vault backup: 2026-03-12 12:16:42
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# Branch 1 - Offensive Modules
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## Impact Governor
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When Torque is consumed:
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- Also deal +2 Posture damage.
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If the target is Sapped:
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- Deal an additional +1 Posture.
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## Voltage Injector
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When you Parry a Sapped enemy:
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- Immediately deal 1d6 Lightning (separate instance).
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If this causes Shock:
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- Target loses 1 additional Posture.
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## Duelist’s Executioner
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If you strike a Shocked target with an unarmed attack:
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- Add +1d8 Blunt.
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- Gain 5 penetration for that attack
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Once per turn.
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## Railbreaker Knuckles
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When you Riposte:
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- Add +1d6 Blunt.
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- If target is Burning → deal +1d6 Fire.
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# Branch 2 - Defensive Modules
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## Counterbalance Gyro
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When you fail a Parry:
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- Reduce incoming Posture damage by 2.
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Once per round.
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## Shock Dampener Lattice
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When Shocked:
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- Movement reduction is halved.
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- Passive posture regen is not disabled.
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## Reactive Plating
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When reduced below 50% Posture:
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- Gain +5 Physical AC until start of next turn
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Once per 3 rounds.
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## Feral Stabilizer (Capstone Defensive)
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While in Feral State:
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- You regain 1 Posture per turn.
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- Parry failures do not cause additional posture penalties.
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# Branch 3 — Utility Modules
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## Grapple Line Emitter
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Bonus Action (CD 5):
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- Pull a target 3 meters toward you.
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- If they collide with terrain:
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- Deal 1d6 Blunt.
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Does not apply Sapped.
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## Vector Thrusters
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After a successful Parry:
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- You may move 3 meters without provoking reactions.
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## Overclocked Recall
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Magnetic Recall now:
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- Grants +3 meters movement speed until end of turn.
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- Your next attack gains +5 Penetration
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---
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## Kinetic Lock
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If you Parry the same target twice in 2 rounds:
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- Their next Dodge is made at disadvantage.
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