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Winston "Splatter" Havelock (EP Hiatus) LEVEL UP

PostPosted: Sat Jun 13, 2015 8:19 pm
by Winston
Player Name: Chris
IM Handle: cyounce

Character Name: Lieutenant Commander Winston Havelock
Alias: Splatter
Race: Maeus (Aliens Unlimited Ape Race)
O.C.C.: Turbo-Jockey
Alignment: Scrupulous
XP Level: 5
XP Points: 25,726 2-01-2018 RT
Next Level @ XP: 25,401
Sentiments/Non-Apes: Nobody's perfect
Disposition: Gung-ho military type, likes to be in the middle of the action, would rather be doing than sitting.
Insanity: None, yet.

I.Q.: 14
M.E.: 11
M.A.: 19
P.S.: 21
P.P.: 22
P.E.: 25
P.B.: 9
Speed: 37

P.P.E.: 9
M.D.C.: 192
Age: 37
Sex: Male
Height: 5' 11"
Weight: 150 lbs
Description: An orangutan like creature with mahogany colored fur and small, twinkling green eyes. Standing almost six feet, he has an erect, military-like bearing and is extremely physically fit.

Natural Abilities
Perception Bonus: +8 (+1 @ levels 6, 9, 12, 15)
Invoke Trust/Intimidate: 55%
PP Bonus: +4
Max. Encumbrance: 75 lbs
Max. Carrying Weight: 420 lbs
Max. Lifting Weight: 840 lbs
Max. Jumping Ability: 20.5 ft long (+2), 7.75 ft high (+0.5)

Special Abilities
Machine Merge
Unlike the Mechano-Link power, which mentally connects a character to the knowledge and/or persona of a machine, Machine Merge enables the super being to transform parts of his body into techno-biologic tendrils that can attach themselves to a non-sentient machine, including computers, weapons, and vehicles. While merged in this way, the character and machine become one, giving him unprecedented skill and control over the device. Unlike Mechano-Link, no knowledge or information is passed on. Instead, the link boosts the character's existing skill with the machine. If the super being has a skill in the use and operation of that machine his abilities are increased five levels higher than he actually is. Note: For the majority of skills, this translates into a +25% bonus that lasts the entire time the character is linked/merged with the machine. If the character has no skill or training in the machine, he uses it at a 5th level proficiency. Skills and abilities that can benefit from merging have their improved statistics in green.
Bonuses when using computers (or Cyber-jacking)
• +2 additional attacks/actions per melee round, +2 to strike and parry, +4 to dodge
• +20% to computer skills against passive security
• Suffers no penalties against coma and death should he die in the virtual world.

• When merged with even one machine, the character is distracted. Any skills other than those involving the machine(s) with which he is merged are performed at -15%, and he is -1 on initiative for every device he is connected to (i.e. for two devices he is -2 on initiative, with three devices he is at -3, and so on).
• Can only merge with one machine at level one and one additional at levels 3, 5, 7, 9, 11, 13 and 15.
• Can only merge with machines that have some sort of electronics. This includes automobiles, computers, electronics, sensor systems, optic systems, energy weapons and household appliances. Knives, clubs and other melee weapons as well as most revolvers, pistols and conventional rifles are simple devices that do not have electronics and cannot be merged to the individual. Vibro-Blades, energy weapons, and other high-tech gear that have electronics or computer chips inside them can be merged with and used with greater skill and ease as described above.
• Concealed merging and constant access: The character can merge with small electronic devices by absorbing them partially into his own body! This means any hand-held device such as a radio, communicator, language translator, pocket computer, energy weapons and similar can be absorbed and accessed by the character.
• Extend Tendrils: The character's fingers can extend like tendrils to reach out and link with machines. Range: 1' per level of experience. These tendrils should be thought of as cables or conduit for the purpose of connection and cannot be used as weapons or to entangle an opponent.
• Usurping Control: A character with the power to Machine Merge automatically becomes the overriding force over a machine when there is no Artificial Intelligence.

Extraordinary Physical Endurance
• Fatigues at one tenth the normal rate.
• +2D4 MDC per level
• Only requires 4 hours sleep per 24 hours (HUGMG p. 47)
• Takes 1/4 the normal damage from the vacuum of space and lasts 3x as long without air (AUGG p. 214)

Extraordinary Physical Prowess
• +10% to physical skills requiring dexterity and prowess.
Heightened Sense of Awareness
An uncanny awareness of people and events transpiring around him. Manifests as a sense of deja vu and readiness as he anticipates the events unfolding around him a second or two before they happen. Doesn't usually suffer from surprise.
Supervision: Advanced Sight
Has supersharp, crystal clear vision. Can read a small sign or recognize a face up to 1 mile/level away.
Piloting Instincts
Can manage to operate almost any air or aerospace vehicle even without formal training with it.
• Pilot Unfamiliar Vehicle 45% (+1%)
• Pilot Alien/Difficult To Fly Vehicle 30% (+1%)

Bionics & Cybernetics
Can go 1 week without food or water, can reduce oxygen usage by 50% for 12 hours, and can go 30 minutes on one lung full of air

O.C.C. Skills
Computer Operation 75% (100%) (+5%)
EVA 70% (95%) (+5%)
Fighter Combat: Elite
Language: Trade Four 103% (+1%)
Literacy: Trade Four 75% (+5%)
Mathematics: Basic 85% (+5%)
Navigation: Space 75% (100%) (+5%)
Pilot Robots & Power Armor 96% (111%) (+3%)
Pilot Small Spacecraft 90% (105%) (+3%)
Pilot Space Fighter 80% (95%) (+3%)
Radio: Basic 85% (110%) (+5%)
Sensory Equipment 70% (95%) (+5%)
Weapon Systems 75% (100%) (+5%)
W.P. Heavy MD Weapons
Zero Gravity Movement & Combat 140% (+4%)
HTH Expert

O.C.C. Related Skills
(+2@6, +1@9, +1@12)
• Sense of Balance 95% (+5%)
• Walk Tightrope/High Wire 85% (+3%)
• Climb Rope 100% (+2%)
• Back Flip 95% (+5%)
• No Fear of Heights

Basic Electronics 60% (85%) (+5%)
Combat Flying (Level 3)
Electronic Countermeasures 65% (90%) (+5%)
Field Armorer & Munitions Expert 65% (90%) (+5%)
• Basic Mechanics 55% (80%) (+5%)
Navigation: Ground 75% (100%) (+5%)
Prowl 65% (+5%)
Robot Combat Elite: Heavy Power Armor (Space)
Robot Combat Elite: Power Armor (Space)
Robot Combat Elite: Light Power Armor (Space)

Secondary Skills
(+2 @ levels 6, 9, 12)
Body Building & Weightlifting
Climbing/Rappelling 90%/80% (+5%)
Lore: Galactic/Alien 50% (+5%)
W.P. Energy Pistol
W.P. Energy Rifle
W.P. Knife
W.P. Sword

Combat Data
HTH Type: Expert w/ Boxing
Number of Attacks: 7
Initiative Bonus: +5 (+6 when flying)
Melee Strike Bonus: +6 (+8 when flying)
Ranged Strike Bonus: +0 (+2 when flying)
Parry Bonus: +9
Dodge Bonus: +9 (+13 when flying)
Auto-Dodge Bonus: +7
HTH Damage Bonus: +6
Bonus to Roll w/Punch: +8
Bonus to Pull a Punch: +5
Bonus to Disarm: +2
Bonus to Entangle: +0
Combat Moves:
• Body Block/Tackle
• Body Flip/Throw: 1D6+6 SDC
• Elbow/Knee: 1D6+6 SDC
• Karate Kick: 2D6+6 SDC
• Karate Punch: 2D4+6 SDC
• Kick: 1D8+6 SDC
• Punch: 1D4+6 SDC
• Power Punch/Kick: Double damage, counts as 2 attacks, not applicable to leap kick

Other: automatic knockout for 1d6 rounds on Natural 20 (attempt does not need to be declared)

Robot Combat: Elite (Space Power Armor)
Models: CAN-7V, NE-AA30, MUTT, CX-11/93, SH-CCW100, CAF-PA-10, IPA-WI-H, A-1
Number of Attacks: 9 (11)
Initiative Bonus: +7 (+8 when flying)
Melee Strike Bonus: +8 (+10 when flying)
Ranged Strike Bonus: +3 (+5 when flying)
Parry Bonus: +12
Dodge Bonus: +11 (+18 when flying)
Auto-Dodge Bonus: +7
Bonus to Roll w/Punch: +10
Bonus to Pull a Punch: +8
Bonus to Disarm: +4
Bonus to Entangle: +0

Robot Combat: Basic
Number of Attacks: 8
Initiative Bonus: +5 (+6 when flying)
Melee Strike Bonus: +7 (+9 when flying)
Ranged Strike Bonus: +1 (+3 when flying)
Parry Bonus: +10
Dodge Bonus: +10 (+14 when flying)
Auto-Dodge Bonus: +7
Bonus to Roll w/Punch: +7
Bonus to Pull a Punch: +5
Bonus to Disarm: +2
Bonus to Entangle: +0

Fighter Combat: Elite
Number of Attacks: 10 (11)
Initiative Bonus: +6
Ranged Strike Bonus: +5
Dodge Bonus: +18
Auto-Dodge Bonus: +7
Bonus to Roll w/Punch: +6
Dog-Fighting Rolls: +3

Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Burst Shots: +1 to Strike Bonus
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost

Energy Pistol: +3 (+5) to strike
Energy Rifle: +2 (+5) to strike
Heavy MD Weapons: +2 (+4) to strike
Knife: +2 (+4) to strike, +2 (+4) to parry, +2 (+5) to strike when thrown
Sword: +2 (+4) to strike, +2 (+4) to parry, +1 (+2) to strike when thrown

Saving Throw Bonuses
Coma/Death: +20%
Magic (varies): +5
Lethal Poison (14+): +5
Non-Lethal Poison (16+): +5
Insanity (12+): 0
Psionics (varies): 0
Horror Factor: +5
Disease +5

Re: Winston "Splatter" Havelock (WIP Phase World)

PostPosted: Tue Jun 30, 2015 8:49 am
by Winston

"Agatha" - SH-CCW100 Silverhawk Attack ExoSkeleton
Crew: One
MDC By Location
• Shoulder Plates (2): 100 each
• Wings/Missile Launchers (2): 100 each
• Multi-Rifle: 150
• Arms (2): 120 each
• Legs (2): 150 each
• * Head: 100
• ** Main Body: 420
• *** Contragravity System (1, in back): 200
* The head is a small and difficult target to hit requiring a called shot with an additional -4 to Strike. Destroying the head will eliminate all sensors forcing the pilot to rely on his own natural vision. All power armor combat bonuses to strike, parry, and dodge are lost. In the vacuum of space the character will be subject to explosive decompression, dehydration, freezing and asphyxiation.
** Depleting the M.D.C. of the main body will shut the armor down, making it useless. Destroying the wings does NOT affect the flying performance of the Silverhawk.
*** Destroying the contragravity system reduces all the special bonuses by half and prevents the armor from flying.
Running: 70 mph maximum at 5% of the usual fatigue rate (10% if the contragravity system is destroyed)
Flying: Mach 2 (1522 mph) in atmosphere, Mach 12 (9134 mph) in space. The contragravity system allows the suit to escape a planet's atmosphere and fly out of orbit.
Flying Range: Unlimited
Underwater: 50 mph to a depth of 1000'
Dimensions: 9' high, 5' wide (11' including wings), 4' long, 1006 lbs.
Physical Strength: Equal to a PS of 50
Cargo: None
Power System: Nuclear, 20 years of life
Weapons & Features of Note
• Damage: HI-Laser 2D4*10 M.D., particle beam cannon 3D6*10 M.D., short range combined attacks do 4D6*10+20 M.D., fragmentation grenades 4D6 M.D. to a 30' blast radius
• Range: HI-Laser 10000', particle beam 2000', grenade launcher 1000', all double in space
• Rate of Fire: Each blast counts as one melee attack
• Payload: Unlimited for laser and particle beam attacks, 200 grenades
Wing Mini-Missiles
• Damage: Plasma 1D6*10 M.D. to a 15' blast radius
• Range: About one mile @ 1200 mph, in space limited by speed and distance of the target
• Rate of Fire: One at a time or in volleys of 2, 4, 8, or 16.
• Payload: 16 total, 8 on each wing
Six-Shooters (2)
• Damage: 5D6 M.D., only fires bursts of 3 rounds
• Range: 800', double in space
• Rate of Fire: Each burst counts as one melee attack
• Payload: 80 bursts (240 rounds)
Force Field Disrupter
• Designed to penetrate the force fields used by many spaceships, the distrupter causes the whole armor to "pulse" energy in wavelengths that cancel out the force field and enables the silverhawk to walk right through the protective field. The power armor has to fly very close to the ship to do this.
Stealth System
• The Silverhawk can change colors to match the background and can mask all heat emissions, becoming effectively invisible. The stealth systems are only effective if the Silverhawk is flying in a straight line or standing still. Evasive maneuvers or attacks will reveal the armor's position, although it will still be hard to see and hit (all attacks are at -1 to Strike).
Additional Sensors & Features
• Audio Systems: Amplified Hearing, Sound Filtration, Ultra-Ear
• Defensive Phase Field: When activated protects from incoming energy blasts, beams of all kinds, bullets, rail gun blasts, missiles, and explosions. Divide the damage by 10. Magic, psionics, punches, kicks, and melee weapons do normal damage. Operated by a separate replaceable battery with a 12 hour duration.
• Doubled Oxygen Supply: The Silverhawk has a 16 hour built-in oxygen supply.
• Hinged Wings: When folded the width of the Silverhawk is 6'.
• Optical Systems: Infrared (1200 ft), Macro (2-20x, 3 ft), Passive Nightvision (2000 ft), Polarization, Telescopic (4-8x30 magnification, 6000 ft), Thermal-Imaging (2000 ft)
• Winterization Kit: Reduce all penalties for operating in snow and ice by 50%.
Hand to Hand Combat
• Restrained Punch 1D6 M.D., Full Strength Punch 3D6 M.D., Power Punch 1D6*10 M.D. (counts as two attacks), Kick 5D8 M.D., Leap Kick 1D8*10 M.D. (counts as two attacks), Body Block/Ram (on the ground) 2D6 M.D., Body Block/Ram (flying) 4D6 M.D.

HI-80 Combat Laser Rifle (Group Gear)
• Weight: 7 lbs
• Range: 2,000 feet
• Mega-Damage: 4D6+6 M.D. or 2D4*10+10 M.D. from a multiple pulse burst (three simultaneous shots; counts as one melee action)
• Rate of Fire: Standard
• Payload: 30 shots

NG-45LP Long Pistol
• Weight: 5 lbs
• Range: 1,200 feet
• Mega-Damage: 5D6 M.D. per shot
• Rate of Fire: Each shot counts as one melee attack
• Payload: 8 shots per standard E-Clip, 13 per Long E-Clip
• Modified to use Three Galaxies E-Clips

Phase Sword (Group Gear)
• Damage: 4D6 M.D. or S.D.C./Hit Point damage, plus the wielder's P.S. bonus if any
• Note: The hilt and sheath have been coated in variable camouflage materials

NE-RV01 Ripper Vibro-Knife
• Damage: 2D4 M.D.
• Weight: 1 lb
• Note: Silver coating standard

EPR-8 Energy Pulse Rifle
• Looted during dinner with Thraxus, currently in Winston's cabin aboard the DSM
• Loaded E-Clip 17/40

NE-BA-26 Special Body Armor (Group Gear)
M.D.C. by Location:
• Head/Helmet - 50
• Arms - 40 each
• Legs - 50 each
• Main Body - 90
Modifiers: Fair; -10% to physical skills
Special Features:
• Naruni Thermo-Kinetic Armor
HUD Visor Allows 6 different screens to be viewed without impairing vision.
Robotic Exoskeleton
• • Robotic P.S. of 25, +4 P.P., +20 Speed, +10' to leaps, +10% to Climbing, Reduce Fatigue by 75%.
• • Restrained Punch: 6D6 S.D.C., Punch/Kick: 1D4 M.D., Power Punch/Jump Kick: 2D4 M.D.
Laser Distancer & Targeting
• • +1 to Strike with Hand Held Ranged Weapons.
• • Range 2,000'
Optics Enhancements
• • Passive Night Vision Range: 3,000'
• • Telescopic Vision (up to 20x Magnification) Range: 1 mile
• • Macro-Lens (6x Magnification)
• • Thermo-Imager Range: 2,000'
• • Light Polarization
Mini-Radar/Sonar System
• • Can track up to 12 targets.
• • Range: 2 miles.
Integrated Sensor Pod
• • 360 degree scanning capability.
• • +3 Initiative, +2 to Parry, +2 to Dodge, +5 to Roll w/, allows user to dodge all attack, even those from behind and/or surprise.
Advanced Communication Package
• • Includes: Basic receiver/transmitter, secure cryptological encoding, burst transmission capability, and if the Suit has the HUD Enhancement is capable of sending and receiving text communications.
• • Range: 30 miles.
IFF & Targeting Computer
• • Computerized recognition and identification system similar to the Wilk's PC-2020 Field Identifier System.
• • Can Identify up to 6,000 targets with 92% accuracy.
Psionic Electromagnetic Dampers
• • +2 to Save vs all Psionic Attacks and Possession Attempts, +1 to Save vs Magic Illusion and Mind Control.
• Defensive Phase Field: When activated protects from incoming energy blasts, beams of all kinds, bullets, rail gun blasts, missiles, and explosions. Divide the damage by 10. Magic, psionics, punches, kicks, and melee weapons do normal damage. Operated by a separate replaceable battery with a 12 hour duration.
• Doubled Oxygen Supply: The NE-BA-26 has a 20 hour built-in oxygen supply.

NE-BA-30 Light Combat Armor
M.D.C. by Location:
• Head/Helmet - 50
• Arms - 30 each
• Legs - 40 each
• Main Body - 60
Modifiers: -5% to Prowl, Climb, Swim, Acrobatics and similar physical skills.
Special Features
• Takes 1/2 damage from MD Fire, Heat, Plasma, Magic Fire, Explosions, High Impacts, Falls, and Projectile Weapons
• Wearer is invisible to infrared and thermal optics.
• Standard properties for Naruni Thermo-Kinetic Armor (p.35-36, Naruni Wave 2).
• Variable Camouflage Coating
• • +5% to Prowl
• • -20% for others to detect
• Weight: 10 lbs.

Miscellaneous Equipment
E-Clip (1)
E-Clip, Long Pistol (4)
E-Clip, Long Rifle (12) (Group Gear)
Laser Flashlight (Merc Ops p. 107, Weight: 1.5 lbs)
Multitool (DB2 p. 143)
Optics Band (RUE p. 264)
P-Field Harness (DB2 p. 124, Weight: 5 lbs)
Pilot's Survival Pack (DB13 p. 102)
Portable Language Translator (RUE p. 262, Weight: .5 lb, Languages: Dragonese/Elven, Faerie Speak, Gobblely, Trade 1-6, has internal memory for 3 more and an additional 12 on a supplemental language disc)
Secure Walkie-Talkie w/ Headset (Merc Ops p. 106, Weight: 1 lb)
Spare P-Field Battery
Several Changes of Clothing & Personal Items

Secure Universal Card: 12,000 credits
Secure Universal Card: 94,400 credits - last edited 12/10/2015 DSM

Casual Equipment List
P-Field Harness
Utility Belt
    E-Clip, Long (4)
    Laser Flashlight
    Optics Band
    Portable Language Translator
    Secure Walkie-Talkie w/ Headset

Piloting Silverhawk Equipment List
Phase Sword
Spare P-Field Battery
    E-Clip, Long (4)
    Optics Band

NE-BA-26 Equipment List
HI-80 Combat Laser Rifle
Phase Sword
    Pistol E-Clip, Long (4)
    Rifle E-Clip (6)
    Spare P-Field Battery

[u]Acquisitions from Kruxxis[u]
Universal Language Translator (With Demongoggian Installed)

Re: Winston "Splatter" Havelock (WIP Phase World)

PostPosted: Wed Jul 01, 2015 4:13 pm
by Winston
Background Story
I was born to fly. Sometimes it feels like I was flying things before I could walk. I’m sure that’s not true, but it feels like that. I was born flying, I know that; ICV Dauntless, that was my parent’s ship. My people left our homeworld, I don’t know, like 150 years ago. Long enough that only the oldest of the elders has any memory of it. They were fleeing something called the Atorian Empire and decided to build a massive fleet of ships and take their chances with the stars. Some of us settled on various worlds here and there but most are still out there, somewhere in this vast universe, fighting the good fight. My parent’s fleet, the ships of Dauntless’ group, eventually ended up in what they call the Three Galaxies region so here I am.

We’re a militaristic people. I don’t mean that in a bad way, we’re not out there conquering and pillaging and making people miserable, we definitely believe in right and wrong, freedom from oppression and all that stuff, we’re just very organized. What you might think of as Basic Training starts at the age of 7 and goes on for 10 years. We drill and drill and drill and drill. My aptitude for flying was pretty clear early on so I was a natural for flight school when I turned 12. That’s where I got my call sign. We were running this training op, the plan was to use an asteroid field to screen our approach to the target. Anyway, I was flying so close to the rocks I kept setting off the proximity alert. My co-pilot was convinced I was going to Splatter us all over some rock. Like that was gonna happen, I’ll be 12 days dead before I let some drifting rock out fly me, but the name stuck, like all good call signs do.

I guess I’m a little different from most Turbo-Jockeys. Don’t get me wrong I’ll strap on anything with engines and ride fire and be happy as can be but truth be told sitting in a chair manipulating controls has never really done it for me. My true love is power armor. There’s just something about having only a few inches of mega-tensile alloys between you and the void and a world of hurt that really gets the blood pumping. Soaring through space like some armored avenger kicking ass… well, I can’t do the feeling justice, you just gotta trust me on this.

Anyway, I did my 20 with the Dauntless and the rest of the fleet. I coulda kept going, maybe even made captain, but I don’t know, I think I like being in the thick of things too much. So I decided to resign my commission. Thing about growing up in a military fleet is you don’t get to see much of the universe. I think I’d like to walk it a while, see what there is to see, help the helpless, all that stuff. You know, be retired. Ha!

Re: Winston "Splatter" Havelock (Approved)

PostPosted: Sat Jun 17, 2017 2:40 pm
by Winston
Code: Select all
Perception: [dice]1d20+8[/dice]
JIC: [dice]1d20[/dice] / [dice]1d100[/dice]

Conditions: Machine Merge (-15% to unrelated skill use), Combat Flying (1/2 penalty for stunts/maneuvers plus additional -3, +3 to survive crash), Defensive Phase Field (1/10 damage from ranged attacks)

APM: 11
Initiative: [dice]1d20+9[/dice] (+1 flying)
Speed: 140'/action ground, 3044'/action flying, 18268'/action space
Target Priority:

Action 1:
Action 2:
Action 3:
Action 4:
Action 5:
Action 6:
Action 7:
Action 8:
Action 9:
Action 10:
Action 11:

Auto-Parry (add +13): [dice=string]11d20[/dice]
Auto-Dodge (add +7): [dice=string]11d20[/dice]
Defensive Actions (+20 flying dodge, +13 ground dodge, +10 roll w/ impact):


Weapons (Flying):
Multi-Rifle Dual Blast. Strike: [dice]1d20+15[/dice] Damage: [dice](4d6*10)+20[/dice] MD
Multi-Rifle Particle Beam. Strike: [dice]1d20+15[/dice] Damage: [dice]3d6*10[/dice] MD
Multi-Rifle HI Laser. Strike: [dice]1d20+15[/dice] Damage: [dice]2d4*10[/dice] MD
Multi-Rifle Grenade Launcher. Strike: [dice]1d20+10[/dice] Damage: [dice]4d6[/dice] MD 30' radius
Six-Shooter. Strike: [dice]1d20+10[/dice] Damage: [dice]5d6[/dice] MD
Plasma Mini-Missiles. Strike: [dice]1d20+14[/dice] Damage: [dice]1d6*10[/dice] MD 15' radius
Phase Sword. Strike: [dice]1d20+12[/dice] Damage: [dice]7d6[/dice] MD

Weapons (Ground):
Multi-Rifle Dual Blast. Strike: [dice]1d20+13[/dice] Damage: [dice](4d6*10)+20[/dice] MD
Multi-Rifle Particle Beam. Strike: [dice]1d20+13[/dice] Damage: [dice]3d6*10[/dice] MD
Multi-Rifle HI Laser. Strike: [dice]1d20+13[/dice] Damage: [dice]2d4*10[/dice] MD
Multi-Rifle Grenade Launcher. Strike: [dice]1d20+8[/dice] Damage: [dice]4d6[/dice] MD 30' radius
Six-Shooter. Strike: [dice]1d20+8[/dice] Damage: [dice]5d6[/dice] MD
Plasma Mini-Missiles. Strike: [dice]1d20+12[/dice] Damage: [dice]1d6*10[/dice] MD 15' radius
Phase Sword. Strike: [dice]1d20+10[/dice] Damage: [dice]7d6[/dice] MD