From: Lineage 6274 of Qosqo Pacha
• Weapon Type: Sling
• Held Slot: One hand while in use. Coiled and tied to the belt when stowed.
• Tier: 1 (Common)
• Required Training: Slings
• Attunement: Handheld (instant when held)
• Attack Roll: d20 + tier die
• Base Damage: 1d4 bludgeoning + tier die (1d4 at tier 1), plus any damage listed on the ammunition
• Range: Extended (60/120)
• Ammunition: Sling stones or shaped obsidian bullets, carried in a pouch. One unit is used per attack. After combat, 50% of standard ammunition used can be recovered by searching the battle area.
• Item Health Points: 10 plus the avatar’s maximum health points (resilience 10)
• Weight: 0.5 pounds (sling only)
• Suggested Value: 45 silver
• Appearance: A highland sling about 6 feet long, braided from colored llama-wool cord in ochre, crimson, indigo and verdigris. The diamond-shaped stone cradle is woven in a tight geometric pattern. The release end finishes in a small knotted loop, and the retained end in a finger loop braided from strands of Illari’s own copper-bronze hair, cut at her first reading ceremony.
• Properties:
• Braided Record: The sling’s braid patterns encode a short Qosqo-Khipu record of each notable shot made with it. A reader skilled in Qosqo-Khipu Knot Reading can read the braid like a journal, and the knots shift subtly on their own after significant hits.
• Mountain Whirl (spell, 1 charge, recharges at dawn): As part of an attack with this sling, the wielder chants a short Pacha-Qosqo phrase and spins the sling in a widening arc. The stone strikes with a resonant crack of earth magic. On a hit, the target makes a Strength saving throw or is knocked prone.
• Cord Lasso (free action): Uncoiled, the sling can be used as a light cord for tying, climbing aids or securing a bundle. It cannot be used as a weapon while in this form.
• Lore: The huaraca is one of the oldest weapons of the highland peoples of Andean and is still carried by shepherds and terrace-guards. The Khipu-Willaq adopted it because it is light, fits easily in a cord satchel and reads like a record. Illari’s sling bears the name “Long Cord” after the office of the Keeper she serves.
Expanded Lore
* Rooted in the windswept grasslands and dizzying switchbacks of the Andean province, the huaraca predates the monumental masonry of Hanan-Pacha, originating as an indispensable pastoral implement used by highland shepherds to turn wandering vicuña herds and drive away mountain predators across deep ravines. When the Archive-Terraces were carved into the granite cliffs, the Keepers of the Long Cord adopted the braided weapon into the municipal ward system. The acoustic vulnerability of the cavernous record halls prohibited heavy bows, crossbow winches, or firearms, which shook loose rock-dust and shattered hanging clay tablets. The huaraca proved silent in rotation, infinitely adaptable in ammunition, and light enough to coil discreetly beneath an archivist’s mantle without disturbing hanging khipus or snagging on narrow terrace scaffolding.
* Among the Khipu-Willaq, weaving a personal sling is both a rite of passage and an act of archival registration. Huaraca 8862 was braided during Illari’s First Knot-Reading ceremony, an initiation marking an apprentice’s entry into the service of the Keeper of the Long Cord. The foundation cords were hand-twisted from the resilient, hollow-fiber wool of highland pack-llamas, steeped in organic dyes representing the four cardinal virtues of the terrace vaults: mineral ochre for the immovable bedrock foundations, crimson cochineal for the living breath of oral memory, indigo for the twilight vision of subterranean readers, and verdigris for the enduring copper archives. The retained loop was personally woven by the master matron, who intertwined the coarse fleece with three long, lock-twisted tresses of Illari’s own copper-bronze hair, cut clean upon her formal swearing of the Archival Vow. This biological anchor creates an unbroken bio-resonant circuit between the wielder’s pulse and the sling’s cord-lattice.
* The defining miracle of the weapon lies in its autonomic mnemonic weave. Because the physical structure of a khipu is built upon knots, twists, and plies, the woven diamond cradle of Huaraca 8862 absorbs the kinetic impact, rotational cadence, and emotional intent of every significant projectile loosed from its belly. When a stone brings down an encroaching vault-thief, breaks the winch-cable of a hostile siege frame, or drives a crag-wolf from a courier trail, the fibers twist minutely on their own, setting a tiny, tactile half-hitch or reverse loop into the fringe. A trained Cord-Reader running blind fingers along the 6-foot cord can read the weapon’s history like an unbroken diary—perceiving wind speeds, target distances, and the life-or-death stakes of past skirmishes without ever casting an eye upon the wool.
Item Specifications
* Item Name: Huaraca of the Long Cord 8862 * Weapon Type: Sling (Exotic Light Ranged Weapon) * Specific Slot: Held Slot: One hand while in use (coiled and tied to the waist belt or baldric when stowed) * Tier: 1 (Common) * Required Training: Slings * Attunement: Handheld (instantaneous upon slipping the hair-woven loop onto the middle finger and grasping the release knot) * Attack Roll: d20 + tier die + 1 (item bonus) * Base Damage: 1d4 bludgeoning + tier die (1d4 at tier 1), plus ammunition modifiers * Range: Extended (60/120) * Ammunition: Smooth river stones or shaped obsidian bullets (1 unit expended per attack; 50% recovered after combat upon searching the encounter area) * Item Health Points: 10 plus the avatar’s maximum health points (Resilience 10) * Weight: 0.5 pounds (sling only) * Suggested Value: 45 silver
Tier One Stats
* Dexterity: +1 * Wisdom: +1
Skills Gained While Openly Worn or Held
* Slings: +1 temporary skill point * Qosqo-Khipu Knot Reading: +1 temporary skill point * Animal Handling: +1 temporary skill point
Multiple Passives Magic
* Braided Record: The sling’s llama-wool and hair cord-lattice automatically records notable strikes, critical hits, and dramatic environmental shots. A character trained in Qosqo-Khipu Knot Reading can spend one minute tracing the fibers to glean tactical insights into previously encountered beasts or environments, granting a +1 bonus on the next attack roll or Nature check made against a recorded creature type. * Cord Lasso Transformation: When uncoiled and held by both ends, the weapon functions as a high-tensile 6-foot cord for binding prisoners, securing packs, or serving as a foot-loop climbing stirrup. While configured as a cord, it possesses an effective break DC of 18, though it cannot be used as a ranged sling until re-gathered. * Silent Whirl: The aerodynamically braided woolen cords and split-diamond cradle produce zero whistling or fluttering sounds during wind-up, preventing enemies in darkness from pinpointing the slinger’s location by audio tracking before the projectile is loosed. * Hair-Loop Bio-Tether: The finger loop braided with Illari’s copper-bronze hair binds the weapon to the wielder’s nervous system, granting advantage on saving throws and contested checks to avoid having the sling dropped, snatched, or stripped from the hand. * Terraced Ballistics: The sling’s cradle imparts an aerodynamic stabilizing spin to non-standard projectiles; firing smooth river pebbles, clay balls, or obsidian pellets incurs no improvised ammunition penalties and extends the regular range increments by 10 feet.
Multiple Activatable Magics
* Mountain Whirl: As part of a ranged attack using this sling, the wielder chants a short Pacha-Qosqo cadence while spinning the cradle in an expanding planar orbit. The released stone detonates on impact with a resonant crack of compressed earth magic. On a successful hit, the attack inflicts an extra 1d4 bludgeoning damage, and the target must succeed on a Strength saving throw (DC 13) or be knocked prone. This ability has 1 charge and recharges daily at dawn. * Chasm Arc: As an action, the wielder expends 1 charge to loose an arc shot over intervening cover, obstacles, or crenellations. The projectile ignores half-cover and three-quarters cover, retaining full velocity up to the sling’s maximum range of 120 feet without disadvantage. This ability has 2 charges and recharges daily at dawn. * Snare Release: When using the sling in its Cord Lasso configuration against a target within 10 feet, the wielder expends 1 charge to whip the cord around the target’s ankles or forelimbs as an action. The target must succeed on a Dexterity saving throw (DC 13) or become Entangled and pulled 5 feet toward the wielder. This ability has 1 charge and recharges daily at dawn.
Specific Slot
* Slot Assignment: Held Slot: One hand while in use (coiled and tied to the waist belt, baldric, or pouch loop when stowed)
Tags
Huaraca, Sling, Tier 1, Llama Wool, Braided Record, Hair Loop, Mountain Whirl, Cord Lasso, Extended Range, Hanan Pacha, Common Rarity, Silent Whirl, Bio Tether, Terraced Ballistics, Chasm Arc, Snare Release, Diamond Cradle, Khipu Inscribed, Obsidian Bullets, Highland Pastoral, Prone Knocker, Memory Weave
Acquisition and Commerce of the Huaraca of the Long Cord
* Acquisition through avatar possession occurs when an incoming player character soul descends into the atmospheric reaches of Saṃsāra and merges with an unpossessed native host within the mountain province of Andean who carries the weapon as standard vocational gear. Throughout the high-altitude pastures and terrace approaches surrounding Hanan-Pacha, highland herders, junior khipu messengers, border skirmishers, and terrace-guards carry a huaraca coiled around the waist or tied to a satchel strap. When a descending soul targets an unpossessed native carrying the sling, possession succeeds on an even result on a d4. Following the resolution of transient global amnesia, the newly awakened character assumes full immediate ownership of the weapon, its hair-woven finger loop, and its ammunition pouch, entering the game world equipped with the item without expending silver or seeking an artisan.
* Acquisition through institutional assignment or quest rewards occurs when characters take on contracts issued by the Keepers of the Long Cord, pastoral communes, or archival logistics councils. Parties dispatched to patrol high-altitude switchbacks, escort llama-caravans laden with delicate record bundles across fractured shale ridges, or drive away predatory crag-cats without making acoustic clatter that could trigger rockfalls are frequently issued a Huaraca of the Long Cord from archival storehouses. Completing missions that involve driving off mountain marauders, tracking down lost messenger llamas, or retrieving ancient field-khipus from exposed terrace ruins can result in a Huaraca of the Long Cord being awarded as formal compensation, conferring faction recognition and admittance to the lower assemblies of Hanan-Pacha.
* Acquisition through crafting requires an artisan possessing the appropriate raw fibers, textile tools, and ritual proficiencies. The crafter must hold a minimum trained skill level of 5 in Textile Crafting or Cord Weaving, a skill level of 3 in Rune Inscription or Qosqo-Khipu Knot Reading, and a skill level of 2 in Alchemy or Material Infusion. The required materials include half a pound of select highland llama wool dyed in mineral ochre, crimson cochineal, indigo, and verdigris, three long strands of human or avatar hair harvested during a formal dedication ceremony, two ounces of boiled pine-resin conditioning balm, and a single intact Tier 1 magic crystal catalyst. The cords are hand-twisted, the diamond pouch is woven with reinforcing geometric cord-locks, and the hair strands are braided directly into the retained loop. A ten-minute transference ritual dissolves the catalyst crystal into the wool, permanently locking the aerodynamic stability, the mnemonic recording weave, and the geomantic kinetic charges into the sling.
* Acquisition through combat recovery occurs when party members defeat hostile highland skirmishers, renegade couriers, or mountain rustlers who employ the weapon in battle. When an unpossessed enemy wielding the sling is slain, their body remains on the ground, allowing characters to spend an action to untie the weapon from their belt or take it from their hand. If the defeated foe was an avatar possessed by an external soul, the physical vessel disintegrates upon reaching zero health points into a burst of purple light or soul-sparks, dropping its Tier 1 soul crystal and all carried equipment—including the Huaraca of the Long Cord and its pouch of sling stones—directly onto the terrain for immediate salvage.
* Archival outfitter stalls, weaver cooperatives, and pastoral exchanges in Hanan-Pacha serve as the standard retail markets for purchasing and selling these slings. Because these shops cater directly to local record-keepers, scribes, and terrace field-workers, the slings are kept in regular stock at their base suggested value of 45 silver (equivalent to 4 gold coins and 5 silver, or 9 electrum). An unaffiliated buyer pays the posted price of 45 silver. A buyer holding recognized standing within an affiliated highland guild or civic faction receives a 10% discount multiplied by their character tier level; a Tier 1 faction member pays 40.5 silver, while a Tier 2 member pays 36 silver. When an avatar sells a Huaraca of the Long Cord to a highland merchant, the merchant applies the standard haggling deduction of 10% of the item’s value multiplied by the seller’s tier level; a Tier 1 seller receives 90% of the value (40.5 silver), while a Tier 2 seller receives 80% (36 silver). The transaction is deposited electronically into the seller’s World Bank account, and the merchant logs the weapon’s weave-pattern into municipal ledgers.
* Mountain caravanserai depots, trailside post-houses, and frontier outposts established along the rocky gorges leading toward Peakhold stock the slings as lightweight defense tools and pack-securing gear for teamsters, couriers, and herd-minders. Because caravan drivers and trail guides prize the weapon’s dual function as a silent projectile weapon and an emergency 6-foot cord lasso for binding loads, frontier merchants retail the sling at a modest markup, pricing it between 52 silver and 60 silver (5.2 to 6 gold coins). Unaffiliated travelers pay the full frontier price, while faction-aligned buyers may apply their tier discounts to the base price. When purchasing used slings from wandering adventurers, frontier trading posts operate under inventory caps and pay between 31 and 36 silver, accounting for transport logistics across rugged mountain passes.
* Maritime arcana boutiques, ethnographic curio salons, and exotic arms emporiums in distant low-altitude capitals—such as the great commercial centers of Aterian, Assyria, or Magdalenian—treat the Huaraca of the Long Cord as a rare ethnographic artifact prized by collectors, clandestine assassins, and arcane duelists. Because commercial maritime transit across Saṃsāra flows continuously from east to west, transporting highland woven goods eastward against oceanic currents incurs doubled freight fees, harbor duties, and municipal entry levies. In these distant urban markets, curio dealers display the sling in glass cases, retailing it for 90 silver to 115 silver (9 to 11.5 gold coins). An adventuring party importing an authentic, undamaged Huaraca of the Long Cord into a coastal metropolis can sell it to an exotic arms dealer for 65 to 80 silver deposited directly into their World Bank account, as the merchant factors in substantial resale margins among private collectors and covert operatives seeking an undetectable, non-metallic ranged weapon.
* Black-market fences, shadow brokers, and illicit pawnbrokers operating within the slums of Peakhold, dockside smuggling dens, or concealed cavern warrens deal regularly in unregistered, stolen, or looted slings taken from fallen messengers or plundered archival terrace outposts. Black-market transactions are conducted entirely in physical coinage—predominantly gold coins—leaving no record in the World Bank ledger. When purchasing from a shadow broker, an avatar pays a premium for immediate discretion, facing prices between 50 silver and 70 silver in physical coin with no reductions for legal faction standing. When selling to a black-market fence, the seller receives untraceable physical coin; a standard fence offers the baseline rate of 40.5 silver for a Tier 1 seller, but if the fence has an active contract for a silent assassination weapon that passes through metal-detection wards or can be worn openly as an innocent clothing sash, they may pay up to double the standard value, yielding as much as 81 silver (8 gold and 1 silver coin) in hard cash.
* Legal tax assessments and gate tolls govern all open commercial exchanges involving the Huaraca of the Long Cord in governed territories. Any merchant offering the sling for sale within a Central City, State Capital, or chartered Town must remit a 3% value tax (1.35 silver on the 45 silver base) to the local revenue collector. Shipments merely transiting through a municipal district without being offered for public sale incur a 1% manifest transit tax, plus the standard entry fee of 1 silver per traveler at municipal gates and harbor docks. Merchandise transported across sovereign state boundaries is subject to a 5% border tariff based on assessed value. Foreign citizens engaged in trade pay double the standard tax assessments, facing a 6% sales tax or a 10% border tariff. Merchants or adventurers unable to pay the assessed levies immediately upon demand face the impoundment and seizure of their goods by municipal bailiffs until all taxes and administrative penalties are fully settled.
Tactical Environmental Roleplay for Defense and Offense with the Huaraca of the Long Cord
* Within high-altitude mountain gorges, fractured scree slopes, and dizzying switchbacks throughout the Andean peaks, the sling functions as a long-range tactical artillery piece and an indispensable climbing lifeline. Defensively, when a pursuing party of raiders attempts to charge across a narrow chasm bridge, the slinger holds the high ground and uncoils the six-foot woolen line, anchoring the hair-woven loop over a stone spur to serve as an emergency safety stirrup while leaning out over the drop. If a party member loses footing on loose shale, the wielder whips the weapon into its Cord Lasso configuration to snag their pack frame or wrist, arresting the fall. Offensively across deep ravines, the wielder exploits the extended 120-foot range to bombard hostile scouts before they can bring short-range bows or javelins to bear. Spinning the sling with Silent Whirl generates zero acoustic flutter in the thin mountain air, preventing adversaries on the opposite cliff from tracking the trajectory until the projectile arrives. When facing heavily armored vanguard shock-troops advancing along a narrow ledge, the slinger invokes Mountain Whirl, launching an obsidian bullet with an earth-tremor crack that knocks the lead warrior prone, sending them tumbling over the precipice or stalling the entire enemy advance.
* Inside the subterranean archive vaults, cavernous khipu halls, and dust-choked galleries beneath Hanan-Pacha, the weapon provides acoustic-safe deterrence and rapid utility containment. Defensively, the strict prohibition against steel blades and concussive firearms in the archives makes the huaraca the premier defensive tool; the soft llama-wool braid rotates in absolute silence without disturbing hanging silk cords or shaking structural roof dust down into open record bins. If an infiltrator attempts to bolt with an irreplaceable bundle of royal khipus, the wielder casts Snare Release across a ten-foot gallery aisle, snapping the trailing cords around the thief’s ankles to drag them to the flagstones without tearing the fragile parchment or strings they carry. Offensively against looters taking cover behind ancient granite reading pedestals, the wielder uses Chasm Arc to loop an obsidian shot upward toward the vaulted ceiling, dropping the projectile cleanly over intervening book racks and masonry screens to strike the target behind full cover without damaging surrounding historical rolls.
* Across crowded urban markets, fortified plaza courtyards, and narrow tenement alleys in Peakhold or central Andean, the weapon excels at discreet, non-metallic engagement and crowd-control maneuvers. Defensively, the slinger walks openly past city gate sentries and weapon checkpoints with the huaraca disguised as a decorative woolen sash or cloak belt, evading weapons bans that confiscate steel swords or crossbows. When ambushed in a cramped market alley, the wielder converts the sling into a Cord Lasso to bind a charging attacker’s arms or lasso an overhead timber beam to haul themselves up to a rooftop out of reach of mob blades. Offensively from high tenement windows, the slinger delivers non-lethal suppressing fire using Terraced Ballistics to launch smooth river cobbles at municipal enforcers or rival gang scouts. By spending a charge of Mountain Whirl, the slinger can strike an enemy leader’s shield with kinetic resonance, shattering their defensive stance and knocking them prone into the mud to create an immediate opening for retreating allies.
* Within dense subtropical river valleys, cloud-forest jungle canopies, and mangrove swamps, the sling adapts to thick vegetation and predatory wildlife. Defensively, when stalked by stealthy tree-panthers or venomous serpents coiled in high branches, the wielder uses the sling’s hair-loop bio-tether to maintain control of the weapon even when wading through knee-deep silt or slick marsh mud. If caught in sudden flash floods or sinkhole mud, the uncoiled sling is thrown over sturdy high branches to serve as a tow line. Offensively, where dense foliage, hanging vines, and giant broadleaf ferns ruin straight missile trajectories, the wielder deploys Chasm Arc to curve stones through small gaps in the jungle canopy, dropping heavy bludgeoning bullets directly onto ambushers concealed in dense undergrowth. Against giant river amphibians lunging from murky waters, the wielder spins a shaped obsidian bullet and targets vulnerable cranium plates, using the bludgeoning shockwave to stun the beast and force it back into the depths.
* In active volcanic calderas, geothermal basalt fields, and glowing magma tubes, the sling utilizes abundant indigenous ammunition while surviving intense thermal hazards. Defensively, in terrain where natural wood bowstaves would crack or bowstrings would snap from dry volcanic heat, the dense, oil-treated llama wool remains supple and resilient. When crossing treacherous crusts over semi-cooled lava channels, the wielder uses the Cord Lasso to test surface stability or tie off gear bundles during rapid evacuations from sulfur gas plumes. Offensively, the wielder never runs short of ammunition, scooping up naturally fractured, razor-sharp obsidian shards and basalt pebbles from the caldera floor. Firing an obsidian bullet with Terraced Ballistics ensures maximum aerodynamic velocity, shattering the brittle rock on impact against hostile fire-drakes or ash-scavengers, showering the target with shrapnel while the wielder maintains a safe distance outside thermal vents.
* Aboard sailing vessels, coastal trading caravels, and harbor docks, the weapon is invaluable for shipboard skirmishes and rigging navigation. Defensively, during stormy crossings or heavy boarding actions, the wielder uses the uncoiled sling to lash down unsecured cargo, lash the ship’s wheel during sudden squalls, or secure themselves to the mainmast when heavy swells wash across the deck. If a sailor is swept overboard, the slinger hurls the retaining loop out as a rescue throw-line. Offensively during naval engagements, the slinger climbs high into the rigging or crow’s nest, using Chasm Arc to loft stones over the high gunwales of approaching hostile sloops, targeting the enemy helmsman or snapping steering cables. By invoking Mountain Whirl against an enemy boarding party massed on a narrow boarding ramp, the kinetic shockwave knocks multiple raiders off their feet, sending them tumbling between the grinding hulls into the sea.
* On airborne platforms, cloud-skiffs, and during aerial combat astride flying mounts, the weapon provides silent, torque-free ranged precision. Defensively, heavy mechanical missile weapons create violent recoil or requires two hands that compromise a rider’s reins; the huaraca requires only a single hand to loose, and the Hair-Loop Bio-Tether guarantees the sling cannot be dropped into the empty sky even if the mount executes an emergency dive or barrel roll. If an aviator is thrown from their harness, the wielder can throw the cord to snag their gear loop before they fall into the cloud bank. Offensively in three-dimensional dogfights, the slinger swings the silent cradle in the slipstream, leading diving sky-predators or enemy glider scouts. The aerodynamic braided cradle cuts through crosswinds without drag, allowing the wielder to loose obsidian bullets that strike the wing-spars of enemy gliders with Mountain Whirl, shattering the flight frames with concussive earth force and sending enemy craft spiraling downward out of formation.

Perception of Activation:
* User’s Perspective: * When sliding the retained loop onto the middle finger, the avatar experiences an immediate, sympathetic warmth as the copper-bronze hair strands braided into the fleece harmonize with the wielder’s pulse. The six-foot cord feels almost weightless, yet possesses a responsive, live tension that flexes naturally with every flick of the wrist. As the wielder begins the wind-up rotation, the customary air drag and whistling flutter vanish into absolute, deadened silence. When Mountain Whirl is invoked, the wielder feels a sudden, dense surge of gravitational mass gather in the diamond-shaped cradle; the rotational centrifugal pull quadruples without straining the shoulder or fingers, and a deep, rhythmic thrum vibrates straight down the arm bones. At the instant of release, the stone snaps outward with the crisp, dry acoustic crack of a mountain fissure cleaving under frost, accompanied by the distinct scent of ozone, warm lanolin, and fractured granite, leaving a faint tingling numbness across the fingertips that slowly settles into physical calm.
* Observer’s Perspective: * To an onlooker, the slinger’s wind-up is unnervingly silent; despite the sling spinning in a wide, blurring six-foot radius, no whistling wind, fluttering cord noise, or rushing air reaches the ears. The alternating braids of ochre, crimson, indigo, and verdigris blur into a shimmering, iridescent halo around the slinger’s head. When Mountain Whirl triggers, this halo darkens into a dense, translucent ring of distorted air resembling the heat-shimmer over a geothermal vent, framed by faint amber-gold sparks that trace the orbital path. Upon release, a sharp, concussive crack echoes through the area, sounding like lightning striking a granite boulder. When the projectile impacts the target, an observer sees a concentric ring of kinetic dust blast outward from the point of impact as the target is bodily upended and thrown to the ground by an invisible, localized seismic hammer.
* Extra-Sensory Perceptions: * Through the Mind’s Eye, observers perceive the six-foot woolen cords not merely as spun fleece, but as a living scroll of shifting geometric lines. Knots along the braid flare with soft golden-amber script with every rotation, tracing parabolic flight curves through the air that project the exact landing point of the bullet before it leaves the cradle. * Under True Sight, the woven diamond cradle reveals a rotating vortex of primal earth and abjuration magic. Spiraling threads of deep ochre and russet tether the obsidian bullet directly to the deep tectonic bedrock, while the hair-woven finger loop manifests as a radiant, copper-gold umbilical link tying the weapon’s history into the wielder’s soul-matrix. * To entities utilizing Darkvision or infrared thermography, the whirling cord registers as an anomalous thermal void, drawing heat away from the surrounding air until the moment of release. When the bullet discharges, a sudden, searing thermal needle flashes along the projectile’s trajectory, culminating in a brilliant heat bloom at the target’s point of impact. * To creatures endowed with Tremorsense or seismic awareness, the sling during wind-up registers as a localized seismic vacuum. Upon release and impact, the strike erupts into a violent, resonant ground-ping that echoes through bedrock and masonry foundations, temporarily overwhelming subterranean sensory organs within 30 feet. * Beings with Soul Sight perceive the autonomic memory weave actively shifting in real time. As the projectile strikes a notable foe, ghostly ancestral threads within the braid tighten and re-knot themselves, absorbing the echo of the target’s vital force and writing the encounter into the physical fibers of the weapon.
* Positives: * Completely suppresses rotational aerodynamic noise via Silent Whirl, preventing sentries from tracking or pinpointing the slinger’s location during wind-up in pitch darkness. * Provides immediate crowd control and heavy kinetic disruption via Mountain Whirl, inflicting an extra 1d4 bludgeoning damage and forcing a Strength save or knocking the target prone. * Hair-Loop Bio-Tether provides unmatched weapon retention, granting advantage against disarm attempts, snatches, or accidental drops in high-altitude winds or water. * Extended operational range (60/120 feet) allows the avatar to out-range short bows, javelins, and thrown weapons across canyon ravines and wide vault aisles. * Dual utility allows the weapon to instantly transform into a heavy-duty, 6-foot cord lasso (break DC 18) for tying prisoners, securing cargo, or serving as a climbing stirrup. * Braided Record grants an ongoing tactical edge, rewarding trained knot-readers with analytical insight and bonuses against previously recorded creature types.
* Negatives: * The concussive discharge crack of Mountain Whirl detonates with loud acoustic resonance, shattering stealth and alerting all nearby cavern sentries or subterranean predators. * The weapon requires a clear 6-foot orbital radius to achieve full rotational velocity, making it unwieldy or restricted in extremely narrow 3-foot crawlspaces without specialized arc-casting. * While deployed as a Cord Lasso, the weapon is completely disabled as a ranged sling until unknotted and properly re-coiled. * Reliance on physical ammunition (stones or obsidian bullets) requires tracking projectile inventory, with only 50% recovered from the field after skirmishes. * Active magical maneuvers (Mountain Whirl, Chasm Arc, Snare Release) draw from limited daily charge pools, requiring disciplined resource management during extended wilderness treks.
Crafting Recipe: Huaraca of the Long Cord 8862
Materials Needed
* Select Highland Llama Wool: Half a pound of long-staple, hollow-fiber wool shorn from highland pack-llamas, scoured in mountain river water to retain natural lanolin while removing grit, split into four equal bundles for dyeing.
* Four Sacred Archival Dye Pigments: Concentrated natural dye baths consisting of pulverized yellow ochre clay from terrace foundations, crimson cochineal insects dried and ground from highland nopales, deep indigo cake fermented from alpine cliff lichen, and bright verdigris crystals scraped from exposed geothermal copper veins.
* Heirloom Bio-Tether Hair Strands: Three unbroken, twenty-four-inch lock-twisted strands of human or avatar hair possessing copper-bronze coloration, ritually cut during a First Reading initiation ceremony or formal dedication vow.
* High-Tensile Highland Agave Bast Fiber: Ten yards of fine, triple-twisted vegetable fiber thread, boiled in tallow and used to form the internal structural core cords running down the length of the sling arms.
* Resinous Pine Conditioning Balm: Two ounces of purified amber sap drawn with a fluid collector from alpine pines growing along ley-line fissures in the Andean peaks, blended with rendered marrow fat to temper the wool cords against fraying and moisture saturation.
* Geothermal Spring Mineral Water: One gallon of sulfur-rich, boiling mineral water drawn from the active thermal fissures of Hanan-Pacha, used to set the dye vats and condition the finished cradle weave.
* Shaped Obsidian Sling Bullet: One aerodynamic, double-pointed almond-shaped bullet knapped from flawless black volcanic glass taken from the Rockfall scar, used to seat and calibrate the woven diamond cradle during final tensioning.
* Tier 1 Magic Crystal Catalyst: One intact, coin-sized Tier 1 magic crystal harvested from a defeated entity or acquired through municipal merchant banks, sacrificed during the final transference ritual to permanently bind the kinetic earth resonance, aerodynamic noise suppression, and mnemonic recording weave into the sling.
Tools Required
* Weighted Hardwood Drop Spindles: A pair of dense walnut or cedar spinning whorls carved with Andean geometric spirals, balanced to spin ultra-fine, uniform single-ply yarn and multi-ply cords without erratic knots or weak slubs.
* Tensioned Braiding Loom Frame (Marudai or Peg-Jig): A four-peg hardwood tension board fitted with bone tension pegs and brass swivel clamps, used to hold eight to sixteen active bobbins at precise, uniform tension during complex round and diamond braiding.
* Carved Bone Weaving Bodkins and Split-Picks: Fine needles sculpted from vicuña leg bone, including a flat, notched sword-beater and sharp bodkins used to interlock, pack, and compress the split-diamond stone cradle weave.
* Precision Fluid Collector and Waxing Sponge: A brass syringe extractor with a measured nozzle used to apply warm pine-resin balm evenly into the internal bast cores and outer wool braids.
* Diamond Lapidary Knapping Hammer: A small bronze and antler flaking mallet used to knap, grind, and smooth the test obsidian sling bullet to standard ballistic dimensions.
* Granite Quenching Crucible and Hearth: A deep stone basin paired with a clean charcoal brazier to boil mineral water, prepare dye vats, and sustain the catalytic crystal dissolution.
Skill Requirements
* Textile Crafting and Cord Weaving: A minimum trained skill level of 5 in Textile Crafting, Cord Weaving, or Braiding, necessary to spin the long-staple fleece, maintain identical tension across a six-foot braided length, execute the split-diamond pocket weave, and seamlessly integrate hair strands into the terminal loop.
* Rune Inscription and Qosqo-Khipu Knot Reading: A minimum trained skill level of 3 in Rune Inscription or Qosqo-Khipu Knot Reading, required to program the mnemonic fiber-shift matrix, sequence the archival foundation knots, and set the release-knot cadence.
* Alchemical Preparation and Material Infusion: A minimum trained skill level of 2 in Alchemy or Material Infusion, needed to properly temper the lanolin-resin conditioning balm and safely execute the catalytic transference without scorching the natural fibers.
Crafting Steps
* Phase One: Fleece Preparation, Dyeing, and Core Spinning * Wash the half-pound of highland llama wool in tepid geothermal water to scour away surface impurities while leaving the natural lanolin intact within the hollow fiber cores. * Divide the wool into four equal quarters; immerse each batch into separate heated ceramic vats charged with the prepared pigments: yellow ochre, crimson cochineal, indigo, and copper verdigris. Simmer each vat for forty minutes until the dye penetrates the core of the fibers, then rinse and dry in the thin mountain air. * Mount the dried wool onto the drop spindles, hand-spinning the fleece into twelve individual strands of tight, balanced two-ply yarn (three strands of each cardinal color). * Coat the ten yards of high-tensile agave bast fiber in warm pine-resin balm using the precision fluid collector, producing two continuous, non-stretching core cords that will form the internal tensile spine of the retention and release cords.
* Phase Two: Hair-Tether Integration and Retained Loop Braiding * Take the three lock-twisted strands of copper-bronze dedication hair and interlace them with four strands of crimson and ochre wool yarn. * Form a four-inch circular eyelet by weaving an eight-strand circular sinnet; bring the working ends together and lock them with a reinforced crown knot, creating a smooth, non-constricting loop designed to fit securely over the wielder’s middle finger. * Inspect the biological hair integration, ensuring no loose hair ends protrude from the weave to rub the skin or compromise the bio-resonant nerve circuit.
* Phase Three: Solid Cord Braiding, Split Cradle Weaving, and Release Tail * Anchor the hair loop to the top peg of the tension braiding frame; braid the twelve colored wool strands in a solid, sixteen-carrier round braid over the agave core cord for an exact length of two and a half feet, forming the retained arm of the sling. * At the two-and-a-half-foot mark, split the active braiding strands into two equal halves of six cords each; mount each half on separate lateral tension pegs. * Use the carved bone bodkins and sword-beater to weave an interlocking, diamond-shaped pouch pocket measuring four inches in length and two inches in width. Braid dense geometric diagonal ribs along the pouch edges to establish an aerodynamic cradle capable of seating stones or obsidian bullets securely without slippage. * Rejoin the two split groups of cords at the distal end of the pouch, resuming the round braid over the second agave core cord for another two and a half feet to form the release cord. * Terminate the release cord in a solid, three-fold barrel knot followed by a short, fringed woolen tassel designed to provide a positive tactile index for the thumb and index finger during the release snap.
* Phase Four: Ballistic Seating, Resin Conditioning, and Knot Encoding * Place the shaped obsidian test bullet into the diamond cradle; draw the sling to full tension between two mounting posts to stretch the fibers and lock the cradle pocket permanently to the geometry of the projectile. * Warm the remaining pine-resin conditioning balm to a fluid state; use the waxing sponge to rub the balm thoroughly along the entire six-foot length of the sling, sealing the wool fibers against humidity and binding the surface fuzz to eliminate aerodynamic whistling. * The artisan uses a fine bone bodkin to tie the baseline foundation knots of the Qosqo-Khipu into the tassel fringe, encoding the sling’s unique serial designation, the birth-cords of the wielder, and the initial blank registers for the autonomic Braided Record.
* Phase Five: Catalytic Crystal Transference, Attunement Priming, and Inspection * Coil the completed sling neatly upon the granite workbench, resting the diamond cradle flat in the center; place the Tier 1 magic crystal catalyst directly within the woven pocket. * The artisan slips the hair-woven loop onto their middle finger, grasps the release knot with their thumb and forefinger, and recites the ancient Pacha-Qosqo cadence of mountain wind and unsevered records. * Over ten uninterrupted minutes, the artisan directs arcane energy through the bio-tether loop and down the woolen cords; the catalyst crystal glows with an intense amber-gold luminescence before sublimating into a dense, fragrant vapor that absorbs directly into the weave of the pocket and braided arms. * Roll a d20 to verify the stability of the magical binding: * A roll of 1 results in harmonic snap; the crystal fractures explosively, severing the cradle fibers and requiring the weaver to rebuild the sling from Phase Three using fresh wool. * A roll of 2 through 19 confirms a successful binding, permanently locking the Braided Record property, Cord Lasso transformation, Silent Whirl, Hair-Loop Bio-Tether, Terraced Ballistics, Mountain Whirl, Chasm Arc, and Snare Release abilities into the weapon. * A roll of 20 results in masterwork resonance, granting +1 additional daily charge to Mountain Whirl and increasing the maximum range to 70/140 feet. * Inspect the finished weapon, verifying that total weight registers at exactly half a pound, the sling uncoils cleanly without kinks, the pocket grips an obsidian bullet securely, and test rotations in a confined space produce zero whistling sound.
Sling of Four Fleece-Threads and Maiden Illari Who Cast Down Iron-Beast from White Switchback
Now this is the telling written down with a split reed upon the yellow clay plates, taken over from that very early speech of the cavern-dwellers who did not know the words for horse or iron, but called all things by the names of birds and the boiling of springs. In that high season of the ancient earth, when the great cloud-pot VaporSphere covered the five peaks with a white blanket of boiling grease, the rock-dwellers held the terraces of Hanan-Pacha. In that stone nest, where the cold air makes the teeth chatter like dry beans in a jar, the Keepers of the Long Cord kept watch over the histories of the world, having no books of dried skin, but only the knotted tails of sheep and llamas hanging from the rafters.
Now it was well known by all who had ears that the high rock-paths which wound down from the sky-city were very thin, being no broader than the belly of an ox, having on the left hand the cold granite wall that goes straight into the sky, and on the right hand the black chasm of the Rockfall where no bird flies because the wind is too fierce. When the iron-shod lords of Peakhold sought to march their heavy soldiers up the zig-zag stairs to burn the tied memories, they brought great wagons of timber with wheels of copper, and beasts of war that wore iron pots upon their heads. The stone-guards of the terrace could not shoot with long bows of wood, for the fierce gorge-wind would take the goose-feather and turn the arrow backward into the eye of the shooter. Nor could they blow the sulfur-guns of the lower cities, for the great roar of the black powder would shake down the loose slate ceilings of the Archive-Terraces, burying both the living and the dead beneath a mountain of dry dust.
Therefore, the wise grandmothers of the Khipu-Willaq took council around the sulfur-hearth. They said: We must have an arm that flies without wood, and a mouth that speaks death without thunder. Let the daughters of the wool make the huaraca of our fathers, which kills from three hundred paces while making no more sound than the turning of a hawk’s wing.
Now in those days, the maiden Illari, who was born without the slick skin between her finger-bones and therefore could not hold the wet climbing-stones with her hands, had completed her seventh year of learning among the hanging strings. When the moon of the White Vent was round like a silver dish, the chief mother of the Long Cord took a flint-knife and brought the girl before the stone basin. With three cuts, the mother sheared away three thick locks of Illari’s hair, which was the color of roasted copper and the red mud of the river. The mother laid the hair upon the stone and said: This child has no web between her fingers, so she cannot catch the fish of the ditch; therefore her own head-fleece must become the string that binds her marrow to the stone of the mountain.
Then the old women took the long-staple fleece of the white llamas that graze only upon the rim of the sulfur-caves, where the grass is salted with gypsum-dust. They washed the fleece in the hot well, and divided it into four great bundles. The first bundle they dipped in the yellow mud of the terrace beds; the second they boiled with the dried blood-beetles of the cactus; the third they pressed into the blue moss of the shadow-crags; and the fourth they steeped in the green rust that weeps from the copper-veins when the sulfur-water touches the ore.
With their spinning-sticks they drew out sixteen cords, three of each color, and the remaining four they braided together with the three long strands of Illari’s copper-bronze hair. From this hair-fleece they shaped a loop just large enough to encircle the middle finger-bone of the maiden’s hand. From the hair-loop they braided the cord straight and round for two cubits and a half, until they reached the middle place. There they split the cords as the mountain divides a river, and with bone needles they wove the diamond cradle, thick in the center and ribbed along the lips with the sign of the closed mouth. At the far end they joined the threads once more into a round tail, finishing the tip with a heavy three-fold knot of dry wool and a little tuft of blue thread.
When the sling was laid in Illari’s hand, it was six feet from the hair-loop unto the tassel, yet it weighed no more than a dried fig. And a strange enchantment was laid upon the fibers; for whenever the girl took the sling and set into its diamond throat a round pebble of the river or a bullet of black volcanic glass from the scar of Turrath, the cords did not sing. A common sling of hemp or leather, when a strong man whirls it above his helmet, makes a great screaming whistle like an owl diving through dry brush, so that the deer and the sheep take flight while the stone is yet in the air. But this huaraca, being woven of hollow fleece and steeped in the pine-sap of the ley-vents, moved through the thin air without a breath. A man could stand five paces away in the black night, and though the sling was spinning with the speed of a falling rock, he would hear nothing until the stone struck his breast-bone with a noise like a hammer hitting tallow.
Even more terrible was the memory of the wool. For as the maiden walked the high switchbacks, watching the clouds crawl up the gorge, the cords began to remember. When she loosed a pebble at an eagle that sought to rob the meat-rack, the strike was recorded; when the stone struck true, the blue and crimson threads in the belly of the cradle gave a little dry jerk, and tied themselves into a tiny half-knot that had no name in the common village. A reader of the khipu, holding the cold wool in the pitch-dark, could feel with the skin of her thumb every shot the sling had ever made—how heavy the stone was, how many cubits it had flown through the fog, and whether the thing it struck had died or run away weeping into the scree.
Now it came to pass that the iron-men of Peakhold sent forth their greatest war-machine to break the outer water-gate of Hanan-Pacha. This machine was called the Iron-Boar; it was a great engine of green copper-plate and oak-beams, shaped like a pig’s snout, rolling upon eight solid wheels of cast iron. Within its hollow belly sat twenty men of the mercenary guild, turning great iron cranks that drove three heavy rams of hardened steel. Across the narrow switchback called the Neck of the Condor, where the path is scarcely eight feet wide and hangs two thousand cubits above the salt-flats, the Iron-Boar began its slow crawl up the mountain. Ahead of it walked four giant crossbow-men, carrying great iron-spit throwers that shot bolts thick as an apprentice’s arm.
The captains of the terrace-guard shot down from the upper parapets with their light javelins, but the bronze tips bounced harmlessly from the copper roof of the Boar like hailstones from a barn-slate. The iron wheels ground upon the granite flags, making a great screeching that set the young children in the vaults to screaming. If the Boar reached the water-gate, its three steel rams would shatter the cedar sluice-doors, and the sulfuric drinking-water that fed the terraces would be emptied into the chasm, leaving the city to perish of thirst in seven days.
Then the maiden Illari came out from the low scullery-door. She had no iron shirt, nor wooden shield, but only her black woolen mantle and the six-foot cord wrapped three times about her slender waist like a festive sash. She slipped her middle finger into the loop of her own copper hair, and drew from her leather pouch an almond-shaped bullet of dark obsidian glass, which her grandmother had knapped from the cooling-margin of the deep crater.
She ran down unto the outer rock-spur that hangs directly over the Neck of the Condor. The wind there was howling like a pack of wolves, blowing the grey cloud-foam across the stones so thick that a man could not see his own kneecaps. One of the iron crossbow-men saw her dark shape upon the crag; he knelt upon the flags and drew his great windlass, shouting into the cloud that he would pin the web-less bird to the rock like a dried skin.
Illari did not seek the shelter of the masonry. She stood upon the very lip of the abyss, where the stone was slick with freezing sulfur-dew. She set the dark obsidian egg into the diamond womb of the huaraca. She whispered into the wool the ancient Pacha-Qosqo cadence, which is the song of the mountain that says: Earth to earth, bone to stone, let the heavy sink down and the light fly up.
She began the wind-up. The six-foot cord leaped into the howling gale, spinning in a great vertical circle that cut through the cloud. Yet though the gale was screaming at sixty paces an hour, the sling made no sound; it made a circle of absolute quiet in the air, a round hole of stillness where not even the wind dared to whistle. The four colors of the wool blurred into an oily shimmering ring of violet and amber, and the wielder’s copper hair, tied into the finger-loop, pulled at her skin until her whole blood-stream seemed to hum with the heavy gravity of the deep tectonic roots below.
Then she gave the great cry of the Long Cord, and let slip the release-knot from between her thumb and forefinger.
The stone did not fly like a common pebble; it flew with the Mountain Whirl. As it left the wool, there was an acoustic crack so loud and terrible that the men within the iron engine dropped their iron cranks and clapped their hands to their ears, thinking the very spine of the mountain had cracked in two. The dark obsidian bullet, cloaked in an invisible envelope of compressed earth-force, sped through the screaming gale without deflecting a fingernail’s breadth. It struck the lead crossbow-man full upon his iron breast-plate. The thick iron plate was not pierced; it was crushed inward like a dry gourd under an ox-hoof. The kinetic shockwave burst through the man’s ribs and knocked him bodily backward twenty feet through the air, sending him and his heavy iron crossbow plunging over the lip of the Neck into the white sulfur-cloud of the abyss.
Before the three remaining bowmen could wind their cords, Illari took a second stone—a common round boulder-egg she had pulled from the river-gravel. She deployed the Chasm Arc. She swung the sling not flat, but low beneath her knee, lofting the heavy pebble in a tremendous upward parabola into the blinding cloud. The pebble rose seventy feet into the sky, passing far above the copper roof of the Boar, and then curved downward with terrible accelerating weight, dropping like a falling star straight behind the armored front shield of the machine. It struck the master engineer, who stood upon the steering-platform, breaking his neck-bone and jamming his heavy bronze lever into the gear-teeth of the steering-axle.
The great iron wheels of the machine screamed with a hideous tearing of metal. With its steering jammed hard to the right and its master dead, the twenty men within the hollow belly could not halt the heavy momentum of the copper chassis. The eight iron wheels ground across the edge of the switchback; the stone flags broke beneath the unnatural weight of the iron frame, and with a long, groaning roar that shook the valley for three leagues, the Iron-Boar tilted sideways, hung for one terrifying heartbeat in the white fog, and then rolled down the two-thousand-cubit chasm, crashing from crag to crag until it burst into a thousand scraps of twisted metal upon the salt-rocks below.
The two surviving bowmen threw down their weapons and groveled upon the broken slate, crying out that the mountain-maid was shooting thunderbolts from a thread of wool.
Illari did not loose another stone. She drew the six-foot cord back through her fingers. As the wool passed through her palm, she felt the cradle with her unwebbed needle-fingers; the fibers were warm like a fresh loaf from the oven, and where the smooth fleece had been, two new, hard, interlocking knots of the Qosqo-Khipu had tied themselves into the fringe. The first knot was shaped like a broken tooth, which recorded the crushing of the iron breast-plate; the second was a sliding loop with three twists, which recorded the plunge of the great engine into the deep. The sling had written the battle into its own body, so that until the end of the world, any reader of the archives could touch those two knots and know how the water-gate of Hanan-Pacha was saved without a sword.
The Keepers of the Long Cord came forth from the gates with copper horn-pipes and wreaths of golden maize-leaves. They took the maiden upon their shoulders, and the Chief Scribe took the huaraca into his hands. He weighed the light wool, which was yet moist with the cloud-grease, and said: A sword of steel is a proud thing that eats much charcoal and rusts in the rain, but this cord of sheep-hair is humble, light to carry, and remembers what the proud forget. Let it be numbered in the Great Roll as the eight thousand, eight hundred and sixty-second treasure of the archive, and let it be named the Huaraca of the Long Cord, because it reached down through the chasm and drew up the life of the city when the iron had nearly cut our thread.
And ever after, when the young girls of the Khipu-Willaq are brought to the shearing-stone to dedicate their hair, the mothers show them the six-foot woolen line that hangs beside the great cedar press, saying: Do not envy the men of the valleys who carry the heavy spit of iron and the noisy fire-guns; for a quiet mind and a single thread of wool, when spun with the truth of the grandmothers, can break the head of the boar and leave the sacred memories whole upon the wall.
Moral of the Story: The greatest weight does not bring the greatest victory; for a mountain of iron may be turned over the cliff by a single smooth stone, when the hand that spins the thread is guided by the memory of who walked the path before.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition) Resonant Woolen Sling of Hanan-Pacha
* Weapon Classification: Ranged Weapon (Firearms: Sling / Throw)
* Physical Profile: A 6-foot sling braided from long-staple highland llama wool dyed in bands of ochre, crimson, indigo, and verdigris. The diamond-shaped projectile cradle is tightly woven with dense geometric cord-locks. The retained end terminates in a finger loop interbraided with lock-twisted strands of human hair, while the release end finishes in a compact three-fold barrel knot with a fringed tassel. Weight: 0.5 lbs.
* Base Damage: 1d4 + Half Damage Bonus (DB) Bludgeoning.
* Base Range: 20 yards (40 yards at extreme range).
* Attacks per Round: 1.
* Malfunction Threshold: 00.
* Ammunition: Smooth river stones or shaped obsidian bullets (50% recoverable after combat).
* Handheld Attunement: Instantaneous upon slipping the hair loop over the middle finger and grasping the release knot.
* Silent Whirl (Passive Quality): * The aerodynamically braided woolen cords produce zero whistling or fluttering sounds during wind-up. Enemies in darkness or obscured environments cannot pinpoint the slinger’s location by acoustic tracking prior to release.
* Terraced Ballistics (Passive Utility): * The stabilizing pocket design allows the weapon to fire non-standard or improvised ammunition (such as jagged scree, clay pellets, or lead fishing sinkers) without incurring penalty dice.
* Hair-Loop Bio-Tether (Passive Hypergeometry): * The retained finger loop provides superior physical retention, granting one Bonus Die on Opposed STR or DEX checks made to resist being disarmed or dropping the weapon.
* Braided Record (Passive Hypergeometry): * The sling’s fibers automatically shift to encode notable impacts. An investigator with an Archaeology or Occult skill of at least 25% who spends 1 minute reading the knots gains one Bonus Die on the next skill roll made to identify or combat a creature type previously struck by this weapon.
* Cord Lasso (Free Action): * When uncoiled, the sling functions as a 6-foot heavy cord for binding captives, securing bundles, or serving as a climbing stirrup. It cannot be used as a ranged weapon while in this configuration.
* Mountain Whirl (Active Hypergeometry): * Cost: 2 Magic Points as part of an attack roll. * Effect: The wielder spins the sling in an expanding arc while chanting a Pacha-Qosqo cadence. The projectile detonates on impact with a resonant crack of earth magic, inflicting an extra +1d4 points of bludgeoning damage. On a hit, the target must succeed on an Extreme CON or STR check or be knocked prone. This ability can be used once per 24-hour cycle.
* Chasm Arc (Active Hypergeometry): * Cost: 1 Magic Point when making an attack. * Effect: The wielder lofts a projectile over high obstacles, crenellations, or intervening barriers. The attack ignores partial cover penalties and retains full accuracy up to 40 yards without disadvantage. This ability can be used twice per 24-hour cycle.
* Snare Release (Active Hypergeometry): * Cost: 1 Magic Point while using the weapon in its Cord Lasso configuration against a target within 3 yards. * Effect: The wielder whips the cord around the target’s limbs. The target must succeed on a Hard DEX check or become Entangled and dragged 1 yard toward the wielder. This ability can be used once per 24-hour cycle.
Blades in the Dark The Huaraca of the Long Cord
* Item Classification: Fine Specialized Ranged Weapon and Archival Lifeline (Ranged Weapon / Cord, 1 Load)
* Quality and Tier: Tier I (Fine Quality, granting +1 effective Quality level to silent projectile delivery, elevated trick shots, and restraint maneuvers).
* Item Traits: Fine (+1 Quality), Silent, Concealable, Versatile, Impact.
* Silent Whirl (Passive Quality): * The woolen cords produce zero acoustic flutter during rotation. A scoundrel winding up or firing this sling from shadows or an elevated position maintains improved Position when rolling Prowl or Hunt to remain undetected.
* Braided Record (Passive Quality): * The braid self-knots notable encounters into tactical records. By spending a moment tracing the knots before an operation, you gain Potency on a Survey or Study roll concerning an environment, guard detachment, or beast previously engaged with this weapon.
* Cord Lasso (Passive Utility): * When uncoiled, the sling functions as a 6-foot braided cord. It grants improved Effect on Finesse or Prowl actions to bind captives, create climbing anchor loops, or secure hanging cargo. It cannot make ranged attacks while deployed in this manner.
* Mountain Whirl (Special Ability): * Spend 1 Stress when loosing a stone or obsidian bullet. The projectile strikes with concussive earth force, turning a Standard hit into an Exceptional outcome (or dealing +1 level of physical Harm). The target is forcefully thrown off their feet, gaining the Vulnerable condition or being knocked over a ledge.
* Chasm Arc (Special Ability): * Spend 1 Stress to arc a projectile over roofs, barricades, or high courtyard walls. You ignore intervening cover and obstacles, attacking targets completely outside your direct line of sight with standard Effect.
* Snare Release (Special Ability): * When holding the uncoiled sling in close quarters, spend 1 Stress to whip the cord around an opponent’s legs or weapon arm. You inflict the Restrained condition on the target immediately, creating an immediate opening for yourself or an ally.
Dungeons & Dragons (5th Edition / 2024 Edition) Huaraca of the Long Cord
* Item Type: Weapon (Sling), Simple Weapon, Uncommon (Requires Attunement)
* Physical Profile: A 6-foot sling braided from dyed llama wool in ochre, crimson, indigo, and verdigris bands. The diamond cradle features geometric reinforcement ribs, the release tail ends in a tactile barrel knot, and the finger loop is woven with copper-bronze hair strands. Weight: 0.5 lbs.
* Weapon Properties: Ammunition (Range 60/120), Finesse.
* Base Damage: 1d4 bludgeoning.
* Attack Bonus: * You gain a +1 bonus to attack rolls made with this magic weapon.
* Silent Whirl: * Spinning this sling makes no sound. Making a ranged weapon attack with this weapon while hidden does not reveal your location if the attack misses.
* Terraced Ballistics: * The cradle stabilizes non-standard ammunition. Firing ordinary pebbles, jagged scree, or shaped obsidian bullets incurs no attack penalty, and you can recover 50 percent of expended non-magical ammunition after 1 minute of searching the battlefield.
* Hair-Loop Bio-Tether: * You have Advantage on saving throws and ability checks made to avoid being disarmed of this weapon.
* Braided Record: * The braid automatically records significant hits. If you are proficient in the History or Nature skill, you can spend 1 minute inspecting the sling’s knots to gain Advantage on your next Intelligence (Nature or History) check regarding a creature type or location previously engaged by the weapon.
* Cord Lasso: * As a Free Action, you can uncoil the sling to use it as a 6-foot hemp-equivalent cord (break DC 18) for tying restraints, securing gear, or aiding climbing checks. It cannot be used as a weapon while in this form until recoiled as an action.
* Mountain Whirl (1 Charge, Recharges Daily at Dawn): * When you make a ranged weapon attack using this sling, you can expend 1 charge to infuse the projectile with earth magic. On a hit, the attack deals an extra 1d4 bludgeoning damage, and the target must succeed on a DC 13 Strength saving throw or be knocked Prone.
* Chasm Arc (2 Charges, Recharges Daily at Dawn): * When you make an attack with this sling, you can expend 1 charge to loft the projectile in a steep parabolic arc. The attack ignores half cover and three-quarters cover, and attacking at long range (up to 120 feet) does not impose Disadvantage on the attack roll.
* Snare Release (1 Charge, Recharges Daily at Dawn): * While holding the uncoiled sling, you can use an Action and expend 1 charge to whip the cord at a creature within 10 feet of you. The target must succeed on a DC 13 Dexterity saving throw or become Grappled (escape DC 13) and pulled 5 feet toward you.
Knave (Second Edition) Hanan-Pacha Huaraca
* Inventory Slot: 1 Item Slot (Carried in hand or coiled at waist belt).
* Item Durability: 3 Quality.
* Weapon Classification: Ranged Weapon (Sling).
* Range: 60 feet / 120 feet.
* Damage: 1d6 Bludgeoning (or 1d4 with improvised river pebbles).
* Silent Whirl (Passive Trait): * The braided wool makes zero noise during rotation. Attacks made from stealth or darkness do not automatically break surprise or reveal your position if the attack misses.
* Cord Lasso (Passive Utility): * Uncoiled, the sling acts as 6 feet of high-tensile cord. It provides Advantage on Dexterity checks made to bind prisoners or create climbing foot-loops. It cannot make ranged attacks while deployed in this manner.
* Hair-Loop Bio-Tether (Passive Defense): * The woven hair finger-loop anchors the sling to your body. You gain Advantage on all saves made to resist being disarmed or dropping the weapon.
* Braided Record (Passive Trait): * After a notable battle, a successful Wisdom check while feeling the cord knots reveals a weakness in that enemy type, granting a +1 bonus to your next attack roll against similar monsters.
* Mountain Whirl (Daily Exploitation): * Frequency: Once per day. * Effect: You spin the sling in a widening vertical arc and loose an energized bullet. The strike deals an extra +1d4 bludgeoning damage, and the target must make a Strength save or be knocked Prone.
* Chasm Arc (Daily Exploitation): * Frequency: Twice per day. * Effect: You loft a stone high over obstacles or crenellations. The shot completely ignores cover and reaches out to 120 feet without penalty.
* Snare Release (Daily Reaction): * Frequency: Once per day. * Effect: While holding the sling uncoiled, you whip the cord around a rushing enemy within 10 feet. The target must make a Dexterity save or be tripped, losing the rest of its movement for that turn.
Fate Core The Huaraca of the Long Cord 8862
* Classification: Extra (Precision Ranged Weapon, Knot-Memory Focus, and Utility Tether)
* Permission: An aspect establishing initiation into the Andean Khipu-Willaq, an archival stewardship lineage, or mountain pastoral training, combined with possession of the woven sling.
* Refresh Cost: 1 Refresh point to bind the item to the character sheet.
* Primary Item Aspects: * Four-Fleece Sling of Silent Resonance * Hair-Bound Bio-Tether of the First Reading
* Passive Stunt – Silent Whirl & Extended Flight: * The aerodynamic wool braid and diamond pocket produce zero whistling or air drag, granting a +2 bonus to Shoot or Stealth rolls when attacking from surprise or concealment without revealing the slinger’s position on a miss. * Attacks can target opponents up to two zones away without incurring an increased difficulty.
* Passive Stunt – Hair-Loop Bio-Tether & Cord Lasso: * The finger loop woven from copper-bronze hair binds to the wielder’s nerve cadence, granting a +2 bonus to Physique or Athletics rolls to resist being disarmed or dropping the weapon. * When uncoiled, the sling acts as a high-tensile 6-foot cord, granting a +2 bonus to Overcome rolls to bind prisoners, lash cargo, or anchor climbing stirrups (though it cannot attack as a sling while deployed this way).
* Passive Stunt – Braided Record: * The knots in the cradle self-adjust upon striking notable targets. Tracing the fibers for a minute allows the wielder to Create an Advantage using Lore or Notice regarding a creature type or environment previously struck by the sling, gaining one free invoke.
* Active Stunt – Mountain Whirl: * Once per scene (or by spending 1 Fate Point if already used), when making a Shoot attack with the sling, the wielder releases a shot charged with earth resonance. * On a successful hit, the attack deals an additional +2 shifts of physical stress, and the wielder places the situation aspect Flat on Your Back on the target with one free invoke.
* Active Stunt – Chasm Arc: * By spending 1 Fate Point when making a Shoot attack, the wielder lofts a shot in a steep parabolic arc, completely ignoring intervening cover, barricades, or parapet aspects between zones.
* Active Stunt – Snare Release: * Once per scene while the sling is uncoiled in the wielder’s hand, the user may spend an action to whip the cord around a target in the same zone. * The wielder makes a Physique or Athletics roll against the target’s defense; on a success, the target gains the situation aspect Entangled Cord with one free invoke and is pulled adjacent to the wielder.
Numenera & Cypher System Mnemonic Resonator Sling
* Classification: Artifact (Light Ranged Weapon / Mnemonic Utility Tether)
* Level: 4
* Form: A 6-foot sling braided from dense, colorful synthetic-wool fibers in ochre, crimson, indigo, and verdigris, featuring a reinforced diamond pocket, a copper-hair terminal loop, and an autonomic self-knotting mnemonic fringe.
* Depletion: 1 in 1d20 (roll for depletion only upon triggering an active ability).
* Passive Properties: * Balanced Ranged Weapon: Acts as a light weapon (inflicting 2 points of damage) and eases all Speed-based attack rolls made with it by one step at immediate, short, or long range (up to 100 feet). * Silent Whirl: The aerodynamically baffled cords generate no sound during rotation; Speed tasks made to remain hidden while firing from cover are eased by one step. * Terraced Ballistics: Can fire natural pebbles, scree, or obsidian pellets without improvised weapon penalties. Expended ammunition can be salvaged at a 50% recovery rate. * Bio-Tether Retention: Speed and Might defense tasks to prevent the weapon from being stripped, pulled, or dropped are eased by one step. * Cord Lasso: When uncoiled, tasks involving binding, restraining prisoners, or securing anchor points are eased by one step.
* Active Ability – Mountain Whirl (Action): * The wielder spins the cradle in a widening plane, releasing a projectile surrounded by concussive gravity force. * On a hit, the attack inflicts an extra 3 points of damage, and the target must succeed on a Might defense roll against the artifact level or be knocked prone. Roll for Depletion.
* Active Ability – Chasm Arc (Action): * The wielder curves a projectile over high physical barriers, fortifications, or intervening terrain. * The attack ignores partial or full cover penalties within long range without increasing task difficulty. Roll for Depletion.
* Active Ability – Snare Release (Action): * While holding the uncoiled sling, the wielder lashes the cord around the legs of a target within immediate range (10 feet). * The target must make a Speed defense roll against the artifact level; failure restrains the target and pulls them to the wielder’s feet. Roll for Depletion.
Pathfinder (Second Edition Remaster) Huaraca of the Long Cord
* Item Traits: Uncommon, Magical, Propulsive, Agile, Invested
* Item Level: 3
* Price: 50 gp
* Usage: Held in 1 hand (requires two hands to load and sling)
* Bulk: Light (L)
* Description: * Braided from dyed mountain llama wool in bands of ochre, crimson, indigo, and verdigris, this 6-foot sling features a reinforced geometric cradle and a retained loop woven with copper-bronze hair strands. Its fibers absorb the kinetic and spatial memories of past strikes, shifting knots into the fringe.
* Balanced Sling: * Functions as a +1 magical sling, granting a +1 item bonus to attack rolls. Range increment: 60 feet (maximum range 120 feet). Damage: 1d4 bludgeoning + half Strength modifier (Propulsive).
* Silent Whirl: * The braided woolen cords produce zero acoustic flutter. When making a Strike with this weapon while hidden, missing your target does not automatically reveal your position.
* Terraced Ballistics: * Improvised river pebbles and obsidian bullets take no penalty to attack rolls. Searching the battlefield for 1 minute after an encounter recovers 50% of standard stones fired.
* Hair-Loop Bio-Tether: * You gain a +1 item bonus to Reflex and Fortitude DCs against Disarm attempts and to saves against effects that force you to drop the weapon.
* Braided Record: * You can spend 1 minute inspecting the knot patterns of past hits to gain a +1 circumstance bonus to your next Recall Knowledge check regarding an encountered creature type.
* Cord Lasso (Free Action): * You uncoil the sling into a 6-foot climbing cord or tether (Hardness 5, HP 20, BT 10), granting a +1 item bonus to Athletics checks to Climb or Tie Down gear. It cannot make ranged Strikes while uncoiled.
* Activate – Mountain Whirl (One Action): * Traits: Concentrate, Earth, Magical. * Frequency: Once per day. * Effect: You make a ranged Strike with the sling. If it hits, the target takes an extra 1d4 bludgeoning damage and must succeed on a DC 19 Fortitude save or be knocked Prone.
* Activate – Chasm Arc (One Action): * Traits: Manipulate, Magical. * Frequency: Twice per day. * Effect: You loft a projectile in a steep arc, ignoring standard cover and greater cover, as long as the ceiling height allows a high trajectory.
* Activate – Snare Release (One Action): * Traits: Attack, Manipulate, Magical. * Frequency: Once per day. * Requirement: The sling is uncoiled as a Cord Lasso. * Effect: You whip the cord around a target within 10 feet. Make an Athletics check to Trip the target with a +1 item bonus; on a success, the target is knocked prone and pulled 5 feet closer to you.
Savage Worlds (Adventure Edition) Hanan-Pacha Huaraca 8862
* Item Classification: Arcane Ranged Relic / Cord Utility Implement
* Damage: Str+d4+1
* Range: 6/12/24
* Minimum Strength: d4
* Weight: 0.5 lbs
* Suggested Value: 450 currency units
* Silent Whirl (Passive Property): * The aerodynamically braided woolen cords emit no whistling noise during wind-up. Attacks made from stealth do not reveal the slinger’s location if the shot misses.
* Terraced Ballistics (Passive Property): * Firing smooth river stones, jagged basalt fragments, or obsidian bullets imposes no improvised ammunition penalties. Up to 50% of fired stones can be scavenged after combat.
* Hair-Loop Bio-Tether (Passive Property): * The retained loop braided with copper hair anchors to the wielder’s pulse, granting a +2 bonus to opposed rolls to resist being Disarmed.
* Cord Lasso (Free Action): * When uncoiled, the sling acts as a 2-yard high-tensile cord, granting a +1 bonus to Athletics rolls made to bind captives, tie equipment, or rig climbing stirrups.
* Braided Record (Passive Property): * Tracing the cradle’s self-adjusting knots for 1 minute grants a +1 bonus to the next Common Knowledge or Survival roll regarding an encountered terrain or beast type.
* Internal Power Reserve: * Contains 4 dedicated Power Points that recharge at the rate of 1 point per hour of ambient exposure.
* Integrated Power – Mountain Whirl (Havoc / Smite): * Power Points: 1 * Range: Smarts * Duration: Instant * Trapping: Concussive kinetic blast accompanied by a mountain thunder crack. * Mechanics: As part of an Athletics (Throwing) attack, the wielder expends 1 Power Point. On a hit, the attack inflicts +1d4 damage, and the target must make a Strength roll at -2 or be knocked Prone and pushed back 1d4 inches.
* Integrated Power – Chasm Arc (Indirect Fire): * Power Points: 1 * Range: Extended * Duration: Instant * Trapping: High-arching parabolic loft over terrain obstacles. * Mechanics: The shot ignores up to 4 points of Cover penalties from intervening walls, palisades, or crenellations.
* Integrated Power – Snare Release (Entangle): * Power Points: 1 * Range: 2 yards (Melee/Touch range) * Duration: Instant * Trapping: The uncoiled cord snaps around the victim’s ankles. * Mechanics: While held as a Cord Lasso, the wielder lashes the cord at an adjacent enemy. The target must make an Agility roll at -2 or become Entangled.
Shadowrun (Sixth World) Hanan-Pacha Resonant Huaraca 8862
* Item Classification: Exotic Ranged Weapon / Mnemonic Fiber Tether (Held Slot: One hand in use, coiled and belted when stowed)
* Weapon Category: Exotic Ranged Weapons (Sling) / Athletics (Throwing)
* Physical Profile: A 6-foot sling braided from long-staple highland llama wool dyed in bands of ochre, crimson, indigo, and verdigris. The diamond cradle is woven with dense geometric reinforcing cord-locks. The retained end terminates in a finger loop interbraided with three lock-twisted strands of human hair, while the release end finishes in a compact three-fold barrel knot with a fringed tassel. Weight: 0.25 kg (0.5 lbs).
* Ranged Combat Stats: * Damage Value (DV): 3S or 3P (depending on ammunition: smooth river stone vs. shaped obsidian bullet) * Attack Rating (AR): Close 10, Near 8, Far 4 * Firing Mode: Single Shot (SS) * Ammunition: 1 (Break/Manual load per shot, pouch feed; 50% recovery rate after combat)
* Focus Bonding & Resonance: Non-awakened operatives utilize the physical weapon for silent attacks, non-standard ammunition lofts, and tethering. When bonded as a Force 2 Weapon Focus for 4 Karma, the wielder activates the weapon’s geomantic impact discharges and autonomic knot memory.
* Silent Whirl (Passive Trait): * The aerodynamically baffled woolen cords generate zero acoustic flutter or wind noise during rotation. Winding up and launching a shot from concealment or darkness imposes no audio detection footprint, preventing acoustic sensors and sentries from locating the firer on a missed attack.
* Terraced Ballistics (Passive Trait): * The stabilizing diamond cradle accommodates irregular projectiles (river stones, urban rubble, or shaped obsidian bullets) without incurring improvised ammunition penalties or reduced Attack Ratings.
* Hair-Loop Bio-Tether (Passive Trait): * The retained loop braided with copper hair anchors to the user’s nervous system. The wielder gains a +2 dice pool bonus on all tests made to resist Disarm combat maneuvers, weapon-stripping effects, or accidental drops in high winds.
* Braided Record (Passive Utility): * The sling autonomic weave shifts knots into its fringe following notable strikes. An operative who spends 1 minute reading the knot patterns gains a +1 dice pool bonus to Perception or Memory tests regarding an enemy unit, creature type, or facility previously engaged with the weapon.
* Cord Lasso (Free Action): * Uncoiled, the sling acts as a 2-meter high-tensile security cord (Structure Rating 6). It provides a +1 dice pool bonus on tests to bind captives, lash down cargo, or rig hasty rappelling stirrups. It cannot make ranged attacks while deployed in this manner.
* Mountain Whirl (Active Major Action): * Frequency: 1 charge per 24-hour cycle. * Effect: As part of an attack roll, the user channels earth resonance into the release. On a successful hit, the attack inflicts +2 DV and creates a localized kinetic shockwave. The target must succeed on an Athletics + Body test with a threshold of 3 or be knocked Prone.
* Chasm Arc (Active Major Action): * Frequency: 2 charges per 24-hour cycle. * Effect: The operative lofts a projectile in a steep parabolic arc over intervening barriers. The shot ignores up to 4 points of Cover penalties from parapets, barricades, or vehicle chassis, provided there is sufficient overhead clearance.
* Snare Release (Active Major Action): * Frequency: 1 charge per 24-hour cycle. * Requirement: The sling is uncoiled in its Cord Lasso configuration. * Effect: The wielder lashes the cord around an opponent within 2 meters. The wielder makes an Opposed Athletics (Throwing) test against the target’s Reaction + Intuition; on a success, the target suffers the Entangled status and is pulled 1 meter toward the wielder.
Starfinder (Second Edition) Hanan-Pacha Long Cord Huaraca
* Item Level: 3
* Price: 1,200 Credits
* Bulk: Light (L)
* Category: Held Magic and Tech Hybrid Ranged Weapon (1 Hand in use, two hands to load and sling)
* Usage: Held in 1 hand, invested
* Weapon Traits: Agile, Propulsive, Non-Metallic, Hybrid, Primal, Analog
* Range Increment: 60 feet (Maximum range 120 feet)
* Base Damage: 1d4 Bludgeoning + half Strength modifier
* Silent Whirl (Passive Trait): * The aerodynamically baffled cords produce zero sound during wind-up. When firing from stealth or behind cover, missing an attack does not reveal your location to auditory sensors or enemy perception checks.
* Terraced Ballistics (Passive Trait): * The cradle stabilizes non-standard and planetary field ammunition (natural river gravel, shaped obsidian, or alloy bearings) without improvised penalties. 50% of standard stones fired can be recovered after 1 minute of field searching.
* Hair-Loop Bio-Tether (Passive Trait): * The wielder gains a +1 item bonus to Reflex and Fortitude DCs against Disarm maneuvers and against environmental effects (such as high gravity shears or decompression gusts) that would force the weapon from the hand.
* Braided Record (Passive Trait): * By taking 1 minute to examine the shifted knot patterns, the wielder gains a +1 item bonus to their next Recall Knowledge check regarding an alien creature type or planetary terrain previously engaged with the sling.
* Cord Lasso (Free Action): * The wielder uncoils the sling into a 6-foot tether (Hardness 5, HP 20), granting a +1 item bonus to Athletics checks to Climb or secure gear. The weapon cannot make ranged attacks while deployed in this manner.
* Activate – Mountain Whirl (One Action): * Traits: Concentrate, Earth, Force, Magical. * Frequency: Once per day. * Effect: You make a ranged Strike with the sling. On a hit, the attack inflicts an additional 1d4 bludgeoning damage, and the target must succeed on a DC 19 Fortitude save or be knocked Prone.
* Activate – Chasm Arc (One Action): * Traits: Manipulate, Magical. * Frequency: Twice per day. * Effect: You loft a projectile in a high arc over intervening obstacles. The shot ignores standard cover and greater cover, provided there is ceiling room for the high trajectory.
* Activate – Snare Release (One Action): * Traits: Attack, Manipulate, Magical. * Frequency: Once per day. * Requirement: The sling is uncoiled in its Cord Lasso configuration. * Effect: You whip the cord around a target within 10 feet. Make an Athletics check to Trip the target with a +1 item bonus; on a success, the target falls prone and is pulled 5 feet closer to you.
Traveller (Mongoose 2nd Edition) Hanan-Pacha Kinetic Sling 8862
* Item Classification: Archaic Ranged Weapon and Survival Cord (Ranged Weapon / Field Rigging)
* Tech Level: TL 9
* Mass: 0.25 Kilograms
* Suggested Cost: Cr 450
* Weapon Profile: * Skill: Athletics (Dexterity) or Gun Combat (Archaic) * Damage: 2D Bludgeoning * Range: 15 meters (Effective out to 30 meters at long range) * Traits: Silent, Non-Metallic, Concealable, Cord Lasso
* Silent Whirl (Passive Property): * The braided wool construction produces zero acoustic signature during rotation. Firing from concealment does not trigger audio surveillance sensors or automatically reveal the firer’s position on a missed attack.
* Terraced Ballistics (Passive Property): * Can chamber smooth stones, dense slag, or shaped obsidian bullets with equal efficiency, avoiding improvised weapon penalties. 50% of standard fired projectiles can be scavenged post-combat.
* Hair-Loop Bio-Tether (Passive Property): * The woven hair loop binds tightly over the middle finger, granting a +2 DM to STR or DEX checks made to avoid being disarmed or dropping the weapon during sudden physical trauma or hull breeches.
* Braided Record (Passive Sensor Property): * Tracing the physical knots for 1 minute allows an explorer to evaluate previous impacts, granting a +1 DM to the next Survival or Recon check made on an environment or creature type previously engaged.
* Cord Lasso (Free Action): * When uncoiled, the sling acts as a 2-meter tether rated for 200 kg of hanging load. It grants a +1 DM on Athletics checks made to secure cargo or rig climbing steps. It cannot make ranged attacks while deployed in this manner.
* Mountain Whirl (Active Action): * Frequency: 1 charge per standard day. * Effect: The traveler channels stored kinetic resonance into the shot. The attack deals an additional +1D damage (total 3D) and knocks human-sized targets off their feet unless they succeed on an Athletics (Dexterity) check with an Effect of 0 or higher.
* Chasm Arc (Active Action): * Frequency: 2 charges per standard day. * Effect: The traveler lofts a stone high over obstacles, ignoring up to 2 points of cover DM from barricades or bulkhead lips, provided overhead clearance permits.
* Snare Release (Active Action): * Frequency: 1 charge per standard day. * Requirement: Deployed as a Cord Lasso. * Effect: The user lashes the cord around a target within 2 meters. Make an Opposed Melee or Athletics check; on a success, the target is tripped, falling prone and pulled 1 meter toward the user.
Warhammer Fantasy Roleplay (4th Edition) Huaraca of the Long Cord
* Item Classification: Fine Magical Missile Weapon and Archival Tether (Held Slot: 1 Hand to carry, 2 Hands to load and fire)
* Encumbrance: 0
* Availability: Exotic (Highland Andean Provenance)
* Weapon Group: Ranged (Sling)
* Range: 60 yards
* Damage: +SB+3 Bludgeoning
* Qualities: Fine, Accurate, Silent, Trap Blade (while uncoiled as tether)
* Silent Whirl (Passive Relic Trait): * The braided wool cords emit no sound during wind-up. Attacks made from stealth do not reveal the wielder’s position if the shot misses.
* Terraced Ballistics (Passive Relic Trait): * River stones, scree, and obsidian bullets can be fired without the Damaging penalty usually associated with improvised ammunition. 50% of fired stones can be scavenged post-skirmish.
* Hair-Loop Bio-Tether (Passive Ward): * The wielder gains a +10% bonus to Melee, Dodge, or Strength Tests made to resist being Disarmed or forced to drop the sling.
* Braided Record (Passive Relic Trait): * The knots in the cradle self-adjust upon striking notable targets. Spending 1 minute reading the knots grants a +10% bonus to the next Lore (Beasts) or Lore (Geography) Test concerning an entity or place previously struck by the weapon.
* Cord Lasso (Free Action): * When uncoiled, the sling acts as a 2-yard high-tensile cord, granting a +10% bonus to Athletics Tests made to bind captives or secure climbing gear. It cannot be used as a missile weapon while uncoiled.
* Mountain Whirl (Active Action): * Frequency: Once per day. * Effect: As part of a Ranged (Sling) Test, the wielder discharges a concussive burst of earth magic. On a successful hit, the attack gains the Impact Quality and inflicts an extra +1d4 Damage; the target must succeed on a Challenging (+0) Athletics Test or gain the Prone Condition.
* Chasm Arc (Active Action): * Frequency: Twice per day. * Effect: The wielder lofts a shot in a steep parabolic arc, ignoring penalties for intervening Cover or obstacles, provided there is open sky or a high ceiling.
* Snare Release (Active Action): * Frequency: Once per day. * Requirement: Deployed as a Cord Lasso. * Effect: The wielder lashes the cord around an opponent within 2 yards. Make an Opposed Melee (Brawling) Test; on a success, the target gains the Entangled Condition (Strength 40 to escape) and is pulled 1 yard toward the wielder.
