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Crew Jobs

    Captain 

  • Ace Pilot: As far as submarines go, anyway. Captains start the game with the highest helm skill, and can improve their piloting ability further with talents.
  • Bounty Hunter: The name of a general talent that provides the Captain with a 15% bonus to money and experience points when the crew completes a Monster or Nest mission.
  • The Captain: Its in the name. The Captain role denotes the player in command of the submarine, and they're expected to use the ship's interface to keep tabs on their crew, give commands, call out targets for gunners, and alert everyone to incoming threats and hull breaches. In the Campaign mode, the Captain also has control over the ship's finances and can determine the salaries of individual crewmembers. Many Captain talents emphasise their leadership role, such as Inspirational Leader (+25% skill gain for the whole crew) and Leading By Example (crew gains a bonus to repair speed as long as their captain remains alive).
  • Commissar Cap: The Admiral's Uniform is paired with a peaked cap in this style, sporting a golden badge in the front.
  • Distinguished Gentleman's Pipe: Begins the game with a Captain's Pipe, a reusable variant of the cigar. When loaded with pipe tobacco, it can gradually alleviate mental afflictions.
  • Gargle Blaster: Captains can unlock a crafting recipe for Rum by unlocking the Drunken Sailor talent, which is crafted using ethanol and raptor bane fruit. It causes a whopping 90 Drunk upon consumption, compared to ethanol's 20 Drunk. However, it's also far better at combating Psychosis and Hallucinating than regular ethanol (reducing both conditions by -90), and can even combat husk infection (reducing it by -30).
  • Going Down with the Ship: Subverted. The Down With The Ship talent grants the Captain 60 seconds of increased swimming speed and hull repair speed when their submarine becomes 50% flooded, reflecting a determination to save the ship and keep her afloat.
  • The Gunslinger: The Captain has an advanced talent path of the same name, which provides bonuses for using pistols and revolvers (and the Captain begins the game already carrying the latter). This path culminates in unlocking a Hand Cannon crafting recipe.
  • Hand Cannon: A weapon recipe unlocked by the Big Guns talent at the end of the Gunslinger specialization. The handcannon and its .61 caliber ammo are both crafted from salvaged alien metals, and hit with enough force to stun targets.
  • Hat of Authority: All three variants of the Captain's uniform are wearing some kind of stylish hat (the Veteran's Cap, Renegade's Hat and Admiral's Hat) that provides +10 Helm Skill.
  • Medals for Everyone: The Commendations talent at the start of the Politician specialization gives the Captain a silver commendation medal after each successful mission, which can be pinned on a crewmember to immediately grant them 275 Experience Points. The final Politician talent is Figurehead, which replaces the commendation with a bronze medal that grants 550 exp, and instantly promotes a low-level crewmember to level 5 if they're level 4 or below.
  • Never Gets Drunk: With the Drunken Sailor talent, Captains never suffer the negative effects of the "Drunk" affliction, and in fact gain a 75% bonus to stun resistance while inebriated.

    Security Officer 

  • Abnormal Ammo: The Don't Push It talent unlocks a crafting recipe for explosive slugs, compatible with the riot shotgun, autoshotgun and boom stick.
  • The Armorer: The Security Officer's high initial Weapon Skill and access to additional weapon recipes makes them the go-to guy for crafting mundane guns and ammunition, keeping the submarine's armory and turrets well-stocked.
  • Badass Bandolier: Craftable by Security Officers with the Don't Push It general talent, a bandolier is an outerwear item that has four inventory slots, ideal for carrying stacks of ammunition. It also buffs Weapon Skill by 15 points and weapon fire rate (both handheld and submarine turret) by 25%, actively making the character more badass for wearing it.
  • BFG: The Gunner path concludes with the Warlord talent, which unlocks crafting recipes for the HMG (heavy machine gun) and its ammo. The HMG is one of the biggest guns in the game, and fires with such ferocity that anyone with insufficient Weapon Skill (less than 75) is immediately knocked flat by the recoil when they pull the trigger.
  • The Big Guy: They're the primary combatant and Designated Point Man of the crew, usually kitted out in body armor and toting big guns. A few talents emphasize the Security Officer's physical strength, such asPhysical Conditioning (increased movement speed and Low Oxygen resistance) and Swole (increased maximum health and melee attack power). Their naturally high Weapon Skill also means that by the time they unlock and craft the HMG, they're probably the only member of the crew who can fire it without being knocked flat by the recoil.
  • Boarding Party: The name of a talent in the Frogman path that unlocks recipes for boarding axes (a melee weapon with extremely high severance chance, which can chop through doors and hulls faster than a plasma cutter), harpoon coil-rifles and slipsuits (diving suits that boost swimming speed at the cost of walking speed).
  • By-the-Book Cop: Implied by their By The Book general talent, which rewards the crew for taking human adversaries alive — Every handcuffed, living human enemy still on the submarine at the end of a mission gives every member of the crew 1250 marks and 200 experience points, capping at 2500 marks and 400 experience for delivering two prisoners.
  • Designated Point Man: The Frogman talent path is all about making the Security Officer as dangerous in the water as they are on land, making them an excellent choice for clearing out tunnels and shipwrecks.
  • Lawman Baton: Security Officers start with a battery-powered stun baton in their inventory, which can be used to inflict Incremental Stun, slowing the movement speed of humans and smaller creatures until it properly ragdolls them at 90%. While not useful for pitched combat, the stun baton is handy for non-lethally pacifying human NPCs and disruptive crewmembers, allowing the Security Officer to slap handcuffs on them. The Beat Cop talent increases inflicted Stun by 25% (50% against monsters inside the submarine).
  • Luckily, My Shield Will Protect Me: The Pacification Kit talent unlocks a craftable riot shield, a two-handed item that blocks other entities from passing the Security Officer, who is slowed down by 40%. It has 150 health and absorbs gunfire and most melee attacks from humans, though unfortunately it can't absorb biting attacks from creatures or crewmembers with the right genetic modifications.
  • Normally, I Would Be Dead Now: A downplayed variant is the Implacable talent at the end of the Enforcer path. When the Security Officer falls to 0 vitality, they remain conscious for 15 seconds and gain a 25% boost to all attacks until they finally drop. This can only occur once per life, per round.
  • Static Stun Gun: While the stun gun itself can be crafted by anyone with 20 Weapon Skill, the Security Officer's Pacification Kit talent unlocks a recipe for fulgurium stun gun darts, which instantly ragdoll their target.

    Medical Doctor 

  • Acid Attack: Part of the Chemist talent path. Plague Doctor unlocks sulphuric acid syringes and "europabrew" (which makes affected creatures more vulnerable to Acid Burn damage), while What A Stench unlocks thrown acid grenades and 40mm acid grenades compatible with grenade launchers and rifles. These same talents also confer 50% Acid Burn resistance and +40% damage with acid weapons, respectively.
  • CPR: Clean, Pretty, Reliable: With the Don't Die On Me talent, the Medical Doctor is more adept at applying CPR, alleviating the Low Oxygen conditon much faster. The Stayin' Alive talent boosts the rest of the crew's ability to perform CPR by a lesser extent.
  • Deadly Doctor: Doctors can use their Medical Skill to craft and utilize toxins as well as medicines. The Chemist talent path leans on this, unlocking recipes for acid-based weaponry and making both acids and toxins more effective. In Traitor Mode, a turncoat Medical Doctor is also in an excellent position to inject the crew with drugs, poisons or husk eggs under the pretense of healing them.
  • Healing Shiv: Medical Doctors start with a syringe gun, allowing them to fire certain medical items as projectiles. The Delivery System talent unlocks an advanced syringe gun, a straight upgrade that has additional capacity for "ammo" and built-in Stat-O-Vision.
  • LEGO Genetics: The basis of the Xenologist talent path, which specializes in harvesting genetic material from aliens to make genetic modification easier. It culminates in the Genetic Genius talent, which unlocks an advanced gene splicer that can apply two genes instead of one.
  • The Medic: With the highest Medical Skill, access to recipes and equipment, and many, many talents that improve their healing abilities, the Medical Doctor's primary job is to keep their crew healthy and diagnose their woes.
  • Stat-O-Vision: Medical Doctors start the game equipped with a health scanner HUD, a piece of headgear which allows them to percieve the injuries of crew members without needing to grab them and use the regular healing interface. The advanced syringe gun unlocked by the Delivery System talent has a health scanner HUD built into it, allowing the Medical Doctor to equip a different headgear if needed.

    Engineer 

  • The Armorer: The Weapons Engineer and, to a lesser extent, Electrician talent paths allow the Engineer to craft all manner of exotic and dirty weapons, including Depleted Phlebotinum Shells, nuclear missiles and depth charges, flamethrowers, radioactive energy weapons and lightning guns. They can even use their depleted fuel rods to create upgraded wrenches, screwdrivers, crowbars and diving knives.
  • Crowbar Combatant: With Unstoppable Curiousity, the Engineer deals +100% damage with crowbars and can force open locked doors 50% faster. The PH.D In Nuclear Physics talent at the end of the same path upgrades this to +200% damage.
  • Depleted Phlebotinum Shells: The Weapons Engineer path allows Engineers to turn empty fuel rods into "depleted" fuel rods, which are used as an ingredient in creating depleted ammunition for SMGs, revolvers and the submarine's coilguns. Depleted ammo inflicts Radiation Sickness, causing burn damage, nausea and screen distortions.
  • Energy Weapon: The Nuclear Option talent at the end of the Weapons Engineer path unlocks the rapid fissile accelerator, a radioactive energy gun that runs on fuel rods. Its explosive blast deals Deep Tissue Injuries, Burns and a crippling 80 Radiation Sickness.
  • Fire-Breathing Weapon: The Pyromaniac talent unlocks a recipe for a "flamer", which uses welding fuel to expel a gout of burning fire.
  • Hazmat Suit:
    • The Engineer's default outfit is a yellow suit called a hazmat suit. While it doesn't cover their whole body, it still provides 60% resistance to Radiation Sickness, which is important for a job that revolves around handling and weaponizing radioactive material. The Danger Zone talent buffs the hazmat suit's radiation protection by an additional 50%.
    • The PUCS (Protective Universal Crisis Suit), unlocked by the PH.D In Nuclear Physics talent, is a specialized diving suit that provides 90% resistance to Radiation Sickness, and has a built-in autoinjector for a healing item of your choice.
  • Kill It with Fire: The Pryomaniac talent unlocks a recipe for a Fire-Breathing Weapon, and gives the Engineer a 25% bonus to all Burn afflictions their attacks deal. This bonus doubles to 50% when attacking ballast flora, an enemy that is already countered by fire.
  • Lightning Gun: The Lightning Wizard talent at the end of the Electrician path unlocks the Arc Emitter, a battery-powered discharge coil that fires a high voltage electrical blast that chains across walls and floors and between entities. It doesn't actually do a lot of damage, but instead serves as a high-end Static Stun Gun that deals 10 Burn and 5 Stun per hit — since the gun has a 5-second refresh, it can stunlock entire groups of enemies as long as it has ammo.
  • Mr. Fixit: Shares this role with the Mechanic, and naturally has plenty of talents that pertain to repairing electrical devices.
  • Improvised Weapon: Their Aggressive Engineering basic talent triples the melee damage of screwdrivers.
  • The Smart Guy: The Engineer's primary job is managing electrical components, setting up wiring, and overseeing the submarine's nuclear reactor, and their advanced talents unlock a slew of recipes for exotic gadgets and weapons. A few talent names call attention to the Engineer's intelligence, like Egghead (which doubles all skill gains) and PH.D In Nuclear Physics.
  • You Nuke 'Em: The Weapons Engineer path culminates in Nuclear Option, allowing Engineers to use uranium to craft nuclear missiles (for railguns) and nuclear depth charges. They're among the strongest submarine weapons in the game, but their tremendous explosion radius makes them high-risk-high-reward.

    Mechanic 

  • Abnormal Ammo: The Iron Storm talent unlocks a scrap cannon, a battery-powered blunderbuss that, as the name suggests, uses scrap, steel bars and raw iron as ammunition. While ineffective against armor, the spray of metal shrapnel is enough to deal with softer targets.
    A battery-powered makeshift weapon that fires metal shrapnels. Wildly inaccurate, but not too picky when it comes to ammo — any piece of unprocessed iron or steel will do.
  • Attack Drone: The Machinist path culminates in Robotics, which allows Mechanics to build flying defence bots to defend the submarine's interior. Two bots can be active at a time, and they attack targets using SMGs fitted with a custom ammunition type that only the Mechanic can craft.
  • Close-Range Combatant: Many Mechanic talents, especially the Brawler path, turn them into ad-hoc melee combat specialists that can rival the Security Officer for damage output and durability.
  • Critical Status Buff: The Berserker and Foolhardy talents from the Brawler path provide +20% melee damage and +20% physical damage resistance, respectively, when the Mechanic falls below 50% vitality.
  • Crowbar Combatant: Crowbars are compatible with all the talents that boost the Mechanic's melee power, starting with Multifunctional which increases crowbar and wrench damage by 50%.
  • Improvised Armor: The Ironman intermediate talent allows Mechanics to craft iron helmets and makeshift full suits of armor from welded iron plates. They provide 80% resistance to Bite Wounds, Lacerations and Bleeding and 50% stun resistance, but come with drawbacks — The iron helmet obstructs your character's vision, and the makeshift armor is so unwieldy that it slows down your movement.
  • Mr. Fixit: Shares this role with the Engineer, and naturally has plenty of talents that pertain to repairing mechanical devices.
  • Powered Armor: The ultimate Brawler path talent, MECHanic, unlocks a recipe for an exosuit, a hulking suit of armor normally used for construction projects. It boasts built-in toolbelt storage, a headlamp, superior protection against many afflictions, resistance to water currents, and the highest possible resistance to water pressure (-10000 meters, matched only by the Abyss Diving Suit). Wearing an exosuit also enables the user to fire an HMG without being knocked down by recoil, even if the user doesn't have sufficient Weapon Skill. The main downsides are that, along with needing an oxygen supply like a standard diving suit, the exosuit is so outrageously heavy that it needs to be powered by a nuclear fuel rod, otherwise the wearer can't move at all; and even with power, the user's movement speed is drastically reduced even with the aid of a water scooter. Fortunately, the Mechanic gains +25% exosuit movement speed with the same talent.
  • Seal the Breach: The Hull Fixer talent increases the Mechanic's hull repair speed by 25%, and unlocks a recipe for "fixfoam grenades" that repair hull breaches in a large area around them.
  • Trick Bomb: "Fixfoam" grenades unlocked by the Hull Fixer talent are special grenades with a chemical sealant payload, closing nearby hull breaches by healing 200 structure health.
  • Wrench Whack: The Multifunctional basic talent allows Mechanics to deal 50% more damage with wrenches and crowbars. The initial Brawler talent, I Am That Guy, also grants a 20% bonus to Blunt Trauma damage with melee weapons (which the wrench does), increases Weapon Skill by 20 points, and unlocks a two-handed heavy wrench recipe. The heavy wrench not only deals more damage than a one-handed wrench, but it benefits from all the Mechanic's relevant talent buffs to become one of the most unexpectedly powerful melee weapons available, able to comfortably fend off crawlers, mudraptors and other common creatures.

    Assistant 

  • Cool Sword: Taking Graduation Ceremony at the end of the Apprentice chain unlocks a ceremonial sword, which has high attack speed and a high chance to sever limbs. It notably requires 50 points in every skill, not just Weapon Skill, to use effectively.
  • Expy: A direct transplant of the expendable, low-ranking assistant role from Space Station 13, to the point of wearing an identical uniform.
  • Fluffy Tamer: The culmination of the Greyshirt path is The Friends We Made, which enables Assistants to convert mudraptor eggs into "petraptor" eggs using dementonite and a medical fabricator. Unlike their wild cousins, petraptors are fully domesticated, and up to two of them can be kept as crew pets.
  • Magikarp Power: At the beginning of a campaign, an Assistant is almost useless. They're a Master of None, and will most likely get in the way or injure themselves trying to interact with things. Once they grind enough talents, however, Assistants come unto their own. They can spec into a functional Redshirt who gains bonuses for dying, a Master of All who learns skills way faster than anyone else, or a costumed clown that serves as a Quirky Bard.
  • Master of None: A fresh Assistant begins the game with a middling 20-30 points in each stat (except Helm, which is 17-20), giving them a small measure of flexibility but not enough skill to perform difficult tasks on their own.
  • Monster Clown: Part of the Clown path is the Psycho Clown talent, which grants the Assistant a scaling bonus to attack speed (and a penalty to movement) based on how much Psychosis they're suffering.
  • Non-Ironic Clown: An Assistant that goes down the Clown talent path can don a colorful costume and bring fun and joy to the submarine as a Quirky Bard. Notable is the intermediate talent Inspiring Tunes, that grants nearby allies a short-lived bonus of +10 to all skills whenever the Assistant toots a bike horn.
  • Playing Possum: The Non-Threatening talent causes enemies to ignore an Assistant who's been ragdolled for more than 2 seconds.
  • Powered Armor Completing the Clown talent path, with True Potential, grants Assistants their own exosuit model, the Funbringer 3000, painted in clown red and decorated with a monstrous carnie face. It lacks the extra inventory of the vanilla exosuit, but gains a built-in Banana Peel cannon and a "honker blast" that causes nearby characters to Hallucinate for a few seconds.
    The clowning achievement of Honkmotherian technology: a nuclear-powered exosuit equipped with weapons of mass pranking.
  • Redshirt: Assistants start with poor stats, and they're the only job that doesn't have an Arbitrary Headcount Limit, making them expendable. Many talents in other jobs that involve minimizing crew deaths for a reward specify that Assistant deaths don't count. The Greyshirt talent path is all about how vulnerable an Assistant is, with talents to reduce Reaper's Tax or even pay out marks to the rest of the crew when you're killed by a monster.
  • They Killed Kenny Again: With the right talents, an Assistant can be more useful to their crew dead than alive. Revenge Squad grants everyone else 30% physical damage resistance for two minutes when the Assistant dies. Insurance Policy pays the crew 200 marks whenever you die, multiplied by how many missions had passed since your previous death. Finally, An Apple A Day gives the Assistant 100% resistance to Resurrection Sickness, allowing them to respawn again and again without problems.
  • Weasel Co-Worker: The Crew Layabout basic talent causes the Assistant to lose 40% repair speed and 15 points in every skill, making a low-level Assistant all but useless, but allies near them are buffed to repair 15% faster and gain a bonus of 10 to all stats.

Factions

    Europa Coalition 
The autocratic de facto superpower of Europa, with a distributed bureaucracy and an iron grip on the resources, manufacturing and power within Europan society. They rule by fear, and have a reputation for shutting disobedient colonies and outposts out of the supply loop, or simply subjugating them by direct force. Their motivation is ultimately to preserve humanity, but at any cost, and preferably with the status quo left intact.
  • The Empire: About as close as Europa's smattering of small towns and cities can have to one, particularly from the perspective of the Jovian Seperatists. The Coalition originated as an alliance between two of Europa's largest cities, pooling their resources and gradually including more and more settlements under their umbrella. After contact with Earth was lost, the Coalition became the de facto colonial government, and a fairly ruthless one at that.
  • Well-Intentioned Extremist: The Coalition maintains its grip with ruthless tactics, but much of what they do is motivated by a desire to keep humanity alive on the Death World they've been stranded on.

     Jovian Separatists 
A small, underground organization seeking a more democratic society by any means, from petty resistance to full-blown terrorism, all with the end goal of disrupting the ability of the Europa Coalition to function, and to undermine its authority.
  • La Résistance: What they style themselves as, fighting to overthrow the Europa Coalition and (hopefully) start a democracy.
  • Your Terrorists Are Our Freedom Fighters: There's no doubt that the Coalition is oppressive, inspiring many to turn against them in the hopes of creating a democracy, but some Seperatist cells aren't afraid to engage in open terrorism to achieve their aims. Two Traitor Mode permutations have the traitor be a Seperatist plant aiming to sink the submarine, killing a crew of people whose crime is simply taking jobs from the Coalition to make ends meet.

     Church of Husk 
A mysterious and outlawed religious group with a transhumanist twist, they seek 'communion' with the husk parasite in order to usher in a new kind of humanity, one more capable of surviving in this harsh environment, more in tune with the local ecosystem, and devoid of pride, hatred, fear, or complex thought. Hated equally by the Europa Coalition and the Jovian separatists.
  • Cult: One that worships The Virus.
  • Evilutionary Biologist: They want to use the husk parasite to adapt the human species to Europa and create an eerie utopia rid of The Evils of Free Will.
  • The Extremist Was Right: With the addition of gene-splicing, players can adapt husk DNA and gain resistance to parasitic possession, allowing them to enjoy all the benefits of late-stage infestation (chiefly Super Not-Drowning Skills) without suffering deadly seizures or losing control; essentially proving the Church of Husk correct.
  • Zombie Infectee: The Church's version of the personnel transport job involves ferrying a group of acolytes, and one of them is attempting an unsanctioned communion with the husk parasite. The crew needs to have a medical doctor check every acolyte and administer calyxanide before the infectee turns and starts attacking the rest, as the mission specifies that the acolytes need to survive and remain human. Alternatively, you can just make a beeline for the next outpost and complete the mission in under the 5 and a half minutes or so it takes for the Husk infection to run its course. The game still counts this as a success and the Zombie Infectee passenger is now someone else's problem.

     Children of the Honkmother 
Every once in a while, these minstrels, fools and clowns attempt to form unions, and names like "Europan Jesters' Association" pop up. In truth, the Honkmother's children are a less-than-organized lot who simply heed the call of the bikehorn.
  • Cult: A religion of clowns.

Unique NPCs

     Artie Doolittle 

  • Joke Character: He starts with a meager 5 in every skill (even low-level recruits start with 20-30 in their primary skill and a minimum of 10 in their least used skill).

     Captain Hognose 

  • Badass Normal: He doesn't have any of the special bonus perks most of the other Special NPCs that can join your crew have, but he does start out with extremely high skill level in Helm and Weapons and can potentially join your crew very early on in a random encounter. Also unlike most special NPCs he doesn't require a high faction standing for him to join you.
  • Expy: Is one to Captain Ahab, and recruits you to help him hunt down his Animal Nemesis, a particularly ornery Hammerhead named Moping Jack.
  • Eyepatch of Power: Has an eyepatch over his right eye, as befitting his "grizzled seadog" demeanor.

     Drug Dealer 

  • Can't Catch Up: He has average medical skill and low-to-below average skill in everything else. There's not much difference between him and a normal medic recruited at the outpost manager's. The only real difference is you can recruit him for free, which is only really useful in the early game, at which point you're not really equipped for raiding pirate outposts anyway.
  • Defeat Equals Friendship: He shows up during abandoned outpost reclaimation missions as part of the pirate crew that have taken over the outpost. Unlike the other pirates, he won't fight back, and if talked to will offer to join your crew now that his gang is all dead.

     Ignatius May 

  • Hand Cannon: He starts out with a handcannon and 6 spare rounds for it.
  • In Harm's Way: He joins your crew because he's bored of being stuck behind a desk, and reading reports about your adventures gives him an itch to get out in the field again.
  • Master of All: He has maxed out Weapons and Mechanical Engineering skill, expert level Electrical Engineering skill, and decent Medical skill as well. His only weakness is his low Helm skill.
  • State Sec: He's "Captain of Internal Affairs" for the authoritarian Europa Coalition, and seems to be one of their top leaders.

     Aunt Doris 

  • Chef of Iron: She's a world-famous television chef, who was a counter-revolutionary activist in her youth and is no stranger to cracking heads. Despite being a Medic, she has several combat-related bonus perks. Her starting weapon is a special knife which deals poison damage to human enemies, as befitting a chef/botanist.
  • Cool Old Lady: She'll almost certainly be by far the oldest member of your crew, but will also be one of the more skilled.
  • Cowardly Lion: She has the "Fearful" personality type, and quickly seems to regret her impulsive decision to join your crew, but will still stick with you through whatever Europa throws at you.

     Victoria Petran 

  • Almighty Janitor: She's the leader of La Résistance, despite only holding the rank of Lieutenant (likely because the Separatists don't have a formal military structure).
  • Frontline General: She's the leader of the Jovian Separatists, and can potentially join your crew.
  • Hand Cannon: She starts out with a handcannon and 6 spare rounds for it.
  • Master of All: She has maxed out Weapons and Mechanical Engineering skill, expert level Electrical Engineering skill, and decent Medical skill as well. Her only weakness is her low Helm skill.

     Sootman 

  • Bomb Throwing Anarchist: He's a member of La Résistance, "masked vigilante", and is fond of explosives, with several special perks based around their manufacture and use. When you break him out of jail prior to recruiting him, he takes a detour from his escape to start some fires around the habitat he's being held in.
  • Master of All: He has maxed out Weapons and Mechanical Engineering skill, expert level Electrical Engineering skill, and decent Medical skill as well. His only weakness is his low Helm skill.

     Jacov Subra 

  • Evilutionary Biologist: He has a number of special perks based around genetic engineering and enhancing the physical performance of crewmembers, and is the founder of a religion based around Transhumanism.
  • In the Hood: He wears the hooded Zealot Robes worn by Church of the Husk leaders, which makes Husks ignore him and grants him immunity from Husk takeover.
  • Our Founder: The founder of the Church of the Husk.
  • Wrong Line of Work: Despite being an Engineer, his maxed out skills are Medical and Weapons. His engineering related skills (Electrical and Mechanical) are 50, which is good but nothing compared to the 100 he has in Medicine and Weapons. His special perks are all geared around medicine rather than engineering, also.

     Jestmaster 

  • The Ace: He has a whooping 150 skill in Medical, Electrical Engineering, and Mechanical Engineering.
  • Troll: In the Children of the Honkmother questline, the second task he gives you is to bop an Abyss Creature with a toy hammer. Abyss Creatures are the biggest and most dangerous creatures on Europa; fighting them with a sub is dangerous enough, approaching one in a dive suit is suicide. however, he never said the Abyss Creature had to be alive when you bop it.


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