# | Innovation | Consequence Of | Survival Limit | Survival Depart | Insanity Depart | Notes |
1 | Arena | Nightmare Training | | | | * Spar - spend 1 iron and roll 1d10: 1 You are eviscerated. The injury causes you to lose all survival, and you leave for the next hunt with 0 survival unless you skip hunting for a lantern year.. 2 - 4 Painful knockdown. Gain a Scar, +1 permanent strength, and skip the next hunt event. If you already have a scar, the wound reopens. You bleed out and die. 5 - 9 Gain +1 permanent accuracy. 10+ Gain the Frozen Star fighting art. |
1 | Paint | Language | | | | The settlement swells with creative energy. All survivors gain the Dash survival action. Dash: Once per round, spend 1 survival to gain a movement and use it immediately. |
1 | Ultimate Weapon | -- | +1 | | | When you defeat a monster, gain 1 monster resource of your choice from its resource deck. |
1 | Rubedo | Citrinitas | | | | **** Shoot Self in Head Once this lantern year, roll 1d10: 1 - 2 Elixir of gore. Returning survivors gain the Hemophobia disorder. 3 - 8 Elixir of fever. Returning survivors gain +1 courage and must skip the next hunt. 9+ Elixir of mirrors. Returning survivors invert any negative attribute modifiers to positive. |
1 | Inner Lantern | Language | | | | The settlement finds the light within. All survivors gain the Surge survival action. Surge: Once per round, spend 1 survival to gain an additional action and use it immediately. |