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Samantha Vale
PLAY
REC
SUBJECT #0300:00:00:00
LAKE ELAINE COUNTY ARCHIVEEXHIBIT #03

SURVIVOR DOSSIER // TERROR AT LAKE ELAINE

SAMANTHA VALE

THE POPULARNATURAL LEADER

The one everybody follows. Samantha talks every stranded camper into coming along, and her signature cards turn each rescue into cards, healing and morale for the whole group.

Support and team synergy

CHARISMATICCONFIDENTINSPIRING
  • Buffs allies
  • Social manipulation
  • Group coordination

RECOVERED AUDIO // TAPE 04

“We stick together. That's how we survive.”

01 //

INNATE ABILITY

PASSIVE · ALWAYS ON

SOCIAL GRACE

Your Recruit tests always use Charm.

02 //

VITALS & ATTRIBUTES

HEALTH

5

AT 0 — DOWNED

SANITY

7

AT 0 — BREAKING

HAND SIZE

5

CARDS PER REFILL

Strength
1
Charm
6
Smarts
1
Speed
4
Cool
3

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

PEOPLE PLEASER

IMMEDIATE

Fires the moment it's drawn (never enters hand). Give 1 card at random to each survivor at your Location. Lose 1 Sanity per card given. If alone, lose 3 Sanity instead.

She couldn't say no. She'd never learned how.

EVERYONE'S PROBLEM

LINGERING

While in hand: the first time each turn another survivor at your Location loses Health or Sanity, lose 1 Sanity. Discard this card when you end your turn with no other survivors at your Location.

She felt every bruise the group took as if it were her own. By midnight she was carrying all of them.

BRAVE FACE

FORCED PLAY

When drawn, this must be played as your next action. When played, become Confused and you cannot take Recruit actions this round. You may instead choose another survivor at your Location: they lose 2 Sanity and become Confused this round, and you suffer neither effect.

She smiled and said she was fine. The smile held just long enough to fool everyone but herself.

04 //

SIGNATURE DECK

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

1

FRIENDSHIP BRACELET

asset×1 IN STARTER

While in play: when you recruit a victim, you and each other survivor at your Location draw 1 card.

1

PEP RALLY SASH

asset×1 IN STARTER

While in play: +2 to your Recruit tests.

2

CLASS PRESIDENT BADGE

asset×1 IN STARTER

While in play: once per round, when you fail a Recruit test, reroll it.

2

TRISH, BEST FRIEND

ally×1 IN STARTER

When this Ally enters play: you and another survivor at your Location each draw 2 cards. If alone, draw 1 card instead. While in play: when you recruit a victim, all survivors at your Location heal 1 Health. Ally: 2 Health / 2 Sanity.

0

HEAD COUNT

skill×2 IN STARTER

+2 to your next Recruit test this turn. The next Victim you recruit this round heals 1 Health and restores 1 Sanity.

1

HALL PASS

event×1 IN STARTER

Your next Recruit this turn needs no pitch.

1

CARE PACKAGE

skill×1 IN STARTER

Give up to 2 cards from your hand to other survivors at your Location. Restore 1 Sanity to each recipient. If no survivor is at your Location, the Victim following you restores 1 Sanity instead.

1

FIELD TRIAGE

skill×1 IN STARTER

Heal someone In Your Care 2 Health and remove Confused and Exposed from them. If they were at 2 Health or below, heal 1 additional Health. If no one is In Your Care, heal yourself 1 Health and remove Exposed.

0

SHAKE IT OFF

event×1 IN STARTER

Remove Confused and Exposed from someone In Your Care and restore 1 Sanity to them. If no one is In Your Care, apply these effects to yourself.

0

EMERGENCY CONTACTS

event

Draw 3 cards, then give 1 card from your hand to another survivor at your Location, if one is present.