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Bodger Powers
Bodger powers are a combination of luck, timing and confidence. They truly deserve the title “exploit” as the fact that they work is a wonder in itself.

  • Class Powers
  • Level 1 At Will
  • Level 1 Encounter
  • Level 1 Daily
  • Level 2 Utility
  • Level 3 Encounter
  • Level 5 Daily
  • Level 6 Utility
  • Level 7 Encounter
  • Level 9 Daily
  • Level 10 Utility
  • Level 13 Encounter
  • Level 15 Daily
  • Level 16 Utility
  • Level 17 Encounter
  • Level 19 Daily
  • Level 22 Utility
  • Level 23 Encounter
  • Level 25 Daily
  • Level 27 Encounter
  • Level 29 Daily
Tune Up
With better tools, you tend to find you can “fix” your other stuff, and make it a little more effective.
Daily * Martial
Full Round Action    Personal
Effect: One Mech weapon you are holding gains the same enhancement bonus as your tool-set. This can only be done while you are taking a short rest.
Demolish
Bodgers are experts at putting news things together from old components. However, they're even better at taking things apart! Whenever you hit with a bodger power against a creature with the construct, or mechanikal subtypes, apply the following bonuses on your attack.
Ignore any resistance the creature has by an amount equal to one-half your level (rounded down). In addition, once per round, you deal bonus damage on the attack as per the following table.
Level
Damage Bonus
1-10
+1d12
11-20
+2d12
21-30
+3d12

All In a Day's Work
You know how to move heavy machines around with momentum and you use this same tactic on the field.
At Will * Martial, Weapon
Standard Action    Melee Weapon
Target: One Creature
Attack: Strength vs Fortitude
Hit: 1[W] + Strength modifier damage, and you can shift the target 2 squares. You shift one square in the opposite direction you move the target.
Increase damage to 2[W] + Strength modifier at level 21.

Bash
You whack your enemy on the knee, and he buckles a bit before you move on to his face.
At-Will * Martial, Weapon
Move Action    Melee Weapon
Target: One creature
Attack: Intelligence vs Fortitude
Hit: The target is slowed until the end of your next turn.
At 21st, the target falls prone if it was already slowed.


Chuck It
Rooting around in your bag you find something nice and sharp to throw. Spending a little time you can always find something even sharper.
At Will * Improvisation, Martial
Standard Action    Ranged 10
Target: One creature
Attack: Intelligence vs Reflex
Hit: 1d6 + Dexterity modifier damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.
Special: If you spend a move action as part of this attack, increase the damage to 1d10 + Dexterity modifier.
Increase damage to 2d6 or 2d10 + Dexterity modifier at 21st.

Flail
You swing your weapon about you, knocking your foes around, but usually losing your balance.
At Will * Martial, Weapon
Standard Action    Melee Weapon
Target: One or two creatures
Attack: Intelligence-2 vs Reflex
Hit: Strength modifier damage and you knock the target prone. If you targeted two creatures with this attack, you immediately fall prone.
You no longer suffer the -2 penalty to attack at 21st


Lasso Em'
You string together some bits and pieces, tying your foes together, or tying one to a pole.
Encounter * Martial, Improvisation
Standard Action Melee Touch
Target: One creature or object
Attack: Intelligence vs Reflex; this automatically hits objects
Requirement: You must have available salvage
Hit: Make a secondary attack.
    Secondary Target: One creature within 5 squares
    Secondary Attack: Intelligence vs Reflex; this attack does not provoke opportunity attacks
Hit: Pull the secondary target to a space adjacent to the primary. Both targets are considered grabbed by you, but are instead held immobilized adjacent to each other (until escape). Both targets take a -5 penalty on any attempt to escape.

Metal Spray
You throw a handful of metal shavings at your enemies as a fine dust, irritating their senses.
Encounter * Improvisation, Martial
Move Action    Close Blast 3
Target: Each creature in blast
Attack: Intelligence vs Fortitude
Hit: The target grants combat advantage until the end of your next turn.


Oof!
After this tough hit to the midsection anyone would need a second to catch their breath.
Encounter * Martial, Weapon
Standard Action Melee Weapon
Target: One Creature
Attack: Intelligence vs Fortitude
Hit: 1[W] + Strength modifier damage, and the target is dazed until the end of your next turn.
Special: When charging, you can use this power in place of a melee basic attack.

Slick
You toss a container of oil on the ground, making it a difficult place to stay on your feet.
Encounter * Improvisation, Martial, Zone
Standard Action    Area Burst 1 Within 5
Effect: The burst creates a zone that lasts until the end of your next turn. Any creature that enters or starts its turn in the zone falls prone and is vulnerable 10 to fire (save ends).




Caltrops
You toss some sharp scraps all over, cutting up anyone who decides to move over them.
Daily * Martial, Improvisation
Standard Action Area Burst 2 within 5
Effect: The burst creates a zone that lasts until the end of the encounter. The zone is difficult terrain, and any creature entering the zone, or beginning its turn in it, takes damage equal to your intelligence modifier, and is slowed (save ends).

If You Hit it Just Right...
Every piece of mechstuff has a weak point, and bodgers know where to look.
Daily * Martial, Weapon
Standard Action Melee Weapon
Target: One construct
Attack: Intelligence vs Fortitude
Hit: 1[W] + Intelligence modifier damage, and the target is stunned (save ends).
Miss: Half damage and the target is dazed.
Special: If the target of this power is a construct, you may target the creatures Reflex defense instead.



Open Electrode
You snap open a powered device, brandishing the active electrical end as a weapon.
Daily * Improvisation, Martial
Move Action    Personal
Effect: You can make the following attack as a standard action for the rest of the encounter.
Standard Action    Melee Touch
Target: One Creature
Attack: Intelligence vs Reflex
Hit: 1d10 + Intelligence modifier lightning damage and the target is pushed 5 squares.
Special: If you roll a 1 on an attack roll with this weapon it explodes. This deals 3d6 lightning damage to all creatures (including yourself) in burst 2, and you cannot use the attack again for the rest of the encounter.

Square in the Eyes
Catching a wrench between the eyes would leave anyone disoriented for a while.
Daily * Improvisation, Martial, Reliable
Standard Action    Ranged 10
Target: One creature
Attack: Intelligence vs Fortitude
Hit: 2d10 + Dexterity modifier damage and the target takes a -2 power penalty to its AC and Will defense until the end of the encounter.



Bodge: Repair
You bodge an object back together very quickly, but it won't last long that way.
At-Will * Martial
Move Action Melee
Requirement: You must be wielding a viable Mech weapon or tool.
Effect: You repair functionality to a disabled or decimated piece of machinery or usable item. The DC to repair the item is 5 less than it would normally be. The repaired item can be used for five rounds, or two separate uses, after which each round of use requires a saving throw. The item breaks upon a failure.
Special: You may spend one of your healing surges as part of this ability and provide your healing surge + Intelligence modifier temporary hit points to the repaired thing. These hit points last as long as the item is functional.

Grease Monkey
You're usually covered in enough grease to fit through prison bars.
At Will * Permanent
No Action    Personal
Effect: You gain a bonus on Escape Artist attempts equal to your tool-set modifier. In addition, when you are squeezing, you take no speed penalty, and you do not grant combat advantage.


No wait, it's like this...
You can usually have time to change your mind just before you ruin something.
Encounter * Martial
Free Action Personal
Trigger: You make a Mechanika or Steamo check
Effect: Reroll the check. You decide whether to make the reroll before the DM announces the result of the check.

Ball and Chain
You attach an impromptu spiked cuff and a ball of heavy material to your foe.
Encounter * Improvisation, Martial
Standard Action    Melee Touch
Target: One creature
Attack: Intelligence vs Reflex
Hit: 1d6 + Intelligence modifier damage and the target is grabbed by the device (until escape). The device occupies the square next to the target and has a Fortitude score equal to yours for purposes of the escape DC. Each time the creature attempts to escape it takes 1d6 + Intelligence modifier damage.

Clothesline
You catch an enemy off guard and he runs into your outstretched weapon, falling to the ground.
Encounter * Martial, Weapon
Standard Action    Melee Weapon
Target: One creature
Attack: Intelligence vs Fortitude
Hit: 2[W] + Strength modifier damage, and the target is knocked prone.
Special: This power may be used instead of a melee basic attack when a creature provokes an opportunity attack.



Fervent Charge
Your foe charges, and you respond in kind. If you were even a little less crazy, this would never work.
Encounter * Martial, Weapon
Standard Action    Melee Weapon
Target: One creature
Attack: Intelligence vs Fortitude; you charge the target as part of this power.
Hit: 2[W] + Strength modifier damage and you push the target a number of squares equal to your Strength modifier.

Scrap Cannon
You launch a very dense bit of scrap metal, crashing it into your foes.
Encounter * Martial, Improvisation
Standard Action    Close Line 10
Target: Each creature in line
Attack: Intelligence vs Reflex
Hit: 1d8 + Intelligence modifier damage and you may slide the target 1 square. In addition, the target is slowed until the end of your next turn.



Fire Hose
Some old pipes make a good tube for a fiery mixture you put together, until it burns through them.
Daily * Fire, Improvisation, Martial
Move Action    Personal
Effect: You can make the following attack as a standard action for the rest of the encounter.
Standard Action    Close Blast 3
Target: Each creature in blast
Attack: Intelligence vs Reflex
Hit: 1d8 + Dexterity modifier fire damage and the target takes ongoing damage equal to your Intelligence modifier (save ends).
Special: If you roll a 1 on an attack roll with this weapon it explodes. This deals 3d6 fire damage to all creatures in burst 2, you take ongoing 5 fire damage (save ends), and you cannot use the attack again for the rest of the encounter.

Flash Powder
You light some reactive material, and the bright light it emits blinds everyone nearby.
Daily * Martial
Move Action    Close Burst 3
Target: All creatures in burst
Attack: Intelligence vs Fortitude
Hit: The target is blinded (save ends).
Aftereffect: The target takes a -2 penalty to attack rolls (save ends).
Miss: The target takes a -2 penalty to attack rolls (save ends).


Soft Spot
You knock your enemy somewhere soft and they find it hard to focus for a while.
Daily * Martial, Weapon
Standard Action    Melee Weapon
Target: One creature
Attack: Intelligence vs Reflex
Hit: 2[W] + Strength modifier damage.
Effect: For the rest of the encounter whenever the target attempts to shift through threatened squares it provokes an opportunity attack. If this attack hits, the target's movement ends.

Vitriolic Barrage
You throw together a few vials of a thick, caustic acid, then fling them splashing over your enemies.
Daily * Acid, Improvisation, Martial, Zone
Standard Action    Area Burst 1 within 10
Special: Make this attack against 2 separate burst 1 areas within range, making a separate damage roll for each zone.
Target: Each creature in burst
Attack: Intelligence vs Fortitude
Hit: 1d8 + Intelligence modifier Acid damage.
Effect: The burst creates a zone of caustic gas that lasts until the end of the encounter. Any creature that enters the zone, or starts its turn in the zone takes Acid damage equal to your Intelligence modifier and cannot see creatures 5 or more squares away from it until the end of its next turn.


Bodge: Bolster
You put a metal plate on a vulnerable section mechanika, or knock something back into place.
Encounter * Martial
Move Action    Melee
Target: One mechanikal or steam powered device
Effect: You grant the target a number of temporary hit points equal to your healing surge value.

Oh, Would You Let Me Do It?
Most of the time, you know you could do the job much better than the next guy.
Encounter * Martial
Immediate Interrupt
Trigger: An adjacent ally fails a skill check.
Effect: You make the same check, but replace your ally's result with yours. The ally's failure is negated and thus any negative reactions from the skill's failure are also negated.



Tinkering
You to apply your crafting skills to getting you through a locked door, or a land mine.
At-Will * Martial, Permanent
No Action Personal
Effect: You may add your tool-set bonus to all Thievery checks made to open locks or disable traps.



Personal Explosive
You mix a few chemicals together, and they explode, a little more quickly than you can react.
Encounter * Improvise, Martial
Standard Action    Close Burst 2
Target: Each creature in burst
Attack: Intelligence vs Reflex
Hit: 1d10 + Intelligence modifier damage, the target is pushed a number of squares equal to your intelligence modifier, and knocked prone.
Special: You take full damage from the attack and are knocked prone.

Pound the Ground
A heavy overhead swing will knock an opponent around, and may leave the floor looking a little worse.
Encounter * Martial, Weapon
Standard Action    Close Burst 1
Target: Each enemy creature in burst
Attack: Intelligence vs Reflex
Hit: 1[W] + Strength modifier damage.
Miss: The target is pushed 1 square.
Effect: Each square adjacent to you becomes difficult terrain.
Special: If the target is prone, this attack deals 1d12 extra damage.


Spring Shot
You bodge together a spring and something heavy, launching that something heavy into your foe.
Encounter * Improvisation, Martial
Standard Action    Ranged 10
Target: One creature
Attack: Intelligence vs Fortitude
Hit: 2d6 + Dexterity modifier damage and the target is knocked back a number of squares equal to your Intelligence modifier. If the target hits an another creature during the forced movement, both creatures take 2d6 + Dexterity modifier damage and fall prone.

Surprise!
He wouldn't do that again.
Encounter * Martial, Reliable, Weapon
Standard Action    Melee Weapon
Target: One creature
Attack: Intelligence vs Fortitude
Hit: 2[W] + Strength modifier damage, and the target takes a -2 penalty to defenses until the end of your next turn.


Buzz By
You rush through the ranks of your enemies, risking life and limb to remove their lives and limbs.
Daily * Martial, Weapon
Standard Action    Close Wall 6
Target: You shift through each square the wall occupies making this attack against any enemy creature adjacent to any part of the wall.
Attack: Intelligence vs Fortitude
Hit: 2[W] + Strength modifier damage, the target takes a -2 penalty to attack (save ends).
Miss: Charisma modifier damage and the target is knocked prone.

Explosive Situation
“What if I throw the explosive?”
Daily * Fire, Improvisation, Martial
Standard Action    Area Burst 3 Within 5
Target: All creatures in burst
Attack: Intelligence vs Reflex
Hit: 2d10 + Intelligence modifier fire damage
Miss: Half damage.
Effect: The area becomes difficult terrain and until the end of the encounter, when a creature falls prone in the area it takes 5 ongoing fire damage.


Industrial Miasma
You take some sludge you found and mix it with a chemical to make a nice airborne toxin.
Daily * Improvisation, Martial, Poison, Zone
Standard Action    Area Burst 2 Within 10
Target: Each creature in burst
Attack: Intelligence vs Fortitude
Hit: 1d10 + Intelligence modifier poison damage and the target takes a -2 penalty to saving throws (save ends).
Miss: Half damage.
Effect: The burst creates a zone that blocks line of sight and lasts until the end of the encounter. When a creature enters or starts it turn in the zone it takes 5 ongoing poison damage (save ends).

Whirling Blade
Attaching a couple of sharp bits of scrap to a hand-held engine, you create a dangerous set of spinning blades.
Daily * Improvisation, Martial
Move Action    Personal
Effect: You can make the following attack as a Standard Action until the end of the encounter.
Standard Action    Close Burst 1
Target: Each creature in burst
Attack: Intelligence vs Reflex
Hit: 2d6 + Dexterity modifier damage and the target is slowed until the end of your next turn.
Special: On a natural roll of 1 or 2 on this attack, the item falls apart and you cannot make the attack again. Each creature within 2 squares takes 2d6 damage from the shrapnel of the device, and you take a -2 penalty to attack rolls until the end of your next turn.


Bodge: Improvise
While normal bodging is pretty fast, you can do it faster, the device just isn't likely to last as long.
At Will * Martial
Full Round Action    Personal
Requirement: You must have sufficient salvage on your person to bodge together the device.
Effect: You bodge an item together much more quickly. The DC to make the item is increased by 10 and you must make stability checks after each use. These checks take a -2 penalty.

Just Bash It
You jamb a tool in the lock or bash something open, and get everyone moving on.
Daily * Martial, Tool
Move Action    Personal
Requirement: Must be trained in Thievery.
Effect: You make an open lock or disable device check at +10. If you fail the check, the device is ruined. Locks will never open again, traps set off. Generally the worst possible circumstance occurs.



Throw a Hammer At It
Sometimes you just need to whack a device to get it working again.
Encounter * Martial, Tool
Move Action    Range 10
Target: One object or construct
Requirement: Must use a small hammer, or a small wrench of some sort.
Effect: You grant the target temporary hit points equal to your healing surge value.

Veteran Demolitionist
Don't worry. I've seen this before.”
Daily * Martial, Stance
Minor Action    Personal
Effect: You ignore the effects of zones you create.



Acid Splash
By product from some scrap you found makes for a caustic acid in a pinch
Encounter * Acid, Martial, Improvisation
Standard Action    Close Blast 3
Target: All creatures in blast
Attack: Intelligence vs Fortitude
Requirement: You must have available salvage
Hit: 2d8 + Intelligence modifier Acid damage and the target takes a -2 penalty to attack (save ends).
Makeover
Nothing fancy, you just rearrange your foe's face with a wrench.
Encounter * Martial, Weapon
Standard Action    Melee Weapon
Target: One creature
Attack: Intelligence vs Fortitude
Hit: 1[W] + Strength modifier damage and the target is stunned until the end of your next turn.
Magnetic Spark
You bodge together a very short lived, but very powerful, magnet to toss at an enemy.
Encounter * Martial, Improvisation
Standard Action    Ranged 10
Target: One creature
Attack: Intelligence vs Reflex
Hit: 2d8 + Intelligence modifier lightning damage.
Secondary Target: Each creature within 2 squares of the primary target, and the primary target.
Secondary Attack: Intelligence vs Fortitude
Hit: The target is disarmed, dropping its weapon at its feet.
Trap Puppet
You put a spiked trap on the ground, attached to a thin string. When a foe gets close, you just pull the trap over to them.
Encounter * Improvisation, Martial
Move Action    Personal
Effect: You place a trap on the ground in a square adjacent to you, and it remains there until the end of the encounter, or until triggered. If a creature moves to any square within 2 squares of the trap you may spring it as an immediate reaction. A creature caught in the trap takes 10 ongoing damage and is immobilized (save ends both).
Laughing Gas Bomb
You put together a unique narcotic mixture that makes it a little hard for your foes to focus through the laughter.
Daily * Martial, Improvisation, Zone
Standard Action    Close Burst 2
Target: All creatures in burst
Attack: Intelligence vs Will
Hit: The target is weakened (save ends).
Effect: The burst creates a zone that lasts until the end of the encounter. Any creature that moves into or starts its turn in the zone is weakened until the end of its next turn.
Knockout Blow
One solid shot just might take your foe out.
Daily * Martial, Reliable, Weapon
Standard Action Melee Weapon
Target: One creature.
Attack: Intelligence vs Fortitude
Hit: 2[W] + Strength modifier damage, and the target is stunned (save ends)
Aftereffect: The target is dazed until the end of its next turn.
Special: If the target is bloodied when the attack is made, or becomes bloodied from the attack's damage, it is knocked unconscious (save ends) instead of being stunned.
Splitting Shins
You often use tools to break apart mechanikal parts, in this application you just use them to break bone.
Daily * Martial, Tool, Weapon
Standard Action Close Burst 1
Target: All enemies in burst
Attack: Intelligence vs Reflex
Hit: 2[W] + Strength modifier damage and the target is slowed (save ends).
Aftereffect: The target falls prone. For the rest of the encounter when you hit the target it is slowed until the end of its next turn.
Miss: Half damage and the target is slowed until the end of its next turn.
Steam Powered
You make one of your weapons steam powered. No one's sure how it works, but it obviously does.
Daily * Martial, Improvisation
Standard Action    Personal
Target: One weapon you are holding
Effect: Any weapon attack you make with the target deals and additional 1[W] damage and knocks the target of the attack back 1 square.
Special: On a natural roll of 1 on an attack with this weapon, the attack is instead a critical hit. In addition, the weapon is ruined until it is repaired, and you take a -2 penalty to weapon attacks until the end of the encounter.
Leather Skin
Bodgers spend a lot of time near intense heat, and after all that, your skin has gotten somewhat leathery.
At-Will * Martial, Permanent
No Action Personal
Effect: You gain a resist fire 5 + ½ level.
Mad Alchemist
You recklessly mix dangerous chemicals in a hurry to make a potion you need right away.
Encounter * Martial
Two Move Actions Personal
Requirement: Must have access to the proper alchemical materials to make the potion.
Effect: You make any alchemical that you are normally able to make, and that has a crafting time of 30 minutes or less. However, the Alchemy check is made at -15.
Random Junk
You have enough dangerous stuff on you to clog up a whole area, and you just toss it about.
Encounter * Martial
Standard Action    Range 10
Effect: Choose a number of squares equal to 3 + your Intelligence modifier in range. These squares becomes difficult terrain until the end of the encounter.
There, That's Better
Firearms are carefully put together to insure safe, consistent use. You find that boring, and you know with a little bodging it could be done so much better.
Encounter * Martial
Standard Action Personal
Requirement: Must be holding a firearm.
Effect: You bodge a single firearm you're holding to provide a little extra firepower. Any time this weapon is used to attack it deals an extra 1[W] damage. After each attack, the creature using the weapon must make a stability check. This effect ends on a failure.
Cuffs
With a bodged together set of manacles you tie your foe's hands together, making them pretty useless.
Encounter * Improvisation, Martial
Standard Action    Melee Touch
Target: One creature
Attack: Intelligence vs Reflex
Hit: The target cannot use weapons or implements (until escape). Make a steamo check at -5, and use the check result as the Athletics or Acrobatics DC needed to escape the shackles.
Energy Burst
You ruin a complex piece of mechstuff you got your hands on and throw it at your foes while it explodes.
Encounter * Force, Martial
Standard Action Area Burst 2 Within 10
Target: Each creature in burst
Attack: Intelligence vs Reflex
Hit: 4d6 + Intelligence modifier force damage and the target is knocked prone.
Miss: Half damage.
Equalizing Blow
After taking this hit your foe has a hard time playing to its strengths while it trries to recover.
Encounter * Martial, Weapon
Standard Action    Melee Weapon
Target: One creature
Attack: Intelligence vs Fortitude or Reflex
Hit: 2[W] + Intelligence modifier damage and all of the target's defenses become equal to its lowest defense until the end of your next turn.
Lucky Toss
You throw a tool at an opponent just right so that the thing bounces off his head and hits a friend or two.
Encounter * Improvisation, Martial
Standard Action Range 10
Target: One creature
Attack: Intelligence +2 vs Reflex
Hit: 3d6 + Intelligence modifier damage and the target is dazed until the end of your next turn. Make secondary attack.
Secondary Target: One creature within 2 squares of the primary target.
Secondary Attack: Intelligence vs Reflex
Hit: 3d6 + Intelligence modifier damage, and the target is dazed until the end your next turn. Make tertiary attack.
Tertiary Target: One creature within 2 squares of the secondary target.
Tertiary Attack: Intelligence -2 vs Reflex
Hit: 3d6 + Intelligence modifier damage and the target is dazed until the end your next turn.
Special: This exploit can instead be used to repair three adjacent mechanikal targets as if it were three separate uses of the Throw A Hammer At It exploit.
Explosive Potpourri
Throw acid, blasting powder, and a little poison together to make a fun and interesting combination.
Daily * Acid, Fire, Martial, Poison
Standard Action Area Burst 2 within 10
Target: Each creature in burst
Attack: Intelligence vs Reflex
Hit: 3d10 + Intelligence modifier Acid and Poison damage and the target takes 15 ongoing fire damage (save ends).
Aftereffect: 5 ongoing fire damage (save ends).
Miss: Half damage, and the target takes 5 ongoing damage (save ends).
Factory Rhythm
You start to get a certain rhythm in combat, and it just seems easier to keep hitting your enemy.
Daily * Martial, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Intelligence vs AC
Hit: 2[W] + Strength modifier damage.
Effect: Until the end of the encounter, when you hit the target with a melee attack you may make a melee basic attack against it as a free action. If you end a turn without having made a melee attack, this effect ends.
Hijack
You bodge something together to short a construct's commands.
Daily * Improvisation, Martial, Reliable
Standard Action    Melee Touch
Target: One mechanikal construct
Attack: Intelligence vs Will
Hit: The target is dominated (save ends).
Hot Oil Spray
You fling some very caustic oil over your foes, making them very easy to catch on fire.
Daily * Acid, Improvisation, Martial
Standard Action    Close Blast 5
Target: Each creature in blast
Attack: Intelligence vs Fortitude
Hit: 3d6 + Intelligence modifier acid damage and the target is blind (save ends).
Miss: Half damage and the target is blind until the end of its next turn.
Effect: The target is vulnerable 10 fire until the end of the encounter.
Charged Armor
You attach some charged wires to your clothing and somehow get an electric pulse over the whole thing without electrocuting yourself.
Daily * Improvisation, Lightning, Martial
Move Action    Personal
Effect: Until the end of the encounter, when an adjacent creature hits you with a melee attack it takes lightning damage equal to your Intelligence modifier and is pushed 1 square.
Run Away
You're used to things going wrong.
Encounter * Martial, Stance
Minor Action Personal
Effect: You shift a number of squares equal to your Intelligence modifier. Until the stance ends you may shift a number of squares equal to your Intelligence modifier as a move action. If you attack, this stance ends.
Steamo's Perseverance
With a little more effort you just squeeze out a useful result.
Encounter * Martial
Free Action    Personal
Effect: You add 5 to a Mechanika or Steamo skill check. You may choose to add this bonus after you hear the result of your initial check.
Unusual Care
You leave your normally haphazard methods behind to warn your allies about what you're about to do.
Encounter * Martial
Minor Action    Personal
Effect: The next power you use this round ignores up to 2 allies.
Ankle Bite Bomb
As you jump up in the air, you toss a prickly explosive on the ground at your feet.
Encounter * Improvisation, Martial
Standard Action    Close Burst 2
Target: Each creature in burst
Attack: Intelligence vs Reflex
Hit: 5 + Intelligence modifier ongoing damage and the target is slowed (save ends).
Beat Back
Hit after hit, you push your foe away.
Encounter * Martial, Weapon
Standard Action    Melee Weapon
Target: One creature
Attack: Intelligence vs Fortitude, two attacks
Hit: 2[W] + Intelligence modifier damage and the target is pushed two squares. After each attack you may choose to shift toward the target by the distance it was moved.
Special: If you hit with both attacks the target is knocked prone.
Incidental Damage
“Woops.”
Encounter * Martial
Immediate Reaction    Melee Weapon
Trigger: You make an attack.
Target: One creature other than the target of the triggering attack
Attack: Intelligence vs Fortitude
Hit: 2[W] + Charisma modifier damage, and the target is stunned until the end of your next turn.
Stay Down
You slam your opponent with your boots as soon as the opportunity presents itself.
Encounter * Improvisation, Martial
Immediate Interrupt    Ranged 10
Trigger: An enemy in range attempts to stand from prone
Target: The triggering creature
Attack: Intelligence +2 vs Reflex
Hit: 2d8 + Strength modifier damage, and the target cannot stand from prone until the end of your next turn.
Spinning Top
You spin your weapon your weapon about, and the momentum takes you to more foes.
Daily * Martial, Tool
Standard Action Close Burst 1
Target: Each enemy in burst
Attack: Intelligence vs Reflex
Hit: 2[W] + Strength modifier damage. Choose to either daze or knock the target prone.
Effect: You may shift a number of squares equal to your Intelligence modifier and repeat this attack. If you do so, you fall prone at the end of the second attack.
Knucklebreaker
Your foe brandishes a weapon, prepared to strike. You just bash the hand he planned to use.
Daily * Martial, Tool
Standard Action Melee Weapon
Target: One Creature
Attack: Intelligence vs Fortitude
Hit: 3[W] + Strength modifier damage, and the target is disarmed. The target cannot wield weapons or implements (save ends).
Aftereffect: For the rest of the encounter, the target takes a penalty equal to your Intelligence modifier on attack rolls.
Fireworks Show
You bodge together some “fireworks”, and stash them on a foe somewhere. They swiftly become a problem for him and his allies.
Daily * Martial
Standard Action Melee Touch
Target: One creature
Attack: Intelligence vs Reflex
Hit: You stash lit fireworks on the target and slide it a number of squares equal to your Charisma modifier. After the forced movement, the fireworks begin exploding (save ends). As long as they are exploding you can make the following attack once per round at any time.
Free Action
Secondary Target: The initial target and each creature within 2 squares of it
Secondary Attack: Intelligence vs Reflex
Hit: 3d8 + Charisma modifier damage, and you can shift the primary target 2 squares where it falls prone.

The Grappla
You bodge up some rather impressive pincers, trapping a foe between them.
Daily * Improvisation, Martial
Move Action    Personal
Effect: You can make the following attack as a Standard Action until the end of the encounter.
Standard Action    Melee 1
Target: One creature
Attack: Intelligence vs Reflex
Hit: 4d6 + Intelligence modifier damage and the target is restrained (until escape). You are considered to be grappling the target, and you can sustain the grapple every round the target remains restrained as a standard action. Each time you do so, the target takes an additional 4d6 damage. The target takes a -5 penalty to escape the grapple.
Special: On a natural roll of 1 on this attack, the item falls apart and you cannot make the attack again.You and the target each take 4d6 damage and are slowed (save ends).
Basher
A good knock to the noggin with a wrench leaves your foes seeing stars.
Encounter * Martial, Weapon
Standard Action Melee Weapon
Target: One, two or three creatures
Special: If you target only two creatures, this attack is a move action. If you only target one, this attack is a minor action.
Attack: Intelligence vs Fortitude
Hit: 2[W] + Charisma modifier damage, and the target is dazed until the end of your next turn.
Crunch
You slam your foe into the ground, hearing bone crushing as you finish the attack.
Encounter * Martial, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Intelligence vs AC
Hit: 3[W] + Strength modifier damage and the target is slowed until the end of its next turn.
Special: If the target is prone and it is hit by this attack, it cannot stand from prone (save ends).
Drive It Home
Sometimes the spike just doesn't go all the way in.
Encounter * Martial, Weapon
Standard Action Ranged 5
Target: One Creature
Attack: Intelligence vs Reflex
Hit: 2d6 + Intelligence modifier damage.
Effect: Make a secondary attack against the target.
Secondary Target: Same as primary target
Secondary Attack: Intelligence vs Reflex; this attack must be made as part of a charge.
Hit: 2[W] + Strength modifier damage.
Special: If you hit with both the initial and secondary attack, the target takes 10 ongoing damage and is weakened (save ends).
Spread The Wealth
You negotiate your enemy's attack to turn it against another. With enough luck, you can do this all day.
Encounter * Martial
Immediate Interrupt Melee Touch
Trigger: A target attempts to hit you with a ranged or melee attack. This cannot be an attack that targets Will.
Target: One creature other than the attacker
Attack: Intelligence vs Reflex
Hit: That creature is also targeted by the attack. You do not expend the use of this power.
Bodged Together Defense
You tend to find some way to fight back when you're pinned down.
Daily * Martial, Tool, Stance
Minor Action Personal
Effect: Whenever an enemy targets you or an adjacent ally with a melee attack, you may make an Intelligence vs Reflex attack as an immediate interrupt. If you hit, you disarm the attacker and it takes a penalty to attack rolls equal to your Intelligence modifier (save ends).
Junk Cannon
You bodge up a little cannon, and make a number of rather unique missiles to fire out of it.
Daily * Fire, Improvisation, Martial
Move Action    Personal
Effect: You can make the following attack as a full round action for the rest of the encounter.
Full Round Action    Area Burst 1 Within 10
Target: Each creature in burst
Attack: Intelligence vs Reflex
Hit: 5d6 + Intelligence modifier fire damage and you push the target 3 squares and knock it prone.
Special: If you roll a 1 on any attack roll with this weapon it explodes. This deals 2d6 fire damage to you, and you cannot use the attack again for the rest of the encounter.
To Shreds
Taking whatever tools you have, you make your best effort at dismantling a foe's body.
Daily * Martial, Weapon
Standard Action Melee or Ranged Weapon
Target: One creature
Attack: Intelligence vs AC
Hit: 5[W] + Charisma modifier damage. In addition, choose to apply one of the following effects; dazed, immobilized, slowed or weakened. Each effect lasts until (save ends).
Tool Shed
As your foes approach you throw everything, each hammer, wrench and tool, you have at them.
Daily * Improvisation, Martial, Weapon
Full Round Action Range 10
Target: Each enemy creature in range
Attack: Intelligence vs Reflex
Hit: 3d8 + Intelligence modifier damage and the target is dazed (save ends).
Special: You cannot make an attack with the improvisation keyword again until you attain more salvage.