SFS Standard Psyche Pistol

Price 25 credits
Damage 1d6 M
Bulk L
Hands 1
Range 30 ft.
Reload 1
Type Ranged
Category Simple
Group Mental
Upgrades 1
Magazine 5 projectiles
Expend 1

This pistol uses quickly dissolving neurotoxic compounds that wrack a target's nervous system to incapacitate them.

Improvements

Grade Level Upgrade Price Total Price Upgrades Damage Dice Tracking
Commercial Psyche Pistol 0 — 25 credits 1 1d6 —
Tactical Psyche Pistol 2 +350 credits 375 credits 1 1d6 +1
Advanced Psyche Pistol 4 +650 credits 1025 credits 2 2d6 +1
Superior Psyche Pistol 10 +9000 credits 10025 credits 2 2d6 +2
Elite Psyche Pistol 12 +10000 credits 20025 credits 3 3d6 +2
Ultimate Psyche Pistol 16 +80000 credits 100025 credits 3 3d6 +3
Paragon Psyche Pistol 19 +300000 credits 400025 credits 4 4d6 +3

Traits

Nonlethal:Attacks with this weapon are nonlethal and are used to knock creatures unconscious instead of kill them. You can use a nonlethal weapon to make a lethal attack with a –2 circumstance penalty.
Tech:Equipment with the tech trait rely on electricity and may gain the glitching condition. Some creatures and hazards also have the tech trait, such as artificial intelligence, robots, and turrets.

Armor with the tech trait incorporate electronics, computer systems, integrated power sources, and a comm unit.

Shields with the tech trait incorporate electronics, computer systems, and integrated power sources.

Weapons with the tech trait incorporate electronics, computer systems, and power sources. Usually the weapons rely on integrated power sources (such as melee weapons that don't have the powered trait), while others drain batteries with each attack.

Cybernetic augmentations are technological, not magical, though they aren't subject to any effect or attack that targets technology unless it specifies that it affects cybernetics.

Critical Specialization Effects

Certain feats, class features, weapon fusions, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Mental The target must succeed at a Will save against your class DC or be stupefied 1 until the start of your next turn.