Class: | Scientist |
He looks confused, as if he'd been expecting a completely different dystopia.
(OOC: going for a pacifist run. Not sure what I'll do when I'm zombified yet)Wearing: a tattered and bloodstained pale green medical facemask, a torn and bloodstained white short-sleeved shirt, a blood-flecked black jacket, a blood-flecked white doctor's coat, a torn and blood-flecked pair of dark blue trousers and a bloodstained pair of brown leather shoes |
Joined: | 2012-12-19 17:38:53 |
Skills: | - Hand-to-Hand Combat (+15% to melee attacks.)
- 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.)
- First Aid (Player is able to heal an extra 5HP when using a first-aid kit.)
- Surgery (Player can heal a further 5HP if working in a hospital with power.)
- Diagnosis (The HP values of nearby survivors are displayed next to their name.)
- Shopping (Player may choose which stores to loot, when searching a mall.)
- Bargain Hunting (Player is 25% more likely to find something when searching a mall.)
- Body Building (Player has a maximum of 60 Hit Points instead of 50.)
- Tagging (Player's spraycans last longer. XP bonuses are awarded for tagging certain buildings.)
- Construction (Player is able to build barricades, repair machinery and restore ruined buildings.)
- Radio Operation (Player is able to broadcast within the restricted 26.00-28.00 MHz range.)
- Vigour Mortis (Zombie gets +10% to hit with all non-weapon attacks.)
- Death Grip (Zombie gets an extra +15% to hit with hand attacks.)
- Rend Flesh (Hand attacks deal an extra 1 damage.)
- Lurching Gait (Zombie can walk as fast as the living.)
- Ankle Grab (Zombie only spends 1AP standing up.)
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