Handy Artifact · Supernatural Gauntlets · Weird West
Electric Gauntlets
Steel-plated fist-weapons crackling with supernatural charge — melee punch that arcs to nearby foes
Color Key — Base Cost Enhancement Side Effect Attribute Penalty Follow-Up Delivery Attack Limitation Gadget Limitation Limitation
A pair of heavy steel gauntlets imbued with a supernatural electrical charge of unknown origin. Anyone who dons them can deliver a crackling punch that burns on contact, stuns the muscles, and sends arcs of electricity jumping to nearby enemies. The charge is visible and audible — and something about the unnatural energy seems to draw unwanted attention.
Damage
3d
burning (burn)
Reach
C
close combat only
Arc Radius
2 yd
6 ft from struck target
Recharge
Ready
1 action to activate
I
Innate Attack — The Punch
12 pts
Burning (burn) — 3d
The charge does not forgive contact. It chars, blackens, leaves the hand-print branded. 3 dice × 5 pts/die = 15 pts base.
Base Cost
15 pts
Side Effect: Stunning + DX -2 — single HT roll
The muscles seize. The body forgets what the mind commanded. One HT roll covers both — at −1 per 2 HP of injury. Stunning +50%, DX −2 +20% — combined +70%.
Side Effect
+70%
Follow-Up → Advantage B (The Arc)
When the punch connects, the arc radiates whether you want it to or not. +0%: the carrier charges nothing extra.
Follow-Up
+0%
Melee Attack (Reach C, cannot parry)
You have to be close enough to smell the fear. Reach C only — adjacent targets. No parrying weapons with a charged fist. −35%.
Attack Lim.
-35%
Breakable (DR 3-5, machine, SM -5)
Steel plates over something that was never meant to hold this much. DR 3–5 (−15%), machine (−5%), SM −5 hand-sized (−10%) = −30%.
Gadget Lim.
-30%
Can Be Stolen (forcibly removed, works for anyone)
The charge doesn't care who wears them. Pull them off a dead man and they work the same. −10%, halved to −5%.
Gadget Lim.
-5%
Nuisance Effect — Obvious Supernatural Discharge
They announce themselves. The crack, the blue-white arc, the smell of scorched air. Everyone in earshot knows what you have. No stealth, no secrets. −5%.
Limitation
-5%
Requires Ready
The charge has to build. You feel it — a low hum through the palms, rising. One Ready maneuver before the first strike. −10%.
Limitation
-10%
Attracts Threats (9 or less)
Something out there notices when you loose that much unnatural energy. GM rolls 3d after each out-of-combat use — on 9 or less, something comes. −10%.
Limitation
-10%
Enhancements Total
+70%
Limitations Total
-95%
Net (-25%) → Final
15 × 0.75 = 12 pts
Side Effect
Stunning
The shock seizes the muscles completely. Fail the HT roll and you lose your next action — you can only defend. Roll HT each second to come back.
Attribute Penalty (Side Effect)
DX -2
The hands shake. The eyes take too long to focus. Same HT roll — fail and DX drops by 2 for (20 − HT) minutes. Minimum 1 minute. The spasm doesn't hurry.
II
Affliction 1 — The Arc
2 pts*
When the punch lands, the arc doesn't wait for permission. It radiates outward from the struck body — not from you — reaching everyone within 2 yards. Each rolls HT independently. No damage, just the seizure. The wielder is unaffected; something in the gauntlets knows the difference. *2 pts reflects Alternative Attacks pricing — see Section III.
Affliction 1 (HT)
The arc doesn't negotiate. HT or go down. Stunning is already priced into the default Affliction — no surcharge. 10 pts base.
Base Cost
10 pts
Follow-Up (rides Advantage I)
The punch opens the door. The arc walks through it. Triggers automatically on any hit. +0%.
Follow-Up Delivery
+0%
Stunning
Default Affliction — no surcharge. Fail the HT roll and the body locks up, the mind rings white. Recover by rolling HT each second. +0%.
Side Effect
+0%
Area Effect 1 (2 yard radius)
The electricity doesn't respect bodies — it jumps. Everyone within 2 yards of the struck target rolls independently. The struck target isn't hit twice. +50%.
Enhancement
+50%
Emanation
The arc radiates from the target, not from you. Required when the origin point is the struck body, not the wielder. −20%.
Attack Lim.
-20%
Breakable / Can Be Stolen / Nuisance Effect / Requires Ready / Attracts Threats
The arc and the punch share a power source. Same gauntlets, same limits, same price.
All Lims.
-50%
Enhancements Total
+50%
Limitations Total
-70%
Net (-20%) → Std. Cost
10 × 0.80 = 8 pts
Arc Effect — All Targets Within 2 Yards of Struck Target
Stunning (HT resist, no DR bonus)
The arc jumps whether you're ready for it or not. Every target in the 2-yard radius rolls HT. Failure: stunned, next action gone, defend only. You can't parry electricity — get out of the circle or eat it.
III
Alternative Attacks — Point Pricing
The punch and the arc are the same discharge, seen from two angles. Per Basic Set p.61 — Alternative Attacks: full price for the costlier advantage, one-fifth (round up) for the other. They fire together, not apart. Pulling one trigger pulls both.
Advantage I — Full Price
12 pts
Advantage II — 1/5 Cost
8 ÷ 5 = 2 pts
Total Cost
14 pts
IV
Limitations — In-Play Reference
Breakable -30% A hard enough blow to the hands and the charge dies with it. DR 3–5 steel — tough, not indestructible.
Can Be Stolen -5% Pulled from your hands, they work the same for whoever picks them up. No binding. No loyalty.
Nuisance Effect -5% Blue-white arc light and the crack of discharge. Stealth is done the moment you charge up. Every enemy in the room knows.
Requires Ready -10% No surprise discharge. Turn one is spent building the charge. You feel it come alive in your palms — then you can strike.
Attracts Threats -10% Out of combat, that much supernatural energy doesn't go unnoticed. GM rolls 3d — on 9 or less, something follows the light.
V
Per-Punch Combat Sequence
1 Charge Check — First use this encounter: spend a Ready maneuver. The charge builds in the palms. Cannot attack this turn. Every turn after, proceed normally.
2 Attack Roll — Brawling or DX. Target may Dodge or Parry — this is melee. The arc is visible; there's no ambush here.
3 Hit — Roll Damage — 3d burning. Full DR applies — no divisor. The charge burns, it doesn't pierce.
4 Side Effect — Any penetrating damage triggers the seizure. HT at −1 per 2 HP of injury. One roll for both Stunning and DX −2.
5 Seizure Lands — Stunned (next action lost, defend only, HT each second to recover) + DX −2 for (20 − HT) minutes. Minimum 1 minute.
6 Arc Jumps — Every target within 2 yards of the struck target rolls HT. No DR bonus. No parry, no dodge — get out of the radius or go down.
7 Attracts Threats — Out-of-combat use only. GM rolls 3d. On 9 or less, something noticed. GM decides what, and how long before it arrives.
Rules Sources — Basic p.61 Innate Attack Basic p.61 Alternative Attacks Basic p.102 Area Effect Basic p.105 Follow-Up Basic p.109 Side Effect Basic p.35 Affliction Basic p.112 Melee Attack Basic p.112 Emanation Basic p.112 Nuisance Effect Basic p.116-117 Gadget Lims. PU8 p.11 Attracts Threats PU8 p.17 Requires Ready