SFS Standard Polyglove

Price 20 credits
Damage 1d6 E
Bulk L
Hands 1
Type Melee
Category Martial
Group Shock
Upgrades 1

This glove features dozens of delicate tools for building or repairing computers and other technological items, requiring an entire hand (or suitable appendage) to manipulate. Overclocking the polyglove's components generates voltage between a wielder's fingertips.

Improvements

Grade Level Upgrade Price Total Price Upgrades Damage Dice Tracking
Commercial Polyglove 0 20 credits 1 1d6
Tactical Polyglove 2 +350 credits 370 credits 1 1d6 +1
Advanced Polyglove 4 +650 credits 1020 credits 2 2d6 +1
Superior Polyglove 10 +9000 credits 10020 credits 2 2d6 +2
Elite Polyglove 12 +10000 credits 20020 credits 3 3d6 +2
Ultimate Polyglove 16 +80000 credits 100020 credits 3 3d6 +3
Paragon Polyglove 19 +300000 credits 400020 credits 4 4d6 +3

Traits

Arc:The attack arcs to the closest enemy creature within 10 feet of the initial target. If the secondary target's AC is lower than your attack roll result, you deal electricity damage to that creature equal to 1 per weapon damage die.
Powered:This melee weapon uses a battery. You can activate or deactivate a powered weapon with an Interact action or as part of drawing or stowing it. This weapon comes with a commercial battery installed and uses 1 charge per day (rather than 1 charge per attack). If you try to attack with a powered weapon that's out of charges or deactivated, it functions as an improvised weapon. A modular (powered) weapon activates or deactivates when it switches between its modular configurations.
Professional (Computers):A weapon with this trait can be used as a toolkit for the listed skill. Add the weapon's item bonus to attack rolls as an item bonus to skill checks using the listed skill. For purposes of proficiency, you treat this martial weapon as a simple weapon or this advanced weapon as a martial weapon, up to your proficiency with the listed skill (if higher than your normal proficiency for this weapon).
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.

Shock The target must succeed at a Fortitude save against your class DC or be stunned 1.