Whips
Begun Training to Skilled
Crack a whip for the first time.
1 Day Cooldown
Accidentally strike yourself with a whip in a legitimate combat scenario.
1 Day Cooldown
Accidentally strike an opponent with a whip when trying to instead ensnare them.
1 Day Cooldown
Upon ensaring an opponent, lose the combat encounter after they cut the whip.
1 Day Cooldown
Let go of your whip when trying to swing from one place to another, falling and injuring yourself.
1 Day Cooldown
Feat
Skilled to Proficient
Swing from one vantage point to another using a whip.
4 Day Cooldown
Suffocate an opponent using your whip.
4 Day Cooldown
Disarm an opponent with a whip in a legitimate combat encounter.
4 Day Cooldown
Cause an opponent to retreat in a legitimate combat encounter through intimidating them via your whip.
4 Day Cooldown
Blind an opponent using your whip in a legitimate combat encounter.
4 Day Cooldown
Feat
Proficient to Highly Proficient
Use a whip to swing from a vantage point onto a moving vehicle (can couple with a feat or task from Vehicle Boarding)
1 Week Cooldown
Ensnare an ally with a whip without harming them, pulling them out of harms way.
1 Week Cooldown
Ensnare a fleeing, important target with your whip; saving the mission by doing so.
1 Week Cooldown
Defeat an equally skilled Sabre combatant in a legitimate combat encounter using a whip, without disarming them.
1 Week Cooldown
Steal something delicate from an opponent's hands using a whip, without damaging the thing you are taking.
1 Week Cooldown
Feat
Highly Proficient to Mastery
Disarm an equal-tiered opponent of their lightsaber using a whip.
3 Week Cooldown
Ensnare one enemy to throw them into another, knocking both out in a legitimate combat encounter.
3 Week Cooldown
Use a Lightwhip successfully for the first time.
3 Week Cooldown
Fight an opponent with a Lightsaber using a Lightwhip in a legitimate combat encounter.
3 Week Cooldown
Successfully dual-wield whips in a legitimate combat encounter.
3 Week Cooldown
Feat
Mastery to Extreme Mastery
Use a whip to ensnare a player character who is faster than you in a legitimate encounter.
6 Week Cooldown
Defeat an equal-tiered opponent, player or NPC, in a legitimate duel using a Lightwhip.
6 Week Cooldown
Successfully dual-wield Lightwhips in a legitimate combat encounter to defeat an opponent of equal tier.
6 Week Cooldown
Use a whip to board a ship that has already taken off and is flying away. Can couple with feats or tasks needed for Ship Boarding.
6 Week Cooldown
Teach someone in Whips to the level of Proficient.
6 Week Cooldown
Feat
Extreme Mastery to The Mastery
Defeat an equal-tiered opponent who uses a lightsaber, player or NPC, in a legitimate combat encounter duel using a regular whip.
9 Week Cooldown
Defeat a room of 50+ competent opponents using nothing but a whip, without a speed or strength advantage.
9 Week Cooldown
Defeat an opponent with Superhuman or higher durability in a legitimate combat encounter using a whip, all the while remaining at regular human strength and at the same speed.
9 Week Cooldown
Use a whip to bring down a passing Starfighter.
9 Week Cooldown
Ensnare a Tier 0 with a whip in a legitimate encounter.
9 Week Cooldown