Quantum Stinger Whip 2294

From: Hive 2049 of the Shifting Petal Swarm

A long, flexible lash composed of several hundred individual insects from the hive’s peripheral modules. When swung, the insects extend their bullet ant-derived stingers in unison. This weapon does not rely on kinetic force alone; it delivers a localized burst of quantum-magical toxin directly into the target’s nervous system, bypassing standard physical resistances.

Lore: The Lash of the Living Paradox

The Quantum-Stinger Whip 2294 is not a manufactured object, but a voluntary extension of the hive’s own nervous system. It represents the “Peripheral Consensus”—a specialized group of modules that have sacrificed their individual mobility to serve as the hive’s reaching arm. These insects are descendants of the ancient Bullet Ant lineages, but their venom has been “Quantum-Tuned” through generations of exposure to the leaking reality-warping rifts found in the island’s deep ruins.

The lore of Saṃsāra speaks of the “Thousand-Sting Scream,” a phenomenon where a target is struck not just in the present, but across a momentary spectrum of possible timelines. The toxin delivered by the 2294 model creates a localized “Quantum Blight,” making the victim’s body unsure of its own state—solid or liquid, healthy or dying. It is the hive’s primary tool for subduing “High-Threat Anomalies” that mundane blades cannot touch.

Use: The Nervous System Overload

Unlike the Serrated Slag-Cutter, the Quantum-Stinger Whip does not require brute strength. Its use is rooted in Bio-Synchronized Precision. The wielder—the central avatar—does not swing the whip so much as they “direct” the consensus of the insects. As the lash unfurls, the modules communicate via high-speed vibration, ensuring every stinger strikes at the exact millisecond of impact.

The “Quantum” nature of the weapon allows the stingers to briefly phase through physical matter. This means a shield or a thick plate of industrial iron offers little protection; the insects “blink” through the barrier to deliver the toxin directly into the target’s nerves. The resulting sensation is described as “molten ice,” a paradoxical agony that overrides the brain’s ability to coordinate movement.


Item Specifications

  • Specific Slot: One-Handed (Reach Weapon)
  • Tier One Stats:
    • Damage: 1d4 Slashing + 1d6 Poison/Force damage.
    • Reach: 10 feet (15 feet if the avatar spends a point of “Consensus Energy”).
    • Phase-Sting: This weapon ignores all non-magical Armor (AC bonus from armor/shields is 0 against this attack).
  • Skills Gained:
    • Neural Interference: On a successful hit, the target must succeed on a Constitution save or have Disadvantage on their next attack roll due to intense tremors.
    • Entangle Consensus: You gain a +3 bonus to rolls made to Grapple or Trip an opponent from a distance.
  • Cost:
    • Suggested Value: 250 Silver Pieces (Representing the “nutrient cost” to maintain such a specialized swarm).
    • Merchant Note: “Do not feed them sugar. They prefer the taste of adrenaline and lost memories.”
  • Tags: Weapon, Living-Item, Reach, Quantum, Poison, Force-Damage, Finesse, Hive-Peripheral, Neural-Lash, Tier-1, Bio-Mechanical, Gestalt-Lash, Phase-Shifted, Bio-Electric, Synaptic-Disruptor, Multi-Stinger, Paradox-Venom, Reality-Blur, Swarm-Grip, Entropic-Sting
  • Appearance:
    • A 12-foot lash that appears to be made of pulsing, iridescent obsidian segments.
    • Close inspection reveals each “segment” is a twitching, metallic-winged insect with a glowing violet stinger.
    • The handle is a living extension of the avatar’s arm, covered in the same copper-dusted silk used to bridge the telepathic signal.
    • When activated, a faint violet “static” or “aura” crackles along the length of the whip, making it appear blurred or out of focus.

The Enchantments: The Chrono-Synaptic Blur

The Quantum-Stinger Whip 2294 is governed by a high-level biological enchantment known as Temporal Synchronization. Because the whip is composed of hundreds of living minds, the enchantment allows them to act as a single, multi-dimensional entity.

  • Phase-Shift Impact: The stingers do not strike the surface of the target. Instead, they “vibrate” at a quantum frequency that allows them to bypass solid matter. On impact, the stingers materialize inside the target’s dermal layer, delivering the toxin directly into the bloodstream and nerve endings, rendering physical armor irrelevant.
  • Probability Sting: The venom is enchanted with Entropic Agony. Upon entering the nervous system, it forces the victim’s nerves to fire in multiple possible sequences at once. This creates a sensory overload where the target feels heat, cold, sharp pain, and numbness simultaneously, causing a total breakdown of motor functions.

Protective Aura: The Swarm-Shield Distortion

While extended, the whip generates a kinetic field known as the Blur-Zone. This is a localized distortion caused by the rapid, synchronized wing-beats of the component insects.

  • Projectile Redirection: The rapid vibration creates a pocket of pressurized air that can “nudge” incoming projectiles like arrows or bullets. This provides the wielder with a minor defensive buffer, making them harder to hit with precision weapons.
  • Feedback Guard: The whip acts as a lightning rod for mental attacks. If the wielder is targeted by a telepathic or psychic assault, the “swarm-mind” of the whip absorbs the shock, distributing the mental strain across hundreds of insects rather than letting it hit the central avatar.

Significance and World-Building

The significance of the 2294 model is the Mastery of the Biological Frontier. While the metropolitan cities of Saṃsāra look toward cold iron and steam for power, Hive 2049 looks toward the “Quantum-Evolution” of the natural world. The whip is a living proof that the jungle can produce “technology” more advanced than the finest clockwork. It represents the hive’s ability to weaponize the very concept of life, turning a colony into a tool that can pierce the most advanced industrial defenses. It is a weapon designed specifically to hunt the “Unaligned”—those who refuse to join the consensus.

Symbolism: The Living Extension

  • The Segmented Lash as Unity: Symbolizes the “Consensus of the Thousand.” It is a physical manifestation of the idea that many small, weak things can become a single, unstoppable force through absolute cooperation.
  • The Violet Glow as Paradox: In the lore of Saṃsāra, violet is the color of “The In-Between.” The glow represents the weapon’s existence on the border between the physical world and the quantum realm.
  • The Sting as Accountability: Every module in the whip risks its life during a strike. This symbolizes the “Price of Action”—the idea that for the hive to achieve victory, every part must be willing to contribute its absolute most.

Other Technical Information

  • Metabolic Exhaustion: Using the whip is taxing for the hive. If used continuously for more than a few minutes, the component insects begin to suffer from “Quantum Decay” and must be integrated back into the main swarm to rest and feed on specialized alchemical jellies.
  • Environmental Sensitivity: The whip is highly sensitive to extreme magnetic fields. Near a powerful electromagnet or a collapsing steam-core, the insects may lose their synchronization, causing the whip to become a tangled, useless mass of confused bugs until removed from the interference.
  • Psychological Terror: The sound of the whip is not a “crack,” but a multi-tonal, electronic-sounding shriek caused by the synchronized wing-vibrations. To the people of the islands, this sound is known as the “Hymn of the Hive,” and it often triggers immediate morale failure in non-augmented soldiers.

Many-That-Are-One-Lash and Molten-Ice-Scream of Nowhere-Time

It is scratched upon the soft-inner-bark of the weeping-trees, moved from the buzzing-throat-noises of the petal-walkers into the stumbling-ink of the scroll-keepers. Long before the Hive 2049 did find the Sharp-Waste-of-the-Wheel, they did seek a way to touch the enemies who hide behind the iron-walls and the ghost-skins. The many-who-are-one did gather the children of the Bullet-Ant, whose sting is the fire of the sun. But the fire was not enough for the consensus.

The translated-skins say the insects did bathe in the “Rift-Juice,” the leaking-not-thing that comes from the holes in the world-under-the-world. They did learn to exist in the “Nowhere-Time,” where a thing is both the stone and the cloud. The hive did reach out with the copper-dusted-silk and did weave the thousand-insects into the Quantum-Stinger Whip 2294. This was not a tool of the hand-meat, but a reaching-out of the hive’s own soul-nerves.

One lord of the floating-islands, a master of the invisible-guards known as the Lord-of-the-Glass-Shield, did think himself the Unreachable. He did sit behind the walls of the “Quantum-Weld,” a barrier that the blades of the metal could not cut. He laughed with the mouth-noises of the safe-man, for he believed the biological-monsters could only touch the mud and the wood.

The hive-avatar did approach the Glass-Shield. The avatar did not swing the lash with the muscle-force of the beast. Instead, the consensus did “vibrate” the wing-beat of the thousand-modules. The lash did unfurl like a purple-lightning-streak. The translated-skins say the insects did “blink” into the nowhere-time. They did pass through the Glass-Shield as if it were the memory of a wall, materializing their stingers inside the Lord’s own meat-centers.

The Lord-of-the-Glass-Shield did not bleed the red-blood. He did scream the “Thousand-Sting-Scream.” His nerves did fire with the paradoxical-venom—the molten-ice that makes the body forget if it is living or dead. He became the “Blur-Man,” his form flickering like a candle in the storm-wind, for his nervous system was overloaded by the quantum-blight. The Glass-Shield did shatter from the inside, and the Lord did fall into the static-death, his memories eaten by the violet-glow of the stingers.

The lash did then fold back into the avatar’s arm, the insects buzzing the “Hymn-of-the-Consensus.” They left the Lord as a flickering-ghost of the industrial-arrogance, proving that no wall of the glass or the gear can stop the reach of the living-extension.

Moral: He who hides behind a wall of the “nowhere-time” must remember that the hive is already there, and its sting is the only thing that is truly real in a world of the fading-shadows.

Suggested conversions to other systems:


Call of Cthulhu

The Synaptic-Blight Lash

  • Item Type: Weapon (Melee/Bio-Artifact)
  • Skill: Fighting (Flail) or Fighting (Whip)
  • Damage: 1D4 + 1D6 (Force/Poison) + DB
  • Game Mechanics:
    • Quantum Phasing: This weapon ignores all mundane armor (leather, Kevlar, or steel plating). Only magical protection or thick cover (behind which the target is fully obscured) provides an Armor Value.
    • Neural Overload: A target struck must succeed on a Hard CON roll. If they fail, they suffer from “The Blur,” receiving a Penalty Die on all physical actions for 1D4 rounds as their nervous system misfires.
    • Sanity Loss: 0/1D4 Sanity points for witnesses to see the whip dissolve into a swarm of insects upon impact and reform.
    • Reach: This weapon has a reach of 3 yards.

Blades in the Dark

The Peripheral Hive-Lash

  • Item Type: Weapon (Reach, Exotic)
  • Load: 1
  • Mechanics:
    • Phase-Sting: This weapon is Potent against targets relying on heavy armor or physical shields. It ignores the “Armor” tag of NPCs unless that armor is specifically ghost-hardened or magical.
    • Entangle: When you use this weapon to “Sway” or “Skirmish” to restrain a target, you gain +1 Effect.
    • Synaptic Shock: You may spend 1 Stress to ensure a hit inflicts a “Level 2 Harm: Neural Tremors” instead of standard damage, bypassing the need to roll for Effect.
    • Volatile Consensus: If you take a “Devil’s Bargain” involving this weapon, the insects may momentarily lose synchronization, dealing 1 Stress to you as they sting your own arm.

Dungeons & Dragons

Quantum-Stinger Whip 2294

  • Item Type: Weapon (Whip), Rare (Requires Attunement by a Swarm or Gestalt Entity)
  • Damage: 1d4 Slashing + 1d6 Force.
  • Properties: Finesse, Reach (10 ft.)
  • Game Mechanics:
    • Phase-Sting: Attacks made with this weapon ignore any bonus to AC provided by non-magical armor or shields.
    • Neural Interference: A creature hit by this weapon must succeed on a DC 14 Constitution saving throw. On a failure, the creature has disadvantage on the next attack roll it makes before the start of your next turn.
    • Grip of the Thousand: You have advantage on checks made to grapple or trip a target using this whip.
    • Quantum Reach: Once per short rest, you can extend the reach of the whip to 20 feet for one attack.

Knave

The Living Lash

  • Item Type: Weapon (1 Slot, Quality 4)
  • Damage: 1d6
  • Mechanics:
    • Ignores Armor: This weapon treats all target Armor Defense as 10 unless it is magical.
    • Stinging Trip: If you deal damage to a target, they must make a Strength Save or be knocked prone as the insects swarm their legs.
    • Far Reach: You can attack enemies up to 15 feet away.
    • Consensus Drain: Every time you roll a 1 on an attack roll, the whip becomes “fatigued.” It takes up an extra inventory slot (representing the bulk of the resting swarm) until you rest and “feed” the insects.

Fate

The Lash of the Peripheral Consensus

  • Item Type: Extraordinary Extra
  • Aspect: Existing in the Nowhere-Time. This aspect can be invoked to strike targets behind cover or to latch onto objects in a way physics shouldn’t allow. It can be compelled when the insects’ individual instincts momentarily override the consensus, causing the whip to tangle or “misfire” into a nearby environmental hazard.
  • Mechanics:
    • Quantum Phasing: You ignore any Armor stunts or aspects based on physical protection (like Heavy Plate or Shield) when attacking.
    • Synaptic Overload: When you succeed with style on an attack, you can forgo the boost to create a Physiological Chaos aspect on the target with two free invokes instead of one.
    • Living Reach: You can use the Physique skill at a distance of up to two zones for the purpose of grabbing or pulling objects/enemies toward you.

Numenera & Cypher System

Quantum-Stinger Whip (Model 2294)

  • Level: 4
  • Form: A twitching, iridescent black lash that crackles with violet static.
  • Effect: This is a medium weapon that deals 4 points of damage.
  • Specific Mechanics:
    • Armor-Bypass: This weapon ignores all mundane Armor. Only Force Shields or energy-based protection apply.
    • Neural Scramble: On a successful hit, the target’s next action is hindered by two steps as their nervous system suffers a “Quantum Blight.”
    • Extended Reach: The wielder can attack targets at a short range (up to 50 feet) instead of immediate range.
    • Depletion: 1 in 1d20. On depletion, several dozen insects die or “desync” from the reality-anchor; the whip loses its Phasing and Neural properties until it can be replenished in a Rift-zone.

Pathfinder (2E)

Quantum-Stinger Whip 2294

  • Item Level: 6; Price: 240 Silver Pieces
  • Usage: Held in 1 hand; Bulk: 1
  • Base Statistics: Damage 1d4 S plus 1d6 Force; Traits: Finesse, Reach (10 ft.), Trip, Disarm.
  • Description: This living lash consists of swarm-modules that phase through solid matter to deliver a paradox-venom.
  • Specific Mechanics:
    • Quantum Strike: Attacks with this weapon ignore the target’s Circumstance bonus to AC from shields and treat the target’s Item bonus to AC from non-magical armor as 0.
    • Paradox Venom: [action] (Poison) If the last action was a successful Strike with the whip, the target must attempt a DC 22 Fortitude save. Success: No effect. Failure: The target is Slowed 1 for 1 round. Critical Failure: The target is Slowed 2 and Enfeebled 1 for 1 round.
    • Hive-Link: If you have the Swarm or Gestalt trait, the Reach of this weapon increases to 15 feet.

Savage Worlds

Quantum-Stinger Lash

  • Type: Melee Weapon (Reach 2)
  • Rank: Seasoned
  • Damage: Str+d4, AP 10
  • Weight: 4 lbs
  • Specific Mechanics:
    • Phase-Sting: The AP 10 only applies to physical, non-energy-based armor.
    • Neural Tremors: Anyone shaken or wounded by the whip must make a Vigor roll or suffer a -2 penalty to all Trait rolls until the end of their next turn due to agonizing neural misfires.
    • Swarm Entangle: If the wielder uses the whip to perform a Grapple, they may use their Athletics (or Fighting) skill and do not need to be adjacent to the target.
    • Quantum Blur: Ranged attacks against the wielder suffer a -1 penalty while the whip is active and being flourished.

Shadowrun

Neuro-Quantum Hive Lash (Model 2294)

  • Category: Exotic Melee Weapons
  • Reach: 2
  • Damage: (STR + 2)S (Stun)
  • Accuracy: 6
  • AP: -Special (Ignores all non-magical physical Armor)
  • Availability: 14 (R)
  • Game Mechanics:
    • Quantum Phasing: This weapon treats physical armor as zero. Only Mystic Armor or mana-based barriers provide protection against the stingers.
    • Synaptic Overload: If the target takes any damage from the whip, they must succeed on a Body + Willpower (3) Test or suffer a -2 dice pool penalty to all actions for 1D6 Combat Turns due to severe tremors.
    • Entangle Consensus: The wielder gains a +2 dice pool bonus on Subdual Combat tests.
    • Swarm Feedback: If the wielder glitches while using the whip, the “Quantum Decay” causes 2S damage to the wielder as the insects sting their own source.

Starfinder

Quantum-Stinger Whip

  • Item Level: 6; Price: 4,200 Credits
  • Category: Advanced Melee (One-Handed)
  • Damage: 1d6 F & P (Force and Poison)
  • Critical: Staggered
  • Bulk: L
  • Game Mechanics:
    • Phase-Sting: This weapon has the Force property. Attacks are made against the target’s EAC (Energy Armor Class) even if the strike appears physical. It ignores DR (Damage Reduction) entirely.
    • Reach & Trip: This weapon has the Reach (10 ft.) and Trip weapon special properties.
    • Neural Scramble: A creature hit by this weapon must succeed on a Fortitude save (DC = 10 + half item level + Key Ability Mod) or become Sickened for 1 round.
    • Living Weapon: This weapon cannot be disarmed unless the wielder is unconscious, as the handle is biologically fused to the avatar.

Traveller

TL 14 Living Quantum Lash

  • TL: 14; Weight: 1 kg; Cost: Cr8,500
  • Damage: 2D + STR DM (Stun/Force)
  • Description: A lash of specialized insects that exist partially in a quantum state, delivering toxins directly to the central nervous system.
  • Game Mechanics:
    • Armor Bypass: This weapon ignores all Protection from standard armor (Cloth, Reflec, Combat Armor). Only Battle Dress with active magnetic shielding or Psionic Shields provide Protection (halved).
    • Neural Shock: Any sentient creature struck by the lash must make an END (8+) check. Failure results in being Stunned (unable to take significant actions) for the next round.
    • Extended Reach: The lash can strike targets up to 6 meters away.
    • Biological Cost: The whip requires a specialized chemical bath after every mission (Cost: Cr500) or it loses its “Quantum” properties.

Warhammer Fantasy Roleplay

The Thousand-Sting Lash of Saṃsāra

  • Type: Melee (Entangling)
  • Reach: Long
  • Damage: +SB + 3
  • Qualities: Entangle, Precise, Penetrating (Special)
  • Description: A violet-glowing whip of shifting insects. It hums with a sound that causes the teeth to ache.
  • Game Mechanics:
    • Quantum Phasing: This weapon ignores all mundane (non-magical) Armor Points. It functions as a Magical weapon.
    • Molten-Ice Venom: Anyone wounded by the lash receives 1 Stunned Condition. They must also pass a Challenging (+0) Endurance Test or gain the Distracted Condition as their nerves misfire.
    • Swarm Defense: Ranged attacks against the wielder suffer a -10 penalty due to the Blur-Zone created by the insects’ wings.
    • Unstable Consensus: If a Fumble is rolled, the whip “dissolves” into a cloud of confused insects. The wielder is Baffled for 1 round while re-integrating the swarm.