Professional Documents
Culture Documents
KDM Kit 1.07
KDM Kit 1.07
5 116
Hands
4
A Crone’s
2
The Hanged Settlement Locations
of Heat Tale Man
Lantern Hoard Exhausted Lantern Hoard
Armored It’s Already An Uninvited
6 102 2 4
Strangers Here! Guest Barber Surgeon Leather Worker Stone Circle
7 138
Phoenix Bone Smith Mask Maker Weapon Crafter
Feather
Blacksmith Organ Grinder Wet Resin Crafter
Glowing Rumbling Promise Under
8 4
Crater
4
in the Dark
4
the Sun
Catarium Plumery _______________
Dragon Armory Silk Mill _______________
9 1 160
Showdown:
The King’s Man
Showdown:
Nemesis Gormchymist Skinnery _______________
Gormery Skyreef Sanctuary _______________
10
11 148
Regal
Visit
Innovations & Principles
Principle: Language Accept Darkness
12 140
Conviction Ammonia Barbaric
The Silver Bloodletting Canabalize
13 2
City
Lantern Oven Collective Toil
14 Cooking Graves
Scrap Smelting Protect the Young
15
Drums Romantic
Showdown: Forbidden Dance Survival of the Fittest
16
Nemesis
Choreia
17 Heart Flute Black Mask
Petal Spiral Crimson Candy
18
Song of the Brave Dark Water Research
Showdown: Saga 1 2 3
19
Nemesis
Hovel Filleting Table
Watched
20 174 Bed Final Fighting Art
Family Guidepost
21
Clan of Death Knowledge Worm
22 Partnership Legless Ball
Settlement Watch Nigredo
23 3 Showdown:
Nemesis Shadow Dance Albedo
Cirtinitas
Inner Lantern
24
Scarification Rubedo
25 176
Showdown: Shrine Silk Refining
Watcher
Sacrifice Stoic Statue
26 Paint Ultimate Weapon
Face Painting Umbilical Bank
27
Pictograph White Mask
28 Momento Mori
Sculpture Axe Mastery
29 Pottery Bow Mastery
Symposium Club Mastery
30
Nightmare Training Dagger Mastery
Round Stone Training Fist & Tooth Mastery
Quarry Monsters Nemesis Monsters Storytelling Grand Weapon Mastery
White Lion The Butcher Records Katar Mastery
War Room Scythe Mastery
Gorm The Hand
Shield Mastery
Screaming Antelope The Kingsman Spear Mastery
Spidicules The Lion Knight 2nd Sword Mastery
Flower Knight The Lonely Tree Whip Mastery
Phoenix The Man Hunter
Dragon King The Slenderman
Dung Beetle Knight Beast of Sorrow The Tyrant
Sun Stalker Golden Eyed King of 1000 Years
Lion God Great Golden Cat The Dying God
Mad Steed The Great Devourer
Old Master The Watcher
Name Sex Notes Name Sex Notes
Campaign Notes
BASIC RESOURCES SCREAMING ANTELOPE DRAGON KING STRANGE RESOURCES
Broken Lantern Beast Steak Cabled Vein 1,000 Year Sunspot
Love Juice Bladder Dragon Iron 3,000 Year Sunspot
Monster Bone Large Flat Tooth Hardened Ribs Active Thyroid
Monster Hide Muscly Gums Horn Fragment Blistering Plasma Fruit
Monster Organ Pelt Husk Bugfish
Scrap Screaming Brain King’s Claws Canoptic Jar
Skull Shank Bone King’s Tongue Crimson Vial
??? Spiral Horn Radioactive Dung Crystal Sword Mold
Veined Wing Dark Water
VERMIN SPIDICULES Drifting Dream Fruit
Crab Spider Arachnoid Heart
SUNSTALKER Elder Cat Teeth
Cyclops Fly Chitin Black Lens Fresh Acanthus
Hissing Cockroach Eyeballs Brain Root Gormite
Lonely Ant Large Appendage Cycloid Scales Hagfish
Nightmare Tick Serrated fangs Fertility Tentacle Iron
Sword Beetle Small Appendages Huge Sunteeth Jagged Marrow Fruit
Spinnerets Inner Shadow Skin Jowls
WHITE LION Stomach Prismatic Gills Leather
Curious Hand Thick Web Silk Shadow Ink Gland Legendary Horns
Eye of Cat Unlaid Eggs Shadow Tentacles Lonely Fruit
Golden Whiskers Venom Sac Shark Tongue Old Blue Box
Great Cat Bones Small Sunteeth Perfect Crucible
Lion Claw
FLOWER KNIGHT Stink Lung Phoenix Crest
Lion Tail Lantern Bloom Sunshark Blubber Pituitary Gland
Lion Testes Lantern Bud Sunshark Bone Porous Flesh Fruit
Shimmering Mane Osseous Bloom Sunshark Fin Preserved Caustic Dung
Sinew Sighing Bloom Pure Bulb
White Fur Warbling Bloom
DUNG BEETLE KNIGHT Radiant Heart
Beetle Horn Red Vial
GORM
PHOENIX Century Fingernails Salt
Acid Gland Century Shell Sarcophagus
Bird Beak
Dense Bone Compound Eye Scell
Black Skull
Gorm Brain Elytra Second Heart
Hollow Wing Bones
Handed Skull Scarab Shell Shining Liver
Muculent Droppings
Jiggling Lard Scrab Wing Silken Nervous System
Phoenix Eye
Mammoth Hand Underplate Fungus Silver Urn
Phoenix Finger
Meaty Rib Stomach Lining
Phoenix Whisker
Milky Eye Sunstones
Pustules
Stout Heart Triptych
Rainbow Droppings
Stout Hide Web Silk
Shimmering Halo
Stout Kidney
Small Feathers
Stout Vertebrae
Small Hand Parasites
Tail Feathers
Wishbone
People of the Stars: Lost Settlements
Endeavors Survival Limit Departing Survival Population Death Count
Milestone Story Events
First child is born 144
5 14
Midnight’s
4
A Crone’s
2
The Hanged Settlement Locations
Children Tale Man
Tyrant’s Throne
It’s Already An Uninvited
6 2 4
Here Guest Barber Surgeon Mask Maker Weapon Crafter
7 138
Phoenix Bone Smith Organ Grinder Wet Resin Crafter
Feather
Blacksmith Plumery _______________
Rumbling Promise Under
8 4
in the Dark
4
the Sun
Catarium Silk Mill _______________
Gormchymist Skinnery _______________
9 2 Showdown:
24
The Tyrant Gormery Skyreef Sanctuary _______________
18
Unveil Leather Worker Stone Circle _______________
10 the Sky
Filleting Table
Faces in
20 22 Partnership Final Fighting Art
the Sky
Settlement Watch Guidepost
21
Shadow Dance Knowledge Worm
22 Inner Lantern Legless Ball
Scarification Nigredo
23
3 Showdown:
Nemesis Shrine
Sacrifice
Albedo
Cirtinitas
24
Paint Rubedo
25 26
Death of The Face Painting Radiating Orb
Dragon King
Pictograph Cooking
26 Momento Mori Scrap Smelting
Sculpture Silk Refining
27
Pottery Stoic Statue
28 Symposium Ultimate Weapon
Nightmare Training Umbilical Bank
29 Round Stone Training White Mask
Arena
30
Storytelling Axe Mastery
Records Bow Mastery
Quarry Monsters Nemesis Monsters War Room Club Mastery
White Lion The Butcher Dagger Mastery
Gorm The Hand Fist & Tooth Mastery
Grand Weapon Mastery
Screaming Antelope The Kingsman Katar Mastery
Spidicules The Lion Knight 2nd Shield Mastery
Flower Knight The Lonely Tree Spear Mastery
Phoenix The Man Hunter Sword Mastery
Whip Mastery
Dragon King The Slenderman
Dung Beetle Knight Beast of Sorrow The Tyrant
Sun Stalker Golden Eyed King of 1000 Years
Lion God Great Golden Cat The Dying God
Mad Steed The Great Devourer
Old Master The Watcher
Name Sex Notes Name Sex Notes
Campaign Notes
BASIC RESOURCES SCREAMING ANTELOPE DRAGON KING STRANGE RESOURCES
Broken Lantern Beast Steak Cabled Vein 1,000 Year Sunspot
Love Juice Bladder Dragon Iron 3,000 Year Sunspot
Monster Bone Large Flat Tooth Hardened Ribs Active Thyroid
Monster Hide Muscly Gums Horn Fragment Blistering Plasma Fruit
Monster Organ Pelt Husk Bugfish
Scrap Screaming Brain King’s Claws Canoptic Jar
Skull Shank Bone King’s Tongue Crimson Vial
??? Spiral Horn Radioactive Dung Crystal Sword Mold
Veined Wing Dark Water
VERMIN SPIDICULES Drifting Dream Fruit
Crab Spider Arachnoid Heart
SUNSTALKER Elder Cat Teeth
Cyclops Fly Chitin Black Lens Fresh Acanthus
Hissing Cockroach Eyeballs Brain Root Gormite
Lonely Ant Large Appendage Cycloid Scales Hagfish
Nightmare Tick Serrated fangs Fertility Tentacle Iron
Sword Beetle Small Appendages Huge Sunteeth Jagged Marrow Fruit
Spinnerets Inner Shadow Skin Jowls
WHITE LION Stomach Prismatic Gills Leather
Curious Hand Thick Web Silk Shadow Ink Gland Legendary Horns
Eye of Cat Unlaid Eggs Shadow Tentacles Lonely Fruit
Golden Whiskers Venom Sac Shark Tongue Old Blue Box
Great Cat Bones Small Sunteeth Perfect Crucible
Lion Claw
FLOWER KNIGHT Stink Lung Phoenix Crest
Lion Tail Lantern Bloom Sunshark Blubber Pituitary Gland
Lion Testes Lantern Bud Sunshark Bone Porous Flesh Fruit
Shimmering Mane Osseous Bloom Sunshark Fin Preserved Caustic Dung
Sinew Sighing Bloom Pure Bulb
White Fur Warbling Bloom
DUNG BEETLE KNIGHT Radiant Heart
Beetle Horn Red Vial
GORM
PHOENIX Century Fingernails Salt
Acid Gland Century Shell Sarcophagus
Bird Beak
Dense Bone Compound Eye Scell
Black Skull
Gorm Brain Elytra Second Heart
Hollow Wing Bones
Handed Skull Scarab Shell Shining Liver
Muculent Droppings
Jiggling Lard Scrab Wing Silken Nervous System
Phoenix Eye
Mammoth Hand Underplate Fungus Silver Urn
Phoenix Finger
Meaty Rib Stomach Lining
Phoenix Whisker
Milky Eye Sunstones
Pustules
Stout Heart Triptych
Rainbow Droppings
Stout Hide Web Silk
Shimmering Halo
Stout Kidney
Small Feathers
Stout Vertebrae
Small Hand Parasites
Tail Feathers
Wishbone
People of the Sun: Lost Settlements
Endeavors Survival Limit Departing Survival Population Death Count
Milestone Story Events
First time death count is updated 142
5 116
The Great
Sky Gift
4
A Crone’s
Tale
2
The Hanged
Man
Settlement Locations
It’s Already An Uninvited
The Sun Sacred Pool 1 2 3
6 2 4
Here! Guest Barber Surgeon Leather Worker Weapon Crafter
7 138
Phoenix
Feather
Bone Smith Mask Maker Wet Resin Crafter
Blacksmith Organ Grinder _______________
Glowing Rumbling
8 4
Crater
4
in the Dark Catarium Plumery _______________
Dragon Armory Silk Mill _______________
9
Gormchymist Skinnery _______________
10 116
Birth Gormery Stone Circle _______________
of Color
11 140
Principle:
Conviction Innovations & Principles
12 19
Sun Sun Language Accept Darkness
Dipping Ammonia Barbaric
The Great The Silver
13 19 2
City
Bloodletting Canabalize
Sky Gift
Lantern Oven Collective Toil
14
Cooking Graves
15
Scrap Smelting Romantic
Drums Survival of the Fittest
16 Forbidden Dance
Choreia Black Mask
17 Heart Flute Crimson Candy
18
Petal Spiral Dark Water Research
Song of the Brave 1 2 3
Sun Saga Filleting Table
19 19
Dipping
Hovel Final Fighting Art
Final
20 19 Bed Guidepost
Gift
21
2 160
Showdown:
The King’s Man 2 Showdown:
Nemesis
Family
Clan of Death
Knowledge Worm
Legless Ball
22
3 156
Showdown:
The Butcher
Partnership
Settlement Watch
Nigredo
Albedo
23 3 160
Showdown:
The King’s Man 3 Showdown:
Nemesis Shadow Dance Cirtinitas
24 3 158
Showdown:
The Hand
Hands of the Sun
Aquarobics
Rubedo
Silk Refining
Showdown: Sauna Shrine Stoic Statue
25 33
The Great Devourer
Paint Ultimate Weapon
26 Face Painting Umbilical Bank
Pictograph White Mask
27
Momento Mori
28 Sculpture Axe Mastery
Pottery Bow Mastery
29 Symposium Club Mastery
Nightmare Training Dagger Mastery
30
Round Stone Training Fist & Tooth Mastery
Campaign Notes
BASIC RESOURCES SCREAMING ANTELOPE DRAGON KING STRANGE RESOURCES
Broken Lantern Beast Steak Cabled Vein 1,000 Year Sunspot
Love Juice Bladder Dragon Iron 3,000 Year Sunspot
Monster Bone Large Flat Tooth Hardened Ribs Active Thyroid
Monster Hide Muscly Gums Horn Fragment Blistering Plasma Fruit
Monster Organ Pelt Husk Bugfish
Scrap Screaming Brain King’s Claws Canoptic Jar
Skull Shank Bone King’s Tongue Crimson Vial
??? Spiral Horn Radioactive Dung Crystal Sword Mold
Veined Wing Dark Water
VERMIN SPIDICULES Drifting Dream Fruit
Crab Spider Arachnoid Heart
SUNSTALKER Elder Cat Teeth
Cyclops Fly Chitin Black Lens Fresh Acanthus
Hissing Cockroach Eyeballs Brain Root Gormite
Lonely Ant Large Appendage Cycloid Scales Hagfish
Nightmare Tick Serrated fangs Fertility Tentacle Iron
Sword Beetle Small Appendages Huge Sunteeth Jagged Marrow Fruit
Spinnerets Inner Shadow Skin Jowls
WHITE LION Stomach Prismatic Gills Leather
Curious Hand Thick Web Silk Shadow Ink Gland Legendary Horns
Eye of Cat Unlaid Eggs Shadow Tentacles Lonely Fruit
Golden Whiskers Venom Sac Shark Tongue Old Blue Box
Great Cat Bones Small Sunteeth Perfect Crucible
Lion Claw
FLOWER KNIGHT Stink Lung Phoenix Crest
Lion Tail Lantern Bloom Sunshark Blubber Pituitary Gland
Lion Testes Lantern Bud Sunshark Bone Porous Flesh Fruit
Shimmering Mane Osseous Bloom Sunshark Fin Preserved Caustic Dung
Sinew Sighing Bloom Pure Bulb
White Fur Warbling Bloom
DUNG BEETLE KNIGHT Radiant Heart
Beetle Horn Red Vial
GORM
PHOENIX Century Fingernails Salt
Acid Gland Century Shell Sarcophagus
Bird Beak
Dense Bone Compound Eye Scell
Black Skull
Gorm Brain Elytra Second Heart
Hollow Wing Bones
Handed Skull Scarab Shell Shining Liver
Muculent Droppings
Jiggling Lard Scrab Wing Silken Nervous System
Phoenix Eye
Mammoth Hand Underplate Fungus Silver Urn
Phoenix Finger
Meaty Rib Stomach Lining
Phoenix Whisker
Milky Eye Sunstones
Pustules
Stout Heart Triptych
Rainbow Droppings
Stout Hide Web Silk
Shimmering Halo
Stout Kidney
Small Feathers
Stout Vertebrae
Small Hand Parasites
Tail Feathers
Wishbone
Ballad of the Green Knight: Lost Settlements
Endeavors Survival Limit Departing Survival Population Death Count
Milestone Story Events
First child is born 144
5 116
Hands
4
A Crone’s Settlement Locations
of Heat Tale
Lantern Hoard Exhausted Lantern Hoard
An Uninvited
6 4
Guest Barber Surgeon Leather Worker Stone Circle
7 138
Phoenix Bone Smith Mask Maker Weapon Crafter
Feather
Blacksmith Organ Grinder Wet Resin Crafter
Rumbling
8 4
in the Dark
Catarium Plumery _______________
Dragon Armory Silk Mill _______________
9 Gormchymist Skinnery _______________
Gormery Skyreef Sanctuary _______________
10
11 148
Regal
Visit
Innovations & Principles
Principle: Language Accept Darkness
12 140
Conviction Ammonia Barbaric
13 Bloodletting Canabalize
Lantern Oven Collective Toil
14 Cooking Graves
Scrap Smelting Protect the Young
15
Drums Romantic
Showdown: Forbidden Dance Survival of the Fittest
16
Nemesis
Choreia
17 Heart Flute Black Mask
Petal Spiral Crimson Candy
18
Song of the Brave Dark Water Research
Showdown: Saga 1 2 3
19
Nemesis
Hovel Filleting Table
Watched
20 174 Bed Final Fighting Art
Family Guidepost
21
Clan of Death Knowledge Worm
22 Partnership Legless Ball
Settlement Watch Nigredo
23 3 Showdown:
Nemesis Shadow Dance Albedo
Cirtinitas
Inner Lantern
24
Scarification Rubedo
25 176
Showdown: Shrine Silk Refining
Watcher
Sacrifice Stoic Statue
26 Paint Ultimate Weapon
Face Painting Umbilical Bank
27
Pictograph White Mask
28 Momento Mori
Sculpture Axe Mastery
29 Pottery Bow Mastery
Symposium Club Mastery
30
Nightmare Training Dagger Mastery
Round Stone Training Fist & Tooth Mastery
Quarry Monsters Nemesis Monsters Storytelling Grand Weapon Mastery
White Lion The Butcher Records Katar Mastery
War Room Scythe Mastery
Gorm The Hand
Shield Mastery
Screaming Antelope The Kingsman Spear Mastery
Spidicules The Lion Knight 2nd Sword Mastery
Flower Knight The Lonely Tree Whip Mastery
Phoenix The Man Hunter
Dragon King The Slenderman
Dung Beetle Knight Beast of Sorrow The Tyrant
Sun Stalker Golden Eyed King of 1000 Years
Lion God Great Golden Cat The Dying God
Mad Steed The Great Devourer
Old Master The Watcher
Name Sex Notes Name Sex Notes
Campaign Notes
BASIC RESOURCES SCREAMING ANTELOPE DRAGON KING STRANGE RESOURCES
Broken Lantern Beast Steak Cabled Vein 1,000 Year Sunspot
Love Juice Bladder Dragon Iron 3,000 Year Sunspot
Monster Bone Large Flat Tooth Hardened Ribs Active Thyroid
Monster Hide Muscly Gums Horn Fragment Blistering Plasma Fruit
Monster Organ Pelt Husk Bugfish
Scrap Screaming Brain King’s Claws Canoptic Jar
Skull Shank Bone King’s Tongue Crimson Vial
??? Spiral Horn Radioactive Dung Crystal Sword Mold
Veined Wing Dark Water
VERMIN SPIDICULES Drifting Dream Fruit
Crab Spider Arachnoid Heart
SUNSTALKER Elder Cat Teeth
Cyclops Fly Chitin Black Lens Fresh Acanthus
Hissing Cockroach Eyeballs Brain Root Gormite
Lonely Ant Large Appendage Cycloid Scales Hagfish
Nightmare Tick Serrated fangs Fertility Tentacle Iron
Sword Beetle Small Appendages Huge Sunteeth Jagged Marrow Fruit
Spinnerets Inner Shadow Skin Jowls
WHITE LION Stomach Prismatic Gills Leather
Curious Hand Thick Web Silk Shadow Ink Gland Legendary Horns
Eye of Cat Unlaid Eggs Shadow Tentacles Lonely Fruit
Golden Whiskers Venom Sac Shark Tongue Old Blue Box
Great Cat Bones Small Sunteeth Perfect Crucible
Lion Claw
FLOWER KNIGHT Stink Lung Phoenix Crest
Lion Tail Lantern Bloom Sunshark Blubber Pituitary Gland
Lion Testes Lantern Bud Sunshark Bone Porous Flesh Fruit
Shimmering Mane Osseous Bloom Sunshark Fin Preserved Caustic Dung
Sinew Sighing Bloom Pure Bulb
White Fur Warbling Bloom
DUNG BEETLE KNIGHT Radiant Heart
Beetle Horn Red Vial
GORM
PHOENIX Century Fingernails Salt
Acid Gland Century Shell Sarcophagus
Bird Beak
Dense Bone Compound Eye Scell
Black Skull
Gorm Brain Elytra Second Heart
Hollow Wing Bones
Handed Skull Scarab Shell Shining Liver
Muculent Droppings
Jiggling Lard Scrab Wing Silken Nervous System
Phoenix Eye
Mammoth Hand Underplate Fungus Silver Urn
Phoenix Finger
Meaty Rib Stomach Lining
Phoenix Whisker
Milky Eye Sunstones
Pustules
Stout Heart Triptych
Rainbow Droppings
Stout Hide Web Silk
Shimmering Halo
Stout Kidney
Small Feathers
Stout Vertebrae
Small Hand Parasites
Tail Feathers
Wishbone
Gear Inventory
Settlement Name : ______________
Starting Gear Mask Maker Gormery Wet Resin Crafter
Cloth Antelope Mask Acid Tooth Dagger Calc. Century Greaves
Founding Stone Death Mask Armor Spikes Calc. Century Shoulder Pads
Bone Smith God Mask Black Sword Calc. Digging Claw
Bone Axe Man Mask Gaxe Century Greaves
Bone Blade Phoenix Mask Gorment Boots Century Shoulder Pads
Bone Dagger White Lion Mask Gorment Mask DBK Errant Badge
Bone Darts Plumery Gorment Sleeves Digging Claw
Bone Pickaxe Arc Bow Gorment Suit Rainbow Wing Belt
Bone Sickle Bird Bread Gorn Rubber Bone Harness
Skull Helm Bloom Sphere Greater Gaxe Scarab Circlet
Knuckle Shield Seasoned Monster Meat
Organ Grinder Crest Crown
Pulse Lantern The Beetle Bomb
Dried Acanthus Feather Mantle
Feather Shield Regeneration Suit
Fecal Salve Rib Blade
Lucky Charm Hollow Sword
Hollowpoint Arrow Riot Mace
Monster Grease
Monster Tooth Necklace Hours Ring Light Forging
Phoenix Faulds Dark Water Vial
Skinnery Phoenix Gauntlet Gloom Bracelets
Bandages Phoenix Greaves Gloom-Coated Arrow
Rawhide Boots Phoenix Helm Gloom Cream
Rawhide Drum Phoenix Plackart Gloom Hammer
Rawhide Gloves Sonic Tomahawk Gloom Katana
Rawhide Headband
Rawhide Pants Stone Circle Gloom Mehndi
Beast Knuckle Gloom Sheath
Rawhide Vest Raptor-Worm Collar
Rawhide Whip Blood Paint
Blue Charm Slender Ovule
Barber Surgeon Bone Earring Sense Memory
Almanac Boss Mehndi Satchel
Brain Mint Green Charm Vespertine Arrow
Bug Trap Lance of Longinus Vespertine Bow
Elder Earrings Red Charm Vespertine Cello
First Aid Kit Screaming Bracers Vespertine Foil
Musk Bomb Screaming Coat
Scavenger Kit Screaming Horns
Silk Mill
Speed Powder Amber Edge
Screaming Leg Warmers
Blacksmith Screaming Skirt
Amber Poleaxe
Blue Ring
Beacon Shield Weapon Crafter Green Ring
Dragon Slayer Blood Sheath Hooded Scrap Katar
Lantern Cuirass Calcified Zanbato Red Ring
Lantern Dagger Counterweighted Axe Silk Body Suit
Lantern Gauntlets Finger of God Silk Bomb
Lantern Glaive Rainbow Katana Silk Boots
Lantern Greaves Scrap Dagger Silk Robes
Lantern Helm Scrap Sword Silk Sash
Lantern Mail Skullcap Hammer Silk Turban
Lantern Sword Whistling Mace Silk Whip
Perfect Slayer Zanbato Silk Wraps
Ring Whip
Scrap Shield Dragon Armory Throwing Knife
Skip Hunt SotF Reroll Brain Head Body Waist Arms Legs
Hunt XP
Age Age Age Age Retired L L L L
H H H H H
Survival Limit Dodge: Cancels 1 Hit; once per round. Insanity
Encourage: One other Survivor may stand up.
Cannot If your insanity is 3+,
spend Dash: Gain +1 Move and use it immediately. Heavy Injury : Knocked Down
survival Surge: Gain +1 Action and use it immediately. you are insane Curses H
Family
R G B
Courage
5 0 0 0 0 0
base
Deaf
-1 permanent Evasion
Understanding
Blind
Notes -1 / -4 permanent Accuracy
Ruptured Muscle
cannot use Fighting Arts
Contracture
-1 permanent Accuracy
Broken Arm
Disorders Maximum 3
-1 perm ACC; -1 perm STR
Intestinal Prolapse
no longer use Waist Gear
Warped Pelvis
-1 permanent Luck
Destroyed Genitals
Abilities, Impairments, & Bonuses no Intimacy
Broken Hip
no longer Dodge; -1 perm Move
Dismembered Leg
-2 perm Move; no longer Dash
Hamstrung
no use Fighting Arts or Abilities
Broken Leg
-1 permanent Move
Notes Brawler Armor Axe Specialization Axe Mastery
All hit locations start at 4. Your Skull Helm cannot When attacking with an axe, if your wound When an Axe Master wounds a monster
be destroyed. +2 accuracy when attacking with attempt fails, you may ignore it and attempt with an axe at a location with a persistent
Fist & Tooth. When you are knocked down, gain to wound the selected hit location again. injury, that wound becomes a critical wound.
+1 strength token. Limit, once per attack. Bow Mastery
Cycloid Scale Armor Bow Specialization If you are a Bow Master, all bows in your gear
Add 1 to all hit locations. Prismatic: Your complete When attacking with a bow, you may reroll grid gain Deadly 2. In addition, ignore
affinities and incomplete affinity halves count as any misses once. Limit, once per attack. cumbersome on all bows.
all colors. Club Mastery
Club Specialization
Dancer Armor All clubs in your gear grid gain Paired. If you are a Club Master, all clubs in your gear
All hit locations start at 3. While you are wearing this, Cannot use this with two-handed clubs. grid gain Savage. On a Perfect Hit with a club,
you may use the Tumble fighting art. At the end of gain +3 strength until the end of the attack.
Dagger Specialization
the first attack during your act, gain 1 movement Dagger Mastery
When attacking with a dagger, if a wound
point and spend it immediately. After a wounded hit location is discarded, a
attempt fails, after performing any reactions,
Dragon Armor you may discard another drawn hit location Dagger Master who is adjacent to the attacker
Add 1 to all hit locations. Leap: Spend 1 movement to attempt to wound that hit location again. and the wounded monster may spend 1 survival
point and 1 activation point. You leap into the air! Limit, once per attack. to re-draw the wounded hit location snd attempt
Place your survivor on an unoccupied space exactly to wound with a dagger. Treat monster reactions
Fist & Tooth Specialization on the re-drawn hit location card normally.
5 spaces away in a straight line, then activate a melee
You may stand (if knocked down) at the start
weapon and attack with +2 accuracy and +5 strength. Fist & Tooth Mastery
of the monster’s turn or the survivor’s turn.
Gorment Armor Limit once per round. While a survivor is a Fist & Tooth Master, they gain +2
Add 1 to all hit locations. When you suffer more than one severe permanent accuracy and +2 permanent strength (they
injury from an attack, ignore the second severe injury.
Grand Weapon Specialization receive this bonus even when not attacking with Fist & Tooth.
When attacking with a grand weapon, gain
[Regeneration Suit] Add 2 to all hit locations. When you suffer more Grand Weapon Mastery
+1 accuracy. When attacking with a grand
than one severe injury from an attack, ignore all severe injuries after
weapon during your act, if you critically When a Grand Weapon Master perfectly hits with a
the first one.
wound, the monster is knocked down. grand weapon, cancel all reaction for that attack.
Green Armor Katana Mastery
Add 5 to all hit locations. Knight’s Charge: Spend 1
Katana Specialization
You may not select this at your weapon type. When a survivor reaches Katana Mastery, they leave the
movement point and 1 activation point, full move in a
If you are blind and have 4+ levels of katana settlement forever, heeding the call of the storm to hone
straight line. At the end of the movement, activate
their art. Before the master leaves, you may nominate a s
Griswaldo and attack. If you moved more than 5 spaces,
perfect hit each attack with a katana, do not urvivor. Set that survivor’s weapon type to Katana and their
this attack gains devastating 2.
weapon proficiency level to 1.
Lantern Armor wound. Katar Mastery
You feel invincible, Skip your roll on the Overwhelming Darkness
story event. The extra weight is great leverage. All clubs in your gear
Katar Specialization If you are a Katar Master, gain +1 evasion token
When attacking with a katar, cancel on a perfect with a katar. When you are knocked
grid gain sharp.
down, remove all +1 evasion tokens.
Leather Armor Scythe Mastery
Add 1 to all hit locations. You ignore Bash. Scythe Specialization
When you critically wound with a scythe, At the start of a Scythe Master’s act, if they are
Phoenix Armor insane, they gain +1 activation point, which they
Add 1 to all hit locations.Charge: Spend 1 movement may only spend to activate scythes.
point and 1 activation point, full move in a straight line. Limit once per round. Shield Mastery
At the end of the movement, activate a melee weapon
and attack. Add the number of spaces you moved to Shield Specialization When a Shield Master is adjacent to a survivor that
While a shield is in your gear grid, you are no is targeted by a monster, they may swap spaced
your strength for this attack.
longer knocked down after collision with a on the board with the survivor and become the
Rawhide Armor monster. While a shield is in your gear grid, target instead. The master must have a shield to
Add 1 to all hit locations. When you preform a survival add +1 armor to all hit locations. perform this.
action roll 1d10. On a result of 6+, gain +1 survival. Spear Mastery
Spear Specialization
Rolling Armor When attacking with a spear, if you draw a trap, Whenever a Spear Master hit’s a monster with a
Add 2 to all hit locations. When you would be knocked roll 1d10. on a 7+, cancel the trap. Discard it, spear, they may spend 1 survival to gain the
down, instead suffer knockback 5. Limit once per round. Priority Target token. If they made the hit from
Screaming Armor hit location deck and draw a new card. Limit directly behind another survivor, that survivor
When you depart, if you are insane, add 2 to all hit once per round. gains the priority target token instead.
locations. After you slam, you may move 1 space and Sword Specialization Sword Mastery
gain +2 Strength until end of turn. When attacking with a sword, after drawing A Sword Master gains +1 accuracy, +1 Strength,
Silk Armor hit locations, make a wound attempt and then and +1 Speed when attacking with a Sword.
Add 1 to all hit locations. Whenever you are attacked, select a hit location to resolve with that result. Twilight Sword Mastery
after hit locations are rolled, you may change 1 hit Limit once per attack. Any survivor who attains Twilight Sword Mastery
location die to the result of your choice. leaves the settlement forever in pursuit of a higher
Twilight Sword Specialization
Warlord Armor purpose. Remove them from the settlement’s
This sentient sword improves as it’s used. Gain
All hit locations start at 5. +1 speed and +1 Luck when population. You may place the master’s Twilight
attacking with axes. When you critically wound, all other Sword in another survivor’s gear grid or archive it.
2: Ignore cumbersome on Twilight Sword
non-deaf survivors gain +1 survival and +2 strength 4: When attacking with the Twilight Sword, Whip Mastery
until the end of the round. ignore slow and gain +2 speed. Whip Masters gain +5 strength when attacking
White Lion Armor 6: Twilight Sword gains Deadly. with a Whip.
Add 1 to all hit locations. Your Weapons are your claws! Whip Specialization
Gain +1 Speed and +2 Strength when attacking with When you wound with a whip, instead of moving
daggers or katars. the top card of the AI deck into the wound stack,
you may move the top card of the AI discard pile.
Name: M F
When you name your survivor, gain +1 survival
Skip Hunt SotF Reroll Brain Head Body Waist Arms Legs
Hunt XP
Age Age Age Age Retired L L L L
H H H H H
Survival Limit Dodge: Cancels 1 Hit; once per round. Insanity
Encourage: One other Survivor may stand up.
Cannot If your insanity is 3+,
spend Dash: Gain +1 Move and use it immediately. Heavy Injury : Knocked Down
survival Surge: Gain +1 Action and use it immediately. you are insane Curses H
Family
5 0 0 0 0 0
R G B
Courage
base
Deaf
-1 permanent Evasion
Blind
Witch Rust Storm Reaper -1 / -4 permanent Accuracy
Type: Specialist Master Gambler 9+ Understanding Destined Fated Blow Pristine Shattered Jaw
can’t consume or encourage
Select at Age
Absolute Reincarnated Frozen Star Iridescent Hide Champion’s Rite Gaping Chest Wound
-1 permanent Strength
Masteries: Sculptor Scar Noble Weapon Master 1+ Base Accuracy
Destroyed Back
Goblin Oracle’s Eye Unbreakable 3+ Base Strength 9+ Courage -2 perm Move; no 2+ STR Gear
Broken Rib
-1 permanent Speed
Fighting Arts Maximum 3 Cannot use Fighting Arts Notes Dismembered Arm
cannot use 2-handed weap.
Ruptured Muscle
cannot use Fighting Arts
Contracture
-1 permanent Accuracy
Broken Arm
Disorders Maximum 3
-1 perm ACC; -1 perm STR
Intestinal Prolapse
no longer use Waist Gear
Warped Pelvis
-1 permanent Luck
Destroyed Genitals
Abilities, Impairments, & Bonuses no Intimacy
Broken Hip
no longer Dodge; -1 perm Move
Dismembered Leg
-2 perm Move; no longer Dash
Hamstrung
no use Fighting Arts or Abilities
Broken Leg
-1 permanent Move
Notes Brawler Armor Axe Specialization Axe Mastery
All hit locations start at 4. Your Skull Helm cannot When attacking with an axe, if your wound When an Axe Master wounds a monster
be destroyed. +2 accuracy when attacking with attempt fails, you may ignore it and attempt with an axe at a location with a persistent
Fist & Tooth. When you are knocked down, gain to wound the selected hit location again. injury, that wound becomes a critical wound.
+1 strength token. Limit, once per attack. Bow Mastery
Cycloid Scale Armor Bow Specialization If you are a Bow Master, all bows in your gear
Add 1 to all hit locations. Prismatic: Your complete When attacking with a bow, you may reroll grid gain Deadly 2. In addition, ignore
affinities and incomplete affinity halves count as any misses once. Limit, once per attack. cumbersome on all bows.
all colors. Club Mastery
Club Specialization
Dancer Armor All clubs in your gear grid gain Paired. If you are a Club Master, all clubs in your gear
All hit locations start at 3. While you are wearing this, Cannot use this with two-handed clubs. grid gain Savage. On a Perfect Hit with a club,
you may use the Tumble fighting art. At the end of gain +3 strength until the end of the attack.
Dagger Specialization
the first attack during your act, gain 1 movement Dagger Mastery
When attacking with a dagger, if a wound
point and spend it immediately. After a wounded hit location is discarded, a
attempt fails, after performing any reactions,
Dragon Armor you may discard another drawn hit location Dagger Master who is adjacent to the attacker
Add 1 to all hit locations. Leap: Spend 1 movement to attempt to wound that hit location again. and the wounded monster may spend 1 survival
point and 1 activation point. You leap into the air! Limit, once per attack. to re-draw the wounded hit location snd attempt
Place your survivor on an unoccupied space exactly to wound with a dagger. Treat monster reactions
Fist & Tooth Specialization on the re-drawn hit location card normally.
5 spaces away in a straight line, then activate a melee
You may stand (if knocked down) at the start
weapon and attack with +2 accuracy and +5 strength. Fist & Tooth Mastery
of the monster’s turn or the survivor’s turn.
Gorment Armor Limit once per round. While a survivor is a Fist & Tooth Master, they gain +2
Add 1 to all hit locations. When you suffer more than one severe permanent accuracy and +2 permanent strength (they
injury from an attack, ignore the second severe injury.
Grand Weapon Specialization receive this bonus even when not attacking with Fist & Tooth.
When attacking with a grand weapon, gain
[Regeneration Suit] Add 2 to all hit locations. When you suffer more Grand Weapon Mastery
+1 accuracy. When attacking with a grand
than one severe injury from an attack, ignore all severe injuries after
weapon during your act, if you critically When a Grand Weapon Master perfectly hits with a
the first one.
wound, the monster is knocked down. grand weapon, cancel all reaction for that attack.
Green Armor Katana Mastery
Add 5 to all hit locations. Knight’s Charge: Spend 1
Katana Specialization
You may not select this at your weapon type. When a survivor reaches Katana Mastery, they leave the
movement point and 1 activation point, full move in a
If you are blind and have 4+ levels of katana settlement forever, heeding the call of the storm to hone
straight line. At the end of the movement, activate
their art. Before the master leaves, you may nominate a s
Griswaldo and attack. If you moved more than 5 spaces,
perfect hit each attack with a katana, do not urvivor. Set that survivor’s weapon type to Katana and their
this attack gains devastating 2.
weapon proficiency level to 1.
Lantern Armor wound. Katar Mastery
You feel invincible, Skip your roll on the Overwhelming Darkness
story event. The extra weight is great leverage. All clubs in your gear
Katar Specialization If you are a Katar Master, gain +1 evasion token
When attacking with a katar, cancel on a perfect with a katar. When you are knocked
grid gain sharp.
down, remove all +1 evasion tokens.
Leather Armor Scythe Mastery
Add 1 to all hit locations. You ignore Bash. Scythe Specialization
When you critically wound with a scythe, At the start of a Scythe Master’s act, if they are
Phoenix Armor insane, they gain +1 activation point, which they
Add 1 to all hit locations.Charge: Spend 1 movement may only spend to activate scythes.
point and 1 activation point, full move in a straight line. Limit once per round. Shield Mastery
At the end of the movement, activate a melee weapon
and attack. Add the number of spaces you moved to Shield Specialization When a Shield Master is adjacent to a survivor that
While a shield is in your gear grid, you are no is targeted by a monster, they may swap spaced
your strength for this attack.
longer knocked down after collision with a on the board with the survivor and become the
Rawhide Armor monster. While a shield is in your gear grid, target instead. The master must have a shield to
Add 1 to all hit locations. When you preform a survival add +1 armor to all hit locations. perform this.
action roll 1d10. On a result of 6+, gain +1 survival. Spear Mastery
Spear Specialization
Rolling Armor When attacking with a spear, if you draw a trap, Whenever a Spear Master hit’s a monster with a
Add 2 to all hit locations. When you would be knocked roll 1d10. on a 7+, cancel the trap. Discard it, spear, they may spend 1 survival to gain the
down, instead suffer knockback 5. Limit once per round. Priority Target token. If they made the hit from
Screaming Armor hit location deck and draw a new card. Limit directly behind another survivor, that survivor
When you depart, if you are insane, add 2 to all hit once per round. gains the priority target token instead.
locations. After you slam, you may move 1 space and Sword Specialization Sword Mastery
gain +2 Strength until end of turn. When attacking with a sword, after drawing A Sword Master gains +1 accuracy, +1 Strength,
Silk Armor hit locations, make a wound attempt and then and +1 Speed when attacking with a Sword.
Add 1 to all hit locations. Whenever you are attacked, select a hit location to resolve with that result. Twilight Sword Mastery
after hit locations are rolled, you may change 1 hit Limit once per attack. Any survivor who attains Twilight Sword Mastery
location die to the result of your choice. leaves the settlement forever in pursuit of a higher
Twilight Sword Specialization
Warlord Armor purpose. Remove them from the settlement’s
This sentient sword improves as it’s used. Gain
All hit locations start at 5. +1 speed and +1 Luck when population. You may place the master’s Twilight
attacking with axes. When you critically wound, all other Sword in another survivor’s gear grid or archive it.
2: Ignore cumbersome on Twilight Sword
non-deaf survivors gain +1 survival and +2 strength 4: When attacking with the Twilight Sword, Whip Mastery
until the end of the round. ignore slow and gain +2 speed. Whip Masters gain +5 strength when attacking
White Lion Armor 6: Twilight Sword gains Deadly. with a Whip.
Add 1 to all hit locations. Your Weapons are your claws! Whip Specialization
Gain +1 Speed and +2 Strength when attacking with When you wound with a whip, instead of moving
daggers or katars. the top card of the AI deck into the wound stack,
you may move the top card of the AI discard pile.
Name: M F
When you name your survivor, gain +1 survival
Skip Hunt SotF Reroll Brain Head Body Waist Arms Legs
Hunt XP
Age Age Age Age Retired L L L L
H H H H H
Survival Limit Dodge: Cancels 1 Hit; once per round. Insanity
Dash: Gain +1 Move and use it immediately.
Cannot Surge: Gain +1 Action and use it immediately. If your insanity is 3+,
spend Heavy Injury : Knocked Down
survival Embolden: If you don’t have any +1 strength tokens, gain one. you are insane Curses H
Surge: Remove 1 +1 strength token, gain Devastating 1
Family
R G B
Courage
5 0 0 0 0 0 Partner
base
Deaf
-1 permanent Evasion
You are Blind
Notes -1 / -4 permanent Accuracy
Ruptured Muscle
cannot use Fighting Arts
Contracture
-1 permanent Accuracy
Broken Arm
Disorders Maximum 3
-1 perm ACC; -1 perm STR
Intestinal Prolapse
no longer use Waist Gear
Warped Pelvis
-1 permanent Luck
Destroyed Genitals
Abilities, Impairments, & Bonuses no Intimacy
Broken Hip
no longer Dodge; -1 perm Move
Dismembered Leg
-2 perm Move; no longer Dash
Hamstrung
no use Fighting Arts or Abilities
Broken Leg
-1 permanent Move
Notes Brawler Armor Axe Specialization Axe Mastery
All hit locations start at 4. Your Skull Helm cannot When attacking with an axe, if your wound When an Axe Master wounds a monster
be destroyed. +2 accuracy when attacking with attempt fails, you may ignore it and attempt with an axe at a location with a persistent
Fist & Tooth. When you are knocked down, gain to wound the selected hit location again. injury, that wound becomes a critical wound.
+1 strength token. Limit, once per attack. Bow Mastery
Cycloid Scale Armor Bow Specialization If you are a Bow Master, all bows in your gear
Add 1 to all hit locations. Prismatic: Your complete When attacking with a bow, you may reroll grid gain Deadly 2. In addition, ignore
affinities and incomplete affinity halves count as any misses once. Limit, once per attack. cumbersome on all bows.
all colors. Club Mastery
Club Specialization
Dancer Armor All clubs in your gear grid gain Paired. If you are a Club Master, all clubs in your gear
All hit locations start at 3. While you are wearing this, Cannot use this with two-handed clubs. grid gain Savage. On a Perfect Hit with a club,
you may use the Tumble fighting art. At the end of gain +3 strength until the end of the attack.
Dagger Specialization
the first attack during your act, gain 1 movement Dagger Mastery
When attacking with a dagger, if a wound
point and spend it immediately. After a wounded hit location is discarded, a
attempt fails, after performing any reactions,
Dragon Armor you may discard another drawn hit location Dagger Master who is adjacent to the attacker
Add 1 to all hit locations. Leap: Spend 1 movement to attempt to wound that hit location again. and the wounded monster may spend 1 survival
point and 1 activation point. You leap into the air! Limit, once per attack. to re-draw the wounded hit location snd attempt
Place your survivor on an unoccupied space exactly to wound with a dagger. Treat monster reactions
Fist & Tooth Specialization on the re-drawn hit location card normally.
5 spaces away in a straight line, then activate a melee
You may stand (if knocked down) at the start
weapon and attack with +2 accuracy and +5 strength. Fist & Tooth Mastery
of the monster’s turn or the survivor’s turn.
Gorment Armor Limit once per round. While a survivor is a Fist & Tooth Master, they gain +2
Add 1 to all hit locations. When you suffer more than one severe permanent accuracy and +2 permanent strength (they
injury from an attack, ignore the second severe injury.
Grand Weapon Specialization receive this bonus even when not attacking with Fist & Tooth.
When attacking with a grand weapon, gain
[Regeneration Suit] Add 2 to all hit locations. When you suffer more Grand Weapon Mastery
+1 accuracy. When attacking with a grand
than one severe injury from an attack, ignore all severe injuries after
weapon during your act, if you critically When a Grand Weapon Master perfectly hits with a
the first one.
wound, the monster is knocked down. grand weapon, cancel all reaction for that attack.
Green Armor Katana Mastery
Add 5 to all hit locations. Knight’s Charge: Spend 1
Katana Specialization
You may not select this at your weapon type. When a survivor reaches Katana Mastery, they leave the
movement point and 1 activation point, full move in a
If you are blind and have 4+ levels of katana settlement forever, heeding the call of the storm to hone
straight line. At the end of the movement, activate
their art. Before the master leaves, you may nominate a s
Griswaldo and attack. If you moved more than 5 spaces,
perfect hit each attack with a katana, do not urvivor. Set that survivor’s weapon type to Katana and their
this attack gains devastating 2.
weapon proficiency level to 1.
Lantern Armor wound. Katar Mastery
You feel invincible, Skip your roll on the Overwhelming Darkness
story event. The extra weight is great leverage. All clubs in your gear
Katar Specialization If you are a Katar Master, gain +1 evasion token
When attacking with a katar, cancel on a perfect with a katar. When you are knocked
grid gain sharp.
down, remove all +1 evasion tokens.
Leather Armor Scythe Mastery
Add 1 to all hit locations. You ignore Bash. Scythe Specialization
When you critically wound with a scythe, At the start of a Scythe Master’s act, if they are
Phoenix Armor insane, they gain +1 activation point, which they
Add 1 to all hit locations.Charge: Spend 1 movement may only spend to activate scythes.
point and 1 activation point, full move in a straight line. Limit once per round. Shield Mastery
At the end of the movement, activate a melee weapon
and attack. Add the number of spaces you moved to Shield Specialization When a Shield Master is adjacent to a survivor that
While a shield is in your gear grid, you are no is targeted by a monster, they may swap spaced
your strength for this attack.
longer knocked down after collision with a on the board with the survivor and become the
Rawhide Armor monster. While a shield is in your gear grid, target instead. The master must have a shield to
Add 1 to all hit locations. When you preform a survival add +1 armor to all hit locations. perform this.
action roll 1d10. On a result of 6+, gain +1 survival. Spear Mastery
Spear Specialization
Rolling Armor When attacking with a spear, if you draw a trap, Whenever a Spear Master hit’s a monster with a
Add 2 to all hit locations. When you would be knocked roll 1d10. on a 7+, cancel the trap. Discard it, spear, they may spend 1 survival to gain the
down, instead suffer knockback 5. Limit once per round. Priority Target token. If they made the hit from
Screaming Armor hit location deck and draw a new card. Limit directly behind another survivor, that survivor
When you depart, if you are insane, add 2 to all hit once per round. gains the priority target token instead.
locations. After you slam, you may move 1 space and Sword Specialization Sword Mastery
gain +2 Strength until end of turn. When attacking with a sword, after drawing A Sword Master gains +1 accuracy, +1 Strength,
Silk Armor hit locations, make a wound attempt and then and +1 Speed when attacking with a Sword.
Add 1 to all hit locations. Whenever you are attacked, select a hit location to resolve with that result. Twilight Sword Mastery
after hit locations are rolled, you may change 1 hit Limit once per attack. Any survivor who attains Twilight Sword Mastery
location die to the result of your choice. leaves the settlement forever in pursuit of a higher
Twilight Sword Specialization
Warlord Armor purpose. Remove them from the settlement’s
This sentient sword improves as it’s used. Gain
All hit locations start at 5. +1 speed and +1 Luck when population. You may place the master’s Twilight
attacking with axes. When you critically wound, all other Sword in another survivor’s gear grid or archive it.
2: Ignore cumbersome on Twilight Sword
non-deaf survivors gain +1 survival and +2 strength 4: When attacking with the Twilight Sword, Whip Mastery
until the end of the round. ignore slow and gain +2 speed. Whip Masters gain +5 strength when attacking
White Lion Armor 6: Twilight Sword gains Deadly. with a Whip.
Add 1 to all hit locations. Your Weapons are your claws! Whip Specialization
Gain +1 Speed and +2 Strength when attacking with When you wound with a whip, instead of moving
daggers or katars. the top card of the AI deck into the wound stack,
you may move the top card of the AI discard pile.