Player > Weapon > Melee > Phasic scythe, polyphonic
Damage: 6d8 So
Special: Penetrating, powered (capacity 80, usage 8)
With these phasic scythes, weaponsmiths harnessed the nyssholora’s ability to oscillate its upper appendages to produce a deadly sonic effect. Using a complex array of internal energy conductors powered by Pact Worlds high‑, super-, and ultra-capacity batteries, the technological components of phasic scythes can replicate the nyssholora’s nervous system by causing an authentic nyssholora claw to vibrate at similar frequencies to their natural counterparts. These weapons slice through solid matter with wicked efficiency, sometimes leaving their living targets with lasting wounds. These powered blades keep the market for nyssholora hunting lucrative despite the dangers inherent in recovering the raw materials.
|Phasic scythe, monophonic||Advanced||7||6250||3d4 So||Wound||1||Penetrating, powered (capacity 40, usage 4)||AA2 p.87|
|Phasic scythe, harmonic||Advanced||11||25000||6d4 So||Wound||1||Penetrating, powered (capacity 40, usage 5)||AA2 p.87|
|Phasic scythe, polyphonic||Advanced||15||112500||6d8 So||Wound||2||Penetrating, powered (capacity 80, usage 8)||AA2 p.87|
|Phasic scythe, multiphonic||Advanced||19||562500||10d8 So||Wound||2||Penetrating, powered (capacity 100, usage 10)||AA2 p.87|
Roll on Table. The target must succeed at a saving throw of the listed type (if any) or suffer the listed effect. If the creature lacks a specified location, use the general location.
|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|
A penetrating weapon is designed to punch through large objects’ outer layers, making it easier to damage them. A penetrating weapon ignores an amount of hardness equal to the weapon’s level.
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).