Electromuscular Stimulator
Activate ◆◆ (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 DC a scaling amount crafting 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 Quickened 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.
Effect: Electromuscular Stimulator
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.
Effect: Electromuscular Stimulator (Failure)
Critical Failure You take 2d6 electricity damage and 3 persistent electricity damage.
Traits
An item with this trait can be used only once. Unless stated otherwise, it's destroyed after activation. Consumable items include alchemical items and magical consumables such as scrolls and talismans. When a character creates consumable items, they can make them in batches of four.
Gadgets are consumable technological inventions with innovative uses.