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Derek Thompson
PLAY
REC
SUBJECT #0200:00:00:00
LAKE ELAINE COUNTY ARCHIVEEXHIBIT #02

SURVIVOR DOSSIER // TERROR AT LAKE ELAINE

DEREK THOMPSON

THE NERDKNOWLEDGE IS POWER

The quiet observer who sees patterns others miss. Derek turns investigation into a card draw engine — the fog the Angler creates only makes him more effective.

Control and combo-focused

INTELLIGENTSTRATEGICPREPARED
  • Card draw and deck manipulation
  • Puzzle-solving abilities
  • Long-term strategy

RECOVERED AUDIO // TAPE 04

The pattern is right here. You just have to look.

01 //

INNATE ABILITY

PASSIVE · ALWAYS ON

EUREKA MOMENT

When you pass a test by 2 or more, draw 1 card.

02 //

VITALS & ATTRIBUTES

HEALTH

4

AT 0 — DOWNED

SANITY

8

AT 0 — BREAKING

HAND SIZE

5

CARDS PER REFILL

Strength
1
Charm
2
Smarts
6
Speed
2
Cool
4

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

ANALYSIS PARALYSIS

IMMEDIATE

Triggers immediately when drawn. Lose 2 Sanity. Discard down to 3 cards. Cannot take Investigation actions this round.

Too many variables. Too many unknowns. He froze, and the dark moved closer.

SECOND-GUESSING

LINGERING

While in hand: your Eureka Moment cannot trigger and your Smarts tests do not count as over-succeeding (no bonus draws). Discard it by succeeding on a Smarts test by 3+ on your turn.

He checked the math a fourth time. A fifth. The answer never changed, but he could no longer trust it.

SHOW YOUR WORK

FORCED PLAY

Enters your hand; must be played as your next action. Give 2 cards from your hand at random to an ally at your location; if no ally is present, discard 2 random cards and lose 1 Sanity instead.

No shortcuts. No skipped steps. He spread every page out for the whole group to see, even the wrong ones.

04 //

SIGNATURE DECK

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

1

DEREK'S NOTEBOOK

asset×1 IN STARTER

While in play: your Smarts tests count as succeeding by 1 additional (lowers Eureka threshold).

2

PROTOTYPE DEVICE

asset×2 IN STARTER

Exhaust: +2 Smarts for next test. If Eureka triggers on that test, ready this card.

1

RAPID ANALYSIS

skill×2 IN STARTER

+3 Smarts for one test. If you over-succeed by 3+, draw 2 cards instead of 1 from Eureka.

2

CONTROLLED EXPERIMENT

skill

Your next 2 Investigation actions cost no resources. +1 Smarts this turn.

0

LOGICAL DEDUCTION

skill

Investigate your location for free (gain 1 clue). +1 Smarts this turn.

1

EUREKA CASCADE

event×1 IN STARTER

Play after Eureka triggers: your next Investigation action costs no resources.

0

WORKING THEORY

event×1 IN STARTER

Look at the top 3 cards of your deck. Keep 1, discard the rest.

1

SYSTEM REBOOT

event

Ready all your exhausted Assets. +1 Smarts this turn.

1

RESEARCH ASSISTANT

ally×2 IN STARTER

On enter: +1 Smarts permanently. First Investigation test each turn gets +1. When defeated: draw 2 cards.

0

CONTINGENCY PLAN

event×1 IN STARTER

Play when you would take damage: prevent 1 damage and move to an adjacent location.