Impairments

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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 impairments. Impairments are unique rules acquired by survivors that can aid, or hinder them throughout a campaign. [1]

List of Impairments[edit | hide | hide all]

Anemic[edit | hide]

It takes one fewer bleeding tokens to kill you. This impairment can be gained multiple times. If you gain Anemic enough times that it takes 0 bleeding tokens to kill you, you instantly die.[2]

Broken Vow[edit | hide]

If any survivors with 0 Hunt XP in your hunting party die during the hunt or showdown, you retire.[3]

Closed Meridians[edit | hide]

Gain +6 permanent luck. At the start of your act, suffer -1 permanent luck. When you have 0 or less permanent luck, suffer the head exposion severe injury.[2]

Dead Inside[edit | hide]

Survivors with Dead Inside cannot gain survival.[4]

Endless Babble[edit | hide]

When you depart, departing survivors gain +1 insanity. You cannot encourage.[4]

Joyless[edit | hide]

You cannot surge.[5]

Lapsed Pathways[edit | hide]

When you gain a token, suffer 1 damage to a random hit location.[5]

Leprosy[edit | hide]

Reduce all damage suffered by 1 to a minimum of 1. Suffer -2 to severe injury rolls.[6]

Marrow Hunger[edit | hide]

If the Murder or Skull Eater settlement events are drawn, nominate this survivor.[6]

Servant of Fate[edit | hide]

An impairment unique to Luck the Wanderer. Luck's fortune prevents him from dying. If Luck would die, he instead returns to the settlement with -1 ❤. When Luck departs with an Immortal survivor, +1 ❤.[7]

Slipped Plate[edit | hide]

Your skull digs into your brain's pleasure center. Whenever you critically wound, you wince. After resolving the critical wound, you are knocked down.[7]

Thin-Skinned[edit | hide]

You cannot gain insanity for any reason.[8]

Wrecked Wrist[edit | hide]

When you activate a weapon or terrain, suffer 1 damage to the arms location.[7]

References[edit | hide]

  1. Kingdom Death: Monster 1.6 Core Rulebook, pg. 44
  2. 2.0 2.1 Gambler's Chest Expansion Rulebook, pg. 190
  3. Living Glossary
  4. 4.0 4.1 Kingdom Death: Monster 1.6 Core Rulebook, pg. 230
  5. 5.0 5.1 Gambler's Chest Expansion Rulebook, pg. 192
  6. 6.0 6.1 Kingdom Death: Monster 1.6 Core Rulebook, pg. 232
  7. 7.0 7.1 7.2 Gambler's Chest Expansion Rulebook, pg. 194
  8. Lion Knight Expansion Rulebook, pg. 13