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Handbook v2.2.0 - Updated April 2025


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 the 4 founders in late 2014. We never imagined that we would actually see people playing our game, but our dream has become a reality! From 2016-2018 the Game went through its first iteration and, though it was rough around the edges, Still Alive owes a lot to that time period and the players who took part in it. If you are a player who played during this time period, check out the Returning Players section near the end of the rulebook as we would like to reward you for coming back and playing!

The second iteration of Still Alive LARP has a much more refined system and set of rules. We had our first 3 events in 2024 and have been going strong ever since! On behalf of all of us here, thank you so much for your interest! We hope you have fun!

What is Still Alive?

Still Alive is a horror LARP (Live Action Role-Playing) 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 spend your days fighting off the horde, gathering materials, crafting supplies to improve your arsenal and the camp, and trying to survive while faced with 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!

Getting Started

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 at night (around 5pm-midnight), once per month during the Summer. The events are roughly split into two halves by the Commander's Feast (a meal prepared by the LARP, during which players may break character). The first half, usually referred to as "Daytime" is less dangerous and usually focuses on exploration, expeditions, construction, and downtime; while the second half "Nighttime" is much more treacherous, typically focusing on mitigating risks, completing tasks quickly, and trying to stay alive.

Playing The Game

When you attend a Still Alive event you will experience day full of excitement and danger; and, though you're only there for a few hours, the work you do represents the work done by the camp for the entire month (until the next Event). When you decide to go to an event, you may choose to be an NPC - Non-Player Character, or a PC - Player Character.

If you choose NPC, the Game-Runners will assign you a role or roles that you will play for the event: zombies, hostiles humans, and even friendly or neutral characters are all on the table. Most often you will be given the role of a permenant camp NPC.

However, if you want to build your own character and really experience everything our game has to offer, you'll want to play a PC, instead. As you play your PC and attend events, you'll earn experience points (xp), which allow you to purchase skills and become more powerful.

Note - until our player count get a little higher, both NPCs and PCs alike may be pulled to temporarly play as Zombies for specific scenarios that they aren't involved in to help create a more difficult experience for those that are participating.

Your PC (Player Character)

To get started creating your PC, you will need to download the Still Alive mobile app (Android or iOS) and create an account (if you haven't gotten the Pre-Approval code required to create an account yet, join the Discord and ask for it there!). Once you log in, you'll be able to create a new Character on the Home tab.

All new characters start with the following: 3 xp, 1 Free Tier-1 Skill and 20 bullets. The xp and Free Tier-1 Skill are used to purchase skills for your character from the Skill Tree - which is how you define what your character is and isn't capable of. The bullets (represented physically in-game as Nerf darts) serve as both ammunition and currency in Still Alive.

The Skill Tree

The Skill Tree is a visual representation of all the potential abilities that your character can learn by spending xp (The skill tree is accessible in the Mobile app by going to the Rules Tab > Skill Tree Diagram), from there you can tap on any skill to read more about it. The skills are divided into 3 basic types, Combat (Red), Profession (Green) and Talent (Blue). Though these types don't do anything on their own, a few of the Skills in the game take a Skill's Type into account.

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). Lines connecting skills together are signifiers of prerequisite skills. Additionally, 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 at the bottom of the rulebook webpage or by going to Rules Tab > Skill List in the mobile app. There are quite a few rules in the Still Alive system and the most imporant thing to remember is that specific rules always overwrite more broad rules. For instance, the broad rule about weilding firearms states you must hold any firearm with two hands. However, the Weapon Finesse skill allows you to dual weild small weapons, including firearms that hold two or fewer bullets. The Weapon Finesse rule is more specific, so it overrides the general rule.

Free Skills

Every new character starts with 6 basic skills, listed below with a short description. If you want to understand the full rules for each skill, check them out in the Mobile App or at the bottom of the Web version of the rulebook.

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.

Bash - Allows you to destory simple objects and light fortificationss.

Super Light Melee Weapon Proficiency - Allows you to wield Super Light classified melee weapons.

Follow The Leader - Allows you to perform some Profession Type skills, without posessing the skills yourself, under the instruction of someone who has them.

Weapon Finesse - Allows you to dual wield Super Light Melee Weapons and Light Firearms that shoot 2 or fewer bullets.

Spending Xp

You can spend your hard-earned experience (xp) in the mobile app (Android or iOS) by going to either: My Account > Personal Skill Tree Diagram and tapping on a skill you qualify for or My Account > Skill Management > + Add New. 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.

Progression and Earning Xp

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 of an event, you will earn 1 xp if you play as your PC or 2 xp if you play as an NPC.

The Raffle is another way that you can quickly earn xp for your character. At the end of every event we 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+) for an event, you will get one free entry into The Raffle (Along with a meal ticket for the Commander's Feast). Additionally, each level of the Gambler's branch of the skill tree grants you 1 bonus entry into the raffle (if you are playing your PC). Finally, you may purchase 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).

Special Note For Players Who Played Still Alive before version 2.0 - Altough the game and story are different this time around, we'd like to reward you for sticking with us! When you make a character for the first time, you will gain half (rounded down) of your unspent AND spent experience points 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!

Building the "Character" of your PC

Your Backstory

We hope your PC will become a living part of the world and its lore. Someone with their own motivations and goals who can make decisions outside what's most mechancially optimal. For this 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 1 extra starting experience (so long as it's approved by the game runners). It doesn't need to be a novel, but a good description about your life before coming to camp and any important details will suffice. If you need inspiration, check out The Story So Far... to learn about the world and it's lore. Also, 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.

Staying In Character

While suspending disbelief can be hard when dealing with some game mechanics, we're trying to keep the level of immersion in this game 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

Note - When creating an outfit for your character, make sure you follow the rules outlined in the Starter Gear section below as there are some restrictions on mechancially advantageous clothing and accessory items. Gear that exceeds the limitations outlined there must be created in-game.

As this is a modern-day LARP, there are no restrictions on the styles of clothign you are allowed to wear. Anything you could find in the real world could probably be found by your character as well. We do, however, require all players to wear close-toed shoes for safety. Though the rest of your outfit is free-reign, remember that the game takes place in rough terrain near forests, rivers, and steep hillsides so dress appropirately. If you want to be especially immersive, remember that the apocalypse began more than 4 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, just make sure you're following the rules in the Starter Gear section below. Otherwise you can bring just about anything you like in. Even cell phones are allowed, however we will ask you to turn them to airplane mode after the event starts to keep immersion high as there are no longer functioning cell-towers in the world.

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.

Finally, 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).

You are allowed and encouraged to paint your nerf guns in any way you like, but you MUST leave the tip of the gun orange (or whatever bright color it was originally).

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. Listed in this section you will find our base safety guidelines. If we're missing anything or a particular event has unique Saftey requirements, we will talk about them during the pre-game breifing.

Firearm Safety

Real firearms are strictly off limits on the ENTIRETY of the Still Alive LARP land. If you are caught bringing a real firearm, you will be banned from the LARP for life.

All custom painted Nerf guns MUST leave their tips entirely unpainted so that the bright color can be seen visibly from a distance. Though this isn't required by law, we require it to play our game for the safety of all participants of the LARP.

Combat Safety

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, you should talk to a Game Runner and we can work something out.

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.

All melee combat is considered Medium Contact. This means that attacks should never hurt but should be hard enough to be felt through multiple layers of clothing. If a hit is every too hard, it does not count. Simply say "Too Hard" and continue playing, taking a time out if needed. With blood pumping, everyone misjudges the strength of their attacks somtimes. Just be considerate. Contact a Game Runner if someone is hitting too hard often enough that it's become a problem.

Terrain and Land Use

Closed-toed shoes are required to play the game.

There are several bridges in the game, usually made of wooden pallets. Be careful on and around them. Do not fight or stand on bridges for long periods of time. Cross if you need to and continue fighting on the other side.

There are a few streams crossing the land and several wetlands you can come across. Waterproof boots are recommended, as is a change of socks. You are free to play in the wetlands if you wish, but do so at your own risk.

The Camp has a large Fire Pit in the middle that will be lit for the majority of most events. Treat it with respect, fire is not a toy.

Though there is a lot of forest cover on the land, the camp itself is in the middle of a small meadow with little natural shade. It can get extremely warm before the sun goes down. Make sure you apply sunscreen often and stay hydrated. We will provide water if needed, but we won't have enough to supply everyone if no one brings their own.

Wildlife

The land is filled with diverse species of plants and animals. Be careful out there and always be vigilant.

Notable harmful plant species you may encounter include: Stinging Nettles and Wild Parsnip. Poison Ivy and Poison Oak are also native to this area of Wisconsin, though none have been spotted on the land so far.

Notable harmful animal species you may encounter include: Deer Ticks, Mosquitos and other biting bugs, and Snakes. Bug spray is highly recommended.

Substance Use

If you are of legal age to do so, you may bring in Alcohol or Tobacco products and use them in-game if you wish, though you should always be considerate of others. If you are sharing, it is your responsibility to make sure that everyone you share with is of legal age to consume such products. Illegal substances are NOT allowed on Still Alive LARP property.

Keep in mind that Still Alive is a very physical game that can require quick thinking and fast reflexes. If you wish to indulge, make sure you do so in moderation.

Emergencies

All Game Runners have radios to contact each other and always talk on Channel 10. We have a first at kit at camp if needed and will not hesitate to transport you up the hill and to the hospital in Reedsburg in the event of an emergency.

Your First Event

When you check in as your PC for the first time, your character is afforded a few niceties to help get them off the ground.

Pre-Mastered Skills

Ordinarily, when you take a new Combat or Profession skill, you need to be taught to use it in-game by someone with the appropriate teaching skill (Tutor, Instructor, Teacher, Professor) before you can actually use it. Talent skills are always exempt from this rule, as are any skills that were purchased before your PC's first event, saving you some time and bullets.

Starter Gear

In addition to skills, your PC is allowed to enter their first event with any of the following gear:

Weapons - You may enter with up to 2 of each type of weapon that you're proficient with. You may not enter with any weapons you are not proficient with.

Clothing - You may enter with as much or as little clothing as you like. However, you are limited to 1 piece of clothing that provides a distinct mechanical advantage (such as cargo shorts/pants or jackets/coats with several large pockets). If you have any questions as to what constitutes mechanically advantageous clothing, reach out to us on the Discord! We'll gladly take a look at things on a case-by-base basis. Typically, it comes down to carrying capacity.

Accessories - You may enter with any number of non-mechanically advantageous accessory items (such as safety glasses, sunglasses, belts, masks, headbands, gloves, phones, watches, etc). You may enter with 2 Mechanically Advantageous Accessories such as flashlights (blaklight and regular) or holsters. Remember that non-blacklight flashlights may get you killed!

Bags - You may enter with 1 Small Bag and 1 of either a Medium Bag or a Large Bag. Bag Size Classifications are defined in the table below:

Bag Size Bag Capactiy Requirements
Small Capacity of 0.5 liters (30.5cu in) or less
Medium Capacity between 0.5 liters (30.5cu in) and 5 liters (305.1cu in)
Large Capacity between 5 liters (305.1cu in) and 25 liters (1,525.6cu in)
Extra Large Capacity larger than 25 liters (1,525.6cu in)

All of the gear you enter with will be registered to your character, allowing you to bring it with you to any subsequent events or leave it at home if you wish. After your Character's first event, if you want your character to have new gear (or if you want to come in with more gear than what you're limited to during your first event), you will either need to craft it yourself, have someone else craft it for you, or purchase it at the Camp store with your hard-earned bullets (if you plan to purchase your gear from the Camp, please give it to staff ahead of time so that we can have it ready and available).

You may switch out your regular clothing, shoes, or non-mechanically advantageous accessory items without needing to worry about getting them into the game. The idea is to allow flexibility with what players are allowed to wear without giving them an advantage in the game. If you have any questions, please don't hesistate to reach out to us on the Discord.

Money and Materials

Though you need to supply your own gear, we will supply everything else (crafting materials, bullets, beads, etc). All players start with 20 bullets which serve as both ammunition and currency in this game. We know nearly everyone who owns a nerf gun also owns darts for it. It's for this reason that we never allow players to bring in darts from their own supply to keep the game fair for everyone. During checkout at the end of each event, your materials counts are uploaded to your character in the Mobile App and their physical counterparts are returned to the LARP.

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 real money may be used out of game to buy things such as raffle tickets, flashlights, and food, you will NEVER be able to buy bullets or in game items 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.

The Story So Far...

Spring 2024

"Four years. It's been 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 camp was finished.

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!"

Spring 2025

If you're wondering how 2024 went, then have a seat. It was the most eventful year we've had since we founded the damn place. Airman Wylder became a ranking member of the Camp, a well earned achievement. Along with that we've nearly doubled the number of survivors living here. A true testement to the Camp's longevity.

The biggest accomplishment we made over the year was finishing the Radio Tower Project. It took nearly the entire warm season to do it, but we pulled through in the end. Finally we can communicate across the wasteland - priming us for Phase 2. And yes, details about Phase 2 will remain classified until such time that I see it fit to share them.

We only had one casualty: Kody Kowaslki - an achievement all on its own. Though, Lancer seems to think we just got a lucky break and that there will be many more casualties to come - but what does he know? We've got to celebrate the small victories while we have them.

The last thing I remember before strapping down for the winter was an encouter with a few Cultist bastards and their Gusher pets. Somehow they've got zombies trained to like them and fight for them. Utterly Revolting. A man from their ranks, Viktor Petrov, left us a threatening note about some creature called "The Juggernaut". Bunch of empty threats if you ask me. Fuckin' zombie worshipers.

Overall it was a good year, though if we can keep the momentum going, this year will be better I'm sure.

Event Entry Details

You can play Still Alive for free if you wish! However, there are 2 tiers of donations that you can give which afford you multiple benefits!

Donation Tiers

Basic Donation Tier - $15 If you donate $15, you are able to play the game with your PC if you wish. Playing as a PC, you will earn 1 xp. If you choose to play as an NPC, you will earn 2 xp. If you choose this tier, 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 along with your usual 2 xp, you get 2 free raffle tickets instead of 1.

The Commander's Feast

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, anyone with a Meal Ticket will be allowed to eat to their heart's content! The Commander's Feast for each event will be announced ahead of time, alongside the rest of the details for the event.

The Raffle

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 usually be announced at the same time as the Commander's Feast.

The raffle will usually offer 3-5 prizes, drawn in order from least to most valuable. You may only win one prize per event. If you win an earlier prize but want to try your chances at a later one, you may ask to have your ticket put back in the pot and a new winner will be drawn for the current prize. If you give up a prize in this way, you are not guaranteed to be picked for another one.

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 the skills Gambler's Luck and Gambler's Eye also grants an additional free Raffle Ticket per event, if you're playing your PC.

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. In addition to the purchased skills below, all characters get the following skills for free: Tap, Light Firearm Proficiency, Bash, Super Light Melee Weapon Proficiency, Follow the Leader, and Weapon Finesse.

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
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
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
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
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
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
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
Scavenger 1 (Use free Tier-1 Skill)
Bullet Crafting 1
Deep Pockets 1
Deeper Pockets 2
Parachute Pants 3
Gambler's Luck 2
Scavenger 1

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
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
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
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

Combat

First of all, a disclaimer: Still Alive is an unforgiving, brutal game and combat can be extremely costly, especially when dealing with other human. Choose your battles wisely, your character may not come out alive if you don't!

Weapon Classification

Before we get into the nitty-gritty of how combat works, you need to know how to tell what your weapons are classified as so you can tell which skills are required to wield them.

Firearm Classification

The only guns currently allowed in the Still Alive system are Nerf brand. Additionally, no custom modifications (besides custom paint) 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 Nerf Darts, Megadarts, Rivals, or Rockets.

Beyond that, figuring out what classification your firearm is straigthforward. Start with 0 points, and then add points for any of the following:

If your firearm... Points to Add Notes
Has at least 1 detachable magazine +1 per magazine This includes any extra magazine storage slots that the gun may have on its body, even if they don't directly feed the barrel.
Doesn't hold a magazine but holds more than 5 bullets +1 This includes all bullets loaded into the chamber, as well as any additional bullet storage on the gun's body.
Doesn't hold a magazine but holds more than 10 bullets +1 This includes all bullets loaded into the chamber, as well as any additional bullet storage on the gun's body.
Doesn't hold a magazine but holds more than 15 bullets +1 This includes all bullets loaded into the chamber, as well as any additional bullet storage on the gun's body.
Is semi-automatic +1 Semi-Automatic is defined as the ability to fire the firearm repeatedly by just interacting with the firing mechanism over and over again without requiring any other interactions. Auxiliary actions performed on the firing mechanism itself (such as pulling back a bowstring before relasing it to fire) are not considered "other interactions" as all "other interactions" must be made to a different part of the firearm. Additionally, for a firearm to be considered Semi-Automatic, it needs to be able to fire more than one shot before reloading. Firearms that fire multiple bullets in a single shot but then must be interacted with to fire again (such as the Nerf Zombie Strike Sledgefire) are not considered Semi-Automatic.

When dealing with non-traditional firearm designs, these rules can sometimes be confusing. To help clear things up, the following firearms are considered Semi-Automatic: Nerf Dragonpower Skyblaze, Nerf N-Strike StratoBow, and Nerf Thunderbow. To add additional clarity, the following firearms are NOT considered Semi-Automatic: Nerf Epic Action Bow, Nerf Hawkeye Longshot Bow, Nerf Lightning Bow.
Is fully automatic +2 Fully-Automatic is defined as the ability to fire a firearm repeatedly by interacting with the firing mechanism only once (such as by holding down a trigger). Additionally, for a firearm to be considered Fully-Automatic, it needs to be able to fire more than one shot before reloading. Firearms that fire multiple bullets in a single shot but then must be interacted with to fire again (such as the Nerf Zombie Strike Sledgefire) are not considered Fully-Automatic.
Can shoot Rockets Automatically Considered Military Grade This includes any firearms that have rocket launchers attached to them.
Can shoot Rival ammo Automatically Considered Military Grade

Once you have your total, you can check your firearm classification on the table below. Only firearms that can shoot Rockets or Rival Ammo are considered Military Grade. All other firearms are capped at the "Advanced" level. Additionally, if you have a light firearm that holds 2 or fewer bullets, it can be used with the Weapon Finesse skill.

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 Notes
Coreless (safe to throw or stab). No size restrictions. Super Light Melee Weapon These are Typically smaller than or near the size of Light weapons. If a coreless weapon is deemed too large by Game Runners, we will reclassify it on a case-by-case basis.
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

Combat Basics

The Still Alive combat system doesn't use hit-points. Instead, if you are hit by an attack and don't have anything protecting you (such as beads from Armor or the Tough Skin skill), you will become injured. This means that the size of a weapon or bullet doesn't affect the amount of damage it deals, only the accuracy and hardness of its hits.

All attacks are governed by the honor system in Still Alive. If you feel an attack hit you, you've been hit. If you don't feel it, then the attack missed you. This makes Nighttime combat more dangerous because attacks will "miss" more often due to the psychological connections between being able to see an attack hit you and feeling it. Attacks hitting the head or just loose clothing never count. A Game Runner will try their best to not be too far away from an encounter to help keep things fair. If someone starts abusing this power, we will interviene.

You have 5 separate zones of your body that can be separately injured: your 4 Limbs (2 arms and 2 legs) and your Torso. Your Limbs and Torso can both sustain multiple injuries at once, though multiple Torso injuries are rare. See the Injuries and Conditions section below for more information.

Fighting With Firearms

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.

Shooting firearms accurately is difficult. Unless you posess a skill that says otherwise, all firearms must be wielded and fired with 2 hands. If you shoot a firearm with one hand, you must toss it at least 10 feet away from you as it "flies out of your hands". This isn't an ideal situation to be in, but it might just save your life.

Shooting your target is the best way to dispatch them quickly and safely. Shooting a limb gives it a Wound and shooting a Torso will give it a Fatal Wound. If your target is a human, shooting them in the Torso while they already have an Unwrapped Fatal Wound will instantly kill them.

Rockets and Grendades

While all bullets deal the same amount of damage, the same can't be said for Rockets. When a Rocket is fired, if it hit its target (or another nearby target), the Rocket immediately explodes. Everyone within 10ft of the hit immedately takes a Fatal Wound to their Torso. Additionally, the target who was hit direclty takes a Wound on each of their Limbs. In most cases, hitting a Zombie with a Rocket will instantly kill them (without the need to Tap them).

Fortifications may be targeted by Rockets as well. A direct hit from a Rocket to a Fortification instantly deals 5 damage to it. Fortifications do not take damage from Rockets unless they are hit directly. When a Fortification is hit by a Rocket, the Rocket will still injure to everyone within 10ft of it - with the exception of anyone hiding behind the Foritication at the time of the blast. If the Rocket deals enough damage to the Fortification that it breaks, anyone hiding behding it will also be injured as normal.

If the Rocket misses its target completely, the person who fired it waits for it to come to a stop, counts to 3, and then shouts "BOOM!". Everyone within 10 feet of the Rocket when "BOOM!" is shouted immedately takes a Fatal Wound to their Torso. If a brave (or stupid) character decides to jump on top of the Rocket before the "BOOM!", they will shield everyone around them from the blast. But will each of their Limbs will take a Wound and their Torso will take a Fatal Wound.

Grenades are just simply Rockets that have been thrown by someone using the Thrown Weapons skill. Regardless of where they are aimed, they function as a Rocket that misses its target (don't forget to shout "BOOM!" after it's been still for 3 seconds). As such, hitting a target with a Grenade won't deal any extra injuries to them. Grenades cannot deal damage to Fortifications. Brave (or stupid) characters may still dive on top of a Grenade to protect their allies, taking the same injuries as they would if they dove on top of a Rocket. If you throw a Grendae, you must shout "GRENADE!" so everyone knows it works differently than a Rocket.

Fighting With Melee Weapons

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 require you to get up close and personal with your target.

Wielding melee weapons without training can be combersome. Unless you posess a skill that says otherwise, all melee weapons must be wielded with 2 hands. If you make a one-handed attack with a melee weapon, you must drop the weapon to your feet after the attack. Not an ideal situation, but one that could save your life. Additionally, blocking an attack with a melee weapon held in one hand also causes you to drop it.

In order for a Melee Attack to be considered legal, you must make a full swing with it. To do so, your wrist (or wrists if you're holding a weapon with both hands) must pass behind your body during the back-swing before swinging forward in an arc. This "full-swing" ensures that melee attacks stay balanced and keep the necessary level of danger that they hold in real life. You can NEVER stab using any weapon that has a fiberglass core.

Super Light Melee Weapons are a special case. You DO NOT swing them to attack. Instead, you must stab your target with them. To initiate a stab, you need to bring your hand back towards your body so that your knuckles are at the same level or behind your Torso, wait a brief moment, then thrust forward. Wait another brief moment before attempting another stab. Stabs should be calculated and calm, not erratic. DO NOT stab any harder than you would hit with your melee weapon. If you accidently punch your target, your attack does not count.

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 difficult 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.

Attacks from Melee weapons work very similarly to firearms. Attacks to Limbs cause Wounds as normal, but attacks to the Torso are a bit less effective than firearms. A melee attack to a Torso with no Unwrapped injuries causes it to gain a Wound. If the Torso already has an Unwrapped Wound, then a melee attack upgrades the Wound to a Fatal Wound. Additional melee attacks to the Torso do no further damage unless the Fatal Wound has been Wrapped. If the Torso you're attacking only has Wrapped Wounds/Fatal Wounds, treat it as though it dosn't have any Wounds and deal a normal Wound.

Heavy Melee Weapons have a special ability: The Shove Attack. The attacker will shout "SHOVE!" and swing their weapon from above their heads (this attack should be done slowly and deliberately, taking about twice as much time as a normal melee attack). If you are hit by a shove attack, treat it as a normal melee attack but you are also knocked back 5 feet and fall prone (even if you block the attack).

Fighting Zobmies

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 gets close enough to you, it will lunge out at you and try to grab one of your limbs or your torso (signifying that it's biting you). If a Zombie grabs on to you, DO NOT try to fight it or pull away. You have a few optoins to remove a zombie that has latched onto you: have a friend attack it until it lets go, or use one of the following skills: Break, Break Away, or Unarmed Break. Without using those skills, you MAY NOT directly attack a zombie that's currently biting you. This is to signify the great amount of pain the zombie is causing you while it flails around and your inability to focus while it happens. You are free to defend yourself from other attacks while this happens, so long as you have the skills to weild your weapons properly.

When you are grabbed (bitten), you will be held in place by the zombie. You are not allowed to move from the spot while you are being grabbed. If a zombie grabs onto one of your Limbs you must immediately drop anything you're carrying and you may not use that Limb. When the zombie finally lets go of you (likely because they were killed by your ally or one of your skills), the area they were biting gains a Wound. If you have an Unwrapped Wound on your torso and are bitten there again, your Wound upgrades to a Fatal Wound.

Multiple zombies can grab you at once. If more than half of your body zones (4 limbs, 1 torso) are grabbed at one time, you will slowly be lowered to the ground where they will begin to eat you alive. Once there, you have 2 minutes to scream like crazy and get help. If aren't saved in that time, your character is devoured by zombies and killed. If someone manages to save you before those 2 minutes are up, you survive the encounter but each Limb gains an additional Wound on top of the Wound you recieve normally from a zombie biting you. Your Torso also gains a Fatal Wound. If you are this injured, you should roleplay being "carried" back to the medical area in Camp. The Mysterious Stranger skill (and subsequent skills in that branch) are designed to help you in a situation like this.

Zombie bites are considered Melee attacks for the purposes of the proction grated by Armor and skills like Tough Skin. Even if the Injury is prevented, a zombie will still bite you unless removed as normal.

Dealing damage to zombies works nearly identically to attacking humans. Attacking their Limbs Wounds them and attacks to the torso will cause Wounds and Fatal Wounds as normal. There are a few major differences, though. First, regular Torso Wounds have no adverse affects on a zombie. Second, zombies cannot be instantly killed by bullets when they have a Fatal Wound the way humans can. Third, zombies have the ability to regereate their Wounds and Fatal Wounds while lying on the ground, even while Helpless . So if you don't kill them quickly using the Tap skill, they will get back up to attack you again!

Special Zombies

In addition to normal zombies (Roamers), there are several different types of "Special Zombies". This list is an incomplete compendium as it just contains the Special Zombies that Camp Still Alive has encounted and documented. So don't be surprised if you come across something worse. The ones we have documented are listed below:

Brutes - Extra tough zombies with torsos that are completely armored by bone plates attached to their limbs. In order to Fatally Wound their torso, you need to Wound all of their limbs first.

Gushers - Extremely dangerous zombies that throw blobs of concentrated infection produced inside their mouths. If you are unlucky enough to be hit by one, you will be knocked prone from the force and, in addition to your normal Wound, your Infection Rating will skyrocket. When producing blobs, they cover themselves in a thick mucus coating that prevents any and all damage dealt to them (except for the damage from direct hits of Rockets or the Assassin skill). This coating persists until they throw both of the blobs they are holding. The coating is reapplied whenever they regurgitate more blobs.

Screechers - Powerful zombies that seem to have some control over the way the Infection behaves around them. When they let out their ear-piercing screech, all nearby zombies - including those who have been Tapped, instantly regenerate and rise up again to join the fight.

Shades - Extra stealthy zombies that hunt under cover of shadow. They move slowly and quietly and have special adaptations in their skin that give them nearly impenetrable armor plating which is only weakened under direct light.

Zoombies - Zombies with improved leg muscle and vestibular system adapations, making them capable of running at high speeds without falling over.

Injuries and Conditions

There are 2 types of injuries in the Still Alive combat system: Wounds and Fatal Wounds. All 5 zones of your body may suffer Wounds but only your Torso may suffer Fatal Wounds. Additionally, each injury can be in two states: Unwrapped or Wrapped. Whenever you gain a new injury it always starts in the Unwrapped state. The Medic skill gives its user the ability to Wrap wounds that are currently Unwrapped, provided they have enough supplies.

Your injuries limit what your character is capabale of (until they are healed by someone with the Doctor skill back at camp). The table below outlines how each type of injury affects you. Though multiple injuries in each zone are possible, you only need to follow the effects of the worst injury in each zone (Unwrapped is worse than Wrapped and Fatal Wounds are worse than Wounds).

Injury Type Effects/Restrictions
Unwrapped Wound (Arm) Your arm must hang limply at your side. You cannot carry any items and must drop anything you were carrying when you recieved the injury.
An arm with an Unwrapped Wound may not be used to negate the effects of a leg with a Wrapped Wound.
An arm with an Unwrapped Wound may not be used to hold an Unwrapped Torso Wound.
Wrapped Wound (Arm) You are capable of moving your arm around and carrying items with it. You cannot swing melee weapons or shoot firearms with this arm.
An arm with a Wrapped Wound may be used to negate the effects of a leg with a Wrapped Wound as normal.
An arm with a Wrapped Wound may be used to hold an Unwrapped Torso Wound as normal.
Unwrapped Wound (Leg) Your leg is entirely useless and must be dragged behind you. If both legs have Unwrapped Wounds, you are not able to walk and must crawl to get around.
Wrapped Wound (Leg) Your leg can be used lightly. You must limp on it to get around. Putting your arm around the shoulder of an ally negates these effects, allowing you to move normally (though you should still roleplay being in pain). If both legs have Wrapped Wounds, you will need to put your arms around the shoulders of two allies to negate the effects.
Unwrapped Wound (Torso) An Unwrapped Torso Wound must be held with one hand at all times (yours or an ally's). You must drop anything you were carrying on your Torso (such as a backpack) or sheathed weapon. If you (or an ally) are unable to hold your Unwrapped Torso Wound for more than 30 seconds, it is upgraded to an Unwrapped Fatal Wound.
Wrapped Wound (Torso) A Torso with a Wrapped Wound is painful. You cannot carry anything on your torso until it's healed (such as backpacks or holstered weapons).
Unwrapped Fatal Wound (Torso) Unwrapped Fatal Wounds are extremely dangerous. While you have one, you must lie prone on the ground holding your Torso. All you are able to do is call out in pain hoping someone with come get you. You may not take any other actions (unless you have a skill that says otherwise). Any time you have an Unwrapped Fatal Wound, you also gain the Helpless Condition, leaving you succeptable to the Tap skill. From the moment you reach the ground holding your wounds, you have 2 minutes to have your Fatal Wound Wrapped by someone. If it doesn't get Wrapped in this time, you bleed out and your charcter dies.
Wrapped Fatal Wound (Torso) Wrapped Fatal Wounds are extremely painful. Swinging a melee weapon or shooting a firearm in this state will cause your wound to open back up, reverting it back to an Unwrapped Fatal Wound. In addition, you cannot carry anything on your torso (such as backpacks or holstered weapons).

As mentioned in the table above, an Unwrapped Fatal Wound also causes you to gain the Helpless condition. This condition is the key to taking down zombies. Because they regerate their wounds, you must kill them by using the Tap Skill while they are Helpless. Though an Unwrapped Fatal Wound is the most common way to gain the Helpless condition, it's not the only way. Some environmental hazards and traps can cause you to become Helpless as well. Always keep a keen eye out as you don't want to be on the wrong end of someone's Tap.

Healing Injuries and Infection

Getting your injuries Wrapped by someone with the Medic skill (or Wrapping them yourself) is the best thing you can do to keep yourself healthy and your Infection Rating low. Injuries may only be Wrapped while outside of Camp. If you make it back inside the Camp walls without Wrapping your wounds first, they must healed without being Wrapped. This also applies to attacks that occur within the Camp walls. If a threat manages to sneak its way inside the camp, it's likely going to do much more damage than your typical encounter out in the field. As such, injuries taken inside the Camp walls cannot be Wrapped. You should do your best to ensure threats never breach the Camp walls.

To actually make your injuries go away instead of just Wrapping them, you must get them healed by someone with the Doctor skill on one of the open cots in the Medical Area of the Camp. If there are no open cots available, you must wait to have your injuries healed. It is customary to pay the Doctor a bullet or two for taking the time to heal you.

When your injuries are healed, your Infection Rating may go up (depending on a number of factors such as the source of the wound, the skill level of the doctor, and the use of Medical Supplies). Your Infection Rating is a percentage that symbolizes how much the Zombie Infection has infiltrated your body. If one of your healed injuries causes your Infection Rating to go up, you will make a die roll and add the result will be added to your Infection Rating character's total at Check-Out. This die starts out as a 12-Sided Die, but can be reduced in size with the Naturally Resistant skill tree branch (to 10, 8, 6 and 4 sided dice respectively). The Stalwart prestige skill reduces all incoming Infection by 1 (minimum 1), and the Gambler's Luck and Gambler's Eye skills allow you to reroll your die and take the better result. Doctors healing injuries use the Treating Wounds Flowchart (In the Mobile App by going to Rules > Treating Wounds Flowchart) to determine how long healing takes and how many Infection Rolls you need to make.

Though having your injuries healed is the most common way to gain Infection Rating, it's not the only way. Traps, environmental hazards, story events, and even special attacks (such as the projectiles that Gushers throw) can all make you gain Infection Rating. It's a dangerous world out there!

There are 3 Infection Thresholds that each character has. Threshold 1 at 25%, Threshold 2 at 50% and Threshold 3 at 75%. If your Infection Rating surpasses an Infection Threshold for the first time, or anytime you check out while it's above the 3rd Infection Threshold, you must make an Infection Roll at check out. This consists of rolling two 10-sided dice together (one for the 10's column and one for the 1's column) to get a number between 1-100. If your rolled number is LOWER than your current Infection Rating, your character will die and turn into a zombie during the next event. The Gambler's Luck and Gambler's Eye skills allow you to roll more than once and take the better result. The Will to Live skill allows you to flip a coin instead of rolling dice for this check, where a tails result is equavalent to rolling lower than your current Infection Rating. These coins may also be flipped again by the Gambler skills. Finally, the skill Unshakable Resolve will completely negate a failed roll (or flip) the first time it happens to your character.

Although the only current way to reduce your Infection Rating is through the Regression and Remission prestige skills (which reduce it by 1 point and 1d4 points per event, respectively), the potential to develop a pharmaceutical that could reduce it is a very real possibility. See the Pharmaceuticals and Research Section for more information. If you have the Regression or Remission skills, you should apply their Infection Rating reduction BEFORE you make your Infection Roll (when applicable).

Death and New Characters

Your Character is in danger of dying from a whole host of different sources (such as being Tapped, bleeding out, or turning into a zombie from a bad Infection Roll). Still Alive can be a brutal game and no character is safe from death. However, don't give up hope! Every character who dies during an event (or at checkout) rolls a 10-sided die during checkout. If they manage to roll a 10, their character miraculously survives (and they should come up with a story about how they did it). The Gambler skills even allow you to roll again and take the better result. Though not a huge chance, it's still something worth holding out hope for! If you are in danger of dying because of an Infection Roll and you have the skill Unshakable Resolve, this roll should take place BEFORE you use Unshakable Resolve because, if you roll a 10, you won't need to use the skill.

In the unfortunate event that your character is still dead after all of your rolls have been made, they are permenantly dead. Though, you don't lose all of your progress - you will be refunded half of your Character's spent xp and all of your spent prestige points. Your unspent xp, Free Tier-1 Skills, and Prestige Points are always unaffected by your character's death as they are attached to you - the player - rather than any specific character.

Important note - the amount of refunded experience points is capped at a total equal to the total number of events you've attended plus the total number of events that you've played an NPC for. This means that you can still benefit from the bonus experience granted from things like the raffle, without being able to "game the system" by repeatedly killing your character to earn bonus experience.

Permenant Camp NPCs play a special role in Camp. They keep things running and do a lot of the background work, which directly affects the rewards given for completing quests and scenarios. The Camp has a maximum of 10 Permenant NPC slots which, when full, ensure that all quests and scenarios give 100% rewards. If a Permenant Camp NPC dies, rewards are reduced by 10% until their position is filled again - usually through a quest or story event. The current number of Permenant Camp NPCs and the percentage rewards are reduced by can be viewed in the Mobile App at any time by going to Community > All NPCs.

Downtime

Most of the Event will take place in Downtime, during which, characters are free to explore the land, complete quests and jobs, gather resources, and pretty much do whatever they would like (within reason). All of the following sub-sections explain the different things that are possible during downtime (besides simply exploring the land) should you wish to do something more productive! Downtime is your opportunity to accomplish whatever it is you would like to accomplish during the event.

Remember, generally the Daytime is safer than the Nighttime, so if you want to do a lot of work away from camp, plan your time accordingly.

Gathering Resources

One of the most common Downtime activities is gathering resources. To start, you need to locate a Fortified Resource Spot. Most Resource Spots have a limited number of materials that can be recovered there before they are depleted and a new spot will need to be discovered and Fortified. There are exceptions to this rule, however - for example, the Wood Resource Spot at The Lone Tree is a permenant Resource Spot.

Once you have located a Fortified Resource Spot that you want to Gather from, you need to roleplay an activity relevant to the Material type that is being gathered there for 10 Minutes (for example you can roleplay chopping and stacking logs at a Wood Resource Spot). After you are finished, return to Camp and approach a Game Runner. They will award you with your hard-earned Materials.

Ordinarily, when you Gather Resources, you earn 1 Material for yourself and 1 Material for the Camp that immedately goes up for sale at the Camp Store. However, skills in the Scavenger branch increase these amounts. For each Tier of Scavenger skill you have, you gain 1 additional Material for yourself and the camp each time you Gather Resources. Meaning that, if you have the Uncharted skill, you earn 5 Materials for yourself and 5 for the Camp Store.

Material Types

There are 6 basic types of Materials in Still Alive: Wood, Metal, Cloth, Tech Supplies, Medical Supplies, Bullet Casings. All 6 can be found inside Hidden Caches, but only the first 5 are all able to be Gathered at Fortified Resource Spots. Bullet Casings, on the other hand, are gathered much more easily. Any time a Bullet is fired, it falls to the ground as a Bullet Casing that can then be picked up and later used as one of the materials required to Craft new bullets. See the Crafting section for more information. You may not shoot Bullet Casings. They must be kept in a separate pocke or bag from your live rounds to keep everyone honest. All Bullet types (including Rockets) simply become regular Bullet Casings after use, so you do not need to worry about keeping them separate.

Sometimes the Camp Store has Materials available for sale, most often after someone finishes Gathering Resources. Below is a table of prices that the Camp Store will generally sell any given Materials at. Those these prices may fluctuate as supply and demand changes. If you're trading Materials to another player, you can use these prices if you wish but they are not a hard rule. You may charge as little or as much as you like.

Crafting Material Camp Store Price (in Bullets)
Wood 1
Metal 1
Cloth 2
Tech Supply 4
Medical Supply 6
Bullet Casing -

Food "Materials"

There is another special kind of Gatherable Resource in the world: Food. Occasionally you may come across a Fruit Tree or a Fishing Spot. To gather Fruit, start by spending 10 Minutes roleplaying gathering it, just like any other Resource Spot. Once finished, you may pick up 1 Fruit Material from the pile nearby (plus any additional Fruit gained because of Scavenger skills). If there are not enough fruit for you to gather, just take what you can. When you return, the Camp will buy the Fruit from you for 2 Bullets each.

If you are gathering Fish, you need to bring a fishing rod and 4 sided dice with you (the Camp has some you can borrow if you ask). You may not go fishing if you do not have a fishing rod and 4 sided die. If you spend 10 Minutes roleplaying Fishing at the spot, roll the 4 sided die. So long as you don't roll a 1, you may pick up 1 fish (plus any additional fish granted by Scavenger skills) from the pile nearby. This die roll may be re-rolled with the Gambler skills. If there are not enough Fish for you to gather, just take what you can. When you return, the Camp will buy each fish for 4 Bullets each.

If there is no Food remaing at a spot, you cannot Gather Resources there. The Food may or may not be replenished over time. This is the nature of gathering food in the wasteland.

Camp Facilities

There are several facilities at Camp that are free to be used by all Camp Survivors should the need arise. Though there is limited space, there exists potential for expansion in the future.

The Camp Store

The Camp Store is always open. Here you can rent out weapons and tools, buy Materials and pharmaceuticals, and even purchase new Gear for your character (besides crafting, this is the only way you can get new Mechanically-Advantageous Gear and Accessories to your character). Just ask one of the nearby Game Runners what you can buy at the shop!

Occasionally a wandering trader may enter the camp and set up a temporary shop in the Trading Post. These traders will often have rare items, large discounts or offer to buy things from you at increased prices. It's important to take advantage of them while they are they because they won't stay very long.

The Teaching Area

The Teaching Area is where you will need to learn any Combat or Profession type skills that you take after your first event. Someone with the approiate level of Teaching skill will help you learn your new abilities. It's important to pay them a bullet or two for their time. A single Teacher may only teach one class at once but they may have multiple students learning the same skill. Additionally, multiple Teachers can host classes at the same time. The limitation on this is the number of chairs in the classroom area. Each student needs one chair in order to be taught. If there are no available chairs, you will have to wait until one is available to learn your new skill.

The Medical Area

The Medical Area is where Doctors heal people's injuries. Doctors may work on any number of patients at a given time, but they are limited by the number of cots in the Medical Area. Every patient must be lying on a cot in order to be healed. If there are no available cots, you must wait until one is available to be healed.

Future Facilities and Upgrades

You may come across a Quest to develop the Camp's Facilities. When completed these projects can either upgrade an existing facility (such as adding more chairs to the Teaching Area, more cots to the Medical Area, or improving the Trading Post to attract Wandering Traders more often or encourage them to bring better gear), or create an entirely new facility, such as a Material Bank. You will often have to make a choice about which upgrades or facilities you want to prioritize as there won't be enough time or materials to finish all of them at once.

Signup Boards

There are 3 Signup boards positioned around the Camp that you can interact with, allowing you more ways to earn bullets, complete tasks for the camp, or further your own agenda.

Odd Jobs

The Odd Jobs board is full of small, relatively short tasks that help out the camp in some way (such as Guard Duty or Repairing Defenses). Unlike quests, Odd Jobs are done by a lone indivual. The rewards are small but are a good way to earn a few Bullets here and there. Most Odd Jobs are repeatable so long as there are slots available on the Signup area underneath the Job. To start an Odd Job, sign up in one of the slots and then talk to a Game Runner. They will tell you when you can begin the Job. Once completed, see them again and they will pay you for your work.

Mercenaries

The Mercenary Board is one of the ways that the Commander and his Crew give back to the Survivors who all work together to keep things running. An individual or group can pay The Commander or one of his Crew to borrow them and their expertise for a while (not during Quests or Scenarios). Commander Davis may be hired to fight/bodyguard as well as to destroy Fortifications. Sargent Gantz may be hired to scout out hidden Supply Caches, hidden Resource Spots, or investigate suspicious areas. Airman Wylder may be hired to gather resources or to Teach skills in the Teaching Area. Corporal Lancer may be hired to keep the entire area free of zombies for 1 hour, though his services are extremely expensive.

Each time you hire a Mercenary, the price to hire them again increases until the next event.

Quests

The Quest Board is where large jobs that The Commander or The Camp need completed. There are two types of Quests: Passive and Active. Passive Quests often just require a specific number of Materials to be donated and usually lead an Active Quest that gives tangible upgrades to the Camp or surrounding land (such as a new Camp Facility or a bridge over a river). Active Quests, on the other hand, are much more involved.

Active Quests will list a name, short description, reward and a sign up area on them. Sometimes the signup lines will have designations like "Leader" or "Tinkerer". These slots require people who have a relevant skill to be signed up in them as it's usually relevate to the Quest itself. If a quest has a "Leader" spot, that person is in charge of the quest and will be trusted to make any decisions as the quest goes on. The Leadership skill branch offers several benefits to people who sign up in the "Leader" slot of quests. Though you don't have to fill up all of the slots of a quest to start it, it is highly recommended that you do.

Once all the slots of a Quest are full, the person in the "Leader" Slot (or anyone from the Quest if there isn't a "Leader" slot) may approach a Game Runner at any time during Downtime and ask to Start the quest. At that time the Game Runner will start a 10 minute timer and will begin the quest once it's finished - giving everyone time to finish what they're currently doing. Once the timer is up, everyone will be gathered back at camp and the quest will begin. Even characters who are not involved in the quest will be gathered back at Camp as they will help execute the quest, often playing as Zombies or NPCs to give the Questers more of a challenge. All Downtime activities are stopped while Quests are happening. To signify that things people are still "working" during the quest even though they're helping us out, anyone who was not signed up for the quest will be given 1 Material of any type that could currently be Gathered or 2 bullets.

Remember players control the pacing of quests and, just because quests are available, that doesn't mean you have to immediately go on them. There will always be more quests than what is able to be completed in the amount of time you're given. So don't forget to take some time to relax and do other downtime activities. Additionally, throughout the Event more quests may be posted, depending on the the time of day, the result of other quests or Scenarios, or even just because of random events. Some quests can be left until the next Event with no consequences while others may be more pressing. It's important to determine which quests may serve a direct threat and which can wait.

Note - Quest Rewards are affected by the number of living Permenant NPCs at the Camp. Quests give full rewards when all 10 NPC slots are filled. Rewards are reduced by 10% for each open NPC slot at camp (usually because an NPC dies). You can view the current Permenant Camp NPCs and the Quest Reward Reduction in the Mobile App by going to Community > All NPCs.

Vignettes

Vignettes are small, isolated scenes or interactions that you may run into during downtime. They could be a chance encounter with a friendly traveler, a grusome scene, or maybe something far stranger. You never know what you might find out in the wilderness and what that encounter could lead to!

Camp Defenses

As the Zombie Threat continues to escalate since the construction of the Radio Tower, the Camp has begun constructing "rings" of defenses around its walls to help keep Campers safe (represented by individual Fortifications). While these Fortifications are standing, no Zombies or Hostiles are able to pass beyond the rings. As of now, the Camp has constructed the area for 2 rings: Ring 1 is the Camp Gate, which counts as a Fortification. Ring 2 is around 10 feet out from the camp wall and has slots for 2 Fortifications to be built. More rings with more slots may be constructed in the future.

As the Fortifications are broken down, zombie attacks will become more frequent and if the gate is broken (the final Fortification), zombies will be able to walk right into Camp. So it's extremely important to keep the Fortifications in each ring repaired.

See the Fortifications section for more information on constructing and repairing Fortifications.

Skill-Specific Activities

Many skills allow their users to perform special actions during Downtime. Many of them are listed below. If they involve doing a service for someone else, it's usually customary to request a bullet or two as payment for your services.

Creating Alternate Crafting Recipes

The skill Master Craftsman allows you to design alternate Crafting Recipes for existing items. You can focus on trying to make items using different types of Materials or try to create a bulk recipe that saves on Material costs and time over the creation of multiple of the same type of item. Either way, if you have an idea for an Alternate Crafting Recipe for an existing item, let a Game Runner know and talk it over with them. If they approve your idea, they will work with you to create a Research Project for it. The time to complete these can vary wildly. Typically, in order to create or work on an Alternate Recipe Research Project, you need to also have the Skill required to make the item that you're developing an Alternate Recipe for. See the Research Projects section below for more information.

Construction and Deconstruction

Downtime is the perfect time to try out one of the multiple Crafting skills in the game. Try making a new weapon, more Bullets, or even a new piece of gear! See the Crafting section for more information.

Healing Injuries

Anyone with the Doctor skill can heal injuries in the Medical Area at Camp, so long as there are Cots available. Make sure you follow the Still Alive Treating Wounds Flowchart when healing injuries and to keep note of the gained Infection Rating for each character on the Medical Ledger nearby.

Medical Research

The skill Advanced Medical Research allows you to resarch how to make new pharmaceuticals and also work on story-relevant Research Projects. The time to complete these can vary wildly. If there's a specific effect that you'd like to develop a pharmaceutical for, let a Game Runner know and we'll work with you on how to develop it. When you have the go-ahead to create a new Pharmaceutical or work on a story-related task, you and a Game Runner will develop a Research Project for it. See the Research Projects section below for more information.

Musical Inspiration

Musical Inspiration is a very useful skill. If you sing or perform music within 15ft of anyone who is doing a task that takes a specified amount of time to complete (such as Gathering Resources, Healing Injuries, etc) you cut the amount of time required to complete it in half. This ability stacks with anyone else using the Skill at the same time as you, further reducing the time by half. Musical Inspiration cannot be used on tasks that take 1 minute or less to complete and can never reduce the amount of time a task takes below 1 minute.

You may not be doing ANY other actions while using Musical Inspiration or its affects are nullified. This includes fighting in combat (though, you are allowed to run away and try to dodge while still performing).

Research Projects

You can work on any active Reserach Project so long as you have the skill(s) required (usually Advanced Medical Research or Master Craftsman along with another Crafting skill). You can keep track of active Research Projects in the Mobile App under the Community Tab > Research Projects. When you want to start working on a Research Project, let a Game Runner know which one you'll be working towards. Then begin roleplaying your research and experimentation. After 10 minutes, let a Game Runner know and you will achieve a Milestone towards that Research Project. Each time you achieve a Milestone a Game Runner will make a secret die roll (or multiple rolls in the case of more difficult projects). The number of completed Milestones increases your chances of succeeding these rolls. If all of the rolls succeed, you and a Game Runner will work together to design the results of the Research Project - usually a new Item or Crafting Recipe. Though you won't be able to tell how much each completed Milestone affects the Research Project as a whole or how close it is to completetion, you can always see how many Milestones have been completed for each Research Project in the Mobile App.

Anyone with the right skills can work on a Research Project, not just the person who created it. Multiple people can even work towards Milestones at the same time, increasing the speed at which the Research Project is finished.

Sometimes, in order to start working on a new Milestone for a Research Project, you'll need to provide Materials to use in your experimentation. These Materials are used up when you start working on the project and you do not get them back. A Game Runner will tell you if you need to provide specific Materials when you ask to start working on a Research Project.

Scavenging

In addition to earning you extra Materials when you Gather Resources, the Scavenger skills are most useful for opening the Hidden Caches that you can find out in the wilderness around the world! When you find a Hidden Cache, look for a Skill Card on the side of it. It will detail the skill required to open it as well as how long you need to roleplay trying to open it before you can take what's inside. After taking the contents, you can bring the container back to the Camp where they will pay you 1 bullet for it.

Each event will have several Hidden Caches placed all around the world. If any of the Caches aren't found by the end of the event, they will become more difficult to open come the next event.

Special Skill Class

Anyone with the Professor skill can host a Specialty Class that reduces the xp cost of a skill of their choice for all students in attendence. Each time you take the class, the xp cost of the skill being taught is reduced by 1. The class can be taken for the same skill multiple times to further reduce the cost if it's a higher cost skill (though it can never be reduced below 1 xp). Professors do not benefit from their own Specailty Classes. Teaching a Specialty Class takes 10 minutes. After taking the class, talk to a Game Runner and they can get the xp reduction attached to your character.

Teaching New Skills

Anyone with the right level of Teaching skill can hold a class to teach characters to use new Combat and Profession type skills, so long as there are seats available in the Teaching Area. Teaching someone a skill takes 5 minutes.

Scenarios

While most of the event will take place during Downtime, occasionally the entire Camp will be brought together for larger activities called Scenarios. Typically, Scenarios are big moments that the Event has been leading up to or large scale attacks that require all hands on deck; though occasionally they represent even stragner encounters. Most often Scenarios will move the plot forward in some way or represent a pivotal moment in the life of the Camp. If a Scenario requires fighting, the Camp will often provide Camp Bullets, which are specialty Bullets that are red instead of blue. They do not drop Bullet Casings and cannot be used as currency. Scenarios can house some of the most dangerous, exciting, and challenging gameplay that Still Alive has to offer but they're pivotal to the survival of the Camp as a whole.

Crafting

Crafting is one of the few ways to get new materials into the world of Still Alive once your character has been esablished. Its the cornerstone of the wasteland and ensures that Camp Still Alive can stay self-sustaining. Every crafting recipe requires Materials and, although you can gather them yourself, it's much faster to just buy them from the Camp or other survivors (see the Material Types section for guidelines about how Materials should be priced).

As you may have noticed, some items have Alternate Recipies that may save Materials or time or even substitute some Materials for different ones. If you have the skill Master Craftsman, you can spend some of your downtime researching a specific craftable item to try and discover an Alternate Recipe for it. See the Creating Alternate Crafting Recipes subsection of Downtime for more information.

Ammunition and Explosives

The only thing that has maintained a consistent value since the start of the apocalypse: bullets are the lifebloood of the Still Alive Economy.

Base Ammunition Recipes

Recipe Name Items Produced Recipe Crafting Time Skill Required
Bullet 1 Bullet 2 Metal 1 Minute Bullet Crafting
Megadart 1 Megadart 2 Metal
1 Cloth
1 Minute Large Round Crafting
Rival 1 Rival 4 Metal
1 Cloth
1 Tech
1 Minute Military Grade Munitions Crafting
Rocket 1 Rocket 10 Metal
5 Cloth
5 Tech
1 Minute Explosives Crafting

Alternate Ammunition Recipies

Recipe Name Items Produced Recipe Crafting Time Skill Required Difference from Base Recipe
Refilled Bullet 1 Bullet 1 Metal
1 Bullet Casing
1 Minute Bullet Crafting -50% Metal
+1 Bullet Casing
Bulk Bullets 10 Bullets 10 Metal 5 Minutes Bullet Crafting -50% Metal
-50% Crafting Time
Bulk Refilled Bullets 10 Bullets 5 Metal
10 Bullet Casings
5 Minutes Bullet Crafting -75% Metal
+10 Bullet Casings
-50% Crafting Time
Refilled Megadart 1 Megadart 1 Metal
3 Bullet Casings
1 Minute Large Round Crafting -50% Metal
-100% Cloth
+3 Bullet Casings
Bulk Megadarts 10 Megadarts 15 Metal
8 Cloth
5 Minutes Large Round Crafting -25% Metal
-20% Cloth
-50% Crafting Time
Bulk Refilled Megadarts 10 Megadarts 10 Metal
4 Cloth
30 Bullet Casings
5 Minutes Large Round Crafting -50% Metal
-60% Cloth
+30 Bullet Casings
-50% Crafting Time
Refilled Rival 1 Rival 1 Metal
1 Cloth
1 Tech
5 Bullet Casings
1 Minute Military Grade Munitions Crafting -75% Metal
+5 Bullet Casings
Bulk Rivals 10 Rivals 20 Metal
8 Cloth
8 Tech
5 Minutes Military Grade Munitions Crafting -50% Metal
-20% Cloth
-20% Tech
-50% Crafting Time
Bulk Refilled Rivals 10 Rivals 10 Metal
6 Cloth
6 Tech
50 Bullet Casings
5 Minutes Military Grade Munitions Crafting -75% Metal
-40% Cloth
-40% Tech
+50 Bullet Casings
-50% Crafting Time
Repacked Rocket 1 Rocket 4 Metal
3 Cloth
4 Tech
10 Bullet Casings
1 Minute Explosives Crafting -60% Metal
-40% Cloth
-20% Tech
+10 Bullet Casings
Bulk Rockets 10 Rockets 80 Metal
30 Cloth
40 Tech
5 Minutes Explosives Crafting -20% Metal
-40% Cloth
-20% Tech
-50% Crafting Time
Bulk Repacked Rockets 10 Rockets 40 Metal
20 Cloth
30 Tech
100 Bullet Casings
5 Minutes Explosives Crafting -60% Metal
-60% Cloth
-40% Tech
+100 Bullet Casings
-50% Crafting Time

Armor

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. Unusued Armor persists between events.

There are two classes of Armor: Standard Armor and Bullet-Proof Armor. Standard Armor is represented as a set of Blue Beads and allows you to ignore the injury caused by the next melee attack or zombie bite you experience; they do not protect from gunshot, rocket, or Gusher Ball injuries. Bullet-Proof Armor is represented as a set of Red Beads and works just like Standard Armor but also protects the wearer from Gunshots, Rockets, and Gusher Balls. Just like any other protective beads (such as those from the Tough Skin skill), they may only be used once before they break. Once used, hide the beads from view until you get to safety and can return them a Game Runner. If you have multiple sets of protective beads when you take a hit, you may choose which set gets broken first.

Base Armor Recipes

Recipe Name Items Produced Recipe Crafting Time Skill Required
Standard Armor 1 Standard Armor 5 Metal
2 Cloth
5 Minutes Tinkerer
Bullet-Proof Armor 1 Bullet-Proof Armor 12 Metal
12 Cloth
4 Tech
10 Minutes Master Craftsman

Alternate Armor Recipies

There are no known Alternate Crafting Recipes for Armor. You could can try creating one with the Master Craftsman skill! See the Creating Alternate Recipes subsection of Downtime for more information.

Fortifications

Fortifications are non-permanent structures players may come across or build themselves in Still Alive. They are typically used in one of three ways: to assist with the building of more permanent structures such as bridges or Resource Spots, Camp Fortifications, or to barricade and area - blocking/restricting movement and protecting against attacks. The Fortifications used to build permenant structures are more of an "in-name only" type of Fortification as, once the actual structure is complete, the Fortifications are removed. The Camp and barricade Fortifications, on the other hand, have special mechanics tied to them.

Camp Fortifications

The first place you may notice Fortifications is just outside of the Camp Walls. The Camp Gate, itself, is considered a Fortification and there are concentric rings around the camp that can hold Fortifications as well. These Fortifications represent the Camp's defenses and, while they stand, no hostile entities may move past them in the direction of the Camp. Each ring sits 10ft out from the previous ring. They are numbered from smallest to biggest and have slots for a number of Fortifications equal to their number. Ring 1 is the Camp Walls itself, consisting of the Camp Gate as its single Fortification. Ring 2 is 10ft out from the walls and has 2 slots for Fortifications to be built. Currently the Camp has only cleared the area for rings 1 and 2, but quests to improve the Camp will likely contain ring expansion in the future.

Each Camp Fortification (that still has Health Points remaining) reduces the frequency of random events such as special zombies or horde attacks on the Camp itself, making it a safer place let your guard down a bit. The inverse is also true, however. Each empty Fortification slot in a ring and each broken Fortification add to the frequency of such random events.

Hostile entities may not pass by a ring towards the Camp if it still has a non-broken Fortification in it. They must instead work on Destorying that Fortification if they wish to get further inside. If all Fortifications are broken (including the Camp Gate), hostile entities can walk into the Camp freely and attack anyone they see fit. It's very important to keep your Camp Fortifications repaired.

Friendly and neutral entities may walk through the rings as though they aren't there.

Other Fortifications

You may also come across Fortifications outside of the Camp area. These could represent natural obstacles such as downed trees or perhaps a deliberately placed barricade. Either way, Fortifications in the wild represent walls that are much larger than their prop might suggest. Each Fortification streches out 20ft in both directions from its prop's edges; if you wish to navigate around a Fortification without destorying it, you'll need to travel at least that far to get around it. You can use this to your advantage to try and force hostile NPCs to take specific paths. Keep in mind that you have to travel around the edges of Fortifications you build as well.

Constructing and Upgrading Fortifications

The recipies for creating Fortifications are listed below. Fortifications cannot have Alternate Crafting Recipes. When a Fortification is built, it always starts the maximum amount of health. If you wish to upgrade an existing Fortification to a higher level, first you need to make sure it's been repaired to full health. Then you may subtract any of the Material costs of the original Fortification from the Crafting Recipe of the new one. Finally, you craft the new Fortification on top of the old one.

Fortification Type Recipe Crafting Time Skill Required Maximum Health
Light Fortification 5 Wood 1 Minute Tinkerer 5
Medium Fortification 5 Wood
5 Metal
2 Minutes Tinkerer 10
Heavy Fortification 10 Wood
5 Metal
5 Cloth
3 Minutes Tinkerer 15
Advanced Fortification 10 Wood
10 Metal
5 Cloth
5 Tech
5 Minutes Master Craftsman 20
Military Grade Fortification 15 Wood
15 Metal
10 Cloth
10 Tech
10 Minutes Master Craftsman 30

Fortification Health and Destorying Fortifications

When a Fortification is constructed, it always starts with its "Maximum Health" value. Health of Fortifications is represented as pieces of wood that are Velcro'd to the Fortification's surface. Each wood piece represents 1 Health. When a Fortification is damaged, one of the velcro'd pieces of wood is removed. Fortifications can be Repaired so long as they have Health remaining. If all of a Fortification's Health is removed, that Fortification is destroyed and must be rebuilt. Check out the Repairing section for more information about how to repair Fortifications that still have Health remaining.

Every entity in Still Alive has the ability to damage Fortifications with their own rules. Players, damage them using the Bash, Smash and Crash Skills (reminder that every Character starts with the Bash Skill for free). In order to start damaging a Fortification, you'll need a Melee Weapon (though you don't have to be proficient with it). Start roleplaying hitting the Fortification loudly making lots of noise while you are damaging it. If you have the Smash or Crash Skills, you are able to damage Fortifications quietly, but it takes more time. Use the table below to determine how much time it takes to damage a Fortification (allowing you to remove one of it's velcro'd on wood pieces - i.e. it's Health).

Bash Smash Crash
Regular Damage (loud) 30 Seconds 20 Seconds 10 Seconds
Quiet Damage - 1 Minute 30 Seconds

Multiple Characters can work on dealing damage to a Fortification at the same time. They all deal damage separately and have separate damage timers.

Hostile human characters follow the same rules as Players and, as such, will usually damage Fortifications loudly. Zombies, on the other hand, are a little harder to detect. They will slowly chip away at Fortifications by simply swinging their limbs at them. This doesn't make much noise if you aren't paying attention which means that a group of zombies can quickly overwhelm lower quality Fortifications.

Firearms

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.

Base Firearm Recipes

Recipe Name Items Produced Recipe Crafting Time Skill Required
Light Firearm 1 Light Firearm 1 Metal
1 Wood
1 Cloth
1 Tech
1 Minute Gunsmithing
Medium Firearm 1 Medium Firearm 2 Metal
2 Wood
1 Cloth
2 Tech
2 Minutes Gunsmithing
Heavy Firearm 1 Heavy Firearm 4 Metal
3 Wood
2 Cloth
3 Tech
3 Minutes Gunsmithing
Advanced Firearm 1 Advanced Firearm 8 Metal
4 Wood
2 Cloth
4 Tech
5 Minutes Gunsmithing
Military Grade Firearm 1 Military Grade Firearm 16 Metal
5 Wood
3 Cloth
8 Tech
10 Minutes Military Grade Gunsmithing

Alternate Firearm Recipies

There are no known Alternate Crafting Recipes for Firearms. You could can try creating one with the Master Craftsman skill! See the Creating Alternate Recipes subsection of Downtime for more information.

Gear

This section is all about crafting personal items for your Character.

If you have any piece of gear that was deemed Mechanically Advantageous but isn't present in the table below, reach out to us on Discord and we'll tell you what you need to do to craft it, or if it's allowed in the game at all.

Base Gear Recipes

Recipe Name Items Produced Recipe Crafting Time Skill Required Description
Small Bag 1 Small Bag 1 Cloth 1 Minute Tinkerer A bag or pouch with a capacity of 0.5 liters (30.5cu in) or less
Medium Bag 1 Medium Bag 3 Cloth 2 Minutes Tinkerer A bag or pouch with a capacity of between 0.5 liters (30.5cu in) and 5 liters (305.1cu in)
Large Bag 1 Large Bag 7 Cloth 5 Minutes Tinkerer A bag or pouch with a capacity of between 5 liters (305.1cu in) and 25 liters (1,525.6cu in)
Extra Large Bag 1 Extra Large Bag 13 Cloth 10 Minutes Master Craftsman A bag or pouch with a capacity of more than 25 liters (1,525.6cu in)
Clothing 1 Piece of Clothing 2 Cloth 2 Minutes Tinkerer This recipe is for Mechanically Advantageous clothing such as Cargo Shorts or a Coat with many pockets. Regular clothing does not need to be crafted in this game. If your clothing piece would come in a pair (such as gloves or boots), you craft both parts of the pair.
Flashlight 1 Flashlight 2 Metal
1 Tech
2 Minutes Tinkerer This recipe works for both regular flashlights and blacklight flashlights.
Custom Accessory 1 Non-Listed Accessory Item *See Description 2 Minutes Tinkerer This recipe is special in that it covers all different types of miscellaneous Mechnically Advantageous accessory items you may want to bring into the game. You always need to talk to a Game Runner to make sure that your Accessory is approved and to get the final crafting recipe for it, but under most circumstances, the recipe for an Accessory just consists of the materials that make it up:

- If your Accessory contains metal, 1 metal is required.
- If it contains a textile (such as cloth, leather, polyester, etc), 1 cloth is required.
- If it contains wood or other non-metal, non-textile solid materials (such as plastic, resin, glass, etc), 1 wood is required.
- If it contains circuitry or mechanical parts, 1 tech is required.

Note - If your Accessory only requires one material to craft it, add 1 of that material to the cost - all Accessories cost at least 2 materials to craft.

Alternate Gear Recipies

There are no known Alternate Crafting Recipes for Gear. You could can try creating one with the Master Craftsman skill! See the Creating Alternate Recipes subsection of Downtime for more information.

Melee Weapons

Aside from the weapons you enter the game with, there are only 2 ways get new melee weapons into the game: Buying them or Crafting them.

Base Melee Weapon Recipes

Recipe Name Items Produced Recipe Crafting Time Skill Required
Super Light Melee Weapon 1 Super Light Melee Weapon 3 Metal
1 Wood
1 Minute Weapon Smithing
Light Melee Weapon 1 Light Melee Weapon 5 Metal
2 Wood
1 Cloth
2 Minutes Weapon Smithing
Medium Melee Weapon 1 Medium Melee Weapon 9 Metal
2 Wood
2 Cloth
1 Tech
5 Minutes Weapon Smithing
Heavy Melee Weapon 1 Heavy Melee Weapon 17 Metal
3 Wood
3 Cloth
2 Tech
10 Minutes Blacksmithing

Alternate Melee Weapon Recipies

There are no known Alternate Crafting Recipes for Melee Weapons. You could can try creating one with the Master Craftsman skill! See the Creating Alternate Recipes subsection of Downtime for more information.

Pharmaceuticals

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

Most pharmaceuticals last for 1 Encounter. An Encounter is defined as an entire "bout of combat". Though the threat does not need to be continuous, it should be timely. I.e. If everyone in your group has enough time to breathe and relax a little after an attack, the Encounter is over. Most Quests are action-packed enough that they count as one Encounter, though some quests are split up into mutiple Encounters because of travel time between attacks. Killing all of the nearby zombies and having a momentary reprive before more poke over the horizon isn't considered the end of an Encounter. It's moreso about the vibe of the current situation and whether or not the threat has been dealt with. If you aren't sure if an Encounter is over, you can always ask a Game Runner.

Each type of pharmaceutical may only be taken once per event, per character as they rapidly build up 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 as well.

NAME DESCRIPTION AND USE TYPICAL MARKET PRICE
Adreanaline Adreanaline (pronounced Uh-dree-nuh-line) is represented by small orange candies (such as Tic-Tacs).

When taken, The user ignores the effects of all Wounds and Fatal Wounds for 1 Encounter, giving them the full use of their limbs and preventing them from gaining the Helpless condition. The user still gains these injuries as normal, they just ignore all the effects until the Encounter is finished, after which they immedately feel all of their injuries at once.

Important Notes: Even though you don't feel your injuries and can't gain the Helpless condition, you still have them and thus are still susceptible to dying from a gunshot to the Torso while you have a Fatal Wound. You can also still be dragged to the ground by zombies who are grabbing you as normal.
30 Bullets

Listed below are all the known Crafting Recipes for pharmaceuticals. Using the Advanced Medical Research skill, you may be able to develop new Recipes for existing pharmaceuticals to try and make them cheaper to produce or use different materials!

Base Pharmaceutical Recipes

Recipe Name Items Produced Recipe Crafting Time Skill Required
Adreanaline Synthesis 1 Adreanaline 1 Metal
5 Medical
5 Minutes Pharmaceuticals

Alternate Pharmaceutical Recipies

Recipe Name Items Produced Recipe Crafting Time Skill Required Difference from Base Recipe
Bulk Adreanaline Synthesis 5 Adreanaline 4 Metal
20 Medical
5 Minutes Pharmaceuticals -20% Metal
-20% Medical

Other Crafting Recipes

Some crafting Recipes don't fit in to any other category so they are listed here.

Base Other Crafting Recipes

Recipe Name Items Produced Recipe Crafting Time Skill Required
Recycled Metal 1 Metal 10 Bullet Casings 2 Minutes Tinkerer

Alternate Other Crafting Recipies

There are no known Alternate Crafting Recipes for Other (Misc) Items. You could can try creating one with the Master Craftsman skill! See the Creating Alternate Recipes subsection of Downtime for more information.

Deconstructing

Sometimes an item is more useful when deconstructed to it's base components. Maybe you have a firearm that you no longer need or perhaps you looted an otherwise useless busted-up melee weapon off of an enemy combatant and want to glean some value from it. Only the items from the following categories can be deconstructed: Armor, Firearms, Gear, and Melee Weapons. You may NEVER deconstruct something belonging to another Player or NPC without their explicit permission.

Before you deconstruct an item, you need to let a Game Runner know first. Deconstructing any item takes 10 minutes. When you go to start deconstructing an item, you need to determine your Recovery Percentage and any Bonus Recoveries you might have by looking at the table below. You always start at 0% Recovery Percentage and have 0 Bonus Recoveries. Then, add to your percentage or bonus based on the following table:

If you have... Recovery Percentage Bonus Recovery
Bash +10%
Smash +20%
Crash +20%
Tinkerer +1
Master Craftsman +1
The Skill Required To Craft The Item In The First Place +1

Once you have your Recovery Percentage and Bonus Recovery, look up the item's Crafting Recipe. If the item has multiple recipies, you may use any one you like (though if the recipe would produce multiple of the item you're deconstructing, you need to divide the required materials by the number of produced items, rounded down). For each Material type in the item's crafting recipe, multiply the amount required by your Recovery Percentage and round down to the nearest whole number. You recover that many of each Material. Then, for each Bonus Recovery you have, gain 1 additional Material of your choice from any of the Material types listed in recipe. You may not take more than 100% of any material in the recipe.

For example, lets say a player with the following relevant skills: Bash, Smash, Tinkerer and Military Grade Gunsmithing and they want to deconstruct a Military Grade Firearm. Following the table above, they determine their Recovery Percentage is 30% and they have 2 Bonus Recoveries. They spend 10 minutes roleplaying the deconstruction of the item and then look at the crafting recipe for a Military Grade Firearm (which is: 16 Metal, 5 Wood, 3 Cloth, 8 Tech). They multiply each Material amount by their Recovery Percentage of 30% and round down, giving them: 4 Metal, 1 Wood, and 2 Tech - they do not recover any Cloth because the number rounded to 0. They then gain 2 additional Materials of their choice from their Bonus Recoveries. They choose 2 additional Tech Supplies.

Loot Cards

The only exception to the rule about not deconstructing items belonging to other players or NPCs are Loot Cards. Loot Cards are small cards that can be found on the corpses of some hostile NPCs. They will detail the type of loot you find on them, such as "1 Medium Firearm" or "1 Super Light Melee Weapon". This loot is always damaged beyond repair so it cannot be used but could still be scrapped for materials. If you bring this card back to Camp, you will be given a prop to work with that matches the item type. We use Loot Cards so that players aren't taking the only weapons an NPC might need in order to play multiple roles for an encounter. If you wish to take a loot card, just quietly ask the dead NPC if they have one and they'll give it to you. You do not actually need to search their body.

Repairing

You may come across items that need repairs in Still Alive. The most common are broken Super Light Melee Weapons from using the Break skill and damaged Fortifications. Anyone can perform repairs on broken items but having specific crafting skills can speed up the process or reduce the Material costs.

Use the table below to determine Repair times and Material costs based on your current skill level. Note: Repairing a Fortification gives it one Health back. You will likely have to repair it multiple times to get it back to full health. Check out the Fortifications section for more information about how Fortifications work.

Damaged Item Base Repair Cost Base Repair Time Tinkerer Skill Reductions Master Craftsman Skill Reductions Other Skill Reductions
Super Light Melee Weapon 1 Metal
1 Wood
5 Minutes -2 Minutes -2 Minutes Weapon Smithing
-1 Wood
Light Fortification 1 Wood 1 Minute -30 Seconds -20 Seconds
Medium Fortification 1 Wood
1 Metal
1 Minute -1 Wood -30 Seconds
Heavy Fortification 2 Wood
1 Metal
2 Minutes -1 Wood -1 Minute
Advanced Fortification 2 Wood
1 Metal
1 Cloth
2 Minutes -1 Wood -1 Wood
-1 Minute
Military Grade Fortification 1 Wood
1 Metal
1 Cloth
1 Tech
3 Minutes -1 Wood
-1 Minute
-1 Metal
-1 Minute

Skill Cards

Skill Cards are a small item that signals to players that they need a specific Skill to accomplish a task. Most often you'll find these for the Scavenger skills attached to the top of small boxes - you are unable to collect the resources inside without the proper skills. Aside from Scavenger cards, Investigator cards are also common, often leading to previously unknown information about the area. If you complete an Investigator skill card, let a Game Runner know and they'll give you the secret information. Though these are the two most common types of Skill Card, any skill could potentially show up on a card so keep your eyes peeled!

Skill Cards are always structured the same way: A large line at the top that says "SKILL CARD" with a specific skill below it. Then, an amount of time below that (such as 10 min). In order to get what 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.

Game Updates and Changelogs

This game is always evolving and changing due to player feedback, the addition of new mechanics, and story events and the Rulebook itself is large. It can be pretty hard to see what all has changed. It's for this reason that we keep track of all version changes at https://stillalivelarp.com/changelogs. There you can see a breakdown of everything that changed in a specific update!

Post-Event Surveys

We love getting player feedback and adjusting the game so that it's fun for everyone! You can always reach out to us on our Discord Server if you have any ideas or concerns. However, most often people have notes after going to an event. So, after each event we post a Google Survey where you can answer a few questions about the event and give us feedback for how we're doing. The Survey isn't mandatory but it's extremely appreicated if you complete it!

The Last Stand Newspaper

The Land Stand is the name of the newspaper written by the Still Alive survivors. It's our way of doing event recaps in a fun and immersive way! After each year The Story section will update in the Rulebook, but until then The Last Stands are the best way to learn what happened in a previous event. You can find them in the Discord Server in the event-summaries channel.

Terms Glossary

Term Explanation
Breach Say this when you use the Ambush skill after sneaking up to deal a Wound
Break Say this when you use the Break or Unarmed Break skills to remove a zombie from your body
Break Away Say this when you use the Break Away skill to remove multiple zombies from your body
Boom Say this after a Rocket or Grenade hits the ground and you have counted 3 seconds to signify it has gone off
Grenade Say this as you throw a Grenade to ensure everyone knows to treat it like a Grenade and not a Rocket
Headshot Say this when you use the Headshot skill to kill a zombie from a distance
I Guess This Is The End Say this when you use the Mysterious Stranger skill to survive a hopeless situation
Impale Say this when you use the Assassin skill after sneaking up to deal a Fatal Wound
Ranged Tap Say this when you use the Ranged Tap skill to Tap from a distance
Shove Say this when you perform an extra heavy overhead attack with a Heavy Melee Weapon
Tap Say this when you use the Tap skill to finish off a Helpless creature
Too Hard Say this if someone hits you too hard with an attack. The attack does not count. Try to keep things Medium Contact.

Skill Information

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 Infection Threshold before they may be taken (abbreviated as inf - example 50%inf). They offer powerful zombie-like abilities such as Wound Regeneration or Armor Plating.

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 a specific type (Combat, Profession, or Talent) to be cheaper by 1xp (minimum 1). After you take your first specialization skill, you can take a second one which will make another skill type cheaper but at the cost of making the third type 1xp MORE expensive. 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 - You can also 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.

Advanced Medical Research

Surgeon

Pharmaceuticals

Medicine

4xp

Profession

Allows you work on Research Projects to develop new pharmaceuticals, develop alternate recipes for existing pharmaceuticals, and work on plot-relevant research such as 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 extremely stealthy. If you can manage to sneak up on your target without being noticed, you may attack them with a Super Light Melee Weapon. Your attack will deal a Wound directly to their torso, bypassing all protective beads that your target has to do so. When you make this attack you must say "Breach" to let the target know not to treat it as a normal attack.

Anonymous Ally

Unknown Assailant

Deus Ex Machina

4xp

Talent

You may use the Mysterious Stranger skill 1 additional time per Character (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 event 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 Deconstruct Armor, Firearms, Gear and Melee Weapons. Also allows you to deal damage to Fortifications using a Melee Weapon, though doing so is loud and should be roleplayed as such.

Blacksmithing

Weapon Smithing

Crafting and Repair

4xp

Profession

Allows you to craft Heavy Melee Weapons.

**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 Wound from this bite as normal. Your Super Light melee weapon is broken as part of this process and must be repaired before it can be used again.

Break Away

Break

Combat Techniques

3xp

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”. This still breaks your Super Light Melee Weapon as normal.

Bullet Crafting

Crafting and Repair

1xp

Profession

Allows you to craft regular bullets.

**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 Encounter, 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.

An Encounter is defined as an entire "bout of combat". Though the threat does not need to be continuous, it should be timely. I.e. If everyone in your group has enough time to breathe and relax a little after an attack, the Encounter is over. Most Quests are action-packed enough that they count as one Encounter, though some quests are split up into mutiple Encounters because of travel time between attacks. Killing all of the nearby zombies and having a momentary reprive before more poke over the horizon isn't considered the end of an Encounter. It's moreso about the vibe of the current situation and whether or not the threat has been dealt with. If you aren't sure if an Encounter is over, you can always ask a Game Runner.

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.

Crash

Smash

Deconstruction

2xp

Combat

Allows you to recover as many items as possible from Deconstructed objects and deal Damage to Fortifications as quickly as possible.

You can also use this skill to take extra time while damaging Fortifications to stay quiet while doing so.

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 effect 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 by using 1 Medical Supply during the healing process - though it cannot mitigate your lack of skill. 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 Grenades.

**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 are not in an Encounter and have a Wound (not a Fatal 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 your wound is healed. 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.

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 check in 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.

**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. You may only make one Headshot attempt per Encounter.

An Encounter is defined as an entire "bout of combat". Though the threat does not need to be continuous, it should be timely. I.e. If everyone in your group has enough time to breathe and relax a little after an attack, the Encounter is over. Most Quests are action-packed enough that they count as one Encounter, though some quests are split up into mutiple Encounters because of travel time between attacks. Killing all of the nearby zombies and having a momentary reprive before more poke over the horizon isn't considered the end of an Encounter. It's moreso about the vibe of the current situation and whether or not the threat has been dealt with. If you aren't sure if an Encounter is over, you can always ask a Game Runner.

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.

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 quest 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.

**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 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 scavenge spots).

Light Firearm Dual Wielding

Dual Wielding

1xp

Combat

You can wield and shoot Light Firearms by having one in each hand. 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.

Light Melee Weapon Dual Wielding

Light Melee Weapon Proficiency

Dual Wielding

2xp

Combat

You can wield and fight with Light Melee Weapons by having one in each hand. 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.

Logistics

Leadership

Mutualism

2xp

Profession

As Leadership, but each member of your quest group also receives 10 Camp Bullets before heading out, representing their trust in your leadership abilities.

Management

Logistics

Mutualism

3xp

Profession

As Logistics, but each member of your quest 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 complex objects and structures. In addition, it allows you to design Resarch Projects focused on creating Alternate Crafting Recipies.

**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 Wounds and Fatal Wounds to keep people healthy and moving until they can see a Doctor. To wrap an injury you must tie a bandage around the affected area (wrapping a injury doesn't take any more time than it takes to tie the bandage). Each injury needs to be Wrapped individually with a new bandage. Bandages 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.

**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.

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.

Military Grade Firearm Proficiency

Advanced Firearm Proficiency

Firearms

4xp

Combat

As Light Firearm Proficiency, but you can wield Military Grade firearms.

Military Grade Gunsmithing

Gunsmithing

Crafting and Repair

4xp

Profession

Allows you to craft Military Grade Firearms.

**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 Rivals (Military Grade ammo).

**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 within 15ft 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 near the Camp, you must collapse on the ground. Each of your limbs gains a Wound and your torso gains a Fatal Wound. 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 at check in (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 at check in (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.

**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. At check in you get a pair of Black Beads which function like a more powerful version of Bullet-Proof Armor. In addtion to protection from melee and ranged attacks, they also protect you from plot related misfortune!

*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 can now heal Fatal Wounds. Additionally, when you heal regular Wounds you may heal up to two at once. If you heal two Wounds, you only need to make one coin flip and still only gain 2 infection dice on tails.

Finally, if you have a story-related disability, such as a missing limb, it will regenerate naturally over the course of 1 full event.

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. At check in you get a set of Red Beads function like Bullet-Proof Armor (works like Standard Armor but also protects against Gunshots, Rockets, and Gusher Balls).

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.

Smash

Deconstruction

1xp

Combat

Allows you to recover more items from Deconstructed objects and deal Damage to Fortifications using a melee weapon more quickly.

You can also use this skill to take extra time while damaging Fortifications to stay quiet while doing so.

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.

Additionally, when you repair a Damaged Fortification, you also have a 10% chance to repair 2 Health instead of 1.

*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. Unlike other Melee Weapons, you may only stab using Super Lights. Do not swing them.

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 (Rockets) by shouting "Grenade!".

Tinkerer

Crafting and Repair

2xp

Profession

Allows you to craft simple objects and structures.

**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 work like Standard Armor (when you take a melee attack or zombie bite, 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 per Character (bringing the total up to 2).

Unshakable Resolve

Will to Live

Resistance and Resolve

4xp

Talent

Once per character, if you would be turned into a zombie from a failed Infection Roll (or flip), treat that roll as if it was a success instead. Your body staves off the infection so you live another day.

Weapon Finesse

Beginner (Free) Skills

0xp

Combat

Small weapons are easy to maneuver. You may wield Super Light Melee Weapons, Light Melee Weapons, and Light Firearms with one hand.

Additionally, you may dual wield Super Light Melee Weapons and Light Firearms (but only those that carry 2 bullets or fewer).

Weapon Smithing

Crafting and Repair

2xp

Profession

Allows you to craft Super Light, Light, and Medium Melee Weapons.

**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 you need to make an Infection Roll, 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

You have so much experience fighting through the pain of your injuries that they barely affect you anymore.

For the purposes of movement and combat restrictions, you treat all of your Unwrapped Wounds as if they were Wrapped Wounds, all of your Wrapped Wounds as if you didn't have the injury at all, and all Wrapped Fatal Wounds as if they were Wrapped Wounds. Unwrapped Fatal Wounds still affect you as normal.

Even though you treat them differently, your injuries still need to be healed by the end of the Event.