
SURVIVOR DOSSIER // TERROR AT LAKE ELAINE
CLAIRE HOLLOWAY
A tension engine — Claire gets stronger as the situation gets worse. Her Speed counters the Angler's pull and trap mechanics, and her unlock transforms her into the unstoppable force of the final act.
Balanced survivor with strong endgame potential
- Gains power as allies fall
- Versatile card pool
- Strong comeback mechanics
RECOVERED AUDIO // TAPE 04
“I'm still here. And I'm not done.”
INNATE ABILITY
SECOND WIND
At the start of your turn, heal 1 Health.
Unique to the Final Girl archetype: when the group has rescued 3 Victims, survival hardens into resolve. The unlock happens once per game and cannot be taken away.
MIND OVER MATTER
Second Wind may restore 1 Sanity instead of healing 1 Health.
SHARE THE LOAD
Second Wind may heal you or another survivor at your Location.
VITALS & ATTRIBUTES
HEALTH
6
AT 0 — DOWNED
SANITY
6
AT 0 — BREAKING
HAND SIZE
5
CARDS PER REFILL
ATTRIBUTE BUDGET 15/15 — EVERY SURVIVOR SUMS TO 15
KNOWN WEAKNESSES
Every deck carries exactly one weakness from this pool. It cannot be pitched, and it will surface at the worst possible moment.
SURVIVOR'S GUILT
IMMEDIATE
Triggers immediately when drawn. Lose 3 Sanity.
She lived. She didn't know why. She'd stopped asking and started running.
CAN'T STOP RUNNING
FORCED PLAY
Enters your hand; must be played as your next action. Move to an adjacent Location (you break cover). If you are Bloodied, lose 2 Sanity.
Her legs decided before she did. She was three rooms away before the fear caught up.
OLD WOUNDS
IMMEDIATE
Triggers immediately when drawn. Take 2 damage. Second Wind does not heal you on your next turn.
The scar across her ribs ached when the cold came in. It remembered the last one too.
SIGNATURE DECK
10 SIGNATURES GRANTED AT UNLOCK — 10 SIGNATURE SLOTS IN EVERY 40-CARD DECK
CLAIRE'S LOCKET
asset×1 IN STARTERWhile in play: Second Wind heals 1 additional Health.
HEIGHTENED SENSES
asset×1 IN STARTERWhile in play: the first time each round you take damage (Bleed counts), draw 1 card.
GRIT YOUR TEETH
asset×1 IN STARTERWhile in play: after you fail one of your tests, you may Bleed 1 to add +1 to its result. Up to twice per test.
PAIN THRESHOLD
skill×1 IN STARTERBleed 2. +2 Strength and +2 Speed this round.
BLOODIED BUT UNBOWED
skill×1 IN STARTER+1 to your next test this turn for each Health below your maximum (maximum +3).
BACK ON YOUR FEET
skill×1 IN STARTERHeal 2 Health. If you took damage this round, draw 1 card.
BLOOD FOR BLOOD
event×1 IN STARTERPlay only with the Slasher at your Location. Bleed 1. Deal 2 damage to the Slasher.
SHARED WOUND
skill×1 IN STARTERBleed 1. Heal another survivor at your Location 2 Health.
SHOW THEM THE SCARS
skill×2 IN STARTERBleed 1. Your next recruit test this turn uses Cool instead of its printed attribute. If you recruit a Victim this round, draw 1 card.
REFUSE TO DIE
assetWhile in play: when you would be reduced to 0 Health, set your Health to 1 instead, draw 1 card, then discard this card.