Player > Weapon > Melee > Plasma ribbon, competitor
Damage: 3d10 E & F
Special: Operative, professional (dancer), powered (capacity 20, usage 1)
While analog battle ribbons (see page 52) are the most traditional of such weapons, increased demand for showier displays in recent centuries has resulted in the development of the plasma ribbon. Much like the analog version, a plasma ribbon is a 10-foot-long ribbon about 3 inches wide, though this version is made from impermeable nanocarbon fiber. A series of fine, flexible wires along the edges produces a narrow magnetic field that turns the weapon into a streamer of glowing plasma in use. Student plasma ribbons allow the user to build up proficiency; battleflowers trade up to professional, competitor, and champion plasma ribbons as they become more skilled with the weapons.
|Plasma ribbon, student||Advanced||4||2120||1d6 E & F||—||L||Operative, professional (dancer), powered (capacity 20, usage 1)||ARM p.43|
|Plasma ribbon, professional||Advanced||9||13600||2d10 E & F||—||L||Operative, professional (dancer), powered (capacity 20, usage 1)||ARM p.43|
|Plasma ribbon, competitor||Advanced||14||74100||3d10 E & F||—||L||Operative, professional (dancer), powered (capacity 20, usage 1)||ARM p.43|
|Plasma ribbon, champion||Advanced||19||578000||6d10 E & F||—||L||Operative, professional (dancer), powered (capacity 20, usage 1)||ARM p.43|
An operative can use the trick attack class feature (see page 93) with a weapon that has this special property. Any character can add her Dexterity modifier rather than her Strength modifier on melee attack rolls with weapons with this special property.
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).
A professional weapon is a tool used in a specialized trade that nevertheless has tremendous damaging potential. When using a professional weapon, you gain a +2 insight bonus to checks with the listed Profession skill (or to checks with similar skills that could reasonably use that weapon as part of the profession, subject to the GM’s discretion). If you have a number of ranks in the listed Profession skill equal to the item level, you are considered proficient with that weapon, even if you would not normally be. This proficiency never counts toward prerequisites of any kind.