Kingdom Death Utilities

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Vermin (1) 
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Random Innovations:
#InnovationConsequence
Of
Survival
Limit
Survival
Depart
Insanity
Depart
Notes
1ArenaNightmare 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.
1PaintLanguageThe 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.
1Ultimate Weapon--+1When you defeat a monster, gain 1 monster resource of your choice from its resource deck.
1RubedoCitrinitas**** 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.
1Inner LanternLanguageThe 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.



















Campaign Name: (Make it unique!!!!!)
Innovations: The innovation list is saved with the Campaign name. Make sure the Campaign name is unique or someone else may wipe it out on you.
The innovations must be named EXACTLY the same as they appear on the full list of innovations, and must be comma-delimited.
If you save a list of innovations, then when you roll random innovations, it will generate a list based on those you've saved.