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# CC-01 – Integrity Frame
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## 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).
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## 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.
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# CC-02 – Ether Containment Battery
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## 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.
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## 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.
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# CC-03 – Cognitive Stability Matrix
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## 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.
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## 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.