8 Thematic AH custom characters translated to EH w.i.p. need feedback!

By Soakman, in General Discussion

Hello all. I don't know how many of you will recognized these characters from the files section over on the Arkham Horror boards, but I have been dying to translate them over to Eldritch Horror. They have received over 500 downloads, and I know a lot of Arkham Horror players also play Eldritch. I would absolutely love anyone with a passion for these homebrew investigators to be able to play them with whichever game the are enjoying.


And if you haven't checked them out yet, they're pretty great, and hopefully I will get these renditions finalized and available for you guys here! :lol: You can see the Arkham Horror version by following this link: https://community.fantasyflightgames.com/topic/97796-soakmans-gallery-of-finished-investigators/


With that preface out of the way, I come bearing possible investigator stats, abilities, starting items, and starting locations. Please help me out and let me know if you have any particular concerns with these before I try to launch them into a some playtested games.


Without further ado, here is the rough outline for these awesome new investigators.


Anna Anderson: The Imposter (?)

Sanity: 6 Stamina: 6

Starting: Axe, Space 16

Lore: 3 Influence: 1 Obs: 2 Strength: 3 Will: 4

Action: Discard one Exposure Condition and gain One Focus.

Passive: When Anna Passes a Horror Test, gain a Sanity


Anton Pavel: Romani Acrobat

Sanity: 4 Stamina: 8

Starting: Lucky Cigarette Case, Istanbul

Lore: 2 Influence: 3 Obs: 2 Strength: 3 Will: 3

Action: Test Influence -1, gain a random Trinket from the deck.

Passive: After his encounter phase, Anton may immediately spend one Stamina to perform one additional action.


Eunice Goulding: Geometrician

Sanity: 7 Stamina: 5

Starting: Clairvoyance, The Pyramids

Lore: 3 Influence: 2 Obs: 4 Strength: 1 Will: 3

Action: Test Obs -1, look at the back of any spell you own and gain one Clue.

Passive: After resolving a spell effect, Eunice must discard that spell and gain a new one.


Hosea Mayhew: The Emery Miner

Sanity: 6 Stamina: 6

Starting: Lantern, Minerology Report, Arkham

Lore: 1 Influence: 3 Obs: 3 Strength: 4 Will: 2

Action: If Hosea does not have an ally, discard an improvement and gain a random unique ally asset.

Passive: When Hosea gains an ally, gain a random task asset.


Edmund Moore: Streetrat

Sanity: 6 Stamina: 5

Starting: Silver Key Artifact, Arkham

Lore: 2 Influence: 2 Obs: 2 Strength: 3 Will: 3

Action: Trade with an investigator on your space, the perform an additional action.

Passive: Gain a Focus if Edward is Detained or Delayed.


Astrid Lee: The Gossip

Sanity: 5 Stamina: 7

Starting: Newspaper Report, Rome

Lore: 2 Influence: 4 Obs: 3 Strength: 2 Will: 2

Action: Test Influence -1, spawn a discarded clue of your choice.

Passive: Once per game, solve an existing Rumor and gain a Dark Pact condition.


Sadie Godfrey: the Survivor

Sanity: 5 Stamina: 7

Starting: Purifying the World, San Francisco

Lore: 2 Influence: 2 Obs: 2 Strength: 4 Will: 3

Action: Spend one Focus and discard a Condition.

Passive: Sadie cannot be cursed; she receives an additional die in combat checks for each focus she currently has.


Obi Leveau: Voudoo Bokor

Sanity: 8 Stamina: 4

Starting: Banishment, Space 7

Lore: 4 Influence: 2 Obs: 3 Strength: 2 Will: 2

Action: Roll a die. Remove and item in the reserve from the game with cost equal to or less than your die roll. An investigator on your space gains an Improvement of his choice.

Passive: Investigators receive an additional die on tests when having an Otherworld encounter at a gate that matches the current Omen.


Let me know what you think!

Edited by Soakman

GeneralRevision Ideas:

About Anna's active ability. There is only one exposure currently, and I was probably trying to translate her AH ability a little bit too faithfully. Instead, I think I have a solution based around the particular nature of her Personal Story in AH. To do so, I will have to alter her stats around.
Lore: 2 Inf: 1 Obs: 3 St: 3 Will: 4
Action: Spend one Sanity to test Will instead of Lore when resolving spell effect that may be used during the action phase.
Passive: Recover 1 Sanity when Anna passes a Horror test.

In regard to Astrid's once per game ability making her a use and sacrifice type of character, you are correct. I want to avoid this, but still give her a powerful rumor-based ability.
Astrid's action will remain the same, however her passive will read either (1) Passive: When a rumor is in play, Astrid receives two additional dice to all skill tests. (2) Passive: Gain up to two improvements for a stat of your choice when a rumor is solved. Thoughts?

With Anton, I would like to keep his passive slightly better than Voice of Ra (otherwise I would have given him the spell to begin with, but it does raise a question about power creep should he end up with the spell as well). I'd also like to permit his action to happen after the encounter phase to keep him interesting, but also to allow opportunities like closing a gate, but then being able to begin the trek to his next destination. This third action could not be a duplicate as per the standard rules. I might change this passive, but only if it becomes a mechanical problem during playtests.

Hosea's action ability is really quite powerful and unique allies do not come up very often. There has to be a significant sacrifice to obtain them as he can trade his allies away since they are assets. I'm more worried, actually, about how powerful he may be able to make the team if someone uses Feed the Mind on him continuously. Tasks are QUITE good themselves, but they require specific goals to be met to activate them. Doling them out to those most suited to the task would be costly in terms of actions. I think the Doom track keeps him from making the team too powerful in a typical game, but I should probably playtest this first. Also, the lantern is a relatively insignificant item, but it is thematic and I think a one-time use. I will check when I am home.

And finally, one possible thought about Obi's active ability which may be too confusing for simple play. Action: Return an artifact you own to the box and place a "!" token at your location. If a gate would open there, retreat the doom by 1 instead and remove the "!" token. Artifacts are pretty rare, and quite a trade-off for doom reduction, but it is a powerful ability. Thematically this item discarding idea relates to his ability to create Gris-Gris (a type of beneficial spiritual totem) from items of significance or power. If you want the whole story, check out the Arkham version's "the story so far/personal story." Also, his passive does effect all investigators board wide. This is one reason why he is a 8/4 character. They are significantly harder to keep alive, and most 8/4 characters have this trade-off. Jacqeline's clue trades & gains, Charlie's asset buying and action transfer, Georges's ability to free detained/debted investigators board-wide, etc. There are exceptions, but I believe this is one of the balancing ideas that has been in place since launch.

Edmund is a little difficult to feel out. This is mostly because FFG has not shown us how or if Wendy is going to compare to other investigators. In Arkham, Wendy started with one of the most powerful items in the game but had significantly lowered stats. The Silver Key in Eldritch is pretty good (it is also a part of Edmund's original back story from his AH version). I'd like to keep it, but, again, I'm worried about people just trading it and then letting him die. I could add a "The Silver Key cannot be traded" addendum, but it has yet to be done in EH, so I'm not sure if I ought to implement it. Thoughts?

Are these improved ideas? Or do these only complicate matters with these characters? Thoughts?

I'm worried about people just trading it and then letting him die. I could add a "The Silver Key cannot be traded" addendum, but it has yet to be done in EH, so I'm not sure if I ought to implement it.

Even with such clause, players may still kill him and loot the body. Unless you also patch that.

You may also decide that you don't care about the potential abuse. If some people consider dying on purpose a fun way to play the game, you don't necessarily need to deprive them of this possibility.

It's possible for Edmund I could always create a "In case of...." encounter that discards either all of his posessions or just the Silver Key. Actually, having it mysteriously disappear could fit right in with his story.

I think there are at least a couple of new investigators that specifically tell you not to take their posessions, and, instead, if you pass the test you get an Artifact or something similar. So it's not unheard of for these post-death encounters to take an unexpected turn.

This incorporated with a "Edmund cannot trade the Silver Key" adendum could solve the problem. I feel that he should still be able to lose it.

Thanks for the thoughts. All the feedback I've received so far is really helping me along with the next iterations, which will likely be play-tested before finalized. :wub:

Edited by Soakman