
Handbook v2.1.1 - Updated July 2024
Contents
- Introduction
- Welcome to Still Alive Larp!
- A Note From The Authors
- What is Still Alive?
- Age Limitations
- Contact Us
- What Are The New Rules?
- Major Changes
- Quick Start Guide
- QS - Playing The Game
- QS - Your Character
- QS - The Skill Tree
- QS - Beginner (Free) Skills
- QS - Spending Xp
- QS - Progression
- QS - Your First Event
- QS - Subsequent Events
- QS - Combat
- QS - Conditions
- QS - Death and New Characters
- QS - The Infection
- QS - Downtime
- QS - Resource Gathering
- QS - Crafting
- QS - Quests
- Sample Builds
- Sample Starter Builds
- The Scavenger
- The Close Combatant
- The Gun Expert
- The Survivalist
- The Dual Wielder
- Sample Intermediate Builds
- The Repurposer
- The One Percenter
- The Physician
- The Unkillable
- The Jack of All Trades
- The Story
- Detailed Rules
- Safety
- Your Character
- Staying In Character
- Costumes, Outfits, and Accessories
- Entry, The Commander's Feast, and The Raffle
- Combat
- Firearm Combat
- Melee Combat
- Fighting Zombies
- Finishing Off The Helpless
- Wounds and Infection
- Death and New Characters
- Pharmaceuticals and Research
- Weapon Classification
- Firearms
- Melee Weapons
- Crafting
- Suggested Material Prices
- Ammunition and Explosives Recipes
- Firearm Recipes
- Melee Weapon Recipes
- Armor Recipes
- Fortification Recipes
- Pharmaceutical Recipes
- Repairing Items
- Scrapping Items
- Camp Upgrades
- Currency and Bartering
- Scavenging
- Skill Cards
- Healing/Treating Wounds
- Terms Glossary
- Skills
- Taking New Skills
- Special Skill Prerequisites
- Skill Explanations
Introduction
Welcome To Still Alive Larp
A Note From The Authors
Thank you for taking an interest in Still Alive Larp! This project started as a small dream between us creators in late 2014. We never dreamed that we would actually see people playing our game, but from 2016-2018 we saw just that! And although the game took quite a long hiatus due to several personal reasons as well as losing access to the area we typically played in, we're finally ready to start up again with newly revamped rules and a shiny new system for a new age of players! On behalf of all of us here, thank you so much, and we hope you have fun!
What is Still Alive?
Still Alive is a horror LARP (Live Action Role-Play) game set in a post-apocalyptic scenario. Your mission, should you choose to accept it, is to survive all the challenges of a zombie apocalypse alongside other survivors at the base camp (aptly named Camp Still Alive). You'll face hardships, tough moral decisions, hordes of zombies, and lots more!
Age Limitations
Due to the mature nature of the LARP (horror, swearing, [fake] blood and gore) we require all players to be 18 or older, with no exceptions.
Contact Us
If you have any questions about Still Alive, feel free to reach out to us! Send us a message on our Discord Server, on Facebook or send an email to stillalivelarp@gmail.com.
What Are The New Rules?
If you are a returning player, you likely remember the way the system used to work. Though there have been many changes, the system still has the same bones! This section is a bit of a changelog to help transition you into the new rules as quickly as possible. Though this may not cover every little rule change, it will explain the major changes in brief. You should still read through the sections that pertain to you in case something more subtle has changed!
Major Changes
Age Limitations
-
Still Alive is now 18+ only LARP. No minors are allowed to participate.
The Story
-
We're winding back the clock and rebuilding the story from scratch! Take a look at "The Story" section to see what's new and different!
Returning Players
-
All players who played Still Alive during its first incarnation will be starting with half of their earned experience from the old system and 1
- Prestige Point
!
New Starting Skill
-
A new skill called
Follow The Leader was added to your starting skill repertoire. It allows you to perform anyProfession -Type skill that's Tier-2 or less, under the watchful eye of someone who already has that skill
Conditions
-
Conditions were made a bit clearer to help make combat easier to keep track of. There are now 5 conditions -
Wounded ,Fatally Wounded ,Crippled ,Helpless , andWrapped . Check out the Quick Start - Combat, Combat, and Terms Glossary sections for more info.
Combat
-
Melee weapon combat was changed slightly. While guns still take 1 shot to the torso to cause the
Fatally Wounded andHelpless conditions, Melee weapons now take 2 hits before causing the same conditions. The first hit will just cause the regularWounded condition, meaning your target can still attack you while they have it.
Taking Pharmaceuticals
-
Anyone can now take
- pharmaceuticals
without needing a professional to administer them.
Crafting Pharmaceuticals
-
The
Pharmaceuticals skill now allows you to craft any known- pharmaceutical
recipes.
Discovering New Pharmaceuticals
-
The
Advanced Medical Research skill allows you to discover new- pharmaceuticals
.
Downtime
-
Several things have changed with downtime and skill interactions. Several skills (such as
Doctor ) can now be used on more than one player at once, so long as they have the proper number of spots available (cots forDoctor , desks forTutor , etc).
Resource Gathering During Downtime
-
You can now spend your downtime gathering resources at Resource Spots, the amount you gain with each bout of gathering is increased by the
Scavenger Branch of the skill tree.
Firearms and Ammo
-
Accustrikes are no longer part of the system. The only ammo types are now
- Bullets
,- Megas
,- Rivals
and- Rockets
.
Mines and Grenades
-
- Rockets
can now be thrown as grenades or crafted into mines using the appropriate skills.
Crafting Materials
-
The
- crafting materials
have changed slightly. There are now 6 types:- Metal
,- Wood
,- Cloth
,- Tech Supplies
,- Medical Supplies
, and- Bullet Casings
.
Bullet Crafting
-
All dead rounds are now just considered one type:
- Bullet Casings
. Anyone can pick up- Bullet Casings
, but crafting new- Bullets
still requires a skill investment. Each type of bullet requires a higher tier of skill as well as other materials.
Crafting Skills
-
The crafting tree branches have been greatly simplified. It's worth taking a look at them in detail.
Camp Upgrades
-
The camp will now have projects that will allow all campers to come together and donate resources and elbow grease to make life better. This will result in all sorts of things such as: more cots for medical treatment, a larger trading area, or a bank! The possibilities are endless.
Healing Wounds
-
Doctors can now heal all types of wounds. They just take longer thanSurgeons and can cause more- Infection
to spread while doing so.
New Skills and Skill Types
-
There are several new skills and lots of skills have been changed or renamed! Make sure you really look at the rules for the skills you want to take to make sure they still do what you expect them to!
Prestige Skills
-
We added a Prestige skill tree branch that allows you to spend rare and coveted
- Prestige Points
to get extremely powerful skills. Each skill in those branches costs the normal- xp
cost and 1- Prestige Point (pp)
to buy!
Quick Start Guide
Though we try to keep the game as simple as possible, This Rulebook can be pretty daunting. It's for that reason that this Quick Start Guide exists! There are several abbreviated sections below to help you get a grasp of the rules with matching sections further along in the rulebook if you need a more in-depth explanation.
Quick Start - Playing The Game
First things first, we'll get the basics out of the way: Still Alive LARP at its core is a Live-Action combat RPG with horror elements in which you will use Nerf guns and Fiberglass-Cored Foam melee weapons to fight Zombies, Humans, and perhaps even stranger things. It typically takes place from 4pm-Midnight split roughly into two halves: day and night. The day is less dangerous and usually focuses on exploration, expeditions, construction, and downtime; while the night is much more treacherous, typically focusing on mitigating risks, completing tasks quickly, and trying to stay alive. For each event you play, you can choose to be an NPC (Non-Player Character), during which the Game-Runners will choose which role you will play for the event (be it zombies, hostile humans, psychos, or even neutral and friendly characters); or a PC (player-character) - a custom-made character that gains skills and experience, becoming more powerful the more you play.
Quick Start - Your Character
If you want to play a PC, you will need to download the mobile app (Android or iOS) and create an account. From there you'll be able to create a Character on the homepage.
When you create a new character you will be automatically granted 3
Quick Start - The Skill Tree
The Skill Tree is a visual representation of all the potential abilities that your character can gain (You can access it in the mobile app by going to Rules > Skill Tree Diagram in the mobile app).
It is divided into 3 types of skills,
Explanations for what the skills do can be found in the Skill Explanations Section or in Rules > Skill List in the mobile app. The amount of skills available can be pretty daunting - check out the Sample Builds Section or feel free to reach out on our Discord Server if you need some guidance about which skills to take, especially if you have a build in mind but don't know how to execute it.
Quick Start - Beginner (Free) Skills
Every new character starts with 5 basic skills:
Quick Start - Spending Xp
You can spend your hard-earned experience (
Quick Start - Progression
In order to continue to gain
When you donate at least enough for the Basic Donation Tier, you will earn 1
The Raffle is another way that you can quickly earn
Quick Start - Your First Event
When you play your first event as a PC, you're free to bring up to two of each type of weapon type that you're proficient with you (a backpack or shoulder bag is highly recommended). This is the only time you'll be able to get weapons into the game for free; from this point on, anytime you want to get a new weapon into the game, you'll need to either craft it yourself, have someone else craft it for you, or purchase it from the camp store with your hard-earned
Though you need to supply your own weapons, bags, and any tools needed for your skills, we will supply the rest (
Quick Start - Subsequent Events
After your first event, any new skills you purchase that are
Quick Start - Combat
Combat is designed to be extremely brutal in Still Alive. Taking unnecessary risks is frowned upon and using your hard-earned bullets in a fight can be a tough choice, but you will inevitably find yourself in a combat situation, so it's important to know the rules.
Combat in Still Alive functions without any hit-points like many other games. Instead, if you feel an attack hit you, you're hit and subsequently injured. This means that more expensive
You have 5 areas of your body that can be injured: your 4 limbs and your torso. A
Injuring zombies works the same way, though they have the ability to regenerate their wounds. If you don't "Tap" them quickly enough, they will get back up, healthier than ever. You cannot use a
If 3 or more zombies grab onto you, or if you are being grabbed and have been abandoned by your friends with no way to remove the zombies yourself; you will be slowly dragged to the ground, where they will begin feasting on you. From that moment you have 2 minutes to be saved before you are eaten alive. The
Quick Start - Conditions
There are 5 conditions in Still Alive:
Quick Start - Death and New Characters
There are several ways to die in Still Alive, the most notable are: bleeding out while
If you do end up dying, though, all is not lost! You'll gain back half of your earned
Quick Start - The Infection
When a
After you've been healed, the person healing you will tell you how many dice you need to roll to add to your
Quick Start - Downtime
Life at camp isn't always fast-paced action and fighting for your life. There are also moments of peace called Downtime. During Downtime, you're free to do whatever you like but here are some of the most common downtime activities: Getting your
Gathering Resources
As mentioned above, one of the things you can do with your Downtime is Gather Resources. To do so, you'll need to go to a discovered Resource Spot and begin working there for 10 minutes - role-playing activites that relate to the resource; for example at
Crafting
Several skills give you the ability to craft things using your gathered resources. There are 6 types of resources in this game:
Quick Start - Quests
In addition to full-camp scenarios and Downtime, there are also quests that can pique a character's interest! There are two types of quests: Active and Passive.
Active quests appear on the Commander's Bulletin. They often involve a small party going out into the wilderness to accomplish a somewhat dangerous task. Oftentimes these quests will require participants with a specific skill-set such as someone with
Passive Quests will appear on the Projects board. They involve gathering a set amount of supplies to reach a specific goal, at which point either the quest is fulfilled or it will become an Active Quest (like in the event that something needs to be built outside the walls of the camp). Most Passive Quests feature direct benefits to the camp, such as increasing the number medical cots, chairs in the teaching area, or Quest Slots on the Commander's Bulletin. Passive Quests can be donated towards at any time by talking to one of the Staff Members in camp and giving them resources.
Sample Builds
Sample Starter Builds (4xp + 1 Free Tier-1 Skill)
If you need some ideas about how to build your character, we've created a few example builds below that fit
into some basic archetypes. All the sample builds below assume the character turned in a backstory to earn
1 extra starting
The Scavenger
The Scavenger is a character who's always prepared. Gathering materials and resources from the environment around them and repurposing them into new things. An all around jack of all trades that anyone would want on their expeditions.
SKILL | XP COST |
---|---|
Tap, Light Firearm Proficiency, Bash, Super Light Melee Weapon Proficiency, Follow the Leader *These are the skills all characters get for free |
0 |
Scavenger | 1 (Use free Tier-1 Skill) |
Bullet Crafting | 1 |
Tinkerer | 2 |
Break | 1 |
The Close Combatant
The Close-Combatant is a character who loves to get up into combat and fight zombies face to face. They'll use a gun if they have to, but they're much more comfortable in the thick of the battle with a weapon that doesn't run out of ammunition. They're unusually tough and can take a hit or two before going down.
SKILL | XP COST |
---|---|
Tap, Light Firearm Proficiency, Bash, Super Light Melee Weapon Proficiency, Follow the Leader *These are the skills all characters get for free |
0 |
Light Melee Weapon Proficiency | 1 (Use free Tier-1 Skill) |
Medium Melee Weapon Proficiency | 2 |
Tough Skin | 1 |
Naturally Resistant | 1 |
The Gun Expert
The Gun Expert is a character who strives to wield the biggest gun and use it with deadly accuracy. Whether you're a zombie or a human, you should fear the trigger finger of The Gun Expert.
SKILL | XP COST |
---|---|
Tap, Light Firearm Proficiency, Bash, Super Light Melee Weapon Proficiency, Follow the Leader *These are the skills all characters get for free |
0 |
Medium Firearm Proficiency | 1 (Use free Tier-1 Skill) |
Heavy Firearm Proficiency | 2 |
Ranged Tap | 1 |
Deep Pockets | 1 |
The Survivalist
Whether through sheer willpower or a genetic predisposition, The Survivalist is nearly impossible to kill and always seems to have another trick up their sleeves!
SKILL | XP COST |
---|---|
Tap, Light Firearm Proficiency, Bash, Super Light Melee Weapon Proficiency, Follow the Leader *These are the skills all characters get for free |
0 |
Break | 1 (Use free Tier-1 Skill) |
Tough Skin | 1 |
Naturally Resistant | 1 |
Will to Live | 2 |
The Dual Wielder
Determined never to be caught unaware, The Dual Wielder strives to ensure they always have the upper hand! Planning to eventually wield firearms and melee weapons together, they laid the foundation for that goal.
SKILL | XP COST |
---|---|
Tap, Light Firearm Proficiency, Bash, Super Light Melee Weapon Proficiency, Follow the Leader *These are the skills all characters get for free |
0 |
Light Firearm Dual Wielding | 1 (Use free Tier-1 Skill) |
Light Melee Weapon Proficiency | 1 |
Medium Firearm Proficiency | 1 |
Medium Firearm Dual Wielding | 2 |
Sample Intermediate Builds (10xp + 1 Free Tier-1 Skill)
The following builds are for players who want a more in-depth idea about what different character archetypes can do after getting a few events under their belts. All the characters here are using 10
The Repurposer
The Repurposer is a character focused on scavenging resources and using those resources to craft new and better things. A focused character that knows what they want to accomplish but will rely on others to help them if things get hairy.
It's worth noting that this build saves 2
SKILL | XP COST |
---|---|
Tap, Light Firearm Proficiency, Bash, Super Light Melee Weapon Proficiency, Follow the Leader *These are the skills all characters get for free |
0 |
Scavenger | 1 (Use free Tier-1 Skill) |
Expert: Profession | 3 |
Treasure Hunter | 1 (reduced from 2) |
Tinkerer | 1 (reduced from 2) |
Bullet Crafting | 1 |
Large Round Crafting | 1 (reduced from 2) |
Tomb Raider | 2 (reduced from 3) |
Weapon Smithing | 1 (reduced from 2) |
The One Percenter
The One Percenter is a character focused on getting gathering as many bullets as they can to keep up their wealthy lifestyle.
SKILL | XP COST |
---|---|
Tap, Light Firearm Proficiency, Bash, Super Light Melee Weapon Proficiency, Follow the Leader *These are the skills all characters get for free |
0 |
Scavenger | 1 (Use free Tier-1 Skill) |
Bullet Crafting | 1 |
Deep Pockets | 1 |
Deeper Pockets | 2 |
Parachute Pants | 3 |
Gambler's Luck | 2 |
The Physician
The Physician is a character focused on healing others, creating Pharmaceuticals, and researching a cure
It's worth noting that this build saves 1
SKILL | XP COST |
---|---|
Tap, Light Firearm Proficiency, Bash, Super Light Melee Weapon Proficiency, Follow the Leader *These are the skills all characters get for free |
0 |
Medic | 1 (Use free Tier-1 Skill) |
Expert: Profession | 3 |
Doctor | 1 (reduced from 2) |
Pharmaceuticals | 1 (reduced from 2) |
Surgeon | 2 (reduced from 3) |
Advanced Medical Research | 3 (reduced from 4) |
The Unkillable
The Unkillable is a character focused entirely on surviving anything that's thrown at them.
It's worth noting that this build saves 5
SKILL | XP COST |
---|---|
Tap, Light Firearm Proficiency, Bash, Super Light Melee Weapon Proficiency, Follow the Leader *These are the skills all characters get for free |
0 |
Tough Skin | 1 (Use free Tier-1 Skill) |
Expert: Talent | 3 |
Naturally Resistant | 1 |
Naturally Resilient | 1 (reduced from 2) |
Will To Live | 1 (reduced from 2) |
Pain Tolerance | 1 (reduced from 2) |
Gambler's Luck | 1 (reduced from 2) |
Gambler's Eye | 3 (reduced from 4) |
The Jack of All Trades
The Jack of All Trades is a character not focused on a single idea but instead focused on taking lots of useful skills to try and cover all situations. This is likely the closest to your average Still Alive character build.
SKILL | XP COST |
---|---|
Tap, Light Firearm Proficiency, Bash, Super Light Melee Weapon Proficiency, Follow the Leader *These are the skills all characters get for free |
0 |
Break | 1 (Use free Tier-1 Skill) |
Medium Firearm Proficiency | 1 |
Medic | 1 |
Tough Skin | 1 |
Scavenger | 1 |
Light Melee Weapon Proficiency | 1 |
Tinkerer | 2 |
Ranged Tap | 1 |
Musical Inspiration | 2 |
The Story
"In April 2024 it had been four years. Four years since this damn infection hit. What started it? I've still got no idea - I don't think anyone does. The big cities fell first... lots of people cooped up together like anchovies in a can. They were doomed before this whole thing got off the ground. Always started the same way too: a loud ringing as everyone's phones went off in unison, alerting us to the 'Major Hospital Quarantined Due To Outbreak'. Then, a few days later you'd hear they've started calling the whole city a 'Dead Zone'.
They always thought they'd cure it too. Every single one of those fucking hospitals took in infected patients trying desperately to reverse the effects, only to close for good within a couple of days and doom the entire city shortly after. That's when they started invoking Martial Law - not like it did any good, though. By the time the new world order was enforced, the infection had already wormed its way inside their walls.
Back in those days they didn't know anything about the way it works - slowly corrupting you from the inside. They all thought nothing bad would happen to them... and they were all wrong. Within about a year the whole world was plunged into absolute chaos. No major cities or towns left - just a few small villages standing as a beacon of hope, isolated from the rest of the world. It wouldn't be long until those fell too.
I still remember the day I left our little hamlet. It was a rainy April morning when we got an alert that a town not ten miles from us was declared a 'Dead Zone' and instructing all of us to cut any communications with them. It was clear that we needed to leave. So Lancer, Gantz and I packed up our guns and headed out. We figured that, if we could get far enough away from town, we could build a camp that would hold for years before the infection breached its walls; and in that week, the very camp you're heading to right now was built.
I suppose you're wondering who I am and if you'll be safe here. Well, to answer the first question: I am Commander Davis, leader and protector of this camp. As for the second question, that's a little tougher to answer; nowhere is safe. People haven't been safe since this whole thing stared... but - if you're looking for the safest spot within a hundred miles, then you're in the right place. As long as you're not stupid, I'm sure you'll get along just fine! So, without further ado, welcome to Camp Still Alive!"
Detailed Rules
Still Alive is a game that was created first and foremost with the idea that it should be easy to pick up and play but still diverse enough that even longtime veteran players will still find the depth that they crave. For this reason, the game is constantly evolving and changing to make the experience better for everyone. The Quick Start Guide above should be enough to help you understand the basics but when you need more in-depth explanations, use the rules below!
Safety
The first and most important rule in Still Alive is Safety. We want everyone to be able to enjoy this larp without worry about being injured.
Shooting and/or striking any person's head or face is strictly off limits. Any headshots are considered misses and anyone purposely aiming for heads will be asked to leave. If you wish to shoot someone in the head for story reasons, it must be roleplayed out (See the Firearm Combat section for more information).
Eye protection is not required but it is recommended. Take it from us, a Nerf dart to the eye hurts a lot and could do some serious damage.
Real firearms are strictly off limits from the entire Still Alive Larp land. If you are caught bringing a real firearm, you will be banned from the Larp for life.
You are encouraged to paint your nerf guns in any way you like, but you MUST leave the tip of the gun orage (or whatever bright color it was originally). This is for the safety of all participants in the larp and allows for quick identificaiton of a nerf gun vs a real gun from a distance.
Your Character
In order to join Still Alive with a character that grows and changes over time, you'll need to make a character
that fits into the world that we've created (Read The Story section if you need a refresher). These characters
are entirely fictitious and can be as creative as you wish (within reason). If you write a well-constructed
backstory about your character and their experience with the end of the world at least 24 hours before your
first event, you'll be awarded an extra starting
You are only allowed to play as one character at a time and the only way to get a new one is for your current character to die (in battle or otherwise) or "walk off into the sunset" (though as far as the camp is concerned, they're as good as dead). However, if you wish to take a break from playing your PC (player character), you can always try playing an NPC (Non-Player Character) for an event or two. More information about all of this is given in the sections below.
Special Note For Players Who Played Still Alive before version 2.0 - Since the world is restarting from
scratch and the system has quite a few rule and skill changes, your characters will be reset as well. However,
you will gain half (rounded down) of your unspent AND spent
Staying In Character
We, at the Still Alive Team, are trying to create a post-apocalyptic scenario for everyone to enjoy, and it's because of this that we have rules about staying in character.
While suspending disbelief can be hard when dealing with some game mechanics, we're trying to keep the level of immersion as high as reasonably possible. Players should always be in Character while the game is running unless a Game Runner calls a time-out. If you need to come out of character for any reason (such as to talk to a Game Runner or to make an important phone call), please pull one of us aside and let us know, then leave the active play area before breaking character. This just means that you should distance yourself from all other players for the duration of your character-break. Following this rule will do wonders for keeping an immersive atmosphere for Still Alive, and we thank you for your compliance.
Costumes, Outfits, and Accessories
All clothing styles are allowed with one restriction: all players MUST wear close-toed shoes. Remember we will be playing outside in the woods, so you should dress appropriately. If you want to be especially immersive, remember that the apocalypse began a few years ago so access to machine washed clothing is rare. Any clean clothes you have would likely have been washed by hand and tears would probably be repaired with patches.
You're free to build a specific costume for your character, but it's not necessary. So long as you look the part you'll be accepted with open arms! If you have any off-the-wall ideas for your costume, please reach out to us to get it approved before the event that you plan to wear it at.
As far as accessories go, you're free to bring in anything you like. Bags, watches, and non-internet connected technology are all fine! Cell phones are also allowed, however we will ask you to turn them to airplane mode after the event starts to keep immersion high.
Flashlights are a special case - while allowed, regular flashlights are highly discouraged and should only be used
as a last resort. The light will attract hordes of zombies and potentially something even more sinister. There is a
solution, however: Blacklight flashlights may be used to your heart's content. Though they're dimmer than traditional flashlights,
it's a small price to pay for safety. The camp will have some blacklight flashlights that you can rent for a few bullets on a first-come first-served basis, or you
can bring your own. Keep in mind the rules about wielding weapons without the proper
As was stated in the Safety section, you are encouraged to paint your nerf guns in any way you like, but you MUST leave the tip of the gun orage (or whatever bright color it was originally). This is for the safety of all participants in the larp and allows for quick identificaiton of a nerf gun vs a real gun from a distance.
Important Note - If your character's
Entry, The Commander's Feast, and The Raffle
Playing Still Alive is completely free! However, if you wish to make a donation, we have 2 donation tiers that give you multiple benefits!
Basic Donation Tier - $15 If you donate $15, you are able to play the game with a personalized character and earn
Premium Donation Tier - $25 or more If you donate at least $25, you gain all the benefits of the Basic Donation Tier as well as 1 Meal Ticket to the Commander's Feast and 1 free Raffle Ticket for The Raffle at the end of the event. If you NPC for the event, you will start with 2 free raffle tickets instead of 1.
The Commander's Feast is a meal put on by the game runners each event. Though the type of food varies from event to event, you'll be sure to get your fill of food if you choose to get a meal ticket! The Commander's Feast for each event will typically be announced ahead of time, along with the rest of the details for the event.
The Raffle is a small drawing that the Game Runners do at the end of each event. Each entry into it gives you the
opportunity to win lots of prizes that range from
Buying Premium Entry will get you 1 free Raffle Ticket entry (2 if you NPC). Additional Raffle Tickets may be purchased for $5/each.
It's also worth noting that each level of the
Combat
First of all a disclaimer: Still Alive is an unforgiving, brutal game and combat can be extremely costly, especially when dealing with another human. Choose your battles wisely, your character may not come out alive if you don't!
Firearm Combat
Guns are simultaneously the most useful and most deadly weapons in your arsenal. While the perfect shot can knock a zombie to the ground, a stray bullet could kill your companion.
Getting shot is no laughing matter and should be avoided at all costs. A shot to the limb isn't
life-threatening, but it does give you the
Unless you possess the proper
All attacks are based on whether you can feel them hit you (honor system). If you feel an attack, you've been hit. If you didn't feel it, then the attack missed or perhaps grazed you. With this system, combat becomes a lot scarier at night because, typically, seeing a shot hit you helps to reinforce the feeling, making bullets miss more often when you can't see them. A moderator will try to be at all combat encounters ensuring that this system isn't abused.
All
Grenades (rockets that are thrown using the
Melee Combat
Melee combat can be especially tricky in a world where everyone has guns, but it certainly has its place! The only real problem with melee weapons is that they're incredibly dangerous to use as most people would rather keep their enemies at a distance.
In order to swing a melee weapon properly and have your attack count, your wrist must pass behind your body during the back-swing. This "full-swing" ensures that melee attacks stay balanced and keep the necessary level of danger that they hold in real life.
Still Alive combat is STRICTLY medium contact. This means that your strike should never hurt, but it should be hard enough to be felt through several layers of clothing. This can be hard to keep up when adrenaline is running, so if you've been hit too hard just call out "too hard" and ignore that attack. Everyone needs to try and be considerate of everyone else.
Unless you possess the proper
Melee weapons work very similarly to firearms. Attacks to the limbs cause the
Heavy Melee Weapons have the special ability to make a "Shove" attack. The attacker will shout "Shove" and swing their weapon from above their heads. If you are hit by a shove attack, you take damage as normal but are also knocked back 5 feet and fall prone (even if you block the attack).
Fighting Zombies
You'll most likely be fighting zombies much more often than you'll be facing off with other humans; that isn't to say you won't come across the occasional hostile survivor or unhinged psycho, just that zombies will probably be your number one concern most of the time. Fortunately for you, all you need to do is take them out before they reach you. If a zombie reaches you, it'll grab onto one of your limbs or your torso (signifying that it's biting you).
Dealing damage to zombies works nearly identical to attacking humans. Attacking their limbs causes the
If you've been grabbed DO NOT FIGHT OR TRY TO PULL AWAY. You will be held in place (i.e. you're not allowed
to move around). There are only two ways to get a zombie that's biting you to let go: 1) someone else attacks
the zombie, or 2) you possess one of the following skills:
If a zombie (or multiple zombies) is biting you and there's no help around (or your help has run away) and/or all of your limbs are being bitten by zombies, the
zombie(s) will slowly lower you to the ground. Once there, you need to start screaming like crazy. From this
point on, you have 2 minutes before you're eaten alive and your character is killed. If your character is saved
before your 2 minutes are up, you gain the
Finishing Off The Helpless
In order to actually kill any creature, You'll need to finish them off. This is especially pertinent with zombies because, if you don't, they'll
just regenerate their wounds and get back up to kill you. To accomplish this, every character starts with the
skill
Wounds and Infection
Wounds can come from many sources and can become infected from just being open to the air, though the most
infectious wounds of all are caused by Zombie bites. Wounds should ALWAYS be
When your wounds are treated by someone with the
When you gain
At the first check-out after your
After you pass the 75%
Although the only current way to reduce your
Death and New Characters
When your character inevitably dies, you'll have to make a new one. Fortunately, not all is lost! Upon
creation of a new character, you'll receive 50% (rounded down) of your spent
Important note - you may only receive a maximum amount of experience points equal to the total possible amount of experience earned by a living character based on the total number of events you've attended to prevent you from killing your character in order to game the system and gain more experience than you should have).
Pharmaceuticals and Research
If inventing new medicines and working towards a cure is more your style, the skill
Each type of
All
NAME | USE | COST AT MARKET | APPEARANCE |
---|---|---|---|
Adreanaline | The user ignores the effects of all wounds for 1 full encounter, giving them the full use of their limbs
and preventing them from gaining the helpless condition. You still gain these wounds, you just ignore
their effects until after the encounter. This does not apply to any wounds gained from gunshots, rockets, or from being dragged to the ground by zombies. After the encounter, the Adreanaline wears off and the wounds affect you normally. |
20 | Orange TicTacs |
Weapon Classification
Firearm Classification
It's important to note that only Nerf brand guns are allowed. Additionally, no custom modifications are allowed - all guns must be stock. The only types of Nerf guns currently allowed in the system are those that shoot any of the following ammo types: Regular Bullets, Megadarts, Rivals, or Rockets. Beyond that, figuring out what classification your firearm is easy. Start with 0 points, and then add points for any of the following:
If your firearm... | Points to Add |
---|---|
Has at least 1 detachable magazine | +1 per magazine |
Doesn't hold a magazine but holds more than 5 bullets | +1 |
Doesn't hold a magazine but holds more than 10 bullets | +1 |
Doesn't hold a magazine but holds more than 15 bullets | +1 |
Is semi-automatic | +1 |
Is fully automatic | +2 |
Can shoot Rockets | Automatically Considered Military Grade |
Can shoot Rival ammo | Automatically Considered Military Grade |
Once you have your total, you can check your firearm classification on the table below. It's worth noting that only firearms that can shoot Rockets or Rival Ammo can be considered Military Grade. All other firearms are capped at the "Advanced" level.
Points | Classification/Proficiency Required |
---|---|
0 | Light Firearm |
1 | Medium Firearm |
2 | Heavy Firearm |
3 | Advanced Firearm |
Melee Weapon Classification
Melee weapons are easier to classify than firearms, though they are still subject to game runner approval. Weapons bought from Calimacil or Medieval Collectables are usually approved without issues. Use the table below to determine which category your weapon is in:
Attributes | Classification/Proficiency Required |
---|---|
Coreless (safe to throw or stab), typically smaller than Light sized weapons | Super Light Melee Weapon |
22.99" or Shorter (57.3cm) |
Light Melee Weapon |
23" - 43.99" (57.4cm - 111.7cm) |
Medium Melee Weapon |
44" or more (111.8cm or more) |
Heavy Melee Weapon |
Crafting
Crafting new items and repairing old ones is an extremely important part of life in the Still Alive Camp.
Learning to craft the right items could mean the difference between life and death. There are currently 6 basic
types of
Some items (such as
Suggested Material Prices
Below are the suggested prices for buying/selling
Crafting Material | Suggested Price (Bullets) |
---|---|
Wood | 1 |
Metal | 1 |
Cloth | 2 |
Tech Supply | 4 |
Medical Supply | 6 |
Bullet Casing | - |
Ammunition and Explosives Recipes
There are several recipes for each type of bullet, allowing you flexibility on how you wish to spend your
materials.
Item | Required Skill(s) | Material Cost | Crafting Time | Notes |
---|---|---|---|---|
1 Bullet | Bullet Crafting | 1 Bullet Casing 1 Metal |
1 Minute | N/A |
1 Bullet | Bullet Crafting | 2 Metal | 1 Minute | N/A |
10 Bullets | Bullet Crafting | 10 Bullet Casings 4 Metal |
5 Minutes | N/A |
10 Bullets | Bullet Crafting | 8 Metal | 5 Minutes | N/A |
1 Megadart | Large Round Crafting | 3 Bullet Casings 1 Metal |
1 Minute | N/A |
1 Megadart | Large Round Crafting | 3 Metal 1 Cloth |
1 Minute | N/A |
10 Megadarts | Large Round Crafting | 30 Bullet Casings 4 Metal |
5 Minutes | N/A |
10 Megadarts | Large Round Crafting | 12 Metal 4 Cloth |
5 Minutes | N/A |
1 Rival | Military Grade Munitions Crafting | 5 Bullet Casings 1 Metal 1 Cloth 1 Tech |
1 Minute | N/A |
1 Rival | Military Grade Munitions Crafting | 5 Metal 1 Cloth 2 Tech |
1 Minute | N/A |
10 Rivals | Military Grade Munitions Crafting | 50 Bullet Casings 4 Metal 3 Cloth 3 Tech |
5 Minutes | N/A |
10 Rivals | Military Grade Munitions Crafting | 20 Metal 5 Cloth 8 Tech |
5 Minutes | N/A |
1 Rocket | Explosives Crafting | 10 Bullet Casings 2 Metal 2 Cloth 2 Tech |
1 Minute | N/A |
1 Rocket | Explosives Crafting | 10 Metal 5 Cloth 5 Tech |
1 Minute | N/A |
10 Rockets | Explosives Crafting | 100 Bullet Casings 8 Metal 8 Cloth 8 Tech |
5 Minutes | N/A |
10 Rockets | Explosives Crafting | 40 Metal 20 Cloth 20 Tech |
5 Minutes | N/A |
Proximity Mine | Explosives Crafting | 1 Rocket* 2 Metal 1 Cloth 1 Wood 1 Tech |
1 Minute | *Special, this recipe requires a live rocket. It can be scrapped, but NOT using the brute force method. |
Firearm Recipes
Aside from the firearms you enter the game with, there are only 2 ways get new firearms into the game: Buying them or Crafting them.
Item | Required Skill(s) | Material Cost | Crafting Time | Notes |
---|---|---|---|---|
Light Firearm | Gunsmithing | 1 Metal 1 Wood 1 Tech |
1 Minute | N/A |
Medium Firearm | Gunsmithing | 2 Metal 2 Wood 1 Tech |
2 Minutes | N/A |
Heavy Firearm | Gunsmithing | 4 Metal 2 Wood 2 Tech |
3 Minutes | N/A |
Advanced Firearm | Gunsmithing | 6 Metal 3 Wood 1 Cloth 6 Tech |
5 Minutes | N/A |
Military Grade Firearm | Military Grade Gunsmithing | 10 Metal 5 Wood 2 Cloth 10 Tech |
10 Minutes | N/A |
Melee Weapon Recipes
Aside from the weapons you enter the game with, there are only 2 ways get new weapons into the game: Buying them or Crafting them.
Item | Required Skill(s) | Material Cost | Crafting Time | Notes |
---|---|---|---|---|
Super Light Melee Weapon | Weapon Smithing | 3 Metal 2 Wood 1 Cloth |
1 Minute | N/A |
Light Melee Weapon | Weapon Smithing | 6 Metal 2 Wood 1 Cloth |
2 Minutes | N/A |
Medium Melee Weapon | Weapon Smithing | 10 Metal 2 Wood 1 Cloth 1 Tech |
5 Minutes | N/A |
Heavy Melee Weapon | Blacksmithing | 12 Metal 4 Wood 2 Cloth 2 Tech |
10 Minutes | N/A |
Armor Recipes
Though not always the most practical, wearing some amount of
Item | Required Skill(s) | Material Cost | Crafting Time | Notes |
---|---|---|---|---|
Metal Armor | Tinkerer | 5 Metal 2 Cloth |
5 Minutes | Gives you a set of Blue Beads that function the same as the Beads from the Tough Skin skill (allowing you to ignore one hit from any melee attack, including from zombies). Once these beads are lost, however, the armor is broken and a new set needs to be made. |
Bullet-Proof Armor | Master Craftsman | 12 Metal 12 Cloth 10 Tech |
10 Minutes | Gives you a set of Red Beads that function the same as the Beads from the Scaled Skin skill (allowing you to ignore one hit from anything, even a bullet). Once these beads are lost, however, the armor is broken and a new set needs to be made. |
Fortification Recipes
Fortifications are walls and barriers that allow you to capture points of interest and keep them safe. They are a crucial step in ensuring you have an area secured for large-scale material gathering. You may also encounter them when trying to take points of interest. All fortifications can be destoryed by direct hits with rockets or grenades (leaving no materials behind). The number of rockets/grenades required to destory each level of fortificaiton is listed below.
Item | Required Skill(s) | Material Cost | Crafting Time | Notes | Rockets/Grenades Required To Destroy |
---|---|---|---|---|---|
Light Fortification | Tinkerer | 5 Wood | 1 Minute | Must be scrapped using the Brute Force method with the skill Bash | 1 |
Moderate Fortification | Tinkerer | 10 Wood 5 Metal 1 Cloth |
2 Minutes | Must be scrapped using the Brute Force method with the skill Wall Smasher | 2 |
Heavy Fortification | Master Craftsman | 10 Wood 10 Metal 1 Cloth 2 Tech |
5 Minutes | Must be scrapped using the Brute Force method with the skill Fortificaiton Eradicator | 3 |
Military Grade Fortification | Master Craftsman | 30 Metal 5 Cloth 5 Tech |
10 Minutes | Cannot be scrapped using any skill. Must be destoryed using rockets or grenades. | 4 |
Pharmaceutical Recipes
Crafting
Item | Required Skill(s) | Material Cost | Crafting Time | Notes |
---|---|---|---|---|
1 Adreanaline | Pharmaceuticals | 1 Cloth 1 Metal 5 Medical |
5 Minutes | N/A |
5 Adreanaline | Pharmaceuticals | 5 Cloth 5 Metal 20 Medical |
20 Minutes | N/A |
Repairing Items
Sometimes, instead of creating an item from new, you can get away with just repairing it instead. This often requires less skill and materials than creating the item in the first place. When repairing fortifications, you may not move them from their original spots. If you need to put a new fortification somewhere else, you're better off just scrapping them instead (see the Scrapping Items section below).
Item | Required Skill(s) | Material Cost | Crafting Time | Notes |
---|---|---|---|---|
Super Light Melee Weapon (Repair) | N/A | 1 Metal 1 Wood |
5 Minutes | If you have the Weapon Smithing Skill, this only takes 1 minute. |
Light Fortification (Repair) | N/A | 2 Wood | 2 Minutes | If you have the Tinkerer Skill, this only takes 30 seconds. |
Moderate Fortification (Repair) | N/A | 3 Wood 1 Metal |
5 Minutes | If you have the Tinkerer Skill, this only takes 1 Minute. |
Heavy Fortification (Repair) | N/A | 3 Wood 3 Metal 1 Tech |
10 Minutes | If you have the Master Craftsman Skill, this only takes 2 Minutes. |
Military Grade Fortification (Repair) | Master Craftsman | 5 Metal 1 Cloth 1 Tech |
5 Minutes | N/A |
Scrapping Items
You can scrap most craftable items to try and get some materials back. Scrapping can be done using two methods:
1. Brute Force - You can break down items quickly and easily using the
2. Careful Deconstruction - You can break down items more carefully using the same skill that was required to make the item in the first place. Breaking down an item with this method takes half the time that was required to construct the item in the first place and yields half of the materials, rounded down (minimum 1) - however, you may choose one material type to recover ALL the materials from, instead of only recovering half. You may not break down fortifications using this method.
Camp Upgrades
Instead of crafting or selling your resources, you can put them towards something more useful for everyone - Camp Upgrades! Actively improving the camp will ensure that everyone has an easier time surviving out here. Projects to upgrade the camp will be posted on the Camp Project wall. Most projects will require a large amount of resources and then occasionally an expedition to secure the area and finish the upgrade.
Some examples of Camp Upgrades are: number of Seats in the Teaching Area, number of cots in the Medical Tent, number of trading post windows, lookout towers, radio towers, resource banks, and many others!
Currency and Bartering
The primary currency of the world now that the apocalypse has started is
While we do allow real money to be used in game to buy things such as raffle tickets, flashlights, and food,
you will NEVER be able to buy
Different
Bullet Type | Value in Regular Bullets |
---|---|
Bullet | 1 |
Megadart | 3 |
Rival (Military Grade Ammo) | 5 |
Rocket | 10 |
*This table is just a guideline and should not be used as a set-in-stone exchange rate. The apocalypse is rough and times are tough. Prices are bound to vary.
Scavenging
Skill Cards
Skill Cards are a small signal to players that, in order to do a specific thing, you need a specific skill to get by.
Most often you'll find these on top of small boxes, preventing you from getting the resources inside without the proper
Skill Cards are always structured the same way: A large line at the top that says "SKILL CARD" with a specific skill
or skill below it. Then an amount of time (such as 10 min). In order to get at whatever it is the Skill Card is hiding,
you have to roleplay using that skill for the specified amount of time; for example, if you're using
Healing/Treating Wounds
Anytime you have a
Terms Glossary
TERM | CATEGORY | EXPLANATION |
---|---|---|
Break | Dictated | "Break" is the term that must be shouted when using skills in the Break tree branch. It allows a character to fight off zombies that are currently grabbing them. |
Break Away | Dictated | Same as "Break" but this one is used specifically for the "Break Away" skill, allowing escape from multiple zombies. |
Check In | Terminology | The time before the event when characters are registered and NPC roles are assigned. It's at this time that characters are given their stash of items and bullets and any abilities that trigger at Check In are activated. |
Check Out | Terminology | The time after an event is called off when characters give back equipment and store their supplies for next time. It's also when any abilities that trigger at check out are activated. |
Crippled | Condition | This condition is usually applied to limbs when they gain the Wounded condition, but on rare occasions, can be seen without it. If an arm is crippled, it may not be used to hold anything and should dangle to your side. If a leg is crippled, you aren't able to put any weight on it and must drag it behind you. If both legs are crippled, you'll need to crawl to move around. A friend or two can always help you move around by supporting your weight as you walk around. |
Encounter/Scenario | Terminology | Each Event is divided into Encounters/Scenarios. These are the more action-packed/scripted parts of the game. Some things (such as some pharmaceuticals) last for the entirety of one Encounter. It's usually pretty clear when one Encounter is finished, but you can always check with a Game Runner to be sure. |
Event | Terminology | This is the entire day that we will be playing the game. Consisting of the time from check in to check out. If you've donated enough to reach the Basic Donation Tier, you will earn your character 1xp (or 2xp if you decide to be an NPC instead) |
Fatally Wounded | Condition | This condition is applied to a torso by a bullet or applied by a melee attack or bite after it's already got the Wounded condition. When your torso gains this condition, it loses the Wounded condition (if it had it) and you gain the Helpless condition. This condition can be gained multiple times. The Helpless condition cannot be removed until ALL Fatal Wounds are wrapped. A wrapped, Fatally Wounded torso is painful. Until it is fully healed, you cannot carry anything on your back (including backpacks). |
Game Runner | Terminology | Any staff member of the Still Alive team. We might be playing as a zombie, NPC character, or just moderating, but you're sure to see us around! |
Grenade! | Dictated | "Grenade" is a term that must be shouted when throwing a grenade |
Headshot | Dictated | "Headshot" is the term that should be shouted when making a called-shot for the Headshot skill. Allowing the player to hit and kill a zombie without needing to tap them, even through armor. |
Helpless | Condition | This condition is usually applied to a creature when they gain the Fatally Wounded condition, but on rare occasions, it can be seen without it. A character who is Helpless cannot do anything except lay on the ground holding their torso crying out for help. Once you gain the Helpless condition, you have 2 minutes to get your wounds wrapped, otherwise you will die of blood-loss. While you have the Helpless condition, you are susceptible to the "Tap" skill; additionally, if you are shot in the torso while helpless, you also die. |
I Guess This Is The End | Dictated | "I Guess This Is The End" is a term that must be shouted when using skills in the Mysterious Stranger Skill Tree Branch, allowing you to survive being dragged to the ground by zombies. |
Infection | Terminology | The percentage signifying how much the infection has corrupted your body, from 1%-100%. |
Infection Milestone | Terminology | This refers to the first time you check out with your infection rating above specific values: 25%, 50%, and every time you check out at 75% or above. When these milestones happen, you'll have to roll to see if you turn into a zombie. After you pass each milestone, at check in your character will be given some makeup to signify their slow corruption to the infection. |
Infection Threshold | Terminology | This refers to the minimum amount of infection Rating required to take the different tiers of The Infected skill tree branches. |
Pharmaceutical | Terminology | This is a medication that can have very strong powers for short periods of time, typically represented as small candies. Players will often take these before going into a dangerous encounter to help give them a leg up. |
Prestige | Terminology | A special type of experience points that are extremely rare. They allow characters to take powerful Prestige Skills. |
Ranged Tap | Dictated | "Ranged Tap" is a term that must be shouted when using the Ranged Tap skill, allowing you to Tap from a distance. |
Rocket! | Dictated | "Rocket" is a term that must be shouted when shooting a rocket |
Shove | Dictated | "Shove" is a term that must be shouted when using the powerful Shove attack while wielding a Heavy Melee Weapon. |
Skill | Terminology | Any ability found on the Skill Tree is considered a skill. They are what allows your character to perform different feats and grants them new abilities. They are split into 3 categories, Combat, Profession, and Talent. |
Specialization | Terminology | This is a special category of skill that allows you to pick a skill type (Combat, Profession, or Talent) and make it cheaper to purchase that category of skills in the future. If you plan to go heavily into a specific category of skill, these can be extremely helpful. |
Season | Terminology | This is equivalent to one year worth of Still Alive events and other opportunities such as Practice events. Usually only 3-6 events will be held per year, so each season will be short. |
Tap | Dictated | "Tap" is a term that must be shouted when finishing off helpless enemies. Every character starts with the Tap skill. Tapping doesn't require bullets. |
Treated/Healed | Terminology | When a wound (or fatal wound) has been tended to by a Doctor or Surgeon, it is treated. You'll likely add some to your Infection Rating but your Wounded, Crippled, Fatally Wounded, and Helpless conditions will be removed. |
Tier-[1-4] | Terminology | This refers to the different levels on the skill tree (divided by horizontal dotted lines). Each Tier costs 1xp more than the previous tier. (i.e. Tier-1 skills cost 1xp, Tier-2 cost 2xp, etc) |
Too Hard | Dictated | "Too Hard" is a term that must be shouted when someone is swinging a melee weapon with too much force. The attack shouldn't hurt but should be hard enough to feel through several layers of clothing. If the attack is too hard, it does not count as a hit. |
Wounded | Condition | This condition is applied to a limb by any attack (bite, melee or bullet) or to the torso by a bite or melee attack. When you gain this condition on a limb, that limb also gains the Crippled condition. Wounds should be Wrapped by someone with the "Medic" skill and later healed by a Doctor or Surgeon. Wounded (but not Crippled) arms can be used to carry things but the "Wounded Warrior" skill is required to continue fighting with them. Wounded (but not Crippled) legs can be used lightly - i.e. limping, instead of just dragging them behind you. You can gain the Wounded condition on limbs multiple times and each one needs to be individually Wrapped and healed. You can only gain Wounded on your torso once as any subsequent attacks result in the Fatally Wounded condition. |
Wrapped | Condition | Anyone with the Medic skill can wrap a wound (or fatal wound) with a bandage. This condition can be applied to a Wounded limb, Wounded torso, or Fatally Wounded torso. Someone with the "Medic" skill only needs to wrap the affected area in bandages to apply Wrapped. If a limb is Wounded more than once, it needs to be wrapped that many times as well. Once all the wounds on a specific limb have been wrapped, that limb loses the Crippled condition. Wrapping Wounded torsos work the same way, as does wrapping Fatally Wounded torsos. A torso can only have one wound on it, but it can have multiple Fatal Wounds. Once all torso wounds have been Wrapped, the Helpless condition is removed |
Skills
Taking New Skills
Taking new skills is simple but can only be done inside the app. Navigate to My Account > Skill Management > + Add New to get started.
Only the skills you qualify for will show up in this view. When taking a skill, take note of its type
Each level of the
If you have the
Special Skill Prerequisites
Some skills are special and either have additional prerequisites beyond just their experience costs or
have restrictions on when you can take them. Currently, there are three types of skills that fall into that
category: Infected Skills, Prestige Skills, and Specialization Skills. Infected skills require the player to
be at a certain level of
Skill Explanations
It's much easier to plan your skills out using the visual Skill Tree Chart - You can find it in the app at Rules > Skill Tree Diagram
Skill |
Prereqs |
Category |
Cost |
Type |
Explanation |
Adaptable |
|
Prestige |
2xp |
Your body adapts to the infection more easily than others. Your infection threshold for tier-2 ‘the infected’ skills is lowered from 50% to 25% |
|
Advanced Firearm Proficiency |
Heavy Firearm Proficiency |
Firearms |
3xp |
As Light Firearm Proficiency, but you can wield Advanced Firearms. You must have both hands on an Advanced Firearm in order to fire it. |
|
Advanced Medical Research |
Surgeon |
Medicine |
4xp |
Allows you to develop new pharmaceuticals and work on plot-relevant research tasks such as the development of new treatment methods for the Infection. |
|
Ambush |
|
Combat Techniques |
2xp |
You are trained in stealth attacks. If you are able to sneak up on your target (human, zombie, or otherwise) and successfully stab them with a Super Light Melee Weapon |
|
Anonymous Ally |
Unknown Assailant |
Deus Ex Machina |
4xp |
You may use the Mysterious Stranger skill 1 additional time (bringing the total up to 3). |
|
Assassin |
Ambush |
Combat Techniques |
4xp |
You have honed your stealth attacks to ensure you always hit vital areas. This skill works as Ambush but instead of just making the target's torso Wounded, it casues their torso to be Fatally Wounded. To use this upgraded version of the skill, you need to say: "Impale" rather than "Breach". |
|
Bandoliers |
Parachute Pants |
Deus Ex Machina |
4xp |
You gain an additional 2 bullets per event, bringing the total up to 10. |
|
Banshee Wail |
|
The Infected |
4xp |
Once per hour you are able to make a loud Zombie-Like Shriek. When you do, all zombies that can hear you freeze in place for 10 seconds. |
|
Bash |
|
Beginner (Free) Skills |
0xp |
Allows you to break down basic objects and light fortifications. To do this, you must use a Light (or larger) melee weapon, though you don't need to be proficient with it. You can break down objects using two different methods: Brute Force and Careful Deconstruction. See the Crafting > Scrapping Items section of the rulebook for more information. |
|
Blacksmithing |
Weapon Smithing |
Crafting and Repair |
4xp |
Allows you to craft Heavy Melee Weapons, the recipes for this are found in Crafting > Melee Weapon Recipes. |
|
Break |
|
Combat Techniques |
1xp |
Using a Super-Light melee weapon, you can force a single zombie, who is grabbing you, to let go of you by shouting “BREAK” and hitting them with it. You still gain a bite wound, but your limb isn’t crippled. Your Super Light melee weapon is broken as part of this process and must be repaired before it can be used again. |
|
Break Away |
Break |
Combat Techniques |
3xp |
As Break, but it works on ALL zombies currently grabbing you, not just one. You need to say “Break Away” to use this skill, rather than just “Break”. |
|
Bullet Crafting |
|
Crafting and Repair |
1xp |
Allows you to craft regular bullets, the recipes for this are found in Crafting > Ammunition and Explosives Recipes. |
|
Bullet Time |
Wounded Warrior |
Combat Techniques |
3xp |
Your reactions are heightened at vital moments. Once per hour, when you take a fatal wound and fall to the ground, you may take a single shot from a firearm of your choice before needing to clench your wounds. |
|
Combat Aficionado |
Expert: Profession |
Specialization |
4xp |
From now on, all |
|
Combat Specialist |
Expert: Talent |
Specialization |
4xp |
From now on, all |
|
Dead Man Sprinting |
Dead Man Walking |
The Infected |
4xp |
As Dead Man Walking, but you may move more quickly, mimicing the movements and sounds of a Zoombie. |
|
Dead Man Walking |
|
The Infected |
2xp |
While not in line of sight of any zombies, you may take out a set of green beads and place them around your neck. So long as you only make zombie noises and move no faster than a typical zombie moves, any zombies who come across you will ignore you as if you were one of them.
|
|
Death Throes |
|
The Infected |
4xp |
Once per event when you take a Fatal Wound, you may fly into a state of anamalist fury. Until you are no longer in immediate danger (i.e. no hostiles in sight), you do not feel the effects of any wounds. However, as soon as the Death Throes subside, all of the wounds you took during the effect affect you all at once. This skill works very similar to the pharmaceutical adreanaline. |
|
Deep Pockets |
|
Deus Ex Machina |
1xp |
You gain an additional 2 bullets per event, bringing the total up to 4. |
|
Deeper Pockets |
Deep Pockets |
Deus Ex Machina |
2xp |
You gain an additional 2 bullets per event, bringing the total up to 6. |
|
Doctor |
Medic |
Medicine |
2xp |
Using the medical cots at Camp you are able to tend to and heal Wounds and Fatal Wounds, rather than just wrap them. Use the Treating Wounds Flowchart (found in the app and on the website) to walk you through healing each wound. Wounds that you heal will likely cause the user to gain Infection, it is your job to keep track of how much infection each person gains and report it at the end of the event so that their characters can be updated. Unwrapped wounds cause +2 infection dice, Zombie bites cause +1 infection die, and your lack of skill causes +1 infection die. You are able to mitigate one of those infection dice (minimum 1) by using 1 Medical Supply during the healing process. Each wound (and fatal wound) must be healed individually. You may treat as many people at once as there are medical cots available. If you don't use a Medical Supply to mitigate additional infection, players should roleplay being in more pain as you heal them as they are only able to get the bare minimum of pain killers. It is customary to be paid in bullets for your services if the person you're healing can afford it, though they may not always be able to. |
|
Expert: Combat |
|
Specialization |
3xp |
From now on, all |
|
Expert: Profession |
|
Specialization |
3xp |
From now on, all |
|
Expert: Talent |
|
Specialization |
3xp |
From now on, all |
|
Explosives Crafting |
Military Grade Munitions Crafting |
Crafting and Repair |
4xp |
Allows you to craft Rockets and Proximity Mines, the recipes for this are found in Crafting > Ammunition and Explosives Recipes. |
|
Extremely Adaptable |
Adaptable |
Prestige |
4xp |
Your body adapts to the infection more easily than others. Your infection threshold for tier-4 infection skills is lowered from 75% to 50% |
|
Fast Healing |
|
The Infected |
2xp |
The infection in your body has learned to repair itself after injury. Any time you have a non-bullet wound you can choose to sit down and meditate for 5 minutes. During this meditation you must be completely silent and any interruptions cause the process to start over. After the 5 minutes is up you may remove the wound, at which point you flip a coin. If tails, you gain 2 infection dice. You may only regenerate one wound at a time. |
|
Follow the Leader |
|
Beginner (Free) Skills |
0xp |
You are able to use any Tier-2 (or below) |
|
Fortification Eradicator |
Wall Smasher |
Deconstruction |
2xp |
As Bash, but allows you to break down complex objects and Heavy Fortifications. Doing so requires a Heavy Melee Weapon, though you don't have to be proficient with it. |
|
Fortunate Find |
|
Prestige |
2xp |
You're always finding useful materials wherever you look. At every check in, a Game Runner will roll randomly on a chart of materials. If they roll Wood, Cloth or Metal, you gain 1d4 of that material. If they roll Tech Supplies or Medical Supplies, you gain 1 of that material. |
|
Fully Loaded |
|
Prestige |
4xp |
Before using this skill, you must register a primary firearm (that you are capable of wielding) to your character - talk to a Game Runner to do this. At checkin for each event, your registered firearm will be loaded with bullets. The maximum amount of regular bullets that can be loaded into your firearm is 25. If your firearm shoots other types of bullets, it will be loaded up to a maximum equivalent value of the regular bullets (i.e. 8 megas, 5 militaries, or 2 rockets). |
|
Gambler’s Eye |
Gambler’s Luck |
Deus Ex Machina |
4xp |
As Gambler’s Luck, but you gain an additional flip, roll, and raffle ticket anytime they’re relevant (2 of each) |
|
Gambler’s Luck |
|
Deus Ex Machina |
2xp |
You are either extremely lucky or extremely skilled, and no one can tell which. |
|
Gunsmithing |
|
Crafting and Repair |
2xp |
Allows you to craft all firearms except those classified as Military Grade, the recipes for this are found in Crafting > Firearm Recipes. |
|
Headshot |
Ranged Tap |
Combat Techniques |
4xp |
You plant both of your feet, put both hands on your firearm and take aim. After 10 full seconds, you may make a single shot against a zombie, announcing "Headshot" as you do. If you manage to hit the zombie in the torso, the zombie is instantly killed (fatally wounded and tapped). You may not move while you are taking aim. If you are attacked or otherwise interrupted while taking aim, you must start over. After a Headshot attempt (successful or not), you must wait 10 minutes before you can attempt another Headshot. |
|
Heavy Firearm Dual Wielding |
Medium Firearm Dual Wielding |
Dual Wielding |
4xp |
As Light Firearm Dual Wielding but you may use Heavy Firearms. You are free to mix and match. |
|
Heavy Firearm Proficiency |
Medium Firearm Proficiency |
Firearms |
2xp |
As Light Firearm Proficiency, but you may wield Heavy Firearms. You must have both hands on a Heavy Melee Weapon in order to use it |
|
Heavy Melee Weapon Proficiency |
Medium Melee Weapon Proficiency |
Melee |
4xp |
As Super Light Melee Weapon Proficiency, but you can wield Heavy melee weapons.
|
|
Improved Grip |
Medium Firearm Proficiency |
Firearms |
2xp |
You are able to wield and fire any firearm that you are proficient with using only one hand. You may carry any non-weapon objects in your offhand without incuring any penalties. |
|
Improved Handling |
Light Melee Weapon Proficiency |
Melee |
2xp |
You are able to wield and fire any melee weapons that you are proficient with using only one hand. You may carry any non-weapon objects in your offhand without incuring any penalties. |
|
Instructor |
Tutor |
Mutualism |
2xp |
As Tutor, but you can teach Tier-2 skills. |
|
Interrogator |
Investigator |
Gathering |
2xp |
As Investigator, but you gain two pieces of information about the upcomming event |
|
Investigator |
|
Gathering |
1xp |
At check in, you are given a piece of true information pertaining to the event or the current story. You are free to share this information or keep it to yourself. |
|
Kingpin |
Management |
Mutualism |
4xp |
As Management, but the camp trusts you enough to bring an extra person on your scenario beyond the regular maximum. This extra person also receives all of your other leadership tree bonuses. |
|
Large Round Crafting |
Bullet Crafting |
Crafting and Repair |
2xp |
Allows you to craft Megadarts, the recipes for this are found in Crafting > Ammunition and Explosives Recipes. |
|
Leadership |
|
Mutualism |
1xp |
You are a natural-born leader. When you sign up for a scenario or quest in a Leadership spot, you gain an additional benefit: before heading out, you will receive a hint about any secondary objectives that may be present around the location of the scenario (such as the need for a scavenger). |
|
Light Firearm Dual Wielding |
|
Dual Wielding |
1xp |
You can wield and shoot Light Firearms using both hands. You may wield and fire two Light Firearms at the same time. You are not able to wield a melee weapon in your other hand. |
|
Light Firearm Proficiency |
|
Beginner (Free) Skills |
0xp |
You can wield, shoot, and reload Light Firearms. Unlike larger firearms, you may fire Light Firearms using only 1 hand and you can carry any non-weapon objects in your offhand without requiring the Improved Grip skill. |
|
Light Melee Weapon Dual Wielding |
Light Melee Weapon Proficiency |
Dual Wielding |
2xp |
You can wield and fight with Light Melee Weapons in both hands. This allows you to wield two Light Melee Weapons at the same time. You are not able to wield a firearm in your other hand. |
|
Light Melee Weapon Proficiency |
|
Melee |
1xp |
As Super Light Melee Weapon Proficiency, but you can wield Light Melee Weapons. You must have both hands on Light Melee Weapons in order to use them. |
|
Logistics |
Leadership |
Mutualism |
2xp |
As Leadership, but each member of your scenario group also receives 10 bullets from the camp before heading out, representing their trust in your leadership abilities. |
|
Management |
Logistics |
Mutualism |
3xp |
As Logistics, but each member of your scenario group is also outfitted with regular armor from the camp (provided they don't have any already) before heading out, representing the camp's trust in your leadership abilities. |
|
Master Craftsman |
Tinkerer |
Crafting and Repair |
4xp |
Allows you to craft advanced and complex objects and structures, including but not limited to: Bullet-Proof Armor and Heavy Fortifications - the recipies for these are found in the Crafting seciton of the Rulebook. |
|
Meal Ticket |
|
Prestige |
1xp |
From now on, your Commander’s Feast entry ticket is always free. |
|
Medic |
|
Medicine |
1xp |
Allows you to wrap anyone with a Wounded limb, torso, or Fatally Wounded torso - ensuring they don’t become more infected than they already are. To wrap a wound you must tie a bandage around the affected area (wrapping a wound doesn't take any more time than it takes to tie the bandage). Each wound needs to be Wrapped individually with a new bandage. An applied bandage should be tied all the way around the affected area - this means that you may have to use multiple in order to fully wrap a Torso wound. Once all of the wounds in an area (limb/torso) are wrapped, the Crippled and Helpless conditions are removed, allowing the person to function somewhat normally again. |
|
Medium Firearm Dual Wielding |
Medium Firearm Proficiency |
Dual Wielding |
2xp |
As Light Firearm Dual Wielding, but allows you to use Medium Firearms. You are free to mix and match. |
|
Medium Firearm Proficiency |
|
Firearms |
1xp |
As Light Firearm Proficiency, but you can wield Medium firearms. You must have both hands on a Medium Firearm in order to use it. |
|
Medium Melee Weapon Dual Wielding |
Light Melee Weapon Dual Wielding |
Dual Wielding |
3xp |
As Light Melee Weapon Dual Wielding, but allows you to use Medium Melee Weapons. You are free to mix and match. |
|
Medium Melee Weapon Proficiency |
Light Melee Weapon Proficiency |
Melee |
2xp |
As Super Light Melee Weapon Proficiency, but you can wield Medium Melee weapons. YOu must have both hands on a Medium Melee Weapon in order to use it. |
|
Military Grade Firearm Proficiency |
Advanced Firearm Proficiency |
Firearms |
4xp |
As Light Firearm Proficiency, but you can wield Military Grade firearms. You must have both hands on a Military Grade Firearm in order to fire it. |
|
Military Grade Gunsmithing |
Gunsmithing |
Crafting and Repair |
4xp |
Allows you to craft Military Grade Firearms, the recipes for this are found in Crafting > Firearm Recipes. |
|
Military Grade Munitions Crafting |
Large Round Crafting |
Crafting and Repair |
3xp |
Allows you to craft Rival (Military Grade) ammo, the recipes for this are found in Crafting > Ammunition and Explosives Recipes. |
|
Musical Inspiration |
|
Mutualism |
2xp |
You love to sing or play music and use your talents to help with the monotony of everyday life at camp. So long as you're singing or playing music, everyone nearby will work more quickly (You cannot be doing anything else productive while singing/playing - this includes combat). All tasks that require time to complete (such as scavenging, crafting, or resource gathering) will have their times cut in half while you're performing (down to a minimum of 1 minute). Multiple people with this skill may perform together to further reduce the time, but it can never be reduced below 1 minute. Be wary though, performing music is loud and could attract a lot of unwanted attention if you aren't careful! It's customary to be paid for your services. |
|
Mysterious Stranger |
|
Deus Ex Machina |
1xp |
Once per character, when you’ve been dragged down to the ground by zombies with no hope of escape, you may shout “I GUESS THIS IS THE END”. Doing so will cause all of the zombies around you to die in a hailstorm of bullets from a Mysterious Stranger saving your life. You must make your way back to camp alone, wondering who saved you and why. Once you make it back, you must collapse on the ground. Your limbs gain the Crippled and Wounded conditions and your torso gains the Fatally Wounded, giving you the Helpless condition. All of your wounds are considered Wrapped by the mysterious stranger. |
|
Natural Armor |
Pain Tolerance |
Resistance and Resolve |
4xp |
As Tough Skin, but you gain an additional set of blue beads, allowing you to ignore an additional wound (bringing your total up to 3). |
|
Naturally Immune |
Naturally Impervious |
Resistance and Resolve |
4xp |
As Naturally Resistant, but your die is a d4. |
|
Naturally Impervious |
Naturally Resilient |
Resistance and Resolve |
3xp |
As Naturally Resistant, but your die is a d6. |
|
Naturally Resilient |
Naturally Resistant |
Resistance and Resolve |
2xp |
As Naturally Resistant, but your die is a d8. |
|
Naturally Resistant |
|
Resistance and Resolve |
1xp |
You are more resistant to the infection than most people. Your infection die is a d10 instead of a d12. |
|
Pain Tolerance |
Tough Skin |
Resistance and Resolve |
2xp |
As Tough Skin, but you gain an additional set of blue beads, allowing you to ignore an additional wound (bringing your total up to 2). |
|
Parachute Pants |
Deeper Pockets |
Deus Ex Machina |
3xp |
You gain an additional 2 bullets per event, bringing the total up to 8. |
|
Pharmaceuticals |
Medic |
Crafting and Repair |
2xp |
Allows you to craft any known pharmaceutical recipe, the chart for crafting them is in the Crafting > Pharmaceutical Recipies section of the Rulebook and each Pharmaceutical's function can be found in the Pharmaceuticals and Research section of the rulebook. |
|
Plot Armor |
|
Prestige |
2xp |
You seem to have a miraculous amount of luck granting you an almost supernatural aura that helps you avoid getting hurt. This skill works like Tough Skin except you get a pair of Black Beads instead of Blue or Red. Black Beads block bullets, regular wounds, and can even protect you from plot related misfortune! If you have more than one color of beads, you can choose which set is lost when you are attacked. |
|
Profession Aficionado |
Expert: Combat |
Specialization |
4xp |
From now on, all |
|
Profession Specialist |
Expert: Talent |
Specialization |
4xp |
From now on, all |
|
Professor |
Teacher |
Mutualism |
4xp |
As Tutor, but you can teach Tier-4 skills. Additionally, you can now hold a Special Class on a specific skill that reduces the xp cost to take that skill by 1 (stackable). The special class takes 10 minutes to teach and requires a Teaching Kit. If you wish to start a special class, contact a Game Runner before you do. You cannot benifit from your own Special Classes. Your Special Class may be taught to as many people as you have available chairs in the teaching area. You should charge bullets for your Special Classes as its effect is very valuable. This Special Class stacks with other XP reducing sources such as the Expert: [Skill Type] skills, though a skill's cost can never be reduced below 1xp. |
|
Prosperous Discovery |
Fortunate Find |
Prestige |
4xp |
As Fortunate Find but, instead of a Game Runner rolling randomly, you can choose which material you want. If you pick Wood, Cloth, or Stone, you gain 2d4 of that material. If you pick Tech Supplies or Medical Supplies, you gain 2 of that material. |
|
Ranged Tap |
|
Combat Techniques |
1xp |
As Tap, but you may shoot a helpless zombie (expending a bullet) from a range to Tap them. You need to say “RANGED TAP” instead of just “TAP”. |
|
Regeneration |
Fast Healing |
The Infected |
4xp |
As Fast Healing, but you may regenerate bullet wounds now. Additionally On a failed coin flip for non-bullet wounds, you only gain 1 infection dice (you still gain 2 dice for bullet wounds). |
|
Regression |
|
Prestige |
3xp |
Your body has found a way to fight off the infection. At check out for each event, you reduce your Infection Rating by 1 point. |
|
Remission |
Regression |
Prestige |
4xp |
As Regression, but you instead roll 1d4 at check out and reduce your Infection Rating by the total rolled. |
|
Scaled Skin |
|
The Infected |
2xp |
The infection in your body has hardened your skin. This skill works like Tough Skin except you get a pair of Red beads that are able to block a bullet wound in addition to regular wounds. If you have more than one color of beads, you can choose which set is lost when you are attacked. |
|
Scavenger |
|
Gathering |
1xp |
Allows you to quickly search through junk piles and find hidden caches of materials and useful items. |
|
Shifting Vitals |
Scaled Skin |
The Infected |
4xp |
Your insides shift and change, making it more difficult to kill you. Once per event, the first time you would take a Fatal Wound, ignore it completely, making a zombie noise to signify that it was ignored. |
|
Spontaneous Production |
|
Prestige |
1xp |
Whenever you finish crafting any items in the following categories: 'Ammunition and Explosives', 'Armor', 'Pharmaceuticals'; you have a 10% chance to craft twice as many of whatever you were crafting without using extra materials. Seek out a Game Runner to make this roll. |
|
Stalwart |
|
Prestige |
3xp |
Your immune system is unparalleled. Any time you would gain infection, reduce the amount you would gain by 1 (this cannot reduce the amount below 1). |
|
Super Light Melee Weapon Proficiency |
|
Beginner (Free) Skills |
0xp |
You can wield and use Super Light Melee Weapons. You must have both hands on the melee weapon in order to fire it. |
|
Surgeon |
Doctor |
Medicine |
3xp |
As Doctor, but you are able to treat wounds in half the time and cause less infection to spread while doing so. It is customary to be paid in bullets for your services if the person you're healing can afford it, though they may not always be able to. |
|
Talent Aficionado |
Expert: Profession |
Specialization |
4xp |
From now on, all |
|
Talent Specialist |
Expert: Combat |
Specialization |
4xp |
From now on, all |
|
Tap |
|
Beginner (Free) Skills |
0xp |
In order to finish off any Helpless zombie or human, you must Tap them. To do so, you put a weapon (that you’re proficient with) up to their torso and roleplay finishing them off while saying “TAP”. If you’re using a gun, tapping doesn’t require a bullet (do not shoot them from point blank, just roleplay it). |
|
Teacher |
Instructor |
Mutualism |
3xp |
As Tutor, but you can teach Tier-3 skills. |
|
Thrown Weapons |
|
Combat Techniques |
2xp |
You are skilled at throwing weapons. You may throw any Super Light Melee Weapon. On a successful hit, it deals damage as a regular melee strike. You are free to retrieve your thrown weapon as normal.
|
|
Tinkerer |
|
Crafting and Repair |
2xp |
Allows you to craft basic objects and structures including but not limited to: Metal Armor, Light Fortification and Moderate Fortification - the recipies for these are found in the Crafting seciton of the Rulebook. |
|
Tomb Raider |
Treasure Hunter |
Gathering |
3xp |
As Scavenger, but you can find even more hidden loot. |
|
Tough Skin |
|
Resistance and Resolve |
1xp |
You’ve become hardened over time and are somewhat resistant to damage. At check in you gain a set of blue beads that represent your tough skin. When you take a non-bullet wound, you may instead remove the beads from your neck, ignoring the wound completely. You may not put the beads back on until the next event. |
|
Treasure Hunter |
Scavenger |
Gathering |
2xp |
As Scavenger, but you can find more hidden loot. |
|
True Light Dual Wielding |
Light Firearm Dual Wielding |
Dual Wielding |
2xp |
As Light Firearm Dual Wielding and Light Melee Weapon Dual Wielding, but you are able to wield a Light Melee Weapon in one hand and a Light Firearm in the other. |
|
True Medium Dual Wielding |
Medium Firearm Dual Wielding |
Dual Wielding |
3xp |
As Medium Firearm Dual Wielding and Medium Melee Weapon Dual Wielding, but you are able to wield a Medium Melee Weapon in one hand and a Medium Firearm in the other. |
|
Tutor |
|
Mutualism |
1xp |
Allows you to teach others (or yourself) new skills. You can teach any Tier-1 skill (regardless if you have the skill or not). You may teach to as many people as there are chairs in the classroom area, but you may only teach one skill at a time. Players are only eligible to learn skills if they already purchased them (yourself included). See the Taking New Skills section of this rulebook for more information. Teaching a skill to a class takes 5 minutes, during which time you should be sure that the player learning the skill understands how to use it and generally roleplay practicing using the skill. It is customary to be paid for your services in bullets if the players being taught can afford it, though they may not be able to. |
|
Unarmed Break |
Break Away |
Combat Techniques |
4xp |
As Break, but instead of using a Super Light Melee Weapon, you just roleplay hitting/punching the zombie who’s currently grabbing you. |
|
Uncharted |
Tomb Raider |
Gathering |
4xp |
As Scavenger, but you can find all of the hidden loot. |
|
Unknown Assailant |
Mysterious Stranger |
Deus Ex Machina |
3xp |
You may use the Mysterious Stranger skill 1 additional time (bringing the total up to 2). |
|
Unshakable Resolve |
Will to Live |
Resistance and Resolve |
4xp |
1 time per character, if you would be turned into a zombie from a failed infection rating roll (or flip), treat that roll as if it was a success instead. Your body staves off the infection so you live another day. |
|
Wall Smasher |
|
Deconstruction |
1xp |
As Bash, but you can scrap intermediate objects and Moderate Fortifications. Doing so requires a Medium (or larger) Melee Weapon, though you don't need to be proficient with it. |
|
Weapon Finesse |
|
Beginner (Free) Skills |
0xp |
Small weapons are easy to maneuver. You may Dual Wield Super Light Melee Weapons, Light Firearms that carry 2 bullets or fewer, or one of each. |
|
Weapon Smithing |
|
Crafting and Repair |
2xp |
Allows you to craft Super Light, Light, and Medium Melee Weapons, the recipes for this are found in Crafting > Melee Weapon Recipes. |
|
Will to Live |
|
Resistance and Resolve |
2xp |
When rolling for infection to see if you would turn into a zombie, you may instead flip a coin. If heads, treat the roll as a success. This works even if your infection rating is 100%. |
|
Wounded Warrior |
Tough Skin |
Combat Techniques |
2xp |
So long as your wounds are Wrapped, you are able to fight through the pain and use your limbs as though they didn’t have the Wounded condition. This means you may use melee weapons and firearms as though your limb wasn't wounded and you may walk around without a limp. The same does not apply to Fatal Wounds. |