Abilities
In their lifetime, survivors may gain abilities, impairments, severe injuries, ailments, and other painful reminders of their journey. Record these in the Abilities & Impairments section of the survivor record sheet. A survivor may have any number of abilities. Abilities are unique rules acquired by survivors that can aid, or hinder them throughout a campaign. [1]
List of Abilities
Acid Palms
Add 1d10 strength to wound attempts when attacking with Fist & Tooth.[2]
Advanced Play
You may set aside 2 dice with the High Roller knowledge. These dice must be separate from attacks.[3]
Ageless
You may hunt if you are retired. When you gain Hunt XP, you may decide not to gain it.[2]
Analyze
At the start of the survivors' turn, if you are adjacent to the monster, reveal the top AI card, then place it back on top of the deck.[2]
Astute
On Arrival, if possible, add an Acanthus Plant terrain card to the showdown.[4]
Astute Psyche
When you make an observation about a knowledge, make two observations instead.[3]
Bitter Frenzy
Each showdown, the first time you suffer the frenzy brain trauma, gain 1d10 survival. You may spend survival while Frenzied.[5]
Burnt Nerves
Caratosis
Before making an attack roll, you may declare "Caratosis X" in a loud, booming voice. If you do, that attack gains X automatic hits. X cannot be more than your total red affinities. When the attack ends, gain +X Hunt XP. When you trigger Age 2, gain the Beast of Caratosis secret fighting art.[5]
Cheer Captain
Spend to cause departing survivors to suffer the frenzy brain trauma]twice and ignore bash for the rest of the lantern year. Limit once per lantern year.[3]
Crystal Skin
You ignore Cursed and cannot wear armor. When you depart add to all hit locations. Suffer -2 to the result of all severe injury rolls. When you participate in
Intimacy, newborns gain Crystal Skin in addition to any other roll results.[5]
Cutthroat
On a Perfect hit, gain after your attack ends, which must be spent immediately. Limit once per round.[3]
Dark Calling
Increase your range of Perfect hits by 1. When you are a returning survivor, roll 1d10. If the result is less than or equal to your Hunt XP, you leave the settlement forever.[3]
Dead Again
When you die, gain +1 population. This new survivor adopts the Deadism philosophy, gains Dead Again, and has your name.[6]
Destructive Vow
At the end of your act, gain +3 insanity if you have attacked. If you have not, suffer 3 brain damage[7]
Discourse Savant
When you roll on a table while ranking up your philosophy, you may choose your roll results instead of rolling.[6]
Dormenatus
When you suffer damage, you may declare "Dormenatus X" in a loud, booming voice. If you do, add X to each hit location. X cannot be more than your total green affinities. After the damage is resolved, gain +X Hunt XP. When you trigger Age 2, gain the Grace of Dormenatus secret fighting art.[8]
Dream Keeper's Legacy
During the showdown, if you have at least 1 permanent luck, you may set your luck to 0 and physically flip any token.[6]
Engorged Cure
Once per showdown, you may archive a Nightmare Tick vermin resource to remove all your bleeding tokens and fully heal yourself.[6]
Explore
When you roll on an investigate table, add +2 to your roll result.[8]
Fated Battle
At the start of the showdown with the picked monster, gain +1 speed token.[8]
Flipper Feet
Gain +1 movement and +1 evasion. You cannot wear leg armor.[6]
Forgettable
Gain +2 evasion. Forgettable survivors cannot be encouraged.[9]
Fortune Sight
On Arrival, gain +1 accuracy tokens equal to your permanent luck.[6]
Game Master
When you are the monster controller and the monster draws , instead draw 2 cards and select 1 to perform, placing the other back on top of the
deck.[6]
Gigaslayer
Gain +2 strength and +1 luck when attacking a 3x3 or larger monster. When you participate in
Intimacy, newborns with your surname gain Gigaslayer in addition to other benefits.[10]
Grounded
Once per lantern year, at any time, you may set your insanity to 0, 1, or 2.[11]
Heart of the Sword
If you gain weapon proficiency during the Aftermath, gain an additional 3 levels. You cough up a hunk of your own solidified blood and gain 1 Iron strange resource.[12]
Hemostasis
It takes an additional bleeding token to kill you. This ability can be gained multiple times.[11]
Homing Instinct
Add +5 to your roll results on
Run Away.[7]
Inevitable
When you gain this ability, choose a weapon. It gains Sharp. Record this on your survivor record sheet. Erase it when the gear is archived.[11]
Iridescent Hide
Gain +1 at all hit locations for each different colored affinity in your gear grid.[12]
Iron Will
You cannot be knocked down. Reduce all knockback you suffer to knockback 1.[13]
Juice Hunter
Once per hunt phase, when you are the event revealer, you may take a detour to search for a nest of lantern bugs. Roll a random hunt event. Afterwards, you return with bug juice and all survivors gain +1d5 survival.[11]
Largesse
During your act, if you are Honorable, you may give an adjacent survivor one of your survival. Limit once per round. [14]
Legendcaller
Once a lifetime, on a hunt board space after Overwhelming Darkness, in place of rolling a random hunt event, use "53" as your result.[13]
Levinblood
At the end of your attack with a weapon with the metal keyword, if you hit the monster, it is shocked and suffers an automatic wound.[11]
Leyline Walker
While there is no armor or accessory gear in your gear grid, gain +3 evasion.[13]
Life Exchange
In the Aftermath, gain 1 additional Hunt XP. You many not wear Other gear. If you trigger
White Secret, you cease to exist. When you retire, you cease to exist.[13]
Limb-maker
Once per settlement phase, spend 2 to carve a prosthetic limb. Remove a survivor's dismembered injury and add 1 bone to the settlement storage.[12]
Lucernae
Before making a wound attempt, you may declare "Lucernae X" in a loud, booming voice. If you do, that wound attempt gains +X Luck. X cannot be more than your total blue affinities. When the attack ends, gain +X Hunt XP. When you trigger Age 2, gain the Lucernae's Lantern secret fighting art.[13]
Mad Oracle
Once per showdown, as a monster draws an AI card, name a card. If the AI card is drawn is the named card, gain +1 evasion token.[13]
Mark of the Cyclops Knight
When you craft a Seed Pattern, gain +1 permanent strength and +1 hunt XP. At 10+ hunt XP, you leave the settlement.[11]
Matchmaker
When you are a returning survivor, once per lantern year, you may spend to
Intimacy.[13]
Mentor
During the settlement phase, spend to nominate a survivor with less hunt XP than you. They gain +2 lumi and +2 hunt XP. Limit once per lantern year.[11]
Metal Maw
Your Fist & Tooth attacks gain Sharp (add 1d10 strength to each wound attempt).[13]
Myopic Fighter
Gain +2 accuracy. You may only attack with daggers or katars.[7]
Nightmare Blood
Whenever you gain a bleeding token, add to all hit locations.[7]
Nightmare Membrane
You may spend to exchange any 1 of your tokens for a +1 strength token.[7]
Nightmare Spurs
Once per showdown, you may spend all of your survival (at least 1) to lose all your +1 strength tokens and gain that many +1 luck tokens.[7]
Olthawartta
At the start of your act, you may declare "Olthawartta X" in a loud, booming voice. If you do, ignore the effects of X special rules until the end of your act among the following: Cumbersome, Early Iron, Frail, Sentient, Slow, Unwieldy. X cannot be greater than your total pairs of red and blue affinities. When your act ends, gain +X Hunt XP. When you trigger your 2nd Hunt XP milestone, gain the Heart of Olthawartta secret fighting art.
Oracle's Eyes
At the start of the showdown, look through the AI deck, then shuffle it.[12]
Outrider
When you are the scout, you may add +2 to any roll result during a hunt event. Limit once per hunt phase.[15]
Partner - "(Partner Name)"
When survivors who are partners with each other both Arrive, gain survival up to the survival limit. Partners may only nominate each other for
Intimacy. When a partner dies, the remaining partner gains a random disorder and loses this ability.[16]
Peerless
When you gain insanity, you may gain an equal amount of survival.[16]
Possessed
The survivor cannot use weapon specialization, weapon mastery, or fighting arts.[16]
Prepared
When rolling to determine a straggler, add your hunt experience to your roll result.[16]
Presage
Each time you attack, before drawing hit locations, loudly say a name. You lightly bite the eye in your cheek to see what it sees. If you draw any hit locations with that name, gain +3 insanity and +10 strength when attempting to wound them.[12]
Pristine
When you suffer a dismembered severe injury, ignore it and gain 1 bleeding token instead.[12]
Psychovore
Once per showdown, you may eat an adjacent survivor's disorder. If you do, remove the disorder. They gain 1 bleeding token and you gain +1 permanent strength. At the end of the showdown, if you haven't eaten a disorder, you die.[12]
Radiant Prescence
When you are a returning survivor, gain +2 lumi.[15]
Reflection
Your complete affinities and incomplete affinity halves count as all colors. You may dodge at any time and as many times as you like each round. When you attack from a blind spot, add +1d10 to all wound attempts for that attack.[17]
Refraction
Your complete affinities and incomplete affinity halves count as all colors. During the Showdown, after you perform a survival action, gain +1 survival.[18]
Reroller
When another survivor rolls a natural 1, gain a reroll token. Limit once per round. [15]
Restless
Ignore any effects that make you skip hunts. When you are a returning survivor, gain +2 endeavors.[15]
Rival's Scar
Gain +1 permanent strength, and -1 permanent evasion.[19]
Rooted to All
If you are standing at the start of your act, reveal the top 2 cards of the AI deck and put them back in any order.[12]
Shadow Caesar
You control the settlement from the shadows. Each lantern year, you choose the departing survivors. You may nominate anyone to depart, even those who are retired or could not otherwise do so.[20]
Songheart
Your ballads cost 1 less to perform.[20]
Sour Death
When you are knocked down, you may encourage yourself (even if you are deaf). If you do, gain +1 strength token.[21]
Spark of Aspiration
When a survivor is named, they gain a random knowledge.[20]
Spectral Stomach
When you consume and archive something, roll 1d10. On an 8+, it comes out the other end intact! Do not archive it.[20]
Stalwart
Ignore knockdown effects of brain trauama and intimidation actions.[21]
Stinging Edge
Once per showdown, you may archive a Sword Beetle vermin resource to give your attacks Sharp for the remainder of the showdown.[20]
Stone Crusher
Before making a wound attempt with Fist & Tooth, you may discard another drawn hit location card to double the wound result.[20]
Stone Face Engraver
When a survivor adopts a philosophy, they draw an additional card and select one to adopt.[20]
Story of the Forsaker
You cannot be knocked down during a showdown with a nemesis monster.[21]
Story of the Goblin
Once per showdown, you may roll 1d10. On a 3+, gain the priority target token and the monster gains +1 damage token.[21]
Story of the Young Hero
At the start of each of your acts, you may choose to gain +1 survival and 2 bleeding tokens.[21]
Super Hair
You may spend to freely exchange any tokens with adjacent survivors who have Super Hair.[22]
Sweet Battle
Once per round, you may surge without spending survival. If you do, the activation gained must be used to activate a weapon. You may use Sweet Battle even if your settlement cannot normally surge. You may also use Sweet Battle when you have no survival and/or cannot spend survival. This does not let you surge more than once per round.[21]
Thundercaller
Once a lifetime, on a hunt board space after Overwhelming Darkness, in place of rolling a random hunt event. use "100" as your result.[21]
Tinker
When you are a returning survivor, gain +1 .[21]
True Peace
Set your systemic pressure and torment to 0.[20]
Twelve Fingers
You cannot carry two-handed gear. On a Perfect hit, your right hand pulses. Gain +5 insanity and +1 luck for the attack. However, for each natural 1 rolled when attempting to hit, your left hand shakes. Suffer 5 brain damage and -1 luck for the attack.[12]
Twilight Succession
If you die during the showdown and you have a Twilight Sword, nominate another survivor on the showdown board to gain the Twilight Sword and this ability.[23]
Unburdened
You may only wear Cloth (no other armor or accessories). Gain +2 strength from your resolve.[20]
Veteran
During the Aftermath, gain +1 Hunt XP.[20]
Way of the Rust
Your bleeding tokens are also +1 evasion tokens.[12]
Winged Escape
Once per showdown, you may archive a Cyclops Fly vermin resource to discard the Trap and reshuffle the hit location deck.[20]
Notes
- The Gambler's Chest Expansion glossary entry erroneously states that survivors with the Cheer Captain ability can spend
instead of
.
References
- ↑ Kingdom Death: Monster 1.6 Core Rulebook, pg. 44
- ↑ 2.0 2.1 2.2 Kingdom Death: Monster 1.6 Core Rulebook, pg. 228
- ↑ 3.0 3.1 3.2 3.3 3.4 Gambler's Chest Expansion Rulebook, pg. 190
- ↑ Kingdom Death: Monster 1.6 Core Rulebook, pg. 177
- ↑ 5.0 5.1 5.2 5.3 Kingdom Death: Monster 1.6 Core Rulebook, pg. 229
- ↑ 6.0 6.1 6.2 6.3 6.4 6.5 6.6 Gambler's Chest Expansion Rulebook, pg. 191
- ↑ 7.0 7.1 7.2 7.3 7.4 7.5 Living Glossary
- ↑ 8.0 8.1 8.2 Kingdom Death: Monster 1.6 Core Rulebook, pg. 230
- ↑ Slenderman Expansion Rulebook, pg. 9
- ↑ Vignette of Death: White Gigalion Rulebook, pg. 7
- ↑ 11.0 11.1 11.2 11.3 11.4 11.5 11.6 Gambler's Chest Expansion Rulebook, pg. 192
- ↑ 12.00 12.01 12.02 12.03 12.04 12.05 12.06 12.07 12.08 12.09 Dragon King Expansion Rulebook, pg. 3
- ↑ 13.0 13.1 13.2 13.3 13.4 13.5 13.6 13.7 Kingdom Death: Monster 1.6 Core Rulebook, pg. 232
- ↑ Black Knight Expansion Rulebook, pg. 17
- ↑ 15.0 15.1 15.2 15.3 Gambler's Chest Expansion Rulebook, pg. 193
- ↑ 16.0 16.1 16.2 16.3 Kingdom Death: Monster 1.6 Core Rulebook, pg. 233
- ↑ Sunstalker Expansion Rulebook, pg. 30
- ↑ Sunstalker Expansion Rulebook, pg. 31
- ↑ Spidicules Expansion Rulebook, pg. 5
- ↑ 20.00 20.01 20.02 20.03 20.04 20.05 20.06 20.07 20.08 20.09 20.10 Gambler's Chest Expansion Rulebook, pg. 194
- ↑ 21.0 21.1 21.2 21.3 21.4 21.5 21.6 21.7 Kingdom Death: Monster 1.6 Core Rulebook, pg. 235
- ↑ Lonely Tree Expansion Rulebook, pg. 11
- ↑ Kingdom Death: Monster Challenge Scenarios, pg. 2