Kingdom Death Utilities

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1. Add Hunt XP to the roll, as an experienced hunter is less traumatized by the darkness due to experience.
2. If there is a successful combat before it (due to a hunt event), then +2 to the roll.
3. Any extra lanterns in anyone’s gear grid adds +1 to everyone in the party, as the extra light helps to fend off the darkness. (Must be a type of lantern gear, can’t just grab one off the Lantern Hoard.)
4. Each survivor above 4 gives +1 to everyone’s roll, can only apply if there are more than 4 players around table.
Path of the Insane (Insane survivors) Path of the Doomed (If no other applies) Path of the Brave (Survivors with 3+ courage))
1. You envision a strange fruit that pulses with your heartbeat. You smash it. Spend all your survival (at least 1) or die. 1. Your lantern light fades into the darkness. Spend all your survival lat least 1) or die. 1. You boldy walk into a monster's maw and are consumed whole. Spend all your survival (at least 1) or die.
2. You shriek into the darkness. dealing 1 brain event damage to all non~deaf survivors. 2. A pall of doom falls over you. Gain -3 luck tokens for the duration of the showdown. 2. You emerge from the darkness crippled with doubt. Gain -1 speed token.
3. You lash out at the unseen. Roll a random survivor in the party - they suffer 1 event damage to a random hit location. 3. An unseen monster attacks. Suffer event damage equal to the quarry's level to a random hit location. 3. The darkness drowns out your lantern light. Gain -1 accuracy token.
4. Startling visions. Gain a random disorder. 4. Disoriented. Gain -1 evasion token. 4. The darkness is crushing, and during the next combat, you suffer -1 on their first attack (all attack rolls of it).
5. You find a strange peace. Lose all insanity. 5. The darkness is crushing, and during the next combat, they suffer -1 on their first attack (all attack rolls of it). 5. Foolish bravery. Gain +1 strength token and -1 evasion token.
6. You go crazy and smash the stone faces, making a lot of noise. Move monster closer by 1 square (for every survivor that rolls this). 6. You handle the darkness well, and add +1 to the die roll to anyone rolling after you. 6. You handle the darkness well, and add +1 to the die roll to anyone rolling after you.
7. The darkness is crushing, and during the next combat, they suffer -1 on their first attack (all attack rolls of it). 7. Hope. Gain +1 insanity and +1 courage. 7. You got this. You’ve done it before numerous times. +1 Survival.
8+. You handle the darkness well, and add +1 to the die roll to anyone rolling after you. 8+. You face the darkness and stand tall. Gain +1 courage. 8+. You will survive. no matter what it takes. Gain +1 survival and +1 evasion token.
If a 10+ is obtained in any column, roll 1d10 for that survivor:
1 - 5 Gain 1 survival.
6 - 8 Gain 2 survival.
9 Gain +1 luck token that last for the rest of this hunt (including showdowns).
10 Gain this fighting art:
Otherworldly Luck: During the Hunt and Settlement phases, whenever you roll on a table, you may add +1 to the roll result. Does not include rolls may during a nemesis showdown (or any showdown).



















Campaign Name: (Make it unique!!!!!)
Innovations: The innovation list is saved with the Campaign name. Make sure the Campaign name is unique or someone else may wipe it out on you.
The innovations must be named EXACTLY the same as they appear on the full list of innovations, and must be comma-delimited.
If you save a list of innovations, then when you roll random innovations, it will generate a list based on those you've saved.