Abilities
Level 1
Shocking Shield
You activate a sparking mechanical device that envelops you in electricity.
Gain +1 to your HT for the next 2 turns. Deal d4 electric damage to your attacker when damaged by a melee attack.
Casting Time | Range | Charges | Damage Dice | Damage Type |
---|---|---|---|---|
Bonus Action | Self | CM | Electric |
Covert Equipment
You carry a convertible gadget that assists you with covert operations.
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 Time | Range | Charges | Damage Dice | Damage Type |
---|---|---|---|---|
1 Action | Touch | CM/2 | - | - |
Hover Boots
You trigger your hover boots to hold you in place in the air or to negate fall damage.
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 Time | Range | Charges | Damage Dice | Damage Type |
---|---|---|---|---|
Reaction | Self | CM/2 | - | - |
Level 3
Exo Helmet
Deploy your Exo helmet to protect yourself from hazardous environments.
Supplies clean air underwater, in a vacuum, and in toxic environments for up to an hour.
Casting Time | Range | Charges | Damage Dice | Damage Type |
---|---|---|---|---|
1 Action | Self | CM/2 | - | - |
Level 5
Tailored Explosives
You have an explosive device that can be tailored to the situation.
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 Time | Range | Charges | Damage Dice | Damage Type |
---|---|---|---|---|
1 Action | 10 ft. Sphere | CM | Blast |
Name | Effect |
---|---|
Expansive | Increase explosion range to 20 ft. sphere. |
Obscuring | Fill the explosion area with obscuring smoke for one turn. |
Incendiary | Leave burning material in the blast area, dealing fire damage if opponents remain. |
Trigger | Trigger the explosion as a reaction instead of on impact. |
Lethal | Gain an additional damage die. |
Level 8
Evasive Projection
Project false images of yourself in erratic patterns to improve evasive capabilities.
For the next two turns, attackers must succeed in an Awareness check against your CT or fail their attack.
Casting Time | Range | Charges | Damage Dice | Damage Type |
---|---|---|---|---|
Bonus Action | Self | CM | - | - |
Level 12
Lightning Rod
Throw a copper spike to attract a bolt of electricity from the surrounding environment.
Target must make a Durability check against your CT or take d6 electric damage and be knocked unconscious for one turn.
Casting Time | Range | Charges | Damage Dice | Damage Type |
---|---|---|---|---|
1 Action | 30 ft. | CM/2 | Electric |
Level 16
Body Double
Deploy a mechanical copy of yourself that appears identical in every way but cannot move or speak.
Lasts 1 hour. Trigger to explode anytime before it expires, dealing d8 blast damage in a 15 ft. sphere.
Casting Time | Range | Charges | Damage Dice | Damage Type |
---|---|---|---|---|
1 Action | 15 ft. Sphere | 1 Per Day | Blast |