One(1) Handed Effective Range: Melee

Base Scale: 1 Weapon Damage: 1D6

Damage Type: Crush

A Kit is a multi-faceted construction tool that facilitates mechanical work and utility, such as crafting, repairs, or structural reinforcement. The Omni Kit is the go-to tool for any Mechanic that likes to get their hands dirty. Omni Kits are often required to Craft or Repair Creatures, Weapons, Vehicles, or Devices at a Forge, facilitate many Engineering Ability Checks, or interact with Mechanical Entities, Devices, or Objects. Investing in Omni Kit Training will enhance a Character’s Repair Modifier and Engineering Ability Statistics at every Odd Rank and their Attack and Damage Rolls with Cast Weapons, and any Rolls Made to interact with a Mechanical Creature, Device, or Object on Even Ranks. At Rank Five(5) and Ten(10), the Character’s Base Scale with any Weapon increases by plus One(+1), permanently increasing their Weapon Damage with all Weapons. A New Equipment Modification Slot becomes available at the First(1st) Equipment Rank and every Three(3) Equipment Ranks after that.

Omni Kit Heroics

Extinguisher

Prerequisite: Kit (Rank 1)

AP Cost: 5

Action Type: Standard Action

Range: Three(3) Paces(Cone)

Effect Duration: Rounds

As a Standard Action, your Omni Kit deploys a nozzle that sprays an extinguishing liquid that douses Flames Difficult Terrain and inflicts the Soaked Condition on any Targets within a Three(3) Pace Cone for the Effect Duration. Spaces with extinguished flames create vision-obscuring smoke for the Effect Duration. Extinguishing a being of fire inflicts your Maximum Weapon Damage as Cryonic Damage. 

Shovel

Prerequisite: Kit (Rank 1)

AP Cost: 5

Action Type: Move Action

Range: Adjacent

As a Move Action, you can displace One(1) Cubic Space of tillable ground for every Two(2) Points of your Will Attribute. This can make pits, clear debris, or dig trenches but is not suitable for tunneling or advanced construction.

Emergency Technician

Prerequisite: Kit (Rank 2)

AP Cost: 10

Action Type: Full Action

Range: Adjacent

As a Full Action, you can remove a single Condition Effect from an Adjacent Target.

Minor Malfunction

Prerequisite: Kit (Rank 2)

AP Cost: 10

Action Type: Standard Action

Range: Adjacent

Effect Duration: Until Treated

As a Standard Action, you can attempt to inhibit some minor motor functions in an Adjacent Mechanical Target, inflicting your choice of the Hobbled or Fractured Injury. Additionally, the Target can attempt a Physical Save against your Force Impact to Negate the Injury Effect. 

Basic Fix

Prerequisite: Kit (Rank 3)

AP Cost: 15

Action Type: Full Action

Range: Adjacent

As a Full Action, you utilize your Omni Kit to administer some basic repairs in an Adjacent Mechanical Target, restoring 1D6 Hit Points for every Point of your Will Attribute in addition to your Repair Modifier. 

Taze

Prerequisite: Kit (Rank 3)

AP Cost: 15

Action Type: Cast Weapon Attack

Range: Adjacent

As a Standard Action, you can attempt a Cast Attack against an Adjacent Target by using your Omni Kit as a stun gun to shock your opponent. If successful, your Target suffers your normal Weapon Damage as Electric Damage and is inflicted with the Stunned Condition until the end of their next Turn. Then, the Target can attempt a Physical Save against your Force Impact to Negate the Stunned Condition. 

Barrel Plug

Prerequisite: Kit (Rank 4)

AP Cost: 20

Action Type: Standard Action

Range: Adjacent

As a Standard Action, you can utilize your Omni Kit to place a hard-to-detect metal seal on the barrel of an unattended Ranged Weapon. Then, if the Ranged Weapon were to be fired, it would instead explode, inflicting 1D8 Pierce and 1D8 Pyrotic Damage for every Point of your Will Attribute to the triggering Target and Half as much to any Adjacent Creatures while inflicting the Broken Condition on the Ranged Weapon. 

Plankraft

Prerequisite: Kit (Rank 4)

AP Cost: 20

Action Type: Full Action

Range: Half(½) Will Attribute

As a Full Action, you can utilize your Omni Kit to manifest a rapidly extending platform reaching a distance equal to Half(½) of your Will Attribute. Plankcraft can be used to create bridges, ledges, and platforms along walls. 

Quality Repair

Prerequisite: Kit (Rank 5)

AP Cost: 25

Action Type: Full Action

Range: Adjacent

As a Full Action, you can utilize your Omni Kit to facilitate standard operational repairs on an Adjacent Mechanical Target, restoring 1D8 Hit Points for every Point of your Will Attribute in addition to your Repair Modifier. You may also remove a single Injury, Condition, or Miscognition Effect from your Target.

Skeleton Key

Prerequisite: Kit (Rank 5)

AP Cost: 25

Action Type: Interaction

As part of an Interaction, you can attempt an Engineering Ability Check to disable a device, pick a lock, or access a door, even if the Target lacks any mechanical components. 

Repelling Hook

Prerequisite: Kit (Rank 6)

AP Cost: 30

Action Type: Exploring/Reaction

As a part of Exploring, you can utilize your Omni Kit to deploy a tether to an Adjacent Wall, allowing you to enter a controlled descent a number of Paces equal to your Will Attribute. Alternatively, you can use Repelling Hook as a Reaction to Falling Adjacent to a Climbable Surface. 

Major Malfunction

Prerequisite: Kit (Rank 7)

AP Cost: 35

Action Type: Standard Action

Range: Adjacent

Effect Duration: Until Treated

As a Standard Action, you can attempt to disable a critical motor function of an Adjacent Mechanical Target, inflicting your choice of the Blinded or Crippled Injury. Additionally, the Target can attempt a Physical Save against your Force Impact to Negate your Injury Effect.

Construct Barrier

Prerequisite: Kit (Rank 8)

AP Cost: 40

Action Type: Full Action

Range: Half(½) Will Attribute(Line)

As a Full Action, you can utilize your Omni Kit to construct a basic wall rapidly, Two(2) Paces in height, beginning in an Adjacent Space and continuing in a straight line with a number of Paces equal to Half(½) of your Will Attribute. 

Flawless Restoration

Prerequisite: Kit (Rank 9)

AP Cost: 45

Action Type: Full Action

Range: Adjacent

As a Full Action, you can provide perfect restorative maintenance to an Adjacent Mechanical Target, restoring 1D10 Hit Points for every Point of your Will Attribute in addition to your Repair Modifier. You can use Flawless Restoration to breathe life into a dead machine, provided it is still mechanically functional.

Hookshot

Prerequisite: Kit (Rank 10)

AP Cost: 50

Action Type: Cast Weapon Attack

Range: Ten(10) Paces

As a Full Action, you can attempt a Cast Weapon Attack against a Target within Ten(10) Paces of you by manifesting an automatic grappling spike that you can aim and fire, allowing you to zip to a Space Adjacent to your Target quickly. If successful, in addition to normal Weapon Damage, your Target suffers 1D10 Crush Damage for every Two(2) Points of your Will Attribute as you collide with them, inflicting the Staggered Injury until their next Turn. The Target can attempt a Physical Save against your Physical Impact to cut any Damage in Half(½) and Negate the Injury Effect. Alternatively, you can use Hookshot to traverse the environment while Exploring.