
The Drifter
Ability: You begin the game with the Duke Unique Item. (Description of Item) At the start of your turn, you may perform a trade action as if you are in any space within range.

The Parapsychologist
Ability: After you resolve a Horror check, gain 1 Clue.

The Waitress
Ability: You begin the game with the Storm of Spirits Spell. (Description of Item) You may suffer one facedown Damage to deal 1 additional damage while attacking with this card.

The Shaman
Ability: Effects cannot cause you to discard Clues unless you choose to.

The Student
Ability: You may perform two additional puzzle steps while attempting a puzzle.

The Salesman
Ability: Once per round, when you spend an action to Interact with a Person (NOT Investigator), you may flip 1 Horror facedown or discard 1 facedown Horror.

The Psychologist
Ability: As an Action, you or another Investigator within range flip 1 Horror facedown or discard 1 facedown Horror.

The Butler
Ability: As an Action, another Investigator within range may perform 1 action. Activate this ability only once per round.

The Politician
Ability: While within range of a Person (NOT Investigator), you may convert a magnifying glass to an elder sign (star symbol). Activate this ability only once per test.

The Mechanic
Ability: When a puzzle is solved, you may either gain 2 Clues or discard 1 Horror.

The Photographer
Ability: Once per round, if you would gain a Clue, you may become Focused instead.

The Magician
Ability: Once per round, when you gain a Spell, become Focused.

The Redeemed Cultist
Ability: If you would suffer 2 or more Horror, suffer 1 fewer Horror instead.

The Priest
Ability: As an Action, another Investigator within range becomes Focused. Activate this ability only once per round.

The Bootlegger
Ability: Once per round, you may move 1 space before or after performing a Search action.

The Author
Ability: At the start of your turn, if you have no Clues, gain 1 Clue.

The Professor
Ability: As an Action, another Investigator within range gains 1 Clue. Activate this ability only once per round.

The Dilettante
Ability: As an Action, if you have no Clues, gain 2 Clues and discard 1 Horror.

The Musician
Ability: You begin the game with the Golden Trumpet Unique Item. (Description of Item) As an Action, each investigator within range may discard 1 facedown Horror. Activate this ability only once per round.

The Private Eye
Ability: If you spend a Clue to convert a magnifying glass to an elder sign, you may convert up to 2 magnifying glasses to elder signs (star symbol) instead.

The Scientist
Ability: You begin the game with the Flux Stabilizer Unique Item. (Description of Item) At the start of your turn, move a monster within range up to 1 space.

The Expedition Leader
Ability: Once per round, when you perform a Move action, another Investigator may move 1 space.

The Martial Artist
Ability: While you are attacking unarmed, if a Monster would suffer 1 or more damage, it suffers 2 additional damage.

The Researcher
Ability: Once per round, when you gain a Clue, gain 1 additional Clue.

The Entertainer
Ability: At the start of your turn, you may cast a Spell without spending an action.

The Gangster
Ability: Whenever a monster is defeated, become Focused.

The Secretary
Ability: Once per round, you or another Investigator within range may reroll 1 die while resolving a test.

The Archaeologist
Ability: Other Investigators in your space do not need to evade Monsters.

The Astronomer
Ability: As an Action, if you are in an outdoor space, gain 2 Clues or discard 1 Horror. Activate this ability only once per round.

The Millionaire
Ability: Once per round, when you gain an Item, you may flip 1 Horror facedown or discard 1 facedown Horror.

The Athlete
Ability: You may move 1 additional space as part of a Move action.

The Sailor
Ability: Once per round, you may flip 1 Horror faceup to reroll one or all of your dice while resolving a test.

The Nun
Ability: Once per round, another Investigator within range may convert a magnifying glass to an elder sign (star symbol) while resolving a test.

The Rookie Cop
Ability: You begin the game with the Becky Unique Item. (Description of Item) Once per round, you may reroll one die.

The Spy
Ability: Once per round, you may convert up to 2 magnifying glasses to elder signs (star symbol) while performing a Search action.

The Explorer
Ability: Once per round, you may move 1 space before or after performing an Explore action or resolving the effects of a Sight token.

The Doctor
Ability: As an Action, you or another Investigator within range flip 1 Damage facedown or discard 1 facedown Damage.

The Urchin
Ability: You cannot become Stunned or Restrained.

The Gravedigger
Ability: Whenever a Monster is defeated, gain 1 Clue.

The Handyman
Ability: After you Resolve a horror check, become Focused.