#story_event #manhunter
The eldest player nominates a victorious survivor to be the veteran and search the corpse.
### Search the Corpse
The veteran notices something heavy strapped to the Manhunter, and recovers a large, multi-pocketed belt.
Gain the **Tool Belt** rare gear.
The veteran spreads the tool belt out on the floor. Amidst the many vicious implements, a small toy seems out of place. Its crude appearance and signs of wear lend it a certain charm. The veteran reflects, looking past the toy at their own experiences, and draws strength from their sadness. They gain +1 permanent strength and the [[Seasoned Hunter]] fighting art.
The veteran leaves the battlefield, the nostalgic chill filling them with a soothing haze of wonder. They grimly **Understand the** **Meaning of War** and gain the [[War Room]] innovation.
### Understanding the Meaning of War
Roll 1d10.
| 1d10 | Result |
| ------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 1 - 2 | The settlement decides to put their small trinkets, trophies, and mementos on display inside the War Room. As everyone is distracted, fussily arranging their personal treasures, a survivor with sticky fingers pockets two of the Manhunter's relics: a clay mixture and a small bag of unidentifiable powder. The best treasure is the one no one else knows about. Nominate a survivor. They gain the **Hoarder** disorder and a random fighting art. |
| 3 - 5 | During the first War Room meeting, a survivor suggests the monster might be from an organized society. Its tools seem somehow standardized, as if they were all crafted together in a large batch. The survivor points out two identical sets of sewing kits to further prove their point. Nominate and 4 survivors to gain +1 understanding each. |
| 6 - 10 | The survivors gather within the War Room to award a notable survivor with a poorly made trophy. Nominate a survivor. They are recognized as a hero! The ceremony raises morale and the survivor gains the Trailblazer fighting art. In addition, if they have the **Fear of the Dark** or **Prey** disorders, remove them.<br><br>**Condition:**<br><br>**If you rolled a** **7, 8, 9, or 10** and if the settlement has innovated [[Sculpture]], an exquisite trophy is crafted. Nominate the survivor most deserving of the trophy. That survivor gains the [[Trailblazer]] fighting art and is celebrated as a hero! Remove the **Fear of the Dark** and **Prey** disorders from all survivors in the settlement. |