# 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. ## Related notes - [[Players/RAILCAT/RAILCAT|Character sheet]]