anarchomutualist - Level 17 Scientist

Class:Scientist He infiltrated NecroTech on behalf of an anarcho-mutualist (free market socialist) group, and remains in Malton, using his lab experience to liberate the undead.

Wearing: a blood-smeared pair of safety goggles, a blood-smeared doctor's headband mirror, a blood-soaked grey short-sleeved shirt, a bloodstained black jacket, a blood-soaked white doctor's coat, a blood-soaked pair of black trousers and a blood-soaked pair of pale green surgical shoe covers

Level:17
XP:207 Group:Dual Nature
Joined:2011-01-02 19:45:30 Skills:
  • Basic Firearms Training (Player gets +25% to hit with all firearms attacks.)
    • Pistol Training (An extra +25% to hit with a pistol.)
      • Shotgun Training (An extra +25% to hit with a shotgun.)
      • Hand-to-Hand Combat (+15% to melee attacks.)
          • Axe Proficiency (An extra +15% when attacking with an axe.)
        • Free Running (Can move between adjacent buildings without stepping outside.)
        • Scout Safehouse (Scouting a safehouse costs 30AP and grants around 5AP of extra actions within that building each day, until the player dies or the building is ruined.)
        • NecroTech Employment (Player is able to operate DNA Extractors, and can identify NecroTech offices from the street.)
          • Lab Experience (Can recognise and operate basic-level NecroTech equipment.)
            • NecroNet Access (Player can access terminals in powered NT buildings, allowing map scans and syringe manufacture.)
          • Diagnosis (The HP values of nearby survivors are displayed next to their name.)
            • Body Building (Player has a maximum of 60 Hit Points instead of 50.)
              • Construction (Player is able to build barricades, repair machinery and restore ruined buildings.)

                          • Vigour Mortis (Zombie gets +10% to hit with all non-weapon attacks.)
                                    • Memories of Life (Zombie is able to open doors to buildings.)
                                            • Lurching Gait (Zombie can walk as fast as the living.)
                                              • Ankle Grab (Zombie only spends 1AP standing up.)
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