Interception
Defence
Described in: Core book
Electricity coursing over the armour, subtle waves undulating around the Knight
Slots requirements
1
1
1
1
1
Lvl. 1 : 50 GP
With this module, a character entering a combat situation can ready themselves for anything and react in the blink of an eye. It allows them to use a move action (limited to one move action per turn) at any time during the turn, interrupting all other actions.
| Activation | Duration | Energy |
|---|---|---|
| None | Instantaneous | 4 |
| Energy | 4 |
|---|---|
| Duration | Instantaneous |
| Activation | None |
Lvl. 2 : 50 GP
The interception module now allows its user to spend 8 EP to perform a combat action (limited to one combat action per turn) at any time during the turn, interrupting all other actions.
| Activation | Duration | Energy |
|---|---|---|
| None | Instantaneous | 8 |
| Energy | 8 |
|---|---|
| Duration | Instantaneous |
| Activation | None |