136 lines
3.5 KiB
Markdown
136 lines
3.5 KiB
Markdown
# Stage II - Stabilized Core
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_The lightning channel hums faintly again._
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**HP Damage:** 1d8 Slash + 1d4 Fire + 1d4 Lightning
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**Posture:** 6
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**Penetration:** 15%
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**Chip:** 10%
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**Riposte Modifier:** +1d8
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**Ember Vein**: Critical hits apply Burning.
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**New Passive - Static Wake**: After hitting the same target 3 times in 2 rounds:
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- Apply **Sapped (2 rounds)**.
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**Flicker Dash (Improved)**
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- Dash 6 meters.
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- 1d8 Slash + 1d4 Fire + 1d4 Lightning.
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- Applies Burning if it Crits normally.
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- Counts as 1 stack toward Static Wake.
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---
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# Stage III - Tempered Rail
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*The blade stops flickering.*
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**HP Damage:** 1d10 Slash + 1d4 Fire + 1d6 Lightning
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**Posture:** 8
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**Penetration:** 20%
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**Chip:** 12%
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**Riposte Modifier:** +1d10
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**Ember Vein**: Critical hits apply Burning.
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* If target is already Burning -> deal +1d6 Fire immediately.
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**Static Wake**:
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* Now requires only 2 hits within 2 rounds to apply Sapped.
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**Critical Art Upgrade - “Rail Dash” (CD 4)**
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Dash 9 meters in a straight line.
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- First target hit:
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- 1d10 Slash
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- 1d6 Fire
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- 1d6 Lightning
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- Applies Burning if it Crits normally.
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- Counts as 1 hit for Static Wake.
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- If target is Burning -> deal +1d6 Fire immediately.
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**“Rail Reversal” (CD 5)**
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Trigger:
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* After successfully Parrying an enemy
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Effect:
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- Teleport 3 meters behind the attacker.
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- Strike critically for:
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- Weapon damage
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- +1d6 Fire
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- Counts toward Static Wake.
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---
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# Stage IV - Overcharged Arcblade
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_Fire and Lightning begin feeding each other._
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**HP Damage:** 1d10+1 Slash + 1d6 Fire + 1d6 Lightning
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**Posture:** 10
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**Penetration:** 25%
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**Chip:** 15%
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**Riposte Modifier:** +1d10
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**Ember Vein**: Critical hits apply Burning.
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If target is Burning and becomes Shocked:
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- Burning immediately ticks once for maximum value.
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**Static Wake**: When Sapped ends and Shock is applied:
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- Target takes additional 1d6 Lightning damage.
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**Rail Dash (Overcharged)**
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Dash 9 meters.
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* Each target hit:
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- 1d10+1 Slash
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- 1d6 Fire
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- 1d6 Lightning
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- Applies Burning if it Crits normally.
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- Counts as 1 hit for static Wake.
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- If target is Burning -> deal +1d6 Fire immediately.
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* If this strike causes Sapped to expire:
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- Shock triggers immediately instead of waiting.
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---
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# Stage V - True Arcblade (Mythical)
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_The Deep remembers this weapon._
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Weapon class upgrades to Heavy Railblade.
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**HP Damage:** 1d10+1d6 Slash + 1d6 Fire + 1d6 Lightning
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**Posture:** 11
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**Penetration:** 30%
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**Chip:** 15%
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**Riposte Modifier:** +1d12
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**Ember Vein**: Critical hits apply Burning.
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* Burning damage increases to **1d6 per round**.
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**Static Wake:**
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On every Critical:
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- Apply **Sapped (2 rounds)**.
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- When Sapped ends:
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- Shock triggers as normal.
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- Target also loses 2 Posture.
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**Rail Convergence**
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If you Riposte a Shocked target
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- Add +1d12 Lightning damage.
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- Ignore an additional 10% Lightning AC for that Riposte only.
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**Rail Dash (True Form)**
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Dash 9 meters.
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- Automatically Crits the first target struck.
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- Each target hit:
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- 1d10+1 Slash
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- 1d6 Fire
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- 1d6 Lightning
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- Applies Burning on Crit.
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- Counts as 1 hit for static Wake.
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- If target is Burning -> deal +1d6 Fire immediately.
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- Applies Sapped.
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- If target is already Sapped:
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- Immediately trigger Shock.
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- Burning ticks at maximum.
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**“Rail Reversal” (CD 5):**
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Trigger:
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* After successfully Parrying an enemy
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Effect:
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- Teleport 3 meters behind the attacker.
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- Strike critically for:
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- Weapon damage
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- +1d12 Fire
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If the enemy is Shocked:
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- +1d12 Lightning
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- Ignore 10 Lightning and Fire AC (this stacks with Rail Convergence rules).
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- Counts toward Static Wake.
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