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Handbook v2.1.1 - Updated July 2024


Contents

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

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 xp to spend on the Skill Tree, additionally, you will be granted 1 Free Tier-1 Skill of your choice. New characters also receive 20 bullets - which serve as both ammunition and currency in Still Alive.

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, Combat (Red), Profession (Green) and Talent (Blue). Additionally, skills are organized vertically into 4 Tiers, starting at the top and moving downward. Skills in each Tier cost xp equal to their Tier number (i.e. Skills in the top row cost 1 xp, then 2 xp for the next row and so on). Skills that have a black line drawn to their tops have prerequisite skills, if a number is found on the prerequisite line, it means there are multiple prerequisites.

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:

Tap - Allows you to finish off anyone with the Helpless condition; Zombie, Human, or otherwise.

Light Firearm Proficiency - Allows you to wield Light-classified firearms. See the Firearm Classification section for more information about what qualifies as Light. You must wield the firearm either with both hand or with one hand (but your offhand must be empty).

Bash - Allows you to break down simple objects and light fortifications with a little elbow grease.

Super Light Melee Weapon Proficiency - Allows you to wield Super Light-Classified melee weapons. See the Melee Weapon Classification section for more information about what qualifies as Super Light. You must wield the melee weapon with both hands or with one hand (but your offhand must be empty).

Follow The Leader - Allows you to perform any Tier-2 or lower Profession-Type skill under the instruction and supervision of someone who already has the skill in question. If the skill requires you to do something that takes a specific amount of time (such as Doctor), the amount of time is doubled.

Quick Start - Spending Xp

You can spend your hard-earned experience (xp) in the mobile app (Android or iOS) by going to My Account > Skill Management > + Add New. In this list you'll only be able to see the skills you currently qualify for. For explanations of all skills in the game, you'll need to navigate to Rules > Skill List. 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 - Progression

In order to continue to gain xp for your character and make real progress, you will need to attend events and donate at least enough money for the Basic Donation Tier ($15). You are welcome to play for free, but your character will not gain xp.

When you donate at least enough for the Basic Donation Tier, you will earn 1 xp if you decide to play as your character. However, if you decide to play as an NPC, you will instead earn 2 xp.

The Raffle is another way that you can quickly earn xp for your character. At the end of every event we will do a raffle drawing where you can win various things for your character such as xp, crafting supplies, bullets, or even prestige points! When you donate enough for the Premium Donation Tier ($25+), you will get one free entry into The Raffle. Additionally, each level of the Gambler's branch of the skill tree grants you 1 bonus entry into the raffle. Finally, you can buy Raffle Tickets for $5/each before the event starts. We will announce ahead of time what will be raffled off each event so that you can plan for it. If you NPC for the event, you will start with 2 raffle tickets (if you donate at least enough for premium entry).

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 bullets (you can give us your new weapon ahead of time so that we can have it for sale in-game).

Though you need to supply your own weapons, bags, and any tools needed for your skills, we will supply the rest (crafting materials, bullets, beads, etc). Since bullets aren't just ammunition but also currency in this system, we try to keep a tight grasp on them. This helps keep the game fair for everyone.

Quick Start - Subsequent Events

After your first event, any new skills you purchase that are Combat or Profession type aren't earned automatically. Instead, you'll need to be taught them by someone who has the appropriate level of the Education branch of the skill tree (Tutor, Instructor, Teacher, Professor) in a short class that ensures you know how to properly use the skill. Talent skills, however, are earned immediately and can be used from the moment you earn them.

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 bullet types (like Megas or Rivals) don't do any extra damage and instead are just more accurate/hit harder, so they are more likely to land a hit.

You have 5 areas of your body that can be injured: your 4 limbs and your torso. A bullet or melee attack to one of your limbs causes that limb to become Wounded and Crippled (check out the section below for more information on conditions). A melee attack to your torso gives it the Wounded condition. If you get shot in the torso or take a melee attack to it after it already has the Wounded condition, it gains the Fatally Wounded condition and you gain the Helpless condition (your torso also loses the Wounded condition if it had it). Any creature with the Helpless condition is free to be finished off by using the "Tap" skill. Humans who are Helpless can also be finished off by shooting them in the torso.

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 bullet to the torso to finish off Helpless zombies unless you possess the Ranged Tap skill (which consumes a bullet, unlike normal Tap). When zombies fight you, things work a little differently, however. Rather than swinging weapons at you or shooting you, Zombies will lunge at you and attempt to grab onto one of your limbs or your torso. If they manage to grab you, DO NOT pull away as they are now considered biting you. Simply stand still and call out for help to your friends, so they can shoot it or hit it off of you. You are not able to remove a zombie that's holding you by yourself unless you use the Break skill. Even if a zombie grabs your arm, you can still fight off other zombies with your free limbs if you meet one of the following requirements: a Super Light Melee Weapon, a Light Firearm, one of the Dual Wielding skills, or the Improved Grid/Improved Handling skills. Once a zombie has bitten you, you gain the Wounded condition in the area of their bite. You also gain the Crippled condition if the bite location was a limb. Zombie bites are considered melee attacks for the purposes of armor and skill-beads.

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 Mysterious Stranger skill can help you survive encounters like this, but it's best to just avoid them altogether. If you are saved, either by your friends or a Mysterious stranger, all 4 limbs gain the Wounded and Crippled conditions and your torso gains the Fatally Wounded condition, giving you the Helpless condition. You will need to be helped back to camp and healed quickly.

Armor and certain skills (Such as Tough Skin), represented by Red, Blue or Black bead necklaces, allow you to ignore a hit before you start becoming Wounded. All beads are removed as soon as they are used as they only work once (in the case of skills that grand beads, you will get them back at the start of the next event). If a zombie bites you and you have armor beads, you still need to have someone else remove the zombie for you (or use the Break skill), you just don't gain the Wounded conditoin afterward.

Quick Start - Conditions

There are 5 conditions in Still Alive:

Crippled - 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.

Fatally Wounded - This condition is applied to a torso by a bullet or applied by a melee attack or bite after it already has 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).

Helpless - 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 lie 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.

Wounded - 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 Doctorskill> 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 - 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 works 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.

Quick Start - Death and New Characters

There are several ways to die in Still Alive, the most notable are: bleeding out while Helpless, being finished off by the Tap skill, or turning into a zombie from a bad Infection roll. No matter how your character dies, there's always a slim chance that they will make a miraculous recovery. At checkout, after the event that your character perishes, you will roll a 10 sided die. If you roll a 10, your character will recover and live to see another day. This, just like any other die roll, is modified by the Gambler's skill tree branch allowing for higher chances of success. Skills like Will to Live, Unshakable Resolve and Myterious Stranger can greatly improve your chances of survival as well.

If you do end up dying, though, all is not lost! You'll gain back half of your earned xp and any spent prestige points so that you aren't starting from square one!

Quick Start - The Infection

When a Doctor or Surgeon heals your wounds, you may gain Infection - a percentage representing how much your body is taken over by the zombie virus. Wrapped Wounds cause you to gain significantly less Infection than unwrapped ones, and Zombie Bites are more infectious than regular Wounds. Experienced Surgeons are much better at mitigating Infection than their Doctor counterparts and good use of Medical Supplies can help reduce your Infection gain as well.

After you've been healed, the person healing you will tell you how many dice you need to roll to add to your Infection Rating. You will start out by rolling 12-sided dice but can reduce the size of the dice using the skill Naturally Resistant and subsequent skills. The actual change in Infection rating will apply at checkout. If your Infection surpasses 25% or 50% for the first time (Infection Milestones) or every time your Infection is 75% or above, you will need to roll 1d% (two 10-sided dice representing a 100-sided die). If the number you roll is lower than your current Infection Rating, your character will begin to turn into a zombie, though you still have your 10% chance to recover. Several skills can make this process more survivable including Will to Live, Unshakable Resolve, and the Gambler's skills.

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 Wounds healed by a Doctor or Surgeon, Healing Wounds, Crafting, Gathering Resources, Learning a new skill from a Teacher, Teaching, Guarding the Base, Scouting, Scavenging nearby areas, Spending time in the camp store. If you aren't sure what to do, ask around! You can always put your Follow The Leader skill to use or maybe check out the quest boards to see if there's something you're interested in.

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 Wood Resource Spot you could pretend to chop trees, haul sticks and logs around, stack wood, etc. Once your 10 minutes is up, you'll earn 1 of each resource from that resource spot plus 1 additional resource for every level of the Scavenger skill you have. The camp will also gain some resources from this that it will sell in the camp store.

Crafting

Several skills give you the ability to craft things using your gathered resources. There are 6 types of resources in this game: Wood, Metal, Cloth, Tech Supplies, Medical Supplies, and Bullet Casings - but Bullet Casings are a special case. Unlike other resources which need to be gathered at Resource Spots or from Scavenging Caches, Bullet Casings are found all over as they are just any bullets that have been fired and are now littering the ground. Despite looking different, all bullet casings are just considered bullet casings (meaning Megas and Rivals just count as one casing).

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 Tinkerer or Scavenger. These quests will have a limited number of participant slots and will almost always feature a Leader slot. That person who signs up in that slot is in charge of the expedition until they return. In addition, if the player in the Leader slot has any of the skills in the Leadership branch, they and their fellow participants will gain additional bonuses for the quest. Active quests typically offer physical rewards to the players such as crafting materials or bullets, though occasionally they will offer a reward that benefits the camp as a whole (especially if the Active Quest was a Passive Quest first).

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 experience. This means that they spent 4 experience and 1 Free Tier-1 Skill.

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 xp and 1 Free Tier-1 Skill. The equivalent of a character (with approved backstory) going to 6 events OR only 3 events if you play as an NPC.

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 xp by taking Expert: Profession early on, without it this build would've cost 12 xp. The longer you have them, the more the Expert skills end up saving you in the long run.

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 xp by taking Expert: Profession early on, without it this build would've cost 11 xp. The longer you have them, the more the Expert skills end up saving you in the long run.

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 xp by taking Expert: Talent early on, without it this build would've cost 16 xp. The longer you have them, the more the Expert skills end up saving you in the long run.

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 experience so long as it's approved by the game runners. Don't be afraid to reach out to anyone at the Still Alive team if you need help creating your character or have questions about the world.

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 experience points back to spend on your new character. Additionally, you will gain 1 prestige point to spend however you like! We're so glad you're coming back and wanted to reward your loyalty without throwing off the balance of the whole game!

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 Dual Wielding or Improved Grip/Improved Handling skills! You may want to attach your blacklight flashlight to your gun, if possible.

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 Infection Rating reaches 25% (and every 25% thereafter), we'll begin adding some makeup to your character at check in to illustrate how the infection is corrupting your body! You can, instead, apply this makeup yourself if you wish (with Game Runner approval)

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 experience points to take skills from the skill tree (NPC characters at this tier will earn double the experience of a PC character!) If you choose this option, you will need to provide your own food.

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 experience points, to free weapons, and maybe even a coveted Prestige Point! The prizes for the raffle will typically be announced at the same time as the Commander's Feast.

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 Gambler's Luck Skill Tree Branch also grants an additional free Raffle Ticket per event, if you're playing your PC.

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 Wounded and Crippled condition for that limb. A shot to the torso is much more dangerous. After taking a bullet to the torso, you gain the Fatally Wounded and Helpless conditions. If you're shot in the torso while you have the Fatally Wounded condition your character will die, though you always have a 10% chance to survive the encounter (modifiable by the Gambler skills). See the Terms Glossary section for more information.

Unless you possess the proper Dual Wielding skills or Improved Grip, holding firearms is very restrictive. All firearms must be held and fired with two hands (except Light Firearms, which may be wielded with one hand by default). You may attempt to fire a non-light firearm with one hand but doing so will cause it to go flying out of your hands. Anytime you fire a non-light firearm with one hand, you must toss it at least 10 feet away from you on the ground. Though this isn't an ideal situation, it could just save your life.

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 bullet types deal the exact same amount of damage, you're just more likely to feel a larger (or more accurate) shot. The only exception to this are rockets. When a rocket is fired, one of two things can happen, depending on where it lands. If the rocket successfully hits a human, the target will (in most cases) fall to the ground with a Wound on every limb and a Fatal Wound to the torso (giving the Crippled and Helpless conditions as normal; and zombies will typically be instantly killed by the direct hit of a rocket. Additionally, everyone within 10 feet of the rocket is caught in the blast and they all gain the Fatally Wounded condition on their torso and become Helpless. If a rocket misses its mark, it still deals damage in the blast radius as if it hit its target. If a brave (or stupid) character decides to dive on top of the rocket that missed its mark, the blast radius will be prevented completely and it will only damage that character (Wounded on all limbs and a Fatally Wounded torso). When you shoot a rocket, you must yell "Rocket!"

Grenades (rockets that are thrown using the Thrown Weapons skill) function as a rocket without the blast radius. When throwing a grenade, you must yell "Grenade!"

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 Dual Wielding skills or Improved Handling, holding melee weapons is very restrictive. Super Light melee weapons may be wielded one-handed by default. Other melee weapons must be wielded with both hands.

Melee weapons work very similarly to firearms. Attacks to the limbs cause the Crippled and Wounded conditions. Attacks to the torso are a bit less effective but still get the job done. The first hit causes the Wounded condition. The second hit upgrades the Wounded condition to be Fatally Wounded and also causes the Helpless condition.

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 Crippled condition and attacks to the torso will cause the Helpless condition (either one bullet or two melee attacks). The only big difference is that, unlike humans, zombies with the Helpless condition will regenerate and heal their wounds, so you need to Tap them quickly.

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: Break, Break Away, or Unarmed Break. You CANNOT SHOOT OR STRIKE a zombie that's biting you (flavor-wise this is because the zombie is thrashing around with you and the pain is throwing off your accuracy). Remember if a zombie grabs onto your arm, that arm is considered empty and cannot be used to hold anything - as a result you must drop anything you were carrying with that arm. This means that, without the proper Dual-Wielding or Improved Grip/Improved Handling skills, you are only able to use Super Light melee weapons and only Light firearms (unless you're okay with your gun going flying out of your hand when you fire it). When a zombie finally lets go of you (likely from being rendered Helpless), the limb they were grabbing onto gains the Wounded and Crippled conditions.

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 Crippled and Wounded condition on all limbs as well as the Fatally Wounded and Helpless conditions from a particularly gruesome torso wound. You will need to be "carried" back to a doctor for treatment (this can be role-played). The Mysterious Stranger skill tree can help you survive an encounter like this even if your help never arrives.

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 Tap. This skill allows you to kill any creature with the Helpless condition (whether it be zombies or humans). To perform a Tap, you must place either the barrel of your gun or the striking end of your weapon on the torso of the helpless creature and say "Tap" loudly and clearly. Do not fire your firearm. Tapping does not consume a bullet (unless you're using the Ranged Tap 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 Wrapped by someone with the Medic skill in the field before returning to the doctor for treatment to try and keep the infection spread to a minimum.

When your wounds are treated by someone with the Doctor or Surgeon skills, your Infection Rating will likely increase. Each character starts at 0% Infection Rating and will gain Infection whenever they need to have their wounds treated or sometimes under other special circumstances.

When you gain Infection, you will roll one (or more) 12-sided die and the results will be added to your total infection rating. Using the Naturally Resistant skill tree branch, you can reduce the amount of incoming infection. Depending on which tier of the skill you have, you'll reduce the size of the die from 1d12 > 1d10 > 1d8 > 1d6 > 1d4.

At the first check-out after your Infection passes a milestone (25%, 50% and 75%), a d% will be rolled (a number from 1-100). If the number is less than your current Infection Rating, your character gives in to the infection, and you become a zombie. This kills your character meaning you will need to build a new one (while your existing character may become an NPC for story purposes) - You still have a 10% chance to recover though. There are ways for your body to become more resistant to this as well, though. The Will to Live skill allows you to flip a coin instead of rolling, which is extremely effective if you have a high Infection Rating. The Unshakable Resolve skill allows you to avoid turning into a zombie one time, even if you fail your roll/flip. And perhaps most importantly, if you have skills in the Gambler's Luck skill tree branch, you can reroll your dice (or reflip your coin), potentially multiple times, and take the best result.

After you pass the 75% Infection Rating milestone, you will have to roll at check-out after EACH event, not just the one that you passed the milestone. If your Infection rating is that high, you should seriously be considering taking the skills necessary to keep surviving.

Although the only current way to reduce your Infection Rating is through prestige skills, the potential to develop a pharmaceutical that could reduce it is a very real possibility. See the Pharmaceuticals and Research Section for more information.

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 experience and all of your spent prestige points - in addition to the regular character starting experience points and free Tier-1 skill. This way your time investment isn't totally lost. If your character was particularly popular to the camp, special funeral preparations may be held in their honor and special awards may be given out.

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

Pharmaceuticals are an important part of the Post Apocalyptic world and, as such, are very valuable. The Pharmaceuticals skill allows you to create any pharmaceutical whose recipe is already known to the camp (provided you have all the necessary resources) and free time.

If inventing new medicines and working towards a cure is more your style, the skill Advanced Medical Research is what you're looking for. Any time the camp comes across something that could be helpful in developing new medicines, you can use it to attempt to create a new pharmaceutical if you have that skill. With lots of supplies, work, and time, you might just develop a medicine to reduce infection or maybe, just maybe, a cure.

Each type of pharmaceutical may only be taken once per event per player as they have a tolerance that needs to wear off before they can be taken again.

All pharmaceuticals known by the camp are listed below. As more are discovered, they will be added here. See the "Crafting" section for more information.

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 crafting materials: Wood, Cloth, Metal, Tech Supplies, Medical Supplies, and Bullet Casings. Using those materials and the right skills, you'll be able to handle just about anything the world can throw at you!

Some items (such as bullets) have multiple different crafting recipes to allow for better use of the materials you happen to have on hand.

Suggested Material Prices

Below are the suggested prices for buying/selling crafting materials. These prices will fluctuate wildly and are just a starting point. They should not be taken as written in stone.

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. Bullets are not scrappable.

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 armor is a great way to make sure you have a bit of buffer between your character and the rest of the world. You may only wear one set of armor at a time.

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 Pharmaceuticals is a great way to earn a lot of money or make sure that you're prepared for any situation. Pharmaceuticals cannot be scrapped.

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 Bash, Wall Smasher and Fortification Eradicator skills and a melee weapon. Breaking down an item with this method always takes 1 minute and yields half of the materials, rounded down (minimum 1). Fortifications can ONLY be broken down using this method. Below are the materials that can be broken using each level of the skill:

Bash - Light Firearms, Medium Firearms, Super Light Melee Weapons, Light Melee Weapons, Light Fortifications

Wall Smasher - Heavy Firearms, Advanced Firearms, Medium Melee Weapons, Metal Armor, Moderate Fortifications

Fortification Eradicator - Military Grade Firearms, Heavy Melee Weapons, Bullet-Proof Armor, Heavy Fortifications

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 bullets. They're the only thing that has really retained its value. While in the camp, traders may come and go, selling or buying various wares. You're free to trade with them as you please. Make sure you check in often because new traders may have rare or limited-time items!

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 bullets or in game materials for real money.

Different bullet types have different values to most people, though bartering is always an option. Below is a table showing the typical exchange rate for bullets. Exchange rates may fluctuate a little bit, but they're much more rigid than the prices of crafting materials.

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

Scavenger is a Skill that's primarily used for Skill Cards, allowing you to find large caches of bullets and resources, but it also has a second use! When using downtime to Gather Materials from a Resource Spot, each tier of the Scavenger skill tree branch you have will increase the amount of resources you gather by 1!

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 Scavenger skills, though ANY skill can potentially have a Skill Card related to it.

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 Scavenger, you should roleplay picking through the nearby area, searching for materials or maybe act like you're trying to pick the lock.

Healing/Treating Wounds

Anytime you have a Wound, you'll need to go to a Doctor or Surgeon to get it healed. Healing may only be done at camp in the Medical area using an open cot. Doctors/Surgeons are able to heal multiple people simultaneously so long as there are enough cots for everyone.

Doctors/Surgeons should have a set of dice on hand as well some paper to keep track of any treated patients. Doctors/Surgeons need to follow the Still Alive Treating Wounds Flowchart to treat wounds correctly (This can be found in the app by going to Rules > Treating Wounds Flowchart). While healing, they may spend a Medical Supply to reduce the amount of Infection gained from the injury by 1 die (minimum 1 die)

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 Talent, Profession, or Combat.

Talent Type skills apply right away, while Profession and Combat Type skills need to be taught to you in-game by someone with the correct level of the Education skill tree branch (the exception to this rule is the skills your character takes before their first event).

Each level of the Education Skill Tree Branch (Tutor, Instructor, Teacher, Professor) allows you to teach skills of the corresponding Tier by holding a class. To start a class, contact a Game Runner and ensure that there are open classroom chairs. You can teach a number of people at the same time equal to the number of chairs (but you may only teach one skill at a time). Teaching a skill takes 5 minutes. During this time you should be sure that the player learning the skill understands all the rules about how to use it and generally roleplay them practicing it. It is customary to pay your teacher if you can afford it. Teachers CAN teach themselves skills.

If you have the Professor Skill, you also have the ability to teach a special class! This special class works just like the regular class but instead of allowing people to use the skills they've already taken, it reduces the xp cost of a skill that they haven't taken yet. Teaching the special class takes 10 minutes. When you wish to start, Contact a Game Runner and then proceed like normal as if you were teaching the skill. You can teach a class for the same skill multiple times but the xp cost of the skill cannot be reduced below 1 xp. The person hosting the class does not benefit from the xp reduction. Teachers should keep track of which students took their special class, so that they can be applied at checkout. Generally, if you want a teacher to perform this special class for you, you'll likely need to pay them quite a bit as the class is extremely valuable and seating is limited.

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 Infection Rating before they may be taken (abbreviated as inf - example 50%inf). Prestige skills are extremely powerful skills that require a prestige point to unlock. These are given extremely rarely as rewards to players. (abbreviated as pp - example 1pp). The third type, specialization skills, are a kind of meta-skill that causes future skills of specific types to be cheaper. You may only ever take 2 specialization skills and your choice of first skill determines which are available as your second (Abbreviated as *spec).

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

1pp

Talent

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%

*This is a prestige skill. It requires 1 prestige point in addition to its xp cost.

Advanced Firearm Proficiency

Heavy Firearm Proficiency

Firearms

3xp

Combat

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

Pharmaceuticals

Medicine

4xp

Profession

Allows you to develop new pharmaceuticals and work on plot-relevant research tasks such as the development of new treatment methods for the Infection.

**This skill requires additional gear to function: you need to provide your own medical research kit in order to use this skill. It doesn't need to be anything fancy, just some tools that you can use to roleplay researching the infection such as petri dishes, pipettes, or a microscope slides. If you don't have any medical reserach gear, you cannot use this skill.

Ambush

Combat Techniques

2xp

Combat

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

Talent

You may use the Mysterious Stranger skill 1 additional time (bringing the total up to 3).

Assassin

Ambush

Combat Techniques

4xp

Combat

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

Talent

You gain an additional 2 bullets per event, bringing the total up to 10.

Banshee Wail

The Infected

4xp

75% inf

Talent

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

Combat

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

Profession

Allows you to craft Heavy Melee Weapons, the recipes for this are found in Crafting > Melee Weapon Recipes.

**This skill requires additional gear to function: you need to provide your own crafting kit in order to use this skill. It doesn't need to be anything fancy, just some tools that you can use to roleplay crafting such as a hammer, wrench, or screwdriver. If you don't have any crafting gear, you cannot use this skill.

Break

Combat Techniques

1xp

Combat

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.

Unlike any other time you’re using a Super-Light Melee Weapon, you can use break while your other hand is full. Just make sure to follow all other combat rules.

Break Away

Break

Combat Techniques

3xp

Combat

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

Profession

Allows you to craft regular bullets, the recipes for this are found in Crafting > Ammunition and Explosives Recipes.

**This skill requires additional gear to function: you need to provide your own crafting kit in order to use this skill. It doesn't need to be anything fancy, just some tools that you can use to roleplay crafting such as a hammer, wrench, or screwdriver. If you don't have any crafting gear, you cannot use this skill.

Bullet Time

Wounded Warrior

Combat Techniques

3xp

Combat

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

*spec

Combat

From now on, all Combat type skills cost 1 less to take (minimum 1) and all Talent type skills cost 1 more.

*You may only take two specialization type skills, one in tier 3 and one in tier 4.

Combat Specialist

Expert: Talent

Specialization

4xp

*spec

Combat

From now on, all Combat type skills cost 1 less to take (minimum 1) and all Profession type skills cost 1 more.

*You may only take two specialization type skills, one in tier 3 and one in tier 4.

Dead Man Sprinting

Dead Man Walking

The Infected

4xp

75% inf

Talent

As Dead Man Walking, but you may move more quickly, mimicing the movements and sounds of a Zoombie.

Dead Man Walking

The Infected

2xp

50% inf

Talent

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.

If you stop imitating a zombie or do something out of the ordinary, zombies will realize you are not one of them and attack. You should remove your green beads at this point.

Death Throes

The Infected

4xp

75% inf

Talent

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

Talent

You gain an additional 2 bullets per event, bringing the total up to 4.

Deeper Pockets

Deep Pockets

Deus Ex Machina

2xp

Talent

You gain an additional 2 bullets per event, bringing the total up to 6.

Doctor

Medic

Medicine

2xp

Profession

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.

**This skill requires additional gear to function: you need to provide your own medical kit in order to use this skill. It doesn't need to be anything fancy, just some tools that you can use to roleplay healing wounds such as gauze, forceps, or a stethoscope. If you don't have any medical gear, you cannot use this skill.

Expert: Combat

Specialization

3xp

*spec

Combat

From now on, all Combat type skills cost 1 less to take (minimum 1).

*You may only take two specialization type skills, one in tier 3 and one in tier 4.

Expert: Profession

Specialization

3xp

*spec

Profession

From now on, all Profession type skills cost 1 less to take (minimum 1).

*You may only take two specialization type skills, one in tier 3 and one in tier 4.

Expert: Talent

Specialization

3xp

*spec

Talent

From now on, all Talent type skills cost 1 less to take (minimum 1).

*You may only take two specialization type skills, one in tier 3 and one in tier 4.

Explosives Crafting

Military Grade Munitions Crafting

Crafting and Repair

4xp

Profession

Allows you to craft Rockets and Proximity Mines, the recipes for this are found in Crafting > Ammunition and Explosives Recipes.

**This skill requires additional gear to function: you need to provide your own crafting kit in order to use this skill. It doesn't need to be anything fancy, just some tools that you can use to roleplay crafting such as a hammer, wrench, or screwdriver. If you don't have any crafting gear, you cannot use this skill.

Extremely Adaptable

Adaptable

Prestige

4xp

1pp

Talent

Your body adapts to the infection more easily than others. Your infection threshold for tier-4 infection skills is lowered from 75% to 50%

*This is a prestige skill. It requires 1 prestige point in addition to its xp cost.

Fast Healing

The Infected

2xp

50% inf

Talent

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

Talent

You are able to use any Tier-2 (or below) Profession type skills as if you had them yourself, so long as you are under the instruction and supervision of someone who already has the relevant skill. They do not need to be performing the skill with you but must be able to communicate with you to walk you through it. It takes you twice as long to accomplish any time based tasks while using Follow the Leader.

Fortification Eradicator

Wall Smasher

Deconstruction

2xp

Combat

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

1pp

Talent

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.

*This is a prestige skill. It requires 1 prestige point in addition to its xp cost.

Fully Loaded

Prestige

4xp

1pp

Talent

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).

*This is a prestige skill. It requires 1 prestige point in addition to its xp cost.

Gambler’s Eye

Gambler’s Luck

Deus Ex Machina

4xp

Talent

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

Talent

You are either extremely lucky or extremely skilled, and no one can tell which.

You sometimes find additional loot when scavenging.

Also, anytime you need to roll a dice or flip a coin, you may do it twice and keep the better result.

Additionally you receive 1 free raffle ticket per event.

Gunsmithing

Crafting and Repair

2xp

Profession

Allows you to craft all firearms except those classified as Military Grade, the recipes for this are found in Crafting > Firearm Recipes.

**This skill requires additional gear to function: you need to provide your own crafting kit in order to use this skill. It doesn't need to be anything fancy, just some tools that you can use to roleplay crafting such as a hammer, wrench, or screwdriver. If you don't have any crafting gear, you cannot use this skill.

Headshot

Ranged Tap

Combat Techniques

4xp

Combat

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

Heavy Firearm Proficiency

Dual Wielding

4xp

Combat

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

Combat

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

Combat

As Super Light Melee Weapon Proficiency, but you can wield Heavy melee weapons.

Additionally, while wielding a Heavy Melee Weapon in both hands, you may make a powerful "Shove" attack. To do so, plant both feet, raise your weapon slowly above your head and then make a full swing downward shouting "Shove" while you do. Anyone hit by the shove attack takes injuries as normal but is also knocked backwards 5ft and falls prone. A Shove attack should take around twice as long as a regular swing to execute.

Improved Grip

Medium Firearm Proficiency

Firearms

2xp

Combat

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

Combat

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

Profession

As Tutor, but you can teach Tier-2 skills.

Interrogator

Investigator

Gathering

2xp

Profession

As Investigator, but you gain two pieces of information about the upcomming event

Investigator

Gathering

1xp

Profession

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

Profession

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

Profession

Allows you to craft Megadarts, the recipes for this are found in Crafting > Ammunition and Explosives Recipes.

**This skill requires additional gear to function: you need to provide your own crafting kit in order to use this skill. It doesn't need to be anything fancy, just some tools that you can use to roleplay crafting such as a hammer, wrench, or screwdriver. If you don't have any crafting gear, you cannot use this skill.

Leadership

Mutualism

1xp

Profession

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

Combat

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

Combat

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

Combat

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

Combat

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

Profession

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

Profession

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

Profession

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.

**This skill requires additional gear to function: you need to provide your own crafting kit in order to use this skill. It doesn't need to be anything fancy, just some tools that you can use to roleplay crafting such as a hammer, wrench, or screwdriver. If you don't have any crafting gear, you cannot use this skill.

Meal Ticket

Prestige

1xp

1pp

Talent

From now on, your Commander’s Feast entry ticket is always free.

*This is a prestige skill. It requires 1 prestige point in addition to its xp cost.

Medic

Medicine

1xp

Profession

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.

**This skill requires additional gear to function: you need to provide your own medical wraps/bandages in order to use this skill. The wraps will be returned to you after the wounds have been healed in the medical area. If you don't have any wraps/bandages left, you may not use this skill.

Medium Firearm Dual Wielding

Medium Firearm Proficiency

Light Firearm Dual Wielding

Dual Wielding

2xp

Combat

As Light Firearm Dual Wielding, but allows you to use Medium Firearms. You are free to mix and match.

Medium Firearm Proficiency

Firearms

1xp

Combat

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

Medium Melee Weapon Proficiency

Dual Wielding

3xp

Combat

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

Combat

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

Combat

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

Profession

Allows you to craft Military Grade Firearms, the recipes for this are found in Crafting > Firearm Recipes.

**This skill requires additional gear to function: you need to provide your own crafting kit in order to use this skill. It doesn't need to be anything fancy, just some tools that you can use to roleplay crafting such as a hammer, wrench, or screwdriver. If you don't have any crafting gear, you cannot use this skill.

Military Grade Munitions Crafting

Large Round Crafting

Crafting and Repair

3xp

Profession

Allows you to craft Rival (Military Grade) ammo, the recipes for this are found in Crafting > Ammunition and Explosives Recipes.

**This skill requires additional gear to function: you need to provide your own crafting kit in order to use this skill. It doesn't need to be anything fancy, just some tools that you can use to roleplay crafting such as a hammer, wrench, or screwdriver. If you don't have any crafting gear, you cannot use this skill.

Musical Inspiration

Mutualism

2xp

Talent

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

Talent

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

Talent

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

Talent

As Naturally Resistant, but your die is a d4.

Naturally Impervious

Naturally Resilient

Resistance and Resolve

3xp

Talent

As Naturally Resistant, but your die is a d6.

Naturally Resilient

Naturally Resistant

Resistance and Resolve

2xp

Talent

As Naturally Resistant, but your die is a d8.

Naturally Resistant

Resistance and Resolve

1xp

Talent

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

Talent

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

Talent

You gain an additional 2 bullets per event, bringing the total up to 8.

Pharmaceuticals

Medic

Crafting and Repair

2xp

Profession

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.

**This skill requires additional gear to function: you need to provide your own medical crafting kit in order to use this skill. It doesn't need to be anything fancy, just some tools that you can use to roleplay crafting medicines such as empty pill bottles, small trays, or brushes. If you don't have any medical crafting gear, you cannot use this skill.

Plot Armor

Prestige

2xp

1pp

Talent

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.

*This is a prestige skill. It requires 1 prestige point in addition to its xp cost.

Profession Aficionado

Expert: Combat

Specialization

4xp

*spec

Profession

From now on, all Profession type skills cost 1 less to take (minimum 1) and all Talent type skills cost 1 more.

*You may only take two specialization type skills, one in tier 3 and one in tier 4.

Profession Specialist

Expert: Talent

Specialization

4xp

*spec

Profession

From now on, all Profession type skills cost 1 less to take (minimum 1) and all Combat type skills cost 1 more.

*You may only take two specialization type skills, one in tier 3 and one in tier 4.

Professor

Teacher

Mutualism

4xp

Profession

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.

**Using the Special Class ability of this skill requires additional gear to function: you need to provide your own teaching supplies in order to use the Special Class portion of this skill. They dont need to be anything fancy, just some tools that you can use to roleplay teaching such as a textbook, pointer, or notebook. If you don't have any teaching gear, you cannot use the Special Class portion of this skill.

Prosperous Discovery

Fortunate Find

Prestige

4xp

1pp

Talent

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.

*This is a prestige skill. It requires 1 prestige point in addition to its xp cost.

Ranged Tap

Combat Techniques

1xp

Combat

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

75% inf

Talent

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

1pp

Talent

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.

*This is a prestige skill. It requires 1 prestige point in addition to its xp cost.

Remission

Regression

Prestige

4xp

1pp

Talent

As Regression, but you instead roll 1d4 at check out and reduce your Infection Rating by the total rolled.

*This is a prestige skill. It requires 1 prestige point in addition to its xp cost.

Scaled Skin

The Infected

2xp

50% inf

Talent

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

Profession

Allows you to quickly search through junk piles and find hidden caches of materials and useful items.

Shifting Vitals

Scaled Skin

The Infected

4xp

75% inf

Talent

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

1pp

Talent

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.

*This is a prestige skill. It requires 1 prestige point in addition to its xp cost.

Stalwart

Prestige

3xp

1pp

Talent

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).

*This is a prestige skill. It requires 1 prestige point in addition to its xp cost.

Super Light Melee Weapon Proficiency

Beginner (Free) Skills

0xp

Combat

You can wield and use Super Light Melee Weapons. You must have both hands on the melee weapon in order to fire it.

*Special applies ONLY to Super Light and Light Melee weapons - rather than having both hands on the weapon, you may have your offhand empty while attacking. You cannot carry ANYTHING in that hand.

Surgeon

Doctor

Medicine

3xp

Profession

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.

**This skill requires additional gear to function: you need to provide your own medical kit in order to use this skill. It doesn't need to be anything fancy, just some tools that you can use to roleplay healing wounds such as gauze, forceps, or a stethoscope. If you don't have any medical gear, you cannot use this skill.

Talent Aficionado

Expert: Profession

Specialization

4xp

*spec

Talent

From now on, all Talent type skills cost 1 less to take (minimum 1) and all Combat type skills cost 1 more.

*You may only take two specialization type skills, one in tier 3 and one in tier 4.

Talent Specialist

Expert: Combat

Specialization

4xp

*spec

Talent

From now on, all Talent type skills cost 1 less to take (minimum 1) and all Profession type skills cost 1 more.

*You may only take two specialization type skills, one in tier 3 and one in tier 4.

Tap

Beginner (Free) Skills

0xp

Combat

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

Profession

As Tutor, but you can teach Tier-3 skills.

Thrown Weapons

Combat Techniques

2xp

Combat

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.

Additionally, you have the ability to throw Grenades. Grenades instantly kill whatever they come in contact with but do not have an area of effect like rockets do.

Tinkerer

Crafting and Repair

2xp

Profession

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.

**This skill requires additional gear to function: you need to provide your own crafting kit in order to use this skill. It doesn't need to be anything fancy, just some tools that you can use to roleplay crafting such as a hammer, wrench, or screwdriver. If you don't have any crafting gear, you cannot use this skill.

Tomb Raider

Treasure Hunter

Gathering

3xp

Profession

As Scavenger, but you can find even more hidden loot.

Tough Skin

Resistance and Resolve

1xp

Talent

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

Profession

As Scavenger, but you can find more hidden loot.

True Light Dual Wielding

Light Firearm Dual Wielding

Light Melee Weapon Dual Wielding

Dual Wielding

2xp

Combat

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

Medium Melee Weapon Dual Wielding

True Light Dual Wielding

Dual Wielding

3xp

Combat

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

Profession

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

Combat

As Break, but instead of using a Super Light Melee Weapon, you just roleplay hitting/punching the zombie who’s currently grabbing you.
This only functions in place of the regular Break skill. You must still use a Super Light Melee Weapon when using the Break Away skill.

Uncharted

Tomb Raider

Gathering

4xp

Profession

As Scavenger, but you can find all of the hidden loot.

Unknown Assailant

Mysterious Stranger

Deus Ex Machina

3xp

Talent

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

Talent

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

Combat

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

Combat

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

Profession

Allows you to craft Super Light, Light, and Medium Melee Weapons, the recipes for this are found in Crafting > Melee Weapon Recipes.

**This skill requires additional gear to function: you need to provide your own crafting kit in order to use this skill. It doesn't need to be anything fancy, just some tools that you can use to roleplay crafting such as a hammer, wrench, or screwdriver. If you don't have any crafting gear, you cannot use this skill.

Will to Live

Resistance and Resolve

2xp

Talent

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

Combat

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.