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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**.