Bodaster's KDM Player Aid v1.6
Bodaster's KDM Player Aid v1.6
Bodaster's KDM Player Aid v1.6
attributes
(Strength,
Accuracy, etc.)
can be negative,
but survivor
always is able to
move 1 space and
perform 1 attack.
Dodge When a survivor is hit, after hit The dodged hit becomes
locations rolled, but still before a failed attack. Additional
any severe injury rolls. hits resolve normally.
Cannot spend or
Stands up…
Act | The part of the survivor’s turn, when an individual survivor gains movement
and activation. One act must be completed, before another survivor’s is started.
Ageless | An ability. You may hunt if you are retired. When you gain Hunt XP. you
may decide not to gain it.
Ambush (Monster) | If the monster moves into the survivor’s hunt board space, it
ambushes the survivors. End any current hunt events and start the showdown
immediately. Survivors skip their first survivors’ turn. In most cases, this means that
the monster will take two turns in a row.
Ambush (Survivors) | Some hunt events allow the survivors to ambush the
monster. If they do, survivors may go first in the showdown. Do not follow the setup
rules on the monster's story event. Instead, place the listed showdown terrain, the
monster, and survivors on the showdown board as the players decide (setup rules
on terrain cards must still be followed}.
Analyze | An ability. At the start of the survivor’s turn, if you are adjacent to the
monster. reveal the top AI card. then place it back on top of the deck.
Bitter Frenzy | An ability. You may spend survival and use fighting arts, weapon
specialization, and weapon mastery while Frenzied.
Blind Spot | Usually the spaces behind the monster. Survivors attacking from the
blind spot gain +1 accuracy.
Block X | A gear special rule. Spend activation to ignore X hits the next time you are
attacked. Lasts until your next act. A survivor may not use block more than once per
attack.
Body Blow | An attack that always hits a survivor's body location. Do not roll hit
location dice for this attack.
Caratosis | An ability. Before making an attack roll, you may declare „Caratosis X” in
a loud booming vouce. 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.
Charge | A gear special rule. survivors spend and to move the maximum
available spaces in a straight line in one direction. At the end of movement, if in
range, perform an attack using a melee weapon, adding the number of spaces
moved in this way to your strength for the attack. Charge does not impact any
further attacks this turn.
Concentrate | Declare at the start of the Act and immediately end the Act. To
concentrate successfully survivor cannot perform actions, move, get knocked down,
suffer damage or bleeding, receive negative attribute tokens.
Crystal Skin | An ability. You cannot place armor in your gear grid. When you
depart, gain 3 armor points 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.
Cumbersome | A gear special rule. Survivors must spend both and to activate
cumbersome gear
Cursed | A gear special rule. This gear cannot be removed from the gear grid for any
reason. If the survivor dies, archive this gear.
Dash | A survival action. When opportunity permits, A survivor may spend 1 survival
to dash. They gain +1 which must be spent immediately. Each survivor may only
Dash once per round and only after the settlement has innovated the Paint
innovation.
Deadly | A gear special rule. Gain +1 luck while attacking with this weapon. This
increases the odds of inflicting critical wounds.
Deaf | The survivor cannot hear, or be impacted by encourage and other audible
effects.
Dodge | A survival action. When a survivor is hit. after rolling hit location dice but
before damage, they may spend 1 survival to dodge, canceling one hit. The dodged
hit becomes a failed attack roll and does not cause damage. Any additional un-
dodged hits resolve normally. Dodge is the only survival action that knocked down
survivors can perform. Each survivor may only Dodge once per round.
Doomed | When a survivor is doomed, they cannot perform any actions or spend
survival. If a survivor is doomed by a monster’s AI or Hit Location card, they are
doomed until all actions on the card are performed and the card is resolved.
Dormenatus | An ability. When you suffer damage, you may declare „Dormenatus
X” in a loud, booming voice. If you do, gain X to each hit location. X cannot be more
than your total green affinities. After damage is resolved, gain +X hunt XP. When
you trigger Age 2, gain the Grace of Dormenatus secret fighting art.
Early Iron | A gear special rule. When any of your attack roll results are a 1, cancel
your attack.
Encourage | A survival action. A standing survivor may spend 1 survival ar any time
to encourage a knocked down survivor, letting them stand. Deaf survivors may not
be encouraged. Each survivor may only Encourage once per round, and only if the
settlement has the Language innovation.
Fated Battle | An ability. At the start of a showdown with the picked monster, gain
+1 speed token.
First Strike | A type of monster hit location. This hit location must be resolved
before any others, except Traps. If multiple First Strike locations are drawn, the
player decides the order in which to resolve them. Traps still precede and cancel all
other hits.
Horning Insticts | An ability. Add +5 to your rolls on the Run Away story event.
Iron Will | An ability. You cannot be knocked down. Reduce all knockback you
suffer to knockback 1.
Irreplaceable | A gear special rule. If a survivor dies. archive all irreplaceable gear
in their gear grids.
Legendcaller | An ability. Once a lifetime. on a hunt board space after
Overwhelming Darkness, in place of rolling a random hunt event, use "53" as your
result.
Leyline Walker | An ability. While there is no armor or accessory gear in your gear
grid. gain +3 evasion.
Life Exchange | In the aftermath, gain 1 additional Hunt XP. You may not wear other
gear. If you trigger the White Secret story event, you cease to exist. When you retire,
you cease to exist.
Lucernae | An ability. Before making a wound attempt, you may declare „Lucernae
X” in a loud, booming voice. If you do, that wound attempt gain X luck. X cannot be
more than your total blue affinities. When you trigger Age 2, gain the Lucernae’s
Lantern secret fighting art.
Mad Oracle | An ability. Once per showdown. as a monster draws an AI, name a
card. If the AI card drawn is the named card. gain + 1 evasion token.
Metal Maw | An ability. Your Fist & Tooth attacks gain Sharp (add ldlO strength to
each wound attempt).
Paired | A gear special rule. Paired weapons are two identical weapons that can be
used as one. Add the speed of the second weapon when attacking with the first.
These weapons must have the same name. and both must be in your gear grid.
Peerless | An ability. When you gain insanity. you may gain an equal amount of
survival.
Pounce | A gear special rule. Spend and to move 3 spaces forward In a straight
line and activate a melee weapon. This attack gains +1 strength.
Priority Target | When a survivor gains the priority target token, it signifies that the
survivor has captured the monster's attention. Only 1 survivor may have the priority
target token at a time. Whenever a monster picks a target, the survivor with the
priority target token will always be the target of an AI card. The priority target token
is removed only when: another survivor gains the priority target token, an effect
causes the priority target token to be removed, or at the end of the next monster
turn.
Provoke | A gear special rule. When you wound with this weapon, gain the priority
target token.
Reach | A gear special rule. Reach weapons are long enough to attack monsters
when the survivor is not adjacent. Reach specifies the maximum number of spaces
away that a survivor can attack with this weapon.
Savage | A gear special rule. After the first critical wound in an attack, savage
weapons cause 1 additional wound. This rule does not trigger on Impervious hit
locations.
Selfish | A gear special rule. A gear with this rule may not be in a same gear grid
with any gear with the "other" keyword.
Sentient | A gear special rule. A survivor must be insane to activate this gear.
Sharp | A gear special rule. Add ld10 strength to each wound attempt using this
gear. This d10 is not a wound roll, and cannot cause critical wounds.
Slam | A gear special rule. Spend and full move forward in a straight line. If you
move 4+ spaces and stop adjacent to a monster, it suffers knockback 1 and -1
toughness until the end of the round.
Slow | A gear special rule. Slow weapons always have an attack speed of 1. Do not
add speed modifiers.
Sour Death | An ability. When you are knocked down, you may encourage yourself.
If you do. gain +1 strength token.
Stalwart | An ability. Ignore knocked down effects of brain trauma, disorders, and
intimidation actions.
Story of the Goblin | An ability. Once per showdown, you may roll d10. On a 3+,
gain the priority target token and the monster gains +1 damage token.
Story of the Young Hero | An ability. At the start of each of your acts, you may
choose to gain 1 survival and 2 bleeding tokens.
Super Dense | A type of hit location. This hit location is unusually hard. If a survivor
attempts to wound one of these locations with a frail weapon, it is destroyed and
archived at the end of the attack.
Surge | A type of survival action. When opportunity permits, a survivor may spend 1
survival to surge. Gain +1 which must be spent immediately. This allows them to
activate a weapon, interact with terrain, use gear, and anything else spending an
allows them to do. Resolve the results of the surge (including any monster
reactions) before resuming the turn. Each survivor may only surge once per round,
and only if the settlement has the Inner Lantern innovation.
Sweet Battle | An ability. You may surge without spending survival. If you do, the
must be used to activate a weapon.
Turn (Survivors’) | Second part of a round, when every survivor perform their act,
one at a time. Survivors may act in any order within the survivor’s turn.
Two-handed | A gear keyword. This weapon requires two hands to use. Some gear
and rules do not work with two-handed weapons.
Undeathable | A gear special rule. If the survivor dies. roll 1d10. On a result of 6+,
the survivor lives. If this roll occurs from the survivor having a lethal amount of
bleeding tokens, the survivor will not die until they gain another bleeding token.
Unshakeable | A gear special rule. When this survivor draws a trap card, roll 1d10.
On a result of 6+, ignore the trap. Discard it and shuffle the hit location deck.
Unstoppable | A gear special rule. Replace all wound rolls with a ld1O roll. On 1-5,
fail to wound, on 6+ wound. You cannot cause a critical wound while using this rule.
Unwieldy | A gear special rule. If any attack dice roll results are 1, the weapon
causes I random damage to the survivor for each 1 rolled. Continue the attack as
normal.