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DND/Players/RAILCAT/Upgrades/Prosthetic.md
T

1.7 KiB
Raw Blame History

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.