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## 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.
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# 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.
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### 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
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# 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.
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### 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.
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## 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.
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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.
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# 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.
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_(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.
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# 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).