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Monday, January 25, 2010

Shadow Lash

This weapon is a single-tailed whip, about 12 feet long from tip to butt. The tail is made from black leather strips braided together with silver wire. The butt is a continuation of the same black leather braid woven with additional strips of red leather covering a short, stiff handle of whalebone. A strap of red leather secures the weapon to the wielder's wrist. The item is imbued with Great illusion and evocation magic. A Great test of divination magic will reveal its powers:
  • Shadow Lash is an Great quality weapon. Unfortunately a whip isn't particularly effective in combat so it only inflicts Mediocre damage. It can however strike any foe within 10 feet of the wielder.
  • Each time an opponent is struck a Shadow Tendril is created (see below).
  • Sonic Burst - With a sharp snap of the Lash the wielder can create an incredibly loud whip-crack, causing Mediocre damage and temporarily deafening anyone within ten feet. This effect is powerful enough to shatter delicate items such as glass or crystal directly exposed to the sound. This power can be used three times per day. The wielder is immune to the effects of this ability.
  • Thunder Crack - A much more potent version of Sonic Burst, this power generates a thunderous burst of noise that can sunder wood or stone. Anyone within ten feet is permanently deafened and suffers Fair damage.

Shadow Tendrils

Each time Shadow Lash strikes a target, it conjures a Shadow Tendril, a creeping line of ghostly black power. This magical construct clings to any surface and attempts to entangle the target. Each Shadow Tendril lasts for five rounds and has a 10% cumulative chance per round of entangling one of the target's limbs. Each successful attack with Shadow Lash adds an additional Tendril to the target and refreshes any existing Tendrils to five rounds duration. Tendrils refreshed in this way continue to increase their chance of entangling a limb. Each entangled limb causes a one rank penalty to any test requiring use of the affected limb. Note that Tendrils can snare nearby objects, effectively trapping the victim. Tendrils require a Good test of strength to break, with each additional Tendril increasing the difficulty by one rank.

4 comments:

Timeshadows said...

I like its potential very much, but it seems a bit 'under-powered' in all ways, save the 10' strike.
--Something about the +10%/per/per seems very unlikely to be successful, unless the whip user continue to strike at the same figure and avoid their charges, and are able to move with them within 10' so as to be able to strike several times in succession.

Perhaps I may suggest adding a power that adds +1 Attack per Round (than normal for that figure) for Shadow Lash-attacks only?

Best,

Mark Thomas said...

I was envisioning this as a supporting combatant's weapon more than a mainline fighter's tool, basically someone who could maintain position near melee and strike at foes otherwise engaged.

I'm not sure what you're saying about the 10%/per/per. Maybe I wasn't clear in the writing. I'm thinking this works like so:
1st tendril has a 10/20/30/40/50% chance of entangling a limb.
2nd tendril refreshes the 1st (and continues the cumulative entangling), and starts its own progression.
3rd tendril refreshes the first two and begins its own entangling.
A couple of hits should give a pretty high chance of the target having at least a limb or two disabled, and were it in my hands I'd be alternating blows among multiple opponents to 'juggle' as many tendrils as possible.

Does that make sense?

Timeshadows said...

Yes. Now that I understand that each add'l. refreshes the existing ones.

Sorry if I was unduly dense while reading it. :)

Mark Thomas said...

Maybe I need to rephrase that portion of the description. Rereading it I can see it's not really conveying the meaning I desired.