Looking for input on the balance of this, the first 3 powers I like and are just monkey-wrenches in the investigators plans, the thing I'm unsure about is the reversal of fortunes. My thinking was that Arkham is rarely, if a game is being played responsibly, overrun. This would add a real chance of that occuring, and if the Ancient One was about to awaken, you might gain a few rounds from a favourable Terror/Doom track swap, but you'd now have to deal with keeping monsters in check to prevent the monster cap x 2 insta-awaken from happening.
Thoughts?
He stood in the middle of the Woods, the visions of sterile corridors fading quickly. This wasn't St-Mary's and those weren't doctors, he looked for a place to hide as the Sheldon gang approached.
She stared at him in disbelief, her studies at Miskatonic led her to believe he was speaking ancient Sumerian, but she was far from fluent.
When trading items, the number of cards and type that will be traded must be agreed on (1 for 2, 1 for none, etc). Once the exchange is agreed upon, both players make a Lore check. If both succeed, the exchange happens. In the case of a failure, the player must shuffle all his cards belonging to the card type that was to be exchanged (if only a common card was to be exchanged, only shuffle your common items, if it was a mix, shuffle the mix). The other player must draw the items to be exchanged randomly from the shuffled pile. Note: If only one player fails the Lore check, this only effects one player, the other player must proceed with the trade normally (exchanging the agreed upon cards).
Reversal of Fortune:
Whenever a Gate Burst is drawn, the current values on the Doom and Terror track are reversed (even if this means a terror level of above 10). Keep a separate discard pile of the Allies discarded in case the tracks are reversed again.