Tycho Survivor Build 01 Aug 2021

Male
Nickname
Epithet
Departing
Story
Gear Grid
0 Blue Affinity
0 Green Affinity
0 Red Affinity
Set Bonus: Brawler

  




Stone Noses
item jewelry
On arrival, gain + 1 survival, + 1 insanity. arrival: At the start of the showdown.
 

         
    3    
  head




Screaming Horns
armor set bone
[A]: Scream. Non-deaf insane survivors gain + 1 movement until the end of the round. All other survivors gain + 1 insanity.
 

         

  
1
2
6
4
Beast Knuckle
weapon melee katar bone
[paired] When you wound with this weapon, monster gains - 1 toughness until the end of the attack.
 

         
    2    
  waist




Screaming Skirt
armor set fur
Thick, protective fur protects your parts. Add + 1 to severe waist injury roll results.
 

         
    2    
  body




Screaming Coat
armor set fur
[Slam]: Spend [M] to full more forward in a straight line. If you move 4+ spaces and stop adjacent to a monster, it suffers [Knockback 1] and - 1 toughness until the end of the round.
 

         

  




Lucky Charm
item jewelry
+ 1 luck
 

         
    2    
  legs




Screaming Leg Warmers
armor set fur
On arrival your feet hurt, gain + 3 insanity.
 

         
    2    
  arms




Screaming Bracers
armor set fur
On arrival, if possible, add an Acanthus Plant terrain card to the showdown. When you activate terrain, you may add + 2 to your roll result.
 

         

  
1
2
6
4
Beast Knuckle
weapon melee katar bone
[paired] When you wound with this weapon, monster gains - 1 toughness until the end of the attack.
 

         
 
Fighting Arts & Disorders
Mighty Strike
On a Perfect hit, gain + 2 strength until the end of the attack.
Leader
Whenever you encourage a survivor, they gain + 1 speed token until the end of the round.
Once per hunt phase, you may inspire another survivor. They use your understanding and courage to resolve a hunt or story event. (Example: if you have 3+ courage you can inspire another survivor to walk the path of the brave during Overwhelming Darkness.)
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.
Post-Traumatic Stress
The last hunt was harrowing. All you can do is cower and relive the trauma. Only time can heal your wounds.
Next settlement phase, you do not contribute or participate in any endeavors.
Skip the next hunt to recover
 
Weapon Proficiency: Katar Specialist: No Master: No
Abilities
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Impairments
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Other Conditions
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Notes
Weak Spot: Body.