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Each survivor type has a specific job they are the best at.  While you can use other survivors to fill a void in some cases, they will never do the job as well. 

 

The table below reveals everything you need to know about a role in one convenient location.  Use the following key to interpret the headings:

# - The role number used when rolling dice.  I.e., if you are setting up the challenge and roll a 16, one of your survivors is a teacher, etc.

ROLE - Name of the assigned survivor role.

TRAIT - Static trait associated with that role (see SETUP)

ITEM - Item that role brings to the base at setup.

NOTE - Brief description of the role and how the influence the base/challenge.

GOAL - Main objective.

REWARD - Obtained when all goals listed for that survivor are completed.

SUB - Substitute for some role functions if you do not have anyone in that role.

SR - Survivor Rating assigned to that role based on their ability to defend themselves (see General Rules).

A WORD ABOUT TEACHERS

If you have a teacher in your group, please read the following carefully.  If it seems to complex, just remove the teacher from your challenge.

Teachers may assume one role that you do not have at any given time (only one, you cannot have the teacher learning cooking and gardening at the same time, etc.)  They are never as good as the intended role they are learning and can never complete the goal for that role UNLESS they give up being a teacher.

 

Once a teacher reaches a skill of 7 related to a particular role, either one of two things will occur:

1)  The teacher takes on that role permanently and may never return to the teacher role. 

2)  Train another survivor for the role.  For example, if you do not have a chef, your teacher can learn the cooking skill.  Once she reaches a cooking skill of  7, she can either become the chief or take that useless model you have and convert her into a chief.  The model (now chef) gets to start at a skill of 3 in cooking (use the appropriate cheats or mods for setting skills).  Once the teacher trains someone to assume a role, she can no longer perform it (and may move on to learning a new role).  If a previous role is vacated (i.e. the model-->chef dies), the teacher can go back and assume those duties but cannot continue to learn her new skill until that position is filled.

Note that there are some roles the teacher simply cannot learn (like thief which requires the klepto trait). Here is a quick guide for assuming roles.  Also, once the teacher arrives in your group, you may choose one starting item from one of the roles (i.e. microscope for the biologist, stove for the chef, etc.)  Once you fill that role with someone, choose the next to be learned and place the starting item for that role if it is a skill developing device only.

If a role is not listed, the teacher CANNOT learn it/fill in:

Biologist - Raise Logic to 7 - No microscopic prints obtained by the teacher apply to the collection.

Chef - Raise Cooking to 7 - May prepare hot meals BUT each serving requires the recipe's stated ingredient (instead of 2 servings per ingredient for a chef).

Computer Guru - Raise Programming to 7 - Place the cheapest computer.  Will not gain any benefit to BDR, etc. that an official computer guru would bring.

Leader - Raise Charisma to 7 - Should have at least one mirror in your base, may not use a teacher as a leader replacement in events.  May not recruit.

Mad Scientist - Raise Rocket Science to 7 - Once a new mad scientist is trained, the training rocket used by the teacher must be discarded and a new one placed for the new scientist UNLESS the teacher becomes the mad scientist officially.

Pro Athlete - Raise Fitness to level  7 - May not perform lookout function

Handyman - Raise Handiness to Level 7 - Place a workbench.  May repair (but not upgrade) items around the base and may use the bench to create sculptures (but not furniture).

Hippie Prepper - Raise Gardening OR Fishing to 7 - May either garden or fish (but not both) following rules outlined in the food restriction section for a hippie.  HOWEVER, every other day (after the event), roll 1-100.  If the result is 30 or below, a random sim becomes sick (since the teacher is only learning the hippie role, she has a 30% chance of mishandling the process and bad food making it into the colony.  A sick survivor is bedridden for 2 days (1 day if you have the biologist).  If the teacher is gardening, start her with 1 package of fruit and 1 package of vegetable seed.

THE SURVIVORS
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