Ashcan Pete, Drifter. 4 Sanity, 6 Stamina. River Docks Home. Fixed possessions, 1$, 3 Clue tokens, 1 ally (Duke). Random, 1 common item, 1 unique item, 1 skill.
When Pete draws from the Coomon Item, Unique Item, or Spell deck, he can draw from the top or bottom, his choice. He can also look at the bottom card of those decks at any time.
Soeed/Sneak: 0/6 Fight/Will: 2/5 Lore/Luck: 0/3. Focus 1.
Amanda Sharpe, Student. 5 Sanity, 5 Stamina, Bank of Arkham home, fixed possessions, 1$, 1 clue token, Rnadom Possessions, 1 common item, 1 unique item, 1 spell, 2 skills.
Whenever she draws from the skill deck, she draws one extra card and discards one of the cards of her choice.
Speed/Sneak: 1/4 Fight/Will:1/4 Lore/Luck:1/4 Focus 3
Gloria Goldberg, Author. 6 Sanity, 4 Stamina, Velma's Diner home, Fixed possessions: 7$, 2 clue tokens, random possessions 2 common items, 2 spells, 1 skill.
When drawing gate encounters in other worlds, Gloria draws two cards that match the color of one of the Other World's encounter symbols, then chooses which one she wants. This does not work when drawing location encounters in Arkham.
Speed/Sneak 1/3, Fight/Will 0/5, Lore/Luck 1/5, Focus 2
Jenny Barnes, Dilettante, 6 sanity, 4 stamina, Train Station Home, Fixed Possessions: 10$, RAndom Possessions: 2 common items, 1 unique, 1 spell, 1 skill.
Upkeep: Jenny gains 1$.
Speed/Sneak 0/4 Fight/Will 1/5 Lore/Luck 1/5 Focus 1
Monterey Jack, Archaeologist, 3 Sanity, 7 Stamina, Curiositie Shoppe, Fixed possesssions 7$, 1 clue token, Bull Whip, .38 Revolver, random possessions: 2 unique items, 1 skill.
Whenever he draws one or more cards from the Unique Item deck, he draws an extra card and discards one of the cards.
Speed/Sneak 1/3 Fight/Will 2/3 Lore/Luck 1/5 Focus 2
Joe Diamond, Private Eye, 4 Sanity, 6 Stamina, Home Police Station, Fixed Possessions 8$, three clue tokens, .45 Automatic, random possessions: 2 common items, 1 spell.
Joe rolls one extra bonus die when he spends a clue token to add to a roll.
Speed/Sneak 3/4 Fight/Will 2/3 Lore/Luck 0/3 Focus 3
Michael McGlen, Gangster, 3 Sanity, 7 Stamina, Home Ma's Boarding House, FIxed possessions 8$, Tommy Gun, Dynamite, andom: 1 Unique Item, 1 skill
Michael reduces all Stamina losses he suffers by 1, to a minimum of 0.
Speed/Sneak 2/4 Fight/Will 3/4 Lore/Luck 0/3 Focus 1
Darrel Simmons, Photographer, 4 Sanity, 6 Stamina, Newspaper Home, fixed $4, 1 Clue, 1 Retainer, Random: 1 common, 2 unique, 1 skill
When drawing location encounters in Arkham, draws two and chooses which he wants. Doesn't work when drawing Gate encounters.
Speed/Sneak 2/3 Fight/Will 2/4 Lore/Luck 0/4 Focus: 2
Vincent Lee, Doctor, 5 Sanity, 5 Stamina, Saint Mary's Hospital Home, Fixed 9$ 1 Clue, Random 2 common items, 2 spells, 1 skill
At Upkeep, can restore 1 Stamina to himself or another character in his location. Cannot raise a character's Stamina higher than Max.
Speed/Sneak 0/5 Fight/Will 0/4 Lore/Luck 2/4 Focus 2
Bob Jenkins, Salesman, 4 Sanity, 6 Stamina, General Store Home, Fixed 9$, Random 2 common items, 2 unique items, 1 skill.
Draws one extra Common Item when drawing, and discards one.
Speed/Sneak 2/3 Fight/Will 1/6 Lore/Luck 0/4 Focus 1
Kate Winthrop, Scientist, 6 Sanity, 4 Stamina, Science Building Home, Fixed 7$ 2 Clue tokens, Random 1 common, 1 unique, 2 spells, 1 skill.
Gates and monsters don't appear in Kate's location, they don't disappear if she enters their location, and monsters can move into her location as usual. No clue token on Science Building at the start of the game.
Speed/Sneak 1/5 Fight/Will 1/3 Lore/Luck 2/4 Focus 1
Carolyn Fern, psychologist, 6 Sanity, 4 Stamina, Arkham Asylum home, Fixed 7$, 1 Clue, Random 2 unique items, 2 common items, 1 skill.
May restore 1 sanity to herself or another at that location during Upkeep.
Speed/Sneak 0/3 Fight/Will 1/4 Lore/Luck 2/5 Focus 2
Suster Mary, Nun, 7 sanity, 3 Stamina, South Church Home, Fixed 0$, Blessing, Cross, Holy Water, Random 2 spells, 1 skill.
Never lost in Time and Space. Returns to normal places if all of something are lost, returns to South Church if neither.
Speed/Sneak 1/4 Fight/Will 0/4 Lore/Luck 1/6 Focus 1
Dexter Drake, Magician, 5 Sanity, 5 Stamina, Ye Olde Magick Shoppe Home, Fixe 5$, Shrivelling. Random 1 common item, 1 unique item, 2 spells, 1 skill.
Whenever he draws a card from the spell deck, he draws one extra card, and then discards one of the cards.
Speed/Sneak 2/4 Fight/Will 1/3 Lore/Luck 2/3 Focus 2
Harvey Walters Professor 7 Sanity 3 Stamina administration Building home, Fixed 5$ 1 Clue, Random 2 unique items, 2 spells, 1 skill.
Reduce all sanity losses suffered by 1.
Speed/Sneak 0/5 Fight/Will 0/3 Lore/Luck 3/4 Focus 2
Mandy Thompson Researcher 5 Sanity 5 Stamina Library Home Fixed: 6$ 4 Clues, Random: 2 common items, 1 unique item, 1 skill.
Once per turn, she can activate this ability after any investigator, including herself, makes a skill check. That investigator then re-rolls all of the dice rolled for that check that did not result in successes.
Speed/Sneak 1/5 Fight/Will 0/5 Lore/Luck 1/3
For the Stat/Stat, this represents the leftmost marker.
The quick notes version of the character sheets, helpful if you use this information on the template shown above.