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'Railcat' is what Summer Company officers call her in reports when they do not wish to write her real name.
Among the Felinors, freedom is instinct. They climb where they wish. They steal what shines. They laugh at danger and slip through fingers like smoke. A Felinor belongs to no one. She once embodied that perfectly.
A former Deepdelver of the Ignition Union, she descended into the Depths with a grin and came back with monsters carved into memory.
Then she lost her arm, her blade, her choice. Now she serves the Summer Company. Not as a patriot, but as an asset. She helps them because she must. And that is the cruelest cage of all for a Felinor. She still smiles. She still tilts her head playfully. She still makes jokes before a fight.
But when the duel begins, the air changes, her tail stops moving... And someone is about to lose.
---
### Core Stats
**Health (HP): 16**
**Posture: 15**
Posture Regain per Turn:
- **1 + (Dexterity Modifier ÷ 2, rounded down)**
**Ether Capacity: 16**
Ether Regain per Turn:
- **1 + (Willpower Modifier ÷ 2, rounded down)**
**Sanity: 8**
**Base Movement Speed: 9 meters**
---
### Attributes
**Strength: 10**
**Dexterity: 17**
**Constitution: 12**
**Intelligence: 13**
**Willpower: 12**
**Charisma: 14**
---
### Physical AC
- **Blunt AC:** 5
- **Slash AC:** 10
- **Pierce AC:** 5
### Elemental AC
- **Fire AC:** 10
- **Lightning AC:** 15
- **Force AC:** 5
- **Necrotic AC:** 5
- **Gas AC:** 5
- **Holy AC:** 5
- **Blood AC:** 10
- **Ice AC:** 5
---
### Signature Traits
**Parry Capability**:
- On successful Parry, regain **1 additional Posture**.
- Counterattack damage increased by **+2**.
**Feral Instinct**
The first time per combat she would become Staggered from reaching 0 Posture:
- She is not Staggered.
- She still takes the full HP damage of the breaking attack.
* Posture restored to 50%.
- Cannot Regain Posture whilst in Feral State.
- Her weapon is flung 6 meters away.
- She enters **Feral State** until she picks up her weapon.
- Cannot pick up your weapon for the first 2 rounds.
While in Feral State:
- Unarmed attacks deal **1d6 Blunt**
- Posture Damage increased by +3
- Movement speed increased by +3 meters
- Cannot be Frightened
[[The Arcblade|Memories broken,]] [[Summer Company Prosthetic|the truth goes unspoken,]] [[Arcblade|I've even forgotten my name!]]
[[Players/RAILCAT/Upgrades/Mantras|I don't know the season,]] [[Mantras - Feral Mode|or what is the reason,]] [[Prosthetic|I'm standing here holding my blade!]]
[[Super-Modules|A desolate place (place)]], [[Players/RAILCAT/Upgrades/Talents|Without any trace (trace)]]
It's only the cold wind I'm feeling.
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### “Regulator Arm - SC Pattern 7”
> “You’re not our prisoner.
> You’re our investment.”
> - Summer Company Quartermaster
**Weapon Type:**
Counts as **Unarmed (Metal)**
Can be used even while disarmed.
**Passive - Reinforced Limb**
- You may Parry while unarmed without penalty.
- Your unarmed strikes gain:
- **1d6 Blunt**
- Count as Metal for interactions.
- Gain **+1 Posture Regain per turn** while above 0 Posture.
**Passive - Feedback Channel**
The prosthetic stores kinetic stress.
Each time you successfully Parry:
- Gain 1 Torque (max 2).
At 2 Torque:
- Your next unarmed attack deals:
- +1d6 Blunt (separate instance)
- Torque resets to 0.
**Active - Magnetic Recall (CD 4)**
Bonus Action:
- Pull your Arcblade to your hand from up to 9 meters away.
- Does not provoke reactions.
- If used while in Feral State:
- Ends Feral State immediately.
---
# The Summer Company Killswitch
The Regulator Arm - SC Pattern 7 was not built for trust. It contains a **Failsafe Governor Node**, embedded near the ether channel spine.
The Company can:
- Disable Magnetic Recall
- Suppress Torque gain
- Lock offensive modules
- Or fully paralyze the arm
They don’t do it casually. But they _can_.
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>“It’s a beautiful blade. Elegant. Dangerous... Yet it still loses to a trigger pull.”
- Gunsmith Rosen
# Stage I - Fractured Arcblade
_A broken relic. Heat leaks from its cracks._
**HP Damage:** 1d8 Slash + 1d4 Fire (separate instance)
**Posture:** 5
**Penetration:** 10%
**Chip:** 10%
**Riposte Modifier:** +1d8
**New Passive - Ember Vein**: Critical hits apply **Burning** (1d4 Fire for 3 rounds, refresh only).
**Critical Art - “Flicker Dash” (CD 5)**
Dash 6 meters in a straight line.
- The first target hit takes:
- 1d8 Slash
- 1d4 Fire
- Applies Burning if it Crits normally.
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# Stage II - Stabilized Core
_The lightning channel hums faintly again._
**HP Damage:** 1d8 Slash + 1d4 Fire + 1d4 Lightning
**Posture:** 6
**Penetration:** 15%
**Chip:** 10%
**Riposte Modifier:** +1d8
**Ember Vein**: Critical hits apply Burning.
**New Passive - Static Wake**: After hitting the same target 3 times in 2 rounds:
- Apply **Sapped (2 rounds)**.
**Flicker Dash (Improved)**
- Dash 6 meters.
- 1d8 Slash + 1d4 Fire + 1d4 Lightning.
- Applies Burning if it Crits normally.
- Counts as 1 stack toward Static Wake.
---
# Stage III - Tempered Rail
*The blade stops flickering.*
**HP Damage:** 1d10 Slash + 1d4 Fire + 1d6 Lightning
**Posture:** 8
**Penetration:** 20%
**Chip:** 12%
**Riposte Modifier:** +1d10
**Ember Vein**: Critical hits apply Burning.
* If target is already Burning -> deal +1d6 Fire immediately.
**Static Wake**:
* Now requires only 2 hits within 2 rounds to apply Sapped.
**Critical Art Upgrade - “Rail Dash” (CD 4)**
Dash 9 meters in a straight line.
- First target hit:
- 1d10 Slash
- 1d6 Fire
- 1d6 Lightning
- Applies Burning if it Crits normally.
- Counts as 1 hit for Static Wake.
- If target is Burning -> deal +1d6 Fire immediately.
**“Rail Reversal” (CD 5)**
Trigger:
* After successfully Parrying an enemy
Effect:
- Teleport 3 meters behind the attacker.
- Strike critically for:
- Weapon damage
- +1d6 Fire
- Counts toward Static Wake.
---
# Stage IV - Overcharged Arcblade
_Fire and Lightning begin feeding each other._
**HP Damage:** 1d10+1 Slash + 1d6 Fire + 1d6 Lightning
**Posture:** 10
**Penetration:** 25%
**Chip:** 15%
**Riposte Modifier:** +1d10
**Ember Vein**: Critical hits apply Burning.
If target is Burning and becomes Shocked:
- Burning immediately ticks once for maximum value.
**Static Wake**: When Sapped ends and Shock is applied:
- Target takes additional 1d6 Lightning damage.
**Rail Dash (Overcharged)**
Dash 9 meters.
* Each target hit:
- 1d10+1 Slash
- 1d6 Fire
- 1d6 Lightning
- Applies Burning if it Crits normally.
- Counts as 1 hit for static Wake.
- If target is Burning -> deal +1d6 Fire immediately.
* If this strike causes Sapped to expire:
- Shock triggers immediately instead of waiting.
---
# Stage V - True Arcblade (Mythical)
_The Deep remembers this weapon._
Weapon class upgrades to Heavy Railblade.
**HP Damage:** 1d10+1d6 Slash + 1d6 Fire + 1d6 Lightning
**Posture:** 11
**Penetration:** 30%
**Chip:** 15%
**Riposte Modifier:** +1d12
**Ember Vein**: Critical hits apply Burning.
* Burning damage increases to **1d6 per round**.
**Static Wake:**
On every Critical:
- Apply **Sapped (2 rounds)**.
- When Sapped ends:
- Shock triggers as normal.
- Target also loses 2 Posture.
**Rail Convergence**
If you Riposte a Shocked target
- Add +1d12 Lightning damage.
- Ignore an additional 10% Lightning AC for that Riposte only.
**Rail Dash (True Form)**
Dash 9 meters.
- Automatically Crits the first target struck.
- Each target hit:
- 1d10+1 Slash
- 1d6 Fire
- 1d6 Lightning
- Applies Burning on Crit.
- Counts as 1 hit for static Wake.
- If target is Burning -> deal +1d6 Fire immediately.
- Applies Sapped.
- If target is already Sapped:
- Immediately trigger Shock.
- Burning ticks at maximum.
**“Rail Reversal” (CD 5):**
Trigger:
* After successfully Parrying an enemy
Effect:
- Teleport 3 meters behind the attacker.
- Strike critically for:
- Weapon damage
- +1d12 Fire
If the enemy is Shocked:
- +1d12 Lightning
- Ignore 10 Lightning and Fire AC (this stacks with Rail Convergence rules).
- Counts toward Static Wake.
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# 1-Star Mantras
## Pounce Charge
Type: Combat
Cost: 4 Ether
Action: Action
Cooldown: 3 rounds
Inspired by Sam's **Charge attack**.
Effect: You launch forward like a predator.
- Dash **6 meters** in a straight line.
- First target hit takes:
Damage: 1d6 Blunt + 1d4 Lightning
Effects:
- Target is **pushed 3 meters**.
- Target loses **2 Posture**.
If the target is **Burning**:
- Add **+1d4 Fire**.
---
## Predator Kick
Type: Combat
Cost: 3 Ether
Action: Bonus Action
Cooldown: 2 rounds
A brutal taekwondo-style kick.
Damage:
* 1d6 Blunt
Effects:
- Deal **+2 Posture Damage**.
If used immediately after **moving at least 3 meters**:
- Add **+1d4 Lightning**.
---
## Feral Step
Type: Mobility
Cost: 2 Ether
Action: Bonus Action
Cooldown: 2 rounds
A sudden low feline sidestep.
Effect:
* Move **3 meters**.
This movement:
- Does **not provoke reactions**
- May move **through enemy spaces**
If used after **Dodging**:
- Gain **+1 Posture**.
---
# 2-Star Mantras
## Sweep Trip
Type: Combat
Cost: 4 Ether
Action: Action
Cooldown: 3 rounds
Inspired by **Sam's tripping attacks**. Sweep low with your right leg, tripping enemies and dealing minimal damage.
Damage:
* 1d6 Blunt
Effects:
* Target must make a **Dexterity Save**.
Failure:
- Target falls **Prone**
- Target loses **3 Posture**
Success:
- Target loses **2 Posture**.
## Feral Rush
Type: Combat
Cost: 5 Ether
Action: Action
Cooldown: 4 rounds
A savage flurry of clawing strikes.
Damage:
* Three hits, 1d4 Blunt each
Each hit:
- Deals **+1 Posture damage**
If at least **2 hits land**:
- Apply **Sapped (2 rounds)**.
## Tail Feint
Type: Support
Cost: 3 Ether
Action: Bonus Action
Cooldown: 4 rounds
A deceptive twitch of movement.
For **1 round**:
- Your next attack gains **+5 Chip Damage**
- Your next attack gains **+5 Penetration**
- Your next attack deals **+2 Posture damage**
If the attack **breaks posture**:
- Gain **+2 Posture**
---
# 3-Star Mantras
## Savage Launcher
Type: Combat
Cost: 6 Ether
Action: Action
Cooldown: 4 rounds
You uppercut with the prosthetic arm.
Damage:
* 1d10 Blunt + 1d6 Lightning
Effects:
- Launch the enemy **3 meters upward**
- Push **3 meters** away from you.
Enemy loses **3 Posture**.
If the enemy is **Sapped**:
- Immediately trigger **Shock**.
## Predator Maul
Type: Combat
Cost: 7 Ether
Action: Action
Cooldown: 4 rounds
You grab and slam your opponent into the ground. Target must be within **1.5 meters**.
Damage: 2d8 Blunt
Effects:
- Target loses **4 Posture**.
- Target falls prone.
If the target is already **Prone**:
- Add **+1d8 Blunt**.
## Scavenger Bite
Type: Combat
Cost: 6 Ether
Action: Action
Cooldown: 5 rounds
You pounce onto the enemy, slam them to the ground and tear into them.
Damage:
* 1d6 Blunt + 1d6 Slash + 1d6 Pierce
Effects:
- Target falls prone and gains heavy bleed buildup.
- Target loses **3 Posture**.
If target is **Burning or Shocked**:
- Add **+1d6 Lightning** or **+1d6 Fire** respectively.
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# 1-Star Mantras
---
## Flash Draw
**Type:** Combat
**Cost:** 4 Ether
**Action:** Action
**Cooldown:** 2 rounds
Quick unsheathe slash.
- 1d8 Slash + 1d4 Fire
- If used after moving at least 3m:
- Gain +5 Penetration
## Palm Break
**Type:** Combat
**Cost:** 3 Ether
**Action:** Bonus Action
**Cooldown:** 3 rounds
A sudden prosthetic palm strike.
- 1d6 Blunt
- +2 Posture damage
- If target attacked you last turn:
- Add +1d4 Lightning
## Rising Cut
**Type:** Combat
**Cost:** 5 Ether
**Action:** Action
**Cooldown:** 3 rounds
Upward slash that launches slightly.
- 1d10 Slash
- On hit:
- Push target 3m
- Gain +1 Posture
## Sheathe Guard
**Type:** Support
**Cost:** 3 Ether
**Action:** Bonus Action
**Cooldown:** 4 rounds
You sheath the Arcblade and enter a still, predatory guard until the start of your next turn.
- Gain +1 on Parry checks
- If you successfully Parry while in this stance:
- Gain 1 Torque
- Your immediate counterattack gains +5 Penetration and +5 Chip damage
- If you Dodge while in this stance:
- Move +1.5m (total 4.5m)
## Arc Flick
**Type:** Combat
**Cost:** 4 Ether
**Action:** Bonus Action
**Cooldown:** 3 rounds
A short-range, wrist-driven slash meant to punish spacing mistakes.
- 1d6 Slash + 1d4 Lightning
- If the target is within 1.5m:
- +1 Posture damage
- Lightning damage becomes 1d6
- Counts as 1 hit toward Static Wake
---
# 2-Star Mantras
## Rush Slash
**Type:** Combat
**Cost:** 6 Ether
**Action:** Action
**Cooldown:** 4 rounds
Dash 6m and strike.
- 1d10 Slash + 1d6 Lightning
- If target is Sapped:
- Immediately trigger Shock.
## Multi-Draw
**Type:** Combat
**Cost:** 5 Ether
**Action:** Action
**Cooldown:** 3 rounds
Four fast light strikes
- 4 instances of 1d4 Slash
- If at least 2 hit:
- Gain +2 Posture
## Rail Slash
**Type:** Combat
**Cost:** 7 Ether
**Action:** Action
**Cooldown:** 5 rounds
Sheathe -> burst 4.5 meters through an enemy's space (cannot end inside).
- 1d8 Slash
- 1d8 Fire
- 1d8 Lightning
- Can only hit target once.
## Backflip Step
**Type:** Mobility
**Cost:** 3 Ether
**Action:** Bonus Action
**Cooldown:** 3 rounds
Backflip 4.5m.
If used immediately after Parrying:
- Regain 2 Posture
- Next attack gains +5 Chip Damage.
## Predatory Focus
**Type:** Support
**Cost:** 4 Ether
**Action:** Bonus Action
**Cooldown:** 5 rounds
Mark one target for 2 rounds:
* Against that target only:
- +5 Chip Damage
- +2 Posture damage
## Slash Sheathe Combo
**Type:** Combat
**Cost:** 6 Ether
**Action:** Action
**Cooldown:** 4 rounds
A three-beat sequence that ends in a sheath-launch.
- Hit 1: 1d6 Slash
- Hit 2: 1d6 Slash
- Hit 3: 1d8 Slash + 1d4 Fire
If at least 2 hits land:
- Apply Sapped (2 rounds) if Static Wake would apply this round anyway (this doesn’t bypass the requirement, it just converts the trigger into an immediate application)
---
# 3-Star Mantras
## Verdict (NB)
**Type:** Combat
**Cost:** 8 Ether
**Action:** Action
**Cooldown:** 5 rounds
Blade glows white-yellow.
Leap and slam down.
- 2d10 Slash
- 1d8 Lightning
- Cannot be Blocked or Parried
## Execution (NB)
**Type:** Combat
**Cost:** 9 Ether
**Action:** Action
**Cooldown:** 5 rounds
Quick lunging impale.
- 2d8 Slash
- 1d8 Fire
- Cannot be Blocked
- If target is Shocked:
- Add +1d12 Lightning.
## Multi Dash
**Type:** Mobility
**Cost:** 10 Ether
**Action:** Action
**Cooldown:** 6 rounds
Dash 3 times (choose directions) à 3 meters each.
Each dash:
- 1d8 Slash + 1d6 Lightning
Can hit same target only once.
## Charge Counter
Type: Combat
Cost: 7 Ether
Action: Reaction (in place of a counter-attack)
Cooldown: 5 rounds
Trigger: You **successfully Parry** an enemy attack.
Effect:
- Instantly move **3 meters through the attacker’s space**.
* Strike for:
* Weapon Damage
* +1d6 Fire
* If the target is **Shocked**:
- Add **+1d8 Lightning**.
---
# Signature
## Blade Lock
Type: Combat
Cost: 7 Ether
Action: Reaction
Cooldown: 5 rounds
Trigger: Enemy within **3 meters** attacks you with a melee weapon.
Effect: Both fighters enter a **Blade Lock**. You immediately make a **contested Strength or Dexterity throw**. If you win:
- Deal **1d10 Slash**
- Target loses **4 Posture**
- Target is knocked back 4.5 meters
If you lose:
- Lose **2 Posture**.
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# Branch 1 - Offensive Modules
---
## Impact Governor
When Torque is consumed:
- Also deal +2 Posture damage.
If the target is Sapped:
- Deal an additional +1 Posture.
---
## Voltage Injector
When you Parry a Sapped enemy:
- Immediately deal 1d6 Lightning (separate instance).
If this causes Shock:
- Target loses 1 additional Posture.
---
## Duelist’s Executioner
If you strike a Shocked target with an unarmed attack:
- Add +1d8 Blunt.
- Gain 5 penetration for that attack
Once per turn.
---
## Railbreaker Knuckles
When you Riposte:
- Add +1d6 Blunt.
- If target is Burning → deal +1d6 Fire.
---
# Branch 2 - Defensive Modules
---
## Counterbalance Gyro
When you fail a Parry:
- Reduce incoming Posture damage by 2.
Once per round.
---
## Shock Dampener Lattice
When Shocked:
- Movement reduction is halved.
- Passive posture regen is not disabled.
---
## Reactive Plating
When reduced below 50% Posture:
- Gain +5 Physical AC until start of next turn
Once per 3 rounds.
---
## Feral Stabilizer (Capstone Defensive)
While in Feral State:
- You regain 1 Posture per turn.
- Parry failures do not cause additional posture penalties.
---
# Branch 3 — Utility Modules
---
## Grapple Line Emitter
Bonus Action (CD 5):
- Pull a target 3 meters toward you.
- If they collide with terrain:
- Deal 1d6 Blunt.
Does not apply Sapped.
---
## Vector Thrusters
After a successful Parry:
- You may move 3 meters without provoking reactions.
---
## Overclocked Recall
Magnetic Recall now:
- Grants +3 meters movement speed until end of turn.
- Your next attack gains +5 Penetration
---
## Kinetic Lock
If you Parry the same target twice in 2 rounds:
- Their next Dodge is made at disadvantage.
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# OFFENSIVE SUPER-MODULE
## Union Strength Core
> “Ouch. That'll hurt. Remind me to not piss you off?"
### Passive - Conduction Loop
When you apply **Shock** to a target:
- Immediately gain 1 Torque.
- Your next unarmed strike this turn:
- Ignores 10 Physical AC
- Deals +1d8 Lightning (separate instance)
Once per round.
### Passive - Breakpoint Exploit
When you deal damage to a target below 50% Posture:
- Gain +2 on attack rolls.
This does not apply to Ripostes.
---
# DEFENSIVE SUPER-MODULE
## Union Endurance Core
> “That sounded like it hit something important. Oh, nope, nevermind.”
### Passive - Refusal to Yield
The first time each combat you would become Staggered:
- Instead remain at 1 Posture.
- Gain +5 Physical AC until end of next turn.
### Passive - Pressure Feedback
Whenever you Block an attack:
- Gain 1 Torque.
### Passive - Depth Stability
When below 50% HP:
- Gain +1 Posture Regain.
---
# UTILITY SUPER-MODULE
## Union Control Core
> “Not what I would've picked but... eh. Your arm, your choice, I suppose."
### Passive - Anchor Mark
After successfully Parrying a target:
- Mark them until the end of your next turn.
If the marked target:
- Dodges
- Moves more than 3m voluntarily
You may use your Reaction to:
- Pull them 3m toward you
- Deal 1d6 Lightning (separate instance)
Does not apply Sapped.
Does not trigger Shock by itself.
### Passive - Pursuit Vector
After using Magnetic Recall:
- Gain +3m movement.
- Your next attack this turn cannot be Dodged.
Can still be Parried.
### Passive - Duel Focus
If only one hostile creature is within 6m:
- Gain +5 Penetration.
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_(Unlocked by level. Packs alternate 1 / 2 / 1 / 2)_
---
# LEVEL 1 (Pack: 1)
### T01 - **Duelist’s Poise**
- Max Posture +2.
- When you Parry, regain **+1 additional Posture**.
---
# LEVEL 2 (Pack: 2)
### T02 - **Feline Footwork**
- After moving **3m or more** on your turn:
- Gain **+1 on your next Parry Throw**.
### T03 - **Arcblade Familiarity**
- Arcblade attacks gain **+5 Penetration** and **+5 Chip Damage**.
---
# LEVEL 3 (Pack: 1)
### T04 - **Predatory Pressure**
- Your **first melee attack each turn** deals **+1 Posture damage**.
---
# LEVEL 4 (Pack: 2)
### T05 - **Summer Steel**
- Prosthetic unarmed attacks deal **+1d4 Blunt damage**.
### T06 - **Momentum Parry**
- When you successfully Parry:
- Gain **+3 meters movement** until the end of your turn.
---
# LEVEL 5 (Pack: 1)
### T07 - **Railcat Instinct**
- Gain **+1 initiative**.
- Gain **+1 on Dodge Throws**.
---
# LEVEL 6 (Pack: 2)
### T08 - **Execution Rhythm**
- When you Riposte a staggered enemy:
- Regain **2 Posture**.
### T09 - **Kinetic Punishment**
- If an enemy **misses you with a melee attack**:
- Your next attack against them deals **+1d6 Lightning** (1/round).
---
# LEVEL 7 (Pack: 1)
### T10 - **Deepdelver Conditioning**
- Max HP +6.
---
# LEVEL 8 (Pack: 2)
### T11 - **Clean Exchange**
- If you successfully Parry and deal damage before your next turn:
- Gain **+1 Posture**.
### T12 - **Arcstep**
- When you Critically hit:
- Move **3m** without provoking reactions.
---
# LEVEL 9 (Pack: 1)
### T13 - **Railcat Momentum**
- If you hit the same enemy twice in a round:
- Deal **+2 Posture damage** on the second hit.
---
# LEVEL 10 (Pack: 2)
### T14 - **Feral Blood**
- While in **Feral State**:
- Gain **+3 meters movement speed**.
### T15 - **Reactive Draw**
- If you Parry while below **50% Posture**:
- Gain **+5 Penetration** and **+5 Chip Damage** on your counterattack.
---
# LEVEL 11 (Pack: 1)
### T16 - **Storm Reflex**
- When you Dodge successfully:
- Your next attack deals **+1d4 Lightning**.
---
# LEVEL 12 (Pack: 2)
### T17 - **Railbreaker**
- When you deal **6+ Posture damage** in one attack:
- Deal **+2 additional Posture damage** (1/round).
### ~~T18 - **Prosthetic Guard**~~
- ~~You no longer suffer disadvantage when Parrying **unarmed**.~~
---
# LEVEL 13 (Pack: 1)
### T19 - **Arcblade Tempo**
- Arcblade attacks deal **+1d4 Fire**.
---
# LEVEL 14 (Pack: 2)
### T20 - **Hunter’s Patience**
- If you take **no damage during a round**:
- Gain **+2 Posture** at the start of your next turn.
### T21 - **Backline Predator**
- Attacks against enemies **who have not attacked you this round** gain **+5 Penetration**.
---
# LEVEL 15 (Pack: 1)
### T22 - **Felinor Balance**
- Max Posture +3.
---
# LEVEL 16 (Pack: 2)
### T23 - **Predator’s Punish**
- When an enemy fails a Dodge against you:
- Deal **+2 Posture damage**.
### T24 - **Static Build**
- When you apply **Sapped**:
- Target immediately loses **+1 Posture**.
---
# LEVEL 17 (Pack: 1)
### T25 - **Execution Discipline**
- Ripostes you perform deal **+1d8 damage**.
---
# LEVEL 18 (Pack: 2)
### T26 - **Unbroken Predator**
- The first time each combat you would be Staggered:
- ~~Remain at **1 Posture instead**.~~
### T27 - **Storm Catalyst**
- When you trigger **Shock**:
- Deal **+1d6 Lightning damage**.
---
# LEVEL 19 (Pack: 1)
### T28 - **Flawless Duel**
- If you Parry **twice in the same round**:
- Gain **+3 Posture** at the start of your next turn.
---
# LEVEL 20 (Pack: 2)
### T29 - **Arcblade Apex**
- Arcblade damage:
- **+1d6 Fire**
- **+1d6 Lightning**
### T30 - **Predator Unleashed**
- While in **Feral State**:
- Gain **+3 Posture damage**
- Gain **+3 meters movement speed**.