Player > Weapon > Melee > Resonant gauntlet, quantum
Damage: 6d12 So
Special: Boost 3d12, powered (capacity 20, usage 1)
The translucent crystal network in a resonant gauntlet has its
origins in the rings of the gas giant Liavara. The rings contain
crystal fragments thought to record every sonic vibration that
passes through them. Researchers have yet to fully decode the
information they hold, but they have been able to develop a
material that shares some of the crystal’s properties.
A resonant gauntlet is a long glove with composited crystal and metal around the user’s wrist, forearm, and knuckles. When a wearer strikes, the composite generates a harmful resonance that can be directed into a target’s body, rupturing cell walls and causing organ stress. The wearer can increase the effect by flexing the limb and digits under the gauntlet, causing the crystal to record the subtle sounds of the body and its component matter to build stronger resonance. The cellular resonance gauntlet is the basic model. Focused frequencies of the molecular, atomic, and quantum models stimulate respectively smaller components of matter to deal correspondingly large amounts of damage.
|Resonant gauntlet, cellular||Advanced||5||3230||1d4 So||Nauseate||L||Boost 1d4, powered (capacity 20, usage 1)||ARM p.50|
|Resonant gauntlet, molecular||Advanced||10||19900||3d4 So||Nauseate||L||Boost 3d4, powered (capacity 20, usage 1)||ARM p.50|
|Resonant gauntlet, atomic||Advanced||15||124000||8d4 So||Nauseate||L||Boost 4d4, powered (capacity 20, usage 1)||ARM p.50|
|Resonant gauntlet, quantum||Advanced||20||901000||6d12 So||Nauseate||L||Boost 3d12, powered (capacity 20, usage 1)||ARM p.50|
The target must succeed at a Fortitude saving throw or gain the nauseated condition for 1 round.
You are experiencing stomach distress. You can’t attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action you can take is a single move action per turn.
You can charge up a weapon with this special property as a move action. When you do, you increase the weapon’s damage by the listed amount on the next attack you make with the weapon. Boosting expends charges from the weapon equal to its usage value. This increases the weapon’s damage and is multiplied on a critical hit. Boosting a weapon more than once before firing it doesn’t have any extra effect, and the extra charge dissipates if the weapon is not fired by the end of your next turn.
A melee weapon with an internal battery that must be charged to function has the powered special property, which lists its capacity and usage. Unlike with a ranged weapon, the usage is for 1 minute of operation rather than per attack, though using a powered weapon for less than 1 full minute still expends 1 full usage. The number of charges expended is equal to the usage × the number of minutes the weapon is used, rounded up to the nearest minute. You can activate the power of the weapon as part of the action used to make an attack with it, and it automatically deactivates after 1 minute.
As with ranged weapons, you can recharge the battery of a powered melee weapon using a generator or a recharging station, or you can purchase new batteries for it. If you try to attack with a powered weapon that’s out of charges, it functions as an improvised weapon (see page 169).