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DND/Players/RAILCAT/Upgrades/Arcblade.md
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3.6 KiB

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.