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[[File:Doug Schultz.png|none|Doug Schultz]]
 
[[File:Doug Schultz.png|none|Doug Schultz]]
   
Doug is among the first eight survivors recruited by the Player. He is injured when introduced and the player must choose to get supplies for him or not. Doug seems like he'll be difficult to get along with, since he's annoying and holds a very high opinion of himself. He brings the idea for a [[Upgrades#Watch_Tower|watchtower]] to the player, and accuses the player of being a bad leader if you don't agree with him. It's also possible that Doug can be a staunch ally if you can get on his good side, although that might be difficult since he considers himself the leader of the Shelter.
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Doug is among the first eight survivors recruited by the Player. He is injured when introduced and the player must choose to get supplies for him or not. Doug seems like he'll be difficult to get along with, since he's annoying and holds a very high opinion of himself. He brings the idea for a [[Upgrades#Watch_Tower|watchtower]] to the player, and accuses the player of being a bad leader if you don't agree with him. It's also possible that Doug can be a staunch ally if you can get on his good side, although that might be difficult since he considers himself the leader of the Shelter. He has the perks "Abrasive"(-3 daily morale penalty for the shelter) and "Cowards Always Prosper"(25% increased accuracy and 5% increased critical hit chance against panicked humans).
   
 
==Recruitment Requirements==
 
==Recruitment Requirements==

Revision as of 20:24, 1 September 2014

Doug Schultz

Doug is among the first eight survivors recruited by the Player. He is injured when introduced and the player must choose to get supplies for him or not. Doug seems like he'll be difficult to get along with, since he's annoying and holds a very high opinion of himself. He brings the idea for a watchtower to the player, and accuses the player of being a bad leader if you don't agree with him. It's also possible that Doug can be a staunch ally if you can get on his good side, although that might be difficult since he considers himself the leader of the Shelter. He has the perks "Abrasive"(-3 daily morale penalty for the shelter) and "Cowards Always Prosper"(25% increased accuracy and 5% increased critical hit chance against panicked humans).

Recruitment Requirements

  • 10 Antibiotics

Special Requests

  • Rechargeable Batteries
  • Hot Sauce

Stats

Survivors develop their skills over time, these stats represent their starting point.

  • Survival: 4
  • Mechanical: 2
  • Melee: 4
  • Ranged: 5
  • Science: 2
  • Medical: 1
  • Negotiation: 0
  • Leadership: 3