Player > Weapon > Melee > Fangblade
Damage: 1d12 S
Critical: Bleed 1d8
Special: Powered (capacity 20, usage 1)
Cheaper and less elegant than a ripper dueling sword, a fangblade is closer to an industrial chainsaw, with a toothed, motor-driven chain wrapped around its blade.
|Fangblade||Advanced||7||5430||1d12 S||Bleed 1d8||1||Powered (capacity 20, usage 1)||CRB p.189|
The target gains the bleeding condition.
You take the listed amount of damage at the beginning of your turn each round until this condition ends. Your bleeding can be stopped with a successful DC 15 Medicine check as a standard action, or through the application of any ability that restores Hit Points. If you take two or more bleed effects, you take only the damage from the worst effect.
A melee weapon with an internal battery that must be charged to function has the powered special property, which lists its capacity and usage. Unlike with a ranged weapon, the usage is for 1 minute of operation rather than per attack, though using a powered weapon for less than 1 full minute still expends 1 full usage. The number of charges expended is equal to the usage × the number of minutes the weapon is used, rounded up to the nearest minute. You can activate the power of the weapon as part of the action used to make an attack with it, and it automatically deactivates after 1 minute.
As with ranged weapons, you can recharge the battery of a powered melee weapon using a generator or a recharging station, or you can purchase new batteries for it. If you try to attack with a powered weapon that’s out of charges, it functions as an improvised weapon (see page 169).