1. This document describes various severe injuries and their effects in grim detail. Head, body, and leg injuries can result in instant death or permanent debilitating effects like lost limbs or lost abilities.
2. Arm injuries include losing an arm, which prevents using two-handed weapons. Brain trauma can cause memory loss, seizures, insanity, or death. Pelvic and hip injuries reduce movement and luck.
3. The injuries listed have gruesome permanent effects, from lost abilities to reduced attributes to instant death. They aim to make the recipient less capable in survival by simulating trauma.
1. This document describes various severe injuries and their effects in grim detail. Head, body, and leg injuries can result in instant death or permanent debilitating effects like lost limbs or lost abilities.
2. Arm injuries include losing an arm, which prevents using two-handed weapons. Brain trauma can cause memory loss, seizures, insanity, or death. Pelvic and hip injuries reduce movement and luck.
3. The injuries listed have gruesome permanent effects, from lost abilities to reduced attributes to instant death. They aim to make the recipient less capable in survival by simulating trauma.
1. This document describes various severe injuries and their effects in grim detail. Head, body, and leg injuries can result in instant death or permanent debilitating effects like lost limbs or lost abilities.
2. Arm injuries include losing an arm, which prevents using two-handed weapons. Brain trauma can cause memory loss, seizures, insanity, or death. Pelvic and hip injuries reduce movement and luck.
3. The injuries listed have gruesome permanent effects, from lost abilities to reduced attributes to instant death. They aim to make the recipient less capable in survival by simulating trauma.
1-2 Head explosion! Your head erupts in a 1-2 Instant Death. The blow sends a bone 1-2 Blood geyser. Blood shoots from your shower of gore, killing you instantly. All fragment directly into your heart, killing femoral artery at an alarming rate, killing you other survivors are so disturbed that they you instantly. in seconds. lose 1 survival 3 Bleeding. Gain 2 bleeding tokens. 3 Bleeding. Gain 2 bleeding tokens. 3-4 Decapitation. You are dead. 4 Gaping chest wound. Suffer -1 permanent 4 Dismembered leg. Lose a leg. You suffer -2 5 Intracranial hemorrhage. You can no strength. This injury is permanent and can permanent movement and can no longer longer use or gain any survival. This injury be recorded multiple times. Gain 1 dash. This injury is permanent and can be is permanent and can be recorded once. bleeding token. recorded twice. A survivor with two Gain 1 bleeding token. 5 Destroyed back. A sharp cracking noise. dismembered leg severe injuries has lost 6 Deaf. You won’t hear it coming. Suffer -1 Suffer -2 permanent movement. You can both of their legs and must retire at the end permanent evasion. This injury is no longer activate any gear that has 2+ of the next showdown or settlement phase. permanent and can be recorded once. Gain strength. This injury is permanent and can Gain 1 bleeding token. 1 bleeding token. be recorded once. Gain 1 bleeding token. 5 Hamstrung. A painful rip. The leg is unusable. 7 Blind. Lose an eye. Suffer -1 permanent 6 Disemboweled. Your movement is reduced You can no longer use any fighting arts or accuracy. This injury is permanent and can to 1 until the showdown ends. Gain 1 abilities. This injury is permanent and can be be recorded twice. A survivor with two bleeding token. Skip the next hunt. If you recorded once. Gain 1 bleeding token. blind severe injuries suffers -4 permanent suffer disemboweled during a showdown, 6 Torn Achilles tendon. Your leg cannot bear accuracy and retires at the end of the next at least one other survivor must live to the your weight. Until the end of the showdown, showdown or settlement phase, having end of the showdown to carry you back to whenever you suffer light, heavy or severe lost all sight. Gain 1 bleeding token. the settlement. Otherwise, at the end of injury, you are also knocked down. Skip the 8 Concussion. Your brain is scrambled like an the showdown, you are lost. Dead. next hunt. Gain 1 bleeding token. egg. Gain a random disorder. Gain 1 7 Ruptured spleen. A vicious body blow. Skip 7 Torn muscle. Your quadriceps is ripped to bleeding token. the next hunt. Gain 2 bleeding tokens. shreds. You cannot dash until the showdown 9 Shattered jaw. You drink your meat 8 Broken rib. It even hurts to breathe. Suffer ends. Skip the next hunt. Gain 1 bleeding through a straw. You can no longer -1 permanent speed. This injury is token. consume or be affected by events permanent and can be recorded multiple 8 Broken leg. An ear-shattering crunch! requiring you to consume. You can no times. Gain 1 bleeding token. Adjacent survivors suffer 1 brain damage. longer encourage. This injury is permanent 9 Collapsed lung. You can’t catch a breath. Suffer -1 permanent movement. This injury is and can be recorded once. Gain 1 bleeding Gain -1 movement token. Gain 1 bleeding permanent and can be recorded twice. Gain 1 token. token. bleeding token. 10+ Destroyed tooth. If you have 3- courage, 10+ Bowled over. The blow sends you 9 Bloody thighs. Gain 2 bleeding tokens. you boldly spit the tooth out and gain +2 sprawling and you are knocked down. 10+ Lost balance. The blow sends you sprawling insanity! Otherwise, the blow sends you and you are knocked down. sprawling and you are knocked down.
Arms Waist Brain Trauma
1-2 Die of shock. Your vision fades, along with 1-2 Final breath. With your last gasp, you utter the sight of your mangled, armless torso. final words of bravery. Adjacent survivors (89) 3 Bleeding. Gain 2 bleeding tokens. gain +1 survival. You are dead. 4 Dismembered arm. Lose an arm. You can 3 Bleeding kidneys. Gain 2 bleeding tokens. Brain Trauma no longer activate two-handed weapons. 4 Intestinal prolapse. Your gut is gravely 1-2 Mortal terror. No ifs, ands or buts, you are This injury is permanent and can be injured. You can no longer equip any gear dead. recorded twice. A survivor with two on your waist, as it is too painful to wear. 3 Memory loss. Lose 2 levels of weapon dismembered arm severe injuries cannot This injury is permanent and can be proficiency. activate any weapons. Gain 1 bleeding recorded once. Gain 1 bleeding token. 4 Flee. You are knocked down and suffer token. 5 Warped pelvis. Your pelvis is disfigured. knockback equal to your movement towards 5 Ruptured muscle. A painful rip. The arm Suffer -1 permanent luck. This injury is the closes board edge. Gain +1d5 insanity. hangs limp. You can no longer use fighting permanent and can be recorded multiple 5-6 Danger seizure. You thrash about wildly, arts. This injury is permanent and can be times. Gain 1 bleeding token. dealing 1 damage to yourself and every recorded once. Gain 1 bleeding token. 6 Destroyed genitals. You cannot be adjacent survivor. Gain a random disorder 6 Contracture. The arm will never be the nominated for the Intimacy story event. and +1d5 insanity. same. Suffer -1 permanent accuracy. This This injury is permanent and can be 7-8 Lunacy. Gain a random disorder and +1d5 injury is permanent and can be recorded recorded once. Gain a random disorder. insanity. multiple times. Gain 1 bleeding token. You are knocked down. Gazing upwards, 9 New perspective. You are knocked down and 7 Broken arm. An ear-shattering crunch. you wonder at the futility of your struggle. gain +1d10 insanity. Suffer -1 permanent accuracy and -1 Gain +3 insanity. Gain 1 bleeding token. 10 Frenzy. Gain +1d5 insanity, +1 speed token permanent strength. This injury is 7 Broken hip. Your hip is dislocated. You can and +1 strength token. Ignore slow on melee permanent and can be recorded twice. no longer dodge. Suffer -1 permanent weapons. You may not spend survival. You Gain 1 bleeding token. movement. This injury is permanent and may not use fighting arts. You may not use 8 Spiral fracture. Your arm twists can be recorded once. Gain 1 bleeding weapon specialization or weapon mastery. unnaturally. Gain -2 strength tokens. Skip token. Can be gained multiple times. Lasts until end the next hunt. Gain 1 bleeding token. 8 Slashed back. Making sudden movements of showdown. 9 Dislocated shoulder. Pop! You cannot is excruciatingly painful. You cannot surge 11 Maniacal laughter. You are knocked down. activate two-handed or paired weapons or until the showdown ends. Gain 1 bleeding Gain -1 speed token, the priority target token use block until the showdown ends. Gain 1 token. and +1d5 insanity. bleeding token. 9 Bruised tail-bone. The base of your spine is 12 Clarity. You are knocked down. Add your 10+ Hit the dirt. The blow sends you sprawling in agony. You cannot dash until the current survival to insanity and reduce your and you are knocked down. showdown ends. You are knocked down. survival to 0. Gain a random disorder. If you Gain 1 bleeding token. already have 3 disorders, you die. 10+ Belly-up. The blow sends you sprawling 13+ Impossible! How could this happen! Gain and you are knocked down. +1d10 survival, +1d10 insanity and +2 luck tokens! Intimacy Bold Overwhelming Darkness (133) (113) (147)
Intimacy Showdown Phase Triumph Path of the Insane
Nominate one consenting male and one consenting Stalwart: Ignore being knocked down by brain Insane survivors walk this path. (If they have also 3+ female survivor. trauma and intimidate actions. courage, they may walk the Path of the Brave 1 The couple cannot bear the weight of the 1-3 Gain +1 strength token. instead.) world. They clasp their hands and march 4-7 Gain +3 survival and +3 insanity. 1-3 You feel safe and welcome within the into the deep and endless darkness. The 8-9 Gain +1 permanent strength. darkness. Spend all your survival (at least nominated survivors are dead. 10+ Gain +1 permanent speed. 1) to shake yourself from this delusion or 2-3 The female survivor perishes with her child wander into the darkness lost forever. during birth. The settlement is cast in Dead. gloom. The male survivor mourns, gaining 4-6 You shriek and lash out. All survivors suffer a random disorder and +3 insanity. Hunt Phase Triumph 1 event damage to a random hit location. 4-6 A new survivor is brought kicking and 7-9 A huge eye stares at you from the Prepared: When rolling to determine a straggler, add screaming into the world. The child’s eyes darkness. It scares you sane. Set your your hunt experience to your roll result. are free of the ink that stained the insanity to 1 and gain the Post Traumatic 1-3 Gain +1 speed token for the next founders’ faces. The settlement gains +1 Stress disorder. showdown. population. 10+ The crab spider you’ve been traveling with 4-7 Gain +1 understanding. 7-8 The settlement gains +1 population. The stops to eat a few hissing maggots. You 8-9 Gain +1 permanent strength. male and female survivors share a deep decide you can’t leave your friend behind. 10+ Gain +1 permanent movement. bond and gain +10 survival each. Gain 1 Crab Spider vermin resource. 9+ The settlement celebrates a twice- fortunate event. A pair of healthy newborn survivors enters the world. The settlement gains +2 population. Settlement Phase Triumph Path of the Doomed (7 & 8) If the settlement innovated Bed, the new Matchmaker: When you are a returning survivor, Survivors that are neither insane nor have 3+ survivor gains +1 permanent strength. once per year, you may spend to trigger Intimacy. courage walk this path. (10) If the settlement innovated Hovel and they do 1-3 May reroll 1 result this settlement 1 A host of translucent moths gently descend not already have a Savior, a special child is born. phase. on you. Spend all your survival (at least 1) 4-7 Gain +1 this settlement phase. or your lantern light vanishes and you’re 8-9 Gain +1 permanent strength. never seen again. Dead. 10+ Gain +1 permanent accuracy. 2 A pall of doom falls over you. Gain -3 luck tokens for the duration of the showdown. 3-4 You glimpse a nightmare whale swimming overhead. Your heart shrivels. Lose half your survival rounded down and gain the Post Traumatic Stress disorder. 5-7 You choke on the atmosphere. It leaves you sick and unbalanced. Lose monster level survival and gain a -1 evasion token. Age Insight 8+ Resolute. Gain +1 insanity and +1 courage. (107) (131)
Age Showdown Phase Epiphany Path of the Brave
You may now select a weapon type for weapon Analyze: At the start of the survivors’ turn, if you are Survivors with 3+ courage walk this path. (If they are proficiency. adjacent to the monster, reveal the top AI card, then also insane, they may walk the Path of the Insane 2 Gain +1 permanent evasion. place it back on top of the deck. instead.) 3-6 Gain +1 permanent strength. 1-3 Ignore the next severe injury this 1 You find a half-dead survivor covered in 7 - 15 Gain 1 random fighting art. showdown. translucent moths. Ignore them, losing 1 16 - 19 Gain +1 permanent accuracy. 4-7 Gain +3 survival and +3 insanity. courage, or spend all your survival to save 20 Gain +1 permanent luck. 8-9 Gain +1 permanent accuracy. them, gaining +1 population. 10+ Gain +1 permanent movement. 2-3 You punch yourself in the face, to chase away doubt. Gain a -1 accuracy token. 4-6 A massive whale swims overhead. Your Age guts quiver with its booming cries. You 2 Gain +1 permanent movement. Hunt Phase Epiphany vomit in fear, but keep a brave face. Gain - 1 evasion token. After this event, all other 3-6 Gain 1 random fighting art. Explore: When you roll on an investigate table, add survivors gain +1 survival from your bold 7 - 15 Gain +1 permanent strength. +2 to your roll result. 1-3 display. 16 - 19 Gain 1 random fighting art. Reroll one hunt event result this hunt 7-9 With your lantern held high, you cut a path 20 Gain +1 permanent speed. phase. 4-7 through the teeming darkness. Suffer 1 Gain +3 survival and +3 insanity. event damage to your arms. 8-9 Gain +1 permanent accuracy. 10+ You emerge from the darkness with a new 10+ Gain +1 permanent evasion. perspective. Gain the Leader fighting art. Age 2 Gain +1 permanent speed. 3-6 Gain +1 permanent movement. 7 - 15 Gain 1 random fighting art. Settlement Phase Epiphany 16 - 19 Draw 2 random fighting arts and gain 1. Tinker: When you are a returning survivor, gain +1 20 Gain +3 permanent strength. to use this settlement phase. 1-3 If you innovate this phase, draw +1 card. 4-7 Gain +1 this settlement phase. 8-9 Gain +1 permanent accuracy. Age 10+ Gain +1 permanent strength. 2 Draw 5 random fighting arts and gain 1. 3-6 Gain +1 permanent evasion. 7 - 15 Gain +1 permanent luck. 16 - 19 Gain +1 permanent speed. 20 Gain +1 permanent attribute of your choice.