Steamlash Trunkwhip 442

From: Lineage 317 of the Dream Tusked Nga Tara

Weapon Type: Flexible steam-driven whip
A coiled length of woven kelp-leather reinforced with micro-brass tubing and studded with small Vo-Run charms. It clips to the trunk bracer and can be instantly unfurled. A tiny boiler near the handle vents bursts of scalding mist along its length when cracked, searing or distracting foes. The whip can wrap, disarm, or manipulate objects with the wielder’s trunk strength combined with steam propulsion.

Advantages: extreme reach in tight jungle or ship rigging, excellent control and disarm potential, mild fire/steam damage over time.
Drawbacks: steam reservoir limited; if overused, can scald the user’s own trunk or jam tubing.

Lore
The Steamlash was first contrived by jungle salvage divers of early Dreamtide, who hunted rust-beasts and stripped abandoned wrecks in humid vine-choked canals. The divers were famed for dangling from floating scaffolds, their massive Nga-Tara trunks too short for reach but strong for control. A clever artisan named Vo-Hirril adapted the steam bracer’s tiny boiler to push scalding vapor through a braided kelp-leather whip. Each crack carried not only force but mist and heat, driving back grasping roots, aggressive river predators, or rival scavengers. Over centuries, Dreampool engineers improved it: micro-brass tubing to resist bursting, Vo-Run charms to guide pressure safely, and flexible dream-valves to let it coil like a serpent around prey or loose rigging. It became a favorite of dock guards, jungle couriers, and boarding parties, its hiss and scent of hot brine enough to scatter lesser beasts. Still, its risk is well known—greedy heat or a cracked tube can burn the very trunk it empowers.

Tier One Stats
• Damage: 1d6 slashing + 1 fire/steam on hit
• Reach: 15 ft when fully extended (adjacent squares for close wrapping)
• Attack Bonus: +1 to hit due to steam propulsion accuracy
• Durability: 40/40 integrity before repairs
• Weight: 5 lb
• Speed: normal trunk use, bonus +5 ft reach when unfurled

Skills Gained
• +1 Athletics when using trunk to climb, snag, or swing with whip support
• +1 Sleight of Hand/Manipulation with objects at range
• Advantage (or equivalent situational bonus) on Disarm or Trip maneuvers using the whip

Passive Magics
Heat Veil: Wielder resists minor ambient heat and steam burns (5% damage reduction from heat sources).
Balance Flow: Steam-assisted counterweight improves trunk precision; +1 to saves or checks to maintain grip or balance while using whip.

Activatable Magics
Scald Lash (2/day): Release a burst of superheated mist on impact; +1d4 fire/steam damage and impose disadvantage (or –2 penalty) on foe’s next attack from pain and distraction.
Grapple Drag (1/day): Upon successful wrap, spend steam to pull a Medium or smaller target 10 ft toward wielder or pull self to anchored point.
Mist Shroud (1/day, 1 min): Vent steam along the length, creating a light concealing fog in a 10 ft radius around wielder.

Specific Slot
Trunk-mounted auxiliary weapon; attaches to the Trunk Bracer slot and draws steam from its micro-boiler.

Tags
Steam-Whip, Trunk-Weapon, Jungle-Utility, Reach-Control, Heat-Mist, Disarm-Tool, Boarding-Gear, Vo-Run-Infused, Hazard-Tolerant, Salvage-Tool, Dock-Defender, Mist-Weaver, Vine-Cutter, Predator-Repellent, Heat-Channeler, Boarding-Whip, Canal-Sentry, Dreamtide-Forge

The Steamlash Trunkwhip-442 is a specialized weapon-tool hybrid with a deep tie to waterbound, industrial, and exploratory cultures of Aboriginal and beyond. Its presence in trade depends on whether you’re in a coastal city, floating harbor, jungle outpost, or deep-craft weapon hall.

Dreamtide Dockwrights’ Arcana Yards
Found along the busy floating quays of Dreamtide, these sprawling guild yards craft and refit steam-driven tools for dock workers, monster wardens, and Dreampool guardians. Whips like the Steamlash are custom-ordered here; each is tuned to the user’s trunk strength and preferred steam pressure. Masters etch the Vo-Run charms directly over shallow Dreampool baths for maximum resonance. Pricing is competitive but not cheap: about 420–500 gold for a new whip, plus extra if exotic brass alloys or custom engravings are requested. Used but serviceable whips sometimes sell here for 300–350 gold, usually as part of a trade-in toward new models.

Jungle Expedition Outfitters of Ironheart Reach
These are pragmatic weapon-smiths serving explorers and monster hunters pushing into deep interior rivers and overgrown ruins. Here the Steamlash is marketed as both climbing aid and predator deterrent. Stock models (simpler Vo-Run, less refined boiler safety) go for 250–320 gold, but you’ll pay more—350–400 gold—for jungle-proofed versions with extra heat shielding or anti-fouling tubing. Customers often barter rare alchemical reagents or hydromantic water cores to offset cost.

Naval Boarding Arsenal Houses of Coralis Dominion
These dockside armories supply ship crews, whalers, and privateers. The whip is pitched as a boarding and control weapon for fighting on rigging or decks slick with sea spray. Coral-braced whips reinforced for saltwater exposure cost 450–550 gold. Merchant houses sometimes buy in bulk for their guards, driving down per-unit price to 400 gold when ordering multiples. Selling a personal Steamlash here typically nets 250–300 gold credit, depending on wear and Vo-Run integrity.

Independent Steamwright Stalls in Vara-Sul’s Industrial Market
In the capital’s great foundry districts, small artisans craft trunkwhips to personal spec. These pieces emphasize aesthetic flourish—polished brass, colored mist jets, decorative rune scrollwork. Price swings wildly with customization: plain utilitarian whips 300–350 gold, but ornate models can reach 600 gold for wealthy adventurers or ceremonial use. Resale is lower here; casual pawning gets you 200–250 gold because buyers distrust unknown steamwork maintenance.

Shadow Bazaars and Monster Hunter’s Exchange (Melodious Expanse)
Hidden markets where rogue hunters and scholars gather; dangerous or banned gear circulates here. You’ll find heavily modified whips with hotter boilers or illegal rune arrays. Prices are unpredictable: 200 gold for scavenged, semi-safe units to 700+ gold for experimental prototypes with stronger steam surge. Sellers can move stolen or salvaged whips for 150–300 gold, but quality and safety are a gamble.

Across Saṃsāra, buyers expect proof of safe steam pressure and rune clarity; reputable merchants test the tubing and water seals before sale. Dreampool-blessed whips fetch the highest premium, while jungle salvage runs produce cheaper, riskier stock.

Roleplay Use of the Steamlash Trunkwhip-442


Jungle and Wetlands

Defense:
In dense vines or flooded groves, the whip becomes a living shield. A quick unfurl sends a circle of scalding mist that hisses outward, making predatory insects, amphibians, or creeping vines hesitate. The user can snap the whip to clear space or wrap it around low branches to swing to safety when ambushed. Its length lets the wielder hold monsters at a distance while their trunk senses ground tremors.

Offense:
Used aggressively, the whip cracks through foliage to strike lurking beasts before they close in. By anchoring it around a tree or rock, the wielder can reel themselves in or pull a smaller foe off a perch. The heated mist lashes can weaken plant monsters or blister soft hides.


Ship Decks, Harbors, and Floating Platforms

Defense:
On slick boards or airship rigging, the Steamlash doubles as a stabilizer. Loop it around rails or mast lines to prevent falls when waves or skycurrents pitch. Crack it to force boarding raiders back or blind them with a sudden blast of steam, buying time to retreat or reload ranged weapons.

Offense:
The whip’s tethering feature shines here: after striking a foe on another deck or platform, the user can pull them across the gap or haul themselves toward them. A harpoon-like lash disarms cutlasses and knocks pistols to the sea. Boiling mist can choke enemy crew into scattering.


Caverns and Ruins

Defense:
Tight tunnels allow the wielder to keep distance by snaking the whip around corners, testing for traps or deterring ambush predators. The faint mist can mark invisible magical threads or reveal airflow when mapping tunnels. Snap-cracks echo, warning off curious beasts.

Offense:
The whip can coil around stalagmites or fallen stone, letting the wielder vault chasms or drag foes into hazards. Heated steam pulses may destabilize fragile cavern beasts or weaken constructs by stressing joints.


Urban Streets and Industrial Yards

Defense:
In crowded marketplaces or foundries, the Steamlash is intimidating but precise—perfect for driving back thieves or hostile constructs without deadly force. Mist bursts can scatter smoke or obscure retreat routes.

Offense:
When pressed, the wielder can snag weapons, pull aggressors from mounts or wagons, and trip foes among gearworks or steam pipes. It doubles as an impromptu grappling hook to reach catwalks or rooftops.


Arctic or Desert Outposts

Defense:
Though water scarcity limits tethering, the mist reservoir can still scald and deter predators or invaders. In deserts, its faint cool steam comforts the user and breaks line of sight in swirling sandstorms.

Offense:
With clever preparation (water stored or conjured), the whip still works as a disarming and pulling tool. Even low-pressure mist helps distract or blind enemies in low-visibility storms.


Key Roleplay Themes

  • Control & Mobility: not just a weapon but an extension of the trunk—manipulating space, objects, and enemies.
  • Environmental Ingenuity: uses change with humidity, terrain, and available anchor points.
  • Risk & Maintenance: players must watch steam reserves and safety; overuse can scald or jam, adding tension and realism.
  • Symbol of Dock and Jungle Life: marks the user as a practical survivor tied to Saṃsāra’s waterways and steamcraft culture.

Perception of Activation:

User’s Perspective
When the Steamlash Trunkwhip-442 engages, a sudden heat shivers through the trunk bracer and up into the wielder’s body—a quick pulse like a heartbeat inside steam pipes. The whip uncoils with a deep, satisfying hiss as tiny brass tubes warm and vent white vapor along its length. In the Mind’s Eye, the wielder senses a spiraling extension of self, a living cord of intent and reach. Sounds distort subtly; the steam’s rush creates a tunnel of focus where distance seems to shorten and the world feels graspable. A faint taste of salt and brass rides the breath, and the trunk’s nerve endings tingle with heightened dexterity, aware of every flex and snap.

Observer’s Perspective
Onlookers see a rippling whip flash into form as if alive, coiling and snapping outward in a blur. Steam jets shimmer pale gold and silver across the weapon’s length, leaving tiny rainbows in humid air. The wielder’s tusk glyphs flare faintly, and the whip seems guided by more than muscle—an invisible intent arcs with each strike, making movements eerily precise. To nearby bystanders, a sudden rise in humidity and faint scent of hot river water fills the air.

Positives

  • Strong extra-sensory extension of reach: the wielder’s awareness stretches outward, enhancing control and anticipation.
  • Focused state of confidence: strikes feel guided, disarms become intuitive.
  • Clear environmental feedback: subtle vibrations and heat shifts warn of tubing stress or overextension before failure.
  • Visual intimidation: curling steam and hissing lines give a predator-like presence, discouraging attackers.

Negatives

  • Overheating risk: prolonged activation causes sudden painful heat along the trunk, a stinging burn that warns of self-scorch.
  • Auditory overload: the hiss and crack can drown out other environmental sounds, risking missed danger signals.
  • Tunnel vision effect: while reach sharpens, peripheral awareness can dim, making flanks vulnerable.
  • Steam scent trace: sharp brass and salt smell can reveal the wielder’s position when stealth is needed.

Crafting Recipe — Forging the Steamlash Trunkwhip-442


Materials Needed

  • Woven Kelp-Leather Strands (30 ft): harvested from deep tidal beds; dried, alchemically treated for flexibility and heat resistance.
  • Micro-Brass Tubing (20 ft): narrow, steam-rated tubing with anti-kink spiraling, forged to withstand high pressure.
  • Vo-Run Charms (6): inscribed coral or bone glyph tokens attuned to hydromantic steam resonance.
  • Miniature Boiler Core: palm-sized copper-steel reservoir with safety valve and pressure rune socket.
  • Dream-Steel Coupler: lightweight headpiece where whip attaches to trunk bracer, dream-water tempered for magical conduction.
  • Binding Resin: alchemical adhesive infused with heat dispersal spores from jungle moss.
  • River Quartz Beads (12): threaded into handle for tactile magical attunement.
  • Steam Lily Ink: glowing ink used to paint alignment marks and reinforce Vo-Run inscriptions.

Tools Required

  • Precision steam forge (adjustable low-heat for kelp-leather shaping, high-heat for brass annealing)
  • Runecarver’s stylus with tonal resonance setting
  • Micro-tubing mandrel and pressure tester
  • Dream-water infusion basin (for tempering leather and steel)
  • Hand-drill and rivet press
  • Fine humidity clamps to cure leather under controlled mist
  • Alchemical goggles to watch for flux changes in steam lily ink

Skill Requirements

  • Leatherworking (Advanced): to braid and temper kelp-leather without cracking.
  • Steamcraft Engineering (Intermediate): to integrate boiler core and tubing safely.
  • Runecrafting (Intermediate): inscribing and charging Vo-Run charms correctly.
  • Hydromancy Attunement (Basic): to harmonize dream-water infusion and prevent feedback burn.
  • Safety Pressure Calculations (Basic): to test and tune steam discharge without self-damage.

Crafting Steps

  1. Leather Preparation:
    Soak kelp-leather strands in dream-water overnight; massage binding resin while braiding into a dense but supple coil. Dry under mist clamps to retain humidity without rot.
  2. Tubing Integration:
    Thread micro-brass tubing through the coil’s interior, feeding lines to the miniature boiler core. Use the pressure tester to confirm no leaks; anneal tubing ends with precision forge to avoid sharp kinks.
  3. Charm Inset & Vo-Run Inscriptions:
    Carve six housing nodes along the whip and embed Vo-Run charms, securing with binding resin. Ink each with steam lily markings, chanting appropriate Ngara-Vo tones to lock magical flow.
  4. Boiler Assembly:
    Seat the miniature boiler at the handle, aligning steam channels to the tubing and sealing with dream-steel coupler. Test discharge in short pulses to calibrate safe steam burst intensity.
  5. Attunement & Tempering:
    Immerse the entire whip into the dream-water infusion basin while softly intoning hydromantic syllables. This step ties the weapon’s steam cycle to the wielder’s Mind’s Eye and prevents uncontrolled venting.
  6. Handle & Grip Finalization:
    Wrap river quartz beads into the grip to provide tactile magical feedback; finish with leather wraps for safe handling.
  7. Pressure & Safety Trials:
    Charge boiler and crack whip in controlled space. Adjust rune alignment and steam valves until discharge is sharp but stable and tubing remains cool enough for trunk contact.

A completed Steamlash Trunkwhip-442 hums faintly when handled, steam channels glowing dimly. If correctly crafted, the first activation should feel smooth and cool before the weapon’s heat rises—a sign of balanced dream-water charge and safe venting.

First Lash of Steam and Dream

Hear now the cracked tale, written by salt-handed scribes whose tongues forgot and found again the old rivers’ speech. Long ago, before the docks of Dreamtide had wheels and rails, before steam sang in iron veins, there was only rope and lung and fear.

In the time of Water-Mothers, when whale-guardians rode foam and cloud, a young tusked keeper named Othru of the Deep Fog guarded the drifting piers. The sea that year was fevered; monsters rose with shells like night and teeth like millstones. Nets tore. Harpoons snapped. Even the great Nga-Tara could not hold the lines when the tide boiled with dark things.

Othru dreamed. In her dream she walked among broken masts and felt the Weaver Yirra pulling long threads of mist through her trunk. She awoke clutching shapes of thought: coils, tubes, whisper-steam and singing glyphs. She cut kelp at moonrise, boiled brass in rainwater, carved charms of Vo-Run with bleeding fingers. Three nights she labored while sea roared and elders scoffed.

On the fourth night she tested the lash. Steam hissed along its braided belly. The first crack split mist and shook the docks like thunder. The sea-beast that had stalked the quay recoiled, blinded by white cloud and scalding hiss. Othru struck again and wrapped its jaw, pulling the horror back into tide and binding it to the dream-current. From that fight, the piers lived.

Yet her victory burned her too: steam scalded her trunk, left long pale scars. She taught others anyway, whispering, “Pain is price when dream becomes iron.” Those who learned to weave lash and mist kept Dreamtide safe and forged new trades; steam drove harpoons, engines, and cranes. The Steamlash became sign of vigilance — but also of humility.

So the whip passed hands and tongues. Some say Othru vanished into a Dreampool, riding a thread of vapor into Yirra’s loom; some say she walks the lowest docks still, ghostly trunk trailing steam.

Moral: Power taken from dream and water saves when guided by care, but burns the careless hand; mastery asks for pain and patience before strength.

Suggested conversions to other systems:


Call of Cthulhu (7th Edition)
Steamlash Trunkwhip-442
Type: Exotic Melee/Reach Weapon
Damage: 1D8+DB (blunt/steam burn)
Range: 4 m flexible reach; can attempt grapple/disarm at distance
Uses: 6 steam charges per reservoir
Skills: Requires Whip (specialization of Fighting or improvised Combat) 25% base; Hydromancy or Mechanical Repair rolls to maintain
Passives:
• Steam-Vein Sense — wielder gains +10% Listen when the whip is extended (picking up low hissing or water movement).
• Kelp-Braid Grip — reduces Fumble chance by 5%.
Actives:
• Steam Lash (1 charge): scalding mist adds +1D4 fire/heat damage on next hit.
• Snare Pull (1 charge): after successful hit, opposed STR vs. target’s STR to pull target 1–3 m closer.
• Mist Screen (2 charges): create a 2 m fog for 1D4 rounds giving partial concealment.
Drawback: On malfunction (96–100 or fumble), 1D4 damage to wielder’s trunk/arm and whip jams.
Tags: Steampunk, Hydromancy, Reach, Disarm, Fire/Steam Damage, Concealment, Control, Heavy, Exotic


Blades in the Dark
Steamlash Trunkwhip-442
Item Load: 2 (special)
Effect: Counts as Fine and Unusual Weapon for all close/near reach.
Passives:
• Always +1 effect when trying to disarm or entangle.
• Gives +1D when Prowl/Skirmish involves climbing, swinging, or anchoring.
Actives (each use 1 steam charge, must have 6 max):
• Scalding Crack — increase weapon potency (harm as heavy weapon; inflict level 2 burn harm).
• Steam Veil — create instant heavy smoke/mist to break line of sight or confuse foes (lasts 1–2 ticks).
Drawbacks: Every two uses of steam require a Rig or Tinker roll to avoid partial jam/harm (level 1 self-burn harm on fail).
Tags: Fine Weapon, Ranged Melee, Control, Area Denial, Fire/Steam, Mist Cover, Tech Reliant


Dungeons & Dragons (5e)
Steamlash Trunkwhip-442
Weapon (whip), uncommon (requires attunement by a creature with a trunk or prehensile limb)
Damage: 1d6 slashing + 1d4 fire (steam)
Properties: Finesse, Reach, Special
Passives:
• Dream-Infused Flex: +1 to attack rolls and grapple/disarm checks made with this whip.
• Low Mist Alert: While wielding, gain advantage on Perception (hearing/water flow) in damp areas.
Actives:
• Steam Crack (3/day): Bonus action, next hit adds 1d6 fire and forces STR save DC 13 or be pulled 10 ft.
• Mist Curl (2/day): Action, create 10 ft radius lightly obscuring mist centered on self for 1 minute; counts as fog for hiding.
• Anchor Swing: As reaction when falling, may lash onto solid anchor point within reach to reduce fall by 20 ft.
Drawback: After 3 activations without rest, DC 12 Con save or take 1d4 fire damage to self.
Tags: Reach, Finesse, Steam, Fire, Control, Pull, Mobility, Exotic


Knave (latest)
Steamlash Trunkwhip-442
Type: Exotic Reach Weapon
Damage: d8 (slashing/steam burn)
Weight: 2 slots
Passives:
• Advantage on checks to climb, swing, or entangle foes within reach.
• Sensitive to vibration/water: +1 Awareness when deployed.
Actives (consume 1 Steam Charge each, 6 charges max):
• Steam Crack: +1 damage die and ignite target for d4 ongoing burn until doused.
• Mist Screen: Create 10’ radius light cover for 1 Turn.
• Pull: If you hit, test STR vs STR to yank foe 5’.
Drawback: If reservoir runs dry or misfires, take d4 burn and whip is disabled until repaired (Tinker/Mechanics test).
Tags: Reach, Fire/Steam, Pull, Concealment, Swing/Climb, Heavy, Mechanical, Rare


Fate (Core)
Steamlash Trunkwhip-442
Aspect: “Coiled Steam and Dream-Taught Reach”
Type: Extraordinary Weapon — Reach and Control
Weapon Rating: 2 (whip base)
Passives:
• Flexible Steam Spine — Gain +2 to Create an Advantage with Athletics or Fight when using the whip to entangle, disarm, or swing.
• Sensory Feedback — +1 to Notice when the whip is unfurled and vibrating through mist or water.
Actives:
• Steam Crack (1 Fate Point): Inflict Burn Aspect with one free invoke on a successful Fight attack; describe scalding mist lashing over target.
• Mist Curl (1 Fate Point): Create a Scene Aspect “Concealing Steam” with two free invokes, granting cover/hiding potential.
Drawback: If you invoke the whip’s steam more than twice per scene without rest, GM may compel “Boiler Overpressure” to cause harm or disablement.
Tags: Exotic, Reach, Steam-Fire, Scene Control, Burn, Concealment, Tether


Numenera & Cypher System
Steamlash Trunkwhip-442
Level: 4 Artifact
Form: Steam-driven whip with dreamsteel channels and kelp-leather coil
Effect:
• Melee attack as medium weapon: 4 damage + 2 fire (heat) on hit.
• On successful hit, spend 1 charge to pull target up to immediate distance (might defense to resist).
• Can spend 2 charges to emit dense steam cloud: 10 ft radius, grants +2 to Speed defense from ranged attacks and obscures line of sight for 1 minute.
Passives:
• +1 to Balance and Climb tasks when whip deployed.
• +1 to Perception checks when extended near water or mist.
Depletion: 1 in 1d20 per use when steam features used; refilling requires Mechanics or Numenera craft (level 4) and a fresh water source.
Tags: Exotic, Control, Steam Mist, Burn, Reach, Pull, Mobility, Rare Tech


Pathfinder (2e)
Steamlash Trunkwhip-442
Weapon (Advanced, Uncommon)
Damage: 1d8 slashing + 1d4 fire (steam)
Traits: Agile, Disarm, Reach, Trip, Modular (bludgeoning or slashing), Steam Powered
Usage: Two hands (attached to trunk bracer or hand)
Passives:
• When wielded in humid or aquatic conditions, +1 item bonus to Athletics checks for Trip or Disarm.
• Grants +1 circumstance bonus to Perception for detecting movement in mist or water while unfurled.
Actives:
• Steam Crack (3/day): Single action, next Strike deals additional 1d6 fire damage and forces Reflex save DC 18 or become dazzled 1 round.
• Mist Curl (2/day): Two actions, create a 10-foot burst of mist that provides concealment (DC 5 flat check to target through). Lasts 1 minute or until wind clears.
• Anchor Swing: Reaction, if falling within whip’s reach of anchor point, reduce fall distance by 20 feet and remain dangling.
Drawback: After 3 activations without downtime, Fortitude DC 15 or take 1d4 fire damage to wielder and weapon becomes broken until repaired.
Tags: Exotic, Reach, Steam-Fire, Concealment, Mobility, Control, Rare


Savage Worlds (Adventure Edition)
Steamlash Trunkwhip-442
Category: Exotic Melee Weapon
Damage: Str+d8 + 1d4 heat
Reach: 2
Weight: 6 lb.
Passives:
• Dreamsteel Conduit — +1 to Athletics rolls for climbing/swinging when whip anchored.
• Low Mist Awareness — +1 to Notice in fog, steam, or near water while deployed.
Actives:
• Steam Crack (3 PP or 3 Steam Charges): Strike adds +1d6 fire damage and target makes Agility roll vs user’s Fighting; failure leaves target Vulnerable.
• Mist Veil (3 PP or 3 Steam Charges): Action, creates a Small Burst Template of heavy mist granting obscurement (-2 to ranged attacks through). Lasts 3 rounds or until dispersed.
• Pull/Trip: On a successful hit with a raise, spend 1 charge to pull foe 1d6” closer or knock prone (Agility negates).
Quirk: Each time steam is used more than twice in an encounter, make a Vigor roll; on failure take Fatigue from heat backlash.
Tags: Exotic, Reach, Steam-Fire, Mist Cover, Pull, Trip, Mobility, Rare Gear


Shadowrun (6E)
Steamlash Trunkwhip-442
Category: Exotic Melee Weapon (Whip Variant)
Accuracy: 5
Reach: 2
Damage Value: 6P + 2 Fire (steam burn)
AP: –2
Modes: Melee or Throw (STR x 2 m range)
Passives:
• Steam-Enhanced Flex: +1 die on Grapple or Disarm tests when using the whip.
• Low Mist Resonance: +1 dice pool to Perception (Hearing/Water Flow) when whip extended in humid or misty zones.
Actives:
• Steam Crack (Free Action, 1 charge): Next successful attack adds +2 DV and causes 1 round of Burning status (net hits vs Body to resist).
• Mist Curl (Complex Action, 2 charges): Create 5m radius Light Obscurement for 1 Combat Turn, giving attackers –2 dice to ranged attacks.
• Reel & Snare (Complex Action, 1 charge): After hit, make opposed Strength + Unarmed vs Strength + Athletics to pull target STR meters closer or trip.
Capacity: 6 steam charges; reloading requires Engineering (Armorer) test, Threshold 2, 1 minute per 3 charges.
Drawback: Glitch on attack roll inflicts 2P backfire damage to wielder’s limb from steam surge.
Tags: Exotic, Reach, Steam-Fire, Control, Mist Cover, Pull, Grapple


Starfinder
Steamlash Trunkwhip-442
Level: 6
Price: 4,200 credits
Weapon Type: Melee — Advanced, Technological
Bulk: 1
Damage: 1d8 S + 1d4 F (slashing + fire)
Critical: Knockdown
Special: Reach, Disarm, Trip, Powered (steam charges)
Passives:
• Dreamsteel Feedback — +1 insight bonus to Athletics checks to swing, climb, or grapple when whip is powered.
• Hydrosense — +1 Perception bonus for hearing or feeling movement through water/mist when extended.
Actives:
• Steam Crack (3/day): Swift action, next attack deals extra 1d6 fire and target Reflex DC 15 or flat-footed 1 round.
• Mist Veil (2/day): Standard action, create 10-ft cloud providing concealment; lasts 1 minute or until dispersed.
• Anchor Swing: Reaction to reduce fall by 20 ft when near anchor point.
Usage: 10 charges; capacity 10. Charges can be reloaded with a water battery or Engineering DC 18 using natural water and heat source (10 minutes).
Tags: Reach, Fire/Steam, Concealment, Control, Mobility, Rare Tech


Traveller (Mongoose 2e)
Steamlash Trunkwhip-442
TL: 9 (steampunk/arcane hybrid)
Weight: 2 kg
Cost: Cr6000
Damage: 3D6 (bludgeoning + steam burn)
Reach: 2 m
Passives:
• Tactile Resonance — +1 DM on Recon or Athletics when sensing vibration or using whip for stability.
• Fine Control — +1 DM on attempts to disarm, trip, or retrieve items at distance.
Actives:
• Steam Crack (2/day): Adds +1D damage and causes target to suffer DM–1 on next action from pain/heat.
• Mist Curl (2/day): Creates heavy mist in 3m radius for 1D6 rounds; DM–2 to ranged attacks through mist.
• Anchor Swing: As reaction, negate 10m of fall distance.
Power: 6 steam cycles; recharging requires Mechanics 8+ and 1D6 minutes per cycle.
Mishap: On attack roll of 2, steam vents back, dealing 1D3 damage to user and disabling whip until repaired.
Tags: Exotic, Steam-Fire, Reach, Control, Concealment, Grapple, Tech


Warhammer Fantasy Roleplay (4e)
Steamlash Trunkwhip-442
Weapon Group: Flails & Whips (Exotic)
Encumbrance: 2
Availability: Rare (Jungle River Ports, Dreamtide workshops)
Damage: SB+4 + (1 Fire)
Qualities: Reach, Entangling, Flexible, Smoke (special mist effect), Dangerous (misfire risk)
Passives:
• Mist-Borne Sense — +10 Perception (Hearing/Water Flow) while unfurled.
• Controlled Swing — +10 to Athletics when climbing or balancing with whip support.
Actives:
• Steam Crack (3/day): Attack gains Damaging; adds +1 Damage die and target takes 1 Ablaze Condition.
• Mist Curl (2/day): Create Light Smoke in 6 yd radius, imposing –10 BS to ranged attacks through it for 1 minute.
• Anchor & Pull: Opposed Strength vs Agility to drag foe 2 yd or cause prone.
Risk: On a failed attack roll of 96–00 or fumble, user suffers 1 Wound ignoring armour from steam backlash and whip gains the Damaged condition.
Value: 120 gc standard, up to 200+ gc mastercrafted.
Tags: Exotic, Steam, Fire, Reach, Concealment, Entangling, Rare Gear