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
3 dice × 5 pts/die = 15 pts base. Electrical burn damage — chars flesh on contact
Base Cost
15 pts
Side Effect: Stunning + DX -2 — single HT roll
If damage penetrates DR, target rolls HT at -1 per 2 HP of injury or suffers both effects simultaneously. Stunning: +50%. Attribute Penalty DX -2: +20%. Combined single roll: +70% total
Side Effect
+70%
Follow-Up → Advantage B (The Arc)
Arc Affliction rides this punch. Costs +0% because carrier has no modifiers from the Follow-Up cost list
Follow-Up
+0%
Melee Attack (Reach C, cannot parry)
Converts ranged Innate Attack to melee punch. Loses all ranged stats. Close combat only — must be adjacent. Cannot use the discharge to parry weapons
Attack Lim.
-35%
Breakable (DR 3-5, machine, SM -5)
Steel gauntlets with supernatural electrical components. DR 3-5 (-15%), machine breakdown (-5%), SM -5 hand-sized (-10%) = -30% total
Gadget Lim.
-30%
Can Be Stolen (forcibly removed, works for anyone)
Must be physically pulled off — normally -10%, halved to -5% because anyone who picks them up can use them immediately
Gadget Lim.
-5%
Nuisance Effect — Obvious Supernatural Discharge
The crackling electricity is plainly visible and audible. Limits stealth completely. Enemies know exactly what the gauntlets do. In Weird West, drawing obvious supernatural attention is a real hazard
Limitation
-5%
Requires Ready
Gauntlets must charge up before first use. Costs one Ready maneuver at the start of any encounter before the electrical ability can activate. Represents supernatural charge buildup
Limitation
-10%
Attracts Threats (9 or less)
GM rolls 3d after each use outside combat. On 9 or less something is drawn to the supernatural energy discharge. In Weird West this could be lightning spirits, supernatural entities, or creatures drawn to unnatural power
Limitation
-10%
Enhancements Total
+70%
Limitations Total
-95%
Net (-25%) → Final
15 × 0.75 = 12 pts
Side Effect
Stunning
If damage penetrates DR, target rolls HT at -1 per 2 HP of injury. Failure means stunned — loses next action, can only defend. Rolls HT each second to recover.
Attribute Penalty (Side Effect)
DX -2
Same HT roll as stunning. On failure DX drops by 2 for (20 - HT) minutes minimum 1 minute, simulating lingering muscle spasm after the shock.
II
Affliction 1 — The Arc
2 pts*
Delivered automatically via Follow-Up when the punch connects. If the punch hits, this arc radiates outward from the struck target hitting everyone within 2 yards (6 feet). Each nearby target rolls HT to resist stunning. The arc deals no damage — stun only. The wielder is not affected. *2 pts reflects Alternative Attacks pricing — see Section III.
Affliction 1 (HT)
Target resists at HT. Default Affliction effect is stunning at no extra enhancement cost. Base: 10 pts
Base Cost
10 pts
Follow-Up (rides Advantage I)
Arc is the Follow-Up attack riding the punch. Triggers automatically on any hit. Costs +0% — carrier has no relevant modifiers from the Follow-Up list
Follow-Up Delivery
+0%
Stunning
Default Affliction effect — no extra cost. Target rolls HT to resist. Failure: stunned, recovers by rolling HT each second
Side Effect
+0%
Area Effect 1 (2 yard radius)
Arc radiates 2 yards (6 feet) from the struck target outward. Every target in that radius must resist independently. The struck target is not double-affected
Enhancement
+50%
Emanation
Required with Area Effect when the area radiates from a point rather than the attacker. Arc radiates from the struck target — not from the wielder's position. Incompatible with Melee Attack and ranged modifiers
Attack Lim.
-20%
Breakable / Can Be Stolen / Nuisance Effect / Requires Ready / Attracts Threats
Same limitation stack as Advantage I — same gauntlets power this arc
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)
Each target in the 2-yard radius rolls HT independently. Failure means stunned — loses next action and can only defend. Recovers by rolling HT each second. Active defenses do not protect against Area Effect — targets may only dive for cover or dodge out of the area.
III
Alternative Attacks — Point Pricing
Both advantages represent the same gauntlet ability with different aspects of the same discharge. Per Basic Set p.61 Alternative Attacks rule: pay full price for the most expensive advantage, then 1/5 cost (round up) for the second. The two cannot be used simultaneously — firing the punch triggers both, but they cannot be used as independent separate actions.
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% If the gauntlets take significant damage they can stop working. DR 3-5 steel, machine components can break down.
Can Be Stolen -5% Must be forcibly pulled off. Anyone who has them can use them immediately — no attunement.
Nuisance Effect -5% Crackling electricity is visible and audible at all times when active. No stealth possible. Enemies know what you have.
Requires Ready -10% Must spend one Ready maneuver to charge the gauntlets before using them in any encounter. Cannot punch on turn one.
Attracts Threats -10% GM rolls 3d after each out-of-combat use. On 9 or less, something supernatural is drawn to the energy discharge and arrives to investigate or attack.
V
Per-Punch Combat Sequence
1 Charge Check — If this is the first use this encounter, spend one Ready maneuver first (Requires Ready). Cannot attack this turn. On subsequent turns proceed normally.
2 Attack Roll — Roll Brawling or DX skill. Target may Dodge or Parry normally (melee attack). The discharge is visible — no surprise from the electricity itself.
3 On Hit — Roll Damage — Roll 3d burning. Subtract target's DR normally (no Armor Divisor — full DR applies).
4 Side Effect Check — If any damage penetrated DR, target rolls HT at -1 per 2 HP of injury. Single roll covers both Stunning and DX -2 simultaneously.
5 On Side Effect Failure — Target is Stunned (loses next action, defend only, rolls HT each second to recover) AND gains DX -2 for (20 - HT) minutes, minimum 1 minute.
6 Arc Triggers — Follow-Up activates. Every target within 2 yards (6 feet) of the struck target rolls HT to resist Stunning. No DR bonus. Active defenses do not apply — dodge out of area only.
7 Attracts Threats — If used outside combat, GM rolls 3d. On 9 or less something is drawn to the supernatural discharge. GM determines what 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