Doc Bruno

Doc Bruno

Bruno Hammerworth has had a problem with aliens ever since his father was abducted, and has a heartfelt desire to stop whatever they're up to. Prior to his sudden career change, despite his beefy appearance, he was just a nice family doctor from the States with no combat training. Due to this, he has terrible aim, and he compensates for it by using weapons that are harder to miss with.

Stats

Stats:
Strength: 3
Dexterity: 1
Constitution: 4
Intelligence: 3
Willpower: 2
Perception: 1

Derived Stats:
Life Points: 40/40
Endurance Points: 32/32
Essence: 12/12
XP: 1/41 (available/total)

Skills

Brawling (Str): 4
Computers (Int): 1
Dodge (Dex): 4
Driving(Drone): 3
Engineering - Cybernetics (Int): 1
First Aid (Int): 4
Guns [Heavy Weapons] (Dex/Int): 4
Medicine (Int): 4
Psionic Resistance (Wil/Per): 2
Smooth Talking (Wil): 4
Stealth (Dex/Per/Int): 1

Qualities

Inspired (3 points): You have access to psi talents and gain +5 Essence.
Ambidexterous (2 points/4 XP): You can make a "free" second attack with the weapon in your off hand without any multiple attack penalties. Beyond that second attack, normal penalties apply.
Armory Access, X-COM (1 point): (not used yet)
Drone Commander (13 points/1 point + 28 XP)
Poor Focus (+1 points): -3 to any Aim actions.

Psionics

Bio-Manipulation - Bio-Electric Charge
If the psionic succeeds at an unarmed attack, they may use this power to deliver an attack with the same stats as a Tazer instead. Can also recharge small batteries. Costs 1 Essence and 5 Endurance points to use.

Bio-Manipulation - Bio-Electric Blast (3 Points/6 XP, Prerequisite: Bio-Electric Charge)
If the psionic succeeds at an unarmed attack, they may use this power to deliver an attack with the same stats as a Stun Prod instead. Can also recharge car batteries. Costs 1 Essence and 5 Endurance points to use.

Weapons

Punch: 1d4*Str [blunt weapon ignores half armor and has no multiplier]
Kick: 1d4*Str+1 [blunt weapon ignores half armor and has no multiplier]
Bio-Electric Charge: 1d6*4
Bio-Electric Blast: 1d6*6
Flamethrower: 1d6*2 per turn, 10 ammunition/3 reloads
Mortar Shells (3): Ground Zero 3 (1d8*10), General Effect 8 (1d8*8), Maximum Range 15 (1d8*4)
Grenades (3)

Equipment

Light Alloy Armor, Special (Protection 20, Encumbrance 1; full functionality against Gauss and Plasma weapons)
Class IIa Armor (Protection 15, Encumbrance 0) / Class IV Armor (Protection 40, Encumbrance 3)
Riot Shield (Protection 25, only protects against attacks from the front)
Hearing Protection (-3 penalty to all hearing-related checks, but halves the Hearing penalty from being affected by a Flashbang.)
Medical equipment
Miniature Elirium Reactor (installed in drone)
Hind-D Rocket Pod (installed in drone)
Mars Rover (30/30 points)
- AI: Standard Drone AI (6): May act once every round, cannot take multiple actions. 6 points between Guns/Stealth/Hand Weapon/Notice/Dodge, Perception 3.
- Chassis: Hovering (4): Two weapon mounts, 30 Life Points, Str 2, Dex 4.
- Upgrades: Advanced Motion Sensors (2): +4 to Notice.
- Upgrades: Advanced Armor (8): 30 armor.
- Upgrades: Alloy Hull Reinforcement (6): +10 Life Points, counts as non-human armor for purposes of alien weapon penetration.
- Upgrades: Camouflage Hull (2): +4 to Stealth.
- Upgrades: Self-Destruct Charge (-): Can explode like a Mortar Shell on command, takes up an action, and counts as a destroyed drone in terms of rebuilding.
- Weapons: Ramming (0): Does not consume a slot, 1d4*Strength damage, unlimited ammo, melee range only.
- Weapons: Rocket Pod (-): Replaces all drone weapon slots when in use, acts as Rocket Launcher (HE rockets) with semi-auto ability, 32 ammo.
- Weapons: Small Gauss Weapon (2): 1d8*4 damage, 60 rounds, automatic. Halves non-alien armor.
- 40 Life Points, 30 Armor; Str 2, Dex 4, Per 3; Guns 2, Stealth 1, Notice 1+4, Dodge 2.

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