Only two things are infinite: the universe and human stupidity, and I’m not sure about the former.
You’re the Marty McFly to someone else’s Doc Brown. The boy wonder to an older, less attractive, (and not quite as skilled) batman. You are the venerable, if under-appreciated assistant. And it is through this budding exposure to science (and radiation) that you’ve managed to grasp a few of the finer points. Namely centering on Omega tech.
We’re going to need another Timmy
- Having survived the brunt of your Mentor’s experiments, you’re hardier than most. The first time you are bloodied during an encounter, you gain 5 temporary hit points.
Science by Association
- You’ve managed to pick up a few thing from your mentor, even though he didn’t seem all that interested in teaching you in the first place. You gain a +2 background bonus to your Science and Mechanics skills.
- Gain the following Background Feature(s):
When omega tech falls apart, someone would usually throw it away. But not you. You’re able to use these discarded artifacts to either heal you and your allies, or to bolster working omega tech.
Omega Overcharge: With a Mechanics roll you infuse an Omega Weapon with a reservoir of energy (and discard a broken Omega Tech item), that lasts until the end of your next extended rest or until it is expended. The wielder of the Omega tech can use a free action after making an attack roll to expend the reservoir of energy to gain a +2 bonus to that Omega Tech’s attack roll. An Omega Tech item can be augmented only once per day in this way.
Omega Infusion: Using Mechanics, you can create healing infusions for later use. At the end of an extended rest, you can create two healing infusions (Discarding one broken Omega Tech item) that last until the end of your next extended rest.