Custom Investigators

By Morgaln, in Fan Creations

Hey Brooks.

Regarding the Sarge: he's too powerful. It's mainly the items that do it.

Compare his stats to some of the game's most powerful monsters: against the Dhole , he could maximise his Will track (to get 6 dice on the Horror check) and STILL expect to roll 4 or more successes on the Combat check. He'd have a better-than-even chance of killing the God of the Bloody Tongue on his first roll, and that's if his Fight track is at the lowest possible value. Cthonians , Star Spawn , Star Vampires and Flying Polyps are a pushover for this guy.

If he's meant to be OTT, that's fine - the Sarge is a badass after all. But there's a reason that the Chef (from Innsmouth) starts with rubbish weapons. This guy starts with a set of weapons waaaay better than anyone else's. The list prices on the weapons do seem to be about right, but if you add it all up, isn't this guy "over the limit" for the dollar values of his equipment?

Usually a character who was this good at fighting at the start of the game would have some serious handicap. A max sanity of 3 is the obvious one - like the Soldier and the Gangster. But in Sg.t Slaughter's case it's probably still not enough. You'd have to tone down the items, too.

A few random thoughts:

Mamaluke Sword: putting this special ability (the 'shotgun' ability) on a one-handed weapon is incredibly powerful, because it applies to all dice rolled, including those from weapons in your other hand. So the weapon itself probably needs to be a bit rubbish. If the sword was only +2 one-handed, instead of +5, that would be more interesting too, because you'd have to get hold of a really high-bonus weapon in the other hand in order to get the most out of it. Also, it would probably be a bit more realistic, since the close-combat weapons in AH tend to have lower bonuses, reflecting their limited usefulness (because many Mythos creatures are so dangerous that you can't afford to get near them anyway).

M9 Beretta: once you've got a bonus of more than about +3, saying you can 're-roll 1 die' is almost equivalent to just increasing the bonus by 1 (because although it doesn't increase the maximum number of possible successes, you're very unlikely to get that number of successes anyway; you're almost certain to have at least one failure to re-roll). Of course if you used the M9 re-roll in the first round of combat and still failed the combat, you wouldn't be able to use the M9 at all in the next round. That's an interesting concept for a weapon, but in this case the decision of which way to use the M9 is not usually going to be a difficult one, since the 'Exhaust' ability only adds +1. This is particularly true for Sergeant Slaughter since he's unlikely to ever fail a combat check. So it would be more interesting if the weapon's bonus was weaker (+3) and the special ability was stronger (exhaust to re-roll any two dice). That special ability would be particularly interesting when paired with the Mamaluke Sword, since you could even opt to re-roll a 5 in the hope of getting a 6.

Aviator Sunglasses: These don't necessarily need weakening, although they are a bit excessive for a combat character with a 2-5 Will track. You could add a special ability which says "Any phase: If you ever fail a Horror check, discard Aviator Sunglasses." In other words, they'd be good for as long as your luck holds.

Ok you're right, I should try to make him more balanced. With some perspective, it might really make the game less fun with him being such a killing machine. Like you said, it's really the items that make him too strong. Thanks!

D'oh! It looks like your link is broken Norath. Is it just me?

Here is the final version of Fuji. He has been playtested in this form, and I found him to be fairly balanced, if perhaps a bit overpowered with the rooftop run ability. That ability may have to change, but for now, I think this is a good final form.

secard75843312048735080.jpg

Here is a new investigator that we playtested last night as well. She worked pretty well, though her dual wielding ability didn't really go off as I had expected. Additionally, we playtested her as a 4 sanity, 6 stamina character; however, I've noticed that the females in the game tend to have higher sanity than stamina, and that combat characters tend to have more problems losing sanity than stamina, so thus the change. Enjoy!

secard40738154246724235.jpg

As always, constructive criticism is welcome!

a +5 Bonus from an M9 Beretta????? enfadado.gif
Oboy, have you ever fired one of those pieces of junk???

I'm Italian (this gun too, I guess you know that), so you might have expected me to defend it but -heck- I think it's among the less accurate and safe automatics out there. Try a Glock, a S&W MP, any Colt 1911 clone or a CZ- those are good automatics.

The M9 is just reliable and sturdy as hell, but both single action and double action triggers are awfully crafted, sights are fixed and its accuracy is closer to a spraycan if compared to any of the above-mentioned guns serio.gif

In any case, since it's a 9mm gun, its power-wise bonus would be a +3 (the same of a .38 bullet), which you may upgrade to +4 if you consider his high ammo capacity (a .45 is a better stopper, but only holds hals as many rounds).

Cheers gran_risa.gif

I've decided to not use Sgt. Slaughter. His items don't really fit with him thematically. You never saw him actually use a sword or a pistol in the show, I think he used his bare hands mostly and once in a while a rifle.

I've actually come up with a new character that I like a lot more. It's Garrett from the PC "Thief" series!

3713162975_b3919a4d3b_b.jpg

A bunch of characters I made in the afternoon. I realise it's a big visual post, but I don't know if there's any spoiler buttons on this site.

Critique and comments are welcome!

Ann-Marie-Russell-Front-Side.png

Irvin-Staley-Front-Side.png

Irvin-Staley-Back-Side.png

Raymond-Kirkpatrick-Front-Side.png

On the Fencer: thematically, I don't get Dual Wielding Expert. I mean, Marie's ability makes sense, since one could conceivably not require hands to cast a spell. But unless you have a third hand (and arm) I don't see how you're wielding three blades, for instance. Even something like a "Juggler" ability would make more sense to me. Also, her other ability as written doesn't stop her from using a Flamethrower.

The Addict: His ability is bad, as in, I wouldn't want to play him. Plus, he has to pay a dollar every turn or he can't adjust his stats. Of course, that's the least of his worries if he can't move, as he won't be able to 1/6 of the time, or is knocked out by his own ability. If you want to stick with this ability (I don't think you should) then you should definitely give him a bonus focus or maybe a great piece of fixed equipment to make up for how crippled he is as an investigator. That, or make the "good result" better -- one extra speed for 2 stamina (with no choice in the matter) isn't fantastic. Basically, I would just recommend asking yourself: "would I have fun playing as this investigator?" When I ask myself that question about him, my answer is no.

@ Syphon: I like Anne-Marie's starting equipment spread. Her OCD ability doesn't quite make sense as written. The reason is that you always collect a clue token when you end your movement at a location that has one. Did you mean something like: "If there is a clue token in the same neighborhood as Anne-Marie, she must move to collect it. If there is more than 1 clue token in her neighborhood, she may decide which location to move to." ? There may be an even better way to word it, but I think that would give the idea, if that's what you were shooting for.

With Irvin, though it seems like he would be a combat monster, he suffers from a lack of sanity and will. If you really want him to clean up the board, you'll probably want to increase his will at least, and perhaps make him a 6/4 rather than a 3/7. This is counterintuitive, but it works, I've run into the same problem with some of my charcters. :)

With the Addict, you may want to lose some of the random items and give him more money. I'd probably go with 1 clue, 1 common item, no unique items, 1 spell and 1 skill. The rest I'd pump into his starting money. That would give you a little more time before that addiction becomes unbearable. Also, I like the idea that you're going for, but it may be a little difficult to play. What if you gave him something like: "Movement: Roll 1 die. If you roll a 1, Raymond loses 1 Sanity and you must move his Fight slider 1 stop to the left. If you roll a 6, Raymond gets +1 speed and a temporary Sanity point until the end of the turn (temporary Sanity is lost first when losing Sanity. Temporary Sanity may exceed the characters maximum. If he still has it at the end of the turn, the character loses his temporary Sanity.)." I dunno, it might be a little clunky, but it might work. Just an idea. :)

These are just suggestions, and are worth exactly what you paid for them. :)

@Matt: D'oh! I didn't think of her using three one handed weapons. Hm... The idea is that she could wield a big sword, like the Sword of Glory, and then a one hander like the enchanted cane, or the enchanted blade, for example. Maybe I could word it: "<b>Any Phase:</b> Rachel may use one 2 handed weapon and one 1 handed weapon at the same time. She may not use three 1 handed weapons at the same time." Would that make it more clear? Or maybe: "When Rachel is using a 2 handed weapon in combat, she may use an additional 1 handed weapon as well."

Also, I did allow for her to use things like dynamite, kerosene, molotov cocktail, flamethrower, etc. I didn't want to make it impossible for the player to get something useful when shopping. So if a flamethrower popped up, but no blades, she could use it. It wouldn't really fit the feel of the character, but sometimes you gotta take what you can get. Actually, what's funny is that when we were playtesting her, my friend was playing her and he ended up as the Deputy of Arkham. He was able to use the gun, because it's name is Deputy's Revolver! So she ended up with a gun anyway. :)

Hmm, looks like I misread the intention completely. If you want her to be able to wield a two-handed weapon and a one-handed weapon, I'm not sure what the exact wording should be but you seem to have hit on some good possibilities. You probably also want to make it clear that if she's using someone which has a variable one or two-handed bonus, she gets the two-handed bonus (unless she's using two such weapons, then only one would be two-handed, right?).

@Brooks:

Nice to see Garrett put in an appearance; Thief is my favourite videogame series. I'd recommend a few changes to this character though:

- The fixed items are ok but I'm not sure there's much point giving him a starting map like that. Might be better just to make him Speed 2-5. He has too many Common items anyway: ditch the Dark Cloak too. Then his randoms should be two Commons, a Spell, a Skill, and the rest in money and clues. If you think he needs another item, the mechanical eye from Thief 2 wouldn't be a bad idea.

- 'Stealthy Approach' is a bit confusing. It needs re-wording and probably also changing a bit. Here's my idea for a variation: "When Garrett passes an Evade check, he may choose to remain in combat. If he does so, he gains +X to his next combat check, where X is the number of successes rolled on the Evade check." When matched with the second ability, that's potentially great, because you could just try to evade every round, and if you succeeded you'd have the option of either leaving combat, OR getting at least one a bonus die. To make it really worthwhile, he'd probably need to be Speed 2-5 and Sneak 2-5.

- 'Master of Shadows' should probably say "Any phase: Garrett does not take Stamina damage when he fails an Evade check against a monster."

- The Bow of the Silent Flame's ability seems a bit odd, since clearly it's a finesse weapon rather than one which just does a lot of damage. Try this instead: "Any phase: While using Bow in combat, you may make Combat checks using Sneak instead of Fight." That's a big advantage since it lets you max out your Will every turn - unless you suddenly need a Physical weapon of course.

- The stats. In my opinion he should be Speed 2-5, Sneak 2-5, Fight 1-4, Will 1-4, Lore 0-3 and Luck 0-3. That should leave him with medium/high focus, which is what you want with the way his abilities work.

@Syphon:

Ann-Marie Russell has a fantastic idea on her, but right now I just don't think she's good enough.

- 7 Sanity, 2 starting spells and a Lore track of 3-6 is quite simply not enough to make a character into a good spellcaster. Making spellcasters is tricky because the basic spell deck and rules are not very reliable, meaning that any spell-focussed character needs to have a pretty good special ability in order to make the spellcasting really worthwhile. Coming up with new spell-related special abilities is a real challenge at this point (most of the ideas have already been done).

- The OCD is a great idea, but it's a stickier prospect that it first appears. Unless you phrase it exactly right, it's going to create problems with evading monsters, Falcon Point, some Mythos cards, and probably plenty of other minor game effects. I'd try phrasing it like this: "Movement: If Ann-Marie is ever adjacent to a location with a Clue token, she must move to that location if able." I think the 'if able' bit gets you out of most of the potential rules problems, since anything which would stop a voluntary move will also stop the compulsory move.

- Even if Ann-Marie had speed 3-6, the OCD ability is such a disadvantage that you can justify giving her a seriously brilliant second special ability. The 'Movers and Shakers' ability, as it stands, is weak. It's a nice idea (I'm always chuffed to see investigators who interact with allies) but drawing random allies is extremely rare. If you want a powerful ally-related ability, the obvious one is that she should be able to buy Allies half-price, i.e. for one gate trophy or 5 toughness. However that might just be too good. Or you could let her buy allies for other players, so she goes to Ma's and another player (even on in an OW) suddenly gains the Ally.

Irvin Staley is a hard bastard. He's probably not a very flexible character but he is obviously quite powerful. One thing though: you've got the space, so I'd make the 'ignores overwhelming' part into a second ability and put it under another heading. The words 'in addition' are usually not a great idea.

Raymond Kirkpatric k: Hmmm.... I don't like it. Admiral142 makes some good points, but I think 'randomized' investigator abilities are a bit dodgy. It's quite fiddly to make the player roll a die every upkeep, especially since it will only do something one third of the time, and quite often it'll just knock you out. The ability is mainly a disadvantage and he doesn't have any special power that makes up for it. What's needed is some alternate way of determining when he gets his boost: maybe it should be tied in to his being on full Sanity/Stamina. If you are going to make him roll a die, it should at least be expressed in terms of getting a success or getting a failure, so that you can become blessed in order to improve the odds of getting the good result. Nothing new about an addict turning to religion in order to get clean....

Presenting: Revisions and new investigators. CnC welcome, as before. :D

I know some backstories aren't complete, but that's a formality. I want to get their texts right first.

Ann-Marie-Russell-rev.jpg

Irvin-Staley-rev.jpg

Raymond-Kirkpatrick-rev.jpg

Anna-Moore.jpg

Spencer-Whitney.jpg

Virginia-Atwater.jpg

A few comments:

Anna Moore's ability, unless I'm missing something, is identical to Monterey Jack's, except it's worse because she has to pay more for unique items.

I'm still not sold on the fiddly random nature of the Addict's ability, and it's still probably more bad than good, but if you're interested in playing him then by all means let us know how it goes. Consider that by giving him the addiction insanity to start, you've made it considerably less likely that he'll have the money to spend on the "good" roll, making the new chart possibly more detrimental. I don't think the detriments are enough to make him fun to use...

Irwin Stanley is, as thecorinthian pointed out, one-dimensional but very powerful. Starting with grapple is a massive advantage. I'm not sure where he stands in the ranks of combat investigators but I'd put him right up there. Even physical immune monsters aren't so bad when you hit on 4's.

The Veteran is interesting, but by giving him 5/5 San/Sta and both Strong Body and Strong Mind, you've made him better at more things than either of the original investigators they come from, I think. The carbine rifle and marksman to start mean he's an extremely capable monster killer, albeit at a slow pace. If he can get another investigator's starting weapon, he will probably chew up anything that gets in his way.

Anyway, I'd be interested to see how all these play out. Maybe make some more tweaks based on what you hear and then try a few games with them.

Re: Ann-Marie Russell the Socialite:

Sorry to be a pain, Syphon, but I'm not sure you've quite nailed it yet. The half-sanity cost ability seems like a good idea on paper, but for almost all practical purposes, it's a signficantly less powerful version of the Librarian's ability. Sanity cost 1 and 0 spells are unaffected, and there there are only eight spells with Sanity costs of 2 or more. Of these, six - Astral Travel , Bind Monster , Bless , Forced Learning , Greater Banishment and Call Ancient One - are discarded after one use, and as such, they can't be considered to be a useful piece of game equipment for the character. Drawing one of these as a starting spell is unlikely to make your character a serious contender in the long term; its benefit will help your briefly, then you'll need to go looking for something else. Except in the case of Call Ancient One, which is even more useless - or rather, it's unlikely that paying less Sanity is going to seriously affect your decision to use it.

The other two cost-2 spells are the only ones which will be repeatedly useful in a variety of situations: Dread Curse of Azathoth and Spectral Razor . If you get one of those, it makes the san reduction pretty good; otherwise, it's almost useless.

After feedback from thecorinthian and other sources, I made some the following changes to Garrett.

1. Added 1 Sneak and removed 1 Fight.

2. Altered the ability of the bow so that the +Combat bonus is driven by the current Sneak. Made the weapon $2 more expensive. This is the most significant change and makes the weapon highly unusual. I'm wondering what you all think of it (along with the other changes).

3. Clarified the wording of the special abilities.

4. To compensate for the adjustment in the bow's cost, gave Garrett less money and one less random common item, but added 1 Clue Token.

5. Added a Personal Story for Garrett (which relates to his thieving, and has quotes from the "Thief" series of games).

What do you guys think? See the image below for what the character and his cards now look like:

3718658364_84aabcdd8e_o.jpg

That's an improvement, although there are a few creases that still need ironing out. We're down to the nitpicking stage now, so none of this is essential stuff, but here it is anyway:

- The bow 's combat bonus should be more clearly expressed as a single large bonus, like this: "+X to Combat checks, where X is your current Sneak skill." The reason for saying it this way is that combat bonuses are halved by resistance and then rounded up, and the current wording (+1 for each point etc etc) is a bit ambiguous; it could reasonably be interpreted as a number of small incremental bonuses of 1, each of which would be halved to 0.5 and then rounded back up to 1, the net result being that resistance wouldn't affect the weapon. Of course, you'd have to be crazy to think that was how it was meant to work, but I tend to take the view that the first requirement for custom AH content is that it's fool-proof and crazy-proof. :)

- I like the personal story . It's pretty tricky to pass it though, and you never know when you're going to pass it or how long it's gonna take, so I reckon the reward should be a bit higher - $15 of items, rather than $10. And I'd get rid of the Luck bonus/penalty, since that sort of thing is fiddly and is probably not gonna make much difference anyway, particularly to a character whose luck is so crap. The fail effect isn't particularly inspiring, either, and since it's comparatively easy to avoid the condition, it can probably afford to be worse. So make him lose all his items and clue tokens and be arrested. They don't mess around in Cragscleft Prison, after all.

Now let's see if I can write 600 words of useful commentary about a single 30-word ability!

- Stealthy Approach should specify that it's referring to Evade checks which are made in order to evade monsters . Two reasons for this: a) I think there are a few encounters or other cards which require Evade checks, which obviously this ability isn't meant to apply to, and b) it would make the ability make a bit more sense when Garrett was facing an Elusive monster. Saying "in order to evade" would exclude Evade checks which were made for another purpose (such as finding an Elusive monster), meaning that the rest of the wording would no longer be redundant against an Elusive monster.

- Is Stealthy Approach only meant to work when you Evade a monster the first time, or is it also meant to work during combat when you try to "flee" after being hit? If it's the latter, then you need to change the wording, since it says "enter into" when it should be "enter or remain in". Also, for neatness' sake, you don't need the word "still" in there.

- Monsters' awarenesses are usually negative numbers. Implicitly, Stealthy Approach refers to the magnitude of the modifier, and ignores whether it's positive or negative. (At least, I assume this is how you meant it to work, but it creates problems either way). Say, for example, Garrett has Sneak 5 and encounters a Cultist. The Cultist's Awareness is -3, so strictly speaking the difference is 8, which is an outrageous Fight bonus. If, on the other hand, you ignore the positive/negative numbers thing, then monsters with +1 modifiers (such as the Cthonian) are just as tricky to sneak up on as monsters with Awareness -1, and trickier than monsters with Awareness +0, which is a bit counter-intuitive.

- Also, whichever way you deal with positive modifiers, Stealthy Approach would still give Garrett a bonus to combat checks if a monster's negative awareness modifier exceeded his Sneak. His minimum base sneak is 3, so only Rat Things and Spectral Hunters have Awareness modifiers "greater" than that, but there are a few ways for an investigator's sneak to be lowered (some Mythos environments, for example) and even if not, it's a bit of a loophole.

- Really striving for the heights of pedantry now: you can't really get "+1 Combat", since combat isn't a skill or stat. The normal phrase used on official cards is "+1 to Combat checks". The same goes for "Evade value." There is no Evade value, just a Sneak skill that's used for Evade checks. If you want to make it clear that Evade bonuses apply, you'd have to use pretty torturous phrasing. So if I were you, I'd just amend it to "between his Sneak skill", since a) items which give a bonus to Evade are quite rare anyway, b) you're not really using the Sneak skill to literally evade in this case, and c) this guy's Sneak skill is huge anyway, so people should be quite happy using his Sneak without any special Evade bonuses.

- Stealthy Approach needs to have a downside of some sort. I have an allergic reaction to any ability whcih gives the investigator a choice but doesn't make them pay for it or take any risk by doing it. If it's a choice, it shouldn't be too obvious what the right course of action is. Right now, there's almost no reason for Garrett to not try to Evade every monster he meets, since he doesn't take damage for failing to evade. I hate to say it, but when you increased his Sneak track to 3-6 you removed the most interesting element of this ability: when Garrett's Sneak was 2-5, you had to seriously limit your speed in order to get really good Sneak, which was the price you paid for these risk-free Evade checks. And there's a big difference between 2-5 and 3-6.

- If you think I'm right about all these changes, the ability ought to look like this: "Any Phase: When Garrett passes a check to evade or flee a monster, he may choose to enter or remain in combat instead. If he does so, he gains +X to all Combat checks against that monster, where X is his Sneak modified by the monster's Awareness." I think you'll be lucky to get rid of all the glitches using fewer words than that, but your version is basically fine anyway, so, y'know, whatever. Corinthian out.

@syphon: i love the half evil characters, and i like your ghoul tainted guy, but he seems a little bland to me. only common items and skills? no money? his abilities are all right but have no fun factor! how about something like

Suffers in darkness:

Irvin can not enter a location of another investigator. If another investigator ends his turn in Irvins location that investigator loses one sanity.

Ghoul:

Irvin can discard monster trophies to regain stamina on a 1 trophy for 1 stamina basis.

Wanna see an really powerful (if not overpowered) investigator?

sephirothx.png

He's really strong, no doubt about it.

He's a strong character because of his Fight track and items, but I don't think Embodiment of the Dark actually does anything.

If an investigator is devoured, the rules say that the investigator sheet is shuffled back into the stack before a new investigator is drawn. So it IS possible for the same player to immediately draw Sephiroth again anyway, even if Sephiroth had just been devoured - and the same is true of any other investigator. If you play with the fairly conventional variant in which players choose their investigators, there's no reason why you couldn't just choose Sephiroth as your next investigator again anyway. Embodiment of the Dark seems like it'd have a very slight effect on the game either way. All it lets you do is definitely start again as Seph, as opposed to starting again as someone else random... but that ability would only be overpowered if Seph himself was otherwise extremely powerful, which he isn't.

The second half of the ability, the bit about being LiTaS, should be a seperate ability. It should probably say "Any Phase: Whenever Sephiroth would be Lost in Time and Space, he moves to Independence Square instead."

Why does he start/return to Independence Square instead of a stable location? I'm not saying it's a problem, I just wondered if there was a particular reason.

Thanks for your feedback thecorinthian!

I altered the wording on the bow to what you suggested. Not only does it avoid the interpretation you mentioned, it sounds better too happy.gif

I also ratcheted up the personal story a bit. Now you get $12 worth of stuff if you pass. A fail hits you with being Arrested (good thought there, he'd go to Cragscleft!) and also losing half your items rounded up and all your cash . I didn't want to go all items because if Garrett got hit with that early, it would be almost like being devoured without being able to start a new character.

To make Master of Shadows more of a choice some of the time, I changed it so that it doesn't work against monsters that are either Flying or Fast (presumably because they are quick enough to hit Garrett before he melts back into the shadows). I also changed the wording so it says "Combat Damage" instead of "Stamina Damage", since the Nightgaunt's combat damage is being drawn through the nearest open gate, and of course there might be other flying or fast monsters in future expansions which have special combat damage.

As for Stealthy Approach (which I had considered calling Keeper Training, but only fans would get that one), I decided after much deliberation to keep it using Evade vs. Awareness instead of changing it to Sneak vs. Awareness. I did this because I wanted the Dark Cloak to be able to help with the Sneaking up on the monster, I wanted David Packard's Evade bonus to help as well (if I chose to and was able to acquire him), and also I did it because I think Awareness is more naturally matched up against Evade since that's how the math is done in an Evade check. Obviously the ability is more powerful if it uses Evade rather than Sneak, but I tell myself that since it's a combat special ability, and yet it's completely useless against any Ancient One in a Final Battle, maybe it's fine as it is now.

Other than that, I adopted your rewording of the ability, because yes, I had intended for it only to activate if the initial Evade check was passed. So the new wording for Stealthy Approach looks like this:

Any Phase: When Garrett passes the initial check to evade a monster, he may choose to enter into combat instead. If he does so, he gains +X to all Combat checks against that monster, where X is his Evade modified by the monster's Awareness .

pittplayer said:

@syphon: i love the half evil characters, and i like your ghoul tainted guy, but he seems a little bland to me. only common items and skills? no money? his abilities are all right but have no fun factor! how about something like

Suffers in darkness:

Irvin can not enter a location of another investigator. If another investigator ends his turn in Irvins location that investigator loses one sanity.

Ghoul:

Irvin can discard monster trophies to regain stamina on a 1 trophy for 1 stamina basis.

Well, as he is now, Irvin is more of my fluffier creations. (For those not familiar with the Warhammer term, fluff is the background story).

The first bit of text is from the card that I got his occupation and art from.

However, your suggestion, edifm, is very very fluffy. I think I would go for the second ability, since he is indeed a beast in battle.

As for the other suggestions, about Ann-Marie, I've been trying to make her unique but every idea seems to be done already. FYI, I've never played Monterey Jack, which is why I didn't know about the ability being used already. I'll try to make something better to balance the OCD with.

Here is an updated version of Rachel, with story cards:

secard28333945603787102.jpg secard36063217252348309.jpg secard89125597571595369.jpg Rachel-King-Front-Face.jpg Rachel-King-Back-Face.jpg

Constructive criticism is welcome! I think I've fixed the loophole with the help of this forum. Thanks!

I really like your "The story so far" and the personal story. They're well written and creative! My stuff for Garrett was mostly quotes, so I didn't have to do much actual writing. I like how she is destined for a certain sword, if she's worthy of it.

The one thing I thought of right away is that, according to Arkham Horror Wiki, there are only 8 stalkers out of 160 total monsters. That's assuming you're using all the expansions. Those are pretty low odds, are you ok with that?

I'd also add that the failure condition isn't too uncommon, and the penalty is probably the harshest for any investigator. I think it's worse than just being devoured -- at least the player gets a new investigator in that case, rather than keeping one with no abilities to speak of. Yes, she can now use guns, but I still don't think any other investigator's PS is so hard to pass and hurts so hard on a fairly easy to fail condition. I joke about retiring sometimes when I fail some personal stories but with this investigator I feel like I definitely would.