Skip to main content
Claire Holloway
PLAY
REC
SUBJECT #0400:00:00:00
LAKE ELAINE COUNTY ARCHIVEEXHIBIT #04

SURVIVOR DOSSIER // TERROR AT LAKE ELAINE

CLAIRE HOLLOWAY

THE FINAL GIRLLAST ONE STANDING

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

RESOURCEFULDETERMINEDADAPTIVE
  • Gains power as allies fall
  • Versatile card pool
  • Strong comeback mechanics

RECOVERED AUDIO // TAPE 04

“I'm still here. And I'm not done.”

01 //

INNATE ABILITY

PASSIVE · ALWAYS ON

SECOND WIND

At the start of your turn, heal 1 Health.

FINAL GIRL UNLOCKRESCUE 3 VICTIMS → CHOOSE ONE, PERMANENT

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.

02 //

VITALS & ATTRIBUTES

HEALTH

6

AT 0 — DOWNED

SANITY

6

AT 0 — BREAKING

HAND SIZE

5

CARDS PER REFILL

Strength
2
Charm
1
Smarts
3
Speed
4
Cool
5

ATTRIBUTE BUDGET 15/15 — EVERY SURVIVOR SUMS TO 15

03 //

KNOWN WEAKNESSES

Every deck carries exactly one weakness from this pool. It cannot be pitched, and it will surface at the worst possible moment.

CARRIED AT UNLOCK

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.

04 //

SIGNATURE DECK

10 SIGNATURES GRANTED AT UNLOCK — 10 SIGNATURE SLOTS IN EVERY 40-CARD DECK

1

CLAIRE'S LOCKET

asset×1 IN STARTER

While in play: Second Wind heals 1 additional Health.

0

HEIGHTENED SENSES

asset×1 IN STARTER

While in play: the first time each round you take damage (Bleed counts), draw 1 card.

1

GRIT YOUR TEETH

asset×1 IN STARTER

While in play: after you fail one of your tests, you may Bleed 1 to add +1 to its result. Up to twice per test.

0

PAIN THRESHOLD

skill×1 IN STARTER

Bleed 2. +2 Strength and +2 Speed this round.

0

BLOODIED BUT UNBOWED

skill×1 IN STARTER

+1 to your next test this turn for each Health below your maximum (maximum +3).

0

BACK ON YOUR FEET

skill×1 IN STARTER

Heal 2 Health. If you took damage this round, draw 1 card.

1

BLOOD FOR BLOOD

event×1 IN STARTER

Play only with the Slasher at your Location. Bleed 1. Deal 2 damage to the Slasher.

1

SHARED WOUND

skill×1 IN STARTER

Bleed 1. Heal another survivor at your Location 2 Health.

0

SHOW THEM THE SCARS

skill×2 IN STARTER

Bleed 1. Your next recruit test this turn uses Cool instead of its printed attribute. If you recruit a Victim this round, draw 1 card.

2

REFUSE TO DIE

asset

While in play: when you would be reduced to 0 Health, set your Health to 1 instead, draw 1 card, then discard this card.