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Abilities

Level 1

Shocking Shield

You activate a sparking mechanical device that envelops you in electricity.

Mechanical Notes

Gain +1 to your HT for the next 2 turns. Deal d4 electric damage to your attacker when damaged by a melee attack.

Casting TimeRangeChargesDamage DiceDamage Type
Bonus ActionSelfCMD4Electric

Covert Equipment

You carry a convertible gadget that assists you with covert operations.

Mechanical Notes

The device has three forms: a tracker, a tripwire, and a lock breaker. Each machine lasts up to 24 hours before breaking.

Tracker

Attaches to a surface and allows tracking of its location. Provides the last known location if destroyed or blocked.

Tripwire

A laser detector that sets off an alarm when triggered. The alert can be audible or silently relayed to you.

Lock Breaker

Attaches to a lock's face and superheats its mechanism. After 1 minute, the lock can be opened. Evident tampering on inspection.

Casting TimeRangeChargesDamage DiceDamage Type
1 ActionTouchCM/2--

Hover Boots

You trigger your hover boots to hold you in place in the air or to negate fall damage.

Mechanical Notes

Hover boots operate for 1 minute (1 turn), allowing in-air movement speed of 15 ft.

  • Cannot support more than one user. Halves fall damage for up to two users.
Casting TimeRangeChargesDamage DiceDamage Type
ReactionSelfCM/2--

Level 3

Exo Helmet

Deploy your Exo helmet to protect yourself from hazardous environments.

Mechanical Notes

Supplies clean air underwater, in a vacuum, and in toxic environments for up to an hour.

Casting TimeRangeChargesDamage DiceDamage Type
1 ActionSelfCM/2--

Level 5

Tailored Explosives

You have an explosive device that can be tailored to the situation.

Mechanical Notes

Thrown range of 30 ft., engulfing a 10 ft. sphere on impact. Deals d6 blast damage (Dexterity check against your CT for half damage). Select one modifier from the list, with additional charges allowing more modifiers.

Casting TimeRangeChargesDamage DiceDamage Type
1 Action10 ft. SphereCMD6Blast
NameEffect
ExpansiveIncrease explosion range to 20 ft. sphere.
ObscuringFill the explosion area with obscuring smoke for one turn.
IncendiaryLeave burning material in the blast area, dealing fire damage if opponents remain.
TriggerTrigger the explosion as a reaction instead of on impact.
LethalGain an additional damage die.

Level 8

Evasive Projection

Project false images of yourself in erratic patterns to improve evasive capabilities.

Mechanical Notes

For the next two turns, attackers must succeed in an Awareness check against your CT or fail their attack.

Casting TimeRangeChargesDamage DiceDamage Type
Bonus ActionSelfCM--

Level 12

Lightning Rod

Throw a copper spike to attract a bolt of electricity from the surrounding environment.

Mechanical Notes

Target must make a Durability check against your CT or take d6 electric damage and be knocked unconscious for one turn.

Casting TimeRangeChargesDamage DiceDamage Type
1 Action30 ft.CM/2D6Electric

Level 16

Body Double

Deploy a mechanical copy of yourself that appears identical in every way but cannot move or speak.

Mechanical Notes

Lasts 1 hour. Trigger to explode anytime before it expires, dealing d8 blast damage in a 15 ft. sphere.

Casting TimeRangeChargesDamage DiceDamage Type
1 Action15 ft. Sphere1 Per DayD8Blast