A - Snow White Resurrected Survivor Build 02 Dec 2017

Female
Nickname
Epithet
Hunting
Story
Murderer x3, Flower Cursed, Resurrected
Gear Grid
3 Blue Affinity
4 Green Affinity
2 Red Affinity
Set Bonus: None

  head




Antelope Mask
item mask bone other
[Unique] [Irreplaceable] [Accessory] At the start of your act, if insane, gain + 1 [M]
 

         

  




Death Mehndi
item soluble symbol other
+ 1 + 1 + 1
On a Perfect hit, gain 1d10 insanity. -4 to all brain trauma rolls.
 

         

  
1
2
5
6
Oxidized Lantern Glaive
weapon melee spear axe two-handed finesse metal
[Sharp] [Reach 2] On a Perfect hit, the edge sharpens. The weapon gains + 4 strength for this attack.
 

         

  




Sleeping Virus Flower
item flammable
+ 1 luck. [Cursed]. When you die, a flower blooms from your corpse. Add [FK: A Warm Virus] to the timeline next year. You are the guest.
 

         

  




Lantern Mehndi
item soluble symbol other
+ 1
You may start the showdown in any unoccupied board space.
 

         

  




Final Lantern/Final Lantern
item other
[Vital] On arrival, all survivors gain the Horripilation survivor status card (Watcher AI). When insane, flip this card.

[Vital] On arrival, all survivors gain the Horripilation survivor status card (Watcher AI). When not insane, flip this card.
 

         

  




Glyph of Solitude
item soluble symbol other
+ 1
+Table1[@]2 accuracy. You are deaf. You cannot encourage.
 

         

  




Bone Witch Mehndi
item soluble symbol other
At the start of your act, you may spend 3 insanity to gain 1 survival or 1 survival to gain 3 insanity.
 

         

  




Butcher’s Blood
item soluble symbol other
+ 1
For every 10 insanity you have, gain + 1 speed and + 1 strength
 

         
 
Fighting Arts & Disorders
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.
Immortal
You are immortal! You will live forever and cannot be killed.
While you are insane, convert all damage dealt to your hit locations to brain damage.
You are so busy reveling in your own glory that you cannot spend survival while insane.
Stark Raving
Freedom awaits those pushed this far beyond the breaking point.
You are always insane, regardless of your insanity.
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.
 
Weapon Proficiency: Spear Specialist: Yes Master: Yes
Abilities
Sweet Battle: Surge to Activate free Ageless
Impairments
...
Other Conditions
Ethereal Pact: FA Infinite Lives: FA
Notes
Reroll, +1 Green, -2 Red