Editing Lost Tribe Guide

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*'''Movement / manipulation penalties''': Old injuries also reduce the effectiveness of the injured part. This is a bit more situational than the others, depending on the colonist's skills. An artist or researcher can live with a small movement penalty, a cook can get by with damage to their hearing, a trader is still effective with reduced manipulation, etc. Make sure your colonists' health issues don't directly prevent them from doing their primary jobs.
 
*'''Movement / manipulation penalties''': Old injuries also reduce the effectiveness of the injured part. This is a bit more situational than the others, depending on the colonist's skills. An artist or researcher can live with a small movement penalty, a cook can get by with damage to their hearing, a trader is still effective with reduced manipulation, etc. Make sure your colonists' health issues don't directly prevent them from doing their primary jobs.
  
== Beginning ==
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== Starting off ==
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Your surviving tribe should start off standing, with their supplies scattered around.
  
You appear with supplies scattered around, hungry and malnourished, the pemmican (400 units) will only last for the first day and the second morning and before everything starts off a lot of it would've been eaten.
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Since they start off hungry and malnourished, they will devour the pemmican they brought with them. You don't start with a good amount of pemmican (400 is only enough to sustain 5 ravenous people and 3 pets for the entirety of the first day and the second morning) and before everything starts off a lot of it would've been eaten.
  
 
== Weapons ==
 
== Weapons ==

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