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# Branch 1 - Offensive Modules
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## Impact Governor
When Torque is consumed:
- Also deal +2 Posture damage.
If the target is Sapped:
- Deal an additional +1 Posture.
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## Voltage Injector
When you Parry a Sapped enemy:
- Immediately deal 1d6 Lightning (separate instance).
If this causes Shock:
- Target loses 1 additional Posture.
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## 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.
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## Railbreaker Knuckles
When you Riposte:
- Add +1d6 Blunt.
- If target is Burning → deal +1d6 Fire.
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# Branch 2 - Defensive Modules
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## Counterbalance Gyro
When you fail a Parry:
- Reduce incoming Posture damage by 2.
Once per round.
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## Shock Dampener Lattice
When Shocked:
- Movement reduction is halved.
- Passive posture regen is not disabled.
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## Reactive Plating
When reduced below 50% Posture:
- Gain +5 Physical AC until start of next turn
Once per 3 rounds.
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## Feral Stabilizer (Capstone Defensive)
While in Feral State:
- You regain 1 Posture per turn.
- Parry failures do not cause additional posture penalties.
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# Branch 3 — Utility Modules
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## 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.
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## Vector Thrusters
After a successful Parry:
- You may move 3 meters without provoking reactions.
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## Overclocked Recall
Magnetic Recall now:
- Grants +3 meters movement speed until end of turn.
- Your next attack gains +5 Penetration
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## Kinetic Lock
If you Parry the same target twice in 2 rounds:
- Their next Dodge is made at disadvantage.