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: 2/12 (available/total)

Skills

Athletics (Str/Dex): 4
Brawling (Str): 4
Dodge (Dex): 4
First Aid (Int): 4
Guns [Heavy Weapons] (Dex/Int): 4
Medicine (Int): 4
Smooth Talking (Wil): 4
Stealth (Dex/Per/Int): 1
Traps (Int): 1

Qualities

Inspired: You have access to psi talents.
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.

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

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

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