vault backup: 2026-03-12 12:16:42
This commit is contained in:
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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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@@ -0,0 +1,55 @@
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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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### 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
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Begin appearing at **Level 9**
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---
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# 1-STAR MANTRAS
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---
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## Dash
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**Type:** Mobility
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**Cost:** 1 Momentum + 2 Ether
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**Action**: Bonus Action
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**Cooldown:** 2 rounds
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Propel yourself up to **6 meters** in a straight line.
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- Does not provoke opportunity attacks.
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- Can pass through enemy spaces (cannot end inside them).
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## Slide
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**Type:** Mobility
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**Cost:** 1 Momentum + 1 Ether
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**Action:** Bonus Action
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**Cooldown:** 1 round
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Lower profile and slide **4.5 meters**.
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- Counts as half-cover.
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- Can pass under obstacles or through narrow spaces.
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- If you pass through an enemy’s threatened space, they have disadvantage on opportunity attacks.
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## Wall Jump
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**Type:** Mobility
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**Cost:** 1 Momentum + 1 Ether
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**Action:** Bonus Action (when adjacent to vertical surface)
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**Cooldown:** 1 round
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Kick off a wall and move up to **6 meters** in any direction.
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- Does not provoke opportunity attacks.
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- Resets fall distance if used mid-fall.
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## Ground Slam
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**Type:** Combat
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**Cost:** 2 Momentum + 2 Ether
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||||
**Activation:** Action (must be airborne)
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**Cooldown:** 2 rounds
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Descend rapidly to a point within 6 meters below you.
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On impact:
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- 1d8 Blunt damage in 3m radius
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- 2 Posture damage to all hit
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- You take no fall damage
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## Vector Step
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**Type:** Mobility
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**Cost:** 1 Momentum + 1 Ether
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**Action:** Reaction (when targeted by melee)
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**Cooldown:** 3 rounds
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Shift 4.5 meters sideways before the attack resolves.
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- Gain +2 to Dodge for that attack.
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---
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# 2-STAR MANTRAS
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---
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||||
## Overrun
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**Type:** Combat
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**Cost:** 3 Momentum + 2 Ether
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**Action:** Action
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Charge 6 meters in a straight line.
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- First target hit takes **2d8 Blunt**
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- Takes 4 Posture damage
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- You continue moving past them.
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Cannot be used if you have less than 5 momentum.
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## Airstep
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**Type:** Support
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**Cost:** 2 Momentum + 2 Ether
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**Action:** Bonus Action
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Create a brief mid-air platform.
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- Move 3 meters in any direction while airborne.
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- Dash and Wall Jump Cooldowns are reset.
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## Lift Vector
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**Type:** Mobility
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**Cost:** 3 Momentum + 2 Ether
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**Action:** Bonus Action
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**Cooldown:** 4 rounds
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Launch upward up to 9 meters vertically.
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- Does not provoke opportunity attacks.
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## Flow Reset
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**Type:** Support
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||||
**Cost:** All Momentum
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**Action:** Bonus Action
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**Cooldown:** 5 rounds
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Stabilize your kinetic systems.
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- Immediately lose all Momentum
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||||
- Regain 1 posture + 2 ether for every momentum spent
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## Kinetic Redirect
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**Type:** Combat
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**Cost:** 2 Momentum + 2 Ether
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**Action:** Bonus Action
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||||
**Cooldown:** 2 rounds
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After hitting with a melee attack:
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- Roll a strength throw against the target. If successful, push the target **3 meters** in a direction of your choice.
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- Deals +3 Posture damage.
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- This Posture damage is doubled if the target hits an obstacle.
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||||
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---
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# 3-Star Mantras
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||||
---
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||||
## Rebound Strike
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||||
**Type:** Combat
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||||
**Cost:** 5 Momentum + 3 Ether
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||||
**Action:** Action
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||||
**Cooldown:** 5 rounds
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Strike and ricochet off your target.
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||||
- Deal 2d8 Blunt + 4 Posture.
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||||
- Immediately move 6m in any direction.
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||||
- If you collide with a surface, you may Wall Jump without spending Momentum.
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## Spinal Breaker
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**Type:** Combat
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||||
**Cost:** 4 Momentum + 3 Ether
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**Action:** Action
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||||
**Cooldown:** 4 rounds
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Launch forward in a corkscrew line 6 meters long.
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||||
- Each creature in the line takes 2d8 Slash.
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- Each takes 2 Posture damage.
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- You end at the farthest valid space.
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- If you hit at least 2 enemies, gain +2 Momentum.
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## Terminal Flow
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||||
**Type:** Support
|
||||
**Cost:** 6 Momentum + 4 Ether
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**Action:** Bonus Action
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**Cooldown:** 6 rounds
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For 3 rounds:
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- The first Momentum mantra each round costs 1 less (minimum 1).
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- First time you gain Momentum each round, gain +1.
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When this ends:
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- Lose 3 Momentum.
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## Wallrun Protocol
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**Type:** Mobility
|
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**Cost:** 4 Momentum + 3 Ether
|
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**Action:** Bonus Action (must be adjacent to vertical surface)
|
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**Cooldown:** 4 rounds
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Engage traction spikes and run along a vertical surface for up to **9 meters**.
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- You may move horizontally along the wall.
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- You may ascend or descend up to 4.5 meters during the run.
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- You do not provoke opportunity attacks during this movement.
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- You must end on a valid surface (wall, floor, or ledge).
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If you attack during the wallrun:
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- Gain +1 Momentum.
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- Your attack gains +2 Posture damage.
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@@ -0,0 +1,43 @@
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## MOM-01 – Extended Kinetic Reservoir
|
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**Cost:** 2 Scout Parts
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Enhanced gyroscopic stabilizers allow greater kinetic storage.
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**Effect:**
|
||||
- Max Momentum increases from 10 → 12.
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---
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## MOM-02 – Aerial Feedback Thrusters
|
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**Cost:** 3 Seeker Parts
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Micro-bursts stabilize Axiom mid-air.
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**Effect:**
|
||||
- Gain +1 additional Momentum when hitting while airborne.
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||||
- First airborne hit each round refunds 1 spent Momentum.
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---
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## MOM-03 – Aggressive Flow Routing
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**Cost:** 3 Seeker Parts
|
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Momentum becomes harder to bleed away.
|
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**Effect:**
|
||||
- If you lose Momentum due to inactivity:
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||||
- You lose only 1 every 2 turns instead of every turn.
|
||||
- Being staggered now reduces Momentum by -1 instead of -2.
|
||||
---
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||||
## 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.
|
||||
---
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||||
## 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.
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||||
**Effect:**
|
||||
- When an enemy becomes Staggered within 9 meters:
|
||||
- Gain +2 Momentum.
|
||||
- Performing a Riposte grants +1 Momentum.
|
||||
@@ -0,0 +1,94 @@
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## 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).
|
||||
Reference in New Issue
Block a user