Psylocke’s organized play performance is on the Stats page.  Blade Blade Psi Psi Mind Starlight
Status Effects Paralyze Negative Status Effect
Stack limit 1 - A player afflicted with this token cannot gain or inflict any status effects associated with any of their Offensive Abilities (all other effects of the ability still apply). When a player with this token concludes their Roll Phase, remove it.
Agility Positive Status Effect
Stack limit 2 - When a player with this token receives damage, they may spend it and roll 1 die. If the outcome is 1-3, prevent 1/2 incoming damage (rounded up).
Infiltration Positive Status Effect
Stack limit 2 - A player with this token may spend it and then choose a die rolled by any player (including themselves) during their Defensive Roll Attempt. The chosen die must be re-rolled.
Other RulesManifest die Mechanic- The Manifest die is a special colored die, rolled as a part of the first Roll Attempt of the Offensive Roll Phase and then placed on the Passive Ability Manifest. It can be used to help activate Offensive Abilities (by replacing one of the five normal dice) or to boost Attack damage (it counts as an Attack Modifier, adding 1/2 of its value, rounded up). The die cannot be altered in any way except by a card or ability that specifically mentions "Manifest die". However, when it is swapped with one of your other dice to activate an ability, the Manifest die is now treated as one of your 5 normal dice (and therefore can be altered). You can never increase Attack damage by 1/2 of its value and also replace a die in the same turn.
AbilitiesLunge Offensive (84.2% / 53.6% / 17.3%)  Deal 5 dmg   Deal 6 dmg    Deal 7 dmg
Stealth Offensive (61.5% / 26.1%)- Small Straight Gain Infiltration. Deal 6 dmg
- Large Straight Inflict Paralyze. Deal 8 dmg
Manifest Passive- Roll the Manifest die as a part of your first Roll Attempt during your Offensive Roll Phase and then place it here. It can be used to increase your Attack dmg by 1/2 of the roll value (rounded up) - or - replace a die used during your Offensive Roll Phase.
UpgradesStealth II Upgrade of Stealth (2 CP)- Small Straight Gain 2 Infiltration. Deal 6 dmg
- Large Straight Inflict Paralyze. Deal 9 dmg
Hero CardsBarrage! CardRoll Phase Action, 1 CP, Attack Modifier - Roll 3 dice: Add 2 x
dmg.
Construct! CardRoll Phase Action, 0 CP - If you have not yet used your Manifest die this turn, re-roll it.
Forced! CardRoll Phase Action, 1 CP - If an opponent afflicted with Paralyze would have gained a Positive Status Effect as a result of activating an Offensive Ability, you gain it instead. (If more than one, you choose which one to gain)
Strong Will! CardRoll Phase Action, 1 CP - Play only after being Attacked. You may remove an Agility token to prevent 1/2 incoming damage (rounded up).
Mind Altering! CardRoll Phase Action, 1 CP - If you use the Manifest die to increase your Attack damage, heal for the same amount.
Deft Maneuver! CardMain Phase Action, 0 CP - Choose an opponent and examine their hand.
Shattered! CardMain Phase Action, 1 CP - Deal 2 as an isolated source of undefendable dmg to an opponent that is afflicted with Paralyze.
Depths of the Mind! CardMain Phase Action, 0 CP, Promo card - Roll 1 die: On
, gain 2 Infiltration and 2 Agility. On any other outcome, draw 1.
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