Modules list

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