes to check on him may pass a check test to try and bring him into a room with visible night sky, which slightly improves his condition (he would be able to communicate again), otherwise, it would only decline.



** She can pass a Lore check to gain extra Spells, making it easier to obtain the Spells she needs.

to:

** She can pass a Lore check test to gain extra Spells, making it easier to obtain the Spells she needs.



* DreamLand: If she runs out of sanity, she becomes obsessed with exploring the other world in her dreams (given the setting, likely to be the Dream Lands), but can't progress far on her own, and needs help. Depending on the visiting investigator's ability to pass Will check, she either succeeds, and [[FantasyKeepsake actually carries something out of the dream into the real world]], or slips into nightmare and never wakes up, [[AndIMustScream as if something trapped her mind]].

to:

* DreamLand: If she runs out of sanity, she becomes obsessed with exploring the other world in her dreams (given the setting, likely to be the Dream Lands), but can't progress far on her own, and needs help. Depending on the visiting investigator's ability to pass Will check, test, she either succeeds, and [[FantasyKeepsake actually carries something out of the dream into the real world]], or slips into nightmare and never wakes up, [[AndIMustScream as if something trapped her mind]].



* MechanicallyUnusualFighter: His special ability allows him to take one Asset with the cost of 1 without doing Influence check (even if he's in location which normally doesn't allow to purchase anything). Alternatively, he can discard any card from reserve and do an extra action.

to:

* MechanicallyUnusualFighter: His special ability allows him to take one Asset with the cost of 1 without doing Influence check test (even if he's in location which normally doesn't allow to purchase anything). Alternatively, he can discard any card from reserve and do an extra action.



* ItemCaddy: Marie's passive ability allows her to use Spells more safely, as she always loses 1 less Sanity from their effects.



* FaceHeelTurn: If he runs out of sanity, he turns into genuine criminal, and even him "surrendering" to another investigator as a sign of good will after long crime spree turns out to be a trap and attempt to rob them as well. It results in either investigator who comes for him winning, and Skids being arrested, or Skids overpowering them, only for police to intervene and just kill him.
* GameplayAndStoryIntegration: His past criminal record makes many people unwilling to trust him, resulting in abysmal Influence stat. He compensates for it with his active ability, which provides him with alternative way to acquire assets (by discarding a card, and drawing a replacement).

to:

* FaceHeelTurn: If he runs out of sanity, he turns into genuine criminal, and even him "surrendering" to another investigator as a sign of good will after long crime spree turns out to be a trap and attempt to rob them as well. It results in either the investigator who comes for him winning, and Skids being arrested, or Skids overpowering them, only for police to intervene and just kill him.
* GameplayAndStoryIntegration: His past criminal record makes many people unwilling to trust him, resulting in abysmal Influence stat. He compensates for it with his active action ability, which provides him with alternative way to acquire assets (by discarding a card, and drawing a replacement).



* MechanicallyUnusualFighter: He can re-roll any dice which rolls ''1'', unlimited amount of time. If he passes his personal story, it gets upgraded to also work when he rolls ''2''.

to:

* MechanicallyUnusualFighter: He MechanicallyUnusualFighter:
** During skill tests, he
can re-roll any dice which rolls ''1'', unlimited amount of time. times. If he passes his personal story, it gets upgraded to also work when he rolls ''2''.''2''.
** Skids has hard time buying anything legitimately, due to starting with 1 Influence, but his action ability lets him discard one of the Item or Trinket cards he already has, and draw a replacement, with the allowed max value being always 1 more than that of discarded card (so he can eventually obtain something he has no chance to get normally).



* BountyHunter: He's straight up described as such, tracking people down for money; that's how he originally joined the team, when the recent target ended up something more sinister than just a criminal.

to:

* BountyHunter: He's straight up described as such, called a bounty hunter, who's tracking people down for money; that's how he originally joined the team, when the recent target ended up something more sinister than just a criminal.



* CollectorOfTheStrange: If he runs out of sanity, he starts collecting some creepy "trophies", like bone chips or clumps of hair. Depending on how the meeting with another investigator goes, he may threaten to make ''them'' into a new trophy if they ever shows up again.

to:

* CollectorOfTheStrange: CreepySouvenir: If he runs out of sanity, he starts collecting some creepy "trophies", like bone chips or clumps of hair. Depending on how the meeting with another investigator goes, he may threaten to make ''them'' into a new trophy if they ever shows up again.



** His action ability allows him to directly convert Focus into Clues (as long as he can pass the Influence check). If he passes his personal story, he gains ability to do so without bothering with the check.

to:

** His action ability allows him to directly convert Focus into Clues (as long as he can pass the Influence check). test). If he passes his personal story, he gains ability to do so without bothering with the check.test.



* UnstableEquilibrium: Thanks to the combination of his special abilities and starting with Handcuffs, he turns into a MookHorrorShow when there are numerous cultists sprawned on regular basis. Handcuff enemy by expending Focus, "kill" the creature, automatically regain Focus, proceed with next target. If he finishes his Personal Story (which is trivial), he is one of the most reliable Clue generators in the whole game on top of being a powerhouse in combat. And if the Ancient One is the Syzygy, Tony enters game-breaker territory.

to:

* UnstableEquilibrium: Thanks to the combination of his special abilities and starting with Handcuffs, he turns into a MookHorrorShow when there are numerous cultists sprawned spawned on regular basis. Handcuff enemy by expending Focus, "kill" the creature, automatically regain Focus, proceed with next target. If he finishes his Personal Story (which is trivial), he is one of the most reliable Clue generators in the whole game on top of being a powerhouse in combat. And if the Ancient One is the Syzygy, Tony enters game-breaker territory.



* BigGuy: PlayedWith. While she has [[GlassCannon noticeably low Health for a fighter]], she's much more resistant to Sanity-based attacks: she starts with 6 Will (4 basic, and 2 from her starting asset) and 7 Sanity. And if she passes that, she gains huge boost to her (also decent) Strength; it doesn't matter how hard the enemy hits if it dies before it can try.

to:

* BigGuy: PlayedWith. While she has [[GlassCannon noticeably low Health for a fighter]], she's much more resistant to Sanity-based attacks: she starts with 6 Will (4 basic, and 2 from her starting asset) and 7 Sanity. And if she passes that, avoids taking horror from the monster's Willpower test, she gains huge boost to her (also decent) Strength; it doesn't matter how hard the enemy hits if it dies before it can try.touch her.



* HunterOfMonsters : She's on MissionFromGod, which instructs her to strike the wicked and stop the forces of evil -- the [[EldritchAbomination Ancient One]] and its minions. And she's more than capable of doing so.

to:

* HunterOfMonsters : HunterOfMonsters: She's on MissionFromGod, which instructs her to strike the wicked and stop the forces of evil -- the [[EldritchAbomination Ancient One]] and its minions. And she's more than capable of doing so.



* NoHistoricalFiguresWereHarmed : Lost her parents at a young age, driven by a goal for the greater good. Hunts down the wicked at night. Sound Familiar?
* ThemeNaming: Her personal story and its' reward and consequence have a [[ReligiousAndMythologicalThemeNaming religious motif]] ("In His Name", "Crusade" and "Gone Astray", respectively).

to:

* NoHistoricalFiguresWereHarmed : NoHistoricalFiguresWereHarmed: Lost her parents at a young age, driven by a goal for the greater good. Hunts down the wicked at night. Sound Familiar?
* ThemeNaming: ReligiousAndMythologicalThemeNaming : Her personal story and its' reward and consequence have a [[ReligiousAndMythologicalThemeNaming religious motif]] [religious motif ("In His Name", "Crusade" and "Gone Astray", respectively).



* BrassBalls: Isn't afraid of anything, and it's reflected by one of his special abilities. In combat encounters, he skips directly to Strength check, and if he passes it, he doesn't need to do Will test at all. Ability doesn't work if the enemy tests something else in place of Will during Horror test.

to:

* BrassBalls: Isn't afraid of anything, and it's reflected by one of his special abilities. In combat encounters, he skips directly to Strength check, test, and if he passes it, he doesn't need to do Will test at all. Ability doesn't work if the enemy tests something else in place of Will during Horror test.test, however.



* OneHitKill: His action ability allows him to pass a Strength check and, on success, instantly destroy an enemy in his location; the better he performs, the stronger enemy he can kill this way.
* PunchPunchPunchUhOh: Doesn't have to make a horror check unless he takes physical damage in combat.

to:

* OneHitKill: His action ability allows him to pass a Strength check test and, on success, instantly destroy an enemy in his location; the better he performs, the stronger enemy he can kill this way.
* PunchPunchPunchUhOh: Doesn't have to make a horror check test unless he takes physical damage in combat.



* MechanicallyUnusualFighter: He can directly convert the clues gained from research encounters into skills improvements.



* SupportPartyMember: Can help the other investigators to improve their skills. To pass his personal story, he has to do this at least 5 times.

to:

* SupportPartyMember: Can He can help the other investigators to improve their skills.skills (unless they already have higher stats). To pass his personal story, he has to do this at least 5 times.



* TheAlcoholic: If he runs out of Sanity, Joe becomes miserably drunkard, to the point that investigator who checks on him requires to pass an Observation check in order to gain any useful info from what he says.

to:

* TheAlcoholic: If he runs out of Sanity, Joe becomes miserably a miserable drunkard, to the point that investigator who checks on him requires to pass an Observation check test in order to gain any useful info from what he says.



* GeniusBruiser: {{Downplayed|Trope}}. He starts with great Observation, and while his basic Strength is low, it's offset by him starting with a gun (and he can easily obtain better weapon due to good Influence), as well as high Health.

to:

* GeniusBruiser: {{Downplayed|Trope}}. He starts with great Observation, and while his basic Strength is low, it's offset by him starting with a gun (and he can easily obtain a better weapon due to good Influence), as well as high Health.



* ItemCaddy: She can obtain tickets anywhere, even if she's not at the city space, and lets another player do the same (regardless of their position).



** He's experienced archeologist who prefers to look for lost relics in remote and dangerous places.

to:

** He's experienced archeologist archaeologist who prefers to look for lost relics in remote and dangerous places.



*** Besides optimal stats (high Observation and Strength), he also gains a free Relic once he resolves Expedition encounter.
*** As action ability, he can either discard an Artifact to retreat Doom (which he's more likely to obtain in the first place), or discard the top card of Expedition encounters deck, both to move the Expedition somewhere more preferable and to gain an extra action.

to:

*** Besides optimal stats (high Observation and Strength), he also gains a free Relic once he resolves the Expedition encounter.
*** As action ability, he can either discard an Artifact to retreat Doom (which he's more likely to obtain in the first place), or discard the top card of Expedition encounters deck, both to which lets him move the Expedition to somewhere more preferable and preferable, while still being able to gain an extra action.act afterwards.



* JackOfAllTrades: He has 3 at Influence, Strength and Willpower, and can improve any stat of his choice. This allows him to either become all-rounder, or further specialise in specific field. However, his effectiveness is limited by him being permanently Cursed (so only ''6'' counts as success on any rolls); due to that, he's actually poor choice for closing the Gates, despite his stats, as they're always multi-stage, requiring him to pass two checks in a row.
* LuckBasedMission: He fails his personal story if he ever flips his Cursed card -- which happens if he ever gets Cursed again.
* MechanicallyUnusualFighter: Rather than acquire Assets the normal way, he can take any amount of Assets from reserve, if their total cost is less than his current Influence (he starts with 3). And since this doesn't count as "Acquire Asset" action, he can easily do both.

to:

* JackOfAllTrades: He has 3 at Influence, Strength and Willpower, and can improve any stat of his choice. This allows him to either become an all-rounder, or further specialise in specific field. However, his effectiveness is limited by him being permanently Cursed (so only ''6'' counts as success on any rolls); due to that, he's actually poor choice for closing the Gates, despite his stats, as they're always multi-stage, requiring him to pass two checks tests in a row.
* LuckBasedMission: He fails his personal story if he ever flips his Cursed card -- which happens automatically if he ever gets Cursed again.
* MechanicallyUnusualFighter: Rather than acquire Assets the normal way, he can take any amount of Assets from reserve, if their total cost is less than his current Influence (he starts with 3). And since this doesn't count as "Acquire Asset" action, he can easily do both.both. It also doesn't require him actually being in a city.



* ItemCaddy: She has easier time preserving her Boons, and discarding Banes, as she adds "1" to result of each die when resolving their reckoning effects.



** She can pass a Will check (which is rather easy, due to high starting Will) to make herself or other investigator in her location to discard Madness condition.

to:

** She can pass a Will check test (which is rather easy, due to high starting Will) to make herself or other another investigator in her location to discard a Madness condition.



* CrimefightingWithCash: She has 4 Influence, which makes her one of the best candidates on the role of the designated supplier. Her action ability allows her to receive 2 extra dices during Acquire Asset actions, which further encourages her to take this role. And on top of that, she starts with Asset which allows her to re-roll 1 die while acquiring Assets.

to:

* CrimefightingWithCash: She has 4 Influence, which makes her one of the best candidates on the role of the designated supplier. Her action ability allows her to receive 2 extra dices dice during Acquire Asset actions, which further encourages her to take this role. And on top of that, she starts with Asset which allows her to re-roll 1 die while acquiring Assets.



** If she passes her personal story, she allows any investigator who takes a bank loan (read: gains Debt condition), it gives +3 successes instead of normal +2. And she still can help to get rid of that Debt afterwards.

to:

** If she passes her personal story, she allows any investigator who takes a bank loan (read: gains Debt condition), it gives "upgrades" Bank Loans for the rest of the game, making them give +3 successes instead of normal +2. And she still 2; this isn't much of issue for Jenny herself, but can help to get rid of that Debt afterwards.become a blessing for her less rich teammates.



* NominalHero: The only reason why he joined the team is to avenge his fallen friend, Louie.
* MassMonsterSlaughterSidequest: To pass his personal story, he has to slay the monsters with at least 10 total points of toughness. His reward is becoming even better at slaying monsters.



** He has extra way to gain Assets or Services without bothering with Influence checks. As it doesn't count as "Acquire Asset" action, he can do both in one turn.

to:

** He has extra way to gain Assets or Services without bothering with Influence checks.tests. As it doesn't count as "Acquire Asset" action, he can do both in one turn.



* NominalHero: The only reason why he joined the team is to avenge his fallen friend, Louie.
* MassMonsterSlaughterSidequest: To pass his personal story, he has to slay the monsters with at least 10 total points of toughness. His reward is becoming even better at slaying monsters.



* HopeSpot: {{Inverted|Trope}}; if Wendy runs out of health, her stuff ends up in the pawnshop, brought by some older man, and investigator who checks on her requires Observation check to even find where's Wendy, fearing for the worst... but when she gets found, turns out that the man is her father, who managed to find her first, and he's ready to take her with him and lay low, but not before helping his daughter's friends at least somehow. What was started tragically, ends on a bittersweet note.

to:

* HopeSpot: {{Inverted|Trope}}; if Wendy runs out of health, her stuff ends up in the pawnshop, brought by some older man, and investigator who checks on her requires Observation check test to even find where's Wendy, fearing for the worst... but when she gets found, turns out that the man is her father, who managed to find her first, and he's ready to take her with him and lay low, but not before helping his daughter's friends at least somehow. What was started tragically, ends on a bittersweet note.note.
* ItemCaddy: She can gain 1 Trinket from reserve or discard pile for free, with no need to actually be at city when she's doing that. This compensates for her abysmal Influence stat.



* NothingIsScarier: Unlike the other investigators, if Carolyne runs out of sanity, we don't get any description of her state; only that it's so horrible, the investigator who checks on her in asylum has to pass a Will check to stay during hypnotism session in attempt to recover information about the cause of her state (which doesn't get described, either).

to:

* NothingIsScarier: Unlike the other investigators, if Carolyne runs out of sanity, we don't get any description of her state; only that it's so horrible, the investigator who checks on her in asylum has to pass a Will check test to stay during hypnotism session in attempt to recover information about the cause of her state (which doesn't get described, either).



* ItemCaddy: He can check five top cards in the Asset deck, put them back in any order and then, if he wishes, discard any amount of card from reserve, knowing that those would be replaced by those new cards. This gives him control over reserve, quickly getting rid of undesirable cards and pushing something better to replace them.

to:

* ItemCaddy: He can check look up five top cards in the Asset deck, put them back in any order and then, if he wishes, discard any amount of card cards from reserve, knowing that those would be replaced by those new cards. This gives him control over reserve, quickly getting rid of undesirable cards and pushing something better to replace them.



* HeroicRROD: He fails his personal story if he gets reduced to 1 Health or 1 Sanity prior to solving a Mistery, and suffers permanent reduction of maximum Health by 2, as well as starts throwing 1 fewer die when performing Will checks. Both effects essentially cripples him, as without Health, he can't be a good fighter, and without Will, he can't be good Gate-closer.

to:

* HeroicRROD: He fails his personal story if he gets reduced to 1 Health or 1 Sanity prior to solving a Mistery, and suffers permanent reduction of maximum Health by 2, as well as starts throwing 1 fewer die when performing Will checks.tests. Both effects essentially cripples him, as without Health, he can't be a good fighter, and without Will, he can't be good Gate-closer.



* BigGuy: She has good Health and Strength stats, and starts with Talent which further helps with Strength checks and [[DamageReduction reduces amount of Health she loses from any sources]].

to:

* BigGuy: She has good Health and Strength stats, and starts with Talent which further helps with Strength checks tests and [[DamageReduction reduces amount of Health she loses from any sources]].



* ItemCaddy: Her action ability allows her to immediately perform an action on Tome or Ritual card, with a great boost to Lore; this makes her one of the better investigators to use those. Additionally, once per round, she gains a free Clue after successfully resolving Lore check on Spell.

to:

* ItemCaddy: Her action ability allows her to immediately perform an action on Tome or Ritual card, with a great boost to Lore; this makes her one of the better investigators to use those. Additionally, once per round, she gains a free Clue after successfully resolving Lore check tests on Spell.



* MechanicallyUnusualFighter: After passing a skill check, she may spend Focus to immediately improve it. Due to how easy it's for her to improve a stat, she can spend improvement tokens she can spare to gain 1 Clue, 1 focus and 1 Resource (and she must do it three times to pass her personal story).

to:

* MechanicallyUnusualFighter: After passing a skill check, test, she may spend Focus to immediately improve it. Due to how easy it's for her to improve a stat, she can spend improvement tokens she can spare to gain 1 Clue, 1 focus and 1 Resource (and she must do it three times to pass her personal story).

Added: 1621

Changed: 835

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* ExtraTurn: Charlie can trade one of his actions to other player.



* MultiplayerOnlyItem: Both of Charlie's abilities require other investigator(s) in order to be used.



* NoSelfBuffs: Charlie can give another player an extra action, but can't boost himself.
* ShoutOut: His personal story is called "Film/CitizenKane", as a reference to namesake movie (which in turn inspired creation of Charlie as a character).



** He also can instantly give any cards he purchases to another investigator.

to:

** He also can instantly give any cards he purchases to another investigator.



* DamageReduction: She loses less Sanity from the monsters during encounters.

to:

* DamageReduction: She loses less Sanity from reduces Horror value of the monsters during she encounters.



* OneHitPolykill: If her location contains any Cultists, she can instantly discard all non-epic monsters from here (or move them to another location).

to:

* OneHitPolykill: If her location contains any Cultists, she can instantly discard all non-epic monsters from here there (or move them to another location).



* MultiplayerOnlyItem: Both of Jacqueline's abilities require other investigator(s) in order to be used.



* SquishyWizard: She's good spell-caster thanks to her stats, but poor Health and Strength makes her struggle to survive battles. For the same reason, she's often not the good pick for Gate-closing: she's unlikely to even make it to the Gate without backup.

to:

* SquishyWizard: She's good spell-caster thanks to her stats, but poor Health and Strength makes her struggle to survive battles. For the same reason, she's often not the good pick for Gate-closing: she's unlikely to even make it to the Gate without backup.



* CombatMedic: His action ability allows him to heal 1 Sanity for each investigator in his location.

to:

* CombatMedic: His action ability allows him to heal 1 Sanity for to each investigator in his location.



** His music always had a special effect, allowing him communicate with the dead. It's also likely the reason for his good Lore stat, which allows him to act as spellcaster.

to:

** One of his abilities lets him to heal sanity to both himself and other investigators around him, another passively provides extra roll during combat for everyone presented; both abilities are implied to be related to his music, which serves as the source of his magic capabilities (manifesting in his good Lore stat, and starting with a Spell).
** His music always had a special effect, allowing him communicate with the dead. It's also likely the reason for his good Lore stat, which allows him to act as spellcaster.



* GeoEffects: He gains +1 extra roll if he performs encounters at the wilderness space. Other investigators at same space share this effect.



* ItemCaddy: He's designed as Ally specialist, having built-in function to quickly accumulate huge amount of them, even if he's not in the city, and being able to gain Allies that were previously discarded.



* MechanicallyUnusualFighter: She's designed around shuffling improvement tokens as the situation demands, letting her swap the ones she doesn't need, or which ceased to be useful, for those she needs, but can't obtain.



* DeathSeeker: Becomes this if he fails his personal story; [[GameplayAndStoryIntegration he would lose 1 Health after each attack]].

to:

* DeathSeeker: Becomes this if If he fails his personal story; story, he would lose will to live, and would seek to perish fighting monsters; [[GameplayAndStoryIntegration he would lose 1 Health after each attack]].



* DespairEventHorizon: He fall into despair if he fails his personal story. It also decrease his Sanity by 2.

to:

* DespairEventHorizon: He fall into despair if he fails his personal story. It also decrease his max Sanity by 2.



* SquishyWizard: He has low Health and Strength stats, but he's good magic user.

to:

* SquishyWizard: He has low Health and Strength stats, but he's a good magic user.user and researcher.



* GeoEffects: He gains +1 extra roll if he performs encounters at the sea space. Other investigators at same space share this effect.



* ItemCaddy: When she spends Clues to re-roll dies, she gains one extra dice. This effect applies to other investigators in her location, too.

to:

* ItemCaddy: When she spends Clues to re-roll dies, dice, she gains one extra dice.die. This effect applies to other investigators in her location, too.



* SupportPartyMember: Her ability to allow any investigator in her location to re-roll two dies (instead of one) when they spend a clue makes her great supporter for other investigators who're performing important, but difficult tasks, like expeditions or gates closing. She also has good Influence, which she can use to supply the others with assets.

to:

* SupportPartyMember: Her ability to allow any investigator in her location to re-roll two dies dice (instead of one) when they spend a clue makes her great supporter for other investigators who're performing important, but difficult tasks, like expeditions or gates closing. She also has good Influence, which she can use to supply the others with assets.



* CastFromHitPoints: One of her abilities allows her to spend Health to roll additional dice when casting her spells.

to:

* CastFromHitPoints: One of her abilities allows her to spend Health to roll additional dice die when casting her spells.



** She can pass a Lore check to gain extra Spells, making it easier to obtain the spells she needs.

to:

** She can pass a Lore check to gain extra Spells, making it easier to obtain the spells Spells she needs.



* MassMonsterSlaughterSidequest: To pass her personal story, she has to slay the monsters with at least 10 total points of toughness. His reward is becoming even better at slaying monsters.

to:

* MassMonsterSlaughterSidequest: To pass her personal story, she has to slay the monsters with at least 10 total points of toughness. His Her reward is becoming even better at slaying monsters.



* MultiplayerOnlyItem: His action ability is unusable if he's the sole player.
* NoSelfBuffs: He can't remove "Debt" and "Detained" conditions from himself.




to:

* MultiplayerOnlyItem: His passive ability doesn't apply to Tommy himself, so he wouldn't benefit from it in any way if he's the sole player.
* NoSelfBuffs: He may let the other investigators at his location to do encounters as there's no monsters, but Tommy himself would still have to deal with monster(s) first.



* GameplayAndStoryIntegration: She's experienced archeologist who travels around the world in search for lost civilisations; this manifests as her ability to travel via Uncharted path and then perform an extra action: she's that skilled at traversing wilderness.

to:

* GameplayAndStoryIntegration: She's experienced archeologist archaeologist who travels around the world in search for lost civilisations; this manifests as her ability to travel via Uncharted path and then perform an extra action: she's that skilled at traversing wilderness.
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* ForegoneVictory:{{Downplayed|Trope}}. If Vincent is the only Investigator in the game in a solo game, then it is impossible to fail his personal story, as he will only lose if another Investigator runs out of health, which is obviously impossible to happen. There is no gurantee that he will fulfill the condition to clear his personal story (it requires him to solve a Mystery) before he gets defeated or devoured however.

to:

* ForegoneVictory:{{Downplayed|Trope}}.ForegoneVictory: {{Downplayed|Trope}}. If Vincent is the only Investigator in the game in a solo game, then it is impossible to fail his personal story, as he will only lose if another Investigator runs out of health, which is obviously impossible to happen. There is no gurantee that he will fulfill the condition to clear his personal story (it requires him to solve a Mystery) before he gets defeated or devoured however.
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* ForegoneVictory:{{Downplayed|Trope}. If Vincent is the only Investigator in the game in a solo game, then it is impossible to fail his personal story, as he will only lose if another Investigator runs out of health, which is obviously impossible to happen. There is no gurantee that he will fulfill the condition to clear his personal story (it requires him to solve a Mystery) before he gets defeated or devoured however.

to:

* ForegoneVictory:{{Downplayed|Trope}.ForegoneVictory:{{Downplayed|Trope}}. If Vincent is the only Investigator in the game in a solo game, then it is impossible to fail his personal story, as he will only lose if another Investigator runs out of health, which is obviously impossible to happen. There is no gurantee that he will fulfill the condition to clear his personal story (it requires him to solve a Mystery) before he gets defeated or devoured however.

Added: 424

Changed: 333

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Vincent can always complete his personal story, someone got mixed up with Carolyn who needs other Investigators to clear it


* ForegoneVictory:{{Downplayed|Trope}. If Vincent is the only Investigator in the game in a solo game, then it is impossible to fail his personal story, as he will only lose if another Investigator runs out of health, which is obviously impossible to happen. There is no gurantee that he will fulfill the condition to clear his personal story (it requires him to solve a Mystery) before he gets defeated or devoured however.



* {{Unwinnable}}: His personal story requires ''another'' investigator to Rest in his location as a trigger. Even if all other conditions are fulfilled, if he's playing solo, for one reason or another, he's out of luck. On the bright side, he can't fail it either, as the failure condition is ''also'' related to other investigators.

to:

* {{Unwinnable}}: His personal story requires ''another'' investigator to Rest in his location as a trigger. Even if all other conditions are fulfilled, if he's playing solo, for one reason or another, he's out of luck. On the bright side, he can't fail it either, as the failure condition is ''also'' related to other investigators.
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* HonestJohnsDealership: If he runs out of sanity, as part of his insanity, he starts offering people to pay to see Atlantis, or meet the Caesar; but he's so insane by this point, he demands not the money, but thinks like salt shaker. And if refused, he starts threatening to make you pay... once he becomes the president of the world.

to:

* HonestJohnsDealership: If he runs out of sanity, as part of his insanity, he starts offering people to pay to see Atlantis, or meet the Caesar; but he's so insane by this point, he demands not the money, but thinks things like salt shaker. And if refused, he starts threatening to make you pay... once he becomes the president of the world.

Added: 234

Removed: 234

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* ItemCaddy: She can spend Resources to gain Clues; with her extremely low Observation, it's likely the only way she would gain Clues at all. Once per round, after spending a Resource while acquiring asset or resting, she regains one.



* ItemCaddy: She can spend Resources to gain Clues; with her extremely low Observation, it's likely the only way she would gain Clues at all. Once per round, after spending a Resource while acquiring asset or resting, she regains one.

Added: 371

Removed: 371

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* FatalFlaw: {{Greed}}. If he allows it to overcome him (by accumulating too many Debts), he would fail his personal story, and would be forced to ''always'' take a Debt when offered -- which becomes even more problematic due to him also reducing by 1 result of any die thrown while resolving effects of his Deals (which, with such new habits, he would accumulate a lot).



* FatalFlaw: {{Greed}}. If he allows it to overcome him (by accumulating too many Debts), he would fail his personal story, and would be forced to ''always'' take a Debt when offered -- which becomes even more problematic due to him also reducing by 1 result of any die thrown while resolving effects of his Deals (which, with such new habits, he would accumulate a lot).

Added: 192

Removed: 192

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* HeroicRROD: He suffers this if he allows another investigator be defeated by health loss; his Stamina gets reduced by 2, and he from now on can only restore Health ''OR'' Sanity during rest.



* HeroicRROD: He suffers this if he allows another investigator be defeated by health loss; his Stamina gets reduced by 2, and he from now on can only restore Health ''OR'' Sanity during rest.

Added: 263

Removed: 263

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* {{Cloudcuckoolander}}: If he runs out of sanity, he starts "living" in his imaginary world, stopping responding to reality around him. He can show brief moment of clarity when visited by investigator who comes to check on him and share some info, but that's it.



* {{Cloudcuckoolander}}: If he runs out of sanity, he starts "living" in his imaginary world, stopping responding to reality around him. He can show brief moment of clarity when visited by investigator who comes to check on him and share some info, but that's it.

Added: 202

Removed: 202

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* RecurringDreams: Sees R'lyeh in her dreams. If she runs out of Sanity, they would finally break her, leading to her running into the sea, either dying or [[AndThenJohnWasAZombie becoming a Deep One]].



* RecurringDreams: Sees R'lyeh in her dreams. If she runs out of Sanity, they would finally break her, leading to her running into the sea, either dying or [[AndThenJohnWasAZombie becoming a Deep One]].

Added: 92

Changed: 117

Removed: 117

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* AllMagiciansAreWizards: ''Of course'', the only magician in the cast is also the strong mage.
* BecomingTheMask: Went from a StageMagician to becoming a [[AllMagiciansAreWizards real magician in his own right]].

to:

* AllMagiciansAreWizards: ''Of course'', the only magician in the cast is also the strong mage.
* BecomingTheMask: Went from a StageMagician to becoming a [[AllMagiciansAreWizards [[MagiciansAreWizards real magician in his own right]].


Added DiffLines:

* MagiciansAreWizards: ''Of course'', the only magician in the cast is also the strong mage.

Added: 101

Removed: 101

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* PunchPunchPunchUhOh: Doesn't have to make a horror check unless he takes physical damage in combat.



* PunchPunchPunchUhOh: Doesn't have to make a horror check unless he takes physical damage in combat.

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