vault backup: 2026-03-12 12:16:42
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## AF-01 - Physical Output Engine
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- **Strength:** 16
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- **Dexterity:** 18
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- **Constitution:** 12
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-> Designed for explosive acceleration and mid-combat repositioning.
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## AF-02 - Cognitive Engine
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- **Intelligence:** 13
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- **Willpower:** 12
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- **Charisma:** 8
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->Curiosity-driven processing core. Social subroutines underdeveloped.
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[[Players/AXIOM-07/Upgrades/Attribute Frame|Upgrades]]
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Axiom-07 was one of the earliest Hive construct prototypes. It is slim, lightly armored, built around a 7cm artificial Life Orb and a visible Ether containment core. Unlike later Hive constructs, the orb did not merely animate the chassis.
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The Chrysid engineer and the bound Ganymede responsible for the project made a decision the Hive did not approve of: They released it.
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Now Axiom-07 travels Lumen freely, curious, cheerful, dangerous and independent, while Hive retrieval units hunt it down.
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[[Players/AXIOM-07/CHASSIS CONFIGURATION]] -> Core Stats
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[[Players/AXIOM-07/ATTRIBUTE FRAME]] -> Physical and Non-Physical Stats
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[[Players/AXIOM-07/DEFENSIVE PLATING SYSTEM]] -> Armor Stats
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[[Players/AXIOM-07/SOUL SUB-SYSTEMS]] -> Stats related to the sustainment of the construct
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[[Players/AXIOM-07/MOMENTUM ENGINE]] -> Core Movement Mechanics
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[[Players/AXIOM-07/WEAPON SYSTEMS]] -> Mechanics related to weapons
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[[Players/AXIOM-07/Upgrades/Talents]] -> More Be an annoying fuck
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[[Players/AXIOM-07/Upgrades/Mantras|Mantras]] -> Be an annoying fuck
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## CC-01 - Integrity Frame
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**HP:** 12 + (3 HP + Fortitude Modifier)
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**Posture:** 14
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Regain (**Posture ÷ 10, rounded down**) Posture at the start of your turn.
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-> Lightweight exoskeletal structure. Minimal plating.
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## CC-02 - Ether Containment Battery
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**Ether Capacity:** 30
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Regain **2 Ether** at the start of your next turn if:
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- You dealt damage last round OR
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- You moved at least 6m OR
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- You were targeted by an attack.
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-> Visible containment chamber adjacent to Life Orb housing.
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## CC-03 - Cognitive Stability Matrix
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**Sanity:** 9
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-> Artificially stabilized consciousness. Subject experiences Depth exposure normally, though breakdown manifests as behavioral instability rather than emotional collapse.
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[[Players/AXIOM-07/Upgrades/Chassis Configuration|Upgrades]]
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[[Players/AXIOM-07/Upgrades/Core Stats|More Upgrades]]
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## DP-01 - Physical Reinforcement Lattice
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- **Blunt AC:** 15
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- **Slash AC:** 15
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- **Pierce AC:** 15
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-> Hardened alloy ribbing beneath outer frame. Balanced physical mitigation.
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## DP-02 - Elemental Conductivity Profile
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- **Fire AC:** -25
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- **Lightning AC:** -25
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- **Force AC:** 0
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- **Necrotic AC:** 15
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- **Gas AC:** Immune
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- **Holy AC:** 0
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- **Blood AC:** Immune
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- **Ice AC:** 0
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-> Prototype instability causes severe elemental conductivity issues.
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The Ether Battery architecture makes the chassis highly volatile when exposed to thermal overload and electrical discharge.
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[[Players/AXIOM-07/Upgrades/Defensive Plating System|Upgrades]]
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Max Momentum: **10**
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Gain Momentum:
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- Move 6m or more: +1
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- Successful dodge: +1
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- Successful parry: +1
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- Airborne hit: +1
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- Kill within 1 round of engagement: +2
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Lose Momentum if:
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- You do not move at least 3m during your turn: -1
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- You become staggered: -2
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- You take fire or lightning damage: -1
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## Momentum Abilities (Level 1)
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**Jump (1 Momentum)**:
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* You can high-jump and long-jump twice as far, at the cost of 1 momentum.
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**Burst (1 Momentum)**:
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* You can spend 1 momentum to add 3 meters to your normal movement speed for 1 turn. You may use Burst a maximum of **once per turn.**
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Spending momentum can be done at any time, for any amount of momentum. This does not require an action or bonus action.
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[[Players/AXIOM-07/Upgrades/Momentum Engine|Upgrades]]
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## SSS-01 - Soul Sustainment System (SSS)
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The Life Orb houses an artificial soul stabilized through an Ether-based battery matrix. This soul is not self-sustaining. It requires Ether to remain anchored to the chassis.
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If Ether is depleted:
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- You enter **Destabilization**:
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- Movement halved
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- -2 to attack rolls
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- Lose 2 Posture per round
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If still at 0 Ether at the end of your next turn:
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- Enter Orb State
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Your "body" does not turn to ash when your soul/orb leaves it.
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**Soul-targeting effects that rely on organic vessels have disadvantage against you.**
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---
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## SSS-02 - Posture Regulation System (PRS)
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Your soul is engineered and externally housed.
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You may:
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- Convert **2 Ether -> 1 Posture** (Bonus Action)
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- Maximum 4 Posture restored per round via conversion.
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- Spend **5 Ether** when posture broken to immediately recover from staggered state (1/short rest)
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---
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## SSS-03 - Emergency Core Separation (ECS)
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When Axiom-07 is reduced to **0 HP**, the Integrity Frame collapses and the Life Orb forcibly ejects from the chassis.
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This replaces standard Incapacitation behavior.
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- The chassis becomes inert.
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- The normal **3-round recovery timer** begins.
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- The Orb becomes targetable.
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## Orb State
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**Health:** 5 + (Level / 2, rounded down)
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**AC** 12
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**Duration:** Up to 3 rounds
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**Size:** Tiny
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**Movement:** Hover 6 meters per turn
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While in Orb State:
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- You cannot attack.
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- You cannot parry.
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- You cannot gain Momentum.
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- You cannot use weapons or modules.
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- You may Hide.
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- You may be carried (recovery timer pauses).
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Being hit while in Orb State:
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- Resets the 3-round recovery timer (as normal).
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Execution rules apply normally. Environmental Death still applies. You may only benefit from **one “revival-enhancing” effect per Orb State.**
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## SSS-03-A – Critical Destabilization
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If you enter Orb State with **0 Ether**
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- You begin structural dissipation.
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- At the end of each round:
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- Lose 1 current Sanity.
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- If current Sanity reaches 0 while in Orb State:
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- Permanent destruction.
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You cannot reform a shell while at 0 Ether.
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---
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## SSS-04 - Emergency Reassembly Protocol (ERP)
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### Method 1 - Self-Reconstruction
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Requirements:
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- At least 1 Ether
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- Action
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- DC 15 Stability Check (Constitution or Intelligence)
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On success:
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- The collapsed chassis reassembles.
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- You return at **1 HP**.
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- Recovery timer ends.
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On failure:
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- No reconstruction.
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- You may attempt again next round (if Ether remains).
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Cost:
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- 1 Ether per attempt.
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### Method 2 - External Ether Injection
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An ally may spend an Action to transfer 3 Ether to Axiom-07.
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Result:
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- Immediate chassis reassembly at 1 HP.
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- No check required.
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[[Players/AXIOM-07/Upgrades/Soul Sub-Systems|Upgrades]]
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## AF-01-A – Reinforced Servo Bracing
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**Cost:** 2 Scout Parts
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Micro-reinforced joints allow the frame to distribute force more efficiently under load.
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**Effect:**
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- You count as one size larger for **carry weight and shove/grapple capacity**.
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- You no longer suffer disadvantage when dragging a creature your size.
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## AF-01-B – Vectorized Acceleration Array
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**Cost:** 3 Scout Parts
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Servo recalibration improves directional burst efficiency.
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**Effect:**
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- The first 3 meters of movement each turn do **not provoke opportunity attacks**.
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- If you move at least 6 meters in a straight line before attacking, you gain +1 to hit.
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## AF-01-C – Impact Dampening Spine
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**Cost:** 2 Seeker Parts
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Internal spinal lattice upgraded with flexible shock-absorption filaments.
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**Effect:**
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- Reduce fall damage by half.
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- You gain advantage on checks to resist being knocked prone.
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## AF-02-A – Parallel Thought Partitioning
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**Cost:** 3 Seeker Parts
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Cognitive threads split into dual-processing lanes.
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**Effect:**
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- Once per round, you may reroll a failed Investigation, Perception, or Insight check.
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- When concentrating on a Mantra, the first time you would lose concentration each combat, you instead maintain it.
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## AF-02-B – Social Emulation Suite
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**Cost:** 2 Hunter Parts
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Improved mimicry routines and adaptive tonal modulation.
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**Effect:**
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- Gain proficiency in Persuasion or Deception (choose once).
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- When speaking to constructs or artificial beings, you gain advantage on social checks.
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# CC-01 – Integrity Frame
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---
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## CC-01-A – Reinforced Core Ribbing
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**Cost:** 2 Scout Parts
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Additional alloy ribs are installed around the Life Orb housing.
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**Effect:**
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- +4 Max HP
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- When you are reduced to 0 HP, you gain 1 temporary HP before entering Orb State (once per long rest).
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---
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## CC-01-B – Stabilized Gyro Matrix
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**Cost:** 3 Seeker Parts
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Internal gyros reduce collapse shock during heavy impact.
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**Effect:**
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- +2 Max Posture
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- The first time each combat you would become posture-broken, reduce incoming posture damage by 2.
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---
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# CC-02 – Ether Containment Battery
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---
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||||
## CC-02-A – Improved Ether Insulation
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**Cost:** 2 Scout Parts
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Containment chamber reinforced with ether-resistant lining.
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**Effect:**
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- +5 Max Ether
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- When you take Fire or Lightning damage:
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- Reduce that damage by 2 after mitigation.
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---
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||||
## CC-02-B – Auxiliary Micro-Capacitors
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**Cost:** 3 Seeker Parts
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Small backup capacitors embedded around the battery ring.
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**Effect:**
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- Once per short rest, when reduced to 0 Ether, immediately regain 3 Ether.
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- Destabilization penalties are delayed by 1 round.
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---
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# CC-03 – Cognitive Stability Matrix
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---
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||||
## CC-03-A – Emotional Dampening Node
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**Cost:** 2 Seeker Parts
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Reduces erratic behavioral spikes under stress.
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**Effect:**
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- +2 Max Sanity
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- When you would enter the 33% Sanity threshold, you instead delay its effects by 1 round.
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---
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## CC-03-B – Memory Redundancy Archive
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**Cost:** 4 Hunter Parts
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Fragments of previous data-states are backed up into hardened memory coils.
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**Effect:**
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- When entering Orb State, you do not lose Sanity from Critical Destabilization for the first round.
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- Once per long rest, if you would permanently die due to Sanity reaching 0, remain at 1 Sanity instead.
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### HP Gain Per Level:
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1d6 + CON modifier
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### Ether Gain Per Level:
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+2 base per level
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### Posture Gain Per Level:
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+1 per 2 levels
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### Posture Regen:
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Base: 1 per round
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Increase by:
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+0.5 every 4 levels
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### Ether Regen:
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Base: 2 per round
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Increase by:
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+1 at level 8
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+1 at level 15
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# DP-01 – Physical Reinforcement Lattice
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---
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||||
## DP-01-A – Densified Alloy Weave
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**Cost:** 2 Scout Parts
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||||
Additional micro-layer plating installed beneath primary ribbing.
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**Effect:**
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- +5 Blunt AC
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- +5 Slash AC
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- +5 Pierce AC
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---
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## DP-01-B – Reactive Impact Bracing
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**Cost:** 3 Seeker Parts
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Internal supports redistribute force on heavy impacts.
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**Effect:**
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- When you take 15+ damage from a single physical hit:
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- Reduce that damage by 5 after mitigation.
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- Does not apply to elemental damage.
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---
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## DP-01-C – Adaptive Armor Shifting
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**Cost:** 4 Hunter Parts
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||||
Armor plates subtly reorient when detecting repeated attack vectors.
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**Effect:**
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- When hit twice in a round by the same physical damage type:
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- Gain +5 AC against that type until the start of your next turn.
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---
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# DP-02 – Elemental Conductivity Profile
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||||
---
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||||
## DP-02-A – Thermal Shielding Mesh
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**Cost:** 2 Scout Parts
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Heat-resistant mesh layered around Ether conduits.
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**Effect:**
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- Fire AC improves from -25 → -15.
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- The first Fire hit each combat deals 25% less damage (after mitigation).
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---
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||||
## DP-02-B – Lightning Grounding Rod
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**Cost:** 3 Seeker Parts
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Grounding prongs installed along lower chassis.
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**Effect:**
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- Lightning AC improves from -25 → -15.
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- The first Lightning hit each combat deals 25% less damage (after mitigation).
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---
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||||
## DP-02-C – Stabilized Ether Routing
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**Cost:** 4 Hunter Parts
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Ether flow is rerouted through insulated channels to prevent overload.
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**Effect:**
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- Fire AC improves from -15 → -5.
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- Lightning AC improves from -15 → -5.
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---
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||||
## DP-02-D – Entropic Dampener Field
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**Cost:** 5 Hunter Parts
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||||
A thin fluctuating field disperses high-energy impact before contact.
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**Effect:**
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- Once per round, when you take Elemental damage:
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- Reduce it by 5 after mitigation.
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- Does stack with Reactive Impact Bracing.
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||||
@@ -0,0 +1,149 @@
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### 1-Star Mantras
|
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Available from **Level 1**
|
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### 2-Star Mantras
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Begin appearing at **Level 5**
|
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### 3-Star Mantras
|
||||
Begin appearing at **Level 9**
|
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|
||||
---
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||||
# 1-STAR MANTRAS
|
||||
---
|
||||
## Dash
|
||||
**Type:** Mobility
|
||||
**Cost:** 1 Momentum + 2 Ether
|
||||
**Action**: Bonus Action
|
||||
**Cooldown:** 2 rounds
|
||||
Propel yourself up to **6 meters** in a straight line.
|
||||
- Does not provoke opportunity attacks.
|
||||
- Can pass through enemy spaces (cannot end inside them).
|
||||
## Slide
|
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**Type:** Mobility
|
||||
**Cost:** 1 Momentum + 1 Ether
|
||||
**Action:** Bonus Action
|
||||
**Cooldown:** 1 round
|
||||
Lower profile and slide **4.5 meters**.
|
||||
- Counts as half-cover.
|
||||
- Can pass under obstacles or through narrow spaces.
|
||||
- If you pass through an enemy’s threatened space, they have disadvantage on opportunity attacks.
|
||||
## Wall Jump
|
||||
**Type:** Mobility
|
||||
**Cost:** 1 Momentum + 1 Ether
|
||||
**Action:** Bonus Action (when adjacent to vertical surface)
|
||||
**Cooldown:** 1 round
|
||||
Kick off a wall and move up to **6 meters** in any direction.
|
||||
- Does not provoke opportunity attacks.
|
||||
- Resets fall distance if used mid-fall.
|
||||
## Ground Slam
|
||||
**Type:** Combat
|
||||
**Cost:** 2 Momentum + 2 Ether
|
||||
**Activation:** Action (must be airborne)
|
||||
**Cooldown:** 2 rounds
|
||||
Descend rapidly to a point within 6 meters below you.
|
||||
On impact:
|
||||
- 1d8 Blunt damage in 3m radius
|
||||
- 2 Posture damage to all hit
|
||||
- You take no fall damage
|
||||
## Vector Step
|
||||
**Type:** Mobility
|
||||
**Cost:** 1 Momentum + 1 Ether
|
||||
**Action:** Reaction (when targeted by melee)
|
||||
**Cooldown:** 3 rounds
|
||||
Shift 4.5 meters sideways before the attack resolves.
|
||||
- Gain +2 to Dodge for that attack.
|
||||
|
||||
---
|
||||
# 2-STAR MANTRAS
|
||||
---
|
||||
## Overrun
|
||||
**Type:** Combat
|
||||
**Cost:** 3 Momentum + 2 Ether
|
||||
**Action:** Action
|
||||
Charge 6 meters in a straight line.
|
||||
- First target hit takes **2d8 Blunt**
|
||||
- Takes 4 Posture damage
|
||||
- You continue moving past them.
|
||||
Cannot be used if you have less than 5 momentum.
|
||||
|
||||
## Airstep
|
||||
**Type:** Support
|
||||
**Cost:** 2 Momentum + 2 Ether
|
||||
**Action:** Bonus Action
|
||||
Create a brief mid-air platform.
|
||||
- Move 3 meters in any direction while airborne.
|
||||
- Dash and Wall Jump Cooldowns are reset.
|
||||
|
||||
## Lift Vector
|
||||
**Type:** Mobility
|
||||
**Cost:** 3 Momentum + 2 Ether
|
||||
**Action:** Bonus Action
|
||||
**Cooldown:** 4 rounds
|
||||
Launch upward up to 9 meters vertically.
|
||||
- Does not provoke opportunity attacks.
|
||||
|
||||
## Flow Reset
|
||||
**Type:** Support
|
||||
**Cost:** All Momentum
|
||||
**Action:** Bonus Action
|
||||
**Cooldown:** 5 rounds
|
||||
Stabilize your kinetic systems.
|
||||
- Immediately lose all Momentum
|
||||
- Regain 1 posture + 2 ether for every momentum spent
|
||||
|
||||
## Kinetic Redirect
|
||||
**Type:** Combat
|
||||
**Cost:** 2 Momentum + 2 Ether
|
||||
**Action:** Bonus Action
|
||||
**Cooldown:** 2 rounds
|
||||
After hitting with a melee attack:
|
||||
- Roll a strength throw against the target. If successful, push the target **3 meters** in a direction of your choice.
|
||||
- Deals +3 Posture damage.
|
||||
- This Posture damage is doubled if the target hits an obstacle.
|
||||
|
||||
---
|
||||
# 3-Star Mantras
|
||||
---
|
||||
## Rebound Strike
|
||||
**Type:** Combat
|
||||
**Cost:** 5 Momentum + 3 Ether
|
||||
**Action:** Action
|
||||
**Cooldown:** 5 rounds
|
||||
Strike and ricochet off your target.
|
||||
- Deal 2d8 Blunt + 4 Posture.
|
||||
- Immediately move 6m in any direction.
|
||||
- If you collide with a surface, you may Wall Jump without spending Momentum.
|
||||
|
||||
## Spinal Breaker
|
||||
**Type:** Combat
|
||||
**Cost:** 4 Momentum + 3 Ether
|
||||
**Action:** Action
|
||||
**Cooldown:** 4 rounds
|
||||
Launch forward in a corkscrew line 6 meters long.
|
||||
- Each creature in the line takes 2d8 Slash.
|
||||
- Each takes 2 Posture damage.
|
||||
- You end at the farthest valid space.
|
||||
- If you hit at least 2 enemies, gain +2 Momentum.
|
||||
|
||||
## Terminal Flow
|
||||
**Type:** Support
|
||||
**Cost:** 6 Momentum + 4 Ether
|
||||
**Action:** Bonus Action
|
||||
**Cooldown:** 6 rounds
|
||||
For 3 rounds:
|
||||
- The first Momentum mantra each round costs 1 less (minimum 1).
|
||||
- First time you gain Momentum each round, gain +1.
|
||||
When this ends:
|
||||
- Lose 3 Momentum.
|
||||
|
||||
## Wallrun Protocol
|
||||
**Type:** Mobility
|
||||
**Cost:** 4 Momentum + 3 Ether
|
||||
**Action:** Bonus Action (must be adjacent to vertical surface)
|
||||
**Cooldown:** 4 rounds
|
||||
Engage traction spikes and run along a vertical surface for up to **9 meters**.
|
||||
- You may move horizontally along the wall.
|
||||
- You may ascend or descend up to 4.5 meters during the run.
|
||||
- You do not provoke opportunity attacks during this movement.
|
||||
- You must end on a valid surface (wall, floor, or ledge).
|
||||
If you attack during the wallrun:
|
||||
- Gain +1 Momentum.
|
||||
- Your attack gains +2 Posture damage.
|
||||
@@ -0,0 +1,43 @@
|
||||
## MOM-01 – Extended Kinetic Reservoir
|
||||
**Cost:** 2 Scout Parts
|
||||
Enhanced gyroscopic stabilizers allow greater kinetic storage.
|
||||
**Effect:**
|
||||
- Max Momentum increases from 10 → 12.
|
||||
---
|
||||
## MOM-02 – Aerial Feedback Thrusters
|
||||
**Cost:** 3 Seeker Parts
|
||||
Micro-bursts stabilize Axiom mid-air.
|
||||
**Effect:**
|
||||
- Gain +1 additional Momentum when hitting while airborne.
|
||||
- First airborne hit each round refunds 1 spent Momentum.
|
||||
---
|
||||
## MOM-03 – Aggressive Flow Routing
|
||||
**Cost:** 3 Seeker Parts
|
||||
Momentum becomes harder to bleed away.
|
||||
**Effect:**
|
||||
- If you lose Momentum due to inactivity:
|
||||
- You lose only 1 every 2 turns instead of every turn.
|
||||
- Being staggered now reduces Momentum by -1 instead of -2.
|
||||
---
|
||||
## MOM-04 – Heat Sink Vent Arrays
|
||||
**Cost:** 4 Hunter Parts
|
||||
Stabilized routing prevents kinetic loss under thermal stress.
|
||||
**Effect:**
|
||||
- Fire or Lightning damage no longer causes Momentum loss.
|
||||
---
|
||||
## MOM-05 – Kinetic Overdrive Core
|
||||
**Cost:** 5 Hunter Parts
|
||||
The engine can briefly exceed safe limits.
|
||||
**Effect:**
|
||||
- Max Momentum increases from 12 → 15.
|
||||
- When at max Momentum:
|
||||
- Gain +3 meters movement speed.
|
||||
- Gain +1 to Dodge throws.
|
||||
---
|
||||
## MOM-06 – Predator Acceleration Protocol
|
||||
**Cost:** 5 Hunter Parts
|
||||
The system identifies staggered prey.
|
||||
**Effect:**
|
||||
- When an enemy becomes Staggered within 9 meters:
|
||||
- Gain +2 Momentum.
|
||||
- Performing a Riposte grants +1 Momentum.
|
||||
@@ -0,0 +1,94 @@
|
||||
## WM-03 – Precision Oscillation Blade ("Crit Rapier")
|
||||
A mono-filament oscillation blade originally designed for precision carving and crystal shaping.
|
||||
**Module**: Secondary
|
||||
**Damage:** 1d8 Slash or Pierce (choose on hit)
|
||||
**Posture Damage:** 2
|
||||
**Penetration**: 20%
|
||||
**Chip Damage:** 0%
|
||||
**Riposte Modifier:** +2d8 Slash or Pierce
|
||||
**Properties:** Finesse, Light
|
||||
### Adaptive Strike Protocol
|
||||
When you successfully parry:
|
||||
- Your next melee attack deals +1d8 damage.
|
||||
|
||||
### Precision Strike Protocol
|
||||
When you riposte an enemy:
|
||||
* If the target’s Posture was broken this round by you:
|
||||
* Gain +5% additional Penetration for this Riposte only.
|
||||
|
||||
## WM-04 – Linear Accelerator of Reinforced Pylons ("Railgun")
|
||||
A high-output linear accelerator originally used for driving reinforced pylons into bedrock. Modified to fire condensed kinetic slugs.
|
||||
**Module**: Primary
|
||||
**Damage:** 2d10 Pierce
|
||||
**Posture Damage:** 6
|
||||
**Penetration:** 15%
|
||||
**Chip Damage:** 0%
|
||||
**Riposte Modifier:** +2d8 Pierce
|
||||
**Range:** 18 meters/54 meters
|
||||
**Cost:** 4 Ether
|
||||
**Cooldown:** 1 round
|
||||
**Properties:** Heavy
|
||||
|
||||
### Kinetic Overdrive
|
||||
Costs 4 additional ether (8 in total)
|
||||
Before firing:
|
||||
- Convert damage to **Pierce + Force** (split evenly).
|
||||
- Double Posture Damage for that shot only (before other modifiers).
|
||||
- Increase Penetration by 20% for that shot only.
|
||||
- Increase Chip Damage by 20% for that shot only
|
||||
Weapon overheats after usage and has to cool down for 3 rounds.
|
||||
|
||||
(Rail Cannon cannot be fired two turns in a row unless you have 5+ Momentum)
|
||||
|
||||
## WM-05 – Retrieval Cable Assembly ("Grappling Hook")
|
||||
**Requires:** 1 Hunter Part
|
||||
**Module**: Secondary
|
||||
**Base Effect:**
|
||||
- Action
|
||||
- 9m range
|
||||
- Pull medium or smaller targets to yourself
|
||||
- Pulled Enemies must succeed on a DC 15 Fortitude Check or be staggered.
|
||||
- Large+ pulls you instead
|
||||
- 2 round cooldown
|
||||
|
||||
## WM-S02 – Kinetic Reflection Coin ("Spare Pocket Change")
|
||||
**Requires:** 2 Seeker Parts
|
||||
**Module**: Special
|
||||
**Base Mechanic:**
|
||||
- Bonus Action: Flip a coin into the air (3m vertical arc)
|
||||
- Coin remains airborne until start of your next turn
|
||||
- Shooting coin:
|
||||
- Redirects projectile toward nearest target within 9m
|
||||
- Increases penetration by 5
|
||||
- +1d6 damage
|
||||
- 2 Ether per coin
|
||||
- Max 1 coin active
|
||||
|
||||
## WM-S03 – Anchor Spike Projector ("Grappling Hook Premium Subscription")
|
||||
Deployable micro-harpoon anchor.
|
||||
**Module:** Special
|
||||
**Action:** Action
|
||||
**Range:** 9 meters
|
||||
**Cooldown:** 3 rounds
|
||||
### Anchor Deployment
|
||||
Fire a spike into a surface or enemy.
|
||||
If surface:
|
||||
- Creates an anchor point for 3 rounds.
|
||||
- Grappling Hook range increases by +3m when used on it.
|
||||
If enemy (Large or smaller):
|
||||
- On hit: target loses 3 meters movement.
|
||||
- If they move more than 3m, take 1d6 Pierce.
|
||||
|
||||
## WM-S04 – Seeker Drone Fragment ("Fuckass Clanker")
|
||||
A broken Hive seeker reprogrammed into a micro-follower.
|
||||
**Module:** Special
|
||||
**Action:** Bonus Action to deploy
|
||||
**Duration:** 3 rounds
|
||||
**Cooldown:** 5 rounds
|
||||
### Target Marking
|
||||
Drone hovers within 9 meters and marks one enemy.
|
||||
While marked:
|
||||
- Attacks against the marked enemy gain +5% Penetration.
|
||||
- First hit against the marked enemy each round deals +1 Posture Damage.
|
||||
- These effects apply to anyone, not just you.
|
||||
Drone has 10 HP and can be destroyed.
|
||||
@@ -0,0 +1,78 @@
|
||||
# SSS-01 – Soul Sustainment System
|
||||
---
|
||||
## SSS-01-A – Stabilized Ether Buffer
|
||||
**Cost:** 2 Scout Parts
|
||||
A secondary micro-capacitor is installed inside the Life Orb housing.
|
||||
**Effect:**
|
||||
- When you reach 0 Ether:
|
||||
- You do **not** immediately enter Destabilization.
|
||||
- Destabilization begins at the end of your next turn instead.
|
||||
|
||||
---
|
||||
## SSS-01-B – Residual Anchor Circuit
|
||||
**Cost:** 3 Seeker Parts
|
||||
A faint Ether reserve is permanently bound to the soul matrix.
|
||||
**Effect:**
|
||||
- While in Destabilization:
|
||||
- You now lose 1 Posture per round instead of 2.
|
||||
|
||||
---
|
||||
## SSS-01-C – Synthetic Soul Reinforcement
|
||||
**Cost:** 4 Hunter Parts
|
||||
The artificial soul is reinforced against hostile extraction.
|
||||
**Effect:**
|
||||
- Soul-targeting effects now have **disadvantage and -2 to their DC** against you.
|
||||
- Once per long rest, you may ignore forced soul displacement.
|
||||
---
|
||||
# SSS-02 – Posture Regulation System
|
||||
---
|
||||
## SSS-02-A – High-Efficiency Conversion Coils
|
||||
**Cost:** 2 Scout Parts
|
||||
Ether-to-Posture conversion becomes more efficient.
|
||||
**Effect:**
|
||||
- Convert **2 Ether → 2 Posture** (instead of 1).
|
||||
---
|
||||
## SSS-02-B – Reflexive Stabilization Pulse
|
||||
**Cost:** 4 Seeker Parts
|
||||
Micro-shock pulse auto-fires when your guard collapses.
|
||||
**Effect:**
|
||||
- When posture-broken:
|
||||
- Immediately gain +2 Posture before falling.
|
||||
- Does not replace the 5 Ether recovery.
|
||||
- 1/short rest.
|
||||
---
|
||||
# SSS-03 – Emergency Core Separation
|
||||
---
|
||||
## SSS-03-B – Hardened Orb Shell
|
||||
**Cost:** 3 Seeker Parts
|
||||
The Orb develops a reinforced outer shell.
|
||||
**Effect (Orb State only):**
|
||||
- AC becomes **15 instead of 12**
|
||||
- First hit in Orb State each combat deals half damage.
|
||||
---
|
||||
## SSS-03-C – Micro-Propulsion Array
|
||||
**Cost:** 4 Hunter Parts
|
||||
The Orb can exert stronger self-propulsion when separated.
|
||||
**Effect (Orb State only):**
|
||||
- Hover speed increases to **9 meters**
|
||||
- You may Dash once during Orb State (no cost).
|
||||
- When reforming successfully, regain +2 Posture.
|
||||
|
||||
---
|
||||
# SSS-04 – Emergency Reassembly Protocol
|
||||
---
|
||||
## SSS-04-A – Auto-Assembly Subroutine
|
||||
**Cost:** 5 Hunter Parts
|
||||
Reassembly becomes partially automated.
|
||||
**Effect:**
|
||||
- Self-Reconstruction no longer requires a check.
|
||||
- Still costs 1 Ether.
|
||||
---
|
||||
## SSS-04-B – Combat Reinitialization Matrix
|
||||
**Cost:** 5 Hunter Parts
|
||||
The chassis rebuilds in a surge of Ether discharge.
|
||||
**Effect:**
|
||||
- When successfully reassembling:
|
||||
- Return at **1 HP + 1d6 temporary HP**
|
||||
- Gain +1 Momentum.
|
||||
- 1/long rest.
|
||||
@@ -0,0 +1,146 @@
|
||||
_(Unlocked by level. Packs alternate 1 / 2 / 1 / 2.)_
|
||||
|
||||
---
|
||||
## Level 1 (Pack: 1)
|
||||
### T01 — **Baseline Flow Governor**
|
||||
- **Max Momentum +2.**
|
||||
- If you would lose Momentum from “not moving 3m”, lose **0** instead.
|
||||
---
|
||||
## Level 2 (Pack: 2)
|
||||
### T02 — **Kinetic Starter Motor**
|
||||
- At the start of combat, gain **+3 Momentum**.
|
||||
- If you roll initiative with 0 Momentum, gain +1 additional.
|
||||
### T03 — **Charge Recovery Valves**
|
||||
* Once per round, when you gain **2 or more Momentum in a round**, regain +1 Ether.
|
||||
|
||||
---
|
||||
## Level 3 (Pack: 1)
|
||||
### T04 — Momentum Persistence Core
|
||||
- The first time each round you would lose Momentum for **any reason except being staggered**, lose 1 less instead (minimum 0).
|
||||
|
||||
---
|
||||
## Level 4 (Pack: 2)
|
||||
### T05 — **Pressure Harvester**
|
||||
- When you deal **4+ Posture damage** in a single hit, gain **+1 Momentum** (1/round).
|
||||
|
||||
### T06 — **Riposte Servo Alignment**
|
||||
- Your Ripostes deal **+1d8 damage** (same type as the weapon used).
|
||||
- If you personally broke the target’s Posture, also gain **+1 Momentum**.
|
||||
---
|
||||
## Level 5 (Pack: 1)
|
||||
### T07 — **Expanded Ether Reservoir**
|
||||
- **Max Ether +6.**
|
||||
---
|
||||
## Level 6 (Pack: 2)
|
||||
### T08 — **Posture Reclaimer**
|
||||
- **Max Posture +4.**
|
||||
- Posture regain increases by **+0.5**.
|
||||
### T09 — **Velocity Plating**
|
||||
- If you moved **6m or more** on your turn, gain **+5 Blunt/Slash/Pierce AC** until the start of your next turn.
|
||||
- Reduce the first Physical hit you take before next turn by 1d4.
|
||||
---
|
||||
## Level 7 (Pack: 1)
|
||||
### T10 — **Orb Shock Casing**
|
||||
- In **Orb State**, your AC is increased by +3.
|
||||
- The first time each combat you enter Orb State, you immediately gain **+2 Ether**.
|
||||
- While in Orb State, hover speed +3m.
|
||||
---
|
||||
## Level 8 (Pack: 2)
|
||||
### T11 — **Execution Window**
|
||||
- Targets you posture-break take **+2 Posture damage** from the next hit they suffer (anyone).
|
||||
- If that next hit is a Riposte, it gains **+5% Penetration**.
|
||||
### T12 — **Reflex Gain**
|
||||
- The first time each round you **successfully Parry or Dodge**, gain **+1 Momentum**.
|
||||
---
|
||||
## Level 9 (Pack: 1)
|
||||
### T13 — **Dual-Tool Synchronizer**
|
||||
- If you hit a target with **both Primary and Secondary** in the same round:
|
||||
- Deal **+2 Posture damage** on the second hit.
|
||||
- Reduce the Ether cost of the second hit by **1** (min 0).
|
||||
- If target is blocking, +1 additional Posture Damage.
|
||||
---
|
||||
## Level 10 (Pack: 2)
|
||||
### T14 — **Armor-Piercing Calibration**
|
||||
- All your weapon attacks gain **+5% Penetration**.
|
||||
### T15 — **Posture Predator**
|
||||
- When you posture-break an enemy, regain **+2 Posture** and **+2 Ether**.
|
||||
---
|
||||
## Level 11 (Pack: 1)
|
||||
### T16 — **Destabilization Fail-Safe**
|
||||
- While in **Destabilization**:
|
||||
- You no longer suffer **-2 to attack rolls** (removed).
|
||||
- Posture loss becomes **-1 per round** (instead of -2 per round).
|
||||
- Gain +1 Momentum at the start of your turn.
|
||||
---
|
||||
## Level 12 (Pack: 2)
|
||||
### T17 — **Heavy Discharge Stabilizers**
|
||||
- Your **Primary** attacks gain **+1 Posture damage**.
|
||||
- If Primary hits twice in a round:
|
||||
- +1 additional Posture Damage
|
||||
- Your **Rail Cannon** gains **+5% Penetration**.
|
||||
### T18 — **Block Shredder**
|
||||
- When you hit a target that is **blocking**, deal **+2 Posture damage** (1/round).
|
||||
---
|
||||
## Level 13 (Pack: 1)
|
||||
|
||||
### T19 — **Momentum Apex**
|
||||
- **Max Momentum +3.**
|
||||
- When you reach **max Momentum**, immediately gain **2 Temporary Ether** (1/encounter). Your next attack this round gains +1d8 damage.
|
||||
---
|
||||
## Level 14 (Pack: 2)
|
||||
### T20 — **Ether Disruption Amplifier**
|
||||
- Your **Ether Pulse Emitter**’s “hit twice” effect becomes:
|
||||
- Target loses **2 Ether** (instead of 1).
|
||||
- If target hits 0 Ether due to your disruption:
|
||||
- They also lose 2 Posture.
|
||||
### T21 — **Oscillation Edge Tuning**
|
||||
- Your **Precision Oscillation Blade** gains:
|
||||
- **+10% Chip Damage**
|
||||
- **+1 Posture damage**
|
||||
---
|
||||
## Level 15 (Pack: 1)
|
||||
### T22 — **Emergency Ether Lock**
|
||||
- The first time each combat you would hit **0 Ether**, you instead remain at **1 Ether**.
|
||||
---
|
||||
## Level 16 (Pack: 2)
|
||||
### T23 — **Impact Driver Overseat**
|
||||
- Your **Impact Driver** gains:
|
||||
- **+2 Posture damage**
|
||||
- When hitting a blocking target, add **+1d6 Blunt** Chip Damage (1/round).
|
||||
### T24 — **Retrieval Brutality**
|
||||
- After a successful **Retrieval Cable** pull:
|
||||
- Your next melee hit against that target this round deals **+2d8 damage** (same type as the melee hit).
|
||||
- Gain **+2 Momentum**.
|
||||
---
|
||||
## Level 17 (Pack: 1)
|
||||
### T25 — **Reassembly Certainty**
|
||||
- **Emergency Reassembly Protocol** (self-reconstruction):
|
||||
- Each attempt costs **0 Ether** the first time you try in Orb State (1/combat).
|
||||
- If reassembly succeeds:
|
||||
- Gain +2 Momentum.
|
||||
---
|
||||
## Level 18 (Pack: 2)
|
||||
### T26 — **Coin Vector Math**
|
||||
- **Kinetic Reflection Coin**:
|
||||
- Max active coins becomes **2**.
|
||||
- Coin shot ignores **10 AC** (instead of 5).
|
||||
### T27 — **Marked Target Exploit**
|
||||
- While **Seeker Drone** mark is active:
|
||||
- Marked target takes **+10% more Posture damage** from all sources.
|
||||
- First hit against marked target each round gains **+1d8 damage** (anyone).
|
||||
---
|
||||
## Level 19 (Pack: 1)
|
||||
### T28 — **Overheat Management**
|
||||
- **Rail Cannon**:
|
||||
- Base cooldown becomes **0** (still limited by your actions/ether).
|
||||
- **Kinetic Overdrive** overheat cooldown becomes **2 rounds** (instead of 3).
|
||||
---
|
||||
## Level 20 (Pack: 2)
|
||||
### T29 — **Prime Toolchain**
|
||||
- At the start of each combat, choose one equipped module (Primary/Secondary):
|
||||
- That module gains **+10% Penetration** and **+2 Posture damage** for the encounter.
|
||||
### T30 — **Synthetic Refusal**
|
||||
- The first time each long rest you would be **Executed**, you instead:
|
||||
- Survive with **1 HP**,
|
||||
- Gain **+6 Ether**,
|
||||
- And your recovery timer does **not** reset from the triggering hit.
|
||||
@@ -0,0 +1,54 @@
|
||||
# WS-01 – Output Amplifier Housing
|
||||
**Cost:** 2 Scout Parts
|
||||
Reinforced emitter coils increase baseline discharge efficiency.
|
||||
**Effect:**
|
||||
- Primary Modules gain:
|
||||
- +1 Posture damage.
|
||||
- Secondary Modules gain:
|
||||
- +5% Chip Damage
|
||||
---
|
||||
# WS-02 – Ether Efficiency Routing
|
||||
**Cost:** 3 Scout Parts
|
||||
Internal rerouting reduces Ether waste during weapon discharge.
|
||||
**Effect:**
|
||||
- The first Primary attack each round costs **1 less Ether** (minimum 1).
|
||||
- Rail Cannon base shot costs 2 Ether instead of 4.
|
||||
---
|
||||
# WS-03 – Kinetic Calibration Matrix
|
||||
**Cost:** 3 Seeker Parts
|
||||
Precision alignment improves force transfer.
|
||||
**Effect:**
|
||||
- When you have 5+ Momentum:
|
||||
- Gain +5% Penetration on all weapon attacks.
|
||||
---
|
||||
# WS-04 – Riposte Optimization Subroutine
|
||||
**Cost:** 3 Seeker Parts
|
||||
Your internal targeting system predicts stagger windows.
|
||||
**Effect:**
|
||||
- Ripostes gain +1d6 additional damage.
|
||||
- If you personally broke the target’s posture:
|
||||
- Gain +1 Momentum after riposte.
|
||||
---
|
||||
# WS-05 – Adaptive Tool Swapping
|
||||
**Cost:** 4 Seeker Parts
|
||||
Mount system becomes magnetically modular.
|
||||
**Effect:**
|
||||
- Once per short rest:
|
||||
- Swap either your Primary or Secondary Module mid-combat (Action required).
|
||||
---
|
||||
# WS-06 – Tactical Synchronization Protocol
|
||||
**Cost:** 4 Hunter Parts
|
||||
Weapons synchronize with your kinetic flow.
|
||||
**Effect:**
|
||||
- When you gain +3 Momentum in a single round:
|
||||
- Your next attack this round gains +1d8 damage.
|
||||
- 1/round maximum.
|
||||
---
|
||||
# WS-07 – Prime Tool Integration Suite
|
||||
**Cost:** 6 Hunter Parts
|
||||
Full Hive-Pattern integration.
|
||||
**Effect:**
|
||||
- Choose one equipped module each long rest:
|
||||
- That module gains +5% Penetration and +1 Posture damage for the day.
|
||||
- Special Modules gain:
|
||||
- -1 Turn Cooldown (minimum 1).
|
||||
@@ -0,0 +1,50 @@
|
||||
Axiom-07 does not carry traditional weapons. It integrates **Hive-Pattern Tool Modules** into its forearm mounts.
|
||||
|
||||
After each long rest, you may equip:
|
||||
- 1 Primary Module
|
||||
- 1 Secondary Module
|
||||
- 1 Special Module
|
||||
|
||||
## WM-01 – Ether Pulse Emitter ("Generic Gun")
|
||||
A short-range Ether calibration emitter. Originally designed to realign unstable constructs. Emits compressed force pulses.
|
||||
**Module**: Primary
|
||||
**Damage:** 1d6 Force
|
||||
**Posture Damage:** 2
|
||||
**Penetration:** 5%
|
||||
**Chip Damage:** 5%
|
||||
**Riposte Modifier:** +1d6 Force
|
||||
**Range:** 12 meters/36 meters
|
||||
**Cost:** 1 Ether per shot
|
||||
**Properties:** Light
|
||||
### Ether Disruption Protocol
|
||||
If a target is hit twice in the same round:
|
||||
- Target loses 1 Ether at the start of their next turn.
|
||||
|
||||
## WM-02 – Impact Driver ("Metal Pipe")
|
||||
A compact kinetic actuator used to seat Hive plating and drive structural anchors into place. Repurposed as a blunt combat tool.
|
||||
**Module**: Secondary
|
||||
**Damage:** 1d6 Blunt
|
||||
**Posture Damage:** 4
|
||||
**Penetration:** 5%
|
||||
**Chip Damage:** 0%
|
||||
**Riposte Modifier:** +1d6 Blunt
|
||||
**Properties:** Medium
|
||||
### Structural Pressure Protocol
|
||||
When hitting a target that is **blocking**:
|
||||
- +1 additional Posture damage.
|
||||
|
||||
# WM-S01 – Ether Stabilizer Node
|
||||
A palm-mounted Ether tuning fork used to recalibrate unstable constructs and prevent Ether cascade failure.
|
||||
**Module:** Special
|
||||
**Action:** Bonus Action
|
||||
**Cooldown:** 3 rounds
|
||||
### Stabilization Pulse
|
||||
Target creature within 6 meters:
|
||||
Choose one:
|
||||
- Restore 2 Ether
|
||||
- Restore 2 Posture
|
||||
- Remove one minor status effect (Burning, Chilled, Slowed)
|
||||
Cannot target self two rounds in a row.
|
||||
|
||||
[[More Weapons]]
|
||||
[[Players/AXIOM-07/Upgrades/Weapon Systems|Upgrades]]
|
||||
@@ -0,0 +1,72 @@
|
||||
Ironback Khan is not a name. It is a battlefield classification. Among the Khans of the West, there are rare mutations within the Silverback bloodlines, individuals who do not merely grow broader, but _larger_. Taller. Denser. Their musculature overdevelops. Their bone structure thickens. Their crowns widen and darken like forged bronze.
|
||||
|
||||
These are designated **Ironback Khans**.
|
||||
|
||||
Where a Silverback Khan is a veteran, an Ironback is a war asset. They are deployed to hold chokepoints, break sieges, and survive what should kill others. Most serve within the ranks of the 11th Scouting Legion of the Hundred Legions, where their size and durability are considered strategic advantages rather than curiosities.
|
||||
|
||||
[[The Iron Back Technique|An Ironback Khan does not rely on steel. He is the steel.]]
|
||||
|
||||
---
|
||||
### Core Stats
|
||||
**Health (HP): 22**
|
||||
**Posture: 18**
|
||||
Posture Regain per Turn:
|
||||
* **1 + (Constitution Modifier / 2, rounded down)**
|
||||
**Ether Capacity: 14**
|
||||
Ether Regain per Turn:
|
||||
* **1 + (Willpower Modifier ÷ 2, rounded down)**
|
||||
**Sanity: 9**
|
||||
**Base Movement Speed: 6 meters**
|
||||
Ironbacks are biologically reinforced. Dense muscle fiber, thick dermal layering, and abnormal bone mass grant them extreme physical durability.
|
||||
|
||||
---
|
||||
### Attributes
|
||||
**Strength: 18**
|
||||
**Dexterity: 9**
|
||||
**Constitution: 17**
|
||||
**Intelligence: 8**
|
||||
**Willpower: 13**
|
||||
**Charisma: 12**
|
||||
|
||||
---
|
||||
### Physical AC
|
||||
- **Blunt AC:** 20
|
||||
- **Slash AC:** 15
|
||||
- **Pierce AC:** 15
|
||||
## Elemental AC
|
||||
- **Fire AC:** 5
|
||||
- **Lightning AC:** 0
|
||||
- **Force AC:** 10
|
||||
- **Ice AC:** 10
|
||||
- **Necrotic AC:** 5
|
||||
- **Gas AC:** 0
|
||||
- **Holy AC:** 5
|
||||
- **Blood AC:** 10
|
||||
---
|
||||
### Dodge Capability:
|
||||
- Dodge Throws at Disadvantage.
|
||||
- Dodge Movement reduced to 1.5 meters instead of 3.
|
||||
|
||||
### Parry Capability:
|
||||
- You regain no posture upon parrying.
|
||||
- Counterattack damage reduced by 25% (if parrying unarmed).
|
||||
|
||||
Ironbacks are designed to block.
|
||||
### Reinforced Guard:
|
||||
- Blocking posture damage is reduced by 25%.
|
||||
- May Block Unblockable attacks.
|
||||
- You take double posture damage when doing so.
|
||||
- You can make a counterattack after blocking, as if you had parried the attack.
|
||||
### Heavy Frame:
|
||||
* Effects that increase movement speed are 50% less effective on you (rounded down).
|
||||
* Effects that reduce movement speed are 50% more effective (rounded up).
|
||||
### Brutal Instinct
|
||||
* When below 33% Sanity, your unarmed attacks deal +1d6 damage.
|
||||
---
|
||||
* Advantage on resistance checks against Knockback.
|
||||
* Cannot be knocked Prone while above 1 Posture.
|
||||
* Counts as Huge for grapple, pull and shove interactions.
|
||||
|
||||
[[Players/IRONBACK KHAN/Upgrades/Core Stats|Upgrades]]
|
||||
[[Players/IRONBACK KHAN/Upgrades/Mantras|It's Angy now and it's coming for you]]
|
||||
[[Players/IRONBACK KHAN/Upgrades/Talents|Ooooh now he deals +2 posture damage, oooooh you should be scared]]
|
||||
@@ -0,0 +1,6 @@
|
||||
Every level up:
|
||||
* HP +1d8 + Constitution Modifier
|
||||
* Posture +1d4 + 0.5 x Constitution Modifier)
|
||||
* Sanity +1 + Willpower Modifier
|
||||
* Ether +1d6 + Willpower Modifier
|
||||
|
||||
@@ -0,0 +1,203 @@
|
||||
### 1-Star Mantras
|
||||
Available from **Level 1**
|
||||
### 2-Star Mantras
|
||||
Begin appearing at **Level 5**
|
||||
### 3-Star Mantras
|
||||
Begin appearing at **Level 9**
|
||||
|
||||
---
|
||||
# 1-STAR MANTRAS
|
||||
---
|
||||
## Iron Crash
|
||||
**Type:** Combat
|
||||
**Cost:** 4 Ether
|
||||
**Action:** Action
|
||||
**Cooldown:** 2 Rounds
|
||||
Leap 3 meters and slam.
|
||||
- 1d10 Blunt damage (3m radius)
|
||||
- +3 Posture damage
|
||||
- Structures take double damage.
|
||||
|
||||
---
|
||||
## Hammerfist
|
||||
**Type:** Combat
|
||||
**Cost:** 3 Ether
|
||||
**Action:** Action
|
||||
**Cooldown:** 1 Round
|
||||
Single-target crushing strike.
|
||||
- 1d12 Blunt damage
|
||||
- +2 Posture damage
|
||||
- If target is Prone, add +1d6 damage.
|
||||
|
||||
---
|
||||
## Body Check
|
||||
**Type:** Combat
|
||||
**Cost:** 3 Ether
|
||||
**Action:** Bonus Action
|
||||
**Cooldown:** 2 Rounds
|
||||
Move 3 meters into a creature.
|
||||
- 1d8 Blunt damage
|
||||
- 2 Posture damage
|
||||
- Target must pass Strength save or be pushed 3 meters.
|
||||
|
||||
---
|
||||
## Groundbreaker
|
||||
**Type:** Combat
|
||||
**Cost:** 4 Ether
|
||||
**Action:** Action
|
||||
**Cooldown:** 3 Rounds
|
||||
Punch ground in a 3m line.
|
||||
- 1d8 Blunt damage
|
||||
- Creatures must save or fall Prone.
|
||||
|
||||
---
|
||||
## Iron Advance
|
||||
**Type:** Mobility (Offensive)
|
||||
**Cost:** 3 Ether
|
||||
**Action:** Bonus Action
|
||||
**Cooldown:** 3 Rounds
|
||||
Move 4 meters straight.
|
||||
- First creature struck takes 1d6 Blunt and 2 Posture
|
||||
|
||||
---
|
||||
# 2-STAR MANTRAS
|
||||
---
|
||||
## Break the Line
|
||||
**Type:** Combat
|
||||
**Cost:** 6 Ether
|
||||
**Action:** Action
|
||||
**Cooldown:** 3 Rounds
|
||||
Sweeping horizontal strike.
|
||||
- 2d8 Blunt damage in 4.5m cone
|
||||
- +5 Posture damage
|
||||
- Creatures blocking take +3 posture damage.
|
||||
|
||||
---
|
||||
## Legion Uppercut
|
||||
**Type:** Combat
|
||||
**Cost:** 5 Ether
|
||||
**Action:** Action
|
||||
**Cooldown:** 3 Rounds
|
||||
Devastating vertical strike.
|
||||
- 2d10 Blunt damage
|
||||
- Target is launched 3m upward
|
||||
- Takes 3 additional Posture damage
|
||||
- Falls Prone on landing.
|
||||
|
||||
---
|
||||
## Iron Lock
|
||||
**Type:** Combat
|
||||
**Cost:** 5 Ether
|
||||
**Action:** Action
|
||||
**Cooldown:** 3 Rounds
|
||||
Make grapple attempt.
|
||||
On success:
|
||||
- Target is grappled.
|
||||
- Deal 1d10 Blunt damage at the start of each turn.
|
||||
- Target has disadvantage on checks to escape.
|
||||
Grapple ends if you are staggered.
|
||||
|
||||
You may only maintain one Iron Lock at a time.
|
||||
|
||||
---
|
||||
## Pulverize
|
||||
**Type:** Combat
|
||||
**Cost:** 7 Ether
|
||||
**Action:** Action
|
||||
**Cooldown:** 4 Rounds
|
||||
Two-hit combo.
|
||||
- 1st hit: 1d10 Blunt
|
||||
- 2nd hit: 2d8 Blunt
|
||||
- Total +4 Posture damage
|
||||
|
||||
---
|
||||
## Unbreakable Charge
|
||||
**Type:** Mobility (Offensive)
|
||||
**Cost:** 6 Ether
|
||||
**Action:** Action
|
||||
**Cooldown:** 4 Rounds
|
||||
Move up to 6 meters in straight line.
|
||||
All creatures in path:
|
||||
- 1d10 Blunt damage
|
||||
- 4 Posture damage
|
||||
- Cannot be interrupted by reactions.
|
||||
|
||||
---
|
||||
## Shockwave Step
|
||||
**Type:** Combat
|
||||
**Cost:** 5 Ether
|
||||
**Action:** Bonus Action
|
||||
**Cooldown:** 3 Rounds
|
||||
Stomp ground.
|
||||
- All adjacent enemies take 1d6 Blunt
|
||||
- Lose 3 Posture
|
||||
|
||||
---
|
||||
# 3-STAR MANTRAS
|
||||
---
|
||||
## Cataclysm Drop
|
||||
**Type:** Combat
|
||||
**Cost:** 10 Ether
|
||||
**Action:** Action
|
||||
**Cooldown:** 5 Rounds
|
||||
Leap up to 6 meters and slam.
|
||||
- 3d10 Blunt damage (3m radius)
|
||||
- 8 Posture damage
|
||||
- Structures automatically crack or shatter.
|
||||
|
||||
---
|
||||
## Legion Execution
|
||||
**Type:** Combat
|
||||
**Cost:** 9 Ether
|
||||
**Action:** Action
|
||||
**Cooldown:** 4 Rounds
|
||||
Single-target annihilation strike.
|
||||
- 4d8 Blunt damage
|
||||
- +10 Posture damage
|
||||
- If target is Staggered, add +2d8 damage.
|
||||
|
||||
---
|
||||
## Living Catapult
|
||||
**Type:** Combat
|
||||
**Cost:** 8 Ether
|
||||
**Action:** Action
|
||||
**Cooldown:** 5 Rounds
|
||||
Grab creature and throw 9 meters.
|
||||
- 3d10 Blunt to target
|
||||
- 1d10 splash
|
||||
- Target loses 6 Posture
|
||||
- Falls Prone.
|
||||
|
||||
---
|
||||
## Worldbreaker Combo
|
||||
**Type:** Combat
|
||||
**Cost:** 12 Ether
|
||||
**Action:** Action
|
||||
**Cooldown:** 6 Rounds
|
||||
Three-hit sequence:
|
||||
1. 2d8 Blunt
|
||||
2. 2d8 Blunt
|
||||
3. 3d10 Blunt
|
||||
Total +8 Posture damage across sequence.
|
||||
If final hit reduces posture to 0, target is knocked 4.5 meters and Prone.
|
||||
|
||||
---
|
||||
## Indomitable Rampage
|
||||
**Type:** Support
|
||||
**Cost:** 11 Ether
|
||||
**Action:** Action
|
||||
**Cooldown:** Once per Combat
|
||||
For 3 rounds:
|
||||
- All unarmed attacks deal +1d8 damage
|
||||
* +3 Posture damage on the first hit each turn
|
||||
- You cannot be Slowed, Stunned, Grappled or Paralyzed while above 1 Posture.
|
||||
|
||||
---
|
||||
## Fortress Impact
|
||||
**Type:** Combat
|
||||
**Cost:** 10 Ether
|
||||
**Action:** Reaction (when hit)
|
||||
**Cooldown:** 4 Rounds
|
||||
After taking damage:
|
||||
- Immediately deal 2d10 Blunt to attacker
|
||||
- Attacker loses posture equal to your Constitution Modifier + 4.
|
||||
@@ -0,0 +1,117 @@
|
||||
_(Unlocked by level. Packs alternate 1 / 2 / 1 / 2.)_
|
||||
|
||||
---
|
||||
## LEVEL 1 (Pack: 1)
|
||||
### T01 — **Siege-Born Frame**
|
||||
- Max HP +8.
|
||||
- When you Block, reduce resulting posture damage by an additional 5%.
|
||||
---
|
||||
# LEVEL 2 (Pack: 2)
|
||||
### T02 — **Crushing Follow-Through**
|
||||
- When you deal 4+ Posture damage in a single hit, deal +2 additional Posture damage (1/round)
|
||||
### T03 — **Heavy Stance**
|
||||
- While you have not moved more than 3m on your turn:
|
||||
- Gain +10 Blunt AC.
|
||||
---
|
||||
# LEVEL 3 (Pack: 1)
|
||||
### T04 — **Measured Guard**
|
||||
- The first time each round you are forced into a Block, reduce the posture damage by your Constitution Modifier (minimum 1).
|
||||
---
|
||||
# LEVEL 4 (Pack: 2)
|
||||
### T05 — **Crownblood Endurance**
|
||||
- Max Posture +3.
|
||||
- Posture Regain per Turn +1.
|
||||
### T06 — **Impact Transfer**
|
||||
- When you successfully Block a melee attack, the attacker loses Posture equal to your Constitution Modifier (1/round)
|
||||
---
|
||||
# LEVEL 5 (Pack: 1)
|
||||
### T07 — **War Asset Physiology**
|
||||
- Max HP +10.
|
||||
- Gain Advantage on checks against forced movement.
|
||||
---
|
||||
# LEVEL 6 (Pack: 2)
|
||||
### T08 — **Guardbreak Hunter**
|
||||
- When you posture-break a creature, regain 15% (minimum 4) of your max Posture (once per round)
|
||||
### T09 — **Chokepoint Awareness**
|
||||
- Enemies provoke opportunity attacks from you even if they Disengage (1/round).
|
||||
---
|
||||
# LEVEL 7 (Pack: 1)
|
||||
### T10 — **Iron Grip Discipline**
|
||||
- Grappled creatures take +2 Posture damage from your attacks.
|
||||
---
|
||||
# LEVEL 8 (Pack: 2)
|
||||
### T11 — **Fortified Breathing**
|
||||
- If you took no HP damage since your last turn, regain +2 additional Posture.
|
||||
### T12 — **Brace Through Pain**
|
||||
- The first time each combat you would be Staggered, instead remain at 1 Posture.
|
||||
---
|
||||
# LEVEL 9 (Pack: 1)
|
||||
### T13 — **Mass Driver**
|
||||
- Your Shove attempts push creatures +3 meters.
|
||||
- If they collide with terrain, they lose 2 additional Posture.
|
||||
---
|
||||
# LEVEL 10 (Pack: 2)
|
||||
### T14 — **Iron Pressure**
|
||||
- All unarmed attacks gain +10% Penetration.
|
||||
### T15 — **Counterweight**
|
||||
- When you take 10% or more of your max HP in a single hit:
|
||||
- Your next attack this round gains +1d8 Blunt damage.
|
||||
---
|
||||
# LEVEL 11 (Pack: 1)
|
||||
### T16 — **Relentless Posture**
|
||||
- While below 50% Posture:
|
||||
- Gain +2 Posture damage on unarmed hits.
|
||||
---
|
||||
# LEVEL 12 (Pack: 2)
|
||||
### T17 — **Bastion Radius**
|
||||
- Enemies within 3m of you suffer -1 to Dodge and Parry Throws.
|
||||
### T18 — **Stability Transfer**
|
||||
- When you Block an Unblockable attack, regain 2 Ether.
|
||||
---
|
||||
# LEVEL 13 (Pack: 1)
|
||||
### T19 — **Seismic Weight**
|
||||
- Your first melee hit each turn deals +2 Posture damage.
|
||||
---
|
||||
# LEVEL 14 (Pack: 2)
|
||||
### T20 — **Crown Resilience**
|
||||
- Gain +10 Elemental AC.
|
||||
### T21 — **Breaker’s Tempo**
|
||||
- When you shove or knock a creature Prone:
|
||||
- Gain Posture equal to your Constitution Modifier
|
||||
---
|
||||
# LEVEL 15 (Pack: 1)
|
||||
### T22 — **Unyielding Frame**
|
||||
- Max Posture +5.
|
||||
---
|
||||
# LEVEL 16 (Pack: 2)
|
||||
### T23 — **Living Bulwark**
|
||||
- Allies standing directly behind you gain +10 Physical AC.
|
||||
### T24 — **Collision Authority**
|
||||
- When you move into a creature’s space:
|
||||
- They lose 2 Posture (1/turn per target).
|
||||
---
|
||||
# LEVEL 17 (Pack: 1)
|
||||
### T25 — **Execution Pressure**
|
||||
- Ripostes you perform deal +1d10 damage
|
||||
---
|
||||
# LEVEL 18 (Pack: 2)
|
||||
### T26 — **Enduring Crown**
|
||||
- Once per long rest, when reduced to 0 HP:
|
||||
- Immediately stand with 1 HP without becoming Incapacitated
|
||||
### T27 — **Overbearing Mass**
|
||||
- Creatures less than 2 sizes bigger than you have disadvantage on grapple escape checks.
|
||||
---
|
||||
# LEVEL 19 (Pack: 1)
|
||||
### T28 — **Siege Momentum**
|
||||
- If you Block two or more attacks in a round:
|
||||
- Gain +3 Posture at the start of your next turn.
|
||||
---
|
||||
# LEVEL 20 (Pack: 2)
|
||||
### T29 — **Ironback Apex**
|
||||
- Max HP +15.
|
||||
- Max Posture +5.
|
||||
|
||||
### T30 — **Hold the Line**
|
||||
- While you have at least 1 Posture:
|
||||
- You cannot be forcibly displaced by creatures of equal or smaller size.
|
||||
- The first attack each round against you suffers -10% damage (after mitigation).
|
||||
@@ -0,0 +1,76 @@
|
||||
The mutation manifests in stages. The crown darkens. The back broadens. The musculature hardens into ridged slabs beneath the skin. When fully realized, the dorsal musculature forms a visible pattern, like hammered bronze beneath flesh.
|
||||
|
||||
This is called **The Iron Back.**
|
||||
|
||||
At Level 1, the player is an Ironback in designation only. The mutation has not fully awakened.
|
||||
|
||||
Iron Back progression is permanent and independent of Talents and Mantras.
|
||||
|
||||
Tier I is unlocked at level 3
|
||||
Tier II is unlocked at level 8
|
||||
Tier III is unlocked at level 15
|
||||
|
||||
# IRON BACK
|
||||
---
|
||||
## Tier I - Dense Plating
|
||||
- Maximum Posture increases by **+4**.
|
||||
- Posture Regain per Turn increases by **+1**.
|
||||
- Reduce Chip Damage taken while Blocking by 10% (after mitigation).
|
||||
---
|
||||
## Tier II - Siege Frame
|
||||
- When Blocking, reduce posture damage taken by an additional **10%** (total 35% reduction).
|
||||
- When reduced to 0 Posture, you are not Staggered until the **end of the current attack sequence**.
|
||||
- Maximum HP increases by **+10**.
|
||||
---
|
||||
## Tier III - Bastion Physiology
|
||||
- Once per combat, when reduced to 0 Posture, immediately restore **25% of maximum Posture** instead of becoming Staggered.
|
||||
- While above 50% Posture:
|
||||
- Gain **+5 Blunt AC**
|
||||
- Gain **+5 Pierce AC**
|
||||
- Gain **+5 Slash AC**
|
||||
- Blocking an Unblockable attack no longer doubles posture damage (still cannot reduce below 0 AC).
|
||||
|
||||
|
||||
## IRON ARMS
|
||||
---
|
||||
## Tier I - War Grip
|
||||
- You count as **two size categories larger** for grapple, pull, shove and drag checks.
|
||||
- Creatures grappled by you have:
|
||||
- -2 to Dodge Throws
|
||||
- -2 to Parry Throws
|
||||
- Unarmed attacks gain **+2 Posture Damage**.
|
||||
---
|
||||
## Tier II - Breaker’s Leverage
|
||||
- When you successfully Block an attack, your next melee attack deals:
|
||||
- +1d4 Blunt Damage
|
||||
- +3 additional Posture Damage
|
||||
- When you initiate a grapple, immediately deal posture damage equal to your Constitution Modifier.
|
||||
- Creatures you shove are pushed an additional **2 meters**.
|
||||
---
|
||||
## Tier III - Legion Crusher
|
||||
- Grappled creatures are treated as **Staggered** against your attacks.
|
||||
- When you reduce a creature to 0 Posture:
|
||||
- You may immediately Grapple or Shove as a free action.
|
||||
- Unarmed attacks gain **+5% Penetration and +2 posture damage**.
|
||||
|
||||
|
||||
## IRON LEGS
|
||||
---
|
||||
## Tier I – Rooted Advance
|
||||
- Gain permanent **Advantage on all forced movement resistance checks**.
|
||||
- Your movement cannot be reduced below **3 meters** by terrain or slow effects.
|
||||
- Creatures attempting to move through your space must treat it as difficult terrain.
|
||||
---
|
||||
## Tier II – Chokepoint Authority
|
||||
- Creatures within **3 meters** of you:
|
||||
- Have their movement speed reduced by **1.5 meters**.
|
||||
- When you Block an attack:
|
||||
- Adjacent enemies lose **2 Posture**.
|
||||
- You cannot be flanked.
|
||||
---
|
||||
## Tier III - Living Rampart
|
||||
- Your occupied space counts as **impassable terrain** for enemies unless they win a contested Strength check.
|
||||
- When you are attacked by 2 or more creatures in one round:
|
||||
- Gain **+3 Posture Regain** next turn.
|
||||
- While you have at least 1 Posture:
|
||||
- You cannot be knocked Prone or forcibly displaced by creatures of Large size or smaller.
|
||||
@@ -0,0 +1,12 @@
|
||||
[[AXIOM-07 “DEVIANTCORE”]]
|
||||
![[bloodisfuel.png]]
|
||||
|
||||
[[IRONBACK KHAN]]
|
||||
![[monkeballs.png]]
|
||||
|
||||
|
||||
[[RAILCAT]]
|
||||
![[jetstream scam.png]]
|
||||
|
||||
[[RADIOACTIVE CRACK RAT]]
|
||||
![[crack rat.png]]
|
||||
@@ -0,0 +1,106 @@
|
||||
Black Meridian Ore is a dull black mineral commonly found in mining regions across multiple luminants. In its raw state it has no beneficial effects. When consumed directly it only creates strong cravings and mild sickness.
|
||||
|
||||
The ore becomes useful only after refinement. When ground into powder and combined with other substances - alcohol, fungal cultures, mining chemicals, or biological extracts - it produces stimulants with short-term effects. These mixtures are illegal in most Authority territories.
|
||||
|
||||
The Skaven only knows **1 formula** at the start of the campaign. Additional variants are learned through experimentation, level progression, or finding notes from other miners and smugglers.
|
||||
|
||||
---
|
||||
# Core Drug Crafting System
|
||||
### Required Materials
|
||||
To create a dose, the player needs:
|
||||
* **1 unit Black Meridian Ore (powdered)**
|
||||
* **1 reagent**
|
||||
Reagents determine the variant produced. Examples include:
|
||||
- Alcohol distillate
|
||||
- Tunnel fungus cultures
|
||||
- Industrial solvent
|
||||
- Blood samples
|
||||
- Chemical stabilizers
|
||||
- Ether-infused materials
|
||||
The player must know the correct formula to produce the intended variant.
|
||||
---
|
||||
### Crafting Procedure
|
||||
Drug crafting can be performed during:
|
||||
- Long Rest
|
||||
- Campfire
|
||||
|
||||
Crafting time: **10 minutes per dose**
|
||||
A character may carry multiple prepared doses (up to 5)
|
||||
|
||||
---
|
||||
# Drug Use
|
||||
Using a dose requires a **Bonus Action**.
|
||||
|
||||
After consumption:
|
||||
- The drug activates immediately
|
||||
- The effect lasts **3 rounds**
|
||||
|
||||
Each variant provides both benefits and drawbacks. The exact bonuses depend on the formula used. Only **one variant may be active at a time**.
|
||||
|
||||
Consuming another dose while a previous one is active:
|
||||
- Ends the current drug effect
|
||||
- Applies the new effect
|
||||
- Adds an additional +1 toxicity
|
||||
|
||||
---
|
||||
|
||||
# Toxicity System
|
||||
Black Meridian mixtures are unstable and harmful in large amounts. The character has a **Toxicity Meter**.
|
||||
### Toxicity Gain
|
||||
Each dose adds:
|
||||
* **+2 Toxicity**
|
||||
The meter resets to **0 after a Long Rest**.
|
||||
### Toxicity Thresholds
|
||||
**0 – 3 Toxicity**
|
||||
No penalties.
|
||||
**4 – 5 Toxicity**
|
||||
Body strain begins.
|
||||
- Posture Regain **-1**
|
||||
**6 – 7 Toxicity**
|
||||
Serious side effects.
|
||||
- Movement Speed **-1.5 meters**
|
||||
- Posture Regain -1
|
||||
- Dodge Throws lose **Advantage**
|
||||
**8+ Toxicity**
|
||||
Overdose risk begins.
|
||||
* Every time another dose is consumed at this level the player must roll a **Constitution check**.
|
||||
* Failure triggers an **Overdose Event**.
|
||||
|
||||
---
|
||||
# Overdose System
|
||||
When an overdose occurs, the body cannot handle the stimulant load.
|
||||
Immediate effects:
|
||||
- **Lose all remaining Posture**
|
||||
- Become **Staggered**
|
||||
- Take **1d6 Necrotic damage**
|
||||
The active drug effect ends immediately.
|
||||
After the overdose resolves:
|
||||
- Toxicity resets to **3**
|
||||
- The character cannot consume another dose for **3 rounds**
|
||||
If another overdose occurs in the same encounter:
|
||||
- HP immediately drops to **1**
|
||||
- Character becomes **Incapacitated** under normal incapacitation rules.
|
||||
|
||||
---
|
||||
# Variants
|
||||
All variants use the same base ingredient:
|
||||
**1 unit Black Meridian Ore (powdered)**
|
||||
The second ingredient determines the variant. More complex reagents create stronger mixtures but are harder to obtain.
|
||||
|
||||
All variants:
|
||||
- Activate immediately on consumption
|
||||
- Last **3 rounds**
|
||||
- Apply **+2 Toxicity**
|
||||
- Only one variant may be active at a time
|
||||
|
||||
The Skaven beagins with **Variant I**.
|
||||
# Variant I - Tunnel Brew _(Starting Variant)_
|
||||
**Reagent:** Cheap alcohol or fermented fungus
|
||||
**Effect**:
|
||||
- Movement Speed **+1.5 meters**
|
||||
- Posture Regain **+1**
|
||||
**Drawback**:
|
||||
- Intelligence checks -1
|
||||
- Dexterity checks -1
|
||||
|
||||
Heart rate increases slightly and breathing becomes faster. It keeps the user alert but does not heavily strain the body.
|
||||
@@ -0,0 +1,14 @@
|
||||
* Assassin type
|
||||
* Dodge focus
|
||||
* Addicted to super crack
|
||||
* Variants?
|
||||
* Supercharge [[AXIOM-07 “DEVIANTCORE”]]?
|
||||
* Light weapons
|
||||
* Explosives (Legalize Nuclear Bombs)
|
||||
* Self-produced poison
|
||||
* Black death/Plague?
|
||||
* Containment Measure
|
||||
* Mantras
|
||||
* Shadow-wizard-money-gang?
|
||||
* Death
|
||||
* Cancer Touch
|
||||
@@ -0,0 +1,71 @@
|
||||
The Skaven grew up in **Iron Meridian**, a massive industrial city controlled by the Central Authority. The city is built around factories, smelters, and mining operations. Most Skaven there survive by stealing food, selling information, or doing dangerous work no one else wants.
|
||||
|
||||
He spent most of his early life in the lower districts, living off scraps and theft. Skaven communities in the city are unstable. Groups form and break apart quickly, and fights over territory are common. Learning to run, hide, and stab faster than the other rat was usually enough to survive.
|
||||
|
||||
Eventually he was caught stealing from a warehouse owned by the Authority. Instead of executing him, they sent him to the mines outside the city. Cheap labor was more useful. The mines produced a strange ore. Workers called it **Black Meridian Ore**. The Authority banned its consumption because miners kept getting sick or unstable after handling it. The Skaven discovered something different.
|
||||
|
||||
If the ore was ground into powder and mixed with other substances, for example alcohol, fungus cultures, certain chemicals used in minings, it produced a stimulant. The raw ore itself did nothing except create strong cravings, but mixtures created powerful temporary effects.
|
||||
|
||||
Miners sometimes traded these mixtures secretly. The Skaven learned how to refine them better than most. That is where his addiction started. Over time he learned to produce multiple **variants** of the drug by mixing the ore with different reagents.
|
||||
|
||||
The Skaven was considered too problematic to keep in the mines. He was caught with refined ore mixtures and blamed for distributing them. Instead of executing him, the overseers sold him to a merchant broker. Skaven are sometimes used as cheap meat cargo in long-distance shipments. Smaller races are easy to transport and not considered valuable enough to protect.
|
||||
|
||||
---
|
||||
### Core Stats
|
||||
**Health (HP): 13**
|
||||
**Posture: 11**
|
||||
Posture Regain per Turn:
|
||||
- **1 + (Fortitude Modifier ÷ 2, rounded down)**
|
||||
**Ether Capacity: 14**
|
||||
Ether Regain per Turn:
|
||||
- **1 + (Willpower Modifier ÷ 2, rounded down)**
|
||||
**Sanity: 8**
|
||||
**Base Movement Speed: 10.5 meters**
|
||||
|
||||
---
|
||||
### Attribute Stats
|
||||
**Strength: 15**
|
||||
**Dexterity: 13**
|
||||
**Fortitude: 14**
|
||||
**Intelligence: 12**
|
||||
**Willpower: 11**
|
||||
**Charisma: 7**
|
||||
|
||||
---
|
||||
### Physical AC
|
||||
- **Blunt AC:** 5
|
||||
- **Slash AC:** 5
|
||||
- **Pierce AC:** 5
|
||||
### Elemental AC
|
||||
- **Fire AC:** 0
|
||||
- **Lightning AC:** 5
|
||||
- **Force AC:** 5
|
||||
- **Necrotic AC:** 5
|
||||
- **Gas AC:** 10
|
||||
- **Holy AC:** 0
|
||||
- **Blood AC:** 5
|
||||
- **Ice AC:** 5
|
||||
---
|
||||
### Dodge Capability
|
||||
- **Dodge Throws at Advantage.**
|
||||
- Successful Dodge movement increases from **3 -> 4.5 meters**.
|
||||
### Parry Capability
|
||||
- **Parry Throws at Disadvantage.**
|
||||
- Counterattack damage from Parries reduced by **–1**.
|
||||
### Small Frame
|
||||
- Gain **+1.5 meters movement speed** in confined spaces.
|
||||
- **Knockback moves you +1.5 meter further.**
|
||||
- Count as **Small** for grapple, pull, drag and shove interactions.
|
||||
### Addict
|
||||
* Your body has adapted to Black Meridian stimulants.
|
||||
* While under the effect of a Black Meridian drug:
|
||||
- Gain **+1 Posture Regain**
|
||||
- Gain **+1.5 meter Movement Speed**
|
||||
- Withdrawal begins after **24 hours** without a dose.
|
||||
|
||||
### Withdrawal
|
||||
If the Skaven goes **24 hours without consuming a dose**, withdrawal begins.
|
||||
- Movement Speed **-3 meters**
|
||||
- Posture Regain **-2**
|
||||
- Ether Regain **-2**
|
||||
- Lose **1 sanity** every hour.
|
||||
@@ -0,0 +1,107 @@
|
||||
The Skaven carries a rare infection known among miners as **Meridian Rot**. It is believed to originate from contaminated biological material that was exposed to Black Meridian ore deposits deep in Authority mines.
|
||||
|
||||
The disease spreads only through **highly concentrated bodily fluids**. Casual contact is not enough. Infection requires open wounds and a significant amount of contaminated fluid.
|
||||
|
||||
For most races the infection progresses quickly and kills within weeks. Skaven physiology slows its progression significantly. The disease remains in an **early dormant stage**, allowing the Skaven to survive while still carrying the pathogen.
|
||||
|
||||
The Skaven’s long-term motivation is to eventually **remove or cure the infection**. Until then, the infection changes how his body chemistry behaves.
|
||||
|
||||
One side effect is that his saliva becomes chemically unstable. When exposed to air it reacts with oxygen and biological tissue, allowing him to produce **reactive venom**.
|
||||
|
||||
---
|
||||
# Core Mechanic - Venom Coating
|
||||
The Skaven can coat his weapon using infected saliva.
|
||||
### Apply Venom
|
||||
**Action:** Bonus Action
|
||||
**Target:** One weapon currently held
|
||||
The venom remains active for:
|
||||
- **3 successful hits**
|
||||
- or **3 rounds**, whichever comes first
|
||||
After that the coating breaks down and must be reapplied. Only **one weapon** may be coated at a time. Applying venom does not cost Ether.
|
||||
### Venom Charges
|
||||
The Skaven can produce a limited number of coatings before the infection becomes unstable.
|
||||
|
||||
**Venom Charges:**
|
||||
- Base charges: **2 per combat**
|
||||
- Charges refresh after **Short Rest**
|
||||
|
||||
Using a charge represents producing enough infected saliva to coat a weapon.
|
||||
|
||||
---
|
||||
# Infection Stage System
|
||||
|
||||
The plague slowly evolves over time. It has **four stages**, each unlocking stronger venom effects. The Skaven begins at **Stage I (Dormant Carrier)**. Progression is narrative and tied to the campaign.
|
||||
### Stage I - Dormant Carrier
|
||||
The infection exists but is mostly suppressed by Skaven biology.
|
||||
|
||||
When a venom-coated weapon hits:
|
||||
- Apply **Rot Poison** to the target for **2 rounds**
|
||||
Rot Poison:
|
||||
- Target takes **1 damage at the start of its turn**
|
||||
- Target suffers **–1 Posture Regain**
|
||||
|
||||
---
|
||||
## Stage II - Reactive Infection
|
||||
The pathogen adapts to the host. The saliva becomes more chemically aggressive.
|
||||
|
||||
Venom Charges increase:
|
||||
- **3 charges per combat**
|
||||
|
||||
Rot Poison becomes stronger:
|
||||
- **2 damage per round**
|
||||
- **–1 Posture Regain**
|
||||
- Target suffers **–1 Constitution checks**
|
||||
|
||||
---
|
||||
## Stage III - Symbiotic Carrier
|
||||
The infection begins feeding off the host’s bloodstream. At this stage the Skaven can control venom more precisely.
|
||||
|
||||
Venom Charges:
|
||||
- **3 per combat**
|
||||
|
||||
Venom coating lasts:
|
||||
- **4 hits instead of 3**
|
||||
|
||||
Rot Poison now applies:
|
||||
- **2 damage per round**
|
||||
- **–1 Posture Regain**
|
||||
- **–1 Dodge Throw**
|
||||
|
||||
The infection interferes with reflexes.
|
||||
|
||||
---
|
||||
## Stage IV - Mutated Strain
|
||||
The plague has adapted almost completely to the Skaven. Removing it becomes extremely difficult.
|
||||
|
||||
Venom Charges:
|
||||
- **4 per combat**
|
||||
|
||||
Rot Poison becomes **Virulent Rot**:
|
||||
- **3 damage per round**
|
||||
- **–2 Posture Regain**
|
||||
- **–1 Dodge Throw**
|
||||
- If the target becomes **Staggered**, poison damage doubles for that round.
|
||||
|
||||
---
|
||||
# Infection Risk
|
||||
|
||||
Because the venom comes from a living infection, it can theoretically spread.
|
||||
However transmission requires:
|
||||
- Open wound
|
||||
- Repeated exposure
|
||||
- Large quantity of infected fluid
|
||||
|
||||
In combat this rarely happens.
|
||||
DMs may choose to apply infection if:
|
||||
- The Skaven deliberately infects someone
|
||||
- Someone consumes the venom
|
||||
- A character is exposed repeatedly
|
||||
|
||||
For most encounters it remains a combat toxin rather than a contagious disease.
|
||||
|
||||
---
|
||||
# Biological Strain
|
||||
Producing venom repeatedly irritates the infection.
|
||||
If the Skaven uses **all venom charges in one encounter**, he suffers:
|
||||
- **–1 Constitution checks until the end of combat**
|
||||
due to inflammation around infected tissue.
|
||||
@@ -0,0 +1,122 @@
|
||||
# Variant II - Iron Vein
|
||||
**Reagent:** Trace of industrial metals or mining dust
|
||||
**Effect**:
|
||||
- Physical AC **+5 (Blunt, Slash, Pierce)**
|
||||
- Gain **+1 Constitution** for the duration
|
||||
**Drawback**
|
||||
- Movement Speed **-1.5 meters**
|
||||
- -1 to dodge throws
|
||||
- -1 to parry throws
|
||||
|
||||
Blood thickens slightly and muscles tighten, making the body more resistant to impact but slower to react.
|
||||
# Variant III - Sparkshot
|
||||
**Reagent:** Spark gland or any mantra spark
|
||||
**Effect**:
|
||||
- Attack Throws **+1**
|
||||
- Dexterity **+1**
|
||||
**Drawback**
|
||||
- Lightning AC becomes 0
|
||||
|
||||
The nervous system becomes overstimulated. Reaction speed increases, but the body becomes sensitive to electrical shocks.
|
||||
# Variant IV - Grave Dust
|
||||
**Reagent:** Animal blood or corpse residue
|
||||
**Effect**:
|
||||
- Regain **+10 HP immediately**
|
||||
- Increase Max HP by 5 for the duration
|
||||
- Necrotic AC **+15**
|
||||
**Drawback**
|
||||
- Posture Regain **-1**
|
||||
- Posture damage taken +50%
|
||||
|
||||
The mixture slows blood flow and reduces pain response. The body becomes tougher but sluggish.
|
||||
# Variant V - Frostbite
|
||||
**Reagent:** Frost fungus or Frost gland
|
||||
**Effect**
|
||||
- Ice AC **+15**
|
||||
- Max posture **+2**
|
||||
**Drawback**
|
||||
- Movement Speed **–1.5 meters**
|
||||
Body temperature drops slightly. Muscles stiffen but become resistant to cold.
|
||||
# Variant VI - Smoke Lung
|
||||
**Reagent:** Industrial solvent
|
||||
**Effect**:
|
||||
- Gas AC **+20**
|
||||
- Gain **Advantage on Constitution saving throws**
|
||||
**Drawback**
|
||||
- Constitution checks **–1**
|
||||
|
||||
The lungs fill with irritating vapors that temporarily harden the respiratory system but make breathing uncomfortable.
|
||||
# Variant VII - Bloodrush
|
||||
**Reagent:** Vial of Blood
|
||||
**Effect**:
|
||||
- Strength **+2**
|
||||
- Melee damage **+1**
|
||||
- Melee penetration **+5**
|
||||
- Melee chip damage **+5**
|
||||
**Drawback**:
|
||||
- Blood AC **becomes 0**
|
||||
|
||||
Adrenal glands overproduce stress hormones. Muscles become stronger but blood vessels weaken.
|
||||
# Variant VIII - Gale Step
|
||||
**Reagent:** Stratus orb or galestone (powder)
|
||||
**Effect**:
|
||||
- Movement Speed **+3 meters**
|
||||
- Dodge Throws gain **+1**
|
||||
**Drawback**
|
||||
- Physical AC **–5**
|
||||
|
||||
Muscles twitch constantly, forcing rapid movement but reducing the ability to brace against attacks.
|
||||
# Variant IX - Etherwake
|
||||
**Reagent:** Ether crystal
|
||||
**Effect**:
|
||||
- Ether Regain **+1**
|
||||
- Ether Capacity **+5**
|
||||
**Drawback**:
|
||||
- Sanity loss from hostile environments increases by **1**
|
||||
- Willpower -1
|
||||
|
||||
The brain becomes highly sensitive to etheric currents, improving control but stressing the mind.
|
||||
# Variant X - Gravefire
|
||||
**Reagent:** Charred bone dust
|
||||
**Effect**:
|
||||
- Necrotic AC **+30**
|
||||
- Regain +2 Health immediately
|
||||
- Regain 1 Health per round
|
||||
- Gain **+2 damage against staggered targets**
|
||||
**Drawback**
|
||||
- **All elemental AC except necrotic drops to 0
|
||||
|
||||
Cell regeneration accelerates slightly but makes tissue unstable when exposed to heat.
|
||||
# Variant XI - Predator Instinct
|
||||
**Reagent:** Alpha/Crimson megalodaunt hide/blood or gland extract
|
||||
**Effect**:
|
||||
- Dexterity **+2**
|
||||
- Advantage on Stealth Throws
|
||||
**Drawback**
|
||||
- Charisma **–2**
|
||||
|
||||
Heightens aggression and predatory instincts. The user becomes socially hostile and erratic.
|
||||
# Variant XII - Black Pulse
|
||||
**Reagent:** Dead biomass
|
||||
**Effect**:
|
||||
- Posture **+3**
|
||||
- Posture Regain **+2**
|
||||
**Drawback**
|
||||
- Every round roll a **Constitution check**.
|
||||
- Failure causes **1d4 necrotic damage**.
|
||||
|
||||
The heart begins pumping rapidly, flooding muscles with oxygen. The strain causes small internal damage.
|
||||
# Variant XIII - Super Meridian Crack
|
||||
**Reagent:** Stabilized Black Meridian crystal
|
||||
This mixture was never used in the mines. It was developed by smugglers experimenting with concentrated ore.
|
||||
**Effect**:
|
||||
- Strength **+2**
|
||||
- Dexterity **+2**
|
||||
- Movement Speed **+3 meters**
|
||||
- Max Posture **+3**
|
||||
**Drawback**:
|
||||
At the end of the 3-round duration:
|
||||
- Take **1d6 Necrotic damage**
|
||||
- Gain **+2 additional Toxicity**
|
||||
|
||||
All body systems accelerate simultaneously. Muscles and nerves operate far beyond normal limits, which causes internal damage once the effect fades.
|
||||
@@ -0,0 +1,83 @@
|
||||
# Batch II - Structural Blasting
|
||||
**Required Tool:** Reinforced Casing Kit
|
||||
Allows shaping stronger containers for directional blasts.
|
||||
### Trigger Unlocked
|
||||
**Impact Trigger**
|
||||
- Explodes immediately when it hits a surface or target.
|
||||
### Bombs Unlocked
|
||||
**Concussion Bomb**
|
||||
* Crafting:
|
||||
- Blasting powder
|
||||
- Clay casing
|
||||
* Explosion radius: **4.5 meters**
|
||||
* Damage:
|
||||
- **1d6 Blunt damage**
|
||||
* Additional effect:
|
||||
* Targets must make **DC 12 Constitution check**
|
||||
* Failure:
|
||||
- Target is **Staggered for 1 round**
|
||||
|
||||
**Collapse Charge**
|
||||
* Crafting:
|
||||
- Blasting powder
|
||||
- Reinforced metal casing
|
||||
* Radius: **1.5 meters**
|
||||
* Damage:
|
||||
* **1d10 Blunt damage**
|
||||
* Additional effects:
|
||||
- **+5 posture damage**
|
||||
- **Ignores AC and Shields**
|
||||
- Deals double damages to structures
|
||||
|
||||
---
|
||||
# Batch III - Chemical Charges
|
||||
**Required Tool:** Chemical Mixing Kit
|
||||
Allows stabilizing gases and volatile compounds.
|
||||
### Trigger Unlocked
|
||||
**Pressure Trigger**
|
||||
- Placed on the ground
|
||||
- Detonates when stepped on
|
||||
- Requires **1 Action to place**
|
||||
### Bombs Unlocked
|
||||
**Gas Bomb**
|
||||
* Crafting
|
||||
- Blasting powder
|
||||
- Glass container
|
||||
- Chemicals
|
||||
* Creates a **gas cloud radius 4.5 meters**
|
||||
* Duration: **3 rounds**
|
||||
* Targets inside cloud:
|
||||
- Take **1d4 Gas damage per round**
|
||||
- Constitution checks suffer **–1 penalty**
|
||||
|
||||
**Incendiary Bomb**
|
||||
* Crafting
|
||||
- Blasting powder
|
||||
- Oil
|
||||
- Glass casing
|
||||
* Explosion radius: **3 meters**
|
||||
* Damage:
|
||||
- **2d4 Fire damage**
|
||||
* Targets hit must roll **Dexterity check**
|
||||
* Failure:
|
||||
* Apply **Burning for 2 rounds**
|
||||
|
||||
---
|
||||
# Batch IV - Advanced Detonators
|
||||
**Required Tool:** Ether Ignition Module
|
||||
Allows remote triggering using ether sparks.
|
||||
### Trigger Unlocked
|
||||
**Ether Spark Trigger**
|
||||
- Bomb can be placed instead of thrown
|
||||
- Detonate using **Bonus Action**
|
||||
- Costs **2 Ether**
|
||||
- Maximum distance: **12 meters**
|
||||
### Bomb Unlocked
|
||||
**Scatter Bomb**
|
||||
* Crafting:
|
||||
- Blasting powder
|
||||
- Multi-pellet casing
|
||||
* Explosion radius: **4.5 meters**
|
||||
* Damage:
|
||||
- **1d4 Pierce damage (3 separate hits)**
|
||||
* Each hit resolves separately against armor.
|
||||
@@ -0,0 +1,160 @@
|
||||
*Unlocked by level. Packs alternate 1 / 2 / 1 / 2.*
|
||||
|
||||
---
|
||||
|
||||
## Level 1 (Pack: 1)
|
||||
|
||||
### T01 - Improvised Demolition
|
||||
_(Passive unlock – explosives crafting becomes available even if not equipped)_
|
||||
When equipped:
|
||||
- Bomb Throw Range **+3 meters**
|
||||
- Bomb Damage **+1**
|
||||
- Carry Capacity **+1 Bomb**
|
||||
|
||||
---
|
||||
## Level 2 (Pack: 2)
|
||||
### T02 - Fast Coating
|
||||
- Applying Venom becomes **Free Action (1/round)**
|
||||
- Venom Coating duration **+1 hit**
|
||||
### T03 - Tunnel Runner
|
||||
- Movement Speed **+1.5 meters**
|
||||
- Dodge movement distance **+1.5 meters**
|
||||
- Gain **+1 initiative**
|
||||
|
||||
---
|
||||
## Level 3 (Pack: 1)
|
||||
### T04 - Dirty Fighting
|
||||
- Attacks against **Poisoned targets** deal **+2 damage**
|
||||
- Gain **+2 posture damage** against poisoned targets
|
||||
|
||||
---
|
||||
## Level 4 (Pack: 2)
|
||||
### T05 - Quick Fuse
|
||||
- Fuse bombs detonate **immediately at the end of your turn** instead of next round
|
||||
### T06 - Skaven Persistence
|
||||
- When reduced below **50% HP**, gain **+1 Posture Regain** and **+1.5 meters Movement Speed**
|
||||
|
||||
---
|
||||
## Level 5 (Pack: 1)
|
||||
### T07 - Venom Saturation
|
||||
- Venom effects last **+1 round**
|
||||
- Venom effects also drain 1 posture each round
|
||||
|
||||
---
|
||||
## Level 6 (Pack: 2)
|
||||
### T08 - Scrap Armor
|
||||
- **Blunt AC +5**
|
||||
- **Slash AC +5**
|
||||
- **Pierce AC +5**
|
||||
- Gain **+1 Posture**
|
||||
### T09 - Chain Detonation
|
||||
- Bombs exploding within **4.5 meters** of another bomb cause that bomb to detonate immediately
|
||||
|
||||
---
|
||||
## Level 7 (Pack: 1)
|
||||
### T10 - Sewer Stalker
|
||||
- Advantage on **Stealth Throws** in dim or dark environments
|
||||
- Movement Speed **+1.5 meters** while hidden
|
||||
- First attack while hidden gains +10 Penetration and Chip Damage
|
||||
|
||||
---
|
||||
## Level 8 (Pack: 2)
|
||||
### T11 - Reactive Dodge
|
||||
- When successfully Dodging, gain **+1 Posture**
|
||||
- Once per round, Dodging an attack also **reduces the attacker’s Posture by 1****
|
||||
### T12 - Venom Pressure
|
||||
- Venom damage also applies **+1 posture damage**
|
||||
|
||||
---
|
||||
## Level 9 (Pack: 1)
|
||||
### T13 - Bomb Technician
|
||||
- Crafting time for explosives **reduced to 5 minutes**
|
||||
- When crafting a bomb, have a 50% chance to craft one more
|
||||
- Bomb crafting **never critically fails**
|
||||
|
||||
---
|
||||
## Level 10 (Pack: 2)
|
||||
### T14 - Bomb Satchel
|
||||
- Carry Capacity **+2 Bombs**
|
||||
### T15 - Venom Penetration
|
||||
- Attacks against poisoned targets gain **+5 AC penetration**
|
||||
- Venom damage **ignores Gas AC and Necrotic AC**
|
||||
|
||||
---
|
||||
## Level 11 (Pack: 1)
|
||||
### T16 - Rat Reflexes
|
||||
- Dodge Throws gain **+1**
|
||||
- Gain **+1 initiative**
|
||||
|
||||
---
|
||||
## Level 12 (Pack: 2)
|
||||
### T17 - Toxic Resilience
|
||||
- **Gas AC +10**
|
||||
- **Necrotic AC +10**
|
||||
### T18 - Efficient Coating
|
||||
- Venom Charges **+1 per combat**
|
||||
- First venom coating each combat costs **no charge**
|
||||
|
||||
---
|
||||
## Level 13 (Pack: 1)
|
||||
### T19 - Opportunistic Strike
|
||||
- Attacks against **Staggered targets** add your doubled riposte modifier instead.
|
||||
|
||||
---
|
||||
## Level 14 (Pack: 2)
|
||||
### T20 - Blast Control
|
||||
- Damage taken from **your own bombs reduced by 50%**
|
||||
- Damage taken from **all bombs reduced by 25%**
|
||||
### T21 - Pressure Bombing
|
||||
- Bombs deal **+3 posture damage**
|
||||
|
||||
---
|
||||
## Level 15 (Pack: 1)
|
||||
### T22 - Plague Carrier
|
||||
- Venom damage **+2**
|
||||
- When a poisoned enemy dies, their corpse explodes in a 3 meter radius. Anyone inside must make a DC 14 Constitution throw.
|
||||
- On fail: They are applied with venom, as if they were attacked by you.
|
||||
- Can only happen once per round.
|
||||
|
||||
---
|
||||
## Level 16 (Pack: 2)
|
||||
### T23 - Fleet Escape
|
||||
- After successfully Dodging, gain **+1.5 meters movement speed** until end of turn
|
||||
- The first dodge you make each round costs no reaction
|
||||
### T24 - Hardened Body
|
||||
- **Blunt AC +5**
|
||||
- **Pierce AC +5**
|
||||
- Gain **+8 HP**
|
||||
|
||||
---
|
||||
## Level 17 (Pack: 1)
|
||||
### T25 - Bomb Specialist
|
||||
- Bomb Throw Range **+4.5 meters**
|
||||
- Bomb damage **+1**
|
||||
|
||||
---
|
||||
## Level 18 (Pack: 2)
|
||||
### T26 - Rapid Deployment
|
||||
- You may **throw a bomb as a Bonus Action once per combat**
|
||||
- Bomb throwing does **not provoke reactions**
|
||||
### T27 - Lethal dose
|
||||
- First venom hit each combat lasts **twice as long**
|
||||
- First venom hit deals **+2 damage**
|
||||
|
||||
---
|
||||
## Level 19 (Pack: 1)
|
||||
### T28 - Desperate Survivor
|
||||
- When reduced to **1 HP**:
|
||||
- Gain **+2 Posture Regain** for 2 rounds
|
||||
- Gain **+3 meters movement speed** for 2 rounds
|
||||
|
||||
---
|
||||
## Level 20 (Pack: 2)
|
||||
### T29 - Master Demolitionist
|
||||
- Bomb Damage **+2**
|
||||
- Bomb radius **+1.5 meters**
|
||||
- Bombs deal **+2 posture damage**
|
||||
### T30 - Apex Scavenger
|
||||
- Movement Speed **+3 meters**
|
||||
- Posture Regain **+1**
|
||||
- Dodge Throws **+1****
|
||||
@@ -0,0 +1,56 @@
|
||||
The Skaven learned basic blasting techniques while working in Authority mining tunnels. Explosives were used to clear rock and collapse unstable shafts. Over time he learned how to modify blasting powder into small portable charges.
|
||||
|
||||
This system becomes available once the character acquires the **Improvised Demolition** talent.
|
||||
|
||||
---
|
||||
# Crafting Requirements
|
||||
|
||||
Crafting explosives requires a **basic demolition toolset**:
|
||||
- Fuse cutter
|
||||
- Ignition flint
|
||||
- Metal shaping tools
|
||||
- Powder storage containers
|
||||
|
||||
Crafting must be done during short rests or long rests
|
||||
|
||||
Crafting time: **10 minutes per explosive**
|
||||
Maximum carried explosives: **4**
|
||||
Explosives degrade after **24 hours** if unused.
|
||||
|
||||
---
|
||||
# Using Explosives
|
||||
**Throwing a bomb:** Action
|
||||
Range: **9 meters**
|
||||
|
||||
Bombs land where thrown unless intercepted. Bombs follow standard damage resolution rules. Damage types are resolved normally and reduced by armor values where applicable. Explosions cannot be parried but may be avoided by successful dodges.
|
||||
|
||||
---
|
||||
# Trigger Types
|
||||
|
||||
Explosives require a trigger mechanism.
|
||||
### Fuse Trigger
|
||||
Delay before explosion.
|
||||
- Detonates **at the start of the next round**
|
||||
- Can be kicked or thrown again before detonation
|
||||
|
||||
---
|
||||
# Bomb Types
|
||||
Different bomb types use different casing and filler mixtures.
|
||||
**Fragmentation Bomb**
|
||||
* Crafting
|
||||
- Blasting powder
|
||||
- Scrap metal casing
|
||||
* Explosion radius: **3 meters**
|
||||
* Damage:
|
||||
- **2d6 Pierce damage**
|
||||
* Additional effect:
|
||||
- Targets suffer heavy bleed buildup
|
||||
|
||||
---
|
||||
# Carry Limit
|
||||
The Skaven can carry:
|
||||
* **Maximum 4 bombs**
|
||||
|
||||
Carrying more increases instability.
|
||||
If carrying **5 or more bombs**:
|
||||
- Any critical failure on Dexterity checks or attack rolls causes **one bomb to detonate**.
|
||||
@@ -0,0 +1,71 @@
|
||||
'Railcat' is what Summer Company officers call her in reports when they do not wish to write her real name.
|
||||
|
||||
Among the Felinors, freedom is instinct. They climb where they wish. They steal what shines. They laugh at danger and slip through fingers like smoke. A Felinor belongs to no one. She once embodied that perfectly.
|
||||
|
||||
A former Deepdelver of the Ignition Union, she descended into the Depths with a grin and came back with monsters carved into memory.
|
||||
|
||||
Then she lost her arm, her blade, her choice. Now she serves the Summer Company. Not as a patriot, but as an asset. She helps them because she must. And that is the cruelest cage of all for a Felinor. She still smiles. She still tilts her head playfully. She still makes jokes before a fight.
|
||||
|
||||
But when the duel begins, the air changes, her tail stops moving... And someone is about to lose.
|
||||
|
||||
---
|
||||
### Core Stats
|
||||
**Health (HP): 16**
|
||||
**Posture: 15**
|
||||
Posture Regain per Turn:
|
||||
- **1 + (Dexterity Modifier ÷ 2, rounded down)**
|
||||
**Ether Capacity: 16**
|
||||
Ether Regain per Turn:
|
||||
- **1 + (Willpower Modifier ÷ 2, rounded down)**
|
||||
**Sanity: 8**
|
||||
**Base Movement Speed: 9 meters**
|
||||
|
||||
---
|
||||
### Attributes
|
||||
**Strength: 10**
|
||||
**Dexterity: 17**
|
||||
**Constitution: 12**
|
||||
**Intelligence: 13**
|
||||
**Willpower: 12**
|
||||
**Charisma: 14**
|
||||
|
||||
---
|
||||
### Physical AC
|
||||
- **Blunt AC:** 5
|
||||
- **Slash AC:** 10
|
||||
- **Pierce AC:** 5
|
||||
### Elemental AC
|
||||
- **Fire AC:** 10
|
||||
- **Lightning AC:** 15
|
||||
- **Force AC:** 5
|
||||
- **Necrotic AC:** 5
|
||||
- **Gas AC:** 5
|
||||
- **Holy AC:** 5
|
||||
- **Blood AC:** 10
|
||||
- **Ice AC:** 5
|
||||
---
|
||||
### Signature Traits
|
||||
|
||||
**Parry Capability**:
|
||||
- On successful Parry, regain **1 additional Posture**.
|
||||
- Counterattack damage increased by **+2**.
|
||||
|
||||
**Feral Instinct**
|
||||
The first time per combat she would become Staggered from reaching 0 Posture:
|
||||
- She is not Staggered.
|
||||
- She still takes the full HP damage of the breaking attack.
|
||||
* Posture restored to 50%.
|
||||
- Cannot Regain Posture whilst in Feral State.
|
||||
- Her weapon is flung 6 meters away.
|
||||
- She enters **Feral State** until she picks up her weapon.
|
||||
- Cannot pick up your weapon for the first 2 rounds.
|
||||
While in Feral State:
|
||||
- Unarmed attacks deal **1d6 Blunt**
|
||||
- Posture Damage increased by +3
|
||||
- Movement speed increased by +3 meters
|
||||
- Cannot be Frightened
|
||||
|
||||
[[The Arcblade|Memories broken,]] [[Summer Company Prosthetic|the truth goes unspoken,]] [[Arcblade|I've even forgotten my name!]]
|
||||
[[Players/RAILCAT/Upgrades/Mantras|I don't know the season,]] [[Mantras - Feral Mode|or what is the reason,]] [[Prosthetic|I'm standing here holding my blade!]]
|
||||
[[Super-Modules|A desolate place (place)]], [[Players/RAILCAT/Upgrades/Talents|Without any trace (trace)]]
|
||||
It's only the cold wind I'm feeling.
|
||||
@@ -0,0 +1,43 @@
|
||||
### “Regulator Arm - SC Pattern 7”
|
||||
> “You’re not our prisoner.
|
||||
> You’re our investment.”
|
||||
> - Summer Company Quartermaster
|
||||
|
||||
**Weapon Type:**
|
||||
Counts as **Unarmed (Metal)**
|
||||
Can be used even while disarmed.
|
||||
|
||||
**Passive - Reinforced Limb**
|
||||
- You may Parry while unarmed without penalty.
|
||||
- Your unarmed strikes gain:
|
||||
- **1d6 Blunt**
|
||||
- Count as Metal for interactions.
|
||||
- Gain **+1 Posture Regain per turn** while above 0 Posture.
|
||||
|
||||
**Passive - Feedback Channel**
|
||||
The prosthetic stores kinetic stress.
|
||||
Each time you successfully Parry:
|
||||
- Gain 1 Torque (max 2).
|
||||
At 2 Torque:
|
||||
- Your next unarmed attack deals:
|
||||
- +1d6 Blunt (separate instance)
|
||||
- Torque resets to 0.
|
||||
|
||||
**Active - Magnetic Recall (CD 4)**
|
||||
Bonus Action:
|
||||
- Pull your Arcblade to your hand from up to 9 meters away.
|
||||
- Does not provoke reactions.
|
||||
- If used while in Feral State:
|
||||
- Ends Feral State immediately.
|
||||
|
||||
|
||||
---
|
||||
# The Summer Company Killswitch
|
||||
The Regulator Arm - SC Pattern 7 was not built for trust. It contains a **Failsafe Governor Node**, embedded near the ether channel spine.
|
||||
|
||||
The Company can:
|
||||
- Disable Magnetic Recall
|
||||
- Suppress Torque gain
|
||||
- Lock offensive modules
|
||||
- Or fully paralyze the arm
|
||||
They don’t do it casually. But they _can_.
|
||||
@@ -0,0 +1,18 @@
|
||||
>“It’s a beautiful blade. Elegant. Dangerous... Yet it still loses to a trigger pull.”
|
||||
- Gunsmith Rosen
|
||||
# Stage I - Fractured Arcblade
|
||||
_A broken relic. Heat leaks from its cracks._
|
||||
**HP Damage:** 1d8 Slash + 1d4 Fire (separate instance)
|
||||
**Posture:** 5
|
||||
**Penetration:** 10%
|
||||
**Chip:** 10%
|
||||
**Riposte Modifier:** +1d8
|
||||
|
||||
**New Passive - Ember Vein**: Critical hits apply **Burning** (1d4 Fire for 3 rounds, refresh only).
|
||||
|
||||
**Critical Art - “Flicker Dash” (CD 5)**
|
||||
Dash 6 meters in a straight line.
|
||||
- The first target hit takes:
|
||||
- 1d8 Slash
|
||||
- 1d4 Fire
|
||||
- Applies Burning if it Crits normally.
|
||||
@@ -0,0 +1,135 @@
|
||||
# Stage II - Stabilized Core
|
||||
_The lightning channel hums faintly again._
|
||||
**HP Damage:** 1d8 Slash + 1d4 Fire + 1d4 Lightning
|
||||
**Posture:** 6
|
||||
**Penetration:** 15%
|
||||
**Chip:** 10%
|
||||
**Riposte Modifier:** +1d8
|
||||
**Ember Vein**: Critical hits apply Burning.
|
||||
|
||||
**New Passive - Static Wake**: After hitting the same target 3 times in 2 rounds:
|
||||
- Apply **Sapped (2 rounds)**.
|
||||
|
||||
**Flicker Dash (Improved)**
|
||||
- Dash 6 meters.
|
||||
- 1d8 Slash + 1d4 Fire + 1d4 Lightning.
|
||||
- Applies Burning if it Crits normally.
|
||||
- Counts as 1 stack toward Static Wake.
|
||||
|
||||
---
|
||||
# Stage III - Tempered Rail
|
||||
*The blade stops flickering.*
|
||||
**HP Damage:** 1d10 Slash + 1d4 Fire + 1d6 Lightning
|
||||
**Posture:** 8
|
||||
**Penetration:** 20%
|
||||
**Chip:** 12%
|
||||
**Riposte Modifier:** +1d10
|
||||
|
||||
**Ember Vein**: Critical hits apply Burning.
|
||||
* If target is already Burning -> deal +1d6 Fire immediately.
|
||||
|
||||
**Static Wake**:
|
||||
* Now requires only 2 hits within 2 rounds to apply Sapped.
|
||||
|
||||
**Critical Art Upgrade - “Rail Dash” (CD 4)**
|
||||
Dash 9 meters in a straight line.
|
||||
- First target hit:
|
||||
- 1d10 Slash
|
||||
- 1d6 Fire
|
||||
- 1d6 Lightning
|
||||
- Applies Burning if it Crits normally.
|
||||
- Counts as 1 hit for Static Wake.
|
||||
- If target is Burning -> deal +1d6 Fire immediately.
|
||||
|
||||
**“Rail Reversal” (CD 5)**
|
||||
Trigger:
|
||||
* After successfully Parrying an enemy
|
||||
Effect:
|
||||
- Teleport 3 meters behind the attacker.
|
||||
- Strike critically for:
|
||||
- Weapon damage
|
||||
- +1d6 Fire
|
||||
- Counts toward Static Wake.
|
||||
|
||||
---
|
||||
# Stage IV - Overcharged Arcblade
|
||||
_Fire and Lightning begin feeding each other._
|
||||
**HP Damage:** 1d10+1 Slash + 1d6 Fire + 1d6 Lightning
|
||||
**Posture:** 10
|
||||
**Penetration:** 25%
|
||||
**Chip:** 15%
|
||||
**Riposte Modifier:** +1d10
|
||||
|
||||
**Ember Vein**: Critical hits apply Burning.
|
||||
If target is Burning and becomes Shocked:
|
||||
- Burning immediately ticks once for maximum value.
|
||||
|
||||
**Static Wake**: When Sapped ends and Shock is applied:
|
||||
- Target takes additional 1d6 Lightning damage.
|
||||
|
||||
**Rail Dash (Overcharged)**
|
||||
Dash 9 meters.
|
||||
* Each target hit:
|
||||
- 1d10+1 Slash
|
||||
- 1d6 Fire
|
||||
- 1d6 Lightning
|
||||
- Applies Burning if it Crits normally.
|
||||
- Counts as 1 hit for static Wake.
|
||||
- If target is Burning -> deal +1d6 Fire immediately.
|
||||
* If this strike causes Sapped to expire:
|
||||
- Shock triggers immediately instead of waiting.
|
||||
|
||||
---
|
||||
|
||||
# Stage V - True Arcblade (Mythical)
|
||||
_The Deep remembers this weapon._
|
||||
Weapon class upgrades to Heavy Railblade.
|
||||
**HP Damage:** 1d10+1d6 Slash + 1d6 Fire + 1d6 Lightning
|
||||
**Posture:** 11
|
||||
**Penetration:** 30%
|
||||
**Chip:** 15%
|
||||
**Riposte Modifier:** +1d12
|
||||
|
||||
**Ember Vein**: Critical hits apply Burning.
|
||||
* Burning damage increases to **1d6 per round**.
|
||||
|
||||
**Static Wake:**
|
||||
On every Critical:
|
||||
- Apply **Sapped (2 rounds)**.
|
||||
- When Sapped ends:
|
||||
- Shock triggers as normal.
|
||||
- Target also loses 2 Posture.
|
||||
|
||||
**Rail Convergence**
|
||||
If you Riposte a Shocked target
|
||||
- Add +1d12 Lightning damage.
|
||||
- Ignore an additional 10% Lightning AC for that Riposte only.
|
||||
|
||||
**Rail Dash (True Form)**
|
||||
Dash 9 meters.
|
||||
- Automatically Crits the first target struck.
|
||||
- Each target hit:
|
||||
- 1d10+1 Slash
|
||||
- 1d6 Fire
|
||||
- 1d6 Lightning
|
||||
- Applies Burning on Crit.
|
||||
- Counts as 1 hit for static Wake.
|
||||
- If target is Burning -> deal +1d6 Fire immediately.
|
||||
- Applies Sapped.
|
||||
- If target is already Sapped:
|
||||
- Immediately trigger Shock.
|
||||
- Burning ticks at maximum.
|
||||
|
||||
**“Rail Reversal” (CD 5):**
|
||||
Trigger:
|
||||
* After successfully Parrying an enemy
|
||||
Effect:
|
||||
- Teleport 3 meters behind the attacker.
|
||||
- Strike critically for:
|
||||
- Weapon damage
|
||||
- +1d12 Fire
|
||||
If the enemy is Shocked:
|
||||
- +1d12 Lightning
|
||||
- Ignore 10 Lightning and Fire AC (this stacks with Rail Convergence rules).
|
||||
- Counts toward Static Wake.
|
||||
|
||||
@@ -0,0 +1,128 @@
|
||||
# 1-Star Mantras
|
||||
## Pounce Charge
|
||||
Type: Combat
|
||||
Cost: 4 Ether
|
||||
Action: Action
|
||||
Cooldown: 3 rounds
|
||||
Inspired by Sam's **Charge attack**.
|
||||
Effect: You launch forward like a predator.
|
||||
- Dash **6 meters** in a straight line.
|
||||
- First target hit takes:
|
||||
Damage: 1d6 Blunt + 1d4 Lightning
|
||||
Effects:
|
||||
- Target is **pushed 3 meters**.
|
||||
- Target loses **2 Posture**.
|
||||
If the target is **Burning**:
|
||||
- Add **+1d4 Fire**.
|
||||
|
||||
---
|
||||
## Predator Kick
|
||||
Type: Combat
|
||||
Cost: 3 Ether
|
||||
Action: Bonus Action
|
||||
Cooldown: 2 rounds
|
||||
A brutal taekwondo-style kick.
|
||||
Damage:
|
||||
* 1d6 Blunt
|
||||
Effects:
|
||||
- Deal **+2 Posture Damage**.
|
||||
If used immediately after **moving at least 3 meters**:
|
||||
- Add **+1d4 Lightning**.
|
||||
|
||||
---
|
||||
## Feral Step
|
||||
Type: Mobility
|
||||
Cost: 2 Ether
|
||||
Action: Bonus Action
|
||||
Cooldown: 2 rounds
|
||||
A sudden low feline sidestep.
|
||||
Effect:
|
||||
* Move **3 meters**.
|
||||
This movement:
|
||||
- Does **not provoke reactions**
|
||||
- May move **through enemy spaces**
|
||||
If used after **Dodging**:
|
||||
- Gain **+1 Posture**.
|
||||
---
|
||||
# 2-Star Mantras
|
||||
## Sweep Trip
|
||||
Type: Combat
|
||||
Cost: 4 Ether
|
||||
Action: Action
|
||||
Cooldown: 3 rounds
|
||||
Inspired by **Sam's tripping attacks**. Sweep low with your right leg, tripping enemies and dealing minimal damage.
|
||||
Damage:
|
||||
* 1d6 Blunt
|
||||
Effects:
|
||||
* Target must make a **Dexterity Save**.
|
||||
Failure:
|
||||
- Target falls **Prone**
|
||||
- Target loses **3 Posture**
|
||||
Success:
|
||||
- Target loses **2 Posture**.
|
||||
## Feral Rush
|
||||
Type: Combat
|
||||
Cost: 5 Ether
|
||||
Action: Action
|
||||
Cooldown: 4 rounds
|
||||
A savage flurry of clawing strikes.
|
||||
Damage:
|
||||
* Three hits, 1d4 Blunt each
|
||||
Each hit:
|
||||
- Deals **+1 Posture damage**
|
||||
If at least **2 hits land**:
|
||||
- Apply **Sapped (2 rounds)**.
|
||||
## Tail Feint
|
||||
Type: Support
|
||||
Cost: 3 Ether
|
||||
Action: Bonus Action
|
||||
Cooldown: 4 rounds
|
||||
A deceptive twitch of movement.
|
||||
For **1 round**:
|
||||
- Your next attack gains **+5 Chip Damage**
|
||||
- Your next attack gains **+5 Penetration**
|
||||
- Your next attack deals **+2 Posture damage**
|
||||
If the attack **breaks posture**:
|
||||
- Gain **+2 Posture**
|
||||
|
||||
---
|
||||
# 3-Star Mantras
|
||||
## Savage Launcher
|
||||
Type: Combat
|
||||
Cost: 6 Ether
|
||||
Action: Action
|
||||
Cooldown: 4 rounds
|
||||
You uppercut with the prosthetic arm.
|
||||
Damage:
|
||||
* 1d10 Blunt + 1d6 Lightning
|
||||
Effects:
|
||||
- Launch the enemy **3 meters upward**
|
||||
- Push **3 meters** away from you.
|
||||
Enemy loses **3 Posture**.
|
||||
If the enemy is **Sapped**:
|
||||
- Immediately trigger **Shock**.
|
||||
## Predator Maul
|
||||
Type: Combat
|
||||
Cost: 7 Ether
|
||||
Action: Action
|
||||
Cooldown: 4 rounds
|
||||
You grab and slam your opponent into the ground. Target must be within **1.5 meters**.
|
||||
Damage: 2d8 Blunt
|
||||
Effects:
|
||||
- Target loses **4 Posture**.
|
||||
- Target falls prone.
|
||||
If the target is already **Prone**:
|
||||
- Add **+1d8 Blunt**.
|
||||
## Scavenger Bite
|
||||
Type: Combat
|
||||
Cost: 6 Ether
|
||||
Action: Action
|
||||
Cooldown: 5 rounds
|
||||
You pounce onto the enemy, slam them to the ground and tear into them.
|
||||
Damage:
|
||||
* 1d6 Blunt + 1d6 Slash + 1d6 Pierce
|
||||
Effects:
|
||||
- Target falls prone and gains heavy bleed buildup.
|
||||
- Target loses **3 Posture**.
|
||||
If target is **Burning or Shocked**:
|
||||
- Add **+1d6 Lightning** or **+1d6 Fire** respectively.
|
||||
@@ -0,0 +1,180 @@
|
||||
# 1-Star Mantras
|
||||
|
||||
---
|
||||
## Flash Draw
|
||||
**Type:** Combat
|
||||
**Cost:** 4 Ether
|
||||
**Action:** Action
|
||||
**Cooldown:** 2 rounds
|
||||
Quick unsheathe slash.
|
||||
- 1d8 Slash + 1d4 Fire
|
||||
- If used after moving at least 3m:
|
||||
- Gain +5 Penetration
|
||||
## Palm Break
|
||||
**Type:** Combat
|
||||
**Cost:** 3 Ether
|
||||
**Action:** Bonus Action
|
||||
**Cooldown:** 3 rounds
|
||||
A sudden prosthetic palm strike.
|
||||
- 1d6 Blunt
|
||||
- +2 Posture damage
|
||||
- If target attacked you last turn:
|
||||
- Add +1d4 Lightning
|
||||
## Rising Cut
|
||||
**Type:** Combat
|
||||
**Cost:** 5 Ether
|
||||
**Action:** Action
|
||||
**Cooldown:** 3 rounds
|
||||
Upward slash that launches slightly.
|
||||
- 1d10 Slash
|
||||
- On hit:
|
||||
- Push target 3m
|
||||
- Gain +1 Posture
|
||||
## Sheathe Guard
|
||||
**Type:** Support
|
||||
**Cost:** 3 Ether
|
||||
**Action:** Bonus Action
|
||||
**Cooldown:** 4 rounds
|
||||
You sheath the Arcblade and enter a still, predatory guard until the start of your next turn.
|
||||
- Gain +1 on Parry checks
|
||||
- If you successfully Parry while in this stance:
|
||||
- Gain 1 Torque
|
||||
- Your immediate counterattack gains +5 Penetration and +5 Chip damage
|
||||
- If you Dodge while in this stance:
|
||||
- Move +1.5m (total 4.5m)
|
||||
|
||||
## Arc Flick
|
||||
**Type:** Combat
|
||||
**Cost:** 4 Ether
|
||||
**Action:** Bonus Action
|
||||
**Cooldown:** 3 rounds
|
||||
A short-range, wrist-driven slash meant to punish spacing mistakes.
|
||||
- 1d6 Slash + 1d4 Lightning
|
||||
- If the target is within 1.5m:
|
||||
- +1 Posture damage
|
||||
- Lightning damage becomes 1d6
|
||||
- Counts as 1 hit toward Static Wake
|
||||
|
||||
---
|
||||
# 2-Star Mantras
|
||||
## Rush Slash
|
||||
**Type:** Combat
|
||||
**Cost:** 6 Ether
|
||||
**Action:** Action
|
||||
**Cooldown:** 4 rounds
|
||||
Dash 6m and strike.
|
||||
- 1d10 Slash + 1d6 Lightning
|
||||
- If target is Sapped:
|
||||
- Immediately trigger Shock.
|
||||
## Multi-Draw
|
||||
**Type:** Combat
|
||||
**Cost:** 5 Ether
|
||||
**Action:** Action
|
||||
**Cooldown:** 3 rounds
|
||||
Four fast light strikes
|
||||
- 4 instances of 1d4 Slash
|
||||
- If at least 2 hit:
|
||||
- Gain +2 Posture
|
||||
## Rail Slash
|
||||
**Type:** Combat
|
||||
**Cost:** 7 Ether
|
||||
**Action:** Action
|
||||
**Cooldown:** 5 rounds
|
||||
Sheathe -> burst 4.5 meters through an enemy's space (cannot end inside).
|
||||
- 1d8 Slash
|
||||
- 1d8 Fire
|
||||
- 1d8 Lightning
|
||||
- Can only hit target once.
|
||||
## Backflip Step
|
||||
**Type:** Mobility
|
||||
**Cost:** 3 Ether
|
||||
**Action:** Bonus Action
|
||||
**Cooldown:** 3 rounds
|
||||
Backflip 4.5m.
|
||||
If used immediately after Parrying:
|
||||
- Regain 2 Posture
|
||||
- Next attack gains +5 Chip Damage.
|
||||
## Predatory Focus
|
||||
**Type:** Support
|
||||
**Cost:** 4 Ether
|
||||
**Action:** Bonus Action
|
||||
**Cooldown:** 5 rounds
|
||||
Mark one target for 2 rounds:
|
||||
* Against that target only:
|
||||
- +5 Chip Damage
|
||||
- +2 Posture damage
|
||||
## Slash Sheathe Combo
|
||||
**Type:** Combat
|
||||
**Cost:** 6 Ether
|
||||
**Action:** Action
|
||||
**Cooldown:** 4 rounds
|
||||
A three-beat sequence that ends in a sheath-launch.
|
||||
- Hit 1: 1d6 Slash
|
||||
- Hit 2: 1d6 Slash
|
||||
- Hit 3: 1d8 Slash + 1d4 Fire
|
||||
If at least 2 hits land:
|
||||
- Apply Sapped (2 rounds) if Static Wake would apply this round anyway (this doesn’t bypass the requirement, it just converts the trigger into an immediate application)
|
||||
|
||||
---
|
||||
# 3-Star Mantras
|
||||
|
||||
## Verdict (NB)
|
||||
**Type:** Combat
|
||||
**Cost:** 8 Ether
|
||||
**Action:** Action
|
||||
**Cooldown:** 5 rounds
|
||||
Blade glows white-yellow.
|
||||
Leap and slam down.
|
||||
- 2d10 Slash
|
||||
- 1d8 Lightning
|
||||
- Cannot be Blocked or Parried
|
||||
## Execution (NB)
|
||||
**Type:** Combat
|
||||
**Cost:** 9 Ether
|
||||
**Action:** Action
|
||||
**Cooldown:** 5 rounds
|
||||
Quick lunging impale.
|
||||
- 2d8 Slash
|
||||
- 1d8 Fire
|
||||
- Cannot be Blocked
|
||||
- If target is Shocked:
|
||||
- Add +1d12 Lightning.
|
||||
## Multi Dash
|
||||
**Type:** Mobility
|
||||
**Cost:** 10 Ether
|
||||
**Action:** Action
|
||||
**Cooldown:** 6 rounds
|
||||
Dash 3 times (choose directions) à 3 meters each.
|
||||
Each dash:
|
||||
- 1d8 Slash + 1d6 Lightning
|
||||
Can hit same target only once.
|
||||
|
||||
## Charge Counter
|
||||
Type: Combat
|
||||
Cost: 7 Ether
|
||||
Action: Reaction (in place of a counter-attack)
|
||||
Cooldown: 5 rounds
|
||||
Trigger: You **successfully Parry** an enemy attack.
|
||||
Effect:
|
||||
- Instantly move **3 meters through the attacker’s space**.
|
||||
* Strike for:
|
||||
* Weapon Damage
|
||||
* +1d6 Fire
|
||||
* If the target is **Shocked**:
|
||||
- Add **+1d8 Lightning**.
|
||||
|
||||
---
|
||||
# Signature
|
||||
|
||||
## Blade Lock
|
||||
Type: Combat
|
||||
Cost: 7 Ether
|
||||
Action: Reaction
|
||||
Cooldown: 5 rounds
|
||||
Trigger: Enemy within **3 meters** attacks you with a melee weapon.
|
||||
Effect: Both fighters enter a **Blade Lock**. You immediately make a **contested Strength or Dexterity throw**. If you win:
|
||||
- Deal **1d10 Slash**
|
||||
- Target loses **4 Posture**
|
||||
- Target is knocked back 4.5 meters
|
||||
If you lose:
|
||||
- Lose **2 Posture**.
|
||||
@@ -0,0 +1,83 @@
|
||||
# Branch 1 - Offensive Modules
|
||||
|
||||
---
|
||||
## Impact Governor
|
||||
When Torque is consumed:
|
||||
- Also deal +2 Posture damage.
|
||||
If the target is Sapped:
|
||||
- Deal an additional +1 Posture.
|
||||
|
||||
---
|
||||
## Voltage Injector
|
||||
When you Parry a Sapped enemy:
|
||||
- Immediately deal 1d6 Lightning (separate instance).
|
||||
If this causes Shock:
|
||||
- Target loses 1 additional Posture.
|
||||
|
||||
---
|
||||
## Duelist’s Executioner
|
||||
If you strike a Shocked target with an unarmed attack:
|
||||
- Add +1d8 Blunt.
|
||||
- Gain 5 penetration for that attack
|
||||
Once per turn.
|
||||
|
||||
---
|
||||
## Railbreaker Knuckles
|
||||
When you Riposte:
|
||||
- Add +1d6 Blunt.
|
||||
- If target is Burning → deal +1d6 Fire.
|
||||
|
||||
---
|
||||
# Branch 2 - Defensive Modules
|
||||
|
||||
---
|
||||
## Counterbalance Gyro
|
||||
When you fail a Parry:
|
||||
- Reduce incoming Posture damage by 2.
|
||||
Once per round.
|
||||
|
||||
---
|
||||
## Shock Dampener Lattice
|
||||
When Shocked:
|
||||
- Movement reduction is halved.
|
||||
- Passive posture regen is not disabled.
|
||||
|
||||
---
|
||||
## Reactive Plating
|
||||
When reduced below 50% Posture:
|
||||
- Gain +5 Physical AC until start of next turn
|
||||
Once per 3 rounds.
|
||||
|
||||
---
|
||||
## Feral Stabilizer (Capstone Defensive)
|
||||
While in Feral State:
|
||||
- You regain 1 Posture per turn.
|
||||
- Parry failures do not cause additional posture penalties.
|
||||
|
||||
---
|
||||
# Branch 3 — Utility Modules
|
||||
|
||||
---
|
||||
## Grapple Line Emitter
|
||||
Bonus Action (CD 5):
|
||||
- Pull a target 3 meters toward you.
|
||||
- If they collide with terrain:
|
||||
- Deal 1d6 Blunt.
|
||||
Does not apply Sapped.
|
||||
|
||||
---
|
||||
## Vector Thrusters
|
||||
After a successful Parry:
|
||||
- You may move 3 meters without provoking reactions.
|
||||
|
||||
---
|
||||
## Overclocked Recall
|
||||
Magnetic Recall now:
|
||||
- Grants +3 meters movement speed until end of turn.
|
||||
- Your next attack gains +5 Penetration
|
||||
|
||||
---
|
||||
## Kinetic Lock
|
||||
If you Parry the same target twice in 2 rounds:
|
||||
- Their next Dodge is made at disadvantage.
|
||||
|
||||
@@ -0,0 +1,54 @@
|
||||
# OFFENSIVE SUPER-MODULE
|
||||
## Union Strength Core
|
||||
> “Ouch. That'll hurt. Remind me to not piss you off?"
|
||||
### Passive - Conduction Loop
|
||||
When you apply **Shock** to a target:
|
||||
- Immediately gain 1 Torque.
|
||||
- Your next unarmed strike this turn:
|
||||
- Ignores 10 Physical AC
|
||||
- Deals +1d8 Lightning (separate instance)
|
||||
Once per round.
|
||||
### Passive - Breakpoint Exploit
|
||||
When you deal damage to a target below 50% Posture:
|
||||
- Gain +2 on attack rolls.
|
||||
This does not apply to Ripostes.
|
||||
|
||||
---
|
||||
# DEFENSIVE SUPER-MODULE
|
||||
|
||||
## Union Endurance Core
|
||||
> “That sounded like it hit something important. Oh, nope, nevermind.”
|
||||
### Passive - Refusal to Yield
|
||||
The first time each combat you would become Staggered:
|
||||
- Instead remain at 1 Posture.
|
||||
- Gain +5 Physical AC until end of next turn.
|
||||
### Passive - Pressure Feedback
|
||||
Whenever you Block an attack:
|
||||
- Gain 1 Torque.
|
||||
### Passive - Depth Stability
|
||||
When below 50% HP:
|
||||
- Gain +1 Posture Regain.
|
||||
|
||||
---
|
||||
# UTILITY SUPER-MODULE
|
||||
## Union Control Core
|
||||
> “Not what I would've picked but... eh. Your arm, your choice, I suppose."
|
||||
### Passive - Anchor Mark
|
||||
After successfully Parrying a target:
|
||||
- Mark them until the end of your next turn.
|
||||
If the marked target:
|
||||
- Dodges
|
||||
- Moves more than 3m voluntarily
|
||||
You may use your Reaction to:
|
||||
- Pull them 3m toward you
|
||||
- Deal 1d6 Lightning (separate instance)
|
||||
Does not apply Sapped.
|
||||
Does not trigger Shock by itself.
|
||||
### Passive - Pursuit Vector
|
||||
After using Magnetic Recall:
|
||||
- Gain +3m movement.
|
||||
- Your next attack this turn cannot be Dodged.
|
||||
Can still be Parried.
|
||||
### Passive - Duel Focus
|
||||
If only one hostile creature is within 6m:
|
||||
- Gain +5 Penetration.
|
||||
@@ -0,0 +1,145 @@
|
||||
_(Unlocked by level. Packs alternate 1 / 2 / 1 / 2)_
|
||||
|
||||
---
|
||||
# LEVEL 1 (Pack: 1)
|
||||
### T01 - **Duelist’s Poise**
|
||||
- Max Posture +2.
|
||||
- When you Parry, regain **+1 additional Posture**.
|
||||
|
||||
---
|
||||
# LEVEL 2 (Pack: 2)
|
||||
### T02 - **Feline Footwork**
|
||||
- After moving **3m or more** on your turn:
|
||||
- Gain **+1 on your next Parry Throw**.
|
||||
### T03 - **Arcblade Familiarity**
|
||||
- Arcblade attacks gain **+5 Penetration** and **+5 Chip Damage**.
|
||||
|
||||
---
|
||||
# LEVEL 3 (Pack: 1)
|
||||
### T04 - **Predatory Pressure**
|
||||
- Your **first melee attack each turn** deals **+1 Posture damage**.
|
||||
|
||||
---
|
||||
# LEVEL 4 (Pack: 2)
|
||||
### T05 - **Summer Steel**
|
||||
- Prosthetic unarmed attacks deal **+1d4 Blunt damage**.
|
||||
### T06 - **Momentum Parry**
|
||||
- When you successfully Parry:
|
||||
- Gain **+3 meters movement** until the end of your turn.
|
||||
|
||||
---
|
||||
# LEVEL 5 (Pack: 1)
|
||||
### T07 - **Railcat Instinct**
|
||||
- Gain **+1 initiative**.
|
||||
- Gain **+1 on Dodge Throws**.
|
||||
|
||||
---
|
||||
# LEVEL 6 (Pack: 2)
|
||||
### T08 - **Execution Rhythm**
|
||||
- When you Riposte a staggered enemy:
|
||||
- Regain **2 Posture**.
|
||||
### T09 - **Kinetic Punishment**
|
||||
- If an enemy **misses you with a melee attack**:
|
||||
- Your next attack against them deals **+1d6 Lightning** (1/round).
|
||||
|
||||
---
|
||||
# LEVEL 7 (Pack: 1)
|
||||
### T10 - **Deepdelver Conditioning**
|
||||
- Max HP +6.
|
||||
|
||||
---
|
||||
# LEVEL 8 (Pack: 2)
|
||||
### T11 - **Clean Exchange**
|
||||
- If you successfully Parry and deal damage before your next turn:
|
||||
- Gain **+1 Posture**.
|
||||
### T12 - **Arcstep**
|
||||
- When you Critically hit:
|
||||
- Move **3m** without provoking reactions.
|
||||
|
||||
---
|
||||
# LEVEL 9 (Pack: 1)
|
||||
### T13 - **Railcat Momentum**
|
||||
- If you hit the same enemy twice in a round:
|
||||
- Deal **+2 Posture damage** on the second hit.
|
||||
|
||||
---
|
||||
# LEVEL 10 (Pack: 2)
|
||||
### T14 - **Feral Blood**
|
||||
- While in **Feral State**:
|
||||
- Gain **+3 meters movement speed**.
|
||||
### T15 - **Reactive Draw**
|
||||
- If you Parry while below **50% Posture**:
|
||||
- Gain **+5 Penetration** and **+5 Chip Damage** on your counterattack.
|
||||
|
||||
---
|
||||
# LEVEL 11 (Pack: 1)
|
||||
### T16 - **Storm Reflex**
|
||||
- When you Dodge successfully:
|
||||
- Your next attack deals **+1d4 Lightning**.
|
||||
|
||||
---
|
||||
# LEVEL 12 (Pack: 2)
|
||||
### T17 - **Railbreaker**
|
||||
- When you deal **6+ Posture damage** in one attack:
|
||||
- Deal **+2 additional Posture damage** (1/round).
|
||||
### ~~T18 - **Prosthetic Guard**~~
|
||||
- ~~You no longer suffer disadvantage when Parrying **unarmed**.~~
|
||||
|
||||
---
|
||||
# LEVEL 13 (Pack: 1)
|
||||
|
||||
### T19 - **Arcblade Tempo**
|
||||
- Arcblade attacks deal **+1d4 Fire**.
|
||||
|
||||
---
|
||||
# LEVEL 14 (Pack: 2)
|
||||
### T20 - **Hunter’s Patience**
|
||||
- If you take **no damage during a round**:
|
||||
- Gain **+2 Posture** at the start of your next turn.
|
||||
### T21 - **Backline Predator**
|
||||
- Attacks against enemies **who have not attacked you this round** gain **+5 Penetration**.
|
||||
|
||||
---
|
||||
# LEVEL 15 (Pack: 1)
|
||||
### T22 - **Felinor Balance**
|
||||
- Max Posture +3.
|
||||
|
||||
---
|
||||
# LEVEL 16 (Pack: 2)
|
||||
### T23 - **Predator’s Punish**
|
||||
- When an enemy fails a Dodge against you:
|
||||
- Deal **+2 Posture damage**.
|
||||
### T24 - **Static Build**
|
||||
- When you apply **Sapped**:
|
||||
- Target immediately loses **+1 Posture**.
|
||||
|
||||
---
|
||||
# LEVEL 17 (Pack: 1)
|
||||
### T25 - **Execution Discipline**
|
||||
- Ripostes you perform deal **+1d8 damage**.
|
||||
|
||||
---
|
||||
# LEVEL 18 (Pack: 2)
|
||||
### T26 - **Unbroken Predator**
|
||||
- The first time each combat you would be Staggered:
|
||||
- ~~Remain at **1 Posture instead**.~~
|
||||
### T27 - **Storm Catalyst**
|
||||
- When you trigger **Shock**:
|
||||
- Deal **+1d6 Lightning damage**.
|
||||
|
||||
---
|
||||
# LEVEL 19 (Pack: 1)
|
||||
### T28 - **Flawless Duel**
|
||||
- If you Parry **twice in the same round**:
|
||||
- Gain **+3 Posture** at the start of your next turn.
|
||||
|
||||
---
|
||||
# LEVEL 20 (Pack: 2)
|
||||
### T29 - **Arcblade Apex**
|
||||
- Arcblade damage:
|
||||
- **+1d6 Fire**
|
||||
- **+1d6 Lightning**
|
||||
### T30 - **Predator Unleashed**
|
||||
- While in **Feral State**:
|
||||
- Gain **+3 Posture damage**
|
||||
- Gain **+3 meters movement speed**.
|
||||
@@ -0,0 +1,19 @@
|
||||
Compact recoilless rocket launcher used by Summer Company demolition teams.
|
||||
|
||||
Length: **~55 cm**. Carried on the back.
|
||||
### Weapon Profile
|
||||
**Damage:** 2d8 Fire + 1d8 Force
|
||||
**Posture Damage:** 4 (NB)
|
||||
**Penetration:** 20%
|
||||
**Chip Damage:** 40%
|
||||
**Riposte Modifier:** -
|
||||
**Blast Radius:** 4.5 meters
|
||||
Targets within radius are hit individually.
|
||||
**Properties:** Heavy, Two-Handed, Explosive, Loud, Unparryable
|
||||
|
||||
### Reload
|
||||
After firing:
|
||||
- The launcher must be **reloaded for 1 round** before firing again.
|
||||
- Reloading normally consumes the **entire turn**.
|
||||
|
||||
The Enforcer begins encounters with 3 Rockets. More are gained from summer company outposts or during short rests.
|
||||
@@ -0,0 +1,57 @@
|
||||
A field operative used when the Summer Company needs fortifications removed, ambushes erased, or clustered enemies dispersed quickly. Unlike most Company agents who rely on revolvers and precision rifles, this operative carries a compact recoilless launcher - the **Non-Magic-Missile (NMM)**.
|
||||
|
||||
The weapon is not designed for dueling. It is designed to delete groups. The Enforcer operates quietly until the moment of engagement. One rocket. One blast. Then reposition before retaliation arrives.
|
||||
|
||||
They are Etrean-born and carry the cultural arrogance typical of their homeland, openly dismissive of foreigners and particularly critical of the other party members.
|
||||
|
||||
---
|
||||
# Core Stats
|
||||
**Health (HP): 18**
|
||||
**Posture: 12**
|
||||
Posture Regain per Turn:
|
||||
- **1 + (Dexterity Modifier ÷ 2, rounded down)**
|
||||
**Ether Capacity: 10**
|
||||
Ether Regain per Turn:
|
||||
- **1 + (Willpower Modifier ÷ 2, rounded down)**
|
||||
**Sanity: 9**
|
||||
**Base Movement Speed:** 7.5 meters
|
||||
# Attributes
|
||||
**Strength:** 12
|
||||
**Dexterity:** 14
|
||||
**Constitution:** 13
|
||||
**Intelligence:** 14
|
||||
**Willpower:** 11
|
||||
**Charisma:** 12
|
||||
# Physical AC
|
||||
- **Blunt AC:** 5
|
||||
- **Slash AC:** 10
|
||||
- **Pierce AC:** 10
|
||||
# Elemental AC
|
||||
- **Fire AC:** 10
|
||||
- **Ice AC:** 5
|
||||
- **Lightning AC:** 5
|
||||
- **Force AC:** 5
|
||||
- **Necrotic AC:** 5
|
||||
- **Gas AC:** 5
|
||||
- **Holy AC:** 5
|
||||
- **Blood AC:** 5
|
||||
|
||||
---
|
||||
# Signature Traits
|
||||
### Summer Company Demolition Training
|
||||
Explosive weapons are notoriously unwieldy. The Enforcer has been trained to deploy them efficiently.
|
||||
- Firing the **NMM** does **not provoke opportunity attacks**.
|
||||
- After firing the NMM, you may **move up to 3 meters without triggering reactions**.
|
||||
### Tactical Reload Doctrine
|
||||
The launcher normally requires **1 action to reload**.
|
||||
However:
|
||||
- An ally within **1.5 meters** may spend a **Bonus Action** to assist the reload.
|
||||
### Calculated Detonation
|
||||
The Enforcer understands blast radii.
|
||||
When firing the NMM:
|
||||
- Allies within the blast radius take **half damage**.
|
||||
- Enemies caught in the **outer half of the blast radius** take **+1 posture damage** from concussive force.
|
||||
### Etrean Supremacy
|
||||
Raised under Etrean doctrine of cultural superiority, the Enforcer has little patience for outsiders.
|
||||
- **+2 on Intimidation checks** against non-Etreans.
|
||||
- **-2 on Persuasion checks** when dealing with non-Etrean allies or factions.
|
||||
@@ -0,0 +1,117 @@
|
||||
The Summer Company evaluates operatives purely on **return on investment**. Combat effectiveness, completed contracts, and successful asset recovery increase **Shareholder Value (SV)**. As SV rises, internal departments allocate greater resources to the operative.
|
||||
|
||||
Funding level determines:
|
||||
- Available rocket types
|
||||
- Equipment access
|
||||
- Resupply privileges
|
||||
- Operational support
|
||||
|
||||
---
|
||||
# Shareholder Funding Levels
|
||||
## Tier 1 - Minimal Funding
|
||||
You are considered equipment. Replacement cost is still cheaper than long-term investment.
|
||||
|
||||
**Approved Rocket Catalog**
|
||||
Standard demolition products are now approved:
|
||||
- HE Rocket
|
||||
- Fragmentation Rocket
|
||||
- Concussion Rocket
|
||||
|
||||
**Ammunition Ration Program**
|
||||
The company has determined that explosives are cheaper than funerals.
|
||||
- May restock rockets during Short Rests.
|
||||
- Maximum ammunition: 3 rockets.
|
||||
Any additional rockets must be purchased at standard employee rates.
|
||||
|
||||
---
|
||||
## Tier 2 - Operational Funding
|
||||
Your work has generated measurable revenue. Management has decided to delay your replacement.
|
||||
|
||||
**Reload Automation Initiative**
|
||||
Engineers have installed a small mechanical loader to increase productivity.
|
||||
* Reloading becomes automatic after firing. The operative may move, dodge, or perform other actions while the launcher reloads.
|
||||
|
||||
**Free Health Insurance**
|
||||
After reviewing mortality reports, the company has concluded that slightly healthier operatives live longer.
|
||||
* You regain an additional Hit Die worth of HP during short rests
|
||||
|
||||
**Better Salary**
|
||||
Your paycheck has increased slightly.
|
||||
* You gain +1 Charisma and +1 Willpower
|
||||
* You gain a +20% discount at most summer company merchants.
|
||||
Employee enthusiasm is expected to increase accordingly.
|
||||
|
||||
---
|
||||
## Tier 3 - Additional Funding
|
||||
You are no longer considered easily replaceable. Replacing you would require paperwork.
|
||||
|
||||
**Expanded Rocket Catalog**
|
||||
Tactical explosives are now approved:
|
||||
- Incendiary Rocket
|
||||
- Cryo Rocket
|
||||
- Gas Rocket
|
||||
|
||||
**Ammunition Budget Expansion**
|
||||
Your department has approved a modest increase in your explosives allowance.
|
||||
- Rocket restocking may now be performed at any major town under authority influence.
|
||||
- Gain **+1 Rocket Carry Capacity
|
||||
|
||||
---
|
||||
## Tier 4 - Strategic Funding
|
||||
Management now considers you an asset worth maintaining.
|
||||
|
||||
**Precision Profit Optics**
|
||||
Your launcher has been upgraded with battlefield analytics hardware.
|
||||
* Rockets gain **+5% Penetration**
|
||||
- Rockets gain **+2 to hit**
|
||||
The optics also collect combat data to improve future weapons. You will **not** receive compensation for providing this data.
|
||||
|
||||
**Premium Targeting Upgrade**
|
||||
Your weapon now includes a paid software feature.
|
||||
- Rockets may detonate mid-air
|
||||
This upgrade normally costs **$33.99 per week**, but is temporarily waived while your productivity remains high.
|
||||
|
||||
---
|
||||
## Tier 5 - Superior Funding
|
||||
Your performance has increased your market value. The company would now prefer you survive.
|
||||
|
||||
**Advanced Rocket Catalog**
|
||||
High-cost explosives have been approved:
|
||||
- Shaped Charge Rocket
|
||||
- Cluster Rocket
|
||||
- Overpressure Rocket
|
||||
|
||||
**Expanded Explosives Budget**
|
||||
Management has approved emergency funding.
|
||||
- Maximum rockets increases to **5**.
|
||||
|
||||
**Express Delivery** (1/Long Rest):
|
||||
If combat operations threaten quarterly profits, supplies may be delivered by drone.
|
||||
* You may call in an airdrop, granting you 2 rockets of your choice.
|
||||
Standing beneath the drop zone is discouraged.
|
||||
|
||||
---
|
||||
## Tier 6 - Executive Funding
|
||||
At this stage, your combat performance is considered extremely profitable. The company will now allocate serious resources to keep you operational.
|
||||
|
||||
**Express Delivery with Same-Day-Shipping**:
|
||||
The delivery drone has been upgraded.
|
||||
* Express Delivery now gives you **5** additional rockets immediately instead of 2.
|
||||
The drone prioritizes cargo safety over employee safety. Please move away from the drop zone if possible (really).
|
||||
|
||||
**Customer Support (1/Long Rest):**
|
||||
If a battlefield situation becomes inconvenient, simply contact customer support.
|
||||
* You can throw a flare (9 meter range) to call in a **hyper-mortar** strike.
|
||||
* Requires you to be within 45 kilometers of summer isle.
|
||||
(Support requests may be denied if the operator is on break)
|
||||
|
||||
**Hyper-Mortar Strike**
|
||||
Your support ticket has been processed. An offshore artillery platform will resolve the issue.
|
||||
Delay: **1 round**
|
||||
Impact:
|
||||
- **Damage:** 4d10 Fire + 4d10 Force
|
||||
- **Radius:** 6 meters
|
||||
- **Posture Damage:** 8 (NB)
|
||||
- **Penetration:** 30%
|
||||
|
||||
Hyper-Mortar Strike cannot be parried or blocked. Creatures may Dodge normally.
|
||||
@@ -0,0 +1,114 @@
|
||||
Unlocked by **Increasing Shareholder Value**, (completing requests for the Summer Company).
|
||||
|
||||
The operative maintains a **3-rocket loadout** at any time. During **Short Rests** or while at **Summer Company Outposts**, the Enforcer may restock their launcher with **any combination of unlocked rockets**.
|
||||
|
||||
Example:
|
||||
- 2 HE Rockets
|
||||
- 1 Gas Rocket
|
||||
|
||||
# Standard Rocket Types (Unlocked from Start)
|
||||
|
||||
## HE Rocket (High Explosive)
|
||||
The baseline demolition round used by most Summer Company contractors.
|
||||
**Damage:** 2d8 Fire + 1d8 Force
|
||||
**Posture Damage:** 4
|
||||
**Penetration:** 20%
|
||||
**Chip Damage:** 40%
|
||||
**Riposte Modifier:** -
|
||||
**Blast Radius:** 4.5 meters
|
||||
## Fragmentation Rocket
|
||||
Designed to shred lightly armored enemies and deny open spaces.
|
||||
**Damage:** 2d6 Pierce + 1d6 Fire
|
||||
**Posture Damage:** 3
|
||||
**Penetration:** 30%
|
||||
**Chip Damage:** 30%
|
||||
**Riposte Modifier:** -
|
||||
**Blast Radius:** 6 meters
|
||||
**Special:** Targets hit must succeed a **Dexterity Save** or suffer Medium bleed buildup
|
||||
## Concussion Rocket
|
||||
A blunt shockwave round meant to disrupt formations rather than kill.
|
||||
**Damage:** 1d6 Force + 1d6 Blunt
|
||||
**Posture Damage** 8 (NB)
|
||||
**Penetration:** 10%
|
||||
**Chip Damage:** -
|
||||
**Riposte Modifier:** -
|
||||
**Blast Radius:** 6 meters
|
||||
**Special:**
|
||||
Creatures in the radius must make a **Strength Save** or:
|
||||
- Be **knocked prone**
|
||||
- Lose **2 additional posture**
|
||||
|
||||
---
|
||||
# Tactical Rocket Types (Additional Funding)
|
||||
|
||||
## Incendiary Rocket
|
||||
A volatile fuel mixture that ignites the battlefield.
|
||||
**Damage:** 1d10 Fire
|
||||
**Posture Damage:** 3
|
||||
**Penetration:** 25%
|
||||
**Chip Damage:** 50%
|
||||
**Riposte Modifier:** -
|
||||
**Blast Radius:** 3 meters
|
||||
**Special:** Creates a **burning zone** lasting **2 rounds**.
|
||||
Creatures inside take:
|
||||
- **1d6 Fire damage at the start of their turn**
|
||||
## Cryo Rocket
|
||||
Experimental tech stolen from Hive research.
|
||||
**Damage:** 1d6 Ice + 1d6 Force
|
||||
**Posture Damage:** 4
|
||||
**Penetration:** 20%
|
||||
**Chip Damage:** 35%
|
||||
**Riposte Modifier:** -
|
||||
**Blast Radius:** 4.5 meters
|
||||
**Special:**
|
||||
Targets hit must make a **Constitution Save** or become Chilled
|
||||
## Gas Rocket
|
||||
Chemical payload used by Summer Company sabotage teams.
|
||||
**Damage:** 1d4 Gas
|
||||
**Posture Damage:** 2
|
||||
**Penetration:** 10%
|
||||
**Chip Damage:** 60%
|
||||
**Riposte Modifier:** -
|
||||
**Blast Radius:** 4.5 meters
|
||||
**Special:**
|
||||
Creates a **Gas Cloud** lasting **2 rounds**.
|
||||
Creatures inside take:
|
||||
- **1d6 Gas damage each round**
|
||||
- Disadvantage on **Perception checks**
|
||||
|
||||
---
|
||||
|
||||
# Advanced Rocket Types (Superior Funding)
|
||||
|
||||
## Shaped Charge Rocket
|
||||
Designed to penetrate armor and structures.
|
||||
**Damage:** 3d8 Pierce
|
||||
**Posture Damage (Blocked):** 5
|
||||
**Penetration:** 50%
|
||||
**Chip Damage:** 25%
|
||||
**Riposte Modifier:** -
|
||||
**Blast Radius:** 1.5 meters
|
||||
**Special:**
|
||||
Against armored targets:
|
||||
- Deals **+2 damage dice**
|
||||
## Cluster Rocket
|
||||
Payload disperses multiple sub-munitions.
|
||||
**Damage:** 1d4 Fire (5 instances)
|
||||
**Posture Damage (Blocked):** 2 per instance
|
||||
**Penetration:** 20%
|
||||
**Chip Damage:** 30%
|
||||
**Riposte Modifier:** -
|
||||
**Blast Radius:** 4.5 meters
|
||||
Damage is resolved **three separate times**, applying armor reduction individually.
|
||||
## Overpressure Rocket
|
||||
Prototype breaching round meant for clearing rooms.
|
||||
**Damage:** 2d6 Force + 2d6 Fire
|
||||
**Posture Damage:** 7 (NB)
|
||||
**Penetration:** 30%
|
||||
**Chip Damage:** -
|
||||
**Riposte Modifier:** -
|
||||
**Blast Radius:** 4.5 meters
|
||||
**Special**:
|
||||
Enemies hit must make a **Constitution Save**.
|
||||
Failure:
|
||||
- **Stunned for 1 round**
|
||||
@@ -0,0 +1,133 @@
|
||||
# LEVEL 1 (Pack: 1)
|
||||
### T01 - **Explosive Specialist**
|
||||
- Rocket explosion radius **+1.5 meters**
|
||||
- Rocket **Posture Damage +1**
|
||||
|
||||
---
|
||||
# LEVEL 2 (Pack: 2)
|
||||
### T02 - **Stealth Demolition**
|
||||
- If you fire a rocket while **Hidden**, the attack gains **+10% Penetration** and **+10% Chip Damage**
|
||||
### T03 - **Shock Deployment**
|
||||
- When combat begins, you may **immediately reload the NMM for free**
|
||||
- Gain **+1 Initiative**
|
||||
|
||||
---
|
||||
# LEVEL 3 (Pack: 1)
|
||||
### T04 - **Area Denial**
|
||||
- Creatures hit by your rockets suffer **-1 Dodge Throws** until the start of your next turn
|
||||
|
||||
---
|
||||
# LEVEL 4 (Pack: 2)
|
||||
### T05 - **Blastwave Engineering**
|
||||
- Rocket explosion radius **+1.5 meters**
|
||||
- Creatures hit by the blast are **pushed 1.5 meters away from the center**
|
||||
### T06 - **Corporate Logistics**
|
||||
- Rocket carry capacity **+1**
|
||||
- Assisted Reload may be performed from **3 meters away**
|
||||
|
||||
---
|
||||
# LEVEL 5 (Pack: 1)
|
||||
### T07 - **Warhead Overpressure**
|
||||
- Rocket damage **+1 die**
|
||||
|
||||
---
|
||||
# LEVEL 6 (Pack: 2)
|
||||
### T08 - **Field Loader Training**
|
||||
- If an ally performs **Assisted Reload**, your next rocket gains
|
||||
- **+1 die damage**
|
||||
- **+2 Posture Damage**
|
||||
### T09 - **Shaped Detonation**
|
||||
- Creatures within **3 meters of the blast center** take **+2 damage** and **+2 Posture Damage**
|
||||
|
||||
---
|
||||
# LEVEL 7 (Pack: 1)
|
||||
### T10 - **Mobile Artillery**
|
||||
- Movement Speed **+1.5 meters**
|
||||
- You may **move up to 3 meters immediately after firing a rocket**
|
||||
|
||||
---
|
||||
# LEVEL 8 (Pack: 2)
|
||||
### T11 - **Shockwave Fracture**
|
||||
- If your rocket hits **3 or more enemies**, they each lose **1 additional Posture**
|
||||
### T12 - **Suppression Pattern**
|
||||
- Enemies hit by your rockets suffer **-1 attack rolls** until the start of their next turn
|
||||
|
||||
---
|
||||
# LEVEL 9 (Pack: 1)
|
||||
### T13 - **Blast Breaker**
|
||||
- Rockets deal **+3 Posture damage against blocking targets**
|
||||
|
||||
---
|
||||
# LEVEL 10 (Pack: 2)
|
||||
### T14 - **Backblast Discipline**
|
||||
- You take **no damage from your own rockets**
|
||||
### T15 - **Target Lock**
|
||||
- Rockets gain **+2 to hit** against enemies **more than 9 meters away**
|
||||
|
||||
---
|
||||
# LEVEL 11 (Pack: 1)
|
||||
### T16 - **Fragment Saturation**
|
||||
- Rockets deal **+2 damage to each creature hit after the first**
|
||||
|
||||
---
|
||||
# LEVEL 12 (Pack: 2)
|
||||
### T17 - **Shockline Detonation**
|
||||
- If a rocket **posture-breaks a creature**, all enemies within **3 meters** lose **2 Posture**
|
||||
### T18 - **Forward Spotter**
|
||||
- Allies attacking enemies hit by your rockets gain **+1 to hit** until the start of your next turn
|
||||
|
||||
---
|
||||
# LEVEL 13 (Pack: 1)
|
||||
### T19 - **Airburst Calibration**
|
||||
- Airburst rockets increase explosion radius **+1.5 meters**, **+1 to hit** and gain **+10 Penetration**.
|
||||
|
||||
---
|
||||
# LEVEL 14 (Pack: 2)
|
||||
### T20 - **Rapid Reposition**
|
||||
- After firing a rocket, gain **+3 meters movement** this turn
|
||||
### T21 - **Structural Collapse**
|
||||
- Rockets deal **+2 damage to enemies within 3 meters of terrain or walls**
|
||||
|
||||
---
|
||||
# LEVEL 15 (Pack: 1)
|
||||
### T22 - **Heavy Payload Rack**
|
||||
- Rocket carry capacity **+2**
|
||||
- Lose 3 meters movement speed
|
||||
|
||||
---
|
||||
# LEVEL 16 (Pack: 2)
|
||||
### T23 - **Terrain Denial**
|
||||
- Terrain within **4.5 meters of rocket impact** becomes **difficult terrain for 1 round**
|
||||
### T24 - **Assisted Barrage**
|
||||
- If your rocket is **Assisted Reloaded**, it gains
|
||||
- **+1.5 meter explosion radius**
|
||||
- **+10% Penetration**
|
||||
|
||||
---
|
||||
# LEVEL 17 (Pack: 1)
|
||||
### T25 - **Demolition Authority**
|
||||
- Rockets deal **+2 damage**
|
||||
- Rockets deal **+1 Posture Damage**
|
||||
|
||||
---
|
||||
# LEVEL 18 (Pack: 2)
|
||||
### T26 - **Overpressure Wave**
|
||||
- Enemies hit by your rockets suffer **-1.5 meters movement speed** for 1 round
|
||||
### T27 - **Chain Blast**
|
||||
- If your rocket kills a creature, enemies within **3 meters** take **1d8 Force damage**
|
||||
|
||||
---
|
||||
# LEVEL 19 (Pack: 1)
|
||||
### T28 - **Killzone Control**
|
||||
- Rocket explosion radius **+1.5 meters**
|
||||
- Creatures inside the explosion suffer **-1 on Dodge Throws**
|
||||
|
||||
---
|
||||
# LEVEL 20 (Pack: 2)
|
||||
### T29 - **Maximum Payload**
|
||||
- Rocket damage **+1 die**
|
||||
- Rocket Posture Damage **+2**
|
||||
### T30 - **Strategic Bombardment**
|
||||
- Once per combat, you may fire **two rockets with the same shot**
|
||||
- Both rockets **must target the same point**.
|
||||
- The NMM overheats afterwards and can't be used/reloaded for 1 round
|
||||
Reference in New Issue
Block a user