vault backup: 2026-03-12 12:16:42
This commit is contained in:
@@ -0,0 +1,71 @@
|
||||
'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.
|
||||
@@ -0,0 +1,43 @@
|
||||
### “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_.
|
||||
@@ -0,0 +1,18 @@
|
||||
>“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.
|
||||
@@ -0,0 +1,135 @@
|
||||
# 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.
|
||||
|
||||
@@ -0,0 +1,128 @@
|
||||
# 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.
|
||||
@@ -0,0 +1,180 @@
|
||||
# 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**.
|
||||
@@ -0,0 +1,83 @@
|
||||
# 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.
|
||||
|
||||
@@ -0,0 +1,54 @@
|
||||
# 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.
|
||||
@@ -0,0 +1,145 @@
|
||||
_(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**.
|
||||
Reference in New Issue
Block a user