I've been redoing personal stories for a while now - originally because it was a didn't have Innsmouth and I wanted a way to balance investigators I thought were too strong or weak by giving them appropriately weak or strong stories, but then it started to bug me that some of them were... thematically vague. For example, why does Finn beating up some cultists make him sneakier than usual?
Finn Edwards - Making a killing
Where some folk saw problems, Finn saw opportunities. Some folk had mourned the lack of whiskey, Finn had seen the key to more money than he had ever dreamed of - and Finn had some pretty specific dreams when it came to money.
Now, make no mistake, Mammy Edwards baby boy was gonna crack some cultist skulls, but what was the point saving a world you were only gonna be poor in?
Every time Finn uses the special ability of the River Docks, place a token on this card. If he has two tokens, gain Contraband King.
If Finn is ever driven insane or knocked unconcious, gain Jumpy.
Finn smiled his big, fat, irish smile. He was the man in the know, he had more contacts than the phone book and more cash than Croesus. Heck, maybe he'd even get around to giving some of his new found wealth back to the community.
Gain a retainer. Also, once per upkeep, while in Arkham, Finn may draw the top card of either the common or unique item decks and purchase it at $1 more than list price.
Maybe the whole idea of stealing from brain melting monsters was not as solid an investment as Finn has imagined. Perhaps a little caution was advisable in this area of the market...
Finn gains the Agoraphobia madness. Also, he must always attempt to evade monsters. If he fails an evade check he may chose to fight or evade in subsequent rounds.
Here's an example of the opposite - an investigator I thought kind of... sucked, and needed a boost. Note that even the failure is still kinda handy, although not as good as the pass.
Zoey Samaras - The Crusade
'And though I walk through the valley of the shadow of death, I shall know no fear..." Beneath Zoey this awful townfestered, seething with murderers, idolators and worse. Zoey knew she was here for a reason - this city was sick with sin, and she would cut it out.
If Zoey is blessed, she gains Fear No Evil.
If Zoey is ever reduced to zero sanity or stamina while in combat with a monster, she gains Shadow of Death
The Lords work
Zoey smiled to herself - she had done His bidding and once more He spoke to her soul. He told her that her work was not finished, that it would never be finished, that there was evil and foulness and depravity in this city.
But there was also her.
Zoey maximum and current sanity are increased by one. Also, Zoey gains a bonus to all combat checks equal to the toughness of the monster she is fighting.
Shadow of Death
"Though I walk through the valley of the shadow of death, I shall fear no evil..." Broken in body but strong in soul, Zoey rose from a pool of her blood, and her enemy turned in astonishment. She could not stop, she could not die, not while evil walked the streets. She could never stop...
Zoey is immediately restored to a minimum of one sanity or stamina. Also, she gains +4 to combat rolls for this combat only.