Dandeloser Survivor Build 27 Mar 2020

Female
Nickname
Epithet
Other
Story
Gear Grid
1 Blue Affinity
3 Green Affinity
0 Red Affinity
Set Bonus: Silk
    3    
  arms




Silk Wraps
armor

 

         

  




Dying Lantern
item lantern other
+ 1 Evasion You may archive this to gain 1 Skull basic resource and + 3 insanity.
 

         

  




Silk Body Suit
item silk flammable
[Unique] Reduce damage from every hit suffered by 2 to a minimum of 1. You may not have any heavy or metal armor in your gear grid.
 

         
    3    
  body




Silk Robes
armor set silk flammable
When you depart, gain 1 survival. [A]: Add [1 Armor] to all hit locations. Use once per showdown.
 

         
    3    
  head




Silk Turban
armor set silk flammable
[A]: Turn the monster to face away from you. Use only during the survivors turn.
 

         
    3    
  waist




Silk Sash
armor set silk flammable
When you depart, gain 1 survival. [A]: Add [1 Armor] to all hit locations. Use once per showdown.
 

         

  




Frenzy Drink
item consumable fragile
[A] consume: Suffer Frenzy brain trauma. Can be used once per showdown.
 

         

  
1
1
4
5
Steel Sword
weapon melee sword finesse metal
[Irreplaceable] [Slow] [Sharp] On a Perfect hit, the edge sharpens. Gain +1d10 strength for the rest of the attack.
 

         
    3    
  legs




Silk Boots
armor set silk flammable
+ 1 movement. Once per round, you may spend 1 survival to gain 2 insanity.
 

         
 
Fighting Arts & Disorders
Legendary Lungs
Once per attack, for each successful hit make an additional attack roll.
Necromancer/Worm Trauma
When you depart, gain [1 Armor] to all hit locations for each gear card in your grid with the symbol keyword.
If you would roll on the severe injury table, roll on the [Worm Trauma] table on the other side of this card instead.
When you die or forget this, the settlement gains the [Knowledge Worm] innovation.

[Worm Trauma]
Whenever you would suffer an unspecified severe injury, roll 1d10 on the following table instead of on the severe injury table.
(Specified severe injuries remain unchanged.)

[1-3]: A spray of blood and silver. Dead.
[4-5]: The worm's coil tightens sharply. Gain 2 bleeding tokens and -1 evasion token.
[6-7]: A dizzying blow. Gain 1 bleeding token and 1d5 insanity.
[8]: An inhuman voice screams in your bones. Gain 1 bleeding token and 1d5 insanity.
[9]: The pain is infuriating! Gain 1 bleeding token and + 1 strength token.
[10]: Molten metal issues from your mouth. You are knocked down and gain 1 iron strange resource.
Quixotic
You carry the weight of your settlement on your shoulders. Everyone is counting on you to save them, and you will rise to the challenge.
If you are insane when you [depart], gain + 1 survival and + 1 strength token.
Weak Spot
You have an imaginary infirmity.
When you gain this disorder, roll a random hit location and record it. You cannot [depart] unless you have armor at this hit location.
 
Weapon Proficiency: Axe Specialist: Yes Master: No
Abilities
Bitter Frenzy
Impairments
...
Other Conditions
Convalescer -2 Red==========+1 Green
Notes
Shield Master, F & T Master Reroll used, Forb. Dance Rolled