SFS Standard Reverb Knife Item 2+

Price 312 credits
Damage 1d4 P
Bulk L
Hands 1
Type Melee
Category Simple
Group Knife
Upgrades 1

This knife vibrates at incredible speeds, allowing it greater penetrating power and the ability to disrupt victim’s hearing.

Improvements

Grade Level Upgrade Price Total Price Upgrades Damage Dice Tracking
Tactical Reverb Knife 2 — 312 credits 1 1d4 +1
Advanced Reverb Knife 4 +650 credits 962 credits 2 2d4 +1
Superior Reverb Knife 10 +9000 credits 9962 credits 2 2d4 +2
Elite Reverb Knife 12 +10000 credits 19962 credits 3 3d4 +2
Ultimate Reverb Knife 16 +80000 credits 99962 credits 3 3d4 +3
Paragon Reverb Knife 19 +300000 credits 399962 credits 4 4d4 +3

Traits

Agile:The multiple attack penalty you take with this weapon on the second attack on your turn is –4 instead of –5, and –8 instead of –10 on the third and subsequent attacks in the turn.
boost 1d6:You can boost this weapon with an Interact action to add an additional damage die of the listed size to the next damaging attack you make with the weapon until the end of your next turn. The damage from this trait increases to 2 dice for advanced-grade and superior-grade weapons, 3 dice for elitegrade and ultimate-grade weapons, and 4 dice for paragongrade weapons. On a critical hit, roll these after doubling the weapon's damage. Multiple boosts have no effect.
critical (sonic):This weapon uses the critical weapon specialization of the listed weapon type rather than its own.
Finesse:You can use your Dexterity modifier instead of your Strength modifier on attack rolls using this melee weapon. You still calculate damage using Strength.
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.
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.
tracking +1:This weapon has been developed with several integrated targeting, stabilizing, and homing systems. Attack rolls with this weapon gain an item bonus equal to the listed value. Area attacks with this weapon gain an item bonus equal to the listed value to the class DCs of saves.

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.

Sonic The target must succeed at a Fortitude save against your class DC or be deafened for 1 minute.