Psylocke’s organized play performance is on the Stats page.

Face 1: Blade
Blade
Face 2: Blade
Blade
Face 3: Psi
Psi
Face 4: Psi
Psi
Face 5: Mind
Mind
Face 6: Starlight
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 Rules

Manifest 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.

Abilities

Lunge Offensive (84.2% / 53.6% / 17.3%)

  • BladeBladeBlade Deal 5 dmg
  • BladeBladeBladeBlade Deal 6 dmg
  • BladeBladeBladeBladeBlade Deal 7 dmg

Devise Offensive (65.2%)

Needs BladePsiMindStarlight

  • Deal 3 undefendable dmg. If you did not use the Manifest die to activate this ability, gain 1 CP.

Parry Offensive (42.6%)

Needs BladeBladePsiPsiStarlight

  • Gain Agility. Deal 7 dmg.

Stealth Offensive (61.5% / 26.1%)

  • Small Straight Gain Infiltration. Deal 6 dmg
  • Large Straight Inflict Paralyze. Deal 8 dmg

Blade Dance Offensive (10.4%)

Needs StarlightStarlightStarlightStarlight

  • Gain Agility & Infiltration. Deal 6 undefendable dmg.

Paralysis Offensive (46.8%)

Needs BladeBladeMindMind

  • Inflict Paralyze. Deal 6 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.

Clandestine Defensive

Defense Roll 3 dice

  • Deal 1 x Blade dmg. On Blade Mind, draw 1. On Blade Starlight, gain Agility.

Otherworlder! Ultimate (1.3%)

Needs StarlightStarlightStarlightStarlightStarlight

  • Gain Agility. Inflict Paralyze. Deal 11 dmg.

Upgrades

Devise II Upgrade of Devise (2 CP)

Needs BladePsiMindStarlight

  • Deal 4 undefendable dmg. If you did not use the Manifest die to activate this ability, gain 1 CP.

Strong Shield Same card (84.2%)

Needs PsiPsiPsi

  • Gain 2 Infiltration & 2 Agility.

Parry II Upgrade of Parry (2 CP)

Needs BladeBladePsiPsiStarlight

  • Gain 2 Agility. Deal 7 dmg.

Stealth II Upgrade of Stealth (2 CP)

  • Small Straight Gain 2 Infiltration. Deal 6 dmg
  • Large Straight Inflict Paralyze. Deal 9 dmg

Blade Dance II Upgrade of Blade Dance (2 CP)

Needs StarlightStarlightStarlightStarlight

  • Gain 2 Agility & 2 Infiltration. Deal 6 undefendable dmg.

Girded Same card (35.5%)

Needs StarlightStarlightStarlight

  • Gain Agility. Deal 2 undefendable dmg.

Paralysis II Upgrade of Paralysis (2 CP)

Needs BladeBladeMindMind

  • Inflict Paralyze. Deal 7 dmg.

Immobile Same card (62.9%)

Needs PsiMindMind

  • Gain Agility & Infiltration. Deal 4 dmg.

Clandestine II Upgrade of Clandestine (2 CP)

Defense Roll 3 dice

  • Deal 2 x Blade dmg. On Blade Mind, draw 1. On Blade Starlight, gain Agility.

Hero Cards

Barrage! Card

Roll Phase Action, 1 CP, Attack Modifier

  • Roll 3 dice: Add 2 x Blade dmg.

Construct! Card

Roll Phase Action, 0 CP

  • If you have not yet used your Manifest die this turn, re-roll it.

Forced! Card

Roll 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! Card

Roll 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! Card

Roll Phase Action, 1 CP

  • If you use the Manifest die to increase your Attack damage, heal for the same amount.

Backflip! Card

Instant Action, 1 CP

  • Gain Agility and roll 1 die: On Psi, gain 1 CP. On Mind, draw 1. On Starlight, gain 1 additional Agility.

Deft Maneuver! Card

Main Phase Action, 0 CP

  • Choose an opponent and examine their hand.

Shattered! Card

Main 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! Card

Main Phase Action, 0 CP, Promo card

  • Roll 1 die: On Starlight, gain 2 Infiltration and 2 Agility. On any other outcome, draw 1.