Electromuscular Stimulator
A painful Stasian device jolts its wearer into a burst of speed or violence, though a botched jolt leaves them burned instead.
Activate 2 (manipulate)
This rare gadget uses Stasian technology to grant someone a burst of activity, though its use can be painful. The electromuscular stimulator must be carefully attached to you, requiring 1 minute to do so. You can attach an electromuscular stimulator to yourself. When you Activate an attached electromuscular stimulator, roll a check, using the Crafting modifier of the creature who attached the stimulator to you, with a DC equal to the standard DC for your level. The effects of the activation depend on the result of the Crafting check.
Critical Success You gain the condition for 1 minute and can use the extra action each round only to Stride or Strike.
Success As critical success, but you also take 3 persistent electricity damage.
Failure You gain the quickened condition for 2 rounds and can use the extra action each round only to Stride or Strike. You take 3 persistent electricity damage.
Critical Failure You take 2d6 electrical damage and 3 persistent electrical damage and 3 persistent electricity damage}.
Magical
| Stat | Value |
|---|---|
| Level | 5 |
| Price | 30 gp |
| Bulk | 1 |