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A fine whip is an excellent tool for mast-binding, gorge-swinging, foe-tangling, god-challenging, and of course my personal favorite: ass-smacking.
The Lasher's weapon of choice is classically a whip, but could also be anything else you can imagine that's long and flexible- a length of chain, a razor-studded scarf or a tentacle, maybe. As weapon classes go it's a bit more exotic than many other melee types, but who doesn't want to take a cue from Indiana Belmont?
This is a weapon and subject to universal weapon rules.
Lasher | A long, flexible weapon. | |
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caret-right | Constrict | Attack and grapple as one. |
caret-right | Disabler | Disable a target's weapon. |
caret-right | Far Hand | Enhanced grabbing ability. |
caret-right | Lash Pull | Yank targets around. |
caret-right | Serpentine | Sometimes backstab from the front. |
Enterprises | Drill Yard Lasher School Squad |
Offense | plus-circleAttack: As an action, you may make a Melee attack against any target within 2-5 meters. plus-circleConditions: When the trigger die is 10+, this weapon inflicts its wielder's choice of the Choking, Crippled, or Deprived conditions to its target. plus-circleGrabber: You can grab things/creatures with your weapon as an action, allowing you to inflict the Grabbed condition at a range of 5 instead of 1. If somebody doesn't want to be grabbed, you still have to get a 7+ on a trigger die to succeed as usual. plus-circleBackstab: If you attack a target that cannot see you, you deal +2 damage. plus-circleAssassinate: If you attack a creature of your own level or lower that wasn't expecting to be attacked, it instantly dies. Creatures that are higher-level than you are immune to assassination and your attack is resolved normally against them. Assassination strikes can fail just like normal strikes (due to concealment, size differences, etc). minus-circleReach Weapon: This weapon cannot be used to attack subjects that are directly adjacent to you, only those 2-5 meters away. |
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Condition | Explanation | |
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noose | Choking | minus-circle Lose 1 Energy at the end of each round. If no Energy remains, lose Flesh instead. Successfully throwing off the condition prevents damage for that round. minus-circle Making a recovery action no longer restores 1 Energy (but still allows a check to remove a condition as normal). |
snail | Crippled | minus-circle The maximum distances of all movement and abilities that grant movement are reduced by one step on the standard distance scale (10 → 5 → 2 → 1 → 0). |
broken-bottle | Deprived | minus-circle Cannot use/spend resources in any way. minus-circle Cannot use any ability that requires unspent resources. |
tentacle | Grabbed | minus-circle Grabber and grabbed are connected in some way; neither of them can move without dragging the other along for the ride. The distance between grabber and grabbed is always at maximum the same as the range of whatever ability caused the grab in the first place. minus-circle If grabber or grabbed are small enough for the other to carry, they can be dragged. This causes encumbrance if both are the same size. minus-circle The grabber can choose to end the effect as a free action during their turn. minus-circle The grabber ignores the effects of cover and concealment in regards to the target they've grabbed. plus-circle Unlike other conditions, the target can choose to skip the automatic recovery roll at the end of their turn for Grabbed if desired. minus-circle Unlike other conditions, the Grabbed condition stacks. A single creature can be grabbed by multiple different other creatures and thus have multiple versions of the Grabbed condition in place on them at once, all of which are recovered from separately. Everybody in an interconnected grab-pile has to carry the weight of everybody else. minus-circle Although a single creature can be grabbed by multiple other creatures at once, they can only grab up to one other target at a time. |
Offense | plus-circleGrabby McGee: The two basic functions of your weapon (attacking and grabbing) are now essentially combined into one. Every time you attack with this weapon and the trigger die is 7+, you may choose to also inflict the Grabbed condition in addition to any other attack effects. You can still choose to take a non-attack grabbing action if you want. |
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Offense | plus-circleWeapon Wrap: When the trigger die used during the attack is 10+, you tangle up the target's weapons. Until the beginning of your next turn, the target cannot take any actions to attack with any weapon class. The target can still freely take offensive actions with non-weapon classes (such as Wrestler) or take non-offensive actions. | |
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caret-right | Alternative | plus-circleYou Will Be Crippled: You can choose to disable the target's weapons on a successful attack regardless of the trigger die result. minus-circleExertion: Every time you make a disable happen when it normally wouldn't, you lose 1 Energy. |
Utility | plus-circleSnag: You can use the weapon to grab anything in range that's unattended or willing without dealing any damage to it. plus-circleFine Control: You can use the weapon to grab or manipulate anything you could do with your hands, such as turning over a playing card, adding a spoonful of sugar to your tea or snatching a coin off a table. plus-circleReel In: If you grab something relatively small and light, you can pull it to yourself as a free action immediately after grabbing it. plus-circleSwing It: You can grab anything convenient in the environment (beams, branches, gargoyles, etc) above you in range as an action and then swing on your weapon like a rope, allowing you to move up to 5 meters from your current location. Detaching is a free action any time you like. |
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Offense | plus-circleScorpion Style: If you have successfully inflicted the Grabbed condition to a target with your lasher, you can use an action to pull them directly towards you any number of spaces you like. minus-circleWeight Limit: In order to pull a subject, you must be capable of carrying the subject- this means that you are normally restricted to pulling only creatures of your own size or smaller. plus-circleWhirl About: If the target you struck is small enough that you could lift them without suffering an impairment (under normal circumstances, this means they must be a smaller size than you) you can move them to any space in range of the Lasher attack instead of just moving them towards you. |
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caret-right | Alternative | plus-circleLeverage: You can reposition any size of creature to a different space within range by using the target's own momentum against them. minus-circleExertion: Every time you move a normally unmovable subject, you lose 1 Energy. |
caret-right | Alternative | plus-circleLasher Smasher: When you use an action to move a grabbed target to any new space adjacent to a solid obstacle, you also attack the moved subject with your lasher for free by smashing them into the obstacle. minus-circleExertion: Every time you attack a target by smashing them into a solid obstacle, you lose 1 Energy. |
Offense | plus-circleUnpredictable Thrasher: The weapon's business end moves somewhat erratically, sometimes catching targets off-guard. When the trigger die result is a 7+, the attack is considered a backstab if it wasn't already and gains the normal +2 damage boost. minus-circleBackstab Defense Applies: Any target with a special defense against backstabs (such as the Back Plating ability from the Tank class or the Whirl ability from the Vigilant class) also applies it against Serpentine. doubledSkilled Backstabber: If you also know the Ambusher ability from the Shadow class, backstab bonus damage is increased to +5. |
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Drill Yard | Space has been set aside for practice and sparring with Melee weapons. Adventurers can spend a training fee of 1 Dosh in the establishment to temporarily increase their Melee combat skill by +1 until the end of the current session. A Drill Yard cannot be used more than once in a given session by any single adventurer. |
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Lasher School | The settlement hosts an institution that teaches the secrets of this class for a small fee. Keystones of this class can be purchased here for 1 Dosh each. |
Squad | The settlement is home to a squad of 10 soldiers focusing on this class's weapon type. A single settlement can have multiple versions of this enterprise. All 10 soldiers are level 5 and have the same abilities/statistics, determined by you. At least two of the soldier's five abilities need to be weapon abilities, and all of the soldier's abilities need to be ones personally known by the retiring adventurer who establishes the squad. Squads fight for the interests of their local settlement. If a squad is wiped out, it can be restored to fighting order by spending 5 Dosh. |