Electrified Monofilament Wire Assembler[]
The tiny device, usually located in the hand or arm, rapidly assembles a hair-thin wire about three feet in length. Difficult to weaponize on its own, the wire can be used as a garotte or whip. The efficacy of the device as a weapon is largely dependent on it carrying an electric charge, although as a garotte it can be employed regardless of charge.
In this fashion, the EMWA counts as a whip and deals mixed electrical and physical damage, plus an electrical stun effect. If not electrified, lashing with the monofilament wire does negligible damage but can leave very nasty cuts.
When the wire's charge is exhausted, the wire itself remains unless detached. As the device is an assembly unit, the wire cannot be "re-spooled" into the device.
- Rank 1: 1D6 damage, plus 1-second stun. Stores enough of a charge for 3 electrified wire attacks; each charge takes roughly 20 minutes to regenerate.
- Rank 2: 1D8 damage, plus 1D4-seconds stun. Stores enough of a charge for 5 electrified wire attacks.
Ballistic Monowire Ejection[]
An additional device to the EMWA, the ballistic ejection system is something like a small cannon. The assembler - when employing the ballistic ejection system - caps either end of the wire with a ball bearing.
Use damage statistics for the EMWA as above. In addition to normal electrified lash damage, the ballistically-ejected system uses the Handguns skill. It acts as a bola, and with a half-Handguns skill roll can be used to disable an arm or both legs until the wire is broken.
The ejection system is designed to work in tandem with the small size of the EMWA, increasing its mass only slightly. The ejection system can be fired as often as there is charged wire enough for it to carry.
The augment can opt to launch a wire with no charge. This wire does no noteworthy damage, but can still be used to disable limbs as a bola.