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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**.