Gadget Maneuvers

Gadget Maneuvers

After taking the Combat Gadget Training feat you gain access to a number of Gadget Maneuvers. Your character is assumed to have all of the components for these maneuvers assuming you have access to your equipment, and you pick up components along the way. Components for Gadget Maneuvers are not counted toward your character’s overall wealth.

Cloaking Device

You activates a small, portable light-field-bending device to make yourself invisible. Time: Standard action. Target: You.
Make a Mechanics Check: The check determines the effect, if any:

  • DC 15: You are considered to have total concealment against all targets until the beginning of your next turn.
  • DC 20: As DC 15, and you gain a +2 Maneuver bonus to Stealth checks until the beginning of your next turn.
  • DC 25: As DC 15, except you gain a +3 Maneuver bonus to Stealth checks until the beginning of your next turn.
  • DC 30: As DC 15, except you gain a +5 Maneuver bonus to Stealth checks until the beginning of your next turn.

Special: You can continually calibrate your device to extend the duration of this maneuver from round to round. You must make a new check each round. Should you take damage, you must succeed on a Mechanics check (DC 15 + Damage Taken) to maintain this maneuver.

You can spend a Force Point to increase the Maneuver bonus provided by this maneuver by 5.

Combustion

Your character coats the area with a flammable chemical compound, igniting the area in flames. Time: Standard action. Targets: All targets in 2×2 square which must be within 12 squares and within line of sight.
Make a Mechanics check. Compare the result of the roll with each target’s Fortitude Defense. The effects depend on the check result, if any:

  • DC 15: The target suffers 2d6 points of fire damage and catches on fire. If you fail to overcome the target’s Fortitude Defense, it only suffers half damage and does not catch on fire. The fire burns for up to 1 round. Your mechanics check replaces the usual attack bonus of fire each round it burns.
  • DC 20: As DC 15, except the target suffers 3d6 damage and the fire burns for up to 2 rounds.
  • DC 25: As DC 15, except the target suffers 4d6 damage and the fire burns for up to 3 rounds.
  • DC 30: As DC 15, except the target suffers 5d6 damage and the fire burns for up to 4 rounds.
  • DC 35: As DC 15, except the target suffers 6d6 damage and the fire burns for up to 5 rounds.

Special: You can spend a Force Point to deal an additional 2d6 points of damage to all targets in the area of this maneuver.

Convection

By continually coating your weapon with a special chemical, you can set your weapons on fire to deal extra damage. Note you can use this on unarmed attacks, but lacking proper protection will result in you taking the damage of this maneuver each round as well. Time: Swift action. Target: You.
Make a Mechanics check. The result determines the effect, if any.

  • DC 15: Your attacks deal +1d6 fire damage on a successful strike. You target also catches on fire with a successful strike.
  • DC 20: As DC 15, except you deal +2d6 fire damage on a successful strike.
  • DC 25: As DC 15, except you deal +3d6 fire damage on a successful strike.
  • DC 30: As DC 15, except you deal +4d6 fire damage on a successful strike.

Special: You can continually coat your weapon each round, effectively maintaining this maneuver as a Swift action. Your initial Mechanics check determines the potency of the chemical fire so you need not make an additional check. If your character is damaged, you must make another Mechanics check as a reaction to prevent the chemical fire from going out (DC 15 + damage taken) and continue maintaining the maneuver.

You can spend a Force Point to deal your current fire damage as a reaction to any target making an unarmed attack.

Cryokinesis

You prime your target with a weaponized chemical freezing agent which drastically compromises its structural integrity. Time: Swift action. Target: One target within 12 squares.
Make a Mechanics check.: If the check exceeds the target’s Fortitude Defense (for sentient targets), you gain the following benefit depending on your check result:

  • DC 20: The object becomes more fragile and brittle, lowering it’s Damage Reduction by 5 until the end of your next turn. Additionally, if the target is a mechanical or electronic device it moves down the condition track 1 step. This can affect a target up to Medium Size.
  • DC 25: As DC 20, except the target’s Damage Reduction is reduced by 10 and your target can be up to Large size.
  • DC 30: As DC 20, except the target’s Damage Reduction is reduced by 15 and your target can be up to Huge size.
  • DC 35: As DC 20, except the target’s Damage Reduction is reduced by 20 and your target can be up to Gargantuan size.

Special: You can spend a force point to lower the target’s Damage Reduction by an additional 5 points.

Detonate

You’re skilled at rapidly dispersing a form of explosive to detonate a nearby object. Time: Standard action. Target: One object within 12 squares and within line of sight.
Make a Mechanics check: If there are any targets in the vicinity of the explosion capable of defending themselves, compare your check result with their Reflex Defense. The detonated object takes full damage from the explosion. Possessed objects resist this maneuver with their holder’s Reflex Defense. This maneuver is an area of effect.

  • DC 15: The explosion has a 1 square radius and deals 2d6 points of damage.
  • DC 20: The explosion has a 2 square radius and deals 4d6 points of damage.
  • DC 25: The explosion has a 3 square radius and deals 6d6 points of damage.
  • DC 30: The explosion has a 4 square radius and deals 8d6 points of damage.
  • DC 35: The explosion has a 5 square radius and deals 10d6 points of damage.

Special: You can spend a Force Point to deal an additional 2d6 points of damage.

Energy Absorption Field

Using a field dispersal field, you can create a small skin-tight shielding that absorbs incoming energy damage. Time: Standard Action. Target: You.
Make a Mechanics check: The result of the check determines the effect, if any:

  • DC 20: You gain Energy Resistance 5 against any source of energy damage until your next turn.
  • DC 25: As DC 20, except your Energy Resistance is 10.
  • DC 30: As DC 20, except your Energy Resistance is 15.
  • DC 35: As DC 20, except your Energy Resistance is 20.

Special: By making careful calibrations to your device, you can maintain your Energy Absorption Field from round to round as a swift action. Should you take damage while maintaining this Maneuver, you must make a Mechanics check (DC 15 + damage taken) to continue properly calibrating the field or else this Maneuver ends.

You can spend a Force Point to activate this Maneuver as a swift action.

Knock Out Gas

You administer a small aerosol that disorients and potentially knocks out a target. Time: Standard action. Target: One creature within 6 squares and within line of sight.
Make a Mechanics check. Compare the result to your target’s Fortitude Defense. If the check equals or exceeds the target’s Fortitude Defense, the target moves 1 step down the Condition Track. For every 5 points by which your check exceeds the target’s Fortitude Defense, the target moves an additional 1 step down the Condition Track.

Special: When using this maneuver, you can spend 1 Force Point to move the target an additional step down the Condition Track.

Levitation Device

By using this maneuver, you can float up or down. Time: Move action. Target: You.
Make a Mechanics check: The result determines the effect, if any:

  • DC 15: You gain a fly speed of 2 squares but can only move vertically. You may move up to your fly speed as part of this action, and if you end this movement adjacent to a horizontal surface, you can move 1 square onto the surface as a free action. At the start of your next turn, if you are not standing or holding onto a solid surface, you fall to the ground.
  • DC 20: As DC 15, except your fly speed increases to 4 squares.
  • DC 25: As DC 15, except your fly speed increases to 6 squares.

Special: You can spend a Force Point as a reaction to activate this maneuver when falling. You can reduce your fall distance by a number of squares equal to the fly speed provided by this maneuver. If you reduce the fall distance to 0 squares, you land safely on your feet.

You can maintain your Personal Levitation Device from round to round, extending the normal duration. Maintaining this maneuver is a move action, and whenever you maintain this power you can move vertically up to your fly speed. If you take damage while maintaining this maneuver, you must succeed on a Mechanics check (DC 15 + damage taken) to continue maintaining the maneuver. If you fail your Mechanics check, you immediately fall.

Nanite Gel

By administering this Gel to a damaged machine or droid, you can distribute nanites which make small repairs to the object. This Maneuver can only be used once per combat on one target. Time: Standard action. Target: One object or droid within reach.
Make a Mechanics check. The result of the check determines the effects, if any:

  • DC 15: The target heals hit points equal to 2 x your character level.
  • DC 20: The target heals hit points equal to 3 x your character level.
  • DC 25: The target heals hit points equal to 4 x your character level.

Special: Your character can spend a Force Point to make some last minute adjustments to the gel and raise the target 1 step on the condition track.

Negation Field

You’ve developed your own personal negation field which shuts down other hostile effects. Time: Reaction. Target: One Gadget Maneuver, Gravity Maneuver or Force Power targeting you.
Make a Mechanics check. If your result equals or exceeds the check result of the Maneuver directed at you, you harmlessly redirect it and suffer no ill effects. If your result exceeds the check result of the Maneuver directed at you by 5 or more, you may choose to turn the Maneuver against is creator, who suffers the effect.

Special: If you successfully rebound a Maneuver back at its originator, the originator may attempt to use Negation Field on the Maneuver as well. If they reflect it back again, both you and the originator are affected by the Maneuver. You can spend a Force Point as a reaction to suffer no ill effects from a Maneuver that has been rebounded twice – once by you, once by the Maneuver’s originator.

Power Down

You can drain the power cell of a nearby object. Time: Standard action. Target: One powered object within 6 squares and your line of sight.
Make a Mechanics check. Your result determines the effect, if any:

  • DC 20: You can drain the power from a Small or smaller object. A drained object cannot be used against until it’s power cells are replaced.
  • DC 25: As DC 20, but you can drain a Medium or smaller object.
  • DC 30: As DC 20, but you can drain a Large or smaller object.
  • DC 35: As DC 20, but you can drain a Huge or smaller object.

Special: You can spend a Force Point to increase the size of the object you can target by one step.

Structural Analysis

Using an advanced sensor display, you can spot weaknesses in the structural integrity of your targets. Time: Swift action. Target: One object within line of sight.
Make a Mechanics check.: The result of your check determines the effect, if any:

  • DC 20: The next attack you make against the target before the end of the encounter that hits treats the target’s Damage Threshold as though it were 5 lower.
  • DC 25: As DC 20, except you treat the target’s Damage Threshold as though it were 10 lower.
  • DC 30: As DC 20, except you treat the target’s Damage Threshold as though it were 15 lower.
  • DC 35: As DC 20, except you treat the target’s Damage Threshold as though it were 20 lower.

Special: You can spend a Force Point to lower the target’s Damage Reduction by the same amount you lower their Damage Threshold.

Technometry

Using a quick injection system, your character can quickly acquire one piece of information from a computer system or droid. Note this doesn’t give you control over the system (that requires gaining access as normal). Time: Standard Action. Target: One computer system or droid within reach.
Make a Mechanics check. If your check overcomes the system’s Will Defense, you discover one piece of information from that system memory as determined by the Access Information table. For every 5 points by which you exceed the target’s Will Defense, you gain an additional piece of information.

Alternatively, you can choose to inflict one of the following effects on a single droid:

  • The droid’s senses are jammed, allowing you to make stealth checks against it until the end of your next turn even if it’s aware of you.
  • The droid is denied it’s Dexterity bonus to Reflex Defense against your next attack before the end of the following round.
  • On it’s next two turns, the droid does nothing but flee from you at top speed.

Special: You can spend a Force Point to gain an additional piece of information or extend one of the droid effects by a single round.

Vitality Gel

By administering this Gel to a hurt comrade, you can give them a surge of healing ability. This Maneuver can only be used once per combat on one target. Time: Standard action. Target: One living creature within reach.
Make a Mechanics check. The result of the check determines the effects, if any:

  • DC 15: The target heals hit points equal to 2 x it’s character level.
  • DC 20: The target heals hit points equal to 3 x it’s character level.
  • DC 25: The target heals hit points equal to 4 x it’s character level.

Special: Your character can spend a Force Point to make some last minute adjustments to the gel and raise the target 1 step on the condition track.

Gadget Maneuvers

To the Ends of the Galaxy Jonathonathon