... but there's no graphic resources. sigh.
Agnes Baker, the Waitress (5/5)
Memories of Conquest - Whenever Agnes completes an adventure, she may cast a spell with [SAVE] icon to save a dice used to complete a task in that adventure.
Using spell was hard for me. When I save a dice it is hard to complete the adventure, and if I complete the adventure there's no dice left behind.
Can Agnes' ability will solve this paradox? Not sure, but it fits for the name 'Memories of Conquest'.
Akachi Onyele, the Shaman (7/3)
Guardian of the Veil - GOO needs 1 more doom track to awaken. GOO starts the battle with the doom tokens as normal.
One more day to wake up. Period.
Diana Stanley, the Redeemed Cultist (4/6)
Dark Insight - Diana needs 1 less investigation to complete a task on a non-GOO, non-other world adventure.
There were two 4-investigation tasks, and one 7-investigation task. So I thought the number of dices does not change greatly.
....but not sure about the balance.
Jacqueline Fine, the Psychic (7/3)
Procognition - Jacqueline can lower her maximum sanity by 1 to cancel the whole mythos card just revealed.
Which one do you think is more effective, canceling the mythod with the high price or drawing another mythod with the low price?
Finn Edwards, the Bootlegger (6/4)
Slippery - Finn takes no penalty for failing an non-other world adventure with monster(s).
In AH, I think this character is extremely useless (lol)
Becomes powerful if the monsters are crowded, but it means Arkham is HELL. Useless again. sigh.
George Barnaby, the Lawyer (7/3)
Knowledge is Power - George may always reroll [PERIL] resulted dice.
Minor version of Professor.
To tell the truth, I think this ability is useless because I always roll TERROR a lot.
Jim Culver, the Musician (6/4)
Strange Luck - Once a day, Jim can spend a clue token to complete an other-world or non-GOO monster task with 1 less [TERROR] result.
Author has extremely powerful ability, making hard to design other abilities related to other world. (in my point of view)
1 clue token to purchase a TERROR without using dice... do you think it is overpowered?
Leo Anderson, the Expendition Leader (5/5)
Leadership - Once a day, Leo may prevent 1 point of Stamina or Sanity loss for any investigator.
Copy - and - paste from AH. Period.
Lily Chen, the Martial Artist (5/5)
Chosen One - When GOO awakens, remove 2 doom tokens from it.
No skills, no martial arts, no focus in ES...
So I adoped the personal story.... Wait. It's Astronomer's. Sigh.
Lola Hayes. the Actress (6/4)
Improv - At midnight, Lola chooses another investigator and gains the ability of that investigator until next midnight.
Also, no skills in ES. I had to make her a COPYCAT.
Luke Robinson, the Dreamer (7/3)
(Starting Item includes Opened gate, you know, the gate icon)
Experienced Dreamer - Whenever Luke fails an other-world adventure, he gains 1 clue token instead of whole penalty of that adventure.
I think it is a unique idea, using other-world as a clue farm.
But the clock will not wait for him doing this. Ding-dong-doom.
Marie Lambeau, the Entertainer (6/4)
Witch Blood - [SAVE]
[SAVE] means the dice save icon in the usual attack spells. Simple enough.
Mark Harrigan, the Soldier (3/7)
One Man Army - Mark is immune to all Nighmarish, Overwhelming, Time-consuming effect on the task.
No arrest, no delay, no stockage... therefore.
Rex Murphy, the Reporter (6/4)
Family Curse - Once per a roll, he may change a [LORE] or [PERIL] result to a [TERROR] result.
Rex in AH was a clue-farmer. But, are the clue tokens important in ES?
Again, this ability is useless because I always roll [TERROR] a lot.
1 Investigation - Change to LORE with Pyramid - Change to PERIL combo... useless. Better reroll instead.
Rita Young, the Athelete (4/6)
Resilent - In addition to the first aid, Rita can refill her stamina full with no trophy.
No madness or injury in ES. And, you know, if life becomes 0, you are devoured! ... sigh
Tommy Muldoon, the Rookie Cop (6/4)
Hero - When Tommy is devoured and GOO is not awaken yet, choose a player and an adventure. That player claims the reward of the adventure and the adventure itself as he/she completed that adventure.
Yum-yum. GOO eats Tommy, and Tommy will give you several items, a 2-worth trophy (plus a monster trophy) and an elder sign token.
Wendy Adams, the Urchin (4/4)
Blessed is the Child - When Wendy claims Elder Sign for reward, she gains 1 more.
Wendy cannot bring Elder Sign in ES because it is not unique item... sigh
Wilson Richards, the Handyman (5/5)
Odd Jobs - Wilson gains 1 clue token when he uses Lost & Found.
Using Lost & Found was a waste of time. It looks like "I'm fxxxed up and I need some starting items again" to me. Go get devoured instead.
...of course, if all the tasks are full or monsters, sometimes it becomes "We are fxxxed up" (...)
Power of abilities, balances, starting items, and several things are not considered yet.
Tomorrow I'll introduce ES to my AH playing club members.
We can have 8 hours to play, and if I can, I'll test these characters and report.
Innnsmouth Horror investigators will be the next, and GOOs will be the another.
Items or Adventures are beyond my abilities, because I cannot make the proxy card with my poor MSPAINT skill. sigh.