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Claire Holloway
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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

WILL TO SURVIVE

While you have 3 or fewer Health, gain +1 to all tests.

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.

LAKE'S VENGEANCE

Your Fight tests at water locations get +3.

SOLE SURVIVOR

When you are the only player at your location: +1 to all tests, and your first basic action each turn costs 0.

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. Heal 2 Health.

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 scatter off your position) and lose 1 Health from the headlong scramble (does not trigger Counterattack).

Her legs decided before she did. She was three rooms away before the fear caught up.

OLD WOUNDS

LINGERING

Lingers in hand and cannot be discarded normally. While here, you are Exposed (take +1 damage from all sources). Remove it by spending an action to pass a Strength (3) test, or it clears automatically when you drop to 1 HP.

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

While in play at ≤3 HP: reduce all damage by 1 (min 0).

0

HEIGHTENED SENSES

asset

While in play: the first time each round you drop to ≤3 HP, draw 1 card.

0

BLOODIED BUT UNBOWED

skill×3 IN STARTER

At ≤3 HP: +2 to all tests this turn (stacks with Will to Survive for +3). Above 3: +1.

1

DEATH'S DOOR

skill

Reduce your Health to 1. +3 to all tests this round. Draw 2 cards.

0

PAIN THRESHOLD

skill×2 IN STARTER

Take 2 damage. +2 Strength this round. If at ≤3 HP after: also +2 Speed.

1

SOLE SURVIVOR

skill×1 IN STARTER

If you are the only player at your location: +2 to all tests this turn and draw 1 card.

0

TRAUMA RESPONSE

skill×1 IN STARTER

At ≤3 HP: restore 2 Sanity and become hidden until end of turn. Above 3: restore 1 Sanity.

0

REFUSE TO DIE

event

When you would be reduced to 0 HP: set HP to 1 instead (fires automatically from your hand). Draw 1 card.

2

FINAL SCREAM

event×1 IN STARTER

Play only at ≤3 HP. Make a Fight attempt; on success deal 5 damage to the Slasher. Move to an adjacent location.

0

ADRENALINE SPIKE

event×2 IN STARTER

At ≤3 HP: your next 2 actions this turn cost 0 resources. Above 3 HP: your next action costs 0.