Class: | Scientist |
Chubby looking, mid cut hair with a pair of eye glasses. Approachable and accommodating Wearing: a blood-smeared pair of safety goggles, a cinema usher's cap, a pale blue tie, a blood-flecked dark blue short-sleeved shirt, a NecroTech jacket, a blood-flecked dark red coat, a pair of white trousers and a pair of black shoes |
Joined: | 2009-02-02 05:39:58 |
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.)
- 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.)
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