Class: | Scientist |
And yea I looked and I saw the dead arise and I saw them feed on the living and they fell and rose again as the dead. And they reach for me but I fear not death. Hell can not have me, for it has not earned the right to have me. Wearing: a blood-smeared pair of mirrored sunglasses, a blood-flecked black bandanna, a tattered and blood-flecked black tie, a blood-soaked dark blue long-sleeved shirt, a blood-soaked white apron, a bloodstained white lab coat, a blood-soaked pair of black trousers and a blood-soaked pair of black shoes |
Joined: | 2009-07-28 00:56:59 |
Skills: | - Basic Firearms Training (Player gets +25% to hit with all firearms attacks.)
- Pistol Training (An extra +25% to hit with a pistol.)
- 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.)
- 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.)
- Headshot (If the player delivers a killing blow to a zombie, it must spend an extra 5AP to stand up.)
- Lurching Gait (Zombie can walk as fast as the living.)
- Ankle Grab (Zombie only spends 1AP standing up.)
|