STARFISH RADIOFLASH
This miniaturized EMP augmentation is implanted in one of the recipient’s hands. A starmetal coil in the palm of the hand is power by a series of cerametal capacitors located in the fingers. As a standard action, the recipient can cause a miniature EMP blast strong enough to temporarily disable electronic devices. The cerametal capacitors have a lensing effect on the pulse which allows the recipient to direct the pulse as a 60-ft. cone. The EMP causes all battery powered items to trip their over-load protection circuits, essentially rebooting each of the battery powered items. It takes 1d4+1 rounds for an item to reboot. Any creature caught in the EMP cone can automatically reduce the reboot time to 1 round with a Reflex save (DC = 10 + item’s level). Characters with evasion can potentially avoid the EMP. Unattended items are always fully affected.
If a construct with the technological subtype (including robots and autonomous AIs) fails its Reflex save, it must immediately make a Fortitude save (DC = 10 + item’s level), or gain the stunned condition while critical systems reboot. Technological construct which succeed on their DEX save are unaffected by the EMP. Androids certain augmentation types (bionics, cybernetics, and nanotech) rely on biomechanical systems which are not subject to the effects of an EMP.
Once you’ve used your starfish radoiflash, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points. You can spend 1 Edge at any point to recharge it immediately.

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