Doug Schultz

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Doug Schultz

Doug seems like he'll be difficult to get along with, since he's annoying and holds a very high opinion of himself. He accuses the player of being a bad leader if he doesn'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.

Recruitment[edit | edit source]

Doug is among the first eight survivors recruited by the Player. He is injured when introduced and at the third day Davis will give the player a task to get 5 Antibiotics in order to cure him, suggesting the nearby pharmacy.

NOTE: You MUST report back to Davis and pick dialogue option "We found antibiotics". At the next day Doug will wake up and join the fort, available immediately.

Events[edit | edit source]

  • Shortly after waking up, Doug will come to you panicking about the internet being down. While you can snark at him all you want, he's not really listening - he'll say he's got a program meant to decrypt passwords and allow the user to retrieve the data. This is the "Dig Doug" program that allows you to read the Data Items found scattered throughout the game.
  • On Day 13, if the Watchtower upgrade isn't built, Doug will whine about how the Shelter needs a watchtower, and demands it be finished within fifteen days. You can agree to try and have it finished in that time; if you have Negotiation at 3 or above, you can mention how people are "lazy" and argue him up to 17 days; or refuse to promise him to make one. If you agree to 15 days, he'll gain a small Mood boost, and push further, asking for ten days - whether or not you agree, he'll whine about ten days, get another small Mood boost, and walk off. If you refuse his proposal, slap him, or tell him off in other creative ways, he'll get a Mood penalty and run off.
  • On Day 15, Doug will tell you about a truck stop with excellent waffles, and suggest the player search there for food.
  • After Day 20, if Doug's Mood is high and you haven't already befriended him, he will challenge you for leadership. If you have a Negotiation skill of 4 or greater, you can convince him you need a "secret co-leader" - a story he will absolutely buy happily and without question. If you refuse his challenge, he will take a Mood penalty and storm off. If you threaten to shoot him, he'll take a larger Mood penalty and try to stride off - or you could shoot him for real. If you accept his challenge, you could fight him (Melee 4), test his survival skills (Survival 4), mention real leadership (Leadership 3), dismiss him, or refuse his challenge. If you successfully challenge him, he'll gain a small Mood boost, and agree to ally with you "for our mutual benefit."
  • On Day 23 (or 28, or 30), Doug will return to talk about the tower. If you've built the Watchtower, he'll gain a Mood boost - but if it's not done in the allotted amount of time, he'll take a Mood penalty.
  • On Day 29, Doug will complain to you about being left out of Crisis Event meetings.
    • If Doug considers you a friend: If you say that the meeting members were chosen by the others, Doug will walk off muttering. If you have Negotiation of 3 or greater, you can trick him that he's the one responsible for "keeping the rabble out" (resulting in a small Mood boost). If you're dismissive to him, he'll break off your friendship, and suffer a Mood penalty. If you have a Leadership of 3 or greater, you can assure him his ideas are credited.
    • If Doug doesn't consider you a friend: You can say the meeting members were chosen by the others (small Mood penalty), or dismiss him. If you have a Negotiation skill of 3 or more, you could try to bribe him with food - if you don't have enough, he'll take a Mood penalty and go off in a huff. If you agree to give him rations, he'll leave (apparently without issue). If you have a Negotiation skill of 4 or greater, you can offer a secret alliance, which will make Doug believe he is your friend.
  • On Day 40, Doug will approach you regarding his status at the Shelter.
    • If Doug considers himself your friend, he'll congratulate you on your leadership skills, and gains the "Sycophant" trait. This will persuade him to fight alongside you in the escapes.
    • If Doug does NOT consider himself your friend, he'll tell you off angrily, and gain the "Guard the Base" trait.
  • On Day 45, if Doug considers himself your friend, he'll propose an insane survival plan to you. If you dismiss him, he will automatically break off your friendship and suffer a Mood penalty. If you listen to him and tell him his plan is okay, he'll gain a Mood bonus - tell him it's stupid, and he'll get a Mood penalty. He will do this again on Day 65, with the same result, with high negotiation you could tell him to form a think tank to brainstorm ideas to survive.
  • If he gets infected and does not have enough antibiotics, he will leave the shelter.
    • If he considers you a friend, he will thank you for everything you did for him and asks that if you find a punch dagger to inscribe his name to remember him by (In which you can honor his friendship or brush it off).
    • If you were hostile to him, he will leave behind a very detailed angry note.
    • If you betrayed him, his final message will have sayonara crossed off.

Special Requests[edit | edit source]

Luxury Items

  • Rechargeable Batteries
  • Hot Sauce

Upgrades

  • Watchtower

Stats[edit | edit source]

See also Ally Stats.

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

Health Action Points Armor Class Strength Agility Vigor Perception Melee Ranged Leadership Negotiation Medical Science Survival Mechanical
110
9
2
4
4
5
5
4
6
3
0
2
2
4
2

As should be no surprise to anyone familiar with his personality, Doug starts his skill progression with a focus in Leadership, following up with a cascade of learning in all other skills (except, perhaps unsurprisingly, Negotiation). His stats focus on first Perception, then Agility.

Traits[edit | edit source]

Initial

  • Abrasive: "Doug's difficult personality causes him to annoy other members of the Shelter, giving a -3 Morale penalty."
  • Cowards Always Prosper: "Doug's ruthlessness towards panicking foes gives him a 25% increase in accuracy and 5% increase in critical chance."
  • Watchman: "This ally enjoys having a Watchtower active in the Shelter, and will gain a one-time Mood bonus after it is completed."

Gained Via Conversation

  • Sycophant: "Doug's spirits have been greatly buoyed by your show of confidence in him, resulting in a major boost to his Mood."

OR

  • Guard the Base: "Doug's single-minded focus while on Guard Duty is actually a major benefit: he gains +3 Morale while in the Guard job."

Play Style[edit | edit source]

Doug is surprisingly reliable in combat, but can panic easily when dealing with the undead; set him up with a pistol and keep him away from the front lines while scavenging for parts to build the watchtower. His jack-of-all-trades skill progression can yield a decent "B" team fighter, and perhaps a still better backup handling tasks within the Shelter.

Doug will NOT react negatively to killing neutral survivors.

Trivia[edit | edit source]

  • Age:33
  • Hometown: Toledo, OH
  • Sick Event: flu
  • Subleader Supported: Lloyd
  • Shelter Location: First floor, library
  • Doug's visual (and partly personality reference) is Rainn Wilson (as Dwight Schrute from the US version of "The Office").
  • Doug's hacking program is a reference to the classic arcade game Dig Dug.
  • Doug's potential trait "Guard the Base" is a sidelong reference to the viral video "The Rude Awakening of Optimus Prime."