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DND/Players/RAILCAT/Upgrades/Arcblade.md
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# 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]]