| 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. |
| 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. |