Investigators are consisting of a team of one up to four players. They usually need to explore mansions to gather enough clues to unlock their winning condition and defeat the Keeper with their gained knowledge. Certain Scenarios have different mechanics, but the investigators mostly need to work as a group and solve the mystery of the current scenario.
Each investigator may choose 2 of 4 different trait cards at game start. These trait cards determine the investigator´s statistics, as well as providing a starting item (or spell) and a special ability.
List of investigators[]
Investigator | Health | Sanity | Skill Points | Expansion | Trait 1
Intellect Willpower Lore Luck Once per game |
Trait 2
Intellect Willpower Lore Luck Once per game |
Trait 3
Strength Marksmanship Dexterity Starting Item |
Trait 4
Strength Marksmanship Dexterity Starting Item |
---|---|---|---|---|---|---|---|---|
Amanda Sharpe | 10 | 11 | 5 | Call of the Wild | Manic Focus
6 5 5 3 Action: Take up to 4 horror. For each horror taken this way, gain 1 skill point |
Young Determination
5 6 5 3 Action: Once per game, heal any combination of your damage and horror equal to your current number of skill points |
Untapped Knowledge
3 3 6 Before another investigator in your room performs a non-luck attribute test, you may spend 1 skill point to add your luck to his skill |
Reminder from Home
4 3 5 Action: Spend 1 skill point to choose a monster in your room. Either deal the monster 2 damage or move the monster 1 space |
"Ashcan" Pete | 11 | 9 | 4 | Mansions of Madness | False Trail
3 7 3 3 Before making an evade test, you may use this ability to gain +4 to all evade tests this turn |
Jury-rigging
4 6 2 4 Discard any number of equipment, tome, artifact, and weapon cards. Gain 1 skill point for each card discarded this way |
Dog's Best Friend
5 6 5 +2 to Dexterity and Strength tests during combat Action: Once per round, give Duke and 1 Exploration card to an investigator within 2 spaces |
Struggling Musician
6 6 7 Blunt melee weapon 3 Action: Move 1 monster 1 space towards you or discard this card to attack a monster in your space |
Bob Jenkins | 11 | 9 | 4 | Call of the Wild | Hidden Stock
4 7 1 3 When an investigator discard a Tome or Equipement card, you may instead return that card to that investigator's play area. |
Underhanded Move
5 6 2 2 When an unnamed humanoid monster is stunned in your room, you may discard the monster from play. |
Seven Days a Week
6 4 4 Blunt Melee Weapon 1 Action: Attack a monster in your space. After this attack deals damage to a humanoid monster, stun the monster (unless it is already stunned) |
Coping Mechanism
6 5 5 At the start of your turn, you may receive a stun token to heal 1 horror |
Carolyn Fern | 8 | 12 | 4 | Forbidden Alchemy | Hypnosis
6 6 5 3 Action: You may take any number of horror (without exceeding your Sanity). For each horror you take, choose an investigator in your room to heal 4 horror. |
Intervention
7 7 4 2 Cancel an ability or the effect of a card that allows the keeper to move, attack with, or take an action with another investigator in your room. |
Dangerous Work
3 5 4 Ranged Weapon 2 Action: Attack a monster within 2 range. You may then attack the same monster a second time with a -1 to the attribute test |
Treatment for Madness
4 5 4 Action: Discard a mental Trauma from an investigator in your space. |
Darrell Simmons | 12 | 8 | 3 | Forbidden Alchemy | Keen Eye
5 6 7 2 Action: When a monster enters your room (or you enter a monster's room), you may look at the bottom of the monster's token |
Detail-Oriented
4 5 5 3 You may gain 1 skill point for each clue card that has been found |
Caught on Film
4 6 5 When a monster is killed in your room, you may place the figure on this card (limit 1 figure on this card). Investigators gain +2 on attributs when makings tests during combat against this monster type |
Keep Your Eyes on Me
4 5 6 Action: Stun a monster in your space. Then test Luck +1 Fail: Discard this card and you are stunned |
Dexter Drake | 10 | 10 | 2 | Forbidden Alchemy | Disappearing Act
5 5 6 4 While you are hiding, you may spend both of your Movement Steps to move to any space in any room that contains no Exploration, Lock, or Obstacle cards |
Master of Illusion
5 5 7 3 Action: Once per game, you may move each monster that is in your line of sight 1 space |
Sleight-of-Hand
4 4 6 Sharp and Blunt Melee Weapon 2 When attacking with this weapon, all Strength tests are considered Dexterity tests instead |
Magician
5 4 5 Mists of Releh spell |
Gloria Goldberg | 6 | 14 | 4 | Mansions of Madness | Powerful Visions
5 6 7 4 Action: Once per game, look at the keeper's hand of Mythos and Trauma cards and choose up to 2 of them to discard |
Psychic Sensitivity
6 6 6 3 Action: Once per game, look at all Exploration cards in the room of your choice (you must then return them in the same order) |
Bibliophile
3 3 3 Bind Monster spell |
Renowned Author
4 4 4 Action: Another investigator in your room gains 1 skill point or test your strength Pass: Deal 2 damage to a monster in your space |
Harvey Walters | 6 | 14 | 4 | Mansions of Madness | Revealing Translation
6 5 8 4 When you receive a Spell card, you may draw 2 cards and read the backs of both. Choose 1 to keep and discard the other |
Professor's Instincts
7 6 7 3 When attempting a Rune Puzzle, you may automatically solve it and then gain 2 skill points |
Artifact Collector
4 4 3 When defending in combat you cannot be stunned or dealt more then 1 damage from a single attack |
Student of the Arcane
3 3 2 Shriveling spell |
Jenny Barnes | 10 | 10 | 2 | Mansions of Madness | Unwavering Determination
4 7 4 2 Once per game, when making a horror test, you may automatically pass and then move up to 2 spaces |
It's Personal
4 6 3 3 Action: Once per game, you may move up to 2 spaces. You may then attack a monster in your space, gaining +2 to all checks in the combat |
Noble Motives
5 6 7 Action: If you have 0 skill points, gain 2 skill points and heal 1 horror |
Armed and Fabulous
4 6 6 Ranged Weapon 3 Action: Attack a monster within 2 range. If the monster is within 1 range, gain +2 Marksmanship |
Joe Diamond | 12 | 8 | 3 | Mansions of Madness | Lucky Break
6 5 3 3 Action: Choose a monster in your space and test your luck Pass: Kill the monster |
On the Case
5 7 1 2 Action: When you reveal a clue card while exploring, gain 3 skill points |
License to Kill
5 6 5 Ranged Weapon 3 Action: Attack a monster within 2 range. If the monster is within 1 range, gain +2 Marksmanship |
Private Eye
6 6 6 Once per turn, immediately after you spend an action to explore a room, you may take 1 additional action |
Kate Winthrop | 9 | 11 | 4 | Mansions of Madness | Trial and Error
7 5 5 3 Before attempting a puzzle, you may discard any number of puzzle pieces and replace them with random unused puzzle pieces from the pile |
Test Theories
6 6 6 2 Action: You may test your Luck. Add +2 for each revealed clue card Pass: You may read the Objective card |
Inventor
4 5 5 Whenever a monster is placed (not moved) into your room, the keeper must instead place the monster in an adjacent room (if able) |
Researcher
4 6 4 Action: Gain 1 skill point |
Mandy Thompson | 10 | 10 | 3 | Call of the Wild | Passing Familiarity
6 5 7 2 When attempt a skill check on a Tome Exploration card, you automatically succeed and then gain 2 skill points |
Only the Facts
6 5 6 3 Before an investigator in your room performs a test, he tests your Lore instead of the indicated attribute of his investigator. |
Workaholic
5 4 5 Gain +1 Lore. If a combat card instructs a monster in your room to perform a special attack, discard the card and draw replacement |
Unusual Knowledge
4 4 6 Voice of Ra spell |
Michael McGlen | 14 | 6 | 3 | Mansions of Madness | Not a Scratch
2 8 1 4 Before rolling for a test during combat, use this ability to automatically pass the check unless you roll a 10 |
Find Weakness
3 7 1 2 Before you attack a monster on your turn, gain 2 skill points |
Gangster
6 7 2 Ranged Weapon 3 Action: Attack a monster within 2 range. If you deal damage, you may make another attack with this weapon (limit once per turn) |
Thug
8 7 4 Weapon 1-10 Action: Discard this card to choose a space within 2 range. Roll a die and deal that much damage to each monster in the chosen space |
Monterey Jack | 13 | 7 | 3 | Call of the Wild | Against All Odds
4 6 5 2 You may reroll a die you just rolled. You may not reroll a die that has already been rerolled |
Thirsty for Discovery
5 6 4 2 After a non-Key non-Story Item Exploration card is revealed by an investigator exloring any room, you may immediately take that card |
Obsessed Explorer
6 5 4 Once per turn, you may look at the top card seeded in your room. Then replace the card facedown |
Backup Plan
5 6 4 Ranged Weapon 3 Action: Attack a monster within 2 range. If this attack kills a Beast or Eldrich monster, you may heal 1 horror |
Sister Mary | 8 | 12 | 3 | Mansions of Madness | Holy Warding
3 7 5 4 Action: Choose a monster in your room. You may move it up to 3 spaces |
Solace in Prayer
4 6 4 5 Action: Roll a die and heal half that much horror (rounded up) from your investigator |
Hand of the Father
2 2 6 Action: Choose a monster within 1 range and test your Luck +1 Pass: Deal 1 damage and stun the monster |
Servant of God
3 2 5 The keeper must spend 1 additional threat to play a Mythos or Trauma card on you |
Vincent Lee | 10 | 10 | 4 | Forbidden Alchemy | Field Medic
7 3 4 3 Action: When an investigator is dealt damage in your room, test your intellect Pass: Reduce the damage taken to 0. |
Autopsy
6 4 5 2 When a monster is killed in your room, gain 3 skill points and give them to any investigators in your room. |
Bibliophile
5 4 5 Sharp Melee Weapon 2 If you deal damage to a stunned target, deal additional 2 damage |
Beneath the Skin
5 4 6 Action: Test Intellect Pass: An investigator in your space may heal 2 damage |