Difference between revisions of "Hideous freak"

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==Basics==
==Basics==


Statwise, Hideous Freak gives the following bonuses.
Statwise, Hideous Freak gives the following bonuses:
   * +4 to Senses
   * +4 to Senses
   * +1 to Endurance
   * +1 to Endurance
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   * +4 to Focus (skill)
   * +4 to Focus (skill)


However, HF also affects some stats negatively:
However, Hideous Freak also affects some stats negatively:
   * -3 to Cool
   * -3 to Cool
   * -2 to Persuade (skill)
   * -2 to Persuade (skill)


Hideous Freak also provides some other bonuses not covered by pure stat changes.
Hideous Freak also provides some other bonuses not covered by pure stat changes.
   * The biggest of these is probably the fact that you do not get stressed from killing or grabbing people. In fact, it destresses you. (However, sex and drugs stress you out instead.) Basically, anything that stressed you out before probably does the opposite and vice versa.
   * Stress and de-stress are reversed. For example, you will become de-stressed from killing, grabbing, and using focus abilities, with the exception of Scare. THC gives stress and so does sitting in a chill room.
   * You become resistant to eating raw flesh eg: you will not get worms or etc.
   * You become resistant to eating raw flesh, so you will not acquire worms.
   * Necropolis Junkers and Spectres will not attack you without provocation. Zombies, however, still will. Necropolis basically becomes a safe haven where you can grind and do contracts (if you have them) in safety.
   * Necropolis Junkers and Spectres will not attack you without provocation. Zombies, however, still will. Necropolis basically becomes a safe haven where you can grind and do contracts (if you have them) in safety.
   * You can enter into Necropolis without fighting the Deadbots.
   * You can enter into Necropolis without fighting the DeadBots.
   * You gain '''acid blood'''. If you bleed you will do damage to someone. This means vampires cannot feed from you. This also means you cannot become a vampire through feeding. However, eating vampire meat may still transfer the disease to you.
   * You gain '''acid blood'''. Your blood will damage health and armor if it gets on anybody, including yourself. This means vampires cannot feed from you.
   * You also gain the '''scare''' command which will be covered in more detail.
   * You also gain the '''scare''' command which will be covered in more detail.


Hideous Freak also makes you '''unable''' to trade with most people in the world of Hell. You're simply too disgusting to look at, too inhuman, or whatever. People do not want to deal with you. In a similar situation, entering into Freedom City, Corpclave or etc. will immediately set their security onto you. Unless you are extremely powerful you will be hunted down and put to death like the disgusting irradiated thing you are. Good riddance.
Hideous Freak also makes you '''unable''' to trade with most people in the world of Hell. You're simply too disgusting to look at, too inhuman, or whatever. People do not want to deal with you. This extends to the police. You will be given an instant 0 stars upon sighting in Freedom City, Corpclave, Burbclave, and Halliburton Arms. While you have the 0 stars, you will have either C3s or Spiderlings that will hunt you in any of their patrolled areas. This includes C3-50s going to Gangland, Slagtown, and Shoreline while you have 0 stars. Unless you are extremely powerful you will be hunted down and put to death like the disgusting irradiated thing you are. Good riddance.


Clothing cannot disguise what you are. Whatever it is that makes up a Freak, it can just be... sensed by people.
Clothing cannot disguise what you are. Whatever it is that makes up a Freak, it is quite obvious to people.


Hideous Freak also imposes a '''$1''' charge on ChatNet and to page other players.
Hideous Freak also imposes a $1 charge on chatnet and zotnet. blurrnet is free and tradenet costs a whopping $50 per message. Freaks are also charged $1 per page, which can be avoided by simply using the MOO mail system.


Freak does '''not''' provide any inherent advantages in regards to radiation. You '''can''' still suffer from radiation poisoning. Neither does it improve your natural weapons (fists or claws) or provide any enhanced damage soaks. You do '''not''' gain any other inherent abilities other then Scare. You '''will''' also be attacked by the creatures located in Necropolis' Heart and they will make short work of you. You can still die, and you will probably die often.
Freak does '''not''' provide any inherent advantages in regards to radiation. You '''can''' still suffer from radiation poisoning. Neither does it improve your natural weapons (fists or claws) or provide any enhanced damage soaks. You do '''not''' gain any other inherent abilities other then Scare. You '''will''' also be attacked by the creatures located in Necropolis' Heart and they will make short work of you. You can still die, and you will probably die often.


On the plus side, a Freak '''can''' still lockpick, hack and etc. There are no penalties associated with brains or the skills that depend on it.
A Freak '''can''' still lockpick, hack, etc. There are no penalties associated with brains or the skills that depend on it. Lockpicking is, of course, made less practical because of the police forces that hunt you.


Another small bonus comes with the Focus skill. The +4 can really assist with other mutations, such as Writhing Smoke or Screech.
You also cannot become a Vampire. The mutations are mutually exclusive and Hideous Freaks have as of recently been forbidden from acquiring temporary Vampirism.


Hideous Freak is also incompatible with the vampire mutation.
===Scare===


===Scare===
Scare is a neat Freak ability. While not terribly powerful, it can be very useful in certain situations and is invaluable in Necropolis. In most situations, it gives those who hear it a dose of fear, impairing their stats. And for every person who gets fear, you gain a dose of fren zy adding +1 to brawn and senses, up to a max of +4 each.


Scare is a neat Freak ability. While not terribly powerful, it can be very useful in certain situations and is invaluable in Necropolis. In most situations, it gives those who hear it a dose of fear, impairing their stats. And for every person who gets 'fear' you gain a dose of 'frenzy' adding +1 to brawn and senses per person scared up to a max of +4.
In Necropolis, Scare takes on another role. Scare summons Spectres, Zombies and any awakened Junkers to your location. This, in essence, gives Freaks a massive homeground advantage. It also allows for an easy way to make money from, say, zombie contracts. Bringing down a good dozen or so NPCs onto someone in Necropolis can really ruin their day, especially if they have no way to deal with Spectres.


In Necropolis however, Scare really shines. Scare summons Spectres, Zombies and any awakened Junkers to your location. This, in essence, gives Freaks a massive homeground advantage. It also allows for an easy way to make money from, say, zombie contracts. Bringing down a good dozen of so NPCs onto someone in Necropolis can really ruin someone's day, especially if they have no way to deal with Spectres.


==Dealing with Weaknesses==
==Dealing with Weaknesses==
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===Reduction in Cool===
===Reduction in Cool===


Cool can be grinded back up, although it will probably be a long and slow process. This weakness is worse then it looks at first glance - you will have trouble utilizing blades, pistols and rifles to the best of their capability. You will hopefully become adept at spears, clubs or your bare hands.
Cool can be ground up, although it will probably be a long and slow process. This makes it hard to become proficient at blades and guns. However, non-cool-based weapon classes are perfectly reasonable to utilize, such as spears, whips, fists, and clubs. Bling can also be worn to give you up to +4 cool.


===Hunted by Law Enforcement===
===Hunting by Law Enforcement===


The easiest way to deal with this is by not going anywhere near a place such as Freedom City. C3-50 Law Enforcement Robots will undoubtedly have a good time pounding your skull in with their shock batons. They will even pursue you into any apartments you have. Stay far away. If you're quick enough you could make a quick run into Freedom City for whatever reason but you cannot stay there for a prolonged stretch of time.
The easiest way to deal with this problem is by not going to Freedom City, Corpclave, Burbclave, or Halliburton Arms. C3-50s will undoubtedly have a good time pounding your skull in with their shock batons, and so will Spiderlings, with their debilitating stingers. If you're quick enough you can make quick runs into Freedom City, and for Freaks, that's usually just to install implants.


'''Note:''' The FCPD does not pursue into the sewers.
Hideous Freaks can benefit from grinding their Sneak skill. If your Sneak is high enough, you can avoid being seen by the cameras, and thus avoid the 0 stars that mean hunting you. In fact, if you aren't seen by a camera, you can even chill with the law enforcement in the same square as you.
 
It should be noted that, although the cops will always be happy to kill you on sight, you will not spend a second in jail as a Freak. This goes for Panopticon and the dreaded Cube as well.
 
Every now and again your cloning location, no matter where you set it, will reset to the clone tank in the Necropolis, usually after you've run out or acquired police stars.


===Buying/Selling===
===Buying/Selling===
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Use other players to buy things for you, or just take them from other players who cannot defend themselves. If you're in a corporation then this can be easily rectified by getting corp mates to buy/sell for you. There are certain NPCs, such as Furst in Lurleen and those in Camp Benjamin near Necropolis that will still deal with you. However, unless you utilize caution you will find yourself running out of weapons and armor. Focusing on Dodge and Fists (with the Ripper mutation) can offset this weakness.
Use other players to buy things for you, or just take them from other players who cannot defend themselves. If you're in a corporation then this can be easily rectified by getting corp mates to buy/sell for you. There are certain NPCs, such as Furst in Lurleen and those in Camp Benjamin near Necropolis that will still deal with you. However, unless you utilize caution you will find yourself running out of weapons and armor. Focusing on Dodge and Fists (with the Ripper mutation) can offset this weakness.


===Vampire and Freak===
In Slagtown alone, Freaks can buy freely from Sargo at his discount warehouse of random crap. Freaks wishing to sip on some sweet delicious bugshit can stop by Round Corner and hit up my main man Rayray.  Those who prefer more pedestrian cocktails can get them from Heath at the Wide Stance. Freaks can also purchase goods from the player-run Slagtown Galleria. Camp Benjamin in Necropolis also sells to Freaks.
 
===Mental Problems===


Vampire and Hideous Freak are exclusive mutations. If you take one, you cannot take the other. As someone who has used both Freak and Vampire, I feel I'm able to give a good outline of the two and how they differ.  
When you clone, you're likely to wind up with some kind of mental problem. The effects of these are many, varied, and occasionally annoying. You can counter this problem by partnering up with someone brainy, who can ''analyze'' you, to potentially cure your mental problem.


To be blunt, Vampire is more powerful then Freak from a gameplay perspective. Vampire's multiple +4 stat bonus isn't really countered by anything a Freak has. This means that, unless there is a huge XP divide, a Vampire will probably be able to outfight a Freak. Vampires also can heal rather quickly from blood whereas Freaks must rely on food (but not medic, as Ripper is almost mandatory). Vampires can also still move amongst society without much problem and therefore make use of equipment.
==Abomination==


So, it really seems like there's no question between which one a person would take.
Abomination is a different kind of Hideous Freak. Compared to the typical freak, they have many new quirks. To become an Abomination, you must have the mutations Hideous Freak, Ripper, and Fuck Machine.


However, Freak has some advantages over Vampire.
You gain the following natural resistances:
  * Freaks can remain active throughout the day.
   * 4-10 beat
   * Freaks also do not have any sort of hunters or specific weaknesses such as stakes.
   * 6-9 slash
   * Freaks also do not suffer the -4 brains penalty giving them a little bit more breadth of skills to use such as hack or lockpick.
   * 4-10 stab
   * The bonus to Focus can enhance other mutations, especially ones like Phase. A vampire, with their brain's penalty, can have trouble utilizing phase.
   * 8-10 bullet
   * Vampires still suffer stress from killing, Freaks do not. At older ages this can be a huge advantage over a vampire.
   * 1-4 acid
   * A secure location, of sorts, for grinding and etc. with the Necropolis Gate area.


And in Necropolis a Freak would still have the advantage, through scare, over a Vampire.
The following modifiers are also given:
  * -2 brains
  * -2 cool
  * +1 endurance
  * +1 brawn
  * +3 fish
  * -1 pistols
  * -1 rifles
  * -6 persuade
  * -4 focus


-- Main.CainE - 16 Aug 2008
As can be expected from the decent soaks, you acquire an inability to wear thick armor. Your thickness limit is 3. However, you can stack these articles up to the usual 15 thickness. Leather armors, Robes of the Lamb, and deathsheads are among the choice armor for Abominations, if they are going to wear any.


--SweetiePie's Addendum; 23 Apr 2009
You acquire the ability ''devour'', which allows you to eat a human corpse, healing you.


===About Nets===
You also acquire the ''burrow'' command, allowing you to safely log out in outdoor type rooms.


It should be noted that tradenet charges $50 per transmission. Corpnet, mail, and the mysterious blurrnet are free, and the always exciting zotnet charges a buck.
Your semen also becomes acidic like your blood, allowing you to wank on players or NPCs to weaken them. If you facefuck someone, they will get a chestburster, which will burrow out of the stomach, doing massive damage.


===About NPCs===
Anyone in the same room with you will be irradiated. You cannot get irradiated, and so you cannot get radiation mutations.


In Slagtown alone, Freaks can buy freely from Sargo at his discount warehouse of random crap. Freaks wishing to sip on some sweet delicious bugshit can stop by Round Corner and hit up my main man Rayray.  Those who prefer more pedestrian cocktails can get them from Heath at the Wide Stance. Point is, don't just assume you're going to be stuck with Furst for your shopping needs. Go for the gold and see what happens.
You can breathe underwater, but you still cannot breathe in acidic environments such as the Toxic Dump or in parts of the sewers. The only protective equipment is too thick for an Abomination to wear.


===About Johnny Law===
Drugs do not give you addiction, enabling you to push them to the limit of your endurance, which, if you're an Abomination, should be very high. Coke and crank both give addiction, so as an abomination you can safely be on the max dose of each at all times with no complications.


It should be noted that, although the cops will always be happy to kill you on sight, you will not spend a second in jail as a Freak. This goes for Panopticon and the dreaded Cube as well.
Nanite healers are only 40% as effective, and food will only fill you 20% as much as it did. Most Abominations go Hyperimmune, which would then render nanite healers completely useless. Healing must be done by devouring humans, or by using trauma kits, which is hard enough with the medic and brains penalties of Ripper and Abomination.


===About Cloning===
If you die, your corpse will explode shortly after, causing damage to anyone in the room, as well as covering them in acid blood. Any implants you were wearing will be gone unless you have someone to cut them out immediately on the scene. You cannot be defibbed even if someone is right by you when you die.


When you clone, you're likely to wind up with some kind of mental problem. The effects of these are many, varied, and occasionally annoying.  
An abomination is best outfitted to be a fists user, as it upgrades the claws bestowed by Ripper, giving them irradiation damage and even higher damage overall. This doesn't mean an abomination can't use other weapons. An abomination is well suited to be a powerful clubber or spear user, but accessibility to these weapons will be less ready than the standard claws.


Every now and again your cloning location, no matter where you set it, will reset to the makeshift clone tank in the Necropolis.
The weaknesses with an abomination are mostly that of the cool penalty and that of the focus penalty. If you went abomination, it is pretty much a given that you want to be a melee powerhouse. The cool penalty means you would need even higher sneak to be able to walk around Freedom City without a ruckus. With the focus penalty, you will have less effective focus abilities and higher cooldowns.


===About Your Acidic Blood===
Money for an abomination is mostly spent on recloning. They aren't going to need to spend money on armor like a typical Hideous Freak. Money not spent on recloning could be spent towards buying contracts or armor that is abomination accessible, as well as weapons, if you do not specialize in fists. Of course, you still cannot buy things generally.


When you bleed on yourself, you will take damage, and this can in fact kill you.  Keep some washwater handy any time you might bleed.
A lesser known quirk about Abomination is that you cannot be medically treated by anyone besides other Hideous Freaks. The Salmaander mutation will help a lot with broken bones. Hyperimmune helps with most else. The only times you'd actually need a player to treat you is brain damage, mental illness, and the occasional trauma kit.

Revision as of 19:53, 24 April 2009

So, you chose to take on the mantle of a Hideous Freak. Good for you! Hideous Freaks present a different way of playing HellMOO. You will not have the same accessibility to advanced weapons and equipment and the penalties will make you approach the entire game in a different way. As such, this guide had been created to detail the mutation and the problems it can pose to unwary players.

Basics

Statwise, Hideous Freak gives the following bonuses:

  * +4 to Senses
  * +1 to Endurance
  * +3 to Sneak (skill)
  * +4 to Focus (skill)

However, Hideous Freak also affects some stats negatively:

  * -3 to Cool
  * -2 to Persuade (skill)

Hideous Freak also provides some other bonuses not covered by pure stat changes.

  * Stress and de-stress are reversed. For example, you will become de-stressed from killing, grabbing, and using focus abilities, with the exception of Scare. THC gives stress and so does sitting in a chill room.
  * You become resistant to eating raw flesh, so you will not acquire worms.
  * Necropolis Junkers and Spectres will not attack you without provocation. Zombies, however, still will. Necropolis basically becomes a safe haven where you can grind and do contracts (if you have them) in safety.
  * You can enter into Necropolis without fighting the DeadBots.
  * You gain acid blood. Your blood will damage health and armor if it gets on anybody, including yourself. This means vampires cannot feed from you.
  * You also gain the scare command which will be covered in more detail.

Hideous Freak also makes you unable to trade with most people in the world of Hell. You're simply too disgusting to look at, too inhuman, or whatever. People do not want to deal with you. This extends to the police. You will be given an instant 0 stars upon sighting in Freedom City, Corpclave, Burbclave, and Halliburton Arms. While you have the 0 stars, you will have either C3s or Spiderlings that will hunt you in any of their patrolled areas. This includes C3-50s going to Gangland, Slagtown, and Shoreline while you have 0 stars. Unless you are extremely powerful you will be hunted down and put to death like the disgusting irradiated thing you are. Good riddance.

Clothing cannot disguise what you are. Whatever it is that makes up a Freak, it is quite obvious to people.

Hideous Freak also imposes a $1 charge on chatnet and zotnet. blurrnet is free and tradenet costs a whopping $50 per message. Freaks are also charged $1 per page, which can be avoided by simply using the MOO mail system.

Freak does not provide any inherent advantages in regards to radiation. You can still suffer from radiation poisoning. Neither does it improve your natural weapons (fists or claws) or provide any enhanced damage soaks. You do not gain any other inherent abilities other then Scare. You will also be attacked by the creatures located in Necropolis' Heart and they will make short work of you. You can still die, and you will probably die often.

A Freak can still lockpick, hack, etc. There are no penalties associated with brains or the skills that depend on it. Lockpicking is, of course, made less practical because of the police forces that hunt you.

You also cannot become a Vampire. The mutations are mutually exclusive and Hideous Freaks have as of recently been forbidden from acquiring temporary Vampirism.

Scare

Scare is a neat Freak ability. While not terribly powerful, it can be very useful in certain situations and is invaluable in Necropolis. In most situations, it gives those who hear it a dose of fear, impairing their stats. And for every person who gets fear, you gain a dose of fren zy adding +1 to brawn and senses, up to a max of +4 each.

In Necropolis, Scare takes on another role. Scare summons Spectres, Zombies and any awakened Junkers to your location. This, in essence, gives Freaks a massive homeground advantage. It also allows for an easy way to make money from, say, zombie contracts. Bringing down a good dozen or so NPCs onto someone in Necropolis can really ruin their day, especially if they have no way to deal with Spectres.


Dealing with Weaknesses

Reduction in Cool

Cool can be ground up, although it will probably be a long and slow process. This makes it hard to become proficient at blades and guns. However, non-cool-based weapon classes are perfectly reasonable to utilize, such as spears, whips, fists, and clubs. Bling can also be worn to give you up to +4 cool.

Hunting by Law Enforcement

The easiest way to deal with this problem is by not going to Freedom City, Corpclave, Burbclave, or Halliburton Arms. C3-50s will undoubtedly have a good time pounding your skull in with their shock batons, and so will Spiderlings, with their debilitating stingers. If you're quick enough you can make quick runs into Freedom City, and for Freaks, that's usually just to install implants.

Hideous Freaks can benefit from grinding their Sneak skill. If your Sneak is high enough, you can avoid being seen by the cameras, and thus avoid the 0 stars that mean hunting you. In fact, if you aren't seen by a camera, you can even chill with the law enforcement in the same square as you.

It should be noted that, although the cops will always be happy to kill you on sight, you will not spend a second in jail as a Freak. This goes for Panopticon and the dreaded Cube as well.

Every now and again your cloning location, no matter where you set it, will reset to the clone tank in the Necropolis, usually after you've run out or acquired police stars.

Buying/Selling

Use other players to buy things for you, or just take them from other players who cannot defend themselves. If you're in a corporation then this can be easily rectified by getting corp mates to buy/sell for you. There are certain NPCs, such as Furst in Lurleen and those in Camp Benjamin near Necropolis that will still deal with you. However, unless you utilize caution you will find yourself running out of weapons and armor. Focusing on Dodge and Fists (with the Ripper mutation) can offset this weakness.

In Slagtown alone, Freaks can buy freely from Sargo at his discount warehouse of random crap. Freaks wishing to sip on some sweet delicious bugshit can stop by Round Corner and hit up my main man Rayray. Those who prefer more pedestrian cocktails can get them from Heath at the Wide Stance. Freaks can also purchase goods from the player-run Slagtown Galleria. Camp Benjamin in Necropolis also sells to Freaks.

Mental Problems

When you clone, you're likely to wind up with some kind of mental problem. The effects of these are many, varied, and occasionally annoying. You can counter this problem by partnering up with someone brainy, who can analyze you, to potentially cure your mental problem.

Abomination

Abomination is a different kind of Hideous Freak. Compared to the typical freak, they have many new quirks. To become an Abomination, you must have the mutations Hideous Freak, Ripper, and Fuck Machine.

You gain the following natural resistances:

  * 4-10 beat
  * 6-9 slash
  * 4-10 stab
  * 8-10 bullet
  * 1-4 acid

The following modifiers are also given:

  * -2 brains
  * -2 cool
  * +1 endurance
  * +1 brawn
  * +3 fish
  * -1 pistols
  * -1 rifles
  * -6 persuade
  * -4 focus

As can be expected from the decent soaks, you acquire an inability to wear thick armor. Your thickness limit is 3. However, you can stack these articles up to the usual 15 thickness. Leather armors, Robes of the Lamb, and deathsheads are among the choice armor for Abominations, if they are going to wear any.

You acquire the ability devour, which allows you to eat a human corpse, healing you.

You also acquire the burrow command, allowing you to safely log out in outdoor type rooms.

Your semen also becomes acidic like your blood, allowing you to wank on players or NPCs to weaken them. If you facefuck someone, they will get a chestburster, which will burrow out of the stomach, doing massive damage.

Anyone in the same room with you will be irradiated. You cannot get irradiated, and so you cannot get radiation mutations.

You can breathe underwater, but you still cannot breathe in acidic environments such as the Toxic Dump or in parts of the sewers. The only protective equipment is too thick for an Abomination to wear.

Drugs do not give you addiction, enabling you to push them to the limit of your endurance, which, if you're an Abomination, should be very high. Coke and crank both give addiction, so as an abomination you can safely be on the max dose of each at all times with no complications.

Nanite healers are only 40% as effective, and food will only fill you 20% as much as it did. Most Abominations go Hyperimmune, which would then render nanite healers completely useless. Healing must be done by devouring humans, or by using trauma kits, which is hard enough with the medic and brains penalties of Ripper and Abomination.

If you die, your corpse will explode shortly after, causing damage to anyone in the room, as well as covering them in acid blood. Any implants you were wearing will be gone unless you have someone to cut them out immediately on the scene. You cannot be defibbed even if someone is right by you when you die.

An abomination is best outfitted to be a fists user, as it upgrades the claws bestowed by Ripper, giving them irradiation damage and even higher damage overall. This doesn't mean an abomination can't use other weapons. An abomination is well suited to be a powerful clubber or spear user, but accessibility to these weapons will be less ready than the standard claws.

The weaknesses with an abomination are mostly that of the cool penalty and that of the focus penalty. If you went abomination, it is pretty much a given that you want to be a melee powerhouse. The cool penalty means you would need even higher sneak to be able to walk around Freedom City without a ruckus. With the focus penalty, you will have less effective focus abilities and higher cooldowns.

Money for an abomination is mostly spent on recloning. They aren't going to need to spend money on armor like a typical Hideous Freak. Money not spent on recloning could be spent towards buying contracts or armor that is abomination accessible, as well as weapons, if you do not specialize in fists. Of course, you still cannot buy things generally.

A lesser known quirk about Abomination is that you cannot be medically treated by anyone besides other Hideous Freaks. The Salmaander mutation will help a lot with broken bones. Hyperimmune helps with most else. The only times you'd actually need a player to treat you is brain damage, mental illness, and the occasional trauma kit.