Player name
Personal details
Character name
Pronouns
Class
High score
Stats
strength
speed
intellect
combat
Trauma Response: Whenever you fail a Sanity Save, all Close friendly players gain 1 Stress.
Saves
sanity
fear
body
Status report
health
wounds
stress
Conditions
Skills
Trained skills (+10): Theology, Zoology
Expert skills (+15): Mysticism
Master skills (+20): Xenoesoterism
Skill training
In progress
Time Remaining
Equipment, armor & items
Foldable Stretcher
Portable stretcher that can fit within a rucksack. Allows the user to safely strap down the patient and carry them to a location where their wounds can be better treated. Unfolds to roughly 2m.
First Aid Kit
An assortment of dressings and treatments to help stop bleeding, bandage cuts, and treat other minor injuries.
Radiation Pills (x 5)
Take 1d5 DMG and reduce your Radiation Level (see pg. 33.2) by 1 for 2d10 minutes.
Vaccsuit
Armor points: 3 | Includes short-range comms, headlamp, and radiation shielding. Decompression within 1d5 rounds if punctured.
Armor Points
Credits
Weapons
Foam Gun (Halls B Series)
close 1 DMG | 2 shots | critical: Blunt Force
special: Body Save or become stuck. Strength Check [-] to escape.
Patch: “Take Me To Your Leader” (UFO)
Trinket: Locket, Hair Braid