The Fool Survivor Build 24 Jun 2016

Male
Nickname
Epithet
Nameless
Story
Gear Grid
0 Blue Affinity
0 Green Affinity
0 Red Affinity
Set Bonus: None

  
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.
 

         

  
1
2
6
2
Bone Blade
weapon melee sword bone
[Frail]: When you attempt to wound a super-dense hit location, this weapon breaks. Archive this card at the end of the attack.
 

         

  head




Skull Helm
armor bone fragile
When you suffer a severe head injury, the Skull Helm is destroyed. Archive this card.
 

         

  
1
2
7
3
Cat Gut Bow
weapon ranged dow two-handed
[Cumbersome] [Range] 6. Aim: When you attack, before rolling to hit, you may reduce the speed of this weapon by 1 to gain + 2 accuracy for that attack.
 

         
    1    
  waist




Cloth
armor
The Cloth protects your waist. Gain 1 armor point at the waist hit location.
 

         

  




Dried Acanthus
item herb consumable
When you depart, gain + 2 survival. When you suffer a severe injury, ignore it and archive this card instead.
 

         

  
1
1
6
6
Claw Head Arrow
item ammunition arrow
[Slow] [Ammo - Bow] You must have a bow in your gear grid to activate this. If you hit, monster gains - 1 evasion token. Use once per showdown
 

         

  
1
2
5
3
Scrap Sword
weapon melee sword metal
On a Perfect hit, the edge sharpens. Gain + 4 strength for the rest of the attack. Gains [Deadly]
 

         

  




Monster Grease
item consumable soluble stinky
Gain + 1 evasion
+ 1 evasion
 

         
 
Fighting Arts & Disorders
Clutch Fighter
While you have 3 or more blood tokens, gain + 1 strength and + 1 accuracy.
Red Fist
At the start of each showdown, each survivor gains + 1 strength token.
Survivors may spend + 1 strength tokens in place of survival.
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: Bow Specialist: Yes Master: No
Abilities
Thunder caller: in a blank hunt space after darkness, auto 100 Peerless: gain insanity- can gain = survival
Impairments
...
Other Conditions
Weak spot : head
Notes
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