Artifice · Weapon
Power Gauntlets
A large and heavy pair of gloves. Once the wearer inserts their hand into them, they will secure themselves properly around their hands.
When activated, the wearer’s unarmed attacks do normal weapon damage instead of their normal unarmed damage. If the wearer already has a feature that lets them do this, the gauntlets instead give them +1 Power to unarmed attacks. While wearing these gauntlets, even if they are inactive, the wearer suffers a -10 penalty to all checks that require finesse movements with their hands.
Wearing these gauntlets also prevents the user from properly holding and using other items and weapons with them. Both hands are taken up by these gauntlets.
While they are considered a two-handed weapon as they take two hands to use, they do not normally get 5d6 heavy damage.
After drawing these in combat, putting them on takes 2 AP (But you may choose to just always wear them to bypass this). Taking them off also takes 2 AP.
Mods:
- A mods:
- Fine Size (10 points): Removes the -10 penalty for finesse movements while wearing the gauntlets.
- Vault Breaker (20 points): Your attacks deal double damage against objects.
- Artificer's Gloves (35 points): You may hold and use artifices like normal while wearing the gauntlets.
- B mods:
- Finesse Grip (25 points): You may hold and use items or weapons like normal while wearing these gauntlets.
- Heavy punches (50 points): Unarmed attacks made with this weapon deal 5d6 damage instead of 4d6.
- Name
- Power Gauntlets
- Type
- Artifice
- Sub Type
- Weapon
- Activation Cost
- 0 AP
- Cost
- 1500 Clim
- Burden
- 1
- Shell Size
- S
- Fuel Usage
- 1 shell per hour
- Crafting Points
- 30
- Crafting Type
- Artificing

