
Handbook v2.2.0 - Updated April 2025
Contents
- Introduction
- Welcome to Still Alive Larp!
- A Note From The Authors
- What is Still Alive?
- Age Limitations
- Contact Us
- Getting Started
- Playing The Game
- Your PC (Player Character)
- The Skill Tree
- Free Skills
- Spending Xp
- Progression and Earning Xp
- Building the "Character" of your PC
- Your Backstory
- Staying In Character
- Costumes, Outfits, and Accessories
- Safety
- Firearm Safety
- Combat Safety
- Terrain and Land Use
- Wildlife
- Substance Use
- Emergencies
- Your First Event
- Pre-Mastered Skills
- Starter Gear
- Money and Materials
- The Story So Far
- Spring 2024
- Spring 2025
- Event Entry Details
- Donation Tiers
- The Commander's Feast
- The Raffle
- Sample Builds
- Sample Starter Builds
- The Scavenger
- The Close Combatant
- The Gun Expert
- The Survivalist
- The Dual Wielder
- Sample Intermediate Builds
- The Repurposer
- The One Percenter
- The Physician
- The Unkillable
- The Jack of All Trades
- Combat
- Weapon Classification
- Firearm Classification
- Melee Weapon Classification
- Combat Basics
- Fighting With Firearms
- Rockets and Grenades
- Fighting With Melee Weapons
- Fighting Zombies
- Special Zombies
- Injuries and Conditions
- Healing Injuries
- Death and New Characters
- Downtime
- Gathering Resources
- Material Types
- Food "Materials"
- Camp Facilities
- The Camp Store
- The Teaching Area
- The Medical Area
- Future Facilities and Upgrades
- Signup Boards
- Odd Jobs
- Mercenaries
- Quests
- Vignettes
- Camp Defenses
- Skill-Specific Activities
- Creating Alternate Crafting Recipes
- Construction and Deconstruction
- Healing Injuries
- Medical Research
- Musical Inspiration
- Research Projects
- Scavenging
- Special Skill Class
- Teaching New Skills
- Scenarios
- Crafting
- Ammunition and Explosives
- Base Ammunition Recipes
- Alternate Ammunition Recipes
- Armor
- Base Armor Recipes
- Alternate Armor Recipes
- Fortifications
- Camp Fortifications
- Other Fortifications
- Constructing and Upgrading
- Fortification Health and Destruction
- Firearms
- Base Firearm Recipes
- Alternate Firearm Recipes
- Gear
- Base Gear Recipes
- Alternate Gear Recipes
- Melee Weapons
- Base Melee Weapon Recipes
- Alternate Melee Weapon Recipes
- Pharmaceuticals
- Base Pharmaceutical Recipes
- Alternate Pharmaceutical Recipes
- Other Crafting Recipes
- Base Other Crafting Recipes
- Alternate Other Crafting Recipes
- Deconstruction
- Loot Cards
- Repairing
- Skill Cards
- Game Updates and Changelogs
- Post-Event Surveys
- The Last Stand Newspaper
- Terms Glossary
- Skill Information
- Special Skill Prerequisites
- Skill Explanations
Introduction
Welcome To Still Alive Larp
A Note From The Authors
Thank you for taking an interest in Still Alive Larp! This project started as a small dream between 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
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
The Skill Tree
The Skill Tree is a visual representation
of all the potential abilities that your character can learn by spending
Additionally, skills are organized vertically into 4 Tiers, starting at
the top and moving downward. Skills in each Tier cost
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.
Spending Xp
You can spend your hard-earned experience (
Progression and Earning Xp
In order to continue to gain
The Raffle is another way that you can quickly earn
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
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
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
Finally, If your character's
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
Starter Gear
In addition to skills, your PC is allowed to enter their first event with any of the following gear:
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
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 (
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
Different
Bullet Type | Value in Regular Bullets |
---|---|
Bullet | 1 |
Megadart | 3 |
Rival (Military Grade Ammo) | 5 |
Rocket | 10 |
*This table is just a guideline and should not be used as a set-in-stone exchange rate. The apocalypse is rough and times are tough. Prices are bound to vary.
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
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
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
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
Sample Builds
Sample Starter Builds (4xp + 1 Free Tier-1 Skill)
If you need some ideas about how to build your character, we've created a few example builds below that fit
into some basic archetypes. All the sample builds below assume the character turned in a backstory to earn
1 extra starting
The Scavenger
The Scavenger is a character who's always prepared. Gathering materials and resources from the environment around them and repurposing them into new things. An all around jack of all trades that anyone would want on their expeditions.
SKILL | XP COST |
---|---|
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
The Repurposer
The Repurposer is a character focused on scavenging resources and using those resources to craft new and better things. A focused character that knows what they want to accomplish but will rely on others to help them if things get hairy.
It's worth noting that this build saves 2
SKILL | XP COST |
---|---|
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
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
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
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
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
Rockets and Grendades
While all
If the
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
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:
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
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
Zombie bites are considered Melee attacks for the purposes of the proction grated by
Dealing damage to zombies works nearly identically to attacking humans. Attacking their Limbs
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:
Injuries and Conditions
There are 2 types of injuries in the Still Alive combat system:
Your injuries limit what your character is capabale of (until they are healed by someone with the
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 |
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
Healing Injuries and Infection
Getting your injuries
To actually make your injuries go away instead of just
When your injuries are healed, your
Though having your injuries healed is the most common way to gain
There are 3
Although the only current way to reduce your
Death and New Characters
Your Character is in danger of dying from a whole host of different sources (such as being
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
Important note - the amount of refunded
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
Once you have located a Fortified Resource Spot that you want to Gather from, you need to roleplay an activity
relevant to the
Ordinarily, when you Gather Resources, you earn 1
Material Types
There are 6 basic types of
Sometimes the Camp Store has
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
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
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
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
The Medical Area
The Medical Area is where
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
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
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
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
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
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
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
As the
See the Fortifications section for more information on constructing and repairing
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
Construction and Deconstruction
Downtime is the perfect time to try out one of the multiple
Healing Injuries
Anyone with the
Medical Research
The skill
Musical Inspiration
You may not be doing ANY other actions while using
Research Projects
You can work on any active
Anyone with the right skills can work on a
Sometimes, in order to start working on a new
Scavenging
In addition to earning you extra
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
Teaching New Skills
Anyone with the right level of
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
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
As you may have noticed, some items have Alternate Recipies that may save
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
There are two classes of
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
Fortifications
Camp Fortifications
The first place you may notice
Each Camp
Hostile entities may not pass by a ring towards the Camp if it still has a non-broken
Friendly and neutral entities may walk through the rings as though they aren't there.
Other Fortifications
You may also come across
Constructing and Upgrading Fortifications
The recipies for creating
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
Every entity in Still Alive has the ability to damage
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
Hostile human characters follow the same rules as Players and, as such, will usually damage
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
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
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
Pharmaceuticals
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
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 Important Notes: Even though you don't feel your injuries and can't gain the |
30 Bullets |
Listed below are all the known Crafting Recipes for
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
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
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
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
Loot Cards
The only exception to the rule about not deconstructing items belonging to other players or NPCs are
Repairing
You may come across items that need repairs in Still Alive. The most common are broken
Use the table below to determine Repair times and
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
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
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
Prestige skills are extremely powerful skills that require a
The third type, specialization skills, are a kind of meta-skill that causes future skills of a specific type
(
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 |
Your body adapts to the infection more easily than others. Your infection threshold for tier-2 ‘the infected’ skills is lowered from 50% to 25% |
|
Advanced Firearm Proficiency |
Heavy Firearm Proficiency |
Firearms |
3xp |
As Light Firearm Proficiency, but you can wield Advanced Firearms. |
|
Advanced Medical Research |
Surgeon |
Medicine |
4xp |
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. |
|
Ambush |
|
Combat Techniques |
2xp |
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 |
You may use the Mysterious Stranger skill 1 additional time per Character (bringing the total up to 3). |
|
Assassin |
Ambush |
Combat Techniques |
4xp |
You have honed your stealth attacks to ensure you always hit vital areas. This skill works as Ambush but instead of just making the target's torso Wounded, it casues their torso to be Fatally Wounded. To use this upgraded version of the skill, you need to say: "Impale" rather than "Breach". |
|
Bandoliers |
Parachute Pants |
Deus Ex Machina |
4xp |
You gain an additional 2 bullets per event, bringing the total up to 10. |
|
Banshee Wail |
|
The Infected |
4xp |
Once per 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 |
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 |
Allows you to craft Heavy Melee Weapons. |
|
Break |
|
Combat Techniques |
1xp |
Using a Super-Light melee weapon, you can force a single zombie, who is grabbing you, to let go of you by shouting “BREAK” and hitting them with it. You still gain a 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 |
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 |
Allows you to craft regular bullets. |
|
Bullet Time |
Wounded Warrior |
Combat Techniques |
3xp |
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.
|
|
Combat Aficionado |
Expert: Profession |
Specialization |
4xp |
From now on, all |
|
Combat Specialist |
Expert: Talent |
Specialization |
4xp |
From now on, all |
|
Crash |
Smash |
Deconstruction |
2xp |
Allows you to recover as many items as possible from Deconstructed objects and deal Damage to Fortifications as quickly as possible.
|
|
Dead Man Sprinting |
Dead Man Walking |
The Infected |
4xp |
As Dead Man Walking, but you may move more quickly, mimicing the movements and sounds of a Zoombie. |
|
Dead Man Walking |
|
The Infected |
2xp |
While not in line of sight of any zombies, you may take out a set of green beads and place them around your neck. So long as you only make zombie noises and move no faster than a typical zombie moves, any zombies who come across you will ignore you as if you were one of them.
|
|
Death Throes |
|
The Infected |
4xp |
Once per Event, when you take a Fatal Wound, you may fly into a state of anamalist fury. Until you are no longer in immediate danger (i.e. no hostiles in sight), you do not feel the effects of any wounds. However, as soon as the Death Throes subside, all of the wounds you took during the effect affect you all at once. This effect works very similar to the pharmaceutical Adreanaline. |
|
Deep Pockets |
|
Deus Ex Machina |
1xp |
You gain an additional 2 bullets per event, bringing the total up to 4. |
|
Deeper Pockets |
Deep Pockets |
Deus Ex Machina |
2xp |
You gain an additional 2 bullets per event, bringing the total up to 6. |
|
Doctor |
Medic |
Medicine |
2xp |
Using the medical cots at Camp you are able to tend to and heal Wounds and Fatal Wounds, rather than just wrap them. Use the Treating Wounds Flowchart (found in the app and on the website) to walk you through healing each wound. Wounds that you heal will likely cause the user to gain Infection, it is your job to keep track of how much infection each person gains and report it at the end of the event so that their characters can be updated. Unwrapped wounds cause +2 infection dice, Zombie bites cause +1 infection die, and your lack of skill causes +1 infection die. You are able to mitigate one of those infection dice 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.
|
|
Expert: Combat |
|
Specialization |
3xp |
From now on, all |
|
Expert: Profession |
|
Specialization |
3xp |
From now on, all |
|
Expert: Talent |
|
Specialization |
3xp |
From now on, all |
|
Explosives Crafting |
Military Grade Munitions Crafting |
Crafting and Repair |
4xp |
Allows you to craft Rockets and Grenades. |
|
Extremely Adaptable |
Adaptable |
Prestige |
4xp |
Your body adapts to the infection more easily than others. Your infection threshold for tier-4 infection skills is lowered from 75% to 50% |
|
Fast Healing |
|
The Infected |
2xp |
The infection in your body has learned to repair itself after injury. Any time you 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.
|
|
Follow the Leader |
|
Beginner (Free) Skills |
0xp |
You are able to use any Tier-2 (or below) |
|
Fortunate Find |
|
Prestige |
2xp |
You're always finding useful materials wherever you look. At every check in, a Game Runner will roll randomly on a chart of materials. If they roll Wood, Cloth or Metal, you gain 1d4 of that material. If they roll Tech Supplies or Medical Supplies, you gain 1 of that material. |
|
Fully Loaded |
|
Prestige |
4xp |
Before using this skill, you must register a primary firearm (that you are capable of wielding) to your character - talk to a Game Runner to do this. At 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). |
|
Gambler’s Eye |
Gambler’s Luck |
Deus Ex Machina |
4xp |
As Gambler’s Luck, but you gain an additional flip, roll, and raffle ticket anytime they’re relevant (2 of each) |
|
Gambler’s Luck |
|
Deus Ex Machina |
2xp |
You are either extremely lucky or extremely skilled, and no one can tell which. |
|
Gunsmithing |
|
Crafting and Repair |
2xp |
Allows you to craft all firearms except those classified as Military Grade. |
|
Headshot |
Ranged Tap |
Combat Techniques |
4xp |
You plant both of your feet, put both hands on your firearm and take aim. After 10 full seconds, you may make a single shot against a zombie, announcing "Headshot" as you do. If you manage to hit the zombie in the torso, the zombie is instantly killed (Fatally Wounded and Tapped). You may not move while you are taking aim. If you are attacked or otherwise interrupted while taking aim, you must start over. You may only make one Headshot attempt per Encounter.
|
|
Heavy Firearm Dual Wielding |
Medium Firearm Dual Wielding |
Dual Wielding |
4xp |
As Light Firearm Dual Wielding but you may use Heavy Firearms. You are free to mix and match. |
|
Heavy Firearm Proficiency |
Medium Firearm Proficiency |
Firearms |
2xp |
As Light Firearm Proficiency, but you may wield Heavy Firearms. |
|
Heavy Melee Weapon Proficiency |
Medium Melee Weapon Proficiency |
Melee |
4xp |
As Super Light Melee Weapon Proficiency, but you can wield Heavy melee weapons.
|
|
Improved Grip |
Medium Firearm Proficiency |
Firearms |
2xp |
You are able to wield and fire any firearm that you are proficient with using only one hand. You may carry any non-weapon objects in your offhand without incuring any penalties. |
|
Improved Handling |
Light Melee Weapon Proficiency |
Melee |
2xp |
You are able to wield and fire any melee weapons that you are proficient with using only one hand. You may carry any non-weapon objects in your offhand without incuring any penalties. |
|
Instructor |
Tutor |
Mutualism |
2xp |
As Tutor, but you can teach Tier-2 skills. |
|
Interrogator |
Investigator |
Gathering |
2xp |
As Investigator, but you gain two pieces of information about the upcomming event |
|
Investigator |
|
Gathering |
1xp |
At check in, you are given a piece of true information pertaining to the event or the current story. You are free to share this information or keep it to yourself. |
|
Kingpin |
Management |
Mutualism |
4xp |
As Management, but the camp trusts you enough to bring an extra person on your 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 |
Allows you to craft Megadarts. |
|
Leadership |
|
Mutualism |
1xp |
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 |
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 |
You can wield, shoot, and reload Light Firearms. |
|
Light Melee Weapon Dual Wielding |
Light Melee Weapon Proficiency |
Dual Wielding |
2xp |
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 |
As Super Light Melee Weapon Proficiency, but you can wield Light Melee Weapons. |
|
Logistics |
Leadership |
Mutualism |
2xp |
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 |
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 |
Allows you to craft complex objects and structures. In addition, it allows you to design Resarch Projects focused on creating Alternate Crafting Recipies. |
|
Meal Ticket |
|
Prestige |
1xp |
From now on, your Commander’s Feast entry ticket is always free. |
|
Medic |
|
Medicine |
1xp |
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. |
|
Medium Firearm Dual Wielding |
Medium Firearm Proficiency |
Dual Wielding |
2xp |
As Light Firearm Dual Wielding, but allows you to use Medium Firearms. You are free to mix and match. |
|
Medium Firearm Proficiency |
|
Firearms |
1xp |
As Light Firearm Proficiency, but you can wield Medium firearms. |
|
Medium Melee Weapon Dual Wielding |
Light Melee Weapon Dual Wielding |
Dual Wielding |
3xp |
As Light Melee Weapon Dual Wielding, but allows you to use Medium Melee Weapons. You are free to mix and match. |
|
Medium Melee Weapon Proficiency |
Light Melee Weapon Proficiency |
Melee |
2xp |
As Super Light Melee Weapon Proficiency, but you can wield Medium Melee weapons. |
|
Military Grade Firearm Proficiency |
Advanced Firearm Proficiency |
Firearms |
4xp |
As Light Firearm Proficiency, but you can wield Military Grade firearms. |
|
Military Grade Gunsmithing |
Gunsmithing |
Crafting and Repair |
4xp |
Allows you to craft Military Grade Firearms. |
|
Military Grade Munitions Crafting |
Large Round Crafting |
Crafting and Repair |
3xp |
Allows you to craft Rivals (Military Grade ammo). |
|
Musical Inspiration |
|
Mutualism |
2xp |
You love to sing or play music and use your talents to help with the monotony of everyday life at camp. So long as you're singing or playing music, everyone 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 |
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 |
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 |
As Naturally Resistant, but your die is a d4. |
|
Naturally Impervious |
Naturally Resilient |
Resistance and Resolve |
3xp |
As Naturally Resistant, but your die is a d6. |
|
Naturally Resilient |
Naturally Resistant |
Resistance and Resolve |
2xp |
As Naturally Resistant, but your die is a d8. |
|
Naturally Resistant |
|
Resistance and Resolve |
1xp |
You are more resistant to the infection than most people. Your infection die is a d10 instead of a d12. |
|
Pain Tolerance |
Tough Skin |
Resistance and Resolve |
2xp |
As Tough Skin, but you gain an additional set of blue beads at check in (bringing your total up to 2). |
|
Parachute Pants |
Deeper Pockets |
Deus Ex Machina |
3xp |
You gain an additional 2 bullets per event, bringing the total up to 8. |
|
Pharmaceuticals |
Medic |
Crafting and Repair |
2xp |
Allows you to craft any known pharmaceutical recipe. |
|
Plot Armor |
|
Prestige |
2xp |
You seem to have a miraculous amount of luck granting you an almost supernatural aura that helps you avoid getting hurt. 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! |
|
Profession Aficionado |
Expert: Combat |
Specialization |
4xp |
From now on, all |
|
Profession Specialist |
Expert: Talent |
Specialization |
4xp |
From now on, all |
|
Professor |
Teacher |
Mutualism |
4xp |
As Tutor, but you can teach Tier-4 skills. Additionally, you can now hold a Special Class on a specific skill that reduces the xp cost to take that skill by 1 (stackable). The special class takes 10 minutes to teach and requires a Teaching Kit. If you wish to start a special class, contact a Game Runner before you do. You cannot benifit from your own Special Classes. Your Special Class may be taught to as many people as you have available chairs in the teaching area. You should charge bullets for your Special Classes as its effect is very valuable. This Special Class stacks with other XP reducing sources such as the Expert: [Skill Type] skills, though a skill's cost can never be reduced below 1xp. |
|
Prosperous Discovery |
Fortunate Find |
Prestige |
4xp |
As Fortunate Find but, instead of a Game Runner rolling randomly, you can choose which material you want. If you pick Wood, Cloth, or Stone, you gain 2d4 of that material. If you pick Tech Supplies or Medical Supplies, you gain 2 of that material. |
|
Ranged Tap |
|
Combat Techniques |
1xp |
As Tap, but you may shoot a helpless zombie (expending a bullet) from a range to Tap them. You need to say “RANGED TAP” instead of just “TAP”. |
|
Regeneration |
Fast Healing |
The Infected |
4xp |
As Fast Healing but you 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.
|
|
Regression |
|
Prestige |
3xp |
Your body has found a way to fight off the infection. At check out for each event, you reduce your Infection Rating by 1 point. |
|
Remission |
Regression |
Prestige |
4xp |
As Regression, but you instead roll 1d4 at check out and reduce your Infection Rating by the total rolled. |
|
Scaled Skin |
|
The Infected |
2xp |
The infection in your body has hardened your skin. 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 |
Allows you to quickly search through junk piles and find hidden caches of materials and useful items. |
|
Shifting Vitals |
Scaled Skin |
The Infected |
4xp |
Your insides shift and change, making it more difficult to kill you. Once per event, the first time you would take a Fatal Wound, ignore it completely, making a zombie noise to signify that it was ignored. |
|
Smash |
|
Deconstruction |
1xp |
Allows you to recover more items from Deconstructed objects and deal Damage to Fortifications using a melee weapon more quickly.
|
|
Spontaneous Production |
|
Prestige |
1xp |
Whenever you finish crafting any items in the following categories: Ammunition and Explosives, Armor, Pharmaceuticals; you have a 10% chance to craft twice as many of whatever you were crafting without using extra materials. Seek out a Game Runner to make this roll.
|
|
Stalwart |
|
Prestige |
3xp |
Your immune system is unparalleled. Any time you would gain infection, reduce the amount you would gain by 1 (this cannot reduce the amount below 1). |
|
Super Light Melee Weapon Proficiency |
|
Beginner (Free) Skills |
0xp |
You can wield and use Super Light Melee Weapons. Unlike other Melee Weapons, you may only stab using Super Lights. Do not swing them. |
|
Surgeon |
Doctor |
Medicine |
3xp |
As Doctor, but you are able to treat wounds in half the time and cause less infection to spread while doing so. It is customary to be paid in bullets for your services if the person you're healing can afford it, though they may not always be able to. |
|
Talent Aficionado |
Expert: Profession |
Specialization |
4xp |
From now on, all |
|
Talent Specialist |
Expert: Combat |
Specialization |
4xp |
From now on, all |
|
Tap |
|
Beginner (Free) Skills |
0xp |
In order to finish off any Helpless zombie or human, you must Tap them. To do so, you put a weapon (that you’re proficient with) up to their torso and roleplay finishing them off while saying “TAP”. If you’re using a gun, tapping doesn’t require a bullet (do not shoot them from point blank, just roleplay it). |
|
Teacher |
Instructor |
Mutualism |
3xp |
As Tutor, but you can teach Tier-3 skills. |
|
Thrown Weapons |
|
Combat Techniques |
2xp |
You are skilled at throwing weapons. You may throw any Super Light Melee Weapon. On a successful hit, it deals damage as a regular melee strike. You are free to retrieve your thrown weapon as normal.
|
|
Tinkerer |
|
Crafting and Repair |
2xp |
Allows you to craft simple objects and structures. |
|
Tomb Raider |
Treasure Hunter |
Gathering |
3xp |
As Scavenger, but you can find even more hidden loot. |
|
Tough Skin |
|
Resistance and Resolve |
1xp |
You’ve become hardened over time and are somewhat resistant to damage. At check in you gain a set of Blue Beads that 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 |
As Scavenger, but you can find more hidden loot. |
|
True Light Dual Wielding |
Light Firearm Dual Wielding |
Dual Wielding |
2xp |
As Light Firearm Dual Wielding and Light Melee Weapon Dual Wielding, but you are able to wield a Light Melee Weapon in one hand and a Light Firearm in the other. |
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True Medium Dual Wielding |
Medium Firearm Dual Wielding |
Dual Wielding |
3xp |
As Medium Firearm Dual Wielding and Medium Melee Weapon Dual Wielding, but you are able to wield a Medium Melee Weapon in one hand and a Medium Firearm in the other. |
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Tutor |
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Mutualism |
1xp |
Allows you to teach others (or yourself) new skills. You can teach any Tier-1 skill (regardless if you have the skill or not). You may teach to as many people as there are chairs in the classroom area, but you may only teach one skill at a time. Players are only eligible to learn skills if they already purchased them (yourself included). See the Taking New Skills section of this rulebook for more information. Teaching a skill to a class takes 5 minutes, during which time you should be sure that the player learning the skill understands how to use it and generally roleplay practicing using the skill. It is customary to be paid for your services in bullets if the players being taught can afford it, though they may not be able to. |
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Unarmed Break |
Break Away |
Combat Techniques |
4xp |
As Break, but instead of using a Super Light Melee Weapon, you just roleplay hitting/punching the zombie who’s currently grabbing you. |
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Uncharted |
Tomb Raider |
Gathering |
4xp |
As Scavenger, but you can find all of the hidden loot. |
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Unknown Assailant |
Mysterious Stranger |
Deus Ex Machina |
3xp |
You may use the Mysterious Stranger skill 1 additional time per Character (bringing the total up to 2). |
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Unshakable Resolve |
Will to Live |
Resistance and Resolve |
4xp |
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. |
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Weapon Finesse |
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Beginner (Free) Skills |
0xp |
Small weapons are easy to maneuver. You may wield Super Light Melee Weapons, Light Melee Weapons, and Light Firearms with one hand.
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Weapon Smithing |
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Crafting and Repair |
2xp |
Allows you to craft Super Light, Light, and Medium Melee Weapons. |
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Will to Live |
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Resistance and Resolve |
2xp |
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%. |
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Wounded Warrior |
Tough Skin |
Combat Techniques |
2xp |
You have so much experience fighting through the pain of your injuries that they barely affect you anymore.
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