Gatorbait
*hic*
- Joined
- Nov 12, 2008
- Messages
- 2,100
- Reputation score
- 88
THIS GUIDE IS AS CURRENT AS CAN BE WRITTEN! The author cannot be 100% that this is everything you might encounter beyond the walls, for no one has ever come out. You have been warned!
People:
Doctor: Highly intelligent, doctors preform experiments on their subject to better understand the world. Special Attack, Diagnosis: Confuses the player with medical jargon, dropping her intelligence, then perception.
Technician: Well rounded, technicians assist doctors with experimentation on their test subjects. Special Attack, Rapid strike: attacks twice per round.
Insane Male: Strong and fast, insane males have lost their minds due to the many different tests on their weak minds. Special Attack, Body check: Slams the player, causing her to fall to the ground and she takes damage.
Guard : Strong and Perceptive, guards are tasked with maintaining security throughout the complex. Special Attack, Back-up: Guard can call a second for assistance (Can only be used once per battle).
Patient: Well rounded, patients are desperate to escape, and may use any means to this end. Special Attack, Trip: trips the player, causing her to fall to the ground.
Administrator: Well rounded, the administrators oversee their facility and their investments; very dangerous. Special Attack, Security Breach: Can call 1-6 Doctors, Technicians, Guards, and Pharmacists to the scene (Can only be used once per battle). NOTE Administrators START at level 3!
Pharmacist Intelligent, fast and perceptive, Pharmacists are trained to disable any patients that may be out of line. Special Attack, Drug: Drugs player with a sedative, lowering Constitution or Perception by one point (limit three times per battle). NOTE Pharmacist START at level 3!
Monsters:
Vines: While individually not strong, large masses can be dangerous to your health. Special Attack, Bind: Vines will immobilize the player for a set number of turns (Bind turns = level of vines).
Slime: Straingly sentient, these balls of slime were originally used by the military in border patrol roles. Special Attack, Harass: Confines the legs of the player, preventing escape for a set number of turns (Harass turns = level of slime)
Spiderbot: Mechanically menacing, these eight legged robots carry a large amount of scientific and military-grade hardware on their body. Special Attack, Swarm: Each bot will attack in one round, versus the normal combat of only one per turn.
Man-Trap: Large creatures that live underground, they tent to trap their prey with underground sinkholes. Special Attack, Quicksand: Immobilizes the player deep in sand, forcing her to stay until she digs her way out. Beware being fully buried!! (Each attack of this kind will bury the player further into the sand. 4 turns will fully bury the player)
Eels: Aquatic in nature, these eels have been genetically engineered as a early warning system. Special Attack, Shock: Will shock the player with electricity, causing her strength to leave her (half current strength for duration of battle)
People:
Doctor: Highly intelligent, doctors preform experiments on their subject to better understand the world. Special Attack, Diagnosis: Confuses the player with medical jargon, dropping her intelligence, then perception.
Technician: Well rounded, technicians assist doctors with experimentation on their test subjects. Special Attack, Rapid strike: attacks twice per round.
Insane Male: Strong and fast, insane males have lost their minds due to the many different tests on their weak minds. Special Attack, Body check: Slams the player, causing her to fall to the ground and she takes damage.
Guard : Strong and Perceptive, guards are tasked with maintaining security throughout the complex. Special Attack, Back-up: Guard can call a second for assistance (Can only be used once per battle).
Patient: Well rounded, patients are desperate to escape, and may use any means to this end. Special Attack, Trip: trips the player, causing her to fall to the ground.
Administrator: Well rounded, the administrators oversee their facility and their investments; very dangerous. Special Attack, Security Breach: Can call 1-6 Doctors, Technicians, Guards, and Pharmacists to the scene (Can only be used once per battle). NOTE Administrators START at level 3!
Pharmacist Intelligent, fast and perceptive, Pharmacists are trained to disable any patients that may be out of line. Special Attack, Drug: Drugs player with a sedative, lowering Constitution or Perception by one point (limit three times per battle). NOTE Pharmacist START at level 3!
Monsters:
Vines: While individually not strong, large masses can be dangerous to your health. Special Attack, Bind: Vines will immobilize the player for a set number of turns (Bind turns = level of vines).
Slime: Straingly sentient, these balls of slime were originally used by the military in border patrol roles. Special Attack, Harass: Confines the legs of the player, preventing escape for a set number of turns (Harass turns = level of slime)
Spiderbot: Mechanically menacing, these eight legged robots carry a large amount of scientific and military-grade hardware on their body. Special Attack, Swarm: Each bot will attack in one round, versus the normal combat of only one per turn.
Man-Trap: Large creatures that live underground, they tent to trap their prey with underground sinkholes. Special Attack, Quicksand: Immobilizes the player deep in sand, forcing her to stay until she digs her way out. Beware being fully buried!! (Each attack of this kind will bury the player further into the sand. 4 turns will fully bury the player)
Eels: Aquatic in nature, these eels have been genetically engineered as a early warning system. Special Attack, Shock: Will shock the player with electricity, causing her strength to leave her (half current strength for duration of battle)