- 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. |
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