Modifications / Crimson Nightingale

Crimson Nightingale
Type: Prosthetic
Slots: —
Price: 5000 Credits
Description:
A regal scarlet prosthetic with gold filigree channels and an embedded Sync core at the elbow. Six microbeam funnels detach from housing along the forearm, orbiting the user in a glowing halo of crimson light. Each one moves with eerie precision, responding to thought alone.
The Crimson Nightingale represents mastery over harmonic control, a symphony of willpower and technology. It’s said to sing when its funnels ignite, resonating in frequency with the wielder’s pulse.
Deploy (2 AP): Deploy up to 2 beam funnels. You can control a maximum number of funnels equal to half your Sync Level (Rounded up). The Crimson Nightingale holds 6 Beam Funnels.
Beam Funnels: At the start of your turn, you may spend 1 AP to command your active funnels. Each funnel moves up to 30 ft and makes an attack against a target within range. Funels use your Sync Level for its attack rolls dealing 1d4 Laser damage on a hit.
Funnels automatically make an Evasion roll when targeted (d10 + Sync Level).
When hit, Beam Funnels are automatically recalled and cannot be redeployed until repaired.
Resonance: Your funnels remain under your control within (Sync Level × 10 ft) of you.
If a funnel moves beyond this range, it deactivates until recalled.
Additionally, you can consider your Beam Funnels as ranged weapons for Ranger abilities.
Sync Overdrive (3 AP):
You may enter a state of Sync Overdrive for 1 round. During this time, your funnels double their number of attacks.
Being in the Sync Overdrive state wears on your mind over time. After 2 consecutive turns in this state, you gain 1 level of Fatigue.


