Devin Warner Survivor Build 16 Feb 2018

Female
Dingle Savior of the Lantern
Epithet
Departing
Story
Gear Grid
0 Blue Affinity
0 Green Affinity
0 Red Affinity
Set Bonus: None

  




Monster Tooth Necklace
item jewelry bone
Gain + 1 strength
+ 1 strength
 

         

  
1
1
7
3
Bone Darts
weapon ranged thrown bone
Range 6. [Frail]: When you attempt to wound a super-dense hit location, this weapon breaks. Archive this card at the end of the attack.
 

         
    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
7
1
Founding Stone
weapon melee stone
Spend [A] to sling the stone from anywhere on the board! Archive this card for 1 automatic hit that inflicts a critical wound. Archive: Return this card to the game box.
 

         
    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.
 

         

  
1
2
5
5
Butcher Cleaver
weapon melee axe other
[paired] [Sentient] Must be insane to activate. Irreplaceable: When you die, archive this card.
 

         
    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.
 

         
 
Fighting Arts & Disorders
Kings Step
Whenever you attack, you may discard any number of [Battle Pressure] hit locations drawn and draw an equal number of new hit locations.
Whenever you attack, after drawing hit locations, but before rolling to wound, you may choose one hit location drawn and discard it to draw a new hit location.
Traps will cancel these effects.
Squeamish
You can't handle bad smells.
You cannot [depart] with any [stinky] gear in your gear grid. If a status or effect would cause you to become [stinky], lose all your survival.
 
Weapon Proficiency: None Specialist: Yes Master: No
Abilities
Prepared
Impairments
...
Other Conditions
...
Notes
...