Builder's Manual · Chapter 4

Optional Modules

These modules are add-ons. Use any, skip all, mix freely. They are balanced to work standalone or in combination.


Module 1 — Combat Reactions

Once per round, before the attack roll, a character may declare one reaction. Reactions use the character's action economy — they still take their normal turn.

ReactionRequirementEffect
ParryMelee Light or Heavy weaponRoll under Melee skill. On success, reduce incoming melee damage by 2d6 (minimum 0).
InterceptAdjacent to an ally being attackedMove into the attack's path. You become the target instead. You may then dodge normally.
CounterattackOpponent misses you with a melee attackMake one free melee attack (normal roll, no bonus).

GMs may disallow reactions for certain monsters or situations where it does not make narrative sense.


Module 2 — Dice Substitution

The core rules use only d6, d10, and d100. You may substitute dice as long as average damage stays roughly the same — this changes nothing about the system's math.

OriginalSubstitution OptionsAverage
1d61d4+1 · 1d8–1 (min 1)3.5
2d61d12 · 3d47 → 6.5 / 7.5
1d101d8+1 · 1d12–1 (min 1)5.5
3d61d20 (risky) · 2d10 (safer)10.5
1d10010d10~50–55

Recommendation: stick to core dice for consistency. But if a player has a favourite d12, let them use it.


Module 3 — Luck Points

Each player starts each session with 3 Luck Points.

Spending Luck

  • Reroll any d100 (attack, skill, dodge, etc.) after seeing the result — must take the new roll.
  • Force an enemy to reroll a d100. Once per enemy per round.

Limitations

  • Cannot reroll a critical failure (90+) unless the GM allows it — that is what makes crits dramatic.
  • Luck refreshes at the start of each new session. Unused points do not carry over.
  • GMs may award bonus Luck for exceptional roleplay.
Manual updated Sep 17, 2026.