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