Player > Weapon > Melee > Monowhip
Damage: 10d4 S
Critical: Severe wound
Special: Analog, disarm, reach, trip
Designed to deal maximum damage, a monowhip is woven of monofilament fibers reinforced with carbon particles. Weighted at one end and spooled from a tough carbon-fiber grip, it delivers surgical-quality lacerations with minimal strength. The cuts delivered are so clean that victims sometimes fail to notice a severed limb until they are overwhelmed by a rush of blood loss.
Roll twice on Table and choose your desired result. The target can still attempt any associated save.
|11–13||Eye (sensory)||Ref||Lost eye, –2 Perception|
|14–15||Leg (mobility)||Fort||Severed limb, –10 land speed|
|16–17||Arm (manipulation)||Ref||Severed limb, lose a hand|
|18–19||Vital organ||Fort||1d4 Con damage|
|20||Brain||Fort||Stunned 1 round|
This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. While this use of the word “analog” is not technically correct when referring to technology, use of the term in this way has become common throughout the Pact Worlds.
When you attempt a disarm combat maneuver while wielding a weapon with the disarm special property, you gain a +2 bonus to your attack roll.
Only melee weapons can have the reach special property. Wielding a weapon with reach gives you 10 feet of reach for attacks with that weapon. See Reach and Threatened Squares on page 255 for more information.
When you attempt a trip combat maneuver while wielding a weapon with this property, you gain a +2 bonus to your attack roll.