| 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. |
| 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. |