Help us keep improving this website

Occupations


Occupations

Occupations are the jobs survivors held before the Knox Event. The occupation is the first choice at character creation. It sets the starting skills, adds or costs trait points, and can bring free traits and known recipes. A Carpenter starts ready to build, a Doctor to heal and a Police Officer to shoot.


All Character Categories



Mechanics


Each occupation has a point value. A positive value adds points to spend on positive traits. A negative value costs points, so the build must take negative traits to balance it. Custom Occupation gives 8 points and leaves every skill at its base level, for a build made entirely from traits. Veteran costs 8 points, the most of any job.

Starting skills matter beyond the first few levels. The occupation screen lists each skill with an "XP boost", a "Big XP boost" or a "Huge XP boost". A skill that starts higher also learns faster for the whole run. Traits add more starting levels on top of the occupation.

Some occupations grant a trait. The Mechanic gets Vehicle Knowledge, the Burglar gets Burglar, and the Veteran gets Desensitized. The Fitness Instructor gets Nutritionist, the Park Ranger gets Herbalist, and the Lumberjack gets Ax-pert. The Nurse and the Security Guard both get Night Owl. The Chef and the Burger Flipper get Keen Cook. The DIY Expert gets Inventive, and the Blacksmith gets Blacksmith Knowledge.

These job traits come free with the occupation. Night Owl reads "Requires little sleep. Stays extra alert even when sleeping." Ax-pert reads "Better at chopping trees. Faster axe swing." Nutritionist shows the nutritional values of any food. Herbalist can find medicinal herbs and craft medicines and poultices from them.

Crafting


The Carpenter costs 2 points and starts with Carpentry 4, plus Carving, Short Blunt, Masonry and Maintenance at 1. It knows many weapon upgrade recipes from the start. The Construction Worker costs 2 points and starts with Short Blunt 2, Masonry 2 and single levels in Long Blunt, Carpentry and Maintenance.

The Electrician costs 2 points and starts with Electrical 5. Its description reads "Can operate generators." It knows the generator, the makeshift radios, the remote controllers and the improvised lights. The Engineer costs 4 points and starts with Electrical, Carpentry and Masonry at 1. Its description adds "Can make traps and explosives." It knows the bomb recipes.

The Mechanic costs 4 points and starts with Mechanics 4 and Welding 1. It knows Basic Mechanics, Intermediate Mechanics and Advanced Mechanics. The Welder costs 4 points and starts with Welding 4. It knows metal walls, fences, counters, lockers and shelves. The Blacksmith costs 6 points and starts with Blacksmithing 4. Its description reads "Can build a stone furnace and work metal." The Tailor gives 2 points and starts with Tailoring 4.

Food and Farming


The Chef costs 2 points and starts with Cooking 4 and Butchering 2. It knows dough, cookies, pizza and sushi recipes. The Burger Flipper gives 2 points and starts with Cooking 2.

The Farmer is free and starts with Agriculture 4, Animal Care 1 and Strength 1. It knows every growing season and the crop cures. The Rancher is free and starts with Animal Care 4, Butchering 3 and Fitness 1. The Fishing Guide costs 2 points and starts with Fishing 3, Foraging 1 and Butchering 1. It knows the fishing rod, net and chum recipes.

Combat and Physical


The Police Officer costs 4 points and starts with Aiming 4, Reloading 1 and Nimble 1. The Veteran costs 8 points and starts with Aiming 2 and Reloading 2. Its Desensitized trait reads "Far less prone to panic. Ignore discomfort."

The Firefighter is free and starts with Running, Strength, Fitness and Axe at 1. The Lumberjack is free and starts with Axe 2, Strength 1 and Maintenance 1. Its description reads "Slightly faster movement through forests and woodland. Less muscle strain from chopping trees." The Fitness Instructor costs 6 points and starts with Fitness 3, Running 2 and Strength 1. The Security Guard costs 2 points and starts with Running 2, Lightfooted 1 and Short Blunt 1.

Survival and Stealth


The Doctor is free and starts with First Aid 6, the highest starting level of any job. The Nurse is free and starts with First Aid 3, Lightfooted 1 and Fitness 1.

The Park Ranger costs 4 points. It starts with Trapping, First Aid, Foraging, Knapping and Carving at 1. Its description reads "Much faster movement through forests and woodland." It knows every trap recipe. The Burglar costs 6 points and starts with Nimble 2, Sneaking 2 and Lightfooted 2. Its trait allows hotwiring cars and lowers the chance of breaking window locks. It knows how to copy keys, hollow out books and make shivs.

Starting Gear


Every character starts with a key ring and an ID card in their own name. Some jobs add a little more. The Park Ranger, the Police Officer and the Firefighter each start with a Badge. The Doctor starts with a Pager.

The occupation also shapes where the character wakes up. In Muldraugh, most jobs start in a modest house. A Doctor can start in a medium or rich house, or in a doctor's home. A Police Officer can start at the police station. An Engineer starts in a medium or rich house, and a Chef can start in a house of any kind.

Notes


All Occupations