
SURVIVOR DOSSIER // TERROR AT LAKE ELAINE
SAMANTHA VALE
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
- Buffs allies
- Social manipulation
- Group coordination
RECOVERED AUDIO // TAPE 04
“We stick together. That's how we survive.”
INNATE ABILITY
SOCIAL GRACE
Your Recruit tests always use Charm.
VITALS & ATTRIBUTES
HEALTH
5
AT 0 — DOWNED
SANITY
7
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.
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.
SIGNATURE DECK
10 SIGNATURES GRANTED AT UNLOCK — 10 SIGNATURE SLOTS IN EVERY 40-CARD DECK
FRIENDSHIP BRACELET
asset×1 IN STARTERWhile in play: when you recruit a victim, you and each other survivor at your Location draw 1 card.
PEP RALLY SASH
asset×1 IN STARTERWhile in play: +2 to your Recruit tests.
CLASS PRESIDENT BADGE
asset×1 IN STARTERWhile in play: once per round, when you fail a Recruit test, reroll it.
TRISH, BEST FRIEND
ally×1 IN STARTERWhen 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.
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.
HALL PASS
event×1 IN STARTERYour next Recruit this turn needs no pitch.
CARE PACKAGE
skill×1 IN STARTERGive 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.
FIELD TRIAGE
skill×1 IN STARTERHeal 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.
SHAKE IT OFF
event×1 IN STARTERRemove 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.
EMERGENCY CONTACTS
eventDraw 3 cards, then give 1 card from your hand to another survivor at your Location, if one is present.