vault backup: 2026-03-12 12:16:42
This commit is contained in:
@@ -0,0 +1,12 @@
|
||||
## AF-01 - Physical Output Engine
|
||||
- **Strength:** 16
|
||||
- **Dexterity:** 18
|
||||
- **Constitution:** 12
|
||||
-> Designed for explosive acceleration and mid-combat repositioning.
|
||||
## AF-02 - Cognitive Engine
|
||||
- **Intelligence:** 13
|
||||
- **Willpower:** 12
|
||||
- **Charisma:** 8
|
||||
->Curiosity-driven processing core. Social subroutines underdeveloped.
|
||||
|
||||
[[Players/AXIOM-07/Upgrades/Attribute Frame|Upgrades]]
|
||||
@@ -0,0 +1,14 @@
|
||||
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.
|
||||
|
||||
The Chrysid engineer and the bound Ganymede responsible for the project made a decision the Hive did not approve of: They released it.
|
||||
|
||||
Now Axiom-07 travels Lumen freely, curious, cheerful, dangerous and independent, while Hive retrieval units hunt it down.
|
||||
|
||||
[[Players/AXIOM-07/CHASSIS CONFIGURATION]] -> Core Stats
|
||||
[[Players/AXIOM-07/ATTRIBUTE FRAME]] -> Physical and Non-Physical Stats
|
||||
[[Players/AXIOM-07/DEFENSIVE PLATING SYSTEM]] -> Armor Stats
|
||||
[[Players/AXIOM-07/SOUL SUB-SYSTEMS]] -> Stats related to the sustainment of the construct
|
||||
[[Players/AXIOM-07/MOMENTUM ENGINE]] -> Core Movement Mechanics
|
||||
[[Players/AXIOM-07/WEAPON SYSTEMS]] -> Mechanics related to weapons
|
||||
[[Players/AXIOM-07/Upgrades/Talents]] -> More Be an annoying fuck
|
||||
[[Players/AXIOM-07/Upgrades/Mantras|Mantras]] -> Be an annoying fuck
|
||||
@@ -0,0 +1,19 @@
|
||||
## CC-01 - Integrity Frame
|
||||
**HP:** 12 + (3 HP + Fortitude Modifier)
|
||||
**Posture:** 14
|
||||
Regain (**Posture ÷ 10, rounded down**) Posture at the start of your turn.
|
||||
-> Lightweight exoskeletal structure. Minimal plating.
|
||||
## CC-02 - Ether Containment Battery
|
||||
**Ether Capacity:** 30
|
||||
Regain **2 Ether** at the start of your next turn if:
|
||||
- You dealt damage last round OR
|
||||
- You moved at least 6m OR
|
||||
- You were targeted by an attack.
|
||||
-> Visible containment chamber adjacent to Life Orb housing.
|
||||
## CC-03 - Cognitive Stability Matrix
|
||||
**Sanity:** 9
|
||||
-> Artificially stabilized consciousness. Subject experiences Depth exposure normally, though breakdown manifests as behavioral instability rather than emotional collapse.
|
||||
|
||||
[[Players/AXIOM-07/Upgrades/Chassis Configuration|Upgrades]]
|
||||
[[Players/AXIOM-07/Upgrades/Core Stats|More Upgrades]]
|
||||
|
||||
@@ -0,0 +1,19 @@
|
||||
## DP-01 - Physical Reinforcement Lattice
|
||||
- **Blunt AC:** 15
|
||||
- **Slash AC:** 15
|
||||
- **Pierce AC:** 15
|
||||
-> Hardened alloy ribbing beneath outer frame. Balanced physical mitigation.
|
||||
## DP-02 - Elemental Conductivity Profile
|
||||
- **Fire AC:** -25
|
||||
- **Lightning AC:** -25
|
||||
- **Force AC:** 0
|
||||
- **Necrotic AC:** 15
|
||||
- **Gas AC:** Immune
|
||||
- **Holy AC:** 0
|
||||
- **Blood AC:** Immune
|
||||
- **Ice AC:** 0
|
||||
-> Prototype instability causes severe elemental conductivity issues.
|
||||
|
||||
The Ether Battery architecture makes the chassis highly volatile when exposed to thermal overload and electrical discharge.
|
||||
|
||||
[[Players/AXIOM-07/Upgrades/Defensive Plating System|Upgrades]]
|
||||
@@ -0,0 +1,23 @@
|
||||
Max Momentum: **10**
|
||||
Gain Momentum:
|
||||
- Move 6m or more: +1
|
||||
- Successful dodge: +1
|
||||
- Successful parry: +1
|
||||
- Airborne hit: +1
|
||||
- Kill within 1 round of engagement: +2
|
||||
|
||||
Lose Momentum if:
|
||||
- You do not move at least 3m during your turn: -1
|
||||
- You become staggered: -2
|
||||
- You take fire or lightning damage: -1
|
||||
|
||||
## Momentum Abilities (Level 1)
|
||||
**Jump (1 Momentum)**:
|
||||
* You can high-jump and long-jump twice as far, at the cost of 1 momentum.
|
||||
|
||||
**Burst (1 Momentum)**:
|
||||
* 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.**
|
||||
|
||||
Spending momentum can be done at any time, for any amount of momentum. This does not require an action or bonus action.
|
||||
|
||||
[[Players/AXIOM-07/Upgrades/Momentum Engine|Upgrades]]
|
||||
@@ -0,0 +1,86 @@
|
||||
## SSS-01 - Soul Sustainment System (SSS)
|
||||
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.
|
||||
|
||||
If Ether is depleted:
|
||||
- You enter **Destabilization**:
|
||||
- Movement halved
|
||||
- -2 to attack rolls
|
||||
- Lose 2 Posture per round
|
||||
If still at 0 Ether at the end of your next turn:
|
||||
- Enter Orb State
|
||||
|
||||
Your "body" does not turn to ash when your soul/orb leaves it.
|
||||
|
||||
**Soul-targeting effects that rely on organic vessels have disadvantage against you.**
|
||||
|
||||
---
|
||||
## SSS-02 - Posture Regulation System (PRS)
|
||||
Your soul is engineered and externally housed.
|
||||
|
||||
You may:
|
||||
- Convert **2 Ether -> 1 Posture** (Bonus Action)
|
||||
- Maximum 4 Posture restored per round via conversion.
|
||||
- Spend **5 Ether** when posture broken to immediately recover from staggered state (1/short rest)
|
||||
|
||||
---
|
||||
## SSS-03 - Emergency Core Separation (ECS)
|
||||
When Axiom-07 is reduced to **0 HP**, the Integrity Frame collapses and the Life Orb forcibly ejects from the chassis.
|
||||
|
||||
This replaces standard Incapacitation behavior.
|
||||
- The chassis becomes inert.
|
||||
- The normal **3-round recovery timer** begins.
|
||||
- The Orb becomes targetable.
|
||||
|
||||
## Orb State
|
||||
**Health:** 5 + (Level / 2, rounded down)
|
||||
**AC** 12
|
||||
**Duration:** Up to 3 rounds
|
||||
**Size:** Tiny
|
||||
**Movement:** Hover 6 meters per turn
|
||||
While in Orb State:
|
||||
- You cannot attack.
|
||||
- You cannot parry.
|
||||
- You cannot gain Momentum.
|
||||
- You cannot use weapons or modules.
|
||||
- You may Hide.
|
||||
- You may be carried (recovery timer pauses).
|
||||
|
||||
Being hit while in Orb State:
|
||||
- Resets the 3-round recovery timer (as normal).
|
||||
|
||||
Execution rules apply normally. Environmental Death still applies. You may only benefit from **one “revival-enhancing” effect per Orb State.**
|
||||
|
||||
## SSS-03-A – Critical Destabilization
|
||||
If you enter Orb State with **0 Ether**
|
||||
- You begin structural dissipation.
|
||||
- At the end of each round:
|
||||
- Lose 1 current Sanity.
|
||||
- If current Sanity reaches 0 while in Orb State:
|
||||
- Permanent destruction.
|
||||
You cannot reform a shell while at 0 Ether.
|
||||
|
||||
---
|
||||
## SSS-04 - Emergency Reassembly Protocol (ERP)
|
||||
|
||||
### Method 1 - Self-Reconstruction
|
||||
Requirements:
|
||||
- At least 1 Ether
|
||||
- Action
|
||||
- DC 15 Stability Check (Constitution or Intelligence)
|
||||
On success:
|
||||
- The collapsed chassis reassembles.
|
||||
- You return at **1 HP**.
|
||||
- Recovery timer ends.
|
||||
On failure:
|
||||
- No reconstruction.
|
||||
- You may attempt again next round (if Ether remains).
|
||||
Cost:
|
||||
- 1 Ether per attempt.
|
||||
|
||||
### Method 2 - External Ether Injection
|
||||
An ally may spend an Action to transfer 3 Ether to Axiom-07.
|
||||
Result:
|
||||
- Immediate chassis reassembly at 1 HP.
|
||||
- No check required.
|
||||
|
||||
[[Players/AXIOM-07/Upgrades/Soul Sub-Systems|Upgrades]]
|
||||
@@ -0,0 +1,30 @@
|
||||
## AF-01-A – Reinforced Servo Bracing
|
||||
**Cost:** 2 Scout Parts
|
||||
Micro-reinforced joints allow the frame to distribute force more efficiently under load.
|
||||
**Effect:**
|
||||
- You count as one size larger for **carry weight and shove/grapple capacity**.
|
||||
- You no longer suffer disadvantage when dragging a creature your size.
|
||||
## AF-01-B – Vectorized Acceleration Array
|
||||
**Cost:** 3 Scout Parts
|
||||
Servo recalibration improves directional burst efficiency.
|
||||
**Effect:**
|
||||
- The first 3 meters of movement each turn do **not provoke opportunity attacks**.
|
||||
- If you move at least 6 meters in a straight line before attacking, you gain +1 to hit.
|
||||
## AF-01-C – Impact Dampening Spine
|
||||
**Cost:** 2 Seeker Parts
|
||||
Internal spinal lattice upgraded with flexible shock-absorption filaments.
|
||||
**Effect:**
|
||||
- Reduce fall damage by half.
|
||||
- You gain advantage on checks to resist being knocked prone.
|
||||
## AF-02-A – Parallel Thought Partitioning
|
||||
**Cost:** 3 Seeker Parts
|
||||
Cognitive threads split into dual-processing lanes.
|
||||
**Effect:**
|
||||
- Once per round, you may reroll a failed Investigation, Perception, or Insight check.
|
||||
- When concentrating on a Mantra, the first time you would lose concentration each combat, you instead maintain it.
|
||||
## AF-02-B – Social Emulation Suite
|
||||
**Cost:** 2 Hunter Parts
|
||||
Improved mimicry routines and adaptive tonal modulation.
|
||||
**Effect:**
|
||||
- Gain proficiency in Persuasion or Deception (choose once).
|
||||
- When speaking to constructs or artificial beings, you gain advantage on social checks.
|
||||
@@ -0,0 +1,50 @@
|
||||
# CC-01 – Integrity Frame
|
||||
|
||||
---
|
||||
## CC-01-A – Reinforced Core Ribbing
|
||||
**Cost:** 2 Scout Parts
|
||||
Additional alloy ribs are installed around the Life Orb housing.
|
||||
**Effect:**
|
||||
- +4 Max HP
|
||||
- When you are reduced to 0 HP, you gain 1 temporary HP before entering Orb State (once per long rest).
|
||||
---
|
||||
## CC-01-B – Stabilized Gyro Matrix
|
||||
**Cost:** 3 Seeker Parts
|
||||
Internal gyros reduce collapse shock during heavy impact.
|
||||
**Effect:**
|
||||
- +2 Max Posture
|
||||
- The first time each combat you would become posture-broken, reduce incoming posture damage by 2.
|
||||
---
|
||||
# CC-02 – Ether Containment Battery
|
||||
---
|
||||
## CC-02-A – Improved Ether Insulation
|
||||
**Cost:** 2 Scout Parts
|
||||
Containment chamber reinforced with ether-resistant lining.
|
||||
**Effect:**
|
||||
- +5 Max Ether
|
||||
- When you take Fire or Lightning damage:
|
||||
- Reduce that damage by 2 after mitigation.
|
||||
---
|
||||
## CC-02-B – Auxiliary Micro-Capacitors
|
||||
**Cost:** 3 Seeker Parts
|
||||
Small backup capacitors embedded around the battery ring.
|
||||
**Effect:**
|
||||
- Once per short rest, when reduced to 0 Ether, immediately regain 3 Ether.
|
||||
- Destabilization penalties are delayed by 1 round.
|
||||
---
|
||||
# CC-03 – Cognitive Stability Matrix
|
||||
---
|
||||
## CC-03-A – Emotional Dampening Node
|
||||
**Cost:** 2 Seeker Parts
|
||||
Reduces erratic behavioral spikes under stress.
|
||||
**Effect:**
|
||||
- +2 Max Sanity
|
||||
- When you would enter the 33% Sanity threshold, you instead delay its effects by 1 round.
|
||||
|
||||
---
|
||||
## CC-03-B – Memory Redundancy Archive
|
||||
**Cost:** 4 Hunter Parts
|
||||
Fragments of previous data-states are backed up into hardened memory coils.
|
||||
**Effect:**
|
||||
- When entering Orb State, you do not lose Sanity from Critical Destabilization for the first round.
|
||||
- Once per long rest, if you would permanently die due to Sanity reaching 0, remain at 1 Sanity instead.
|
||||
@@ -0,0 +1,15 @@
|
||||
### HP Gain Per Level:
|
||||
1d6 + CON modifier
|
||||
### Ether Gain Per Level:
|
||||
+2 base per level
|
||||
### Posture Gain Per Level:
|
||||
+1 per 2 levels
|
||||
### Posture Regen:
|
||||
Base: 1 per round
|
||||
Increase by:
|
||||
+0.5 every 4 levels
|
||||
### Ether Regen:
|
||||
Base: 2 per round
|
||||
Increase by:
|
||||
+1 at level 8
|
||||
+1 at level 15
|
||||
@@ -0,0 +1,55 @@
|
||||
# DP-01 – Physical Reinforcement Lattice
|
||||
---
|
||||
## DP-01-A – Densified Alloy Weave
|
||||
**Cost:** 2 Scout Parts
|
||||
Additional micro-layer plating installed beneath primary ribbing.
|
||||
**Effect:**
|
||||
- +5 Blunt AC
|
||||
- +5 Slash AC
|
||||
- +5 Pierce AC
|
||||
---
|
||||
## DP-01-B – Reactive Impact Bracing
|
||||
**Cost:** 3 Seeker Parts
|
||||
Internal supports redistribute force on heavy impacts.
|
||||
**Effect:**
|
||||
- When you take 15+ damage from a single physical hit:
|
||||
- Reduce that damage by 5 after mitigation.
|
||||
- Does not apply to elemental damage.
|
||||
---
|
||||
## DP-01-C – Adaptive Armor Shifting
|
||||
**Cost:** 4 Hunter Parts
|
||||
Armor plates subtly reorient when detecting repeated attack vectors.
|
||||
**Effect:**
|
||||
- When hit twice in a round by the same physical damage type:
|
||||
- Gain +5 AC against that type until the start of your next turn.
|
||||
---
|
||||
# DP-02 – Elemental Conductivity Profile
|
||||
---
|
||||
## DP-02-A – Thermal Shielding Mesh
|
||||
**Cost:** 2 Scout Parts
|
||||
Heat-resistant mesh layered around Ether conduits.
|
||||
**Effect:**
|
||||
- Fire AC improves from -25 → -15.
|
||||
- The first Fire hit each combat deals 25% less damage (after mitigation).
|
||||
---
|
||||
## DP-02-B – Lightning Grounding Rod
|
||||
**Cost:** 3 Seeker Parts
|
||||
Grounding prongs installed along lower chassis.
|
||||
**Effect:**
|
||||
- Lightning AC improves from -25 → -15.
|
||||
- The first Lightning hit each combat deals 25% less damage (after mitigation).
|
||||
---
|
||||
## DP-02-C – Stabilized Ether Routing
|
||||
**Cost:** 4 Hunter Parts
|
||||
Ether flow is rerouted through insulated channels to prevent overload.
|
||||
**Effect:**
|
||||
- Fire AC improves from -15 → -5.
|
||||
- Lightning AC improves from -15 → -5.
|
||||
---
|
||||
## DP-02-D – Entropic Dampener Field
|
||||
**Cost:** 5 Hunter Parts
|
||||
A thin fluctuating field disperses high-energy impact before contact.
|
||||
**Effect:**
|
||||
- Once per round, when you take Elemental damage:
|
||||
- Reduce it by 5 after mitigation.
|
||||
- Does stack with Reactive Impact Bracing.
|
||||
@@ -0,0 +1,149 @@
|
||||
### 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
|
||||
---
|
||||
## 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
|
||||
**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]]
|
||||
Reference in New Issue
Block a user