John McCoy - Level 28 Scientist

Class:Scientist Not how it was supposed to be. Always dreamed of helping people. Med school, hired by hospital. Then the zombies came. Wanted to be a small part in the dawning of a bright new future. This isn't how it was supposed to be.

Wearing: a tattered and blood-soaked white medical facemask, a blood-soaked pale blue short-sleeved shirt, a blood-soaked dark blue jacket, a tattered and blood-soaked pair of dark blue trousers and a scraped and blood-soaked pair of dark red shoes

Level:28
XP:175 Group:Dunell Hills Police Department
Joined:2007-06-23 15:47:21 Skills:
      • 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.)
          • 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.)
          • Headshot (If the player delivers a killing blow to a zombie, it must spend an extra 5AP to stand up.)

          • Scent Fear (Survivors with less than 25HP are shown as 'wounded', less than 13HP are 'dying'. Both are asterisked on the map.)
              • Scent Trail (Zombie is able to sense the new positions of survivors it's had recent contact with.)
              • Scent Death (Zombie can sense nearby zombies and corpses, including members of its group, and distinguish revivifying bodies.)
              • 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.)
                  • Tangling Grasp (If the zombie hits with hands, its further attacks on that victim are at +10% to base attack until it loses its grip.)
                  • Memories of Life (Zombie is able to open doors to buildings.)
                    • Death Rattle (Zombie is able to communicate through a limited, groaned form of speech.)
                        • Flailing Gesture (Zombie is able to gesture towards people, objects, buildings and compass directions.)
                      • Lurching Gait (Zombie can walk as fast as the living.)
                        • Ankle Grab (Zombie only spends 1AP standing up.)
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