Draft:Whip

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Omega 0.90.4

A whip is a light, one-handed weapon that can entangle an opponent. Its low physical damage makes that movement restriction its main attraction. The separate acid whip shares its unidentified appearance.[1]

Generation

Julie's sells identified, uncursed +0 whips for 200 Au. Whips also occur in random treasure, pawn-shop stock and acquirement, with item level 2 for ordinary random generation. A found item labelled only whip does not establish whether it is the ordinary or acid variety, nor whether it is cursed.[2]

Entangling

On a landed attack, the whip has a 50% chance to immobilize a target that lacks physical immunity. It then delivers an ordinary physical hit. Entangling does not require a positive damage roll, but physically immune creatures resist both the entangling effect and normal damage.[3]

Immobilization prevents ordinary movement; it is not paralysis. An adjacent victim can still attack, and ranged attacks or special abilities remain possible. The whip does not assign a timed recovery period to the effect. Special movement or other effects must be considered separately from the ordinary movement check.[4]

Throwing a spare whip invokes the same entangling attack after a successful hit, then normally leaves it on the ground for recovery. The physical damage uses current character damage plus the throwing Strength bonus, not the spare whip's rating of 4. A cursed whip in use cannot be thrown.[5]

As a striking weapon, it avoids the weapon-damage check on tunneling mishaps. Its digging contribution is only 4, however, so even a club contributes more to breaking resistant walls.[6]

Strategy

A whip can create room to withdraw from a physically vulnerable melee opponent, but first the hit must connect and then the entangling roll must succeed. Do not remain adjacent expecting a helpless target: step away once movement is restricted, and remember that a spellcaster or ranged attacker may still threaten you.

For straightforward melee damage, the cheaper mace has the same +8 hit and three times the base damage, at greater weight. A spare whip instead makes a compact ranged entangling option while another weapon supplies the character's damage. Recovery may require revisiting the opponent's position, so this is more suitable for a spare than for a weapon you cannot afford to leave behind.[7]

The acid whip combines stronger ratings with acid damage and the same movement effect. It can harm some physically immune creatures, but physical immunity still prevents its entangling effect; neither variety provides universal crowd control.[8]

References